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128 行
5.7 KiB
128 行
5.7 KiB
#define TESSELLATION_INTERPOLATE_BARY(name, bary) ouput.name = input0.name * bary.x + input1.name * bary.y + input2.name * bary.z
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// TODO: Move in geomtry.hlsl
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float3 ProjectPointOnPlane(float3 position, float3 planePosition, float3 planeNormal)
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{
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return position - (dot(position - planePosition, planeNormal) * planeNormal);
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}
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// p0, p1, p2 triangle world position
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// p0, p1, p2 triangle world vertex normal
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float3 PhongTessellation(float3 positionWS, float3 p0, float3 p1, float3 p2, float3 n0, float3 n1, float3 n2, float3 baryCoords, float shape)
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{
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float3 c0 = ProjectPointOnPlane(positionWS, p0, n0);
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float3 c1 = ProjectPointOnPlane(positionWS, p1, n1);
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float3 c2 = ProjectPointOnPlane(positionWS, p2, n2);
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float3 phongPositionWS = baryCoords.x * c0 + baryCoords.y * c1 + baryCoords.z * c2;
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return lerp(positionWS, phongPositionWS, shape);
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}
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// Reference: http://twvideo01.ubm-us.net/o1/vault/gdc10/slides/Bilodeau_Bill_Direct3D11TutorialTessellation.pdf
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// Return true if the triangle must be culled
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// backFaceCullEpsilon is the threshold of the dot product between view and normal ( < 0 mean we cull)
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bool BackFaceCullTriangle(float3 p0, float3 p1, float3 p2, float backFaceCullEpsilon, float3 cameraPosWS)
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{
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float3 edge0 = p1 - p0;
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float3 edge2 = p2 - p0;
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float3 N = normalize(cross(edge0, edge2));
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float3 midpoint = (p0 + p1 + p2) / 3.0;
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float3 V = normalize(cameraPosWS - midpoint);
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return (dot(V, N) < backFaceCullEpsilon) ? true : false;
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}
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float2 GetScreenSpacePosition(float3 positionWS, float4x4 viewProjectionMatrix, float4 screenParams)
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{
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float4 positionCS = mul(viewProjectionMatrix, float4(positionWS, 1.0));
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float2 positionSS = positionCS.xy / positionCS.w;
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// TODO: Check if we need to invert y
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return (positionSS * 0.5 + 0.5) * float2(screenParams.x, -screenParams.y);
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}
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// Compute both screen and distance based adaptation - return factor between 0 and 1
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float3 GetScreenSpaceTessFactor(float3 p0, float3 p1, float3 p2, float4x4 viewProjectionMatrix, float4 screenParams, float triangleSize)
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{
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// Get screen space adaptive scale factor
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float2 edgeScreenPosition0 = GetScreenSpacePosition(p0, viewProjectionMatrix, screenParams);
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float2 edgeScreenPosition1 = GetScreenSpacePosition(p1, viewProjectionMatrix, screenParams);
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float2 edgeScreenPosition2 = GetScreenSpacePosition(p2, viewProjectionMatrix, screenParams);
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float EdgeScale = 1.0 / triangleSize; // Edge size in reality, but name is simpler
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float3 tessFactor;
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tessFactor.x = saturate(distance(edgeScreenPosition1, edgeScreenPosition2) * EdgeScale);
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tessFactor.y = saturate(distance(edgeScreenPosition0, edgeScreenPosition2) * EdgeScale);
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tessFactor.z = saturate(distance(edgeScreenPosition0, edgeScreenPosition1) * EdgeScale);
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return tessFactor;
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}
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float3 GetDistanceBasedTessFactor(float3 p0, float3 p1, float3 p2, float3 cameraPosWS, float tessMinDist, float tessMaxDist)
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{
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float3 edgePosition0 = 0.5 * (p1 + p2);
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float3 edgePosition1 = 0.5 * (p0 + p2);
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float3 edgePosition2 = 0.5 * (p0 + p1);
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// TODO: Move to camera relative and change distance to length
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float dist0 = distance(edgePosition0, cameraPosWS);
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float dist1 = distance(edgePosition1, cameraPosWS);
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float dist2 = distance(edgePosition2, cameraPosWS);
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// The saturate will handle the produced NaN in case min == max
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float fadeDist = tessMaxDist - tessMinDist;
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float3 tessFactor;
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tessFactor.x = saturate(1.0 - (dist0 - tessMinDist) / fadeDist);
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tessFactor.y = saturate(1.0 - (dist1 - tessMinDist) / fadeDist);
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tessFactor.z = saturate(1.0 - (dist2 - tessMinDist) / fadeDist);
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return tessFactor;
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}
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float4 CalcTriEdgeTessFactors(float3 triVertexFactors)
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{
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float4 tess;
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tess.x = triVertexFactors.x;
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tess.y = triVertexFactors.y;
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tess.z = triVertexFactors.z;
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tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0;
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return tess;
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}
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// TODO: Move in geomtry.hlsl
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float DistanceFromPlane(float3 pos, float4 plane)
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{
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float d = dot(float4(pos, 1.0), plane);
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return d;
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}
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// Returns true if triangle with given 3 world positions is outside of camera's view frustum.
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// cullEps is distance outside of frustum that is still considered to be inside (i.e. max displacement)
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bool WorldViewFrustumCull(float3 p0, float3 p1, float3 p2, float cullEps, float4 cameraWorldClipPlanes[4])
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{
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float4 planeTest;
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// left
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planeTest.x = ((DistanceFromPlane(p0, cameraWorldClipPlanes[0]) > -cullEps) ? 1.0 : 0.0) +
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((DistanceFromPlane(p1, cameraWorldClipPlanes[0]) > -cullEps) ? 1.0 : 0.0) +
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((DistanceFromPlane(p2, cameraWorldClipPlanes[0]) > -cullEps) ? 1.0 : 0.0);
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// right
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planeTest.y = ((DistanceFromPlane(p0, cameraWorldClipPlanes[1]) > -cullEps) ? 1.0 : 0.0) +
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((DistanceFromPlane(p1, cameraWorldClipPlanes[1]) > -cullEps) ? 1.0 : 0.0) +
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((DistanceFromPlane(p2, cameraWorldClipPlanes[1]) > -cullEps) ? 1.0 : 0.0);
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// top
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planeTest.z = ((DistanceFromPlane(p0, cameraWorldClipPlanes[2]) > -cullEps) ? 1.0 : 0.0) +
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((DistanceFromPlane(p1, cameraWorldClipPlanes[2]) > -cullEps) ? 1.0 : 0.0) +
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((DistanceFromPlane(p2, cameraWorldClipPlanes[2]) > -cullEps) ? 1.0 : 0.0);
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// bottom
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planeTest.w = ((DistanceFromPlane(p0, cameraWorldClipPlanes[3]) > -cullEps) ? 1.0 : 0.0) +
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((DistanceFromPlane(p1, cameraWorldClipPlanes[3]) > -cullEps) ? 1.0 : 0.0) +
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((DistanceFromPlane(p2, cameraWorldClipPlanes[3]) > -cullEps) ? 1.0 : 0.0);
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// has to pass all 4 plane tests to be visible
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return !all(planeTest);
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}
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