-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy path4D.fx
More file actions
550 lines (393 loc) · 11.4 KB
/
4D.fx
File metadata and controls
550 lines (393 loc) · 11.4 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
//--------------------------------------------------------------------------------------
// Constant Buffer Variables
//--------------------------------------------------------------------------------------
Texture2D txNormal;
Texture2D txDepth;
TextureCube SkyboxTexture;
SamplerState samLinear
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Wrap;
AddressV = Wrap;
};
SamplerState samPoint
{
Filter = MIN_MAG_MIP_POINT;
AddressU = Wrap;
AddressV = Wrap;
};
SamplerState SkyboxSampler
{
Filter = MIN_MAG_MIP_LINEAR;
//MaxAnisotropy=16;
//ComparisonFunc = ALWAYS;
AddressU = Wrap;
AddressV = Wrap;
};
BlendState NoBlending
{
BlendEnable[0] = FALSE;
};
DepthStencilState EnableDepth
{
DepthEnable = TRUE;
DepthWriteMask = ALL;
};
DepthStencilState DisableDepthWrite
{
DepthEnable = TRUE;
DepthWriteMask = ZERO;
};
DepthStencilState DisableDepth
{
DepthEnable = FALSE;
};
BlendState SrcAlphaBlendingAdd
{
BlendEnable[0] = TRUE;
SrcBlend = SRC_ALPHA;
DestBlend = ONE;
BlendOp = ADD;
SrcBlendAlpha = ZERO;
DestBlendAlpha = ZERO;
BlendOpAlpha = ADD;
RenderTargetWriteMask[0] = 0x0F;
};
RasterizerState SolidState {
FillMode = SOLID;
CullMode =BACK;
};
RasterizerState SolidStateFront {
FillMode = SOLID;
CullMode =FRONT;
};
RasterizerState SolidStateNoCull {
FillMode = SOLID;
CullMode =NONE;
};
RasterizerState WireState {
FillMode = WIREFRAME;
CullMode = NONE;
};
cbuffer cbConstants
{
bool bProject4D;
};
cbuffer cbChangeOnResize
{
matrix Projection;
float2 RenderTargetSize;
};
cbuffer cbChangesEveryFrame
{
matrix World;
float3 CameraPosition;
matrix View;
float Time;
//4D view matrix equiv.
float4 Va;
float4 Vb;
float4 Vc;
float4 Vd;
float4 From4;
float ViewangleTanInv;
float3 vFlareSource3D;
float4 vFlareSpecularColor;
float4 vFaceSpecularColor;
float3 vFaceEnviColor;
};
struct VS_INPUT
{
float4 Pos : POSITION0;
float4 Normal : NORMAL;
};
struct PS_INPUT
{
float4 Pos : SV_POSITION;
float4 PosOrig : TEXCOORD0;
float3 Normal : TEXCOORD1;
};
float4 Project4DTo3D(float4 source)
{
float4 t = source - From4;
//float depth4 = dot(t,Vd);
float rtmp = ViewangleTanInv/dot(t,Vd);
return float4(dot(t,Va),dot(t,Vb),dot(t,Vc),1/rtmp)*rtmp;
}
const float shpereRad = 7e-2;
const float tubeRad = 5e-2;
/*
Creates half of an icosphere facing viewer
*/
void CreateHalfIcosphere(float3 pos,matrix wvp,inout TriangleStream<PS_INPUT> output)
{
const float t = (1.0 + sqrt(5.0)) / 2.0;
const float3 up = float3(0,1,0);
//Construct matrix to make hemisphere always face the camera
float3 zaxis = normalize(CameraPosition - pos);
float3 xaxis = normalize(cross(up,zaxis));
float3 yaxis = cross(zaxis,xaxis);
matrix rot = 0;
rot._44 = 1;
rot._11_12_13 = xaxis;
rot._21_22_23 = yaxis;
rot._31_32_33 = zaxis;
//Construct hemisphere
PS_INPUT v[12];
v[0].Pos.xyz = float4(-1,t,0,1);
v[1].Pos.xyz = float4(1,t,0,1);
v[2].Pos.xyz = float4(-1,-t,0,1);
v[3].Pos.xyz = float4(1,t,0,1);
v[4].Pos.xyz = float4(0,-1,t,1);
v[5].Pos.xyz = float4(0,1,t,1);
v[6].Pos.xyz = float4(0,-1,-t,1);
v[7].Pos.xyz = float4(0,1,t,1);
v[8].Pos.xyz = float4(t,0,-1,1);
v[9].Pos.xyz = float4(t,0,1,1);
v[10].Pos.xyz = float4(-t,0,-1,1);
v[11].Pos.xyz = float4(-t,0,1,1);
[unroll]
for(int c=0;c!=12;++c)
{
v[c].Pos.w = 1;
v[c].Pos = mul(v[c].Pos*shpereRad,rot); //rotate icosa to face camera & scale it to shpereRad
v[c].Normal = normalize(v[c].Pos);
v[c].PosOrig = float4(v[c].Pos + pos,1);
v[c].Pos = mul(v[c].PosOrig,wvp);
}
output.Append(v[0]);
output.Append(v[11]);
output.Append(v[5]);
output.RestartStrip();
output.Append(v[0]);
output.Append(v[5]);
output.Append(v[1]);
output.RestartStrip();
output.Append(v[0]);
output.Append(v[1]);
output.Append(v[7]);
output.RestartStrip();
output.Append(v[0]);
output.Append(v[7]);
output.Append(v[10]);
output.RestartStrip();
output.Append(v[0]);
output.Append(v[10]);
output.Append(v[11]);
output.RestartStrip();
output.Append(v[1]);
output.Append(v[5]);
output.Append(v[9]);
output.RestartStrip();
output.Append(v[5]);
output.Append(v[11]);
output.Append(v[4]);
output.RestartStrip();
output.Append(v[11]);
output.Append(v[10]);
output.Append(v[2]);
output.RestartStrip();
output.Append(v[2]);
output.Append(v[4]);
output.Append(v[11]);
output.RestartStrip();
output.Append(v[4]);
output.Append(v[9]);
output.Append(v[5]);
output.RestartStrip();
}
[maxvertexcount(60)]
void GSSpheres(line PS_INPUT points[2], inout TriangleStream<PS_INPUT> output)
{
matrix wvp = mul(mul(World,View),Projection);
CreateHalfIcosphere(points[0].Pos,wvp,output);
CreateHalfIcosphere(points[1].Pos,wvp,output);
}
[maxvertexcount(24)]
void GS(line PS_INPUT points[2], inout TriangleStream<PS_INPUT> output)
{
float4 pos[4] = {points[0].Pos,points[0].Pos,points[1].Pos,points[1].Pos};
float4 dir = normalize(pos[2]-pos[1]);
const float4 up = float4(0,1,0,1);
const float4 left = float4(-1,0,0,1);
const float4 fw = float4(0,0,1,1);
float3 u = left;
if(length(cross(dir,u))<1e-2)
u = up;
float3 i,j,k;
j=dir;
i = normalize(cross(u,j));
k = normalize(cross(i,j));
i*=tubeRad;
k*=tubeRad;
PS_INPUT vtx[8];
matrix wvp = mul(mul(World,View),Projection);
vtx[0].Pos = float4(pos[1] + i +k,1);
vtx[1].Pos = float4(pos[1] + i -k,1);
vtx[2].Pos = float4(pos[1] - i -k,1);
vtx[3].Pos = float4(pos[1] - i +k,1);
vtx[4].Pos = float4(pos[2] + i + k,1);
vtx[5].Pos = float4(pos[2] + i - k,1);
vtx[6].Pos = float4(pos[2] - i - k,1);
vtx[7].Pos = float4(pos[2] - i + k,1);
[unroll]
for(int c=0;c!=8;c++)
{
vtx[c].PosOrig = vtx[c].Pos;
vtx[c].Normal = normalize(vtx[c].PosOrig - pos[c<4?1:2]);
vtx[c].Pos = mul(vtx[c].Pos,wvp);
}
output.Append(vtx[0]);
output.Append(vtx[1]);
output.Append(vtx[3]);
output.Append(vtx[2]);
output.RestartStrip();
output.Append(vtx[5]);
output.Append(vtx[4]);
output.Append(vtx[6]);
output.Append(vtx[7]);
output.RestartStrip();
output.Append(vtx[4]);
output.Append(vtx[5]);
output.Append(vtx[0]);
output.Append(vtx[1]);
output.RestartStrip();
output.Append(vtx[3]);
output.Append(vtx[2]);
output.Append(vtx[7]);
output.Append(vtx[6]);
output.RestartStrip();
output.Append(vtx[0]);
output.Append(vtx[3]);
output.Append(vtx[4]);
output.Append(vtx[7]);
output.RestartStrip();
output.Append(vtx[2]);
output.Append(vtx[1]);
output.Append(vtx[6]);
output.Append(vtx[5]);
output.RestartStrip();
}
[maxvertexcount(3)]
void GSFaces(triangle PS_INPUT points[3], inout TriangleStream<PS_INPUT> output)
{
matrix wvp = mul(mul(World,View),Projection);
float3 director = normalize(points[0].Pos); //since all our geometry should be convex
float3 norm = normalize(cross(points[0].Pos - points[1].Pos,points[2].Pos - points[0].Pos));
if(dot(norm,director) < 0)
norm = -norm;
[unroll]
for(int c=0;c!=3;++c)
{
points[c].PosOrig = points[c].Pos;
points[c].Pos = mul(points[c].Pos,wvp);
points[c].Normal = norm;
}
output.Append(points[0]);
output.Append(points[1]);
output.Append(points[2]);
output.RestartStrip();
}
//--------------------------------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------------------------------
PS_INPUT VS( VS_INPUT input )
{
PS_INPUT output = (PS_INPUT)0;
if(bProject4D)
{
input.Pos = Project4DTo3D(input.Pos);
input.Normal = Project4DTo3D(input.Normal);
}
output.PosOrig = input.Pos;
output.Pos = input.Pos;
output.Normal = input.Normal;
return output;
}
float3 TriBump(float3 pos, float3 norm)
{
const float2 normtex_Scale = float2(2,2);
float2 coord1 = pos.yz * normtex_Scale;
float2 coord2 = pos.zx * normtex_Scale;
float2 coord3 = pos.xy * normtex_Scale;
float3 nor1 = txNormal.Sample(samLinear, coord1).rgb * 2.0 - 1.0;
float3 nor2 = txNormal.Sample(samLinear, coord2).rgb * 2.0 - 1.0;
float3 nor3 = txNormal.Sample(samLinear, coord3).rgb * 2.0 - 1.0;
//Bring the 3 normal vectors into object/world space
float3 Normal1 = float3(0, nor1.x, nor1.y);
float3 Normal2 = float3(nor2.y, 0, nor2.x);
float3 Normal3 = float3(nor3.x, nor3.y, 0);
norm+=nor1 * norm.x + nor2* norm.y + nor3*norm.z;
norm+=sin(pos.x) * norm.x + sin(pos.y)* norm.y + sin(pos.z)*norm.z;
return normalize(norm);
}
//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------
float4 PS( PS_INPUT input) : SV_Target
{
float3 ViewDirection = CameraPosition - input.PosOrig;
float3 incident = -normalize(ViewDirection);
float3 Reflection = reflect(incident, input.Normal);
float3 refLt = reflect(-normalize(vFlareSource3D - input.PosOrig),input.Normal);
float specbase = saturate(dot(refLt,ViewDirection));
const float envAmp= 2;
float4 specular = pow(specbase,1)*vFlareSpecularColor;
float4 env = SkyboxTexture.Sample(SkyboxSampler, normalize(Reflection))*envAmp;
return saturate(specular+env);
}
float4 PSWhite( PS_INPUT input) : SV_Target
{
return float4(1,1,1,0.6);
}
//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------
float4 PSFaces( PS_INPUT input) : SV_Target
{
float3 ViewDirection = CameraPosition - input.PosOrig;
ViewDirection = normalize(ViewDirection);
input.Normal = TriBump(input.PosOrig, input.Normal);
float3 Reflection = reflect(-ViewDirection, input.Normal);
float4 envi = SkyboxTexture.Sample(SkyboxSampler, normalize(Reflection))*float4(vFaceEnviColor.rgb,pow(saturate( 1- abs(dot(ViewDirection,input.Normal))),8));
float3 refLt = reflect(-normalize(vFlareSource3D - input.PosOrig),input.Normal);
float4 specular = pow(saturate(dot(refLt,ViewDirection)),3)*vFaceSpecularColor;
return saturate(envi + specular);
}
//--------------------------------------------------------------------------------------
technique10 RenderFaces
{
pass P0
{
SetVertexShader( CompileShader( vs_4_0, VS() ) );
SetGeometryShader(CompileShader(gs_4_0, GSFaces()));
SetPixelShader( CompileShader( ps_4_0, PSFaces() ) );
SetBlendState( SrcAlphaBlendingAdd, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetRasterizerState(SolidStateNoCull);
SetDepthStencilState( DisableDepthWrite, 0 );
}
}
technique10 RenderCubes
{
pass P0
{
SetVertexShader( CompileShader( vs_4_0, VS() ) );
SetGeometryShader(CompileShader(gs_4_0, GS()));
SetPixelShader( CompileShader( ps_4_0, PS() ) );
SetBlendState( NoBlending, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetRasterizerState(SolidStateNoCull);
SetDepthStencilState( EnableDepth, 0 );
// SetBlendState( SrcAlphaBlendingAdd, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
// SetPixelShader( CompileShader( ps_4_0, PSWhite() ) );
// SetRasterizerState(WireState);
}
pass P1
{
SetVertexShader( CompileShader( vs_4_0, VS() ) );
SetGeometryShader(CompileShader(gs_4_0, GSSpheres()));
SetPixelShader( CompileShader( ps_4_0, PS() ) );
SetBlendState( NoBlending, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetRasterizerState(SolidState);
SetDepthStencilState( EnableDepth, 0 );
}
}