如何将此类技术(从nVidia InstancedTesselation示例)转换为纯HLSL + DirectX 11 C ++代码?
float4 PreprocessedLoDVS( uint id : SV_InstanceID, uniform int method) : LODS
{
float4 tessLevel;
if (method == 1) //Gregory
{
float3 positionControlPoints[20];
// 8 9 10 11
// 12 0\1 2/3 13
// 14 4/5 6\7 15
// 16 17 18 19
LoadGregoryPositionControlPoints(id, positionControlPoints);
tessLevel.x = evaluateEdgeLoD(positionControlPoints[16], positionControlPoints[14], positionControlPoints[12], positionControlPoints[8]);
tessLevel.y = evaluateEdgeLoD(positionControlPoints[19], positionControlPoints[15], positionControlPoints[13], positionControlPoints[11]);
tessLevel.z = evaluateEdgeLoD(positionControlPoints[16], positionControlPoints[17], positionControlPoints[18], positionControlPoints[19]);
tessLevel.w = evaluateEdgeLoD(positionControlPoints[8], positionControlPoints[9], positionControlPoints[10], positionControlPoints[11]);
}
else if (method == 0) { //Regular
float3 positionControlPoints[16];
// 0 1 2 3
// 4 5 6 7
// 8 9 10 11
// 12 13 14 15
LoadRegularControlPoints(id, positionControlPoints);
tessLevel.x = evaluateEdgeLoD(positionControlPoints[ 0], positionControlPoints[ 4], positionControlPoints[ 8], positionControlPoints[12]);
tessLevel.y = evaluateEdgeLoD(positionControlPoints[ 3], positionControlPoints[ 7], positionControlPoints[11], positionControlPoints[15]);
tessLevel.w = evaluateEdgeLoD(positionControlPoints[ 0], positionControlPoints[ 1], positionControlPoints[ 2], positionControlPoints[ 3]);
tessLevel.z = evaluateEdgeLoD(positionControlPoints[12], positionControlPoints[13], positionControlPoints[14], positionControlPoints[15]);
}
else if (method == 2) { //Bezier
float3 positionControlPoints[16];
// 0 1 2 3
// 4 5 6 7
// 8 9 10 11
// 12 13 14 15
LoadBezierPositionControlPoints(id, positionControlPoints);
tessLevel.x = evaluateEdgeLoD(positionControlPoints[ 0], positionControlPoints[ 4], positionControlPoints[ 8], positionControlPoints[12]);
tessLevel.y = evaluateEdgeLoD(positionControlPoints[ 3], positionControlPoints[ 7], positionControlPoints[11], positionControlPoints[15]);
tessLevel.z = evaluateEdgeLoD(positionControlPoints[12], positionControlPoints[13], positionControlPoints[14], positionControlPoints[15]);
tessLevel.w = evaluateEdgeLoD(positionControlPoints[ 0], positionControlPoints[ 1], positionControlPoints[ 2], positionControlPoints[ 3]);
}
else if (method == 3) { //Pm
// 18 14 13 12
// 19 8
// 20 7
// 0 1 2 6
float3 positionControlPoints[24];
LoadPmControlPoints(id, positionControlPoints);
tessLevel.x = evaluateEdgeLoD(positionControlPoints[ 0], positionControlPoints[20], positionControlPoints[19], positionControlPoints[18]);
tessLevel.y = evaluateEdgeLoD(positionControlPoints[ 6], positionControlPoints[ 7], positionControlPoints[ 8], positionControlPoints[12]);
tessLevel.z = evaluateEdgeLoD(positionControlPoints[18], positionControlPoints[14], positionControlPoints[13], positionControlPoints[12]);
tessLevel.w = evaluateEdgeLoD(positionControlPoints[ 0], positionControlPoints[ 1], positionControlPoints[ 2], positionControlPoints[ 6]);
}
else {
tessLevel=float4(2,2,2,2);
}
return tessLevel;
}
technique10 LoDRegularTechnique
{
pass P0
{
SetDepthStencilState( DisableDepthWrites, 0 );
SetVertexShader( CompileShader( vs_4_0, PreprocessedLoDVS(0) ) );
SetGeometryShader( ConstructGSWithSO( CompileShader( vs_4_0, PreprocessedLoDVS(0) ), "LODS.xyzw" ) );
SetPixelShader( NULL );
}
}
PreprocessedLoDVS
看起来像通常的顶点着色器,除了“LODS”签名,几何着色器怎么样?
答案 0 :(得分:2)
这个link很好地解释了它,但基本上总结一下。
使用PreprocessedLoDVS和vs_4_0作为配置文件将着色器编译为blob
创建一个Stream输出布局,这是一个D3D11_SO_DECLARATION_ENTRY数组,它将是4个组件的LODS语义。
使用CreateGeometryShaderWithStreamOut
创建顶点着色器使用D3D11_BIND_STREAM_OUTPUT标志创建一个缓冲区(与创建任何其他缓冲区相同,从该样本开始,您还需要着色器资源标记,因为您需要SRV作为缓冲区输入进行绑定)。
将此缓冲区绑定到流输出(使用SOSetTargets)
将Vertex Shader设置为管道并进行绘制调用。