#line 0 "osd/mtlPatchBoxSplineTriangle.metal" // // Copyright 2019 Pixar // // Licensed under the Apache License, Version 2.0 (the "Apache License") // with the following modification; you may not use this file except in // compliance with the Apache License and the following modification to it: // Section 6. Trademarks. is deleted and replaced with: // // 6. Trademarks. This License does not grant permission to use the trade // names, trademarks, service marks, or product names of the Licensor // and its affiliates, except as required to comply with Section 4(c) of // the License and to reproduce the content of the NOTICE file. // // You may obtain a copy of the Apache License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the Apache License with the above modification is // distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY // KIND, either express or implied. See the Apache License for the specific // language governing permissions and limitations under the Apache License. // //---------------------------------------------------------- // Patches.BoxSplineTriangle.Hull //---------------------------------------------------------- void OsdComputePerVertex( float4 position, threadgroup HullVertex& hullVertex, int vertexId, float4x4 modelViewProjectionMatrix, OsdPatchParamBufferSet osdBuffers ) { hullVertex.position = position; #if OSD_ENABLE_PATCH_CULL float4 clipPos = mul(modelViewProjectionMatrix, position); short3 clip0 = short3(clipPos.x < clipPos.w, clipPos.y < clipPos.w, clipPos.z < clipPos.w); short3 clip1 = short3(clipPos.x > -clipPos.w, clipPos.y > -clipPos.w, clipPos.z > -clipPos.w); hullVertex.clipFlag = short3(clip0) + 2*short3(clip1); #endif } //---------------------------------------------------------- // Patches.BoxSplineTriangle.Factors //---------------------------------------------------------- void OsdComputePerPatchBezierTriangleFactors( int3 patchParam, float tessLevel, float4x4 projectionMatrix, float4x4 modelViewMatrix, device OsdPerPatchVertexBezier* patch, #if !USE_PTVS_FACTORS device OsdPerPatchTessFactors& patchFactors, #endif device MTLTriangleTessellationFactorsHalf& triFactors ) { float4 tessLevelOuter = float4(0); float2 tessLevelInner = float2(0); float4 tessOuterLo = float4(0); float4 tessOuterHi = float4(0); #if OSD_ENABLE_SCREENSPACE_TESSELLATION // Gather bezier control points to compute limit surface tess levels float3 bezcv[15]; for (int i=0; i<15; ++i) { bezcv[i] = patch[i].P; } OsdEvalPatchBezierTriangleTessLevels( tessLevel, projectionMatrix, modelViewMatrix, bezcv, patchParam, tessLevelOuter, tessLevelInner, tessOuterLo, tessOuterHi ); #else OsdGetTessLevelsUniformTriangle( tessLevel, patchParam, tessLevelOuter, tessLevelInner, tessOuterLo, tessOuterHi ); #endif triFactors.edgeTessellationFactor[0] = tessLevelOuter[0]; triFactors.edgeTessellationFactor[1] = tessLevelOuter[1]; triFactors.edgeTessellationFactor[2] = tessLevelOuter[2]; triFactors.insideTessellationFactor = tessLevelInner[0]; #if !USE_PTVS_FACTORS patchFactors.tessOuterLo = tessOuterLo; patchFactors.tessOuterHi = tessOuterHi; #endif } void OsdComputePerPatchFactors( int3 patchParam, float tessLevel, unsigned patchID, float4x4 projectionMatrix, float4x4 modelViewMatrix, OsdPatchParamBufferSet osdBuffer, threadgroup PatchVertexType* patchVertices, device MTLTriangleTessellationFactorsHalf& triFactors ) { OsdComputePerPatchBezierTriangleFactors( patchParam, tessLevel, projectionMatrix, modelViewMatrix, osdBuffer.perPatchVertexBuffer + patchID * VERTEX_CONTROL_POINTS_PER_PATCH, #if !USE_PTVS_FACTORS osdBuffer.patchTessBuffer[patchID], #endif triFactors ); } //---------------------------------------------------------- // Patches.BoxSplineTriangle.Vertex //---------------------------------------------------------- void OsdComputePerPatchVertex( int3 patchParam, unsigned ID, unsigned PrimitiveID, unsigned ControlID, threadgroup PatchVertexType* patchVertices, OsdPatchParamBufferSet osdBuffers ) { OsdComputePerPatchVertexBoxSplineTriangle( patchParam, ID, patchVertices, osdBuffers.perPatchVertexBuffer[ControlID]); } //---------------------------------------------------------- // Patches.BoxSplineTriangle.Domain //---------------------------------------------------------- template OsdPatchVertex ds_regular_patches( float tessLevel, #if !USE_PTVS_FACTORS float4 tessOuterLo, float4 tessOuterHi, #endif PerPatchVertexBezier cv, int3 patchParam, float3 domainCoord ) { #if USE_PTVS_FACTORS float4 tessOuterLo(0), tessOuterHi(0); OsdGetTessLevelsUniformTriangle( tessLevel, patchParam, tessOuterLo, tessOuterHi); #endif float2 UV = OsdGetTessParameterizationTriangle(domainCoord, tessOuterLo, tessOuterHi); OsdPatchVertex output; float3 P = float3(0), dPu = float3(0), dPv = float3(0); float3 N = float3(0), dNu = float3(0), dNv = float3(0); OsdEvalPatchBezierTriangle(patchParam, UV, cv, P, dPu, dPv, N, dNu, dNv); output.normal = N; output.tangent = dPu; output.bitangent = dPv; #if OSD_COMPUTE_NORMAL_DERIVATIVES output.Nu = dNu; output.Nv = dNv; #endif output.tessCoord = UV; output.patchCoord = OsdInterpolatePatchCoordTriangle(UV, patchParam); output.position = P; return output; } #if USE_STAGE_IN template #endif OsdPatchVertex OsdComputePatch( float tessLevel, float3 domainCoord, unsigned patchID, #if USE_STAGE_IN PerPatchVertexBezier osdPatch #else OsdVertexBufferSet osdBuffers #endif ) { return ds_regular_patches( tessLevel, #if !USE_PTVS_FACTORS #if USE_STAGE_IN osdPatch.tessOuterLo, osdPatch.tessOuterHi, #else osdBuffers.patchTessBuffer[patchID].tessOuterLo, osdBuffers.patchTessBuffer[patchID].tessOuterHi, #endif #endif #if USE_STAGE_IN osdPatch.cv, osdPatch.patchParam, #else osdBuffers.perPatchVertexBuffer + patchID * VERTEX_CONTROL_POINTS_PER_PATCH, osdBuffers.patchParamBuffer[patchID], #endif domainCoord ); }