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authorYong He <yonghe@outlook.com>2021-04-16 10:34:26 -0700
committerGitHub <noreply@github.com>2021-04-16 10:34:26 -0700
commit79e92395f8ce3d92c446e3bb3250d19ce33decd5 (patch)
tree2ac277fa299200da72cf03a2b5b96338f66aee5d /examples/model-viewer/shaders.slang
parentbad484d838590d0a2aaf1b5b8ac820634af2decb (diff)
Update `model-viewer` example and fixing compiler bugs. (#1795)
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+// shaders.slang
+
+//
+// This example builds on the simplistic shaders presented in the
+// "Hello, World" example by adding support for (intentionally
+// simplistic) surface materil and light shading.
+//
+// The code here is not meant to exemplify state-of-the-art material
+// and lighting techniques, but rather to show how a shader
+// library can be developed in a modular fashion without reliance
+// on the C preprocessor manual parameter-binding decorations.
+//
+
+// We are going to define a simple model for surface material shading.
+//
+// The first building block in our model will be the representation of
+// the geometry attributes of a surface as fed into the material.
+//
+struct SurfaceGeometry
+{
+ float3 position;
+ float3 normal;
+
+ // TODO: tangent vectors would be the natural next thing to add here,
+ // and would be required for anisotropic materials. However, the
+ // simplistic model loading code we are currently using doesn't
+ // produce tangents...
+ //
+ // float3 tangentU;
+ // float3 tangentV;
+
+ // We store a single UV parameterization in these geometry attributes.
+ // A more complex renderer might need support for multiple UV sets,
+ // and indeed it might choose to use interfaces and generics to capture
+ // the different requirements that different materials impose on
+ // the available surface attributes. We won't go to that kind of
+ // trouble for such a simple example.
+ //
+ float2 uv;
+};
+//
+// Next, we want to define the fundamental concept of a refletance
+// function, so that we can use it as a building block for other
+// parts of the system. This is a case where we are trying to
+// show how a proper physically-based renderer (PBR) might
+// decompose the problem using Slang, even though our simple
+// example is *not* physically based.
+//
+interface IBRDF
+{
+ // Technically, a BRDF is only a function of the incident
+ // (`wi`) and exitant (`wo`) directions, but for simplicity
+ // we are passing in the surface normal (`N`) as well.
+ //
+ float3 evaluate(float3 wo, float3 wi, float3 N);
+};
+//
+// We can now define various implemntations of the `IBRDF` interface
+// that represent different reflectance functions we want to support.
+// For now we keep things simple by defining about the simplest
+// reflectance function we can think of: the Blinn-Phong reflectance
+// model:
+//
+struct BlinnPhong : IBRDF
+{
+ // Blinn-Phong needs diffuse and specular reflectances, plus
+ // a specular exponent value (which relates to "roughness"
+ // in more modern physically-based models).
+ //
+ float3 kd;
+ float3 ks;
+ float specularity;
+
+ // Here we implement the one requirement of the `IBRDF` interface
+ // for our concrete implementation, using a textbook definition
+ // of Blinng-Phong shading.
+ //
+ // Note: our "BRDF" definition here folds the N-dot-L term into
+ // the evlauation of the reflectance function in case there are
+ // useful algebraic simplifications this enables.
+ //
+ float3 evaluate(float3 V, float3 L, float3 N)
+ {
+ float nDotL = saturate(dot(N, L));
+ float3 H = normalize(L + V);
+ float nDotH = saturate(dot(N, H));
+
+ return kd*nDotL + ks*pow(nDotH, specularity);
+ }
+};
+//
+// It is important to note that a reflectance function is *not*
+// a "material." In most cases, a material will have spatially-varying
+// properties so that it cannot be summarized as a single `IBRDF`
+// instance.
+//
+// Thus a "material" is a value that can produce a BRDF for any point
+// on a surface (e.g., by sampling texture maps, etc.).
+//
+interface IMaterial
+{
+ // Different concrete material implementations might yield BRDF
+ // values with different types. E.g., one material might yield
+ // reflectance functions using `BlinnPhong` while another uses
+ // a much more complicated/accurate representation.
+ //
+ // We encapsulate the choice of BRDF parameters/evaluation in
+ // our material interface with an "associated type." In the
+ // simplest terms, think of this as an interface requirement
+ // that is a type, instead of a method.
+ //
+ // (If you are C++-minded, you might think of this as akin to
+ // how every container provided an `iterator` type, but different
+ // containers may have different types of iterators)
+ //
+ associatedtype BRDF : IBRDF;
+
+ // For our simple example program, it is enough for a material to
+ // be able to return a BRDF given a point on the surface.
+ //
+ // A more complex implementation of material shading might also
+ // have the material return updated surface geometry to reflect
+ // the result of normal mapping, occlusion mapping, etc. or
+ // return an opacity/coverage value for partially transparent
+ // surfaces.
+ //
+ BRDF prepare(SurfaceGeometry geometry);
+};
+
+// We will now define a trivial first implementation of the material
+// interface, which uses our Blinn-Phong BRDF with uniform values
+// for its parameters.
+//
+// Note that this implemetnation is being provided *after* the
+// shader parameter `gMaterial` is declared, so that there is no
+// assumption in the shader code that `gMaterial` will be plugged
+// in using an instance of `SimpleMaterial`
+//
+//
+struct SimpleMaterial : IMaterial
+{
+ // We declare the properties we need as fields of the material type.
+ // When `SimpleMaterial` is used for `TMaterial` above, then
+ // `gMaterial` will be a `ParameterBlock<SimpleMaterial>`, and these
+ // parameters will be allocated to a constant buffer that is part of
+ // that parameter block.
+ //
+ // TODO: A future version of this example will include texture parameters
+ // here to show that they are declared just like simple uniforms.
+ //
+ float3 diffuseColor;
+ float3 specularColor;
+ float specularity;
+
+ // To satisfy the requirements of the `IMaterial` interface, our
+ // material type needs to provide a suitable `BRDF` type. We
+ // do this by using a simple `typedef`, although a nested
+ // `struct` type can also satisfy an associated type requirement.
+ //
+ // A future version of the Slang compiler may allow the "right"
+ // associated type definition to be inferred from the signature
+ // of the `prepare()` method below.
+ //
+ typedef BlinnPhong BRDF;
+
+ BlinnPhong prepare(SurfaceGeometry geometry)
+ {
+ BlinnPhong brdf;
+ brdf.kd = diffuseColor;
+ brdf.ks = specularColor;
+ brdf.specularity = specularity;
+ return brdf;
+ }
+};
+//
+// Note that no other code in this file statically
+// references the `SimpleMaterial` type, and instead
+// it is up to the application to "plug in" this type,
+// or another `IMaterial` implementation for the
+// `TMaterial` parameter.
+//
+
+// A light, or an entire lighting *environment* is an object
+// that can illuminate a surface using some BRDF implemented
+// with our abstractions above.
+//
+interface ILightEnv
+{
+ // The `illuminate` method is intended to integrate incoming
+ // illumination from this light (environment) incident at the
+ // surface point given by `g` (which has the reflectance function
+ // `brdf`) and reflected into the outgoing direction `wo`.
+ //
+ float3 illuminate<B:IBRDF>(SurfaceGeometry g, B brdf, float3 wo);
+ //
+ // Note that the `illuminate()` method is allowed as an interface
+ // requirement in Slang even though it is a generic. Constract that
+ // with C++ where a `template` method cannot be `virtual`.
+};
+
+// Given the `ILightEnv` interface, we can write up almost textbook
+// definition of directional and point lights.
+
+struct DirectionalLight : ILightEnv
+{
+ float3 direction;
+ float3 intensity;
+
+ float3 illuminate<B:IBRDF>(SurfaceGeometry g, B brdf, float3 wo)
+ {
+ return intensity * brdf.evaluate(wo, direction, g.normal);
+ }
+};
+struct PointLight : ILightEnv
+{
+ float3 position;
+ float3 intensity;
+
+ float3 illuminate<B:IBRDF>(SurfaceGeometry g, B brdf, float3 wo)
+ {
+ float3 delta = position - g.position;
+ float d = length(delta);
+ float3 direction = normalize(delta);
+ float3 illuminance = intensity / (d*d);
+ return illuminance * brdf.evaluate(wo, direction, g.normal);
+ }
+};
+
+// In most cases, a shader entry point will only be specialized for a single
+// material, but interesting rendering almost always needs multiple lights.
+// For that reason we will next define types to represent *composite* lighting
+// environment with multiple lights.
+//
+// A naive approach might be to have a single undifferntiated list of lights
+// where any type of light may appear at any index, but this would lose all
+// of the benefits of static specialization: we would have to perform dynamic
+// branching to determine what kind of light is stored at each index.
+//
+// Instead, we will start with a type for *homogeneous* arrays of lights:
+//
+struct LightArray<L : ILightEnv, let N : int> : ILightEnv
+{
+ // The `LightArray` type has two generic parameters:
+ //
+ // - `L` is a type parameter, representing the type of lights that will be in our array
+ // - `N` is a generic *value* parameter, representing the maximum number of lights allowed
+ //
+ // Slang's support for generic value parameters is currently experimental,
+ // and the syntax might change.
+
+ int count;
+ L lights[N];
+
+ float3 illuminate<B:IBRDF>(SurfaceGeometry g, B brdf, float3 wo)
+ {
+ // Our light array integrates illumination by naively summing
+ // contributions from all the lights in the array (up to `count`).
+ //
+ // A more advanced renderer might try apply sampling techniques
+ // to pick a subset of lights to sample.
+ //
+ float3 sum = 0;
+ for( int ii = 0; ii < count; ++ii )
+ {
+ sum += lights[ii].illuminate(g, brdf, wo);
+ }
+ return sum;
+ }
+};
+
+// `LightArray` can handle multiple lights as long as they have the
+// same type, but we need a way to have a scene with multiple lights
+// of different types *without* losing static specialization.
+//
+// The `LightPair<T,U>` type supports this in about the simplest way
+// possible, by aggregating a light (environment) of type `T` and
+// one of type `U`. Those light environments might themselves be
+// `LightArray`s or `LightPair`s, so that arbitrarily complex
+// environments can be created from just these two composite types.
+//
+// This is probably a good place to insert a reminder the Slang's
+// generics are *not* C++ templates, so that the error messages
+// produced when working with these types are in general reasonable,
+// and this is *not* any form of "template metaprogramming."
+//
+// That said, we expect that future versions of Slang will make
+// defining composite types light this a bit less cumbersome.
+//
+struct LightPair<T : ILightEnv, U : ILightEnv> : ILightEnv
+{
+ T first;
+ U second;
+
+ float3 illuminate<B:IBRDF>(SurfaceGeometry g, B brdf, float3 wo)
+ {
+ return first.illuminate(g, brdf, wo)
+ + second.illuminate(g, brdf, wo);
+ }
+};
+
+// As a final (degenerate) case, we will define a light
+// environment with *no* lights, which contributes no illumination.
+//
+struct EmptyLightEnv : ILightEnv
+{
+ float3 illuminate<B:IBRDF>(SurfaceGeometry g, B brdf, float3 wo)
+ {
+ return 0;
+ }
+};
+
+// The code above constitutes the "shader library" for our
+// application, while the code below this point is the
+// implementation of a simple forward rendering pass
+// using that library.
+//
+// While the shader library has used many of Slang's advanced
+// mechanisms, the vertex and fragment shaders will be
+// much more modest, and hopefully easier to follow.
+
+
+// We will start with a `struct` for per-view parameters that
+// will be allocated into a `ParameterBlock`.
+//
+// As written, this isn't very different from using an HLSL
+// `cbuffer` declaration, but importantly this code will
+// continue to work if we add one or more resources (e.g.,
+// an enironment map texture) to the `PerView` type.
+//
+struct PerView
+{
+ float4x4 viewProjection;
+ float3 eyePosition;
+};
+ParameterBlock<PerView> gViewParams;
+
+// Declaring a block for per-model parameter data is
+// similarly simple.
+//
+struct PerModel
+{
+ float4x4 modelTransform;
+ float4x4 inverseTransposeModelTransform;
+};
+ParameterBlock<PerModel> gModelParams;
+
+// We want our shader to work with any kind of lighting environment
+// - that is, and type that implements `ILightEnv`.
+
+ILightEnv gLightEnv;
+
+// Our handling of the material parameter for our shader
+// is quite similar to the case for the lighting environment:
+//
+IMaterial gMaterial;
+
+// Our vertex shader entry point is only marginally more
+// complicated than the Hello World example. We will
+// start by declaring the various "connector" `struct`s.
+//
+struct AssembledVertex
+{
+ float3 position : POSITION;
+ float3 normal : NORMAL;
+ float2 uv : UV;
+};
+struct CoarseVertex
+{
+ float3 worldPosition;
+ float3 worldNormal;
+ float2 uv;
+};
+struct VertexStageOutput
+{
+ CoarseVertex coarseVertex : CoarseVertex;
+ float4 sv_position : SV_Position;
+};
+
+// Perhaps most interesting new feature of the entry
+// point decalrations is that we use a `[shader(...)]`
+// attribute (as introduced in HLSL Shader Model 6.x)
+// in order to tag our entry points.
+//
+// This attribute informs the Slang compiler which
+// functions are intended to be compiled as shader
+// entry points (and what stage they target), so that
+// the programmer no longer needs to specify the
+// entry point name/stage through the API (or on
+// the command line when using `slangc`).
+//
+// While HLSL added this feature only in newer versions,
+// the Slang compiler supports this attribute across
+// *all* targets, so that it is okay to use whether you
+// want DXBC, DXIL, or SPIR-V output.
+//
+[shader("vertex")]
+VertexStageOutput vertexMain(
+ AssembledVertex assembledVertex)
+{
+ VertexStageOutput output;
+
+ float3 position = assembledVertex.position;
+ float3 normal = assembledVertex.normal;
+ float2 uv = assembledVertex.uv;
+
+ float3 worldPosition = mul(gModelParams.modelTransform, float4(position, 1.0)).xyz;
+ float3 worldNormal = mul(gModelParams.inverseTransposeModelTransform, float4(normal, 0.0)).xyz;
+
+ output.coarseVertex.worldPosition = worldPosition;
+ output.coarseVertex.worldNormal = worldNormal;
+ output.coarseVertex.uv = uv;
+
+ output.sv_position = mul(gViewParams.viewProjection, float4(worldPosition, 1.0));
+
+ return output;
+}
+
+// Our fragment shader is almost trivial, with the most interesting
+// thing being how it uses the `TMaterial` type parameter (through the
+// value stored in the `gMaterial` parameter block) to dispatch to
+// the correct implementation of the `getDiffuseColor()` method
+// in the `IMaterial` interface.
+//
+// The `gMaterial` parameter block declaration thus serves not only
+// to group certain shader parameters for efficient CPU-to-GPU
+// communication, but also to select the code that will execute
+// in specialized versions of the `fragmentMain` entry point.
+//
+[shader("fragment")]
+float4 fragmentMain(
+ CoarseVertex coarseVertex : CoarseVertex) : SV_Target
+{
+ // We start by using our interpolated vertex attributes
+ // to construct the local surface geometry that we will
+ // use for material evaluation.
+ //
+ SurfaceGeometry g;
+ g.position = coarseVertex.worldPosition;
+ g.normal = normalize(coarseVertex.worldNormal);
+ g.uv = coarseVertex.uv;
+
+ float3 V = normalize(gViewParams.eyePosition - g.position);
+
+ // Next we prepare the material, which involves running
+ // any "pattern generation" logic of the material (e.g.,
+ // sampling and blending texture layers), to produce
+ // a BRDF suitable for evaluating under illumination
+ // from different light sources.
+ //
+ // Note that the return type here is `gMaterial.BRDF`,
+ // which is the `BRDF` type *associated* with the (unknown)
+ // `TMaterial` type. When `TMaterial` gets substituted for
+ // a concrete type later (e.g., `SimpleMaterial`) this
+ // will resolve to a concrete type too (e.g., `SimpleMaterial.BRDF`
+ // which is an alias for `BlinnPhong`).
+ //
+ let brdf = gMaterial.prepare(g);
+
+ // Now that we've done the first step of material evaluation
+ // and sampled texture maps, etc., it is time to start
+ // integrating incident light at our surface point.
+ //
+ // Because we've wrapped up the lighting environment as
+ // a single (composite) object, this is as simple as calling
+ // its `illuminate()` method. Our particular fragment shader
+ // is thus abstracted from how the renderer chooses to structure
+ // this integration step, somewhat similar to how an
+ // `illuminance` loop in RenderMan Shading Language works.
+ //
+
+ float3 color = gLightEnv.illuminate(g, brdf, V);
+
+ return float4(color, 1);
+}