OpenSubdiv/examples/dxViewer/shader.hlsl
David G Yu ed3fa312e5 Removed obsolete LOOP define from example shaders
Removed the use of the LOOP preprocessor symbol from
the remaining example shader code. The shader code is now
configured according to the types of the resulting patches
without depending on the subdivision scheme of the mesh
topology.
2019-06-17 17:59:15 -07:00

494 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(0.5f, 1.0f, 0.5f, 1.0f), // corner pattern 0
float4(0.5f, 1.0f, 0.5f, 1.0f), // corner pattern 1
float4(0.5f, 1.0f, 0.5f, 1.0f), // corner pattern 2
float4(0.5f, 1.0f, 0.5f, 1.0f), // corner pattern 3
float4(0.5f, 1.0f, 0.5f, 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 edgeCount = countbits(OsdGetPatchBoundaryMask(patchParam));
if (edgeCount == 1) {
patchType = 2; // BOUNDARY
}
if (edgeCount > 1) {
patchType = 3; // CORNER (not correct for patches that are not isolated)
}
#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
if (vSegments.y > 0) {
patchType = 1;
}
#elif defined OSD_PATCH_GREGORY
patchType = 4;
#elif defined OSD_PATCH_GREGORY_BOUNDARY
patchType = 5;
#elif defined OSD_PATCH_GREGORY_BASIS
patchType = 6;
#elif defined OSD_PATCH_GREGORY_TRIANGLE
patchType = 6;
#endif
int pattern = countbits(OsdGetPatchTransitionMask(patchParam));
return patchColors[6*patchType + pattern];
}
float4
getAdaptiveDepthColor(int3 patchParam)
{
// Represent depth with repeating cycle of four colors:
const float4 depthColors[4] = {
float4(0.0f, 0.5f, 0.5f, 1.0f),
float4(1.0f, 1.0f, 1.0f, 1.0f),
float4(0.0f, 1.0f, 1.0f, 1.0f),
float4(0.5f, 1.0f, 0.5f, 1.0f)
};
return depthColors[OsdGetPatchRefinementLevel(patchParam) & 3];
}
// ---------------------------------------------------------------------------
// 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_DEPTH)
float4 color = getAdaptiveDepthColor(
OsdGetPatchParam(OsdGetPatchIndex(primitiveID)));
#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);
float4 Cf = lighting(color, input.position.xyz, N);
#if defined(SHADING_NORMAL)
Cf.rgb = N;
#endif
colorOut = edgeColor(Cf, input.edgeDistance);
}
void
ps_main_point( in OutputPointVertex input,
out float4 colorOut : SV_Target )
{
colorOut = float4(1, 1, 1, 1);
}