Add shaders re-implemented in HLSL

These were written against the shaders at revision eddd724e7.
There have been changes made since then, which will need to be mirrored.

See `data/hlsl/README.md` for the current status of each sample.
This commit is contained in:
Ben Clayton 2020-05-21 10:20:19 +00:00
parent 10a1ecaf7b
commit cce75f1859
287 changed files with 11263 additions and 0 deletions

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// Copyright 2020 Google LLC
struct Particle {
float4 pos;
float4 vel;
float4 uv;
float4 normal;
float pinned;
};
[[vk::binding(0)]]
StructuredBuffer<Particle> particleIn;
[[vk::binding(1)]]
RWStructuredBuffer<Particle> particleOut;
struct UBO
{
float deltaT;
float particleMass;
float springStiffness;
float damping;
float restDistH;
float restDistV;
float restDistD;
float sphereRadius;
float4 spherePos;
float4 gravity;
int2 particleCount;
};
cbuffer ubo : register(b2)
{
UBO params;
};
struct PushConstants
{
uint calculateNormals;
};
[[vk::push_constant]]
PushConstants pushConstants;
float3 springForce(float3 p0, float3 p1, float restDist)
{
float3 dist = p0 - p1;
return normalize(dist) * params.springStiffness * (length(dist) - restDist);
}
[numthreads(10, 10, 1)]
void main(uint3 id : SV_DispatchThreadID)
{
uint index = id.y * params.particleCount.x + id.x;
if (index > params.particleCount.x * params.particleCount.y)
return;
// Pinned?
if (particleIn[index].pinned == 1.0) {
particleOut[index].pos = particleOut[index].pos;
particleOut[index].vel = float4(0, 0, 0, 0);
return;
}
// Initial force from gravity
float3 force = params.gravity.xyz * params.particleMass;
float3 pos = particleIn[index].pos.xyz;
float3 vel = particleIn[index].vel.xyz;
// Spring forces from neighboring particles
// left
if (id.x > 0) {
force += springForce(particleIn[index-1].pos.xyz, pos, params.restDistH);
}
// right
if (id.x < params.particleCount.x - 1) {
force += springForce(particleIn[index + 1].pos.xyz, pos, params.restDistH);
}
// upper
if (id.y < params.particleCount.y - 1) {
force += springForce(particleIn[index + params.particleCount.x].pos.xyz, pos, params.restDistV);
}
// lower
if (id.y > 0) {
force += springForce(particleIn[index - params.particleCount.x].pos.xyz, pos, params.restDistV);
}
// upper-left
if ((id.x > 0) && (id.y < params.particleCount.y - 1)) {
force += springForce(particleIn[index + params.particleCount.x - 1].pos.xyz, pos, params.restDistD);
}
// lower-left
if ((id.x > 0) && (id.y > 0)) {
force += springForce(particleIn[index - params.particleCount.x - 1].pos.xyz, pos, params.restDistD);
}
// upper-right
if ((id.x < params.particleCount.x - 1) && (id.y < params.particleCount.y - 1)) {
force += springForce(particleIn[index + params.particleCount.x + 1].pos.xyz, pos, params.restDistD);
}
// lower-right
if ((id.x < params.particleCount.x - 1) && (id.y > 0)) {
force += springForce(particleIn[index - params.particleCount.x + 1].pos.xyz, pos, params.restDistD);
}
force += (-params.damping * vel);
// Integrate
float3 f = force * (1.0 / params.particleMass);
particleOut[index].pos = float4(pos + vel * params.deltaT + 0.5 * f * params.deltaT * params.deltaT, 1.0);
particleOut[index].vel = float4(vel + f * params.deltaT, 0.0);
// Sphere collision
float3 sphereDist = particleOut[index].pos.xyz - params.spherePos.xyz;
if (length(sphereDist) < params.sphereRadius + 0.01) {
// If the particle is inside the sphere, push it to the outer radius
particleOut[index].pos.xyz = params.spherePos.xyz + normalize(sphereDist) * (params.sphereRadius + 0.01);
// Cancel out velocity
particleOut[index].vel = float4(0, 0, 0, 0);
}
// Normals
if (pushConstants.calculateNormals == 1) {
float3 normal = float3(0, 0, 0);
float3 a, b, c;
if (id.y > 0) {
if (id.x > 0) {
a = particleIn[index - 1].pos.xyz - pos;
b = particleIn[index - params.particleCount.x - 1].pos.xyz - pos;
c = particleIn[index - params.particleCount.x].pos.xyz - pos;
normal += cross(a,b) + cross(b,c);
}
if (id.x < params.particleCount.x - 1) {
a = particleIn[index - params.particleCount.x].pos.xyz - pos;
b = particleIn[index - params.particleCount.x + 1].pos.xyz - pos;
c = particleIn[index + 1].pos.xyz - pos;
normal += cross(a,b) + cross(b,c);
}
}
if (id.y < params.particleCount.y - 1) {
if (id.x > 0) {
a = particleIn[index + params.particleCount.x].pos.xyz - pos;
b = particleIn[index + params.particleCount.x - 1].pos.xyz - pos;
c = particleIn[index - 1].pos.xyz - pos;
normal += cross(a,b) + cross(b,c);
}
if (id.x < params.particleCount.x - 1) {
a = particleIn[index + 1].pos.xyz - pos;
b = particleIn[index + params.particleCount.x + 1].pos.xyz - pos;
c = particleIn[index + params.particleCount.x].pos.xyz - pos;
normal += cross(a,b) + cross(b,c);
}
}
particleOut[index].normal = float4(normalize(normal), 0.0f);
}
}

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// Copyright 2020 Google LLC
Texture2D textureColor : register(t1);
SamplerState samplerColor : register(s1);
struct VSOutput
{
[[vk::location(0)]]float2 UV : TEXCOORD0;
[[vk::location(1)]]float3 Normal : NORMAL0;
[[vk::location(2)]]float3 ViewVec : TEXCOORD1;
[[vk::location(3)]]float3 LightVec : TEXCOORD2;
};
float4 main (VSOutput input) : SV_TARGET
{
float3 color = textureColor.Sample(samplerColor, input.UV).rgb;
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 V = normalize(input.ViewVec);
float3 R = reflect(-L, N);
float3 diffuse = max(dot(N, L), 0.15) * float3(1, 1, 1);
float3 specular = pow(max(dot(R, V), 0.0), 8.0) * float3(0.2, 0.2, 0.2);
return float4(diffuse * color.rgb + specular, 1.0);
}

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// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
[[vk::location(2)]] float3 Normal : NORMAL0;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float2 UV : TEXCOORD0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float3 ViewVec : TEXCOORD1;
[[vk::location(3)]] float3 LightVec : TEXCOORD2;
};
struct UBO
{
float4x4 projection;
float4x4 modelview;
float4 lightPos;
};
cbuffer ubo : register(b0)
{
UBO ubo;
};
VSOutput main (VSInput input)
{
VSOutput output = (VSOutput)0;
output.UV = input.UV;
output.Normal = input.Normal.xyz;
float4 eyePos = mul(ubo.modelview, float4(input.Pos.x, input.Pos.y, input.Pos.z, 1.0));
output.Pos = mul(ubo.projection, eyePos);
float4 pos = float4(input.Pos, 1.0);
float3 lPos = ubo.lightPos.xyz;
output.LightVec = lPos - pos.xyz;
output.ViewVec = -pos.xyz;
return output;
}

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// Copyright 2020 Google LLC
struct VSOutput
{
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 ViewVec : TEXCOORD0;
[[vk::location(2)]] float3 LightVec : TEXCOORD1;
};
float4 main (VSOutput input) : SV_TARGET
{
float3 color = float3(0.5, 0.5, 0.5);
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 V = normalize(input.ViewVec);
float3 R = reflect(-L, N);
float3 diffuse = max(dot(N, L), 0.15);
float3 specular = pow(max(dot(R, V), 0.0), 32.0);
return float4(diffuse * color.rgb + specular, 1.0);
}

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// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]]float3 Pos : POSITION0;
[[vk::location(2)]]float3 Normal : NORMAL0;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 ViewVec : TEXCOORD0;
[[vk::location(2)]] float3 LightVec : TEXCOORD1;
};
struct UBO
{
float4x4 projection;
float4x4 modelview;
float4 lightPos;
};
cbuffer ubo : register(b0)
{
UBO ubo;
};
VSOutput main (VSInput input)
{
VSOutput output = (VSOutput)0;
float4 eyePos = mul(ubo.modelview, float4(input.Pos.x, input.Pos.y, input.Pos.z, 1.0));
output.Pos = mul(ubo.projection, eyePos);
float4 pos = float4(input.Pos, 1.0);
float3 lPos = ubo.lightPos.xyz;
output.LightVec = lPos - pos.xyz;
output.ViewVec = -pos.xyz;
output.Normal = input.Normal;
return output;
}