mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-24 04:20:21 +00:00
Add DX11 ptex viewer (unfinished)
This commit is contained in:
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@ -62,6 +62,9 @@ endif()
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if(DXSDK_FOUND)
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add_subdirectory(dxViewer)
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if(PTEX_FOUND)
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add_subdirectory(dxPtexViewer)
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endif()
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endif()
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# XXXX manuelk : turning off the maya plugin examples for now
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83
examples/dxPtexViewer/CMakeLists.txt
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83
examples/dxPtexViewer/CMakeLists.txt
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@ -0,0 +1,83 @@
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#
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# Copyright 2013 Pixar
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#
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# Licensed under the Apache License, Version 2.0 (the "Apache License")
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# with the following modification; you may not use this file except in
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# compliance with the Apache License and the following modification to it:
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# Section 6. Trademarks. is deleted and replaced with:
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#
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# 6. Trademarks. This License does not grant permission to use the trade
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# names, trademarks, service marks, or product names of the Licensor
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# and its affiliates, except as required to comply with Section 4(c) of
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# the License and to reproduce the content of the NOTICE file.
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#
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# You may obtain a copy of the Apache License at
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#
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# http://www.apache.org/licenses/LICENSE-2.0
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#
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# Unless required by applicable law or agreed to in writing, software
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# distributed under the Apache License with the above modification is
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# distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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# KIND, either express or implied. See the Apache License for the specific
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# language governing permissions and limitations under the Apache License.
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#
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# *** dxViewer ***
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set(SHADER_FILES
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shader.hlsl
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)
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set(PLATFORM_LIBRARIES
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${OSD_LINK_TARGET}
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${DXSDK_LIBRARIES}
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${PTEX_LIBRARY}
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)
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include_directories(
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${PROJECT_SOURCE_DIR}/opensubdiv
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${PROJECT_SOURCE_DIR}/regression
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${DXSDK_INCLUDE_DIR}
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${PTEX_INCLUDE_DIR}
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)
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set(SOURCE_FILES
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../common/font_image.cpp
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../common/hud.cpp
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../common/d3d11_hud.cpp
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dxPtexViewer.cpp
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)
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#-------------------------------------------------------------------------------
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# Shader Stringification
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# We want to use preprocessor include directives to include GLSL and OpenCL
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# shader source files in cpp files, but since the sources contain newline
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# characters we would need raw string literals from C++11 to do this directly.
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# To avoid depending on C++11 we instead use a small tool called "line_quote"
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# to generate source files that are suitable for direct inclusion.
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foreach(shader_file ${SHADER_FILES})
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string(REGEX REPLACE ".*[.](.*)" "\\1" extension ${shader_file})
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string(REGEX REPLACE "(.*)[.].*" "\\1.inc" inc_file ${shader_file})
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list(APPEND INC_FILES ${inc_file})
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add_custom_command(
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OUTPUT ${CMAKE_CURRENT_SOURCE_DIR}/${inc_file}
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COMMAND stringify ${CMAKE_CURRENT_SOURCE_DIR}/${shader_file}
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${CMAKE_CURRENT_SOURCE_DIR}/${inc_file}
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DEPENDS stringify ${CMAKE_CURRENT_SOURCE_DIR}/${shader_file}
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)
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endforeach()
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_add_possibly_cuda_executable(dxPtexViewer WIN32
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${SOURCE_FILES}
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${SHADER_FILES}
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${INC_FILES}
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)
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target_link_libraries(dxPtexViewer
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${PLATFORM_LIBRARIES}
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)
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install(TARGETS dxPtexViewer DESTINATION ${CMAKE_BINDIR_BASE})
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1679
examples/dxPtexViewer/dxPtexViewer.cpp
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1679
examples/dxPtexViewer/dxPtexViewer.cpp
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File diff suppressed because it is too large
Load Diff
420
examples/dxPtexViewer/shader.hlsl
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420
examples/dxPtexViewer/shader.hlsl
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@ -0,0 +1,420 @@
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//
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// Copyright 2013 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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#line 24
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struct OutputPointVertex {
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float4 positionOut : SV_Position;
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};
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struct PtexPacking
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{
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int page;
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int nMipmap;
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int uOffset;
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int vOffset;
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int width;
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int height;
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};
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PtexPacking getPtexPacking(Buffer<int> packings, int faceID)
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{
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PtexPacking packing;
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packing.page = packings[faceID*5+0].x;
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packing.nMipmap = packings[faceID*5+1].x;
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packing.uOffset = packings[faceID*5+2].x;
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packing.vOffset = packings[faceID*5+3].x;
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int wh = packings[faceID*5+4].x;
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packing.width = 1 << (wh >> 8);
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packing.height = 1 << (wh & 0xff);
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return packing;
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}
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int computeMipmapOffsetU(int w, int level)
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{
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int width = 1 << w;
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int m = (0x55555555 & (width | (width-1))) << (w&1);
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int x = ~((1 << (w -((level-1)&~1))) - 1);
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return (m & x) + ((level+1)&~1);
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}
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int computeMipmapOffsetV(int h, int level)
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{
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int height = 1 << h;
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int m = (0x55555555 & (height-1)) << ((h+1)&1);;
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int x = ~((1 << (h - (level&~1))) - 1 );
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return (m & x) + (level&~1);
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}
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PtexPacking getPtexPacking(Buffer<int> packings, int faceID, int level)
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{
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PtexPacking packing;
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packing.page = packings[faceID*5+0].x;
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packing.nMipmap = packings[faceID*5+1].x;
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packing.uOffset = packings[faceID*5+2].x;
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packing.vOffset = packings[faceID*5+3].x;
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int wh = packings[faceID*5+4].x;
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int w = wh >> 8;
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int h = wh & 0xff;
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// clamp max level
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level = min(level, packing.nMipmap);
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packing.uOffset += computeMipmapOffsetU(w, level);
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packing.vOffset += computeMipmapOffsetV(h, level);
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packing.width = 1 << (w-level);
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packing.height = 1 << (h-level);
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return packing;
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}
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float4 PTexLookupNearest(float4 patchCoord,
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Texture2DArray data,
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Buffer<int> packings)
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{
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float2 uv = patchCoord.xy;
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int faceID = patchCoord.w;
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PtexPacking ppack = getPtexPacking(packings, faceID);
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float2 coords = float2(uv.x * ppack.width + ppack.uOffset,
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uv.y * ppack.height + ppack.vOffset);
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return data[int3(int(coords.x), int(coords.y), ppack.page)];
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}
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float4 PTexLookup(float4 patchCoord,
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int level,
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Texture2DArray data,
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Buffer<int> packings)
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{
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float2 uv = patchCoord.xy;
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int faceID = int(patchCoord.w);
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PtexPacking ppack = getPtexPacking(packings, faceID, level);
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float2 coords = float2(uv.x * ppack.width + ppack.uOffset,
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uv.y * ppack.height + ppack.vOffset);
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coords -= float2(0.5, 0.5);
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int c0X = int(floor(coords.x));
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int c1X = int(ceil(coords.x));
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int c0Y = int(floor(coords.y));
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int c1Y = int(ceil(coords.y));
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float t = coords.x - float(c0X);
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float s = coords.y - float(c0Y);
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float4 d0 = data[int3(c0X, c0Y, ppack.page)];
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float4 d1 = data[int3(c0X, c1Y, ppack.page)];
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float4 d2 = data[int3(c1X, c0Y, ppack.page)];
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float4 d3 = data[int3(c1X, c1Y, ppack.page)];
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float4 result = (1-t) * ((1-s)*d0 + s*d1) + t * ((1-s)*d2 + s*d3);
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return result;
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}
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float4 PTexMipmapLookup(float4 patchCoord,
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float level,
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Texture2DArray data,
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Buffer<int> packings)
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{
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// TODO take into account difflevel
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int levelm = int(floor(level));
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int levelp = int(ceil(level));
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float t = level - float(levelm);
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float4 result = (1-t) * PTexLookup(patchCoord, levelm, data, packings)
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+ t * PTexLookup(patchCoord, levelp, data, packings);
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return result;
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}
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// ---------------------------------------------------------------------------
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// Vertex Shader
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// ---------------------------------------------------------------------------
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void vs_main( in InputVertex input,
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out OutputVertex output )
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{
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output.positionOut = mul(ModelViewProjectionMatrix, input.position);
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output.position = mul(ModelViewMatrix, input.position);
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output.normal = mul(ModelViewMatrix,float4(input.normal, 0)).xyz;
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}
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// ---------------------------------------------------------------------------
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// Geometry Shader
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// ---------------------------------------------------------------------------
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OutputVertex
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outputVertex(OutputVertex input, float3 normal)
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{
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OutputVertex v = input;
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v.normal = normal;
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return v;
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}
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#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
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#ifdef PRIM_TRI
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#define EDGE_VERTS 3
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#endif
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#ifdef PRIM_QUAD
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#define EDGE_VERTS 4
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#endif
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static float VIEWPORT_SCALE = 1024.0; // XXXdyu
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float edgeDistance(float2 p, float2 p0, float2 p1)
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{
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return VIEWPORT_SCALE *
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abs((p.x - p0.x) * (p1.y - p0.y) -
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(p.y - p0.y) * (p1.x - p0.x)) / length(p1.xy - p0.xy);
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}
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OutputVertex
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outputWireVertex(OutputVertex input, float3 normal,
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int index, float2 edgeVerts[EDGE_VERTS])
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{
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OutputVertex v = input;
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v.normal = normal;
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v.edgeDistance[0] =
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edgeDistance(edgeVerts[index], edgeVerts[0], edgeVerts[1]);
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v.edgeDistance[1] =
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edgeDistance(edgeVerts[index], edgeVerts[1], edgeVerts[2]);
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#ifdef PRIM_TRI
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v.edgeDistance[2] =
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edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[0]);
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#endif
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#ifdef PRIM_QUAD
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v.edgeDistance[2] =
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edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[3]);
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v.edgeDistance[3] =
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edgeDistance(edgeVerts[index], edgeVerts[3], edgeVerts[0]);
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#endif
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return v;
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}
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#endif
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#ifdef PRIM_QUAD
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[maxvertexcount(6)]
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void gs_main( lineadj OutputVertex input[4],
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inout TriangleStream<OutputVertex> triStream )
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{
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float3 A = (input[0].position - input[1].position).xyz;
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float3 B = (input[3].position - input[1].position).xyz;
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float3 C = (input[2].position - input[1].position).xyz;
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float3 n0 = normalize(cross(B, A));
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triStream.Append(outputVertex(input[0], n0));
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triStream.Append(outputVertex(input[1], n0));
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triStream.Append(outputVertex(input[3], n0));
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triStream.RestartStrip();
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triStream.Append(outputVertex(input[3], n0));
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triStream.Append(outputVertex(input[1], n0));
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triStream.Append(outputVertex(input[2], n0));
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triStream.RestartStrip();
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}
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#else // PRIM_TRI
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[maxvertexcount(3)]
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void gs_main( triangle OutputVertex input[3],
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inout TriangleStream<OutputVertex> triStream )
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{
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float4 position[3];
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float4 patchCoord[3];
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float3 normal[3];
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// patch coords are computed in tessellation shader
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patchCoord[0] = input[0].patchCoord;
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patchCoord[1] = input[1].patchCoord;
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patchCoord[2] = input[2].patchCoord;
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position[0] = input[0].position;
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position[1] = input[1].position;
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position[2] = input[2].position;
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#ifdef NORMAL_FACET
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// emit flat normals for displaced surface
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float3 A = (position[0] - position[1]).xyz;
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float3 B = (position[2] - position[1]).xyz;
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normal[0]= normalize(cross(B, A));
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normal[1] = normal[0];
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normal[2] = normal[0];
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#else
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normal[0] = input[0].normal;
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normal[1] = input[1].normal;
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normal[2] = input[2].normal;
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#endif
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#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
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float2 edgeVerts[3];
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edgeVerts[0] = input[0].positionOut.xy / input[0].positionOut.w;
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edgeVerts[1] = input[1].positionOut.xy / input[1].positionOut.w;
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edgeVerts[2] = input[2].positionOut.xy / input[2].positionOut.w;
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triStream.Append(outputWireVertex(input[0], normal[0], 0, edgeVerts));
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triStream.Append(outputWireVertex(input[1], normal[1], 1, edgeVerts));
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triStream.Append(outputWireVertex(input[2], normal[2], 2, edgeVerts));
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#else
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triStream.Append(outputVertex(input[0], normal[0]));
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triStream.Append(outputVertex(input[1], normal[1]));
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triStream.Append(outputVertex(input[2], normal[2]));
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#endif
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}
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#endif
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// ---------------------------------------------------------------------------
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// Lighting
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// ---------------------------------------------------------------------------
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#define NUM_LIGHTS 2
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struct LightSource {
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float4 position;
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float4 ambient;
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float4 diffuse;
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float4 specular;
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};
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cbuffer Lighting : register( b2 ) {
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LightSource lightSource[NUM_LIGHTS];
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float displacementScale;
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float mipmapBias;
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};
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float4
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lighting(float4 texColor, float3 Peye, float3 Neye, float occ)
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{
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float4 color = float4(0.0, 0.0, 0.0, 0.0);
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float3 n = Neye;
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for (int i = 0; i < NUM_LIGHTS; ++i) {
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float4 Plight = lightSource[i].position;
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float3 l = (Plight.w == 0.0)
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? normalize(Plight.xyz) : normalize(Plight.xyz - Peye);
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float3 h = normalize(l + float3(0,0,1)); // directional viewer
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float d = max(0.0, dot(n, l));
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float s = pow(max(0.0, dot(n, h)), 64.0f);
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color += (1.0 - occ) * ((lightSource[i].ambient +
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d * lightSource[i].diffuse) * texColor +
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s * lightSource[i].specular);
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}
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color.a = 1.0;
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return color;
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}
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// ---------------------------------------------------------------------------
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// Pixel Shader
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// ---------------------------------------------------------------------------
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float4
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edgeColor(float4 Cfill, float4 edgeDistance)
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{
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#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
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#ifdef PRIM_TRI
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float d =
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min(edgeDistance[0], min(edgeDistance[1], edgeDistance[2]));
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#endif
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#ifdef PRIM_QUAD
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float d =
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min(min(edgeDistance[0], edgeDistance[1]),
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min(edgeDistance[2], edgeDistance[3]));
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#endif
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float4 Cedge = float4(1.0, 1.0, 0.0, 1.0);
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float p = exp2(-2 * d * d);
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#if defined(GEOMETRY_OUT_WIRE)
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if (p < 0.25) discard;
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#endif
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Cfill.rgb = lerp(Cfill.rgb, Cedge.rgb, p);
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#endif
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return Cfill;
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}
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// ---------------------------------------------------------------------------
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// Pixel Shader
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// ---------------------------------------------------------------------------
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Texture2DArray textureImage_Data : register(t4);
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Buffer<int> textureImage_Packing : register(t5);
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void
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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);
|
||||
}
|
Loading…
Reference in New Issue
Block a user