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- #ifndef TESS_H_INCLUDED
- # define TESS_H_INCLUDED
- // Output patch constant data.
- struct PNPatch
- {
- // Geometry cubic control points (excluding corners)
- float3 f3B210 : POSITION3;
- float3 f3B120 : POSITION4;
- float3 f3B021 : POSITION5;
- float3 f3B012 : POSITION6;
- float3 f3B102 : POSITION7;
- float3 f3B201 : POSITION8;
- float3 f3B111 : CENTER;
- // Normal quadratic control points (excluding corners)
- float3 f3N110 : NORMAL3;
- float3 f3N011 : NORMAL4;
- float3 f3N101 : NORMAL5;
- };
- struct HS_CONSTANT_DATA_OUTPUT
- {
- float Edges[3] : SV_TessFactor;
- float Inside : SV_InsideTessFactor;
- //float3 www : DUBBIES;
- #ifdef TESS_PN
- PNPatch patch;
- #endif
- };
- float triLOD;
- void ComputeTessFactor(out float Edges[3] : SV_TessFactor, out float Inside : SV_InsideTessFactor)
- {
- //float factor = clamp(triLOD, 1, 1);//factor = (Output.N.z>0)?-1:10;//max(factor*10, 1);
- Edges[0] = Edges[1] = Edges[2] = /*63;//*/triLOD;//factor;
- Inside = /*63;//*/triLOD;//factor;
- }
- void ComputePNPatch(float3 P[3], float3 N[3], out PNPatch patch)
- {
- // Compute the cubic geometry control points
- // Edge control points
- patch.f3B210 = (2.0f*P[0].xyz + P[1].xyz - dot(P[1].xyz-P[0].xyz, N[0])*N[0]) / 3.0f;
- patch.f3B120 = (2.0f*P[1].xyz + P[0].xyz - dot(P[0].xyz-P[1].xyz, N[1])*N[1]) / 3.0f;
- patch.f3B021 = (2.0f*P[1].xyz + P[2].xyz - dot(P[2].xyz-P[1].xyz, N[1])*N[1]) / 3.0f;
- patch.f3B012 = (2.0f*P[2].xyz + P[1].xyz - dot(P[1].xyz-P[2].xyz, N[2])*N[2]) / 3.0f;
- patch.f3B102 = (2.0f*P[2].xyz + P[0].xyz - dot(P[0].xyz-P[2].xyz, N[2])*N[2]) / 3.0f;
- patch.f3B201 = (2.0f*P[0].xyz + P[2].xyz - dot(P[2].xyz-P[0].xyz, N[0])*N[0]) / 3.0f;
- // Center control point
- float3 f3E = ( patch.f3B210 + patch.f3B120 + patch.f3B021 + patch.f3B012 + patch.f3B102 + patch.f3B201 ) / 6.0f;
- float3 f3V = ( P[0].xyz + P[1].xyz + P[2].xyz ) / 3.0f;
- patch.f3B111 = f3E + ( ( f3E - f3V ) / 2.0f );
- // Compute the quadratic normal control points, and rotate into world space
- float fV12 = 2.0f * dot( P[1].xyz - P[0].xyz, N[0] + N[1] ) / dot( P[1].xyz - P[0].xyz, P[1].xyz - P[0].xyz );
- patch.f3N110 = normalize( N[0] + N[1] - fV12 * ( P[1].xyz - P[0].xyz ));
- float fV23 = 2.0f * dot( P[2].xyz - P[1].xyz, N[1] + N[2] ) / dot( P[2].xyz - P[1].xyz, P[2].xyz - P[1].xyz );
- patch.f3N011 = normalize( N[1] + N[2] - fV23 * ( P[2].xyz - P[1].xyz ));
- float fV31 = 2.0f * dot( P[0].xyz - P[2].xyz, N[2] + N[0] ) / dot( P[0].xyz - P[2].xyz, P[0].xyz - P[2].xyz );
- patch.f3N101 = normalize( N[2] + N[0] - fV31 * ( P[0].xyz - P[2].xyz ));
- }
- void ComputePatchVertex(float3 P[3], float3 N[3], float3 uvw, in PNPatch patch, out float3 Pos, out float3 Norm)
- {
- float u = uvw.y;
- float v = uvw.x;
- float w = uvw.z;
- Pos = P[0] * w * w * w +
- P[1] * u * u * u +
- P[2] * v * v * v +
- patch.f3B210 * 3.0f * w * w * u +
- patch.f3B120 * 3.0f * w * u * u +
- patch.f3B201 * 3.0f * w * w * v +
- patch.f3B021 * 3.0f * u * u * v +
- patch.f3B102 * 3.0f * w * v * v +
- patch.f3B012 * 3.0f * u * v * v +
- patch.f3B111 * 6.0f * w * u * v;
- // Compute normal from quadratic control points and barycentric coords
- Norm = N[0] * w * w +
- N[1] * u * u +
- N[2] * v * v +
- patch.f3N110 * w * u +
- patch.f3N011 * u * v +
- patch.f3N101 * w * v;
- }
- sampler smp_bump_ds; // Use D3DTADDRESS_WRAP, D3DTEXF_ANISOTROPIC, D3DTEXF_LINEAR, D3DTEXF_ANISOTROPIC
- Texture2D s_tbump; //
- Texture2D s_tbumpX; //
- Texture2D s_tdetailBumpX; // Error for bump detail
- void ComputeDisplacedVertex(inout float3 P, float3 N, float2 tc, float2 tcd)
- {
- #ifdef USE_TDETAIL
- float4 Nu = s_tbump.SampleLevel (smp_bump_ds, tc, 0); // IN: normal.gloss
- float4 NuE = s_tbumpX.SampleLevel(smp_bump_ds, tc, 0); // IN: normal_error.height
- float3 Ne = Nu.wzy + (NuE.xyz - 1.0h); //(Nu.wzyx - .5h) + (E-.5)
- float height = NuE.w;
- # ifdef USE_TDETAIL_BUMP
- float4 NDetailX = s_tdetailBumpX.SampleLevel(smp_bump_ds, tcd, 0);
- height += (NDetailX.w-0.5)*0.2;
- # endif
- P += N*height*0.07;
- #endif
- }
- #endif
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