There are some nice sample projects included in the DirectX SDK that cover tessellation, but I felt that they were a little too ... complex. Don't get me wrong, I feel that they are great samples of doing things like model subdivision, detail tessellation, and bezier curves. I just felt that there should be a very simple demonstration of tessellation in the most basic sense. I decided to write one myself and share it here.

I should note that this was written using SlimDX. I love having the power of DirectX in C#!

As I stated, this is pretty much the most basic example of tessellation I could think of. It has one single quad with vertices defined in screen-space, which allows us to skip any transformation. The shader then tessellates the quad by using hard-coded tessellation factors. That's it!

The main application code isn't that important. It just creates the vertex buffer consisting of 4 vertices. It then draws using the new "4 control point patch" primitive. All the rest of the magic happens in the HLSL code.

The vertex shader isn't that impressive. It is simply a pass-through shader and passes the vertex position through to the hull shader.

VS_OUTPUT VS( VS_INPUT input )

{

VS_OUTPUT output;

output.position = input.position;

return output;

}

The hull shader constant fuction simply sets the hard-coded tessellation factors for the edges and inside. Currently I have it hard-coded to a factor of 32. You may manually change this value to be anywhere from 1-64.

HS_CONSTANT_OUTPUT HSConstant( InputPatch<VS_OUTPUT, 4> ip, uint pid : SV_PrimitiveID )

{

HS_CONSTANT_OUTPUT output;

float edge = 32.0f;

float inside = 32.0f;

output.edges[0] = edge;

output.edges[1] = edge;

output.edges[2] = edge;

output.edges[3] = edge;

output.inside[0] = inside;

output.inside[1] = inside;

return output;

}

The hull shader itself does not perform a basis change, and therefore it passes through all 4 of the input points to the output. As you can see from the attributes, it is operating on the quad domain and it uses the standard clockwise winding.

[domain("quad")]

[partitioning("integer")]

[outputtopology("triangle_cw")]

[outputcontrolpoints(4)]

[patchconstantfunc("HSConstant")]

HS_OUTPUT HS( InputPatch<VS_OUTPUT, 4> ip, uint cpid : SV_OutputControlPointID, uint pid : SV_PrimitiveID )

{

HS_OUTPUT Output;

Output.position = ip[cpid].position;

return Output;

}

Before explaining the domain shader, let me first explain the orientation of the UV coordinates coming from the tessellator.

Let's assume your vertices are defined in this manner:

u

0-----1

v| |

| |

3-----2

The U dimension ranges from [0-1] in the direction of vertex 0 to vertex 1.

The V dimension ranges from [0-1] in the direction of vertex 0 to vertex 3.

I specifically state this now because I had wrongly assumed that it was oriented such that the U and V coordinates were reversed, like so:

WRONG!

1-----2

| |

v| |

0-----3

u

Now, about the domain shader itself. This is normally where the samples got rather complex calculating bezier curves and such. This is the simplest algorithm I could come up with. It uses three linear interpolations to calculate the vertex position. I visualize it as sliding two lines along the the quad and marking where they intersect as the vertex.

The first lerp finds the "midpoint" between vertex 0 and 1 by a factor of U.

The second lerp finds the "midpoint" between vertex 3 and 2 by a factor of U.

The third lerp finds the "midpoint" between the first and second calulated midpoints by a factor of V.

This is rather hard to "draw" a diagram for, but hopefully this makes some sense:

lerp1

0--|--1

| _ | lerp3

| |

3--|--2

lerp2

The color of the vertex is set based upon the tessellation UV coordinates.

[domain("quad")]

DS_OUTPUT DS( HS_CONSTANT_OUTPUT input, float2 UV : SV_DomainLocation, const OutputPatch<HS_OUTPUT, 4> patch )

{

DS_OUTPUT Output;

float3 topMidpoint = lerp(patch[0].position, patch[1].position, UV.x);

float3 bottomMidpoint = lerp(patch[3].position, patch[2].position, UV.x);

Output.position = float4(lerp(topMidpoint, bottomMidpoint, UV.y), 1);

Output.color = float4(UV.yx, 1-UV.x, 1);

return Output;

}

The pixel shader just writes out the color.

float4 PS( DS_OUTPUT input ) : SV_Target

{

return input.color;

}

There you have it! Hopefully this simple example of tessellating a single quad will be useful to other people and help to illustrate how the tessellator works.

You can download the full source to this example here: Tessellation.zip

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