Add DX11 ptex viewer (unfinished)

This commit is contained in:
Takahito Tejima 2013-10-04 18:28:00 -07:00
parent ff65a3efb8
commit d702eecfcb
4 changed files with 2185 additions and 0 deletions

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@ -62,6 +62,9 @@ endif()
if(DXSDK_FOUND)
add_subdirectory(dxViewer)
if(PTEX_FOUND)
add_subdirectory(dxPtexViewer)
endif()
endif()
# XXXX manuelk : turning off the maya plugin examples for now

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@ -0,0 +1,83 @@
#
# Copyright 2013 Pixar
#
# Licensed under the Apache License, Version 2.0 (the "Apache License")
# with the following modification; you may not use this file except in
# compliance with the Apache License and the following modification to it:
# Section 6. Trademarks. is deleted and replaced with:
#
# 6. Trademarks. This License does not grant permission to use the trade
# names, trademarks, service marks, or product names of the Licensor
# and its affiliates, except as required to comply with Section 4(c) of
# the License and to reproduce the content of the NOTICE file.
#
# You may obtain a copy of the Apache License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the Apache License with the above modification is
# distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
# KIND, either express or implied. See the Apache License for the specific
# language governing permissions and limitations under the Apache License.
#
# *** dxViewer ***
set(SHADER_FILES
shader.hlsl
)
set(PLATFORM_LIBRARIES
${OSD_LINK_TARGET}
${DXSDK_LIBRARIES}
${PTEX_LIBRARY}
)
include_directories(
${PROJECT_SOURCE_DIR}/opensubdiv
${PROJECT_SOURCE_DIR}/regression
${DXSDK_INCLUDE_DIR}
${PTEX_INCLUDE_DIR}
)
set(SOURCE_FILES
../common/font_image.cpp
../common/hud.cpp
../common/d3d11_hud.cpp
dxPtexViewer.cpp
)
#-------------------------------------------------------------------------------
# Shader Stringification
# We want to use preprocessor include directives to include GLSL and OpenCL
# shader source files in cpp files, but since the sources contain newline
# characters we would need raw string literals from C++11 to do this directly.
# To avoid depending on C++11 we instead use a small tool called "line_quote"
# to generate source files that are suitable for direct inclusion.
foreach(shader_file ${SHADER_FILES})
string(REGEX REPLACE ".*[.](.*)" "\\1" extension ${shader_file})
string(REGEX REPLACE "(.*)[.].*" "\\1.inc" inc_file ${shader_file})
list(APPEND INC_FILES ${inc_file})
add_custom_command(
OUTPUT ${CMAKE_CURRENT_SOURCE_DIR}/${inc_file}
COMMAND stringify ${CMAKE_CURRENT_SOURCE_DIR}/${shader_file}
${CMAKE_CURRENT_SOURCE_DIR}/${inc_file}
DEPENDS stringify ${CMAKE_CURRENT_SOURCE_DIR}/${shader_file}
)
endforeach()
_add_possibly_cuda_executable(dxPtexViewer WIN32
${SOURCE_FILES}
${SHADER_FILES}
${INC_FILES}
)
target_link_libraries(dxPtexViewer
${PLATFORM_LIBRARIES}
)
install(TARGETS dxPtexViewer DESTINATION ${CMAKE_BINDIR_BASE})

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//
// Copyright 2013 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "Apache License")
// with the following modification; you may not use this file except in
// compliance with the Apache License and the following modification to it:
// Section 6. Trademarks. is deleted and replaced with:
//
// 6. Trademarks. This License does not grant permission to use the trade
// names, trademarks, service marks, or product names of the Licensor
// and its affiliates, except as required to comply with Section 4(c) of
// the License and to reproduce the content of the NOTICE file.
//
// You may obtain a copy of the Apache License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the Apache License with the above modification is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
// KIND, either express or implied. See the Apache License for the specific
// language governing permissions and limitations under the Apache License.
//
#line 24
struct OutputPointVertex {
float4 positionOut : SV_Position;
};
struct PtexPacking
{
int page;
int nMipmap;
int uOffset;
int vOffset;
int width;
int height;
};
PtexPacking getPtexPacking(Buffer<int> packings, int faceID)
{
PtexPacking packing;
packing.page = packings[faceID*5+0].x;
packing.nMipmap = packings[faceID*5+1].x;
packing.uOffset = packings[faceID*5+2].x;
packing.vOffset = packings[faceID*5+3].x;
int wh = packings[faceID*5+4].x;
packing.width = 1 << (wh >> 8);
packing.height = 1 << (wh & 0xff);
return packing;
}
int computeMipmapOffsetU(int w, int level)
{
int width = 1 << w;
int m = (0x55555555 & (width | (width-1))) << (w&1);
int x = ~((1 << (w -((level-1)&~1))) - 1);
return (m & x) + ((level+1)&~1);
}
int computeMipmapOffsetV(int h, int level)
{
int height = 1 << h;
int m = (0x55555555 & (height-1)) << ((h+1)&1);;
int x = ~((1 << (h - (level&~1))) - 1 );
return (m & x) + (level&~1);
}
PtexPacking getPtexPacking(Buffer<int> packings, int faceID, int level)
{
PtexPacking packing;
packing.page = packings[faceID*5+0].x;
packing.nMipmap = packings[faceID*5+1].x;
packing.uOffset = packings[faceID*5+2].x;
packing.vOffset = packings[faceID*5+3].x;
int wh = packings[faceID*5+4].x;
int w = wh >> 8;
int h = wh & 0xff;
// clamp max level
level = min(level, packing.nMipmap);
packing.uOffset += computeMipmapOffsetU(w, level);
packing.vOffset += computeMipmapOffsetV(h, level);
packing.width = 1 << (w-level);
packing.height = 1 << (h-level);
return packing;
}
float4 PTexLookupNearest(float4 patchCoord,
Texture2DArray data,
Buffer<int> packings)
{
float2 uv = patchCoord.xy;
int faceID = patchCoord.w;
PtexPacking ppack = getPtexPacking(packings, faceID);
float2 coords = float2(uv.x * ppack.width + ppack.uOffset,
uv.y * ppack.height + ppack.vOffset);
return data[int3(int(coords.x), int(coords.y), ppack.page)];
}
float4 PTexLookup(float4 patchCoord,
int level,
Texture2DArray data,
Buffer<int> packings)
{
float2 uv = patchCoord.xy;
int faceID = int(patchCoord.w);
PtexPacking ppack = getPtexPacking(packings, faceID, level);
float2 coords = float2(uv.x * ppack.width + ppack.uOffset,
uv.y * ppack.height + ppack.vOffset);
coords -= float2(0.5, 0.5);
int c0X = int(floor(coords.x));
int c1X = int(ceil(coords.x));
int c0Y = int(floor(coords.y));
int c1Y = int(ceil(coords.y));
float t = coords.x - float(c0X);
float s = coords.y - float(c0Y);
float4 d0 = data[int3(c0X, c0Y, ppack.page)];
float4 d1 = data[int3(c0X, c1Y, ppack.page)];
float4 d2 = data[int3(c1X, c0Y, ppack.page)];
float4 d3 = data[int3(c1X, c1Y, ppack.page)];
float4 result = (1-t) * ((1-s)*d0 + s*d1) + t * ((1-s)*d2 + s*d3);
return result;
}
float4 PTexMipmapLookup(float4 patchCoord,
float level,
Texture2DArray data,
Buffer<int> packings)
{
// TODO take into account difflevel
int levelm = int(floor(level));
int levelp = int(ceil(level));
float t = level - float(levelm);
float4 result = (1-t) * PTexLookup(patchCoord, levelm, data, packings)
+ t * PTexLookup(patchCoord, levelp, data, packings);
return result;
}
// ---------------------------------------------------------------------------
// Vertex Shader
// ---------------------------------------------------------------------------
void vs_main( in InputVertex input,
out OutputVertex output )
{
output.positionOut = mul(ModelViewProjectionMatrix, input.position);
output.position = mul(ModelViewMatrix, input.position);
output.normal = mul(ModelViewMatrix,float4(input.normal, 0)).xyz;
}
// ---------------------------------------------------------------------------
// Geometry Shader
// ---------------------------------------------------------------------------
OutputVertex
outputVertex(OutputVertex input, float3 normal)
{
OutputVertex v = input;
v.normal = normal;
return v;
}
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
#ifdef PRIM_TRI
#define EDGE_VERTS 3
#endif
#ifdef PRIM_QUAD
#define EDGE_VERTS 4
#endif
static float VIEWPORT_SCALE = 1024.0; // XXXdyu
float edgeDistance(float2 p, float2 p0, float2 p1)
{
return VIEWPORT_SCALE *
abs((p.x - p0.x) * (p1.y - p0.y) -
(p.y - p0.y) * (p1.x - p0.x)) / length(p1.xy - p0.xy);
}
OutputVertex
outputWireVertex(OutputVertex input, float3 normal,
int index, float2 edgeVerts[EDGE_VERTS])
{
OutputVertex v = input;
v.normal = normal;
v.edgeDistance[0] =
edgeDistance(edgeVerts[index], edgeVerts[0], edgeVerts[1]);
v.edgeDistance[1] =
edgeDistance(edgeVerts[index], edgeVerts[1], edgeVerts[2]);
#ifdef PRIM_TRI
v.edgeDistance[2] =
edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[0]);
#endif
#ifdef PRIM_QUAD
v.edgeDistance[2] =
edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[3]);
v.edgeDistance[3] =
edgeDistance(edgeVerts[index], edgeVerts[3], edgeVerts[0]);
#endif
return v;
}
#endif
#ifdef PRIM_QUAD
[maxvertexcount(6)]
void gs_main( lineadj OutputVertex input[4],
inout TriangleStream<OutputVertex> triStream )
{
float3 A = (input[0].position - input[1].position).xyz;
float3 B = (input[3].position - input[1].position).xyz;
float3 C = (input[2].position - input[1].position).xyz;
float3 n0 = normalize(cross(B, A));
triStream.Append(outputVertex(input[0], n0));
triStream.Append(outputVertex(input[1], n0));
triStream.Append(outputVertex(input[3], n0));
triStream.RestartStrip();
triStream.Append(outputVertex(input[3], n0));
triStream.Append(outputVertex(input[1], n0));
triStream.Append(outputVertex(input[2], n0));
triStream.RestartStrip();
}
#else // PRIM_TRI
[maxvertexcount(3)]
void gs_main( triangle OutputVertex input[3],
inout TriangleStream<OutputVertex> triStream )
{
float4 position[3];
float4 patchCoord[3];
float3 normal[3];
// patch coords are computed in tessellation shader
patchCoord[0] = input[0].patchCoord;
patchCoord[1] = input[1].patchCoord;
patchCoord[2] = input[2].patchCoord;
position[0] = input[0].position;
position[1] = input[1].position;
position[2] = input[2].position;
#ifdef NORMAL_FACET
// emit flat normals for displaced surface
float3 A = (position[0] - position[1]).xyz;
float3 B = (position[2] - position[1]).xyz;
normal[0]= normalize(cross(B, A));
normal[1] = normal[0];
normal[2] = normal[0];
#else
normal[0] = input[0].normal;
normal[1] = input[1].normal;
normal[2] = input[2].normal;
#endif
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
float2 edgeVerts[3];
edgeVerts[0] = input[0].positionOut.xy / input[0].positionOut.w;
edgeVerts[1] = input[1].positionOut.xy / input[1].positionOut.w;
edgeVerts[2] = input[2].positionOut.xy / input[2].positionOut.w;
triStream.Append(outputWireVertex(input[0], normal[0], 0, edgeVerts));
triStream.Append(outputWireVertex(input[1], normal[1], 1, edgeVerts));
triStream.Append(outputWireVertex(input[2], normal[2], 2, edgeVerts));
#else
triStream.Append(outputVertex(input[0], normal[0]));
triStream.Append(outputVertex(input[1], normal[1]));
triStream.Append(outputVertex(input[2], normal[2]));
#endif
}
#endif
// ---------------------------------------------------------------------------
// Lighting
// ---------------------------------------------------------------------------
#define NUM_LIGHTS 2
struct LightSource {
float4 position;
float4 ambient;
float4 diffuse;
float4 specular;
};
cbuffer Lighting : register( b2 ) {
LightSource lightSource[NUM_LIGHTS];
float displacementScale;
float mipmapBias;
};
float4
lighting(float4 texColor, float3 Peye, float3 Neye, float occ)
{
float4 color = float4(0.0, 0.0, 0.0, 0.0);
float3 n = Neye;
for (int i = 0; i < NUM_LIGHTS; ++i) {
float4 Plight = lightSource[i].position;
float3 l = (Plight.w == 0.0)
? normalize(Plight.xyz) : normalize(Plight.xyz - Peye);
float3 h = normalize(l + float3(0,0,1)); // directional viewer
float d = max(0.0, dot(n, l));
float s = pow(max(0.0, dot(n, h)), 64.0f);
color += (1.0 - occ) * ((lightSource[i].ambient +
d * lightSource[i].diffuse) * texColor +
s * lightSource[i].specular);
}
color.a = 1.0;
return color;
}
// ---------------------------------------------------------------------------
// Pixel Shader
// ---------------------------------------------------------------------------
float4
edgeColor(float4 Cfill, float4 edgeDistance)
{
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
#ifdef PRIM_TRI
float d =
min(edgeDistance[0], min(edgeDistance[1], edgeDistance[2]));
#endif
#ifdef PRIM_QUAD
float d =
min(min(edgeDistance[0], edgeDistance[1]),
min(edgeDistance[2], edgeDistance[3]));
#endif
float4 Cedge = float4(1.0, 1.0, 0.0, 1.0);
float p = exp2(-2 * d * d);
#if defined(GEOMETRY_OUT_WIRE)
if (p < 0.25) discard;
#endif
Cfill.rgb = lerp(Cfill.rgb, Cedge.rgb, p);
#endif
return Cfill;
}
// ---------------------------------------------------------------------------
// Pixel Shader
// ---------------------------------------------------------------------------
Texture2DArray textureImage_Data : register(t4);
Buffer<int> textureImage_Packing : register(t5);
void
ps_main( in OutputVertex input,
bool isFrontFacing : SV_IsFrontFace,
out float4 outColor : SV_Target )
{
float3 normal = (isFrontFacing ? input.normal : -input.normal);
// ------------ color ---------------
#if defined(COLOR_PTEX_NEAREST)
float4 texColor = PTexLookupNearest(input.patchCoord,
textureImage_Data,
textureImage_Packing);
#elif defined(COLOR_PTEX_HW_BILINEAR)
float4 texColor = PTexLookupFast(input.patchCoord,
textureImage_Data,
textureImage_Packing);
#elif defined(COLOR_PTEX_BILINEAR)
float4 texColor = PTexMipmapLookup(input.patchCoord, mipmapBias,
textureImage_Data,
textureImage_Packing);
#elif defined(COLOR_PTEX_BIQUADRATIC)
float4 texColor = PTexMipmapLookupQuadratic(input.patchCoord, mipmapBias,
textureImage_Data,
textureImage_Packing);
#elif defined(COLOR_PATCHTYPE)
float4 texColor = edgeColor(lighting(overrideColor, input.position.xyz, normal, 0),
input.edgeDistance);
outColor = texColor;
return;
#elif defined(COLOR_PATCHCOORD)
float4 texColor = edgeColor(lighting(input.patchCoord, input.position.xyz, normal, 0),
input.edgeDistance);
outColor = texColor;
return;
#elif defined(COLOR_NORMAL)
float4 texColor = edgeColor(float4(normal.x, normal.y, normal.z, 1),
input.edgeDistance);
outColor = texColor;
return;
#else // COLOR_NONE
float4 texColor = float4(0.5, 0.5, 0.5, 1);
#endif
// ------------ occlusion ---------------
float occ = 0.0;
// ------------ specular ---------------
float specular = 1.0;
// ------------ lighting ---------------
float4 Cf = lighting(texColor, input.position.xyz, normal, occ);
// ------------ wireframe ---------------
outColor = edgeColor(Cf, input.edgeDistance);
}