OpenSubdiv/examples/dxViewer/shader.hlsl
Takahito Tejima 1e02fbebf8 Sync HLSL shaders for the single crease orientation fix.
- add HLSL equivalents of the previous GLSL change
- rename OsdGetSingleCreaseSegmentParameter to
OsdGetPatchSingleCreaseSegmentParameter.
- add shadingMode UI for dxViewer similar to glViewer
2015-06-02 12:03:27 -07:00

485 lines
16 KiB
HLSL

//
// 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.
//
struct OutputPointVertex {
float4 positionOut : SV_Position;
};
cbuffer Transform : register( b0 ) {
float4x4 ModelViewMatrix;
float4x4 ProjectionMatrix;
float4x4 ModelViewProjectionMatrix;
float4x4 ModelViewInverseMatrix;
};
cbuffer Tessellation : register( b1 ) {
float TessLevel;
int GregoryQuadOffsetBase;
int PrimitiveIdBase;
};
float4x4 OsdModelViewMatrix()
{
return ModelViewMatrix;
}
float4x4 OsdProjectionMatrix()
{
return ProjectionMatrix;
}
float4x4 OsdModelViewProjectionMatrix()
{
return ModelViewProjectionMatrix;
}
float OsdTessLevel()
{
return TessLevel;
}
int OsdGregoryQuadOffsetBase()
{
return GregoryQuadOffsetBase;
}
int OsdPrimitiveIdBase()
{
return PrimitiveIdBase;
}
// ---------------------------------------------------------------------------
// 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
// ---------------------------------------------------------------------------
struct GS_OUT
{
OutputVertex v;
uint primitiveID : SV_PrimitiveID;
};
GS_OUT
outputVertex(OutputVertex input, float3 normal, uint primitiveID)
{
GS_OUT gsout;
gsout.v = input;
gsout.v.normal = normal;
gsout.primitiveID = primitiveID;
return gsout;
}
#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);
}
GS_OUT
outputWireVertex(OutputVertex input, float3 normal,
int index, float2 edgeVerts[EDGE_VERTS], uint primitiveID)
{
GS_OUT gsout;
gsout.v = input;
gsout.v.normal = normal;
gsout.v.edgeDistance[0] =
edgeDistance(edgeVerts[index], edgeVerts[0], edgeVerts[1]);
gsout.v.edgeDistance[1] =
edgeDistance(edgeVerts[index], edgeVerts[1], edgeVerts[2]);
#ifdef PRIM_TRI
gsout.v.edgeDistance[2] =
edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[0]);
#endif
#ifdef PRIM_QUAD
gsout.v.edgeDistance[2] =
edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[3]);
gsout.v.edgeDistance[3] =
edgeDistance(edgeVerts[index], edgeVerts[3], edgeVerts[0]);
#endif
gsout.primitiveID = primitiveID;
return gsout;
}
#endif
[maxvertexcount(6)]
void gs_quad( lineadj OutputVertex input[4],
uint primitiveID : SV_PrimitiveID,
inout TriangleStream<GS_OUT> 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, primitiveID));
triStream.Append(outputVertex(input[1], n0, primitiveID));
triStream.Append(outputVertex(input[3], n0, primitiveID));
triStream.RestartStrip();
triStream.Append(outputVertex(input[3], n0, primitiveID));
triStream.Append(outputVertex(input[1], n0, primitiveID));
triStream.Append(outputVertex(input[2], n0, primitiveID));
triStream.RestartStrip();
}
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
#ifdef PRIM_QUAD
[maxvertexcount(6)]
void gs_quad_wire( lineadj OutputVertex input[4],
uint primitiveID : SV_PrimitiveID,
inout TriangleStream<GS_OUT> 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));
float2 edgeVerts[4];
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;
edgeVerts[3] = input[3].positionOut.xy / input[3].positionOut.w;
triStream.Append(outputWireVertex(input[0], n0, 0, edgeVerts, primitiveID));
triStream.Append(outputWireVertex(input[1], n0, 1, edgeVerts, primitiveID));
triStream.Append(outputWireVertex(input[3], n0, 3, edgeVerts, primitiveID));
triStream.RestartStrip();
triStream.Append(outputWireVertex(input[3], n0, 3, edgeVerts, primitiveID));
triStream.Append(outputWireVertex(input[1], n0, 1, edgeVerts, primitiveID));
triStream.Append(outputWireVertex(input[2], n0, 2, edgeVerts, primitiveID));
triStream.RestartStrip();
}
#endif
#endif
[maxvertexcount(3)]
void gs_triangle( triangle OutputVertex input[3],
uint primitiveID : SV_PrimitiveID,
inout TriangleStream<GS_OUT> triStream )
{
float3 A = (input[0].position - input[1].position).xyz;
float3 B = (input[2].position - input[1].position).xyz;
float3 n0 = normalize(cross(B, A));
triStream.Append(outputVertex(input[0], n0, primitiveID));
triStream.Append(outputVertex(input[1], n0, primitiveID));
triStream.Append(outputVertex(input[2], n0, primitiveID));
}
[maxvertexcount(3)]
void gs_triangle_smooth( triangle OutputVertex input[3],
uint primitiveID : SV_PrimitiveID,
inout TriangleStream<GS_OUT> triStream )
{
triStream.Append(outputVertex(input[0], input[0].normal, primitiveID));
triStream.Append(outputVertex(input[1], input[1].normal, primitiveID));
triStream.Append(outputVertex(input[2], input[2].normal, primitiveID));
}
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
#ifdef PRIM_TRI
[maxvertexcount(3)]
void gs_triangle_wire( triangle OutputVertex input[3],
uint primitiveID : SV_PrimitiveID,
inout TriangleStream<GS_OUT> triStream )
{
float3 A = (input[0].position - input[1].position).xyz;
float3 B = (input[2].position - input[1].position).xyz;
float3 n0 = normalize(cross(B, A));
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], n0, 0, edgeVerts, primitiveID));
triStream.Append(outputWireVertex(input[1], n0, 1, edgeVerts, primitiveID));
triStream.Append(outputWireVertex(input[2], n0, 2, edgeVerts, primitiveID));
}
[maxvertexcount(3)]
void gs_triangle_smooth_wire( triangle OutputVertex input[3],
uint primitiveID : SV_PrimitiveID,
inout TriangleStream<GS_OUT> triStream )
{
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], input[0].normal, 0, edgeVerts, primitiveID));
triStream.Append(outputWireVertex(input[1], input[1].normal, 1, edgeVerts, primitiveID));
triStream.Append(outputWireVertex(input[2], input[2].normal, 2, edgeVerts, primitiveID));
}
#endif
#endif
[maxvertexcount(1)]
void gs_point( point OutputVertex input[1],
inout PointStream<OutputPointVertex> pointStream )
{
OutputPointVertex v0;
v0.positionOut = input[0].positionOut;
pointStream.Append(v0);
}
// ---------------------------------------------------------------------------
// Lighting
// ---------------------------------------------------------------------------
#define NUM_LIGHTS 2
struct LightSource {
float4 position;
float4 ambient;
float4 diffuse;
float4 specular;
};
cbuffer Lighting : register( b2 ) {
LightSource lightSource[NUM_LIGHTS];
};
cbuffer Material : register( b3 ){
float4 materialColor;
}
float4
lighting(float4 diffuse, float3 Peye, float3 Neye)
{
float4 color = float4(0.0, 0.0, 0.0, 0.0);
//float4 material = float4(0.4, 0.4, 0.8, 1);
//float4 material = float4(0.13, 0.13, 0.61, 1); // sRGB (gamma 2.2)
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 n = normalize(Neye);
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)), 500.0f);
color += lightSource[i].ambient
+ d * lightSource[i].diffuse * diffuse
+ 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
float v = 0.5;
float4 Cedge = float4(Cfill.r*v, Cfill.g*v, Cfill.b*v, 1);
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;
}
float4
getAdaptivePatchColor(int3 patchParam, float2 vSegments)
{
const float4 patchColors[7*6] = {
float4(1.0f, 1.0f, 1.0f, 1.0f), // regular
float4(0.0f, 1.0f, 1.0f, 1.0f), // regular pattern 0
float4(0.0f, 0.5f, 1.0f, 1.0f), // regular pattern 1
float4(0.0f, 0.5f, 0.5f, 1.0f), // regular pattern 2
float4(0.5f, 0.0f, 1.0f, 1.0f), // regular pattern 3
float4(1.0f, 0.5f, 1.0f, 1.0f), // regular pattern 4
float4(1.0f, 0.5f, 0.5f, 1.0f), // single crease
float4(1.0f, 0.70f, 0.6f, 1.0f), // single crease pattern 0
float4(1.0f, 0.65f, 0.6f, 1.0f), // single crease pattern 1
float4(1.0f, 0.60f, 0.6f, 1.0f), // single crease pattern 2
float4(1.0f, 0.55f, 0.6f, 1.0f), // single crease pattern 3
float4(1.0f, 0.50f, 0.6f, 1.0f), // single crease pattern 4
float4(0.8f, 0.0f, 0.0f, 1.0f), // boundary
float4(0.0f, 0.0f, 0.75f, 1.0f), // boundary pattern 0
float4(0.0f, 0.2f, 0.75f, 1.0f), // boundary pattern 1
float4(0.0f, 0.4f, 0.75f, 1.0f), // boundary pattern 2
float4(0.0f, 0.6f, 0.75f, 1.0f), // boundary pattern 3
float4(0.0f, 0.8f, 0.75f, 1.0f), // boundary pattern 4
float4(0.0f, 1.0f, 0.0f, 1.0f), // corner
float4(0.25f, 0.25f, 0.25f, 1.0f), // corner pattern 0
float4(0.25f, 0.25f, 0.25f, 1.0f), // corner pattern 1
float4(0.25f, 0.25f, 0.25f, 1.0f), // corner pattern 2
float4(0.25f, 0.25f, 0.25f, 1.0f), // corner pattern 3
float4(0.25f, 0.25f, 0.25f, 1.0f), // corner pattern 4
float4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
float4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
float4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
float4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
float4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
float4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
float4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
float4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
float4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
float4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
float4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
float4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
float4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
float4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
float4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
float4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
float4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
float4(1.0f, 0.7f, 0.3f, 1.0f) // gregory basis
};
int patchType = 0;
int pattern = countbits(OsdGetPatchTransitionMask(patchParam));
int edgeCount = countbits(OsdGetPatchBoundaryMask(patchParam));
if (edgeCount == 1) {
patchType = 2; // BOUNDARY
}
if (edgeCount == 2) {
patchType = 3; // CORNER
}
#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
if (vSegments.y > 0) {
patchType = 1;
}
#endif
// XXX: it looks like edgeCount != 0 for gregory_boundary.
// there might be a bug somewhere.
#if defined OSD_PATCH_GREGORY
patchType = 4;
#elif defined OSD_PATCH_GREGORY_BOUNDARY
patchType = 5;
#elif defined OSD_PATCH_GREGORY_BASIS
patchType = 6;
#endif
return patchColors[6*patchType + pattern];
}
// ---------------------------------------------------------------------------
// Pixel Shader
// ---------------------------------------------------------------------------
void
ps_main( in OutputVertex input,
uint primitiveID : SV_PrimitiveID,
bool isFrontFacing : SV_IsFrontFace,
out float4 colorOut : SV_Target )
{
float2 vSegments = float2(0,0);
#ifdef OSD_PATCH_ENABLE_SINGLE_CREASE
vSegments = input.vSegments;
#endif
#if defined(SHADING_PATCH_TYPE)
float4 color = getAdaptivePatchColor(
OsdGetPatchParam(OsdGetPatchIndex(primitiveID)), vSegments);
#elif defined(SHADING_PATCH_COORD)
float4 color = float4(input.patchCoord.x, input.patchCoord.y, 0, 1);
#elif defined(SHADING_MATERIAL)
float4 color = float4(0.4, 0.4, 0.8, 1.0);
#else
float4 color = float4(1, 1, 1, 1);
#endif
float3 N = (isFrontFacing ? input.normal : -input.normal);
float3 Nobj = mul(ModelViewInverseMatrix, float4(input.normal, 0)).xyz;
float4 Cf = lighting(color, input.position.xyz, N);
#if defined(SHADING_NORMAL)
Cf.rgb = N;
#elif defined(SHADING_CURVATURE)
float3 pc = fwidth(input.position.xyz);
Cf.rgb = 0.1 * fwidth(Nobj) / length(pc);
#elif defined(SHADING_ANALYTIC_CURVATURE)
int level = OsdGetPatchFaceLevel(OsdGetPatchParam(OsdGetPatchIndex(primitiveID)));
Cf.rgb = 0.1 * level *(abs(input.Nu) + abs(input.Nv));
#endif
colorOut = edgeColor(Cf, input.edgeDistance);
}
void
ps_main_point( in OutputPointVertex input,
out float4 colorOut : SV_Target )
{
colorOut = float4(1, 1, 1, 1);
}