OpenSubdiv/examples/dxPtexViewer/shader.hlsl
Takahito Tejima f7f2ca2581 Move uniform block definitions out of osd common shader into client shader.
Important notice: all client shader code must have following functions and compose them to osd intrinsic shaders (vertex/tessEval/tessControl)

mat4 OsdModelViewMatrix()
mat4 OsdProjectionMatrix()
mat4 OsdModelViewProjectionMatrix()
float OsdTessLevel()
int OsdGreogryQuadOffsetBase()
int OsdPrimitiveIdBase()

We probably should write a utility class for basic binding of them, to make client code simpler.
2013-12-03 15:59:38 -08:00

474 lines
15 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;
};
cbuffer Tessellation : register( b1 ) {
float TessLevel;
int GregoryQuadOffsetBase;
int PrimitiveIdBase;
};
cbuffer Config : register( b3 ) {
float displacementScale;
float mipmapBias;
};
float4x4 OsdModelViewMatrix()
{
return ModelViewMatrix;
}
float4x4 OsdProjectionMatrix()
{
return ProjectionMatrix;
}
float4x4 OsdModelViewProjectionMatrix()
{
return ModelViewProjectionMatrix;
}
float OsdTessLevel()
{
return TessLevel;
}
int OsdGregoryQuadOffsetBase()
{
return GregoryQuadOffsetBase;
}
int OsdPrimitiveIdBase()
{
return PrimitiveIdBase;
}
// ---------------------------------------------------------------------------
#if defined(DISPLACEMENT_HW_BILINEAR) \
|| defined(DISPLACEMENT_BILINEAR) \
|| defined(DISPLACEMENT_BIQUADRATIC) \
|| defined(NORMAL_HW_SCREENSPACE) \
|| defined(NORMAL_SCREENSPACE) \
|| defined(NORMAL_BIQUADRATIC) \
|| defined(NORMAL_BIQUADRATIC_WG)
Texture2DArray textureDisplace_Data : register(t6);
Buffer<int> textureDisplace_Packing : register(t7);
#endif
#if defined(DISPLACEMENT_HW_BILINEAR) \
|| defined(DISPLACEMENT_BILINEAR) \
|| defined(DISPLACEMENT_BIQUADRATIC)
#undef OSD_DISPLACEMENT_CALLBACK
#define OSD_DISPLACEMENT_CALLBACK \
output.position = \
displacement(output.position, \
output.normal, \
output.patchCoord);
float4 displacement(float4 position, float3 normal, float4 patchCoord)
{
#if defined(DISPLACEMENT_HW_BILINEAR)
float disp = PtexLookupFast(patchCoord,
textureDisplace_Data,
textureDisplace_Packing).x;
#elif defined(DISPLACEMENT_BILINEAR)
float disp = PtexMipmapLookup(patchCoord, mipmapBias,
textureDisplace_Data,
textureDisplace_Packing).x;
#elif defined(DISPLACEMENT_BIQUADRATIC)
float disp = PtexMipmapLookupQuadratic(patchCoord, mipmapBias,
textureDisplace_Data,
textureDisplace_Packing).x;
#else
float disp(0);
#endif
return position + float4(disp*normal, 0) * displacementScale;
}
#endif
#line 20117
float4 GeneratePatchCoord(float2 localUV, int primitiveID) // for non-adpative
{
int2 ptexIndex = OsdPatchParamBuffer[GetPrimitiveID(primitiveID)].xy;
int faceID = ptexIndex.x;
int lv = 1 << ((ptexIndex.y & 0xf) - ((ptexIndex.y >> 4) & 1));
int u = (ptexIndex.y >> 17) & 0x3ff;
int v = (ptexIndex.y >> 7) & 0x3ff;
float2 uv = localUV;
uv = (uv * float2(1, 1)/lv) + float2(u, v)/lv;
return float4(uv.x, uv.y, lv+0.5, faceID+0.5);
}
// ---------------------------------------------------------------------------
// 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;
}
OutputVertex
outputVertex(OutputVertex input, float3 normal, float4 patchCoord)
{
OutputVertex v = input;
v.normal = normal;
v.patchCoord = patchCoord;
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,
uint primitiveID : SV_PrimitiveID)
{
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));
float4 patchCoord[4];
patchCoord[0] = GeneratePatchCoord(float2(0, 0), primitiveID);
patchCoord[1] = GeneratePatchCoord(float2(1, 0), primitiveID);
patchCoord[2] = GeneratePatchCoord(float2(1, 1), primitiveID);
patchCoord[3] = GeneratePatchCoord(float2(0, 1), primitiveID);
triStream.Append(outputVertex(input[0], n0, patchCoord[0]));
triStream.Append(outputVertex(input[1], n0, patchCoord[1]));
triStream.Append(outputVertex(input[3], n0, patchCoord[3]));
triStream.RestartStrip();
triStream.Append(outputVertex(input[3], n0, patchCoord[3]));
triStream.Append(outputVertex(input[1], n0, patchCoord[1]));
triStream.Append(outputVertex(input[2], n0, patchCoord[2]));
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];
};
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
// ---------------------------------------------------------------------------
#if defined(COLOR_PTEX_NEAREST) || \
defined(COLOR_PTEX_HW_BILINEAR) || \
defined(COLOR_PTEX_BILINEAR) || \
defined(COLOR_PTEX_BIQUADRATIC)
Texture2DArray textureImage_Data : register(t4);
Buffer<int> textureImage_Packing : register(t5);
#endif
#ifdef USE_PTEX_OCCLUSION
Texture2DArray textureOcclusion_Data : register(t8);
Buffer<int> textureOcclusion_Packing : register(t9);
#endif
#ifdef USE_PTEX_SPECULAR
Texture2DArray textureSpecular_Data : register(t10);
Buffer<int> textureSpecular_Packing : register(t11);
#endif
void
ps_main(in OutputVertex input,
out float4 outColor : SV_Target )
{
// ------------ normal ---------------
#if defined(NORMAL_HW_SCREENSPACE) || defined(NORMAL_SCREENSPACE)
float3 normal = perturbNormalFromDisplacement(input.position.xyz,
input.normal,
input.patchCoord);
#elif defined(NORMAL_BIQUADRATIC) || defined(NORMAL_BIQUADRATIC_WG)
float4 du, dv;
float4 disp = PtexMipmapLookupQuadratic(du, dv, input.patchCoord,
mipmapBias,
textureDisplace_Data,
textureDisplace_Packing);
disp *= displacementScale;
du *= displacementScale;
dv *= displacementScale;
float3 n = normalize(cross(input.tangent, input.bitangent));
float3 tangent = input.tangent + n * du.x;
float3 bitangent = input.bitangent + n * dv.x;
#if defined(NORMAL_BIQUADRATIC_WG)
tangent += input.Nu * disp.x;
bitangent += input.Nv * disp.x;
#endif
float3 normal = normalize(cross(tangent, bitangent));
#else
float3 normal = input.normal;
#endif
// ------------ 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 ---------------
#ifdef USE_PTEX_OCCLUSION
float occ = PtexLookup(input.patchCoord,
textureOcclusion_Data,
textureOcclusion_Packing).x;
#else
float occ = 0.0;
#endif
// ------------ specular ---------------
#ifdef USE_PTEX_SPECULAR
float specular = PtexLookup(input.patchCoord,
textureSpecular_Data,
textureSpecular_Packing).x;
#else
float specular = 1.0;
#endif
// ------------ lighting ---------------
float4 Cf = lighting(texColor, input.position.xyz, normal, occ);
// ------------ wireframe ---------------
outColor = edgeColor(Cf, input.edgeDistance);
}