Refactor material shaders generator to use modular features as extensions

This commit is contained in:
Wojtek Figat
2021-02-04 10:43:04 +01:00
parent a560b19cbc
commit 2a3b6edf50
29 changed files with 877 additions and 711 deletions

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// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
@0// Tessellation: Defines
@1// Tessellation: Includes
@2// Tessellation: Constants
@3// Tessellation: Resources
@4// Tessellation: Utilities
@5// Tessellation: Shaders
#if USE_TESSELLATION
// Interpolants passed from the hull shader to the domain shader
struct TessalationHSToDS
{
float4 Position : SV_Position;
float3 WorldPosition : TEXCOORD0;
float2 TexCoord : TEXCOORD1;
float2 LightmapUV : TEXCOORD2;
#if USE_VERTEX_COLOR
half4 VertexColor : COLOR;
#endif
float3 WorldNormal : TEXCOORD3;
float4 WorldTangent : TEXCOORD4;
#if USE_CUSTOM_VERTEX_INTERPOLATORS
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
#endif
float3 InstanceOrigin : TEXCOORD6;
float2 InstanceParams : TEXCOORD7;
#if IS_MOTION_VECTORS_PASS
float3 PrevWorldPosition : TEXCOORD8;
#endif
float TessellationMultiplier : TESS;
};
// Interpolants passed from the domain shader and to the pixel shader
struct TessalationDSToPS
{
float4 Position : SV_Position;
float3 WorldPosition : TEXCOORD0;
float2 TexCoord : TEXCOORD1;
float2 LightmapUV : TEXCOORD2;
#if USE_VERTEX_COLOR
half4 VertexColor : COLOR;
#endif
float3 WorldNormal : TEXCOORD3;
float4 WorldTangent : TEXCOORD4;
#if USE_CUSTOM_VERTEX_INTERPOLATORS
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
#endif
float3 InstanceOrigin : TEXCOORD6;
float2 InstanceParams : TEXCOORD7;
#if IS_MOTION_VECTORS_PASS
float3 PrevWorldPosition : TEXCOORD8;
#endif
};
MaterialInput GetMaterialInput(TessalationDSToPS input)
{
MaterialInput result = (MaterialInput)0;
result.WorldPosition = input.WorldPosition;
result.TexCoord = input.TexCoord;
#if USE_LIGHTMAP
result.LightmapUV = input.LightmapUV;
#endif
#if USE_VERTEX_COLOR
result.VertexColor = input.VertexColor;
#endif
result.TBN = CalcTangentBasis(input.WorldNormal, input.WorldTangent);
result.TwoSidedSign = WorldDeterminantSign;
result.InstanceOrigin = input.InstanceOrigin;
result.InstanceParams = input.InstanceParams;
result.SvPosition = input.Position;
#if USE_CUSTOM_VERTEX_INTERPOLATORS
result.CustomVSToPS = input.CustomVSToPS;
#endif
return result;
}
struct TessalationPatch
{
float EdgeTessFactor[3] : SV_TessFactor;
float InsideTessFactor : SV_InsideTessFactor;
#if MATERIAL_TESSELLATION == MATERIAL_TESSELLATION_PN
float3 B210 : POSITION4;
float3 B120 : POSITION5;
float3 B021 : POSITION6;
float3 B012 : POSITION7;
float3 B102 : POSITION8;
float3 B201 : POSITION9;
float3 B111 : CENTER;
#endif
};
TessalationPatch HS_PatchConstant(InputPatch<VertexOutput, 3> input)
{
TessalationPatch output;
// Average tess factors along edges, and pick an edge tess factor for the interior tessellation
float4 tessellationMultipliers;
tessellationMultipliers.x = 0.5f * (input[1].TessellationMultiplier + input[2].TessellationMultiplier);
tessellationMultipliers.y = 0.5f * (input[2].TessellationMultiplier + input[0].TessellationMultiplier);
tessellationMultipliers.z = 0.5f * (input[0].TessellationMultiplier + input[1].TessellationMultiplier);
tessellationMultipliers.w = 0.333f * (input[0].TessellationMultiplier + input[1].TessellationMultiplier + input[2].TessellationMultiplier);
tessellationMultipliers = clamp(tessellationMultipliers, 1, MAX_TESSELLATION_FACTOR);
output.EdgeTessFactor[0] = tessellationMultipliers.x; // 1->2 edge
output.EdgeTessFactor[1] = tessellationMultipliers.y; // 2->0 edge
output.EdgeTessFactor[2] = tessellationMultipliers.z; // 0->1 edge
output.InsideTessFactor = tessellationMultipliers.w;
#if MATERIAL_TESSELLATION == MATERIAL_TESSELLATION_PN
// Calculate PN Triangle control points
// Reference: [Vlachos 2001]
float3 p1 = input[0].WorldPosition;
float3 p2 = input[1].WorldPosition;
float3 p3 = input[2].WorldPosition;
float3 n1 = input[0].WorldNormal;
float3 n2 = input[1].WorldNormal;
float3 n3 = input[2].WorldNormal;
output.B210 = (2.0f * p1 + p2 - dot((p2 - p1), n1) * n1) / 3.0f;
output.B120 = (2.0f * p2 + p1 - dot((p1 - p2), n2) * n2) / 3.0f;
output.B021 = (2.0f * p2 + p3 - dot((p3 - p2), n2) * n2) / 3.0f;
output.B012 = (2.0f * p3 + p2 - dot((p2 - p3), n3) * n3) / 3.0f;
output.B102 = (2.0f * p3 + p1 - dot((p1 - p3), n3) * n3) / 3.0f;
output.B201 = (2.0f * p1 + p3 - dot((p3 - p1), n1) * n1) / 3.0f;
float3 e = (output.B210 + output.B120 + output.B021 +
output.B012 + output.B102 + output.B201) / 6.0f;
float3 v = (p1 + p2 + p3) / 3.0f;
output.B111 = e + ((e - v) / 2.0f);
#endif
return output;
}
META_HS(USE_TESSELLATION, FEATURE_LEVEL_SM5)
META_PERMUTATION_1(IS_MOTION_VECTORS_PASS=0)
META_PERMUTATION_1(IS_MOTION_VECTORS_PASS=1)
META_HS_PATCH(TESSELLATION_IN_CONTROL_POINTS)
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[maxtessfactor(MAX_TESSELLATION_FACTOR)]
[outputcontrolpoints(3)]
[patchconstantfunc("HS_PatchConstant")]
TessalationHSToDS HS(InputPatch<VertexOutput, TESSELLATION_IN_CONTROL_POINTS> input, uint ControlPointID : SV_OutputControlPointID)
{
TessalationHSToDS output;
// Pass through shader
#define COPY(thing) output.thing = input[ControlPointID].thing;
COPY(Position);
COPY(WorldPosition);
COPY(TexCoord);
COPY(LightmapUV);
#if USE_VERTEX_COLOR
COPY(VertexColor);
#endif
COPY(WorldNormal);
COPY(WorldTangent);
COPY(InstanceOrigin);
COPY(InstanceParams);
#if IS_MOTION_VECTORS_PASS
COPY(PrevWorldPosition);
#endif
COPY(TessellationMultiplier);
#if USE_CUSTOM_VERTEX_INTERPOLATORS
COPY(CustomVSToPS);
#endif
#undef COPY
return output;
}
#if MATERIAL_TESSELLATION == MATERIAL_TESSELLATION_PHONG
// Orthogonal projection on to plane
float3 ProjectOntoPlane(float3 planeNormal, float3 planePosition, float3 pointToProject)
{
return pointToProject - dot(pointToProject - planePosition, planeNormal) * planeNormal;
}
#endif
META_DS(USE_TESSELLATION, FEATURE_LEVEL_SM5)
META_PERMUTATION_1(IS_MOTION_VECTORS_PASS=0)
META_PERMUTATION_1(IS_MOTION_VECTORS_PASS=1)
[domain("tri")]
TessalationDSToPS DS(TessalationPatch constantData, float3 barycentricCoords : SV_DomainLocation, const OutputPatch<TessalationHSToDS, 3> input)
{
TessalationDSToPS output;
// Get the barycentric coords
float U = barycentricCoords.x;
float V = barycentricCoords.y;
float W = barycentricCoords.z;
// Interpolate patch attributes to generated vertices
#define INTERPOLATE(thing) output.thing = U * input[0].thing + V * input[1].thing + W * input[2].thing
#define COPY(thing) output.thing = input[0].thing
INTERPOLATE(Position);
#if MATERIAL_TESSELLATION == MATERIAL_TESSELLATION_PN
float UU = U * U;
float VV = V * V;
float WW = W * W;
float UU3 = UU * 3.0f;
float VV3 = VV * 3.0f;
float WW3 = WW * 3.0f;
// Interpolate using barycentric coordinates and PN Triangle control points
output.WorldPosition =
input[0].WorldPosition * UU * U +
input[1].WorldPosition * VV * V +
input[2].WorldPosition * WW * W +
constantData.B210 * UU3 * V +
constantData.B120 * VV3 * U +
constantData.B021 * VV3 * W +
constantData.B012 * WW3 * V +
constantData.B102 * WW3 * U +
constantData.B201 * UU3 * W +
constantData.B111 * 6.0f * W * U * V;
#if IS_MOTION_VECTORS_PASS
output.PrevWorldPosition =
input[0].PrevWorldPosition * UU * U +
input[1].PrevWorldPosition * VV * V +
input[2].PrevWorldPosition * WW * W +
constantData.B210 * UU3 * V +
constantData.B120 * VV3 * U +
constantData.B021 * VV3 * W +
constantData.B012 * WW3 * V +
constantData.B102 * WW3 * U +
constantData.B201 * UU3 * W +
constantData.B111 * 6.0f * W * U * V;
#endif
#else
INTERPOLATE(WorldPosition);
#if IS_MOTION_VECTORS_PASS
INTERPOLATE(PrevWorldPosition);
#endif
#endif
INTERPOLATE(TexCoord);
INTERPOLATE(LightmapUV);
#if USE_VERTEX_COLOR
INTERPOLATE(VertexColor);
#endif
INTERPOLATE(WorldNormal);
INTERPOLATE(WorldTangent);
COPY(InstanceOrigin);
COPY(InstanceParams);
#if USE_CUSTOM_VERTEX_INTERPOLATORS
UNROLL
for (int i = 0; i < CUSTOM_VERTEX_INTERPOLATORS_COUNT; i++)
{
INTERPOLATE(CustomVSToPS[i]);
}
#endif
#undef INTERPOLATE
#undef COPY
// Interpolating tangents can unnormalize it, so normalize it
output.WorldNormal = normalize(output.WorldNormal);
output.WorldTangent.xyz = normalize(output.WorldTangent.xyz);
#if MATERIAL_TESSELLATION == MATERIAL_TESSELLATION_PHONG
// Orthogonal projection in the tangent planes
float3 posProjectedU = ProjectOntoPlane(input[0].WorldNormal, input[0].WorldPosition, output.WorldPosition);
float3 posProjectedV = ProjectOntoPlane(input[1].WorldNormal, input[1].WorldPosition, output.WorldPosition);
float3 posProjectedW = ProjectOntoPlane(input[2].WorldNormal, input[2].WorldPosition, output.WorldPosition);
// Interpolate the projected points
output.WorldPosition = U * posProjectedU + V * posProjectedV + W * posProjectedW;
#if IS_MOTION_VECTORS_PASS
posProjectedU = ProjectOntoPlane(input[0].WorldNormal, input[0].PrevWorldPosition, output.PrevWorldPosition);
posProjectedV = ProjectOntoPlane(input[1].WorldNormal, input[1].PrevWorldPosition, output.PrevWorldPosition);
posProjectedW = ProjectOntoPlane(input[2].WorldNormal, input[2].PrevWorldPosition, output.PrevWorldPosition);
output.PrevWorldPosition = U * posProjectedU + V * posProjectedV + W * posProjectedW;
#endif
#endif
// Perform displacement mapping
#if USE_DISPLACEMENT
MaterialInput materialInput = GetMaterialInput(output);
Material material = GetMaterialDS(materialInput);
output.WorldPosition += material.WorldDisplacement;
#if IS_MOTION_VECTORS_PASS
output.PrevWorldPosition += material.WorldDisplacement;
#endif
#endif
// Recalculate the clip space position
output.Position = mul(float4(output.WorldPosition, 1), ViewProjectionMatrix);
return output;
}
#endif