165 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			165 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| /*
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| The MIT License (MIT)
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| 
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| Copyright (c) 2022 Google LLC
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| Copyright (c) 2022 Sascha Willems
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| 
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| Permission is hereby granted, free of charge, to any person obtaining a copy
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| of this software and associated documentation files (the "Software"), to deal
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| in the Software without restriction, including without limitation the rights
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| to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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| copies of the Software, and to permit persons to whom the Software is
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| furnished to do so, subject to the following conditions:
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| 
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| The above copyright notice and this permission notice shall be included in all
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| copies or substantial portions of the Software.
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| 
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| THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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| IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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| FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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| AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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| LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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| OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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| SOFTWARE.
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| */
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| 
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| struct UBO
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| {
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| 	float4x4 projection;
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| 	float4x4 modelview;
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| 	float4 lightPos;
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| 	float4 frustumPlanes[6];
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| 	float displacementFactor;
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| 	float tessellationFactor;
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| 	float2 viewportDim;
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| 	float tessellatedEdgeSize;
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| };
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| cbuffer ubo : register(b0) { UBO ubo; };
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| 
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| Texture2D textureHeight : register(t1);
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| SamplerState samplerHeight : register(s1);
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| 
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| struct VSOutput
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| {
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| 	float4 Pos : SV_POSITION;
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| [[vk::location(0)]] float3 Normal : NORMAL0;
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| [[vk::location(1)]] float2 UV : TEXCOORD0;
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| };
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| 
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| struct HSOutput
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| {
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| [[vk::location(2)]]	float4 Pos : SV_POSITION;
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| [[vk::location(0)]] float3 Normal : NORMAL0;
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| [[vk::location(1)]] float2 UV : TEXCOORD0;
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| };
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| 
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| struct ConstantsHSOutput
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| {
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|     float TessLevelOuter[4] : SV_TessFactor;
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|     float TessLevelInner[2] : SV_InsideTessFactor;
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| };
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| 
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| // Calculate the tessellation factor based on screen space
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| // dimensions of the edge
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| float screenSpaceTessFactor(float4 p0, float4 p1)
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| {
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| 	// Calculate edge mid point
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| 	float4 midPoint = 0.5 * (p0 + p1);
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| 	// Sphere radius as distance between the control points
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| 	float radius = distance(p0, p1) / 2.0;
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| 
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| 	// View space
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| 	float4 v0 = mul(ubo.modelview, midPoint);
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| 
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| 	// Project into clip space
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| 	float4 clip0 = mul(ubo.projection, (v0 - float4(radius, float3(0.0, 0.0, 0.0))));
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| 	float4 clip1 = mul(ubo.projection, (v0 + float4(radius, float3(0.0, 0.0, 0.0))));
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| 
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| 	// Get normalized device coordinates
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| 	clip0 /= clip0.w;
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| 	clip1 /= clip1.w;
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| 
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| 	// Convert to viewport coordinates
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| 	clip0.xy *= ubo.viewportDim;
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| 	clip1.xy *= ubo.viewportDim;
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| 
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| 	// Return the tessellation factor based on the screen size
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| 	// given by the distance of the two edge control points in screen space
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| 	// and a reference (min.) tessellation size for the edge set by the application
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| 	return clamp(distance(clip0, clip1) / ubo.tessellatedEdgeSize * ubo.tessellationFactor, 1.0, 64.0);
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| }
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| 
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| // Checks the current's patch visibility against the frustum using a sphere check
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| // Sphere radius is given by the patch size
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| bool frustumCheck(float4 Pos, float2 inUV)
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| {
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| 	// Fixed radius (increase if patch size is increased in example)
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| 	const float radius = 8.0f;
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| 	float4 pos = Pos;
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| 	pos.y -= textureHeight.SampleLevel(samplerHeight, inUV, 0.0).r * ubo.displacementFactor;
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| 
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| 	// Check sphere against frustum planes
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| 	for (int i = 0; i < 6; i++) {
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| 		if (dot(pos, ubo.frustumPlanes[i]) + radius < 0.0)
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| 		{
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| 			return false;
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| 		}
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| 	}
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| 	return true;
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| }
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| 
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| ConstantsHSOutput ConstantsHS(InputPatch<VSOutput, 4> patch)
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| {
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|     ConstantsHSOutput output = (ConstantsHSOutput)0;
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| 
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| 	if (!frustumCheck(patch[0].Pos, patch[0].UV))
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| 	{
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| 		output.TessLevelInner[0] = 0.0;
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| 		output.TessLevelInner[1] = 0.0;
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| 		output.TessLevelOuter[0] = 0.0;
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| 		output.TessLevelOuter[1] = 0.0;
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| 		output.TessLevelOuter[2] = 0.0;
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| 		output.TessLevelOuter[3] = 0.0;
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| 	}
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| 	else
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| 	{
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| 		if (ubo.tessellationFactor > 0.0)
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| 		{
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| 			output.TessLevelOuter[0] = screenSpaceTessFactor(patch[3].Pos, patch[0].Pos);
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| 			output.TessLevelOuter[1] = screenSpaceTessFactor(patch[0].Pos, patch[1].Pos);
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| 			output.TessLevelOuter[2] = screenSpaceTessFactor(patch[1].Pos, patch[2].Pos);
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| 			output.TessLevelOuter[3] = screenSpaceTessFactor(patch[2].Pos, patch[3].Pos);
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| 			output.TessLevelInner[0] = lerp(output.TessLevelOuter[0], output.TessLevelOuter[3], 0.5);
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| 			output.TessLevelInner[1] = lerp(output.TessLevelOuter[2], output.TessLevelOuter[1], 0.5);
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| 		}
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| 		else
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| 		{
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| 			// Tessellation factor can be set to zero by example
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| 			// to demonstrate a simple passthrough
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| 			output.TessLevelInner[0] = 1.0;
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| 			output.TessLevelInner[1] = 1.0;
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| 			output.TessLevelOuter[0] = 1.0;
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| 			output.TessLevelOuter[1] = 1.0;
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| 			output.TessLevelOuter[2] = 1.0;
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| 			output.TessLevelOuter[3] = 1.0;
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| 		}
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| 	}
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| 
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|     return output;
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| }
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| 
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| [domain("quad")]
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| [partitioning("integer")]
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| [outputtopology("triangle_cw")]
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| [outputcontrolpoints(4)]
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| [patchconstantfunc("ConstantsHS")]
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| [maxtessfactor(20.0f)]
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| HSOutput main(InputPatch<VSOutput, 4> patch, uint InvocationID : SV_OutputControlPointID)
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| {
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| 	HSOutput output = (HSOutput)0;
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| 	output.Pos = patch[InvocationID].Pos;
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| 	output.Normal = patch[InvocationID].Normal;
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| 	output.UV = patch[InvocationID].UV;
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| 	return output;
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| }
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