mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-23 12:10:08 +00:00
c399655dcc
Sync'ing the 'dev' branch with the 'feature_3.0dev' branch at commit 68c6d11fc36761ae1a5e6cdc3457be16f2e9704a The branch 'feature_3.0dev' is now locked and preserved for historical purposes.
353 lines
10 KiB
HLSL
353 lines
10 KiB
HLSL
//
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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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struct OutputPointVertex {
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float4 positionOut : SV_Position;
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};
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cbuffer Transform : register( b0 ) {
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float4x4 ModelViewMatrix;
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float4x4 ProjectionMatrix;
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float4x4 ModelViewProjectionMatrix;
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};
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cbuffer Tessellation : register( b1 ) {
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float TessLevel;
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int GregoryQuadOffsetBase;
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int PrimitiveIdBase;
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};
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float4x4 OsdModelViewMatrix()
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{
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return ModelViewMatrix;
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}
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float4x4 OsdProjectionMatrix()
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{
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return ProjectionMatrix;
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}
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float4x4 OsdModelViewProjectionMatrix()
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{
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return ModelViewProjectionMatrix;
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}
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float OsdTessLevel()
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{
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return TessLevel;
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}
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int OsdGregoryQuadOffsetBase()
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{
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return GregoryQuadOffsetBase;
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}
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int OsdPrimitiveIdBase()
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{
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return PrimitiveIdBase;
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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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[maxvertexcount(6)]
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void gs_quad( 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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#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
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#ifdef PRIM_QUAD
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[maxvertexcount(6)]
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void gs_quad_wire( 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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float2 edgeVerts[4];
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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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edgeVerts[3] = input[3].positionOut.xy / input[3].positionOut.w;
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triStream.Append(outputWireVertex(input[0], n0, 0, edgeVerts));
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triStream.Append(outputWireVertex(input[1], n0, 1, edgeVerts));
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triStream.Append(outputWireVertex(input[3], n0, 3, edgeVerts));
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triStream.RestartStrip();
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triStream.Append(outputWireVertex(input[3], n0, 3, edgeVerts));
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triStream.Append(outputWireVertex(input[1], n0, 1, edgeVerts));
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triStream.Append(outputWireVertex(input[2], n0, 2, edgeVerts));
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triStream.RestartStrip();
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}
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#endif
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#endif
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[maxvertexcount(3)]
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void gs_triangle( triangle OutputVertex input[3],
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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[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[2], n0));
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}
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[maxvertexcount(3)]
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void gs_triangle_smooth( triangle OutputVertex input[3],
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inout TriangleStream<OutputVertex> triStream )
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{
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triStream.Append(outputVertex(input[0], input[0].normal));
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triStream.Append(outputVertex(input[1], input[1].normal));
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triStream.Append(outputVertex(input[2], input[2].normal));
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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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[maxvertexcount(3)]
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void gs_triangle_wire( triangle OutputVertex input[3],
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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[2].position - input[1].position).xyz;
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float3 n0 = normalize(cross(B, A));
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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], n0, 0, edgeVerts));
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triStream.Append(outputWireVertex(input[1], n0, 1, edgeVerts));
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triStream.Append(outputWireVertex(input[2], n0, 2, edgeVerts));
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}
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[maxvertexcount(3)]
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void gs_triangle_smooth_wire( triangle OutputVertex input[3],
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inout TriangleStream<OutputVertex> triStream )
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{
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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], input[0].normal, 0, edgeVerts));
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triStream.Append(outputWireVertex(input[1], input[1].normal, 1, edgeVerts));
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triStream.Append(outputWireVertex(input[2], input[2].normal, 2, edgeVerts));
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}
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#endif
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#endif
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[maxvertexcount(1)]
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void gs_point( point OutputVertex input[1],
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inout PointStream<OutputPointVertex> pointStream )
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{
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OutputPointVertex v0;
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v0.positionOut = input[0].positionOut;
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pointStream.Append(v0);
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}
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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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};
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cbuffer Material : register( b3 ){
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float4 materialColor;
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}
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float4
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lighting(float3 Peye, float3 Neye)
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{
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float4 color = float4(0.0, 0.0, 0.0, 0.0);
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//float4 material = float4(0.4, 0.4, 0.8, 1);
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//float4 material = float4(0.13, 0.13, 0.61, 1); // sRGB (gamma 2.2)
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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 n = normalize(Neye);
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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)), 500.0f);
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color += lightSource[i].ambient * materialColor
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+ d * lightSource[i].diffuse * materialColor
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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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void
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ps_main( in OutputVertex input,
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bool isFrontFacing : SV_IsFrontFace,
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out float4 colorOut : SV_Target )
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{
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float3 N = (isFrontFacing ? input.normal : -input.normal);
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colorOut = edgeColor(lighting(input.position.xyz, N), input.edgeDistance);
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}
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void
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ps_main_point( in OutputPointVertex input,
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out float4 colorOut : SV_Target )
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{
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colorOut = float4(1, 1, 1, 1);
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}
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