#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; #ifdef TESS_PN PNPatch patch; #endif }; float triLOD; void ComputeTessFactor(out float Edges[3] : SV_TessFactor, out float Inside : SV_InsideTessFactor) { Edges[0] = Edges[1] = Edges[2] = triLOD; Inside = triLOD; } 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; Texture2D s_tbump; Texture2D s_tbumpX; Texture2D s_tdetailBumpX; void ComputeDisplacedVertex(inout float3 P, float3 N, float2 tc, float2 tcd) { #ifdef USE_TDETAIL float4 Nu = s_tbump.SampleLevel(smp_bump_ds, tc, 0.0f); float4 NuE = s_tbumpX.SampleLevel(smp_bump_ds, tc, 0.0f); float3 Ne = Nu.wzy + NuE.xyz - 1.0f; float height = NuE.w; #ifdef USE_TDETAIL_BUMP float4 NDetailX = s_tdetailBumpX.SampleLevel(smp_bump_ds, tcd, 0.0f); height += 0.2f * (NDetailX.w - 0.5f); #endif P += N * height * 0.07f; #endif } #endif