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https://github.com/PixarAnimationStudios/OpenSubdiv
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New text: 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.
311 lines
9.8 KiB
HLSL
311 lines
9.8 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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// ---------------------------------------------------------------------------
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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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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 * material
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+ d * lightSource[i].diffuse * material
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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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