120 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			GLSL
		
	
	
	
			
		
		
	
	
			120 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			GLSL
		
	
	
	
cbuffer UniformBlock0 : register(b0)
 | 
						|
{
 | 
						|
  float4x4 model_view_matrix;
 | 
						|
  float4x4 proj_matrix;
 | 
						|
  float4x4 model_view_proj_matrix;
 | 
						|
  float3x3 normal_matrix;
 | 
						|
  float3   color;
 | 
						|
  float3   view_dir;
 | 
						|
  float3   tess_factor;
 | 
						|
};
 | 
						|
 | 
						|
// =============================================================================
 | 
						|
// Hull Shader
 | 
						|
// =============================================================================
 | 
						|
struct HSInput {
 | 
						|
  float3 PositionWS : POSITION;
 | 
						|
  float3 NormalWS   : NORMAL;
 | 
						|
};
 | 
						|
 | 
						|
struct HSOutput {
 | 
						|
  float3 PositionWS : POSITION;
 | 
						|
};
 | 
						|
 | 
						|
struct HSTrianglePatchConstant {
 | 
						|
  float  EdgeTessFactor[3] : SV_TessFactor;
 | 
						|
  float  InsideTessFactor  : SV_InsideTessFactor;
 | 
						|
  float3 NormalWS[3]       : NORMAL;
 | 
						|
};
 | 
						|
 | 
						|
HSTrianglePatchConstant HSPatchConstant(InputPatch<HSInput, 3> patch)
 | 
						|
{
 | 
						|
  float3 roundedEdgeTessFactor = tess_factor;
 | 
						|
  float  roundedInsideTessFactor = 3;
 | 
						|
  float  insideTessFactor = 1;
 | 
						|
 | 
						|
  HSTrianglePatchConstant result;
 | 
						|
 | 
						|
  // Edge and inside tessellation factors
 | 
						|
  result.EdgeTessFactor[0] = roundedEdgeTessFactor.x;
 | 
						|
  result.EdgeTessFactor[1] = roundedEdgeTessFactor.y;
 | 
						|
  result.EdgeTessFactor[2] = roundedEdgeTessFactor.z;
 | 
						|
  result.InsideTessFactor  = roundedInsideTessFactor;
 | 
						|
 | 
						|
  // Constant data
 | 
						|
  result.NormalWS[0] = patch[0].NormalWS;
 | 
						|
  result.NormalWS[1] = patch[1].NormalWS;
 | 
						|
  result.NormalWS[2] = patch[2].NormalWS;
 | 
						|
 | 
						|
  return result;
 | 
						|
}
 | 
						|
 | 
						|
[domain("tri")]
 | 
						|
[partitioning("fractional_odd")]
 | 
						|
[outputtopology("triangle_ccw")]
 | 
						|
[outputcontrolpoints(3)]
 | 
						|
[patchconstantfunc("HSPatchConstant")]
 | 
						|
HSOutput HSMain(
 | 
						|
  InputPatch<HSInput, 3>  patch,
 | 
						|
  uint                    id : SV_OutputControlPointID
 | 
						|
)
 | 
						|
{
 | 
						|
  HSOutput output;
 | 
						|
  output.PositionWS = patch[id].PositionWS;
 | 
						|
  return output;
 | 
						|
}
 | 
						|
 | 
						|
// =============================================================================
 | 
						|
// Geometry Shader
 | 
						|
// =============================================================================
 | 
						|
struct GSVertexInput {
 | 
						|
  float3 PositionWS : POSITION;
 | 
						|
  float3 NormalWS   : NORMAL;
 | 
						|
};
 | 
						|
 | 
						|
struct GSVertexOutput {
 | 
						|
  float4 PositionCS : SV_POSITION;
 | 
						|
};
 | 
						|
 | 
						|
[maxvertexcount(6)]
 | 
						|
void GSMain(
 | 
						|
  triangle GSVertexInput            input[3],
 | 
						|
  inout LineStream<GSVertexOutput>  output
 | 
						|
)
 | 
						|
{
 | 
						|
 | 
						|
  float3 P0 = input[0].PositionWS.xyz;
 | 
						|
  float3 P1 = input[1].PositionWS.xyz;
 | 
						|
  float3 P2 = input[2].PositionWS.xyz;
 | 
						|
 | 
						|
  GSVertexOutput vertex;
 | 
						|
  // Totally hacky...
 | 
						|
  P0.z += 0.001;
 | 
						|
  P1.z += 0.001;
 | 
						|
  P2.z += 0.001;
 | 
						|
  float4 Q0 = mul(proj_matrix, float4(P0, 1.0));
 | 
						|
  float4 Q1 = mul(proj_matrix, float4(P1, 1.0));
 | 
						|
  float4 Q2 = mul(proj_matrix, float4(P2, 1.0));
 | 
						|
 | 
						|
  // Edge 0
 | 
						|
  vertex.PositionCS = Q0;
 | 
						|
  output.Append(vertex);
 | 
						|
  vertex.PositionCS = Q1;
 | 
						|
  output.Append(vertex);
 | 
						|
  output.RestartStrip();
 | 
						|
 | 
						|
  // Edge 1
 | 
						|
  vertex.PositionCS = Q1;
 | 
						|
  output.Append(vertex);
 | 
						|
  vertex.PositionCS = Q2;
 | 
						|
  output.Append(vertex);
 | 
						|
  output.RestartStrip();
 | 
						|
 | 
						|
  // Edge 2
 | 
						|
  vertex.PositionCS = Q2;
 | 
						|
  output.Append(vertex);
 | 
						|
  vertex.PositionCS = Q0;
 | 
						|
  output.Append(vertex);
 | 
						|
  output.RestartStrip();
 | 
						|
}
 |