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Vulkan-Samples/shaders/patch_control_points/hlsl/tess.tesc.hlsl
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2025-09-04 10:54:47 +08:00

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3.5 KiB
HLSL

/* Copyright (c) 2024, Sascha Willems
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
struct UBO
{
float4x4 projection;
float4x4 view;
};
[[vk::binding(0, 0)]]
ConstantBuffer<UBO> ubo : register(b0);
struct UBOTessellation
{
float tessellationFactor;
};
[[vk::binding(1, 0)]]
ConstantBuffer<UBOTessellation> ubo_tessellation : register(b1);
struct VSOutput
{
float4 Pos : SV_POSITION;
};
struct HSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Color : COLOR0;
};
struct ConstantsHSOutput
{
float TessLevelOuter[4] : SV_TessFactor;
float TessLevelInner[2] : SV_InsideTessFactor;
};
float getTessLevel(float4 p0, float4 p1)
{
float tessellationLevel = 0.0f;
const float midDistance = 1.6f;
const float shortDistance = 1.0f;
// Calculate edge mid point
float4 centerPoint = 0.5f * (p0 + p1);
// Calculate vector from camera to mid point
float4 vCam = mul(ubo.view, centerPoint);
// Calculate vector for camera projection
float4 vCamView = mul(ubo.projection, vCam);
// Calculate the vector length
float centerDistance = length(vCamView);
// Adjusting the size of the tessellation depending on the length of the vector
if (centerDistance >= midDistance)
{
tessellationLevel = 1.0f;
}
else if (centerDistance >= shortDistance && centerDistance < midDistance)
{
tessellationLevel = ubo_tessellation.tessellationFactor * 0.4f;
}
else
{
tessellationLevel = ubo_tessellation.tessellationFactor;
}
return tessellationLevel;
}
float3 getColor(float tessellationLevel)
{
float3 outColor;
if (tessellationLevel == 1.0f)
{
outColor = float3(1.0f, 0.0f, 0.0f); // red color
}
else if (tessellationLevel == ubo_tessellation.tessellationFactor * 0.4f)
{
outColor = float3(0.0f, 0.0f, 1.0f); // blue color
}
else if (tessellationLevel == ubo_tessellation.tessellationFactor)
{
outColor = float3(0.0f, 1.0f, 0.0f); // green color
}
return outColor;
}
ConstantsHSOutput ConstantsHS(InputPatch<VSOutput, 3> patch)
{
ConstantsHSOutput output = (ConstantsHSOutput)0;
if (ubo_tessellation.tessellationFactor > 1.0)
{
output.TessLevelOuter[0] = getTessLevel(patch[2].Pos, patch[0].Pos);
output.TessLevelOuter[1] = getTessLevel(patch[0].Pos, patch[1].Pos);
output.TessLevelOuter[2] = getTessLevel(patch[1].Pos, patch[2].Pos);
output.TessLevelInner[0] = lerp(output.TessLevelOuter[0], output.TessLevelOuter[2], 0.5);
}
else
{
output.TessLevelOuter[0] = 1;
output.TessLevelOuter[1] = 1;
output.TessLevelOuter[2] = 1;
output.TessLevelInner[0] = 1;
}
return output;
}
[domain("tri")]
[partitioning("integer")]
[outputtopology("triangle_cw")]
[outputcontrolpoints(3)]
[patchconstantfunc("ConstantsHS")]
[maxtessfactor(20.0)]
HSOutput main(InputPatch<VSOutput, 3> patch, uint InvocationID : SV_OutputControlPointID)
{
HSOutput output = (HSOutput)0;
output.Pos = patch[InvocationID].Pos;
output.Color = getColor(getTessLevel(patch[2].Pos, patch[0].Pos));
return output;
}