Add slang shaders for tessellation samples
This commit is contained in:
parent
c2e3b494da
commit
c58fd1844b
5 changed files with 639 additions and 0 deletions
216
shaders/slang/tessellation/pntriangles.slang
Normal file
216
shaders/slang/tessellation/pntriangles.slang
Normal file
|
|
@ -0,0 +1,216 @@
|
|||
/* Copyright (c) 2025, Sascha Willems
|
||||
*
|
||||
* SPDX-License-Identifier: MIT
|
||||
*
|
||||
*/
|
||||
|
||||
struct VSOutput
|
||||
{
|
||||
float4 Pos : SV_POSITION;
|
||||
float3 Normal;
|
||||
float2 UV;
|
||||
};
|
||||
|
||||
struct HSOutput
|
||||
{
|
||||
float4 Pos : SV_POSITION;
|
||||
float3 Normal;
|
||||
float2 UV;
|
||||
float pnPatch[10];
|
||||
};
|
||||
|
||||
struct DSOutput
|
||||
{
|
||||
float4 Pos : SV_POSITION;
|
||||
float3 Normal;
|
||||
float2 UV;
|
||||
};
|
||||
|
||||
struct ConstantsHSOutput
|
||||
{
|
||||
float TessLevelOuter[3] : SV_TessFactor;
|
||||
float TessLevelInner[2] : SV_InsideTessFactor;
|
||||
};
|
||||
|
||||
struct UBO
|
||||
{
|
||||
float4x4 projection;
|
||||
float4x4 model;
|
||||
float tessAlpha;
|
||||
float tessLevel;
|
||||
};
|
||||
ConstantBuffer<UBO> ubo;
|
||||
|
||||
#define uvw TessCoord
|
||||
|
||||
struct PnPatch
|
||||
{
|
||||
float b210;
|
||||
float b120;
|
||||
float b021;
|
||||
float b012;
|
||||
float b102;
|
||||
float b201;
|
||||
float b111;
|
||||
float n110;
|
||||
float n011;
|
||||
float n101;
|
||||
};
|
||||
|
||||
PnPatch GetPnPatch(float pnPatch[10])
|
||||
{
|
||||
PnPatch output;
|
||||
output.b210 = pnPatch[0];
|
||||
output.b120 = pnPatch[1];
|
||||
output.b021 = pnPatch[2];
|
||||
output.b012 = pnPatch[3];
|
||||
output.b102 = pnPatch[4];
|
||||
output.b201 = pnPatch[5];
|
||||
output.b111 = pnPatch[6];
|
||||
output.n110 = pnPatch[7];
|
||||
output.n011 = pnPatch[8];
|
||||
output.n101 = pnPatch[9];
|
||||
return output;
|
||||
}
|
||||
|
||||
void SetPnPatch(out float output[10], PnPatch patch)
|
||||
{
|
||||
output[0] = patch.b210;
|
||||
output[1] = patch.b120;
|
||||
output[2] = patch.b021;
|
||||
output[3] = patch.b012;
|
||||
output[4] = patch.b102;
|
||||
output[5] = patch.b201;
|
||||
output[6] = patch.b111;
|
||||
output[7] = patch.n110;
|
||||
output[8] = patch.n011;
|
||||
output[9] = patch.n101;
|
||||
}
|
||||
|
||||
float wij(float4 iPos, float3 iNormal, float4 jPos)
|
||||
{
|
||||
return dot(jPos.xyz - iPos.xyz, iNormal);
|
||||
}
|
||||
|
||||
float vij(float4 iPos, float3 iNormal, float4 jPos, float3 jNormal)
|
||||
{
|
||||
float3 Pj_minus_Pi = jPos.xyz - iPos.xyz;
|
||||
float3 Ni_plus_Nj = iNormal + jNormal;
|
||||
return 2.0 * dot(Pj_minus_Pi, Ni_plus_Nj) / dot(Pj_minus_Pi, Pj_minus_Pi);
|
||||
}
|
||||
|
||||
ConstantsHSOutput ConstantsHS(InputPatch<VSOutput, 3> patch)
|
||||
{
|
||||
ConstantsHSOutput output;
|
||||
output.TessLevelOuter[0] = ubo.tessLevel;
|
||||
output.TessLevelOuter[1] = ubo.tessLevel;
|
||||
output.TessLevelOuter[2] = ubo.tessLevel;
|
||||
output.TessLevelInner[0] = ubo.tessLevel;
|
||||
output.TessLevelInner[1] = ubo.tessLevel;
|
||||
return output;
|
||||
}
|
||||
|
||||
[shader("domain")]
|
||||
[domain("tri")]
|
||||
DSOutput domainMain(ConstantsHSOutput input, float3 TessCoord: SV_DomainLocation, const OutputPatch<HSOutput, 3> patch)
|
||||
{
|
||||
PnPatch pnPatch[3];
|
||||
pnPatch[0] = GetPnPatch(patch[0].pnPatch);
|
||||
pnPatch[1] = GetPnPatch(patch[1].pnPatch);
|
||||
pnPatch[2] = GetPnPatch(patch[2].pnPatch);
|
||||
|
||||
DSOutput output = (DSOutput)0;
|
||||
float3 uvwSquared = uvw * uvw;
|
||||
float3 uvwCubed = uvwSquared * uvw;
|
||||
|
||||
// extract control points
|
||||
float3 b210 = float3(pnPatch[0].b210, pnPatch[1].b210, pnPatch[2].b210);
|
||||
float3 b120 = float3(pnPatch[0].b120, pnPatch[1].b120, pnPatch[2].b120);
|
||||
float3 b021 = float3(pnPatch[0].b021, pnPatch[1].b021, pnPatch[2].b021);
|
||||
float3 b012 = float3(pnPatch[0].b012, pnPatch[1].b012, pnPatch[2].b012);
|
||||
float3 b102 = float3(pnPatch[0].b102, pnPatch[1].b102, pnPatch[2].b102);
|
||||
float3 b201 = float3(pnPatch[0].b201, pnPatch[1].b201, pnPatch[2].b201);
|
||||
float3 b111 = float3(pnPatch[0].b111, pnPatch[1].b111, pnPatch[2].b111);
|
||||
|
||||
// extract control normals
|
||||
float3 n110 = normalize(float3(pnPatch[0].n110, pnPatch[1].n110, pnPatch[2].n110));
|
||||
float3 n011 = normalize(float3(pnPatch[0].n011, pnPatch[1].n011, pnPatch[2].n011));
|
||||
float3 n101 = normalize(float3(pnPatch[0].n101, pnPatch[1].n101, pnPatch[2].n101));
|
||||
|
||||
// compute texcoords
|
||||
output.UV = TessCoord[2] * patch[0].UV + TessCoord[0] * patch[1].UV + TessCoord[1] * patch[2].UV;
|
||||
|
||||
// normal
|
||||
// Barycentric normal
|
||||
float3 barNormal = TessCoord[2] * patch[0].Normal + TessCoord[0] * patch[1].Normal + TessCoord[1] * patch[2].Normal;
|
||||
float3 pnNormal = patch[0].Normal * uvwSquared[2] + patch[1].Normal * uvwSquared[0] + patch[2].Normal * uvwSquared[1]
|
||||
+ n110 * uvw[2] * uvw[0] + n011 * uvw[0] * uvw[1] + n101 * uvw[2] * uvw[1];
|
||||
output.Normal = ubo.tessAlpha * pnNormal + (1.0 - ubo.tessAlpha) * barNormal;
|
||||
|
||||
// compute interpolated pos
|
||||
float3 barPos = TessCoord[2] * patch[0].Pos.xyz
|
||||
+ TessCoord[0] * patch[1].Pos.xyz
|
||||
+ TessCoord[1] * patch[2].Pos.xyz;
|
||||
|
||||
// save some computations
|
||||
uvwSquared *= 3.0;
|
||||
|
||||
// compute PN position
|
||||
float3 pnPos = patch[0].Pos.xyz * uvwCubed[2]
|
||||
+ patch[1].Pos.xyz * uvwCubed[0]
|
||||
+ patch[2].Pos.xyz * uvwCubed[1]
|
||||
+ b210 * uvwSquared[2] * uvw[0]
|
||||
+ b120 * uvwSquared[0] * uvw[2]
|
||||
+ b201 * uvwSquared[2] * uvw[1]
|
||||
+ b021 * uvwSquared[0] * uvw[1]
|
||||
+ b102 * uvwSquared[1] * uvw[2]
|
||||
+ b012 * uvwSquared[1] * uvw[0]
|
||||
+ b111 * 6.0 * uvw[0] * uvw[1] * uvw[2];
|
||||
|
||||
// final position and normal
|
||||
float3 finalPos = (1.0 - ubo.tessAlpha) * barPos + ubo.tessAlpha * pnPos;
|
||||
output.Pos = mul(ubo.projection, mul(ubo.model, float4(finalPos, 1.0)));
|
||||
return output;
|
||||
}
|
||||
|
||||
[shader("hull")]
|
||||
[domain("tri")]
|
||||
[partitioning("fractional_odd")]
|
||||
[outputtopology("triangle_cw")]
|
||||
[outputcontrolpoints(3)]
|
||||
[patchconstantfunc("ConstantsHS")]
|
||||
[maxtessfactor(20.0f)]
|
||||
HSOutput hullMain(InputPatch<VSOutput, 3> patch, uint InvocationID : SV_OutputControlPointID)
|
||||
{
|
||||
HSOutput output;
|
||||
// get data
|
||||
output.Pos = patch[InvocationID].Pos;
|
||||
output.Normal = patch[InvocationID].Normal;
|
||||
output.UV = patch[InvocationID].UV;
|
||||
|
||||
// set base
|
||||
float P0 = patch[0].Pos[InvocationID];
|
||||
float P1 = patch[1].Pos[InvocationID];
|
||||
float P2 = patch[2].Pos[InvocationID];
|
||||
float N0 = patch[0].Normal[InvocationID];
|
||||
float N1 = patch[1].Normal[InvocationID];
|
||||
float N2 = patch[2].Normal[InvocationID];
|
||||
|
||||
// compute control points
|
||||
PnPatch pnPatch;
|
||||
pnPatch.b210 = (2.0*P0 + P1 - wij(patch[0].Pos, patch[0].Normal, patch[1].Pos)*N0)/3.0;
|
||||
pnPatch.b120 = (2.0*P1 + P0 - wij(patch[1].Pos, patch[1].Normal, patch[0].Pos)*N1)/3.0;
|
||||
pnPatch.b021 = (2.0*P1 + P2 - wij(patch[1].Pos, patch[1].Normal, patch[2].Pos)*N1)/3.0;
|
||||
pnPatch.b012 = (2.0*P2 + P1 - wij(patch[2].Pos, patch[2].Normal, patch[1].Pos)*N2)/3.0;
|
||||
pnPatch.b102 = (2.0*P2 + P0 - wij(patch[2].Pos, patch[2].Normal, patch[0].Pos)*N2)/3.0;
|
||||
pnPatch.b201 = (2.0*P0 + P2 - wij(patch[0].Pos, patch[0].Normal, patch[2].Pos)*N0)/3.0;
|
||||
float E = ( pnPatch.b210 + pnPatch.b120 + pnPatch.b021 + pnPatch.b012 + pnPatch.b102 + pnPatch.b201 ) / 6.0;
|
||||
float V = (P0 + P1 + P2)/3.0;
|
||||
pnPatch.b111 = E + (E - V)*0.5;
|
||||
pnPatch.n110 = N0+N1-vij(patch[0].Pos, patch[0].Normal, patch[1].Pos, patch[1].Normal)*(P1-P0);
|
||||
pnPatch.n011 = N1+N2-vij(patch[1].Pos, patch[1].Normal, patch[2].Pos, patch[2].Normal)*(P2-P1);
|
||||
pnPatch.n101 = N2+N0-vij(patch[2].Pos, patch[2].Normal, patch[0].Pos, patch[0].Normal)*(P0-P2);
|
||||
SetPnPatch(output.pnPatch, pnPatch);
|
||||
|
||||
return output;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue