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Diffstat (limited to 'tests/hlsl/dxsdk/SubD11')
| -rw-r--r-- | tests/hlsl/dxsdk/SubD11/SubD11.hlsl | 1238 |
1 files changed, 0 insertions, 1238 deletions
diff --git a/tests/hlsl/dxsdk/SubD11/SubD11.hlsl b/tests/hlsl/dxsdk/SubD11/SubD11.hlsl deleted file mode 100644 index 839e004e6..000000000 --- a/tests/hlsl/dxsdk/SubD11/SubD11.hlsl +++ /dev/null @@ -1,1238 +0,0 @@ -//TEST_IGNORE_FILE: Currently failing due to Slang compiler issues. -//TEST:COMPARE_HLSL: -profile vs_4_0 -entry PatchSkinningVS -entry MeshSkinningVS -profile hs_5_0 -entry SubDToBezierHS -entry SubDToBezierHS4444 -profile ds_5_0 -entry BezierEvalDS -profile ps_4_0 -entry SmoothPS -entry SolidColorPS -//-------------------------------------------------------------------------------------- -// File: SubD11.hlsl -// -// This file contains functions to convert from a Catmull-Clark subdivision -// representation to a bicubic patch representation. -// -// Copyright (c) Microsoft Corporation. All rights reserved. -//-------------------------------------------------------------------------------------- - -//Work-around for an optimization rule problem in the June 2010 HLSL Compiler (9.29.952.3111) -//see http://support.microsoft.com/kb/2448404 -#if D3DX_VERSION == 0xa2b -#pragma ruledisable 0x0802405f -#endif - -//-------------------------------------------------------------------------------------- -// A sample extraordinary SubD quad is represented by the following diagram: -// -// 15 Valences: -// / \ Vertex 0: 5 -// / 14 Vertex 1: 4 -// 17---------16 / \ Vertex 2: 5 -// | \ | / \ Vertex 3: 3 -// | \ | / 13 -// | \ |/ / Prefixes: -// | 3------2------12 Vertex 0: 9 -// | | | | Vertex 1: 12 -// | | | | Vertex 2: 16 -// 4----0------1------11 Vertex 3: 18 -// / /| | | -// / / | | | -// 5 / 8------9------10 -// \ / / -// 6 / -// \ / -// 7 -// -// Where the quad bounded by vertices 0,1,2,3 represents the actual subd surface of interest -// The 1-ring neighborhood of the quad is represented by vertices 4 through 17. The counter- -// clockwise winding of this 1-ring neighborhood is important, especially when it comes to compute -// the corner vertices of the bicubic patch that we will use to approximate the subd quad (0,1,2,3). -// -// The resulting bicubic patch fits within the subd quad (0,1,2,3) and has the following control -// point layout: -// -// 12--13--14--15 -// 8---9--10--11 -// 4---5---6---7 -// 0---1---2---3 -// -// The inner 4 control points of the bicubic patch are a combination of only the vertices (0,1,2,3) -// of the subd quad. However, the corner control points for the bicubic patch (0,3,15,12) are actually -// a much more complex weighting of the subd patch and the 1-ring neighborhood. In the example above -// the bicubic control point 0 is actually a weighted combination of subd points 0,1,2,3 and 1-ring -// neighborhood points 17, 4, 5, 6, 7, 8, and 9. We can see that the 1-ring neighbor hood is simply -// walked from the prefix value from the previous corner (corner 3 in this case) to the prefix -// prefix value for the current corner. We add one more vertex on either side of the prefix values -// and we have all the data necessary to calculate the value for the corner points. -// -// The edge control points of the bicubic patch (1,2,13,14,4,8,7,11) are also combinations of their -// neighbors, but fortunately each one is only a combination of 6 values and no walk is required. -//-------------------------------------------------------------------------------------- - -#define MOD4(x) ((x)&3) -#ifndef MAX_POINTS -#define MAX_POINTS 32 -#endif -#define MAX_BONE_MATRICES 80 - -//-------------------------------------------------------------------------------------- -// Textures -//-------------------------------------------------------------------------------------- -Texture2D g_txHeight : register( t0 ); // Height and Bump texture -Texture2D g_txDiffuse : register( t1 ); // Diffuse texture -Texture2D g_txSpecular : register( t2 ); // Specular texture - -//-------------------------------------------------------------------------------------- -// Samplers -//-------------------------------------------------------------------------------------- -SamplerState g_samLinear : register( s0 ); -SamplerState g_samPoint : register( s0 ); - -//-------------------------------------------------------------------------------------- -// Constant Buffers -//-------------------------------------------------------------------------------------- -cbuffer cbTangentStencilConstants : register( b0 ) -{ - float g_TanM[1024]; // Tangent patch stencils precomputed by the application - float g_fCi[16]; // Valence coefficients precomputed by the application -}; - -cbuffer cbPerMesh : register( b1 ) -{ - matrix g_mConstBoneWorld[MAX_BONE_MATRICES]; -}; - -cbuffer cbPerFrame : register( b2 ) -{ - matrix g_mViewProjection; - float3 g_vCameraPosWorld; - float g_fTessellationFactor; - float g_fDisplacementHeight; - float3 g_vSolidColor; -}; - -cbuffer cbPerSubset : register( b3 ) -{ - int g_iPatchStartIndex; -} - -//-------------------------------------------------------------------------------------- -Buffer<uint4> g_ValencePrefixBuffer : register( t0 ); - -//-------------------------------------------------------------------------------------- -struct VS_CONTROL_POINT_OUTPUT -{ - float3 vPosition : WORLDPOS; - float2 vUV : TEXCOORD0; - float3 vTangent : TANGENT; -}; - -struct BEZIER_CONTROL_POINT -{ - float3 vPosition : BEZIERPOS; -}; - -struct PS_INPUT -{ - float3 vWorldPos : POSITION; - float3 vNormal : NORMAL; - float2 vUV : TEXCOORD; - float3 vTangent : TANGENT; - float3 vBiTangent : BITANGENT; -}; - -//-------------------------------------------------------------------------------------- -// SubD to Bezier helper functions -//-------------------------------------------------------------------------------------- -// Helps with getting tangent stencils from the g_TanM constant array -#define TANM(a,v) ( g_TanM[ Val[v]*64 + (a) ] ) - -//-------------------------------------------------------------------------------------- -float3 ComputeInteriorVertex( uint index, - uint Val[4], - const in InputPatch<VS_CONTROL_POINT_OUTPUT, MAX_POINTS> ip ) -{ - switch( index ) - { - case 0: - return (ip[0].vPosition*Val[0] + ip[1].vPosition*2 + ip[2].vPosition + ip[3].vPosition*2) / (5+Val[0]); - case 1: - return (ip[0].vPosition*2 + ip[1].vPosition*Val[1] + ip[2].vPosition*2 + ip[3].vPosition) / (5+Val[1]); - case 2: - return (ip[0].vPosition + ip[1].vPosition*2 + ip[2].vPosition*Val[2] + ip[3].vPosition*2) / (5+Val[2]); - case 3: - return (ip[0].vPosition*2 + ip[1].vPosition + ip[2].vPosition*2 + ip[3].vPosition*Val[3]) / (5+Val[3]); - } - - return float3(0,0,0); -} - -//-------------------------------------------------------------------------------------- -// Computes the corner vertices of the output UV patch. The corner vertices are -// a weighted combination of all points that are "connected" to that corner by an edge. -// The interior 4 points of the original subd quad are easy to get. The points in the -// 1-ring neighborhood around the interior quad are not. -// -// Because the valence of that corner could be any number between 3 and 16, we need to -// walk around the subd patch vertices connected to that point. This is there the -// Pref (prefix) values come into play. Each corner has a prefix value that is the index -// of the last value around the 1-ring neighborhood that should be used in calculating -// the coefficient of that corner. The walk goes from the prefix value of the previous -// corner to the prefix value of the current corner. -//-------------------------------------------------------------------------------------- -void ComputeCornerVertex( uint index, - out float3 CornerB, // Corner for the Bezier patch - out float3 CornerU, // Corner for the tangent patch - out float3 CornerV, // Corner for the bitangent patch - const in InputPatch<VS_CONTROL_POINT_OUTPUT, MAX_POINTS> ip, - const in uint Val[4], - const in uint Pref[4] ) -{ - const float fOWt = 1; - const float fEWt = 4; - - // Figure out where to start the walk by using the previous corner's prefix value - uint PrefIm1 = 0; - uint uStart = 4; - if( index ) - { - PrefIm1 = Pref[index-1]; - uStart = PrefIm1; - } - - // Setup the walk indices - uint uTIndexStart = 2 - (index&1); - uint uTIndex = uTIndexStart; - - // Calculate the N*N weight for the final value - CornerB = (Val[index]*Val[index])*ip[index].vPosition; // n^2 part - - // Zero out the corners - CornerU = float4(0,0,0,0); - CornerV = float4(0,0,0,0); - - const uint uV = Val[index] + ( ( index & 1 ) ? 1 : -1 ); - - // Start the walk with the uStart prefix (the prefix of the corner before us) - CornerB += ip[uStart].vPosition * fEWt; - CornerU += ip[uStart].vPosition * TANM( uTIndex * 2, index ); - CornerV += ip[uStart].vPosition * TANM( ( ( uTIndex + uV ) % Val[index] ) * 2, index); - - // Gather all vertices between the previous corner's prefix and our own prefix - // We'll do two at a time, since they always come in twos - while(uStart < Pref[index]-1) - { - ++uStart; - CornerB += ip[uStart].vPosition * fOWt; - CornerU += ip[uStart].vPosition * TANM( uTIndex * 2 + 1, index ); - CornerV += ip[uStart].vPosition * TANM( ( ( uTIndex + uV ) % Val[index] ) * 2 + 1, index ); - - ++uTIndex; - ++uStart; - CornerB += ip[uStart].vPosition * fEWt; - CornerU += ip[uStart].vPosition * TANM( ( uTIndex % Val[index] ) * 2, index ); - CornerV += ip[uStart].vPosition * TANM( ( ( uTIndex+uV)%Val[index]) * 2, index ); - } - ++uStart; - - // Add in the last guy and make sure to wrap to the beginning if we're the last corner - if (index == 3) - uStart = 4; - CornerB += ip[uStart].vPosition * fOWt; - CornerU += ip[uStart].vPosition * TANM( ( uTIndex % Val[index] ) * 2 + 1, index ); - CornerV += ip[uStart].vPosition * TANM( ( ( uTIndex + uV ) % Val[index] ) * 2 + 1, index ); - - // Add in the guy before the prefix as well - if (index) - uStart = PrefIm1-1; - else - uStart = Pref[3]-1; - uTIndex = uTIndexStart-1; - - CornerB += ip[uStart].vPosition * fOWt; - CornerU += ip[uStart].vPosition * TANM( ( uTIndex % Val[index] ) * 2 + 1, index ); - CornerV += ip[uStart].vPosition * TANM( ( ( uTIndex + uV ) % Val[index] ) * 2 + 1, index ); - - // We're done with the walk now. Now we need to add the contributions of the original subd quad. - CornerB += ip[MOD4(index+1)].vPosition * fEWt; - CornerB += ip[MOD4(index+2)].vPosition * fOWt; - CornerB += ip[MOD4(index+3)].vPosition * fEWt; - - uTIndex = 0 + (index&1)*(Val[index]-1); - uStart = MOD4(index+1); - CornerU += ip[uStart].vPosition * TANM( ( uTIndex % Val[index] ) * 2, index ); - CornerV += ip[uStart].vPosition * TANM( ( ( uTIndex + uV ) % Val[index] ) * 2, index ); - - uStart = MOD4(index+2); - CornerU += ip[uStart].vPosition * TANM( ( uTIndex % Val[index] ) * 2 + 1, index ); - CornerV += ip[uStart].vPosition * TANM( ( ( uTIndex + uV ) % Val[index] ) * 2 + 1, index ); - - uStart = MOD4(index+3); - uTIndex = (uTIndex+1)%Val[index]; - - CornerU += ip[uStart].vPosition * TANM( ( uTIndex % Val[index] ) * 2, index ); - CornerV += ip[uStart].vPosition * TANM( ( ( uTIndex + uV ) % Val[index] ) * 2, index ); - - // Normalize the corner weights - CornerB *= 1.0f / ( Val[index] * Val[index] + 5 * Val[index] ); // normalize - - // fixup signs from directional derivatives... - if( !((index - 1) & 2) ) // 1 and 2 - CornerU *= -1; - - if( index >= 2 ) // 2 and 3 - CornerV *= -1; -} - -void ComputeCornerVertex4444( uint index, - out float3 CornerB, // Corner for the Bezier patch - out float3 CornerU, // Corner for the tangent patch - out float3 CornerV, // Corner for the bitangent patch - const in InputPatch<VS_CONTROL_POINT_OUTPUT, MAX_POINTS> ip, - const in uint Val[4], - const in uint Pref[4] ) -{ - const float fOWt = 1; - const float fEWt = 4; - - // Figure out where to start the walk by using the previous corner's prefix value - uint PrefIm1 = 0; - uint uStart = 4; - if( index ) - { - PrefIm1 = Pref[index-1]; - uStart = PrefIm1; - } - - // Setup the walk indices - uint uTIndexStart = 2 - (index&1); - uint uTIndex = uTIndexStart; - - // Calculate the N*N weight for the final value - CornerB = (Val[index]*Val[index])*ip[index].vPosition; // n^2 part - - // Zero out the corners - CornerU = float4(0,0,0,0); - CornerV = float4(0,0,0,0); - - const uint uV = Val[index] + ( ( index & 1 ) ? 1 : -1 ); - - // Start the walk with the uStart prefix (the prefix of the corner before us) - CornerB += ip[uStart].vPosition * fEWt; - CornerU += ip[uStart].vPosition * TANM( uTIndex * 2, index ); - CornerV += ip[uStart].vPosition * TANM( ( ( uTIndex + uV ) % Val[index] ) * 2, index); - - // Gather all vertices between the previous corner's prefix and our own prefix - // We'll do two at a time, since they always come in twos - while(uStart < Pref[index]-1) - { - ++uStart; - CornerB += ip[uStart].vPosition * fOWt; - CornerU += ip[uStart].vPosition * TANM( uTIndex * 2 + 1, index ); - CornerV += ip[uStart].vPosition * TANM( ( ( uTIndex + uV ) % Val[index] ) * 2 + 1, index ); - - ++uTIndex; - ++uStart; - CornerB += ip[uStart].vPosition * fEWt; - CornerU += ip[uStart].vPosition * TANM( ( uTIndex % Val[index] ) * 2, index ); - CornerV += ip[uStart].vPosition * TANM( ( ( uTIndex+uV)%Val[index]) * 2, index ); - } - ++uStart; - - // Add in the last guy and make sure to wrap to the beginning if we're the last corner - if (index == 3) - uStart = 4; - CornerB += ip[uStart].vPosition * fOWt; - CornerU += ip[uStart].vPosition * TANM( ( uTIndex % Val[index] ) * 2 + 1, index ); - CornerV += ip[uStart].vPosition * TANM( ( ( uTIndex + uV ) % Val[index] ) * 2 + 1, index ); - - // Add in the guy before the prefix as well - if (index) - uStart = PrefIm1-1; - else - uStart = Pref[3]-1; - uTIndex = uTIndexStart-1; - - CornerB += ip[uStart].vPosition * fOWt; - CornerU += ip[uStart].vPosition * TANM( ( uTIndex % Val[index] ) * 2 + 1, index ); - CornerV += ip[uStart].vPosition * TANM( ( ( uTIndex + uV ) % Val[index] ) * 2 + 1, index ); - - // We're done with the walk now. Now we need to add the contributions of the original subd quad. - CornerB += ip[MOD4(index+1)].vPosition * fEWt; - CornerB += ip[MOD4(index+2)].vPosition * fOWt; - CornerB += ip[MOD4(index+3)].vPosition * fEWt; - - uTIndex = 0 + (index&1)*(Val[index]-1); - uStart = MOD4(index+1); - CornerU += ip[uStart].vPosition * TANM( ( uTIndex % Val[index] ) * 2, index ); - CornerV += ip[uStart].vPosition * TANM( ( ( uTIndex + uV ) % Val[index] ) * 2, index ); - - uStart = MOD4(index+2); - CornerU += ip[uStart].vPosition * TANM( ( uTIndex % Val[index] ) * 2 + 1, index ); - CornerV += ip[uStart].vPosition * TANM( ( ( uTIndex + uV ) % Val[index] ) * 2 + 1, index ); - - uStart = MOD4(index+3); - uTIndex = (uTIndex+1)%Val[index]; - - CornerU += ip[uStart].vPosition * TANM( ( uTIndex % Val[index] ) * 2, index ); - CornerV += ip[uStart].vPosition * TANM( ( ( uTIndex + uV ) % Val[index] ) * 2, index ); - - // Normalize the corner weights - CornerB *= 1.0f / ( Val[index] * Val[index] + 5 * Val[index] ); // normalize - - // fixup signs from directional derivatives... - if( !((index - 1) & 2) ) // 1 and 2 - CornerU *= -1; - - if( index >= 2 ) // 2 and 3 - CornerV *= -1; -} - -//-------------------------------------------------------------------------------------- -// Computes the edge vertices of the output bicubic patch. The edge vertices -// (1,2,4,7,8,11,13,14) are a weighted (by valence) combination of 6 interior and 1-ring -// neighborhood points. However, we don't have to do the walk on this one since we -// don't need all of the neighbor points attached to this vertex. -//-------------------------------------------------------------------------------------- -float3 ComputeEdgeVertex( in uint index /* 0-7 */, - const in InputPatch<VS_CONTROL_POINT_OUTPUT, MAX_POINTS> ip, - const in uint Val[4], - const in uint Pref[4] ) -{ - float val1 = 2 * Val[0] + 10; - float val2 = 2 * Val[1] + 10; - float val13 = 2 * Val[3] + 10; - float val14 = 2 * Val[2] + 10; - float val4 = val1; - float val8 = val13; - float val7 = val2; - float val11 = val14; - - float3 vRetVal = float3(0,0,0); - switch( index ) - { - // Horizontal - case 0: - vRetVal = (Val[0]*2*ip[0].vPosition + 4*ip[1].vPosition + ip[2].vPosition + ip[3].vPosition*2 + - 2*ip[Pref[0]-1].vPosition + ip[Pref[0]].vPosition) / val1; - break; - case 1: - vRetVal = (4*ip[0].vPosition + Val[1]*2*ip[1].vPosition + ip[2].vPosition*2 + ip[3].vPosition + - ip[Pref[0]-1].vPosition + 2*ip[Pref[0]].vPosition) / val2; - break; - case 2: - vRetVal = (2*ip[0].vPosition + ip[1].vPosition + 4*ip[2].vPosition + ip[3].vPosition*2*Val[3] + - 2*ip[Pref[2]].vPosition + ip[Pref[2]-1].vPosition) / val13; - break; - case 3: - vRetVal = (ip[0].vPosition + 2*ip[1].vPosition + Val[2]*2*ip[2].vPosition + ip[3].vPosition*4 + - ip[Pref[2]].vPosition + 2*ip[Pref[2]-1].vPosition) / val14; - break; - // Vertical - case 4: - vRetVal = (Val[0]*2*ip[0].vPosition + 2*ip[1].vPosition + ip[2].vPosition + ip[3].vPosition*4 + - 2*ip[4].vPosition + ip[Pref[3]-1].vPosition) / val4; - break; - case 5: - vRetVal = (4*ip[0].vPosition + ip[1].vPosition + 2*ip[2].vPosition + ip[3].vPosition*2*Val[3] + - ip[4].vPosition + 2*ip[Pref[3]-1].vPosition) / val8; - break; - case 6: - vRetVal = (2*ip[0].vPosition + Val[1]*2*ip[1].vPosition + 4*ip[2].vPosition + ip[3].vPosition + - 2*ip[Pref[1]-1].vPosition + ip[Pref[1]].vPosition) / val7; - break; - case 7: - vRetVal = (ip[0].vPosition + 4*ip[1].vPosition + Val[2]*2*ip[2].vPosition + 2*ip[3].vPosition + - ip[Pref[1]-1].vPosition + 2*ip[Pref[1]].vPosition) / val11; - break; - } - - return vRetVal; -} - -//-------------------------------------------------------------------------------------- -// Helper function -//-------------------------------------------------------------------------------------- -void BezierRaise(inout float3 pQ[3], out float3 pC[4]) -{ - pC[0] = pQ[0]; - pC[3] = pQ[2]; - - for( int i=1; i<3; i++ ) - { - pC[i] = ( 1.0f / 3.0f ) * ( pQ[i - 1] * i + ( 3.0f - i ) * pQ[i] ); - } -} - -//-------------------------------------------------------------------------------------- -// Computes the tangent patch from the input bezier patch -//-------------------------------------------------------------------------------------- -void ComputeTanPatch( const OutputPatch<BEZIER_CONTROL_POINT, 16> bezpatch, - inout float3 vOut[16], - in float fCWts[4], - in float3 vCorner[4], - in float3 vCornerLocal[4], - in const uint cX, - in const uint cY) -{ - float3 vQuad[3]; - float3 vQuadB[3]; - float3 vCubic[4]; - - // boundary edges are really simple... - vQuad[0] = vCornerLocal[0]; - vQuad[2] = vCornerLocal[1]; - vQuad[1] = 3.0f*(bezpatch[2*cX+0*cY].vPosition-bezpatch[1*cX+0*cY].vPosition); - - BezierRaise(vQuad,vCubic); - vOut[1*cX + 0*cY] = vCubic[1]; - vOut[2*cX + 0*cY] = vCubic[2]; - - vQuad[0] = vCornerLocal[2]; - vQuad[2] = vCornerLocal[3]; - vQuad[1] = 3.0f*(bezpatch[2*cX+3*cY].vPosition-bezpatch[1*cX+3*cY].vPosition); - - BezierRaise(vQuad,vCubic); - vOut[1*cX + 3*cY] = vCubic[1]; - vOut[2*cX + 3*cY] = vCubic[2]; - - // two internal edges - this is where work happens... - float3 vA,vB,vC,vD,vE; - float fC0,fC1; - vQuad[1] = 3.0f*(bezpatch[2*cX+2*cY].vPosition-bezpatch[1*cX+2*cY].vPosition); - // also do "second" scan line - vQuadB[1] = 3.0f*(bezpatch[2*cX+1*cY].vPosition-bezpatch[1*cX+1*cY].vPosition); - - vD = 3.0f*(bezpatch[1*cX + 2*cY].vPosition - bezpatch[0*cX + 2*cY].vPosition); - vE = 3.0f*(bezpatch[1*cX + 1*cY].vPosition - bezpatch[0*cX + 1*cY].vPosition); // used later... - - fC0 = fCWts[3]; - fC1 = fCWts[0]; - - // sign flip - vA = -vCorner[3]; - vB = 3.0f*(bezpatch[0*cX + 1*cY].vPosition - bezpatch[0*cX + 2*cY].vPosition); - vC = -vCorner[0]; - - vQuad[0] = 1.0f/3.0f*(2.0f*fC0*vB - fC1*vA) + vD; - vQuadB[0] = 1.0f/3.0f*(fC0*vC - 2.0f*fC1*vB) + vE; - - // do end of strip - same as before, but stuff is switched around... - vC = vCorner[2]; - vB = 3.0f*(bezpatch[3*cX + 2*cY].vPosition - bezpatch[3*cX + 1*cY].vPosition); - vA = vCorner[1]; - - vD = 3.0f*(bezpatch[2*cX + 1*cY].vPosition - bezpatch[3*cX + 1*cY].vPosition); - vE = 3.0f*(bezpatch[2*cX + 2*cY].vPosition - bezpatch[3*cX + 2*cY].vPosition); - - fC0 = fCWts[1]; - fC1 = fCWts[2]; - - vQuadB[2] = 1.0f/3.0f*(2.0f*fC0*vB - fC1*vA) + vD; - vQuad[2] = 1.0f/3.0f*(fC0*vC - 2.0f*fC1*vB) + vE; - - vQuadB[2] *= -1.0f; - vQuad[2] *= -1.0f; - - BezierRaise(vQuad,vCubic); - - vOut[0*cX + 2*cY] = vCubic[0]; - vOut[1*cX + 2*cY] = vCubic[1]; - vOut[2*cX + 2*cY] = vCubic[2]; - vOut[3*cX + 2*cY] = vCubic[3]; - - BezierRaise(vQuadB,vCubic); - - vOut[0*cX + 1*cY] = vCubic[0]; - vOut[1*cX + 1*cY] = vCubic[1]; - vOut[2*cX + 1*cY] = vCubic[2]; - vOut[3*cX + 1*cY] = vCubic[3]; -} - -//-------------------------------------------------------------------------------------- -// Skinning vertex shader Section -//-------------------------------------------------------------------------------------- -struct VS_CONTROL_POINT_INPUT -{ - float3 vPosition : POSITION; - float2 vUV : TEXCOORD0; - float3 vTangent : TANGENT; - uint4 vBones : BONES; - float4 vWeights : WEIGHTS; -}; - -VS_CONTROL_POINT_OUTPUT PatchSkinningVS( VS_CONTROL_POINT_INPUT Input ) -{ - VS_CONTROL_POINT_OUTPUT Output; - - float4 vInputPos = float4( Input.vPosition, 1 ); - float4 vWorldPos = float4( 0, 0, 0, 0 ); - - vWorldPos += mul( vInputPos, g_mConstBoneWorld[ Input.vBones.x ] ) * Input.vWeights.x; - vWorldPos += mul( vInputPos, g_mConstBoneWorld[ Input.vBones.y ] ) * Input.vWeights.y; - vWorldPos += mul( vInputPos, g_mConstBoneWorld[ Input.vBones.z ] ) * Input.vWeights.z; - vWorldPos += mul( vInputPos, g_mConstBoneWorld[ Input.vBones.w ] ) * Input.vWeights.w; - - float3 vWorldTan = float3( 0, 0, 0 ); - vWorldTan += mul( Input.vTangent, (float3x3)g_mConstBoneWorld[ Input.vBones.x ] ) * Input.vWeights.x; - vWorldTan += mul( Input.vTangent, (float3x3)g_mConstBoneWorld[ Input.vBones.y ] ) * Input.vWeights.y; - vWorldTan += mul( Input.vTangent, (float3x3)g_mConstBoneWorld[ Input.vBones.z ] ) * Input.vWeights.z; - vWorldTan += mul( Input.vTangent, (float3x3)g_mConstBoneWorld[ Input.vBones.w ] ) * Input.vWeights.w; - - Output.vPosition = vWorldPos; - Output.vUV = Input.vUV; - Output.vTangent = vWorldTan; - - return Output; -} - -struct VS_MESH_POINT_INPUT -{ - float3 vPosition : POSITION; - float2 vUV : TEXCOORD0; - float3 vNormal : NORMAL; - float3 vTangent : TANGENT; - uint4 vBones : BONES; - float4 vWeights : WEIGHTS; -}; - -struct VS_MESH_POINT_OUTPUT -{ - float3 vWorldPos : POSITION; - float3 vNormal : NORMAL; - float2 vUV : TEXCOORD; - float3 vTangent : TANGENT; - float3 vBiTangent : BITANGENT; - - float4 vPosition : SV_POSITION; -}; - -VS_MESH_POINT_OUTPUT MeshSkinningVS( VS_MESH_POINT_INPUT Input ) -{ - VS_MESH_POINT_OUTPUT Output; - - float4 vInputPos = float4( Input.vPosition, 1 ); - float4 vWorldPos = float4( 0, 0, 0, 0 ); - - vWorldPos += mul( vInputPos, g_mConstBoneWorld[ Input.vBones.x ] ) * Input.vWeights.x; - vWorldPos += mul( vInputPos, g_mConstBoneWorld[ Input.vBones.y ] ) * Input.vWeights.y; - vWorldPos += mul( vInputPos, g_mConstBoneWorld[ Input.vBones.z ] ) * Input.vWeights.z; - vWorldPos += mul( vInputPos, g_mConstBoneWorld[ Input.vBones.w ] ) * Input.vWeights.w; - - float3 vWorldTan = float3( 0, 0, 0 ); - vWorldTan += mul( Input.vTangent, (float3x3)g_mConstBoneWorld[ Input.vBones.x ] ) * Input.vWeights.x; - vWorldTan += mul( Input.vTangent, (float3x3)g_mConstBoneWorld[ Input.vBones.y ] ) * Input.vWeights.y; - vWorldTan += mul( Input.vTangent, (float3x3)g_mConstBoneWorld[ Input.vBones.z ] ) * Input.vWeights.z; - vWorldTan += mul( Input.vTangent, (float3x3)g_mConstBoneWorld[ Input.vBones.w ] ) * Input.vWeights.w; - - float3 vWorldNormal = float3( 0, 0, 0 ); - vWorldNormal += mul( Input.vNormal, (float3x3)g_mConstBoneWorld[ Input.vBones.x ] ) * Input.vWeights.x; - vWorldNormal += mul( Input.vNormal, (float3x3)g_mConstBoneWorld[ Input.vBones.y ] ) * Input.vWeights.y; - vWorldNormal += mul( Input.vNormal, (float3x3)g_mConstBoneWorld[ Input.vBones.z ] ) * Input.vWeights.z; - vWorldNormal += mul( Input.vNormal, (float3x3)g_mConstBoneWorld[ Input.vBones.w ] ) * Input.vWeights.w; - - Output.vWorldPos = vWorldPos.xyz; - Output.vPosition = mul( float4( vWorldPos.xyz, 1 ), g_mViewProjection ); - Output.vUV = Input.vUV; - Output.vTangent = vWorldTan; - Output.vNormal = vWorldNormal; - Output.vBiTangent = cross( vWorldNormal, vWorldTan ); - - return Output; -} - -//-------------------------------------------------------------------------------------- -// SubD to Bezier hull shader Section -//-------------------------------------------------------------------------------------- -struct HS_CONSTANT_DATA_OUTPUT -{ - float Edges[4] : SV_TessFactor; - float Inside[2] : SV_InsideTessFactor; - - float3 vTangent[4] : TANGENT; - float2 vUV[4] : TEXCOORD; - float3 vTanUCorner[4] : TANUCORNER; - float3 vTanVCorner[4] : TANVCORNER; - float4 vCWts : TANWEIGHTS; -}; - -//-------------------------------------------------------------------------------------- -// Load per-patch valence and prefix data -//-------------------------------------------------------------------------------------- -void LoadValenceAndPrefixData( in uint PatchID, out uint Val[4], out uint Prefixes[4] ) -{ - PatchID += g_iPatchStartIndex; - uint4 ValPack = g_ValencePrefixBuffer.Load( PatchID * 2 ); - uint4 PrefPack = g_ValencePrefixBuffer.Load( PatchID * 2 + 1 ); - - Val[0] = ValPack.x; - Val[1] = ValPack.y; - Val[2] = ValPack.z; - Val[3] = ValPack.w; - - Prefixes[0] = PrefPack.x; - Prefixes[1] = PrefPack.y; - Prefixes[2] = PrefPack.z; - Prefixes[3] = PrefPack.w; -} - - -//-------------------------------------------------------------------------------------- -// Constant data function for the SubDToBezierHS. This is executed once per patch. -//-------------------------------------------------------------------------------------- -HS_CONSTANT_DATA_OUTPUT SubDToBezierConstantsHS( InputPatch<VS_CONTROL_POINT_OUTPUT, MAX_POINTS> ip, - uint PatchID : SV_PrimitiveID ) -{ - HS_CONSTANT_DATA_OUTPUT Output; - - float TessAmount = g_fTessellationFactor; - - Output.Edges[0] = Output.Edges[1] = Output.Edges[2] = Output.Edges[3] = TessAmount; - Output.Inside[0] = Output.Inside[1] = TessAmount; - - Output.vTangent[0] = ip[0].vTangent; - Output.vTangent[1] = ip[1].vTangent; - Output.vTangent[2] = ip[2].vTangent; - Output.vTangent[3] = ip[3].vTangent; - - Output.vUV[0] = ip[0].vUV; - Output.vUV[1] = ip[1].vUV; - Output.vUV[2] = ip[2].vUV; - Output.vUV[3] = ip[3].vUV; - - // Compute part of our tangent patch here - uint Val[4]; - uint Prefixes[4]; - LoadValenceAndPrefixData( PatchID, Val, Prefixes ); - - [unroll] - for( int i=0; i<4; i++ ) - { - float3 CornerB, CornerU, CornerV; - ComputeCornerVertex( i, CornerB, CornerU, CornerV, ip, Val, Prefixes ); - Output.vTanUCorner[i] = CornerU; - Output.vTanVCorner[i] = CornerV; - } - - float fCWts[4]; - Output.vCWts.x = g_fCi[ Val[0]-3 ]; - Output.vCWts.y = g_fCi[ Val[1]-3 ]; - Output.vCWts.z = g_fCi[ Val[2]-3 ]; - Output.vCWts.w = g_fCi[ Val[3]-3 ]; - - return Output; -} - -HS_CONSTANT_DATA_OUTPUT SubDToBezierConstantsHS4444( InputPatch<VS_CONTROL_POINT_OUTPUT, MAX_POINTS> ip, - uint PatchID : SV_PrimitiveID ) -{ - HS_CONSTANT_DATA_OUTPUT Output; - - float TessAmount = g_fTessellationFactor; - - Output.Edges[0] = Output.Edges[1] = Output.Edges[2] = Output.Edges[3] = TessAmount; - Output.Inside[0] = Output.Inside[1] = TessAmount; - - Output.vTangent[0] = ip[0].vTangent; - Output.vTangent[1] = ip[1].vTangent; - Output.vTangent[2] = ip[2].vTangent; - Output.vTangent[3] = ip[3].vTangent; - - Output.vUV[0] = ip[0].vUV; - Output.vUV[1] = ip[1].vUV; - Output.vUV[2] = ip[2].vUV; - Output.vUV[3] = ip[3].vUV; - - // Compute part of our tangent patch here - static const uint Val[4] = (uint[4])uint4(4,4,4,4); - static const uint Prefixes[4] = (uint[4])uint4(7,10,13,16); - - [unroll] - for( int i=0; i<4; i++ ) - { - float3 CornerB, CornerU, CornerV; - ComputeCornerVertex4444( i, CornerB, CornerU, CornerV, ip, Val, Prefixes ); - Output.vTanUCorner[i] = CornerU; - Output.vTanVCorner[i] = CornerV; - } - - float fCWts[4]; - Output.vCWts.x = g_fCi[ Val[0]-3 ]; - Output.vCWts.y = g_fCi[ Val[1]-3 ]; - Output.vCWts.z = g_fCi[ Val[2]-3 ]; - Output.vCWts.w = g_fCi[ Val[3]-3 ]; - - return Output; -} - - -//-------------------------------------------------------------------------------------- -// HS for SubDToBezier. This outputcontrolpoints(16) specifies that we will produce -// 16 control points. Therefore this function will be invoked 16x, one for each output -// control point. -// -// !! PERFORMANCE NOTE: This hull shader is written for maximum readability, and its -// performance is not expected to be optimal on D3D11 hardware. The switch statement -// below that determines the codepath for each patch control point generates sub-optimal -// code for parallel execution on the GPU. A future implementation of this hull shader -// will combine the 16 codepaths and 3 variants (corner, edge, interior) into one shared -// codepath; this change is expected to increase performance at the expense of readability. -//-------------------------------------------------------------------------------------- -[domain("quad")] -[partitioning("integer")] -[outputtopology("triangle_cw")] -[outputcontrolpoints(16)] -[patchconstantfunc("SubDToBezierConstantsHS")] -BEZIER_CONTROL_POINT SubDToBezierHS( InputPatch<VS_CONTROL_POINT_OUTPUT, MAX_POINTS> p, - uint i : SV_OutputControlPointID, - uint PatchID : SV_PrimitiveID ) -{ - // Valences and prefixes are loaded from a buffer - uint Val[4]; - uint Prefixes[4]; - LoadValenceAndPrefixData( PatchID, Val, Prefixes ); - - float3 CornerB = float3(0,0,0); - float3 CornerU = float3(0,0,0); - float3 CornerV = float3(0,0,0); - - BEZIER_CONTROL_POINT Output; - Output.vPosition = float3(0,0,0); - - // !! PERFORMANCE NOTE: As mentioned above, this switch statement generates - // inefficient code for the sake of readability. - switch( i ) - { - // Interior vertices - case 5: - Output.vPosition = ComputeInteriorVertex( 0, Val, p ); - break; - case 6: - Output.vPosition = ComputeInteriorVertex( 1, Val, p ); - break; - case 10: - Output.vPosition = ComputeInteriorVertex( 2, Val, p ); - break; - case 9: - Output.vPosition = ComputeInteriorVertex( 3, Val, p ); - break; - - // Corner vertices - case 0: - ComputeCornerVertex( 0, CornerB, CornerU, CornerV, p, Val, Prefixes ); - Output.vPosition = CornerB; - break; - case 3: - ComputeCornerVertex( 1, CornerB, CornerU, CornerV, p, Val, Prefixes ); - Output.vPosition = CornerB; - break; - case 15: - ComputeCornerVertex( 2, CornerB, CornerU, CornerV, p, Val, Prefixes ); - Output.vPosition = CornerB; - break; - case 12: - ComputeCornerVertex( 3, CornerB, CornerU, CornerV, p, Val, Prefixes ); - Output.vPosition = CornerB; - break; - - // Edge vertices - case 1: - Output.vPosition = ComputeEdgeVertex( 0, p, Val, Prefixes ); - break; - case 2: - Output.vPosition = ComputeEdgeVertex( 1, p, Val, Prefixes ); - break; - case 13: - Output.vPosition = ComputeEdgeVertex( 2, p, Val, Prefixes ); - break; - case 14: - Output.vPosition = ComputeEdgeVertex( 3, p, Val, Prefixes ); - break; - case 4: - Output.vPosition = ComputeEdgeVertex( 4, p, Val, Prefixes ); - break; - case 8: - Output.vPosition = ComputeEdgeVertex( 5, p, Val, Prefixes ); - break; - case 7: - Output.vPosition = ComputeEdgeVertex( 6, p, Val, Prefixes ); - break; - case 11: - Output.vPosition = ComputeEdgeVertex( 7, p, Val, Prefixes ); - break; - } - - return Output; -} - -//-------------------------------------------------------------------------------------- -// Specialised version for Regular (4,4,4,4) patches, this is much simpler and has less -// branching compared to the general one above -//-------------------------------------------------------------------------------------- -[domain("quad")] -[partitioning("integer")] -[outputtopology("triangle_cw")] -[outputcontrolpoints(16)] -[patchconstantfunc("SubDToBezierConstantsHS4444")] -BEZIER_CONTROL_POINT SubDToBezierHS4444( InputPatch<VS_CONTROL_POINT_OUTPUT, MAX_POINTS> p, - uint i : SV_OutputControlPointID, - uint PatchID : SV_PrimitiveID ) -{ - // Valences and prefixes are Constant for this case (4,4,4,4) - static const uint Val[4] = (uint[4])uint4(4,4,4,4); - static const uint Prefixes[4] = (uint[4])uint4(7,10,13,16); - - float3 CornerB = float3(0,0,0); - float3 CornerU = float3(0,0,0); - float3 CornerV = float3(0,0,0); - - BEZIER_CONTROL_POINT Output; - Output.vPosition = float3(0,0,0); - - // !! PERFORMANCE NOTE: As mentioned above, this switch statement generates - // inefficient code for the sake of readability. - switch( i ) - { - // Interior vertices - case 5: - Output.vPosition = ComputeInteriorVertex( 0, Val, p ); - break; - case 6: - Output.vPosition = ComputeInteriorVertex( 1, Val, p ); - break; - case 10: - Output.vPosition = ComputeInteriorVertex( 2, Val, p ); - break; - case 9: - Output.vPosition = ComputeInteriorVertex( 3, Val, p ); - break; - - // Corner vertices - case 0: - ComputeCornerVertex4444( 0, CornerB, CornerU, CornerV, p, Val, Prefixes ); - Output.vPosition = CornerB; - break; - case 3: - ComputeCornerVertex4444( 1, CornerB, CornerU, CornerV, p, Val, Prefixes ); - Output.vPosition = CornerB; - break; - case 15: - ComputeCornerVertex4444( 2, CornerB, CornerU, CornerV, p, Val, Prefixes ); - Output.vPosition = CornerB; - break; - case 12: - ComputeCornerVertex4444( 3, CornerB, CornerU, CornerV, p, Val, Prefixes ); - Output.vPosition = CornerB; - break; - - // Edge vertices - case 1: - Output.vPosition = ComputeEdgeVertex( 0, p, Val, Prefixes ); - break; - case 2: - Output.vPosition = ComputeEdgeVertex( 1, p, Val, Prefixes ); - break; - case 13: - Output.vPosition = ComputeEdgeVertex( 2, p, Val, Prefixes ); - break; - case 14: - Output.vPosition = ComputeEdgeVertex( 3, p, Val, Prefixes ); - break; - case 4: - Output.vPosition = ComputeEdgeVertex( 4, p, Val, Prefixes ); - break; - case 8: - Output.vPosition = ComputeEdgeVertex( 5, p, Val, Prefixes ); - break; - case 7: - Output.vPosition = ComputeEdgeVertex( 6, p, Val, Prefixes ); - break; - case 11: - Output.vPosition = ComputeEdgeVertex( 7, p, Val, Prefixes ); - break; - } - - return Output; -} - - -//-------------------------------------------------------------------------------------- -// Bezier evaluation domain shader section -//-------------------------------------------------------------------------------------- -struct DS_OUTPUT -{ - float3 vWorldPos : POSITION; - float3 vNormal : NORMAL; - float2 vUV : TEXCOORD; - float3 vTangent : TANGENT; - float3 vBiTangent : BITANGENT; - - float4 vPosition : SV_POSITION; -}; - -//-------------------------------------------------------------------------------------- -float4 BernsteinBasis(float t) -{ - float invT = 1.0f - t; - - return float4( invT * invT * invT, - 3.0f * t * invT * invT, - 3.0f * t * t * invT, - t * t * t ); -} - -//-------------------------------------------------------------------------------------- -float4 dBernsteinBasis(float t) -{ - float invT = 1.0f - t; - - return float4( -3 * invT * invT, - 3 * invT * invT - 6 * t * invT, - 6 * t * invT - 3 * t * t, - 3 * t * t ); -} - -//-------------------------------------------------------------------------------------- -float3 EvaluateBezier( const OutputPatch<BEZIER_CONTROL_POINT, 16> bezpatch, - float4 BasisU, - float4 BasisV ) -{ - float3 Value = float3(0,0,0); - Value = BasisV.x * ( bezpatch[0].vPosition * BasisU.x + bezpatch[1].vPosition * BasisU.y + bezpatch[2].vPosition * BasisU.z + bezpatch[3].vPosition * BasisU.w ); - Value += BasisV.y * ( bezpatch[4].vPosition * BasisU.x + bezpatch[5].vPosition * BasisU.y + bezpatch[6].vPosition * BasisU.z + bezpatch[7].vPosition * BasisU.w ); - Value += BasisV.z * ( bezpatch[8].vPosition * BasisU.x + bezpatch[9].vPosition * BasisU.y + bezpatch[10].vPosition * BasisU.z + bezpatch[11].vPosition * BasisU.w ); - Value += BasisV.w * ( bezpatch[12].vPosition * BasisU.x + bezpatch[13].vPosition * BasisU.y + bezpatch[14].vPosition * BasisU.z + bezpatch[15].vPosition * BasisU.w ); - - return Value; -} - -//-------------------------------------------------------------------------------------- -float3 EvaluateBezierTan( const float3 bezpatch[16], - float4 BasisU, - float4 BasisV ) -{ - float3 Value = float3(0,0,0); - Value = BasisV.x * ( bezpatch[0] * BasisU.x + bezpatch[1] * BasisU.y + bezpatch[2] * BasisU.z + bezpatch[3] * BasisU.w ); - Value += BasisV.y * ( bezpatch[4] * BasisU.x + bezpatch[5] * BasisU.y + bezpatch[6] * BasisU.z + bezpatch[7] * BasisU.w ); - Value += BasisV.z * ( bezpatch[8] * BasisU.x + bezpatch[9] * BasisU.y + bezpatch[10] * BasisU.z + bezpatch[11] * BasisU.w ); - Value += BasisV.w * ( bezpatch[12] * BasisU.x + bezpatch[13] * BasisU.y + bezpatch[14] * BasisU.z + bezpatch[15] * BasisU.w ); - - return Value; -} - -//-------------------------------------------------------------------------------------- -// Compute a two full tangent patches from the Tangent corner data created in the -// HS constant data function. -//-------------------------------------------------------------------------------------- -void CreatTangentPatches( in HS_CONSTANT_DATA_OUTPUT input, - const OutputPatch<BEZIER_CONTROL_POINT, 16> bezpatch, - out float3 TanU[16], - out float3 TanV[16] ) -{ - TanV[0] = input.vTanVCorner[0]; - TanV[3] = input.vTanVCorner[1]; - TanV[15] = input.vTanVCorner[2]; - TanV[12] = input.vTanVCorner[3]; - - TanU[0] = input.vTanUCorner[0]; - TanU[3] = input.vTanUCorner[1]; - TanU[15] = input.vTanUCorner[2]; - TanU[12] = input.vTanUCorner[3]; - - float fCWts[4]; - fCWts[0] = input.vCWts.x; - fCWts[1] = input.vCWts.y; - fCWts[2] = input.vCWts.z; - fCWts[3] = input.vCWts.w; - - float3 vCorner[4]; - float3 vCornerLocal[4]; - - vCorner[0] = TanV[0]; - vCorner[1] = TanV[3]; - vCorner[2] = TanV[15]; - vCorner[3] = TanV[12]; - vCornerLocal[0] = TanU[0]; - vCornerLocal[1] = TanU[3]; - vCornerLocal[2] = TanU[12]; - vCornerLocal[3] = TanU[15]; - - ComputeTanPatch( bezpatch, TanU, fCWts, vCorner, vCornerLocal, 1, 4 ); - - fCWts[3] = input.vCWts.y; - fCWts[1] = input.vCWts.w; - - vCorner[0] = TanU[0]; - vCorner[3] = TanU[3]; - vCorner[2] = TanU[15]; - vCorner[1] = TanU[12]; - vCornerLocal[0] = TanV[0]; - vCornerLocal[1] = TanV[12]; - vCornerLocal[2] = TanV[3]; - vCornerLocal[3] = TanV[15]; - - ComputeTanPatch( bezpatch, TanV, fCWts, vCorner, vCornerLocal, 4, 1 ); -} - -//-------------------------------------------------------------------------------------- -// For each input UV (from the Tessellator), evaluate the Bezier patch at this position. -//-------------------------------------------------------------------------------------- -[domain("quad")] -DS_OUTPUT BezierEvalDS( HS_CONSTANT_DATA_OUTPUT input, - float2 UV : SV_DomainLocation, - const OutputPatch<BEZIER_CONTROL_POINT, 16> bezpatch ) -{ - float4 BasisU = BernsteinBasis( UV.x ); - float4 BasisV = BernsteinBasis( UV.y ); - - float3 WorldPos = EvaluateBezier( bezpatch, BasisU, BasisV ); - - float3 TanU[16]; - float3 TanV[16]; - CreatTangentPatches( input, bezpatch, TanU, TanV ); - float3 Tangent = EvaluateBezierTan( TanU, BasisU, BasisV ); - float3 BiTangent = EvaluateBezierTan( TanV, BasisU, BasisV ); - - // To see what the patch looks like without using the tangent patches to fix the normals, uncomment this section - /* - float4 dBasisU = dBernsteinBasis( UV.x ); - float4 dBasisV = dBernsteinBasis( UV.y ); - Tangent = EvaluateBezier( bezpatch, dBasisU, BasisV ); - BiTangent = EvaluateBezier( bezpatch, BasisU, dBasisV ); - */ - - float3 Norm = normalize( cross( Tangent, BiTangent ) ); - - DS_OUTPUT Output; - Output.vNormal = Norm; - - // Evalulate the tangent vectors through bilinear interpolation. - // These tangents are the texture-space tangents. They should not be confused with the parametric - // tangents that we use to get the normals for the bicubic patch. - float3 TextureTanU0 = input.vTangent[0]; - float3 TextureTanU1 = input.vTangent[1]; - float3 TextureTanU2 = input.vTangent[2]; - float3 TextureTanU3 = input.vTangent[3]; - - float3 UVbottom = lerp( TextureTanU0, TextureTanU1, UV.x ); - float3 UVtop = lerp( TextureTanU3, TextureTanU2, UV.x ); - float3 Tan = lerp( UVbottom, UVtop, UV.y ); - - Output.vTangent = Tan; - - // This is an optimization. We assume that the UV mapping of the mesh will result in a "relatively" orthogonal - // tangent basis. If we assume this, then we can avoid fetching and bilerping the BiTangent along with the tangent. - Output.vBiTangent = cross( Norm, Tan ); - - // bilerp the texture coordinates - float2 tex0 = input.vUV[0]; - float2 tex1 = input.vUV[1]; - float2 tex2 = input.vUV[2]; - float2 tex3 = input.vUV[3]; - - float2 bottom = lerp( tex0, tex1, UV.x ); - float2 top = lerp( tex3, tex2, UV.x ); - float2 TexUV = lerp( bottom, top, UV.y ); - Output.vUV = TexUV; - - if( g_fDisplacementHeight > 0 ) - { - // On this sample displacement can go into or out of the mesh. This is why we bias the heigh amount. - float height = g_fDisplacementHeight * ( g_txHeight.SampleLevel( g_samPoint, TexUV, 0 ).a * 2 - 1 ); - float3 WorldPosMiddle = Norm * height; - WorldPos += WorldPosMiddle; - } - - Output.vPosition = mul( float4(WorldPos,1), g_mViewProjection ); - Output.vWorldPos = WorldPos; - - return Output; -} - -//-------------------------------------------------------------------------------------- -// Smooth shading pixel shader section -//-------------------------------------------------------------------------------------- - -float3 safe_normalize( float3 vInput ) -{ - float len2 = dot( vInput, vInput ); - if( len2 > 0 ) - { - return vInput * rsqrt( len2 ); - } - return vInput; -} - -static const float g_fSpecularExponent = 32.0f; -static const float g_fSpecularIntensity = 0.6f; -static const float g_fNormalMapIntensity = 1.5f; - -float2 ComputeDirectionalLight( float3 vWorldPos, float3 vWorldNormal, float3 vDirLightDir ) -{ - // Result.x is diffuse illumination, Result.y is specular illumination - float2 Result = float2( 0, 0 ); - Result.x = pow( saturate( dot( vWorldNormal, -vDirLightDir ) ), 2 ); - - float3 vPointToCamera = normalize( g_vCameraPosWorld - vWorldPos ); - float3 vHalfAngle = normalize( vPointToCamera - vDirLightDir ); - Result.y = pow( saturate( dot( vHalfAngle, vWorldNormal ) ), g_fSpecularExponent ); - - return Result; -} - -float3 ColorGamma( float3 Input ) -{ - return pow( Input, 2.2f ); -} - -float4 SmoothPS( PS_INPUT Input ) : SV_TARGET -{ - float4 vNormalMapSampleRaw = g_txHeight.Sample( g_samLinear, Input.vUV ); - float3 vNormalMapSampleBiased = ( vNormalMapSampleRaw.xyz * 2 ) - 1; - vNormalMapSampleBiased.xy *= g_fNormalMapIntensity; - float3 vNormalMapSample = normalize( vNormalMapSampleBiased ); - - float3 vNormal = safe_normalize( Input.vNormal ) * vNormalMapSample.z; - vNormal += safe_normalize( Input.vTangent ) * vNormalMapSample.x; - vNormal += safe_normalize( Input.vBiTangent ) * vNormalMapSample.y; - - //float3 vColor = float3( 1, 1, 1 ); - float3 vColor = g_txDiffuse.Sample( g_samLinear, Input.vUV ).rgb; - float vSpecular = g_txSpecular.Sample( g_samLinear, Input.vUV ).r * g_fSpecularIntensity; - - const float3 DirLightDirections[4] = - { - // key light - normalize( float3( -63.345150, -58.043934, 27.785097 ) ), - // fill light - normalize( float3( 23.652107, -17.391443, 54.972504 ) ), - // back light 1 - normalize( float3( 20.470509, -22.939510, -33.929531 ) ), - // back light 2 - normalize( float3( -31.003685, 24.242104, -41.352859 ) ), - }; - - const float3 DirLightColors[4] = - { - // key light - ColorGamma( float3( 1.0f, 0.964f, 0.706f ) * 1.0f ), - // fill light - ColorGamma( float3( 0.446f, 0.641f, 1.0f ) * 1.0f ), - // back light 1 - ColorGamma( float3( 1.0f, 0.862f, 0.419f ) * 1.0f ), - // back light 2 - ColorGamma( float3( 0.405f, 0.630f, 1.0f ) * 1.0f ), - }; - - float3 fLightColor = 0; - for( int i = 0; i < 4; ++i ) - { - float2 LightDiffuseSpecular = ComputeDirectionalLight( Input.vWorldPos, vNormal, DirLightDirections[i] ); - fLightColor += DirLightColors[i] * vColor * LightDiffuseSpecular.x; - fLightColor += DirLightColors[i] * LightDiffuseSpecular.y * vSpecular; - } - - return float4( fLightColor, 1 ); -} - -//-------------------------------------------------------------------------------------- -// Solid color shading pixel shader (used for wireframe overlay) -//-------------------------------------------------------------------------------------- -float4 SolidColorPS( PS_INPUT Input ) : SV_TARGET -{ - return float4( g_vSolidColor, 1 ); -} |
