OpenSubdiv/examples/dxViewer/shader.hlsl
manuelk 3ae50d1c50 Amending Apache license language & file headers.
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.
2013-09-26 12:04:57 -07:00

311 lines
9.8 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;
};
// ---------------------------------------------------------------------------
// 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;
}
#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
[maxvertexcount(6)]
void gs_quad( lineadj OutputVertex input[4],
inout TriangleStream<OutputVertex> 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));
triStream.Append(outputVertex(input[1], n0));
triStream.Append(outputVertex(input[3], n0));
triStream.RestartStrip();
triStream.Append(outputVertex(input[3], n0));
triStream.Append(outputVertex(input[1], n0));
triStream.Append(outputVertex(input[2], n0));
triStream.RestartStrip();
}
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
#ifdef PRIM_QUAD
[maxvertexcount(6)]
void gs_quad_wire( lineadj OutputVertex input[4],
inout TriangleStream<OutputVertex> 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));
triStream.Append(outputWireVertex(input[1], n0, 1, edgeVerts));
triStream.Append(outputWireVertex(input[3], n0, 3, edgeVerts));
triStream.RestartStrip();
triStream.Append(outputWireVertex(input[3], n0, 3, edgeVerts));
triStream.Append(outputWireVertex(input[1], n0, 1, edgeVerts));
triStream.Append(outputWireVertex(input[2], n0, 2, edgeVerts));
triStream.RestartStrip();
}
#endif
#endif
[maxvertexcount(3)]
void gs_triangle( triangle OutputVertex input[3],
inout TriangleStream<OutputVertex> 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));
triStream.Append(outputVertex(input[1], n0));
triStream.Append(outputVertex(input[2], n0));
}
[maxvertexcount(3)]
void gs_triangle_smooth( triangle OutputVertex input[3],
inout TriangleStream<OutputVertex> triStream )
{
triStream.Append(outputVertex(input[0], input[0].normal));
triStream.Append(outputVertex(input[1], input[1].normal));
triStream.Append(outputVertex(input[2], input[2].normal));
}
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
#ifdef PRIM_TRI
[maxvertexcount(3)]
void gs_triangle_wire( triangle OutputVertex input[3],
inout TriangleStream<OutputVertex> 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));
triStream.Append(outputWireVertex(input[1], n0, 1, edgeVerts));
triStream.Append(outputWireVertex(input[2], n0, 2, edgeVerts));
}
[maxvertexcount(3)]
void gs_triangle_smooth_wire( triangle OutputVertex input[3],
inout TriangleStream<OutputVertex> 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));
triStream.Append(outputWireVertex(input[1], input[1].normal, 1, edgeVerts));
triStream.Append(outputWireVertex(input[2], input[2].normal, 2, edgeVerts));
}
#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];
};
float4
lighting(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 * material
+ d * lightSource[i].diffuse * material
+ 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
// ---------------------------------------------------------------------------
void
ps_main( in OutputVertex input,
bool isFrontFacing : SV_IsFrontFace,
out float4 colorOut : SV_Target )
{
float3 N = (isFrontFacing ? input.normal : -input.normal);
colorOut = edgeColor(lighting(input.position.xyz, N), input.edgeDistance);
}
void
ps_main_point( in OutputPointVertex input,
out float4 colorOut : SV_Target )
{
colorOut = float4(1, 1, 1, 1);
}