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