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Diffstat (limited to 'include/GFSDK_WaveWorks_Attributes.fxh')
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diff --git a/include/GFSDK_WaveWorks_Attributes.fxh b/include/GFSDK_WaveWorks_Attributes.fxh new file mode 100644 index 0000000..d887f8c --- /dev/null +++ b/include/GFSDK_WaveWorks_Attributes.fxh @@ -0,0 +1,403 @@ +/* + * This code contains NVIDIA Confidential Information and is disclosed + * under the Mutual Non-Disclosure Agreement. + * + * Notice + * ALL NVIDIA DESIGN SPECIFICATIONS AND CODE ("MATERIALS") ARE PROVIDED "AS IS" NVIDIA MAKES + * NO REPRESENTATIONS, WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO + * THE MATERIALS, AND EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES OF NONINFRINGEMENT, + * MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE. + * + * NVIDIA Corporation assumes no responsibility for the consequences of use of such + * information or for any infringement of patents or other rights of third parties that may + * result from its use. No license is granted by implication or otherwise under any patent + * or patent rights of NVIDIA Corporation. No third party distribution is allowed unless + * expressly authorized by NVIDIA. Details are subject to change without notice. + * This code supersedes and replaces all information previously supplied. + * NVIDIA Corporation products are not authorized for use as critical + * components in life support devices or systems without express written approval of + * NVIDIA Corporation. + * + * Copyright � 2008- 2013 NVIDIA Corporation. All rights reserved. + * + * NVIDIA Corporation and its licensors retain all intellectual property and proprietary + * rights in and to this software and related documentation and any modifications thereto. + * Any use, reproduction, disclosure or distribution of this software and related + * documentation without an express license agreement from NVIDIA Corporation is + * strictly prohibited. + */ + +#ifndef _GFSDK_WAVEWORKS_ATTRIBUTES_FX +#define _GFSDK_WAVEWORKS_ATTRIBUTES_FX + +/* + * + * + */ + +#include "GFSDK_WaveWorks_Common.fxh" + +/* + * + * + */ + +#if defined(GFSDK_WAVEWORKS_SM3) || defined(GFSDK_WAVEWORKS_GL) + #define GFSDK_WAVEWORKS_BEGIN_ATTR_VS_CBUFFER(Label) + #define GFSDK_WAVEWORKS_END_ATTR_VS_CBUFFER + #define GFSDK_WAVEWORKS_BEGIN_ATTR_PS_CBUFFER(Label) + #define GFSDK_WAVEWORKS_END_ATTR_PS_CBUFFER +#endif + + +#if defined( GFSDK_WAVEWORKS_USE_TESSELLATION ) + #define GFSDK_WAVEWORKS_BEGIN_ATTR_DISPLACEMENT_CBUFFER(Label) GFSDK_WAVEWORKS_BEGIN_ATTR_DS_CBUFFER(Label) + #define GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_CONSTANT(Type,Label,Regoff) GFSDK_WAVEWORKS_DECLARE_ATTR_DS_CONSTANT(Type,Label,Regoff) + #define GFSDK_WAVEWORKS_END_ATTR_DISPLACEMENT_CBUFFER GFSDK_WAVEWORKS_END_ATTR_DS_CBUFFER + #define GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_SAMPLER(SampLabel,TexLabel,Regoff) GFSDK_WAVEWORKS_DECLARE_ATTR_DS_SAMPLER(SampLabel,TexLabel,Regoff) + #define GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_SAMPLER_TEXTUREARRAY(SampLabel,TexLabel,Regoff) GFSDK_WAVEWORKS_DECLARE_ATTR_DS_SAMPLER_TEXTUREARRAY(SampLabel,TexLabel,Regoff) +#else + #define GFSDK_WAVEWORKS_BEGIN_ATTR_DISPLACEMENT_CBUFFER(Label) GFSDK_WAVEWORKS_BEGIN_ATTR_VS_CBUFFER(Label) + #define GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_CONSTANT(Type,Label,Regoff) GFSDK_WAVEWORKS_DECLARE_ATTR_VS_CONSTANT(Type,Label,Regoff) + #define GFSDK_WAVEWORKS_END_ATTR_DISPLACEMENT_CBUFFER GFSDK_WAVEWORKS_END_ATTR_VS_CBUFFER + #define GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_SAMPLER(SampLabel,TexLabel,Regoff) GFSDK_WAVEWORKS_DECLARE_ATTR_VS_SAMPLER(SampLabel,TexLabel,Regoff) + #define GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_SAMPLER_TEXTUREARRAY(SampLabel,TexLabel,Regoff) GFSDK_WAVEWORKS_DECLARE_ATTR_VS_SAMPLER_TEXTUREARRAY(SampLabel,TexLabel,Regoff) +#endif + +GFSDK_WAVEWORKS_BEGIN_ATTR_DISPLACEMENT_CBUFFER(nvsf_attr_vs_buffer) +GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_CONSTANT(float3, nvsf_g_WorldEye, 0) +#if defined( GFSDK_WAVEWORKS_GL ) + GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_CONSTANT(float, nvsf_g_UseTextureArrays, 1) +#else + GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_CONSTANT(float, nvsf_g_Pad1, 1) +#endif +GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_CONSTANT(float4, nvsf_g_UVScaleCascade0123, 2) +GFSDK_WAVEWORKS_END_ATTR_DISPLACEMENT_CBUFFER + +GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_SAMPLER(nvsf_g_samplerDisplacementMap0, nvsf_g_textureDisplacementMap0, 0) +GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_SAMPLER(nvsf_g_samplerDisplacementMap1, nvsf_g_textureDisplacementMap1, 1) +GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_SAMPLER(nvsf_g_samplerDisplacementMap2, nvsf_g_textureDisplacementMap2, 2) +GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_SAMPLER(nvsf_g_samplerDisplacementMap3, nvsf_g_textureDisplacementMap3, 3) + +#if defined( GFSDK_WAVEWORKS_GL ) + GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_SAMPLER_TEXTUREARRAY(nvsf_g_samplerDisplacementMapTextureArray, nvsf_g_textureArrayDisplacementMap, 4) +#endif + +GFSDK_WAVEWORKS_BEGIN_ATTR_PS_CBUFFER(nvsf_attr_ps_buffer) +GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, nvsf_g_TexelLength_x2_PS, 0) +GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, nvsf_g_Cascade1Scale_PS, 1) +GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, nvsf_g_Cascade1TexelScale_PS, 2) +GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, nvsf_g_Cascade1UVOffset_PS, 3) +GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, nvsf_g_Cascade2Scale_PS, 4) +GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, nvsf_g_Cascade2TexelScale_PS, 5) +GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, nvsf_g_Cascade2UVOffset_PS, 6) +GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, nvsf_g_Cascade3Scale_PS, 7) +GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, nvsf_g_Cascade3TexelScale_PS, 8) +GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, nvsf_g_Cascade3UVOffset_PS, 9) +GFSDK_WAVEWORKS_END_ATTR_PS_CBUFFER + +GFSDK_WAVEWORKS_DECLARE_ATTR_PS_SAMPLER(nvsf_g_samplerGradientMap0, nvsf_g_textureGradientMap0, 0) +GFSDK_WAVEWORKS_DECLARE_ATTR_PS_SAMPLER(nvsf_g_samplerGradientMap1, nvsf_g_textureGradientMap1, 1) +GFSDK_WAVEWORKS_DECLARE_ATTR_PS_SAMPLER(nvsf_g_samplerGradientMap2, nvsf_g_textureGradientMap2, 2) +GFSDK_WAVEWORKS_DECLARE_ATTR_PS_SAMPLER(nvsf_g_samplerGradientMap3, nvsf_g_textureGradientMap3, 3) + +#if defined( GFSDK_WAVEWORKS_GL ) + GFSDK_WAVEWORKS_DECLARE_ATTR_PS_SAMPLER_TEXTUREARRAY(nvsf_g_samplerGradientMapTextureArray, nvsf_g_textureArrayGradientMap, 4) +#endif + +struct GFSDK_WAVEWORKS_INTERPOLATED_VERTEX_OUTPUT +{ + float4 nvsf_tex_coord_cascade01 SEMANTIC(TEXCOORD0); + float4 nvsf_tex_coord_cascade23 SEMANTIC(TEXCOORD1); + float4 nvsf_blend_factor_cascade0123 SEMANTIC(TEXCOORD2); + float3 nvsf_eye_vec SEMANTIC(TEXCOORD3); +}; + +struct GFSDK_WAVEWORKS_VERTEX_OUTPUT +{ + centroid GFSDK_WAVEWORKS_INTERPOLATED_VERTEX_OUTPUT interp; + float3 pos_world; + float3 pos_world_undisplaced; + float3 world_displacement; +}; + +GFSDK_WAVEWORKS_VERTEX_OUTPUT GFSDK_WaveWorks_GetDisplacedVertex(GFSDK_WAVEWORKS_VERTEX_INPUT In) +{ + // Get starting position and distance to camera + float3 nvsf_pos_world_undisplaced = GFSDK_WaveWorks_GetUndisplacedVertexWorldPosition(In); + float nvsf_distance = length(nvsf_g_WorldEye - nvsf_pos_world_undisplaced); + + // UVs + float2 nvsf_uv_world_cascade0 = nvsf_pos_world_undisplaced.xy * nvsf_g_UVScaleCascade0123.x; + float2 nvsf_uv_world_cascade1 = nvsf_pos_world_undisplaced.xy * nvsf_g_UVScaleCascade0123.y; + float2 nvsf_uv_world_cascade2 = nvsf_pos_world_undisplaced.xy * nvsf_g_UVScaleCascade0123.z; + float2 nvsf_uv_world_cascade3 = nvsf_pos_world_undisplaced.xy * nvsf_g_UVScaleCascade0123.w; + + // cascade blend factors + float4 nvsf_blendfactors; + float4 nvsf_cascade_spatial_size = 1.0/nvsf_g_UVScaleCascade0123.xyzw; + nvsf_blendfactors.x = 1.0; + nvsf_blendfactors.yzw = saturate(0.25*(nvsf_cascade_spatial_size.yzw*24.0-nvsf_distance)/nvsf_cascade_spatial_size.yzw); + nvsf_blendfactors.yzw *= nvsf_blendfactors.yzw; + + + // Displacement map + #if defined(GFSDK_WAVEWORKS_GL) + float3 nvsf_displacement; + if(nvsf_g_UseTextureArrays > 0) + { + nvsf_displacement = nvsf_blendfactors.x * SampleTex2Dlod(nvsf_g_textureArrayDisplacementMap, nvsf_g_samplerDisplacementMapTextureArray, vec3(nvsf_uv_world_cascade0, 0.0), 0).xyz; + nvsf_displacement += nvsf_blendfactors.y==0? float3(0,0,0) : nvsf_blendfactors.y * SampleTex2Dlod(nvsf_g_textureArrayDisplacementMap, nvsf_g_samplerDisplacementMapTextureArray, vec3(nvsf_uv_world_cascade1, 1.0), 0).xyz; + nvsf_displacement += nvsf_blendfactors.z==0? float3(0,0,0) : nvsf_blendfactors.z * SampleTex2Dlod(nvsf_g_textureArrayDisplacementMap, nvsf_g_samplerDisplacementMapTextureArray, vec3(nvsf_uv_world_cascade2, 2.0), 0).xyz; + nvsf_displacement += nvsf_blendfactors.w==0? float3(0,0,0) : nvsf_blendfactors.w * SampleTex2Dlod(nvsf_g_textureArrayDisplacementMap, nvsf_g_samplerDisplacementMapTextureArray, vec3(nvsf_uv_world_cascade3, 3.0), 0).xyz; + } + else + { + nvsf_displacement = nvsf_blendfactors.x * SampleTex2Dlod(nvsf_g_textureDisplacementMap0, nvsf_g_samplerDisplacementMap0, nvsf_uv_world_cascade0, 0).xyz; + nvsf_displacement += nvsf_blendfactors.y==0? float3(0,0,0) : nvsf_blendfactors.y * SampleTex2Dlod(nvsf_g_textureDisplacementMap1, nvsf_g_samplerDisplacementMap1, nvsf_uv_world_cascade1, 0).xyz; + nvsf_displacement += nvsf_blendfactors.z==0? float3(0,0,0) : nvsf_blendfactors.z * SampleTex2Dlod(nvsf_g_textureDisplacementMap2, nvsf_g_samplerDisplacementMap2, nvsf_uv_world_cascade2, 0).xyz; + nvsf_displacement += nvsf_blendfactors.w==0? float3(0,0,0) : nvsf_blendfactors.w * SampleTex2Dlod(nvsf_g_textureDisplacementMap3, nvsf_g_samplerDisplacementMap3, nvsf_uv_world_cascade3, 0).xyz; + } + #else + float3 nvsf_displacement = nvsf_blendfactors.x * SampleTex2Dlod(nvsf_g_textureDisplacementMap0, nvsf_g_samplerDisplacementMap0, nvsf_uv_world_cascade0, 0).xyz; + nvsf_displacement += nvsf_blendfactors.y==0? float3(0,0,0) : nvsf_blendfactors.y * SampleTex2Dlod(nvsf_g_textureDisplacementMap1, nvsf_g_samplerDisplacementMap1, nvsf_uv_world_cascade1, 0).xyz; + nvsf_displacement += nvsf_blendfactors.z==0? float3(0,0,0) : nvsf_blendfactors.z * SampleTex2Dlod(nvsf_g_textureDisplacementMap2, nvsf_g_samplerDisplacementMap2, nvsf_uv_world_cascade2, 0).xyz; + nvsf_displacement += nvsf_blendfactors.w==0? float3(0,0,0) : nvsf_blendfactors.w * SampleTex2Dlod(nvsf_g_textureDisplacementMap3, nvsf_g_samplerDisplacementMap3, nvsf_uv_world_cascade3, 0).xyz; + #endif + + float3 nvsf_pos_world = nvsf_pos_world_undisplaced + nvsf_displacement; + + // Output + GFSDK_WAVEWORKS_VERTEX_OUTPUT Output; + Output.interp.nvsf_eye_vec = nvsf_g_WorldEye - nvsf_pos_world; + Output.interp.nvsf_tex_coord_cascade01.xy = nvsf_uv_world_cascade0; + Output.interp.nvsf_tex_coord_cascade01.zw = nvsf_uv_world_cascade1; + Output.interp.nvsf_tex_coord_cascade23.xy = nvsf_uv_world_cascade2; + Output.interp.nvsf_tex_coord_cascade23.zw = nvsf_uv_world_cascade3; + Output.interp.nvsf_blend_factor_cascade0123 = nvsf_blendfactors; + Output.pos_world = nvsf_pos_world; + Output.pos_world_undisplaced = nvsf_pos_world_undisplaced; + Output.world_displacement = nvsf_displacement; + return Output; +} + +GFSDK_WAVEWORKS_VERTEX_OUTPUT GFSDK_WaveWorks_GetDisplacedVertexAfterTessellation(float4 In0, float4 In1, float4 In2, float3 BarycentricCoords) +{ + // Get starting position + float3 nvsf_tessellated_ws_position = In0.xyz * BarycentricCoords.x + + In1.xyz * BarycentricCoords.y + + In2.xyz * BarycentricCoords.z; + float3 nvsf_pos_world_undisplaced = nvsf_tessellated_ws_position; + + + // blend factors for cascades + float4 nvsf_blendfactors; + float nvsf_distance = length(nvsf_g_WorldEye - nvsf_pos_world_undisplaced); + float4 nvsf_cascade_spatial_size = 1.0/nvsf_g_UVScaleCascade0123.xyzw; + nvsf_blendfactors.x = 1.0; + nvsf_blendfactors.yzw = saturate(0.25*(nvsf_cascade_spatial_size.yzw*24.0-nvsf_distance)/nvsf_cascade_spatial_size.yzw); + nvsf_blendfactors.yzw *= nvsf_blendfactors.yzw; + + // UVs + float2 nvsf_uv_world_cascade0 = nvsf_pos_world_undisplaced.xy * nvsf_g_UVScaleCascade0123.x; + float2 nvsf_uv_world_cascade1 = nvsf_pos_world_undisplaced.xy * nvsf_g_UVScaleCascade0123.y; + float2 nvsf_uv_world_cascade2 = nvsf_pos_world_undisplaced.xy * nvsf_g_UVScaleCascade0123.z; + float2 nvsf_uv_world_cascade3 = nvsf_pos_world_undisplaced.xy * nvsf_g_UVScaleCascade0123.w; + + // Displacement map + #if defined(GFSDK_WAVEWORKS_GL) + float3 nvsf_displacement; + if(nvsf_g_UseTextureArrays > 0) + { + nvsf_displacement = nvsf_blendfactors.x * SampleTex2Dlod(nvsf_g_textureArrayDisplacementMap, nvsf_g_samplerDisplacementMapTextureArray, vec3(nvsf_uv_world_cascade0, 0.0), 0).xyz; + nvsf_displacement += nvsf_blendfactors.y==0? float3(0,0,0) : nvsf_blendfactors.y * SampleTex2Dlod(nvsf_g_textureArrayDisplacementMap, nvsf_g_samplerDisplacementMapTextureArray, vec3(nvsf_uv_world_cascade1, 1.0), 0).xyz; + nvsf_displacement += nvsf_blendfactors.z==0? float3(0,0,0) : nvsf_blendfactors.z * SampleTex2Dlod(nvsf_g_textureArrayDisplacementMap, nvsf_g_samplerDisplacementMapTextureArray, vec3(nvsf_uv_world_cascade2, 2.0), 0).xyz; + nvsf_displacement += nvsf_blendfactors.w==0? float3(0,0,0) : nvsf_blendfactors.w * SampleTex2Dlod(nvsf_g_textureArrayDisplacementMap, nvsf_g_samplerDisplacementMapTextureArray, vec3(nvsf_uv_world_cascade3, 3.0), 0).xyz; + } + else + { + nvsf_displacement = nvsf_blendfactors.x * SampleTex2Dlod(nvsf_g_textureDisplacementMap0, nvsf_g_samplerDisplacementMap0, nvsf_uv_world_cascade0, 0).xyz; + nvsf_displacement += nvsf_blendfactors.y==0? float3(0,0,0) : nvsf_blendfactors.y * SampleTex2Dlod(nvsf_g_textureDisplacementMap1, nvsf_g_samplerDisplacementMap1, nvsf_uv_world_cascade1, 0).xyz; + nvsf_displacement += nvsf_blendfactors.z==0? float3(0,0,0) : nvsf_blendfactors.z * SampleTex2Dlod(nvsf_g_textureDisplacementMap2, nvsf_g_samplerDisplacementMap2, nvsf_uv_world_cascade2, 0).xyz; + nvsf_displacement += nvsf_blendfactors.w==0? float3(0,0,0) : nvsf_blendfactors.w * SampleTex2Dlod(nvsf_g_textureDisplacementMap3, nvsf_g_samplerDisplacementMap3, nvsf_uv_world_cascade3, 0).xyz; + } + #else + float3 nvsf_displacement = nvsf_blendfactors.x * SampleTex2Dlod(nvsf_g_textureDisplacementMap0, nvsf_g_samplerDisplacementMap0, nvsf_uv_world_cascade0, 0).xyz; + nvsf_displacement += nvsf_blendfactors.y==0? float3(0,0,0) : nvsf_blendfactors.y * SampleTex2Dlod(nvsf_g_textureDisplacementMap1, nvsf_g_samplerDisplacementMap1, nvsf_uv_world_cascade1, 0).xyz; + nvsf_displacement += nvsf_blendfactors.z==0? float3(0,0,0) : nvsf_blendfactors.z * SampleTex2Dlod(nvsf_g_textureDisplacementMap2, nvsf_g_samplerDisplacementMap2, nvsf_uv_world_cascade2, 0).xyz; + nvsf_displacement += nvsf_blendfactors.w==0? float3(0,0,0) : nvsf_blendfactors.w * SampleTex2Dlod(nvsf_g_textureDisplacementMap3, nvsf_g_samplerDisplacementMap3, nvsf_uv_world_cascade3, 0).xyz; + #endif + + float3 nvsf_pos_world = nvsf_pos_world_undisplaced + nvsf_displacement; + + // Output + GFSDK_WAVEWORKS_VERTEX_OUTPUT Output; + Output.interp.nvsf_eye_vec = nvsf_g_WorldEye - nvsf_pos_world; + Output.interp.nvsf_tex_coord_cascade01.xy = nvsf_uv_world_cascade0; + Output.interp.nvsf_tex_coord_cascade01.zw = nvsf_uv_world_cascade1; + Output.interp.nvsf_tex_coord_cascade23.xy = nvsf_uv_world_cascade2; + Output.interp.nvsf_tex_coord_cascade23.zw = nvsf_uv_world_cascade3; + Output.interp.nvsf_blend_factor_cascade0123 = nvsf_blendfactors; + Output.pos_world = nvsf_pos_world; + Output.pos_world_undisplaced = nvsf_pos_world_undisplaced; + Output.world_displacement = nvsf_displacement; + return Output; +} + +GFSDK_WAVEWORKS_VERTEX_OUTPUT GFSDK_WaveWorks_GetDisplacedVertexAfterTessellationQuad(float4 In0, float4 In1, float4 In2, float4 In3, float2 UV) +{ + // Get starting position + float3 nvsf_tessellated_ws_position = In2.xyz*UV.x*UV.y + + In0.xyz*(1.0-UV.x)*UV.y + + In1.xyz*(1.0-UV.x)*(1.0-UV.y) + + In3.xyz*UV.x*(1.0-UV.y); + float3 nvsf_pos_world_undisplaced = nvsf_tessellated_ws_position; + + // blend factors for cascades + float4 nvsf_blendfactors; + float nvsf_distance = length(nvsf_g_WorldEye - nvsf_pos_world_undisplaced); + float4 nvsf_cascade_spatial_size = 1.0/nvsf_g_UVScaleCascade0123.xyzw; + nvsf_blendfactors.x = 1.0; + nvsf_blendfactors.yzw = saturate(0.25*(nvsf_cascade_spatial_size.yzw*24.0-nvsf_distance)/nvsf_cascade_spatial_size.yzw); + nvsf_blendfactors.yzw *= nvsf_blendfactors.yzw; + + // UVs + float2 nvsf_uv_world_cascade0 = nvsf_pos_world_undisplaced.xy * nvsf_g_UVScaleCascade0123.x; + float2 nvsf_uv_world_cascade1 = nvsf_pos_world_undisplaced.xy * nvsf_g_UVScaleCascade0123.y; + float2 nvsf_uv_world_cascade2 = nvsf_pos_world_undisplaced.xy * nvsf_g_UVScaleCascade0123.z; + float2 nvsf_uv_world_cascade3 = nvsf_pos_world_undisplaced.xy * nvsf_g_UVScaleCascade0123.w; + + // Displacement map + #if defined(GFSDK_WAVEWORKS_GL) + float3 nvsf_displacement; + if(nvsf_g_UseTextureArrays > 0) + { + nvsf_displacement = nvsf_blendfactors.x * SampleTex2Dlod(nvsf_g_textureArrayDisplacementMap, nvsf_g_samplerDisplacementMapTextureArray, vec3(nvsf_uv_world_cascade0, 0.0), 0).xyz; + nvsf_displacement += nvsf_blendfactors.y==0? float3(0,0,0) : nvsf_blendfactors.y * SampleTex2Dlod(nvsf_g_textureArrayDisplacementMap, nvsf_g_samplerDisplacementMapTextureArray, vec3(nvsf_uv_world_cascade1, 1.0), 0).xyz; + nvsf_displacement += nvsf_blendfactors.z==0? float3(0,0,0) : nvsf_blendfactors.z * SampleTex2Dlod(nvsf_g_textureArrayDisplacementMap, nvsf_g_samplerDisplacementMapTextureArray, vec3(nvsf_uv_world_cascade2, 2.0), 0).xyz; + nvsf_displacement += nvsf_blendfactors.w==0? float3(0,0,0) : nvsf_blendfactors.w * SampleTex2Dlod(nvsf_g_textureArrayDisplacementMap, nvsf_g_samplerDisplacementMapTextureArray, vec3(nvsf_uv_world_cascade3, 3.0), 0).xyz; + } + else + { + nvsf_displacement = nvsf_blendfactors.x * SampleTex2Dlod(nvsf_g_textureDisplacementMap0, nvsf_g_samplerDisplacementMap0, nvsf_uv_world_cascade0, 0).xyz; + nvsf_displacement += nvsf_blendfactors.y==0? float3(0,0,0) : nvsf_blendfactors.y * SampleTex2Dlod(nvsf_g_textureDisplacementMap1, nvsf_g_samplerDisplacementMap1, nvsf_uv_world_cascade1, 0).xyz; + nvsf_displacement += nvsf_blendfactors.z==0? float3(0,0,0) : nvsf_blendfactors.z * SampleTex2Dlod(nvsf_g_textureDisplacementMap2, nvsf_g_samplerDisplacementMap2, nvsf_uv_world_cascade2, 0).xyz; + nvsf_displacement += nvsf_blendfactors.w==0? float3(0,0,0) : nvsf_blendfactors.w * SampleTex2Dlod(nvsf_g_textureDisplacementMap3, nvsf_g_samplerDisplacementMap3, nvsf_uv_world_cascade3, 0).xyz; + } + #else + float3 nvsf_displacement = nvsf_blendfactors.x * SampleTex2Dlod(nvsf_g_textureDisplacementMap0, nvsf_g_samplerDisplacementMap0, nvsf_uv_world_cascade0, 0).xyz; + nvsf_displacement += nvsf_blendfactors.y==0? float3(0,0,0) : nvsf_blendfactors.y * SampleTex2Dlod(nvsf_g_textureDisplacementMap1, nvsf_g_samplerDisplacementMap1, nvsf_uv_world_cascade1, 0).xyz; + nvsf_displacement += nvsf_blendfactors.z==0? float3(0,0,0) : nvsf_blendfactors.z * SampleTex2Dlod(nvsf_g_textureDisplacementMap2, nvsf_g_samplerDisplacementMap2, nvsf_uv_world_cascade2, 0).xyz; + nvsf_displacement += nvsf_blendfactors.w==0? float3(0,0,0) : nvsf_blendfactors.w * SampleTex2Dlod(nvsf_g_textureDisplacementMap3, nvsf_g_samplerDisplacementMap3, nvsf_uv_world_cascade3, 0).xyz; + #endif + + float3 nvsf_pos_world = nvsf_pos_world_undisplaced + nvsf_displacement; + + // Output + GFSDK_WAVEWORKS_VERTEX_OUTPUT Output; + Output.interp.nvsf_eye_vec = nvsf_g_WorldEye - nvsf_pos_world; + Output.interp.nvsf_tex_coord_cascade01.xy = nvsf_uv_world_cascade0; + Output.interp.nvsf_tex_coord_cascade01.zw = nvsf_uv_world_cascade1; + Output.interp.nvsf_tex_coord_cascade23.xy = nvsf_uv_world_cascade2; + Output.interp.nvsf_tex_coord_cascade23.zw = nvsf_uv_world_cascade3; + Output.interp.nvsf_blend_factor_cascade0123 = nvsf_blendfactors; + Output.pos_world = nvsf_pos_world; + Output.pos_world_undisplaced = nvsf_pos_world_undisplaced; + Output.world_displacement = nvsf_displacement; + return Output; +} + +struct GFSDK_WAVEWORKS_SURFACE_ATTRIBUTES +{ + float3 normal; + float3 eye_dir; + float foam_surface_folding; + float foam_turbulent_energy; + float foam_wave_hats; +}; + +GFSDK_WAVEWORKS_SURFACE_ATTRIBUTES GFSDK_WaveWorks_GetSurfaceAttributes(GFSDK_WAVEWORKS_INTERPOLATED_VERTEX_OUTPUT In) +{ + // Calculate eye vector. + // Beware: 'nvsf_eye_vec' is a large number, 32bit floating point required. + float3 nvsf_eye_dir = normalize(In.nvsf_eye_vec); + + // --------------- Water body color + + float4 nvsf_grad_fold0; + float4 nvsf_grad_fold1; + float4 nvsf_grad_fold2; + float4 nvsf_grad_fold3; + + #if defined(GFSDK_WAVEWORKS_GL) + float3 nvsf_displacement; + if(nvsf_g_UseTextureArrays > 0) + { + nvsf_grad_fold0 = SampleTex2D(nvsf_g_textureArrayGradientMap, nvsf_g_samplerGradientMapTextureArray, vec3(In.nvsf_tex_coord_cascade01.xy, 0.0)); + nvsf_grad_fold1 = SampleTex2D(nvsf_g_textureArrayGradientMap, nvsf_g_samplerGradientMapTextureArray, vec3(In.nvsf_tex_coord_cascade01.zw, 1.0)); + nvsf_grad_fold2 = SampleTex2D(nvsf_g_textureArrayGradientMap, nvsf_g_samplerGradientMapTextureArray, vec3(In.nvsf_tex_coord_cascade23.xy, 2.0)); + nvsf_grad_fold3 = SampleTex2D(nvsf_g_textureArrayGradientMap, nvsf_g_samplerGradientMapTextureArray, vec3(In.nvsf_tex_coord_cascade23.zw, 3.0)); + } + else + { + nvsf_grad_fold0 = SampleTex2D(nvsf_g_textureGradientMap0, nvsf_g_samplerGradientMap0, In.nvsf_tex_coord_cascade01.xy); + nvsf_grad_fold1 = SampleTex2D(nvsf_g_textureGradientMap1, nvsf_g_samplerGradientMap1, In.nvsf_tex_coord_cascade01.zw); + nvsf_grad_fold2 = SampleTex2D(nvsf_g_textureGradientMap2, nvsf_g_samplerGradientMap2, In.nvsf_tex_coord_cascade23.xy); + nvsf_grad_fold3 = SampleTex2D(nvsf_g_textureGradientMap3, nvsf_g_samplerGradientMap3, In.nvsf_tex_coord_cascade23.zw); + } + #else + + nvsf_grad_fold0 = SampleTex2D(nvsf_g_textureGradientMap0, nvsf_g_samplerGradientMap0, In.nvsf_tex_coord_cascade01.xy); + nvsf_grad_fold1 = SampleTex2D(nvsf_g_textureGradientMap1, nvsf_g_samplerGradientMap1, In.nvsf_tex_coord_cascade01.zw); + nvsf_grad_fold2 = SampleTex2D(nvsf_g_textureGradientMap2, nvsf_g_samplerGradientMap2, In.nvsf_tex_coord_cascade23.xy); + nvsf_grad_fold3 = SampleTex2D(nvsf_g_textureGradientMap3, nvsf_g_samplerGradientMap3, In.nvsf_tex_coord_cascade23.zw); + #endif + + float2 nvsf_grad; + nvsf_grad.xy = nvsf_grad_fold0.xy*In.nvsf_blend_factor_cascade0123.x + + nvsf_grad_fold1.xy*In.nvsf_blend_factor_cascade0123.y*nvsf_g_Cascade1TexelScale_PS + + nvsf_grad_fold2.xy*In.nvsf_blend_factor_cascade0123.z*nvsf_g_Cascade2TexelScale_PS + + nvsf_grad_fold3.xy*In.nvsf_blend_factor_cascade0123.w*nvsf_g_Cascade3TexelScale_PS; + + float nvsf_c2c_scale = 0.25; // larger cascaded cover larger areas, so foamed texels cover larger area, thus, foam intensity on these needs to be scaled down for uniform foam look + + float nvsf_foam_turbulent_energy = + // accumulated foam energy with blendfactors + 100.0*nvsf_grad_fold0.w * + lerp(nvsf_c2c_scale, nvsf_grad_fold1.w, In.nvsf_blend_factor_cascade0123.y)* + lerp(nvsf_c2c_scale, nvsf_grad_fold2.w, In.nvsf_blend_factor_cascade0123.z)* + lerp(nvsf_c2c_scale, nvsf_grad_fold3.w, In.nvsf_blend_factor_cascade0123.w); + + + float nvsf_foam_surface_folding = + // folding for foam "clumping" on folded areas + max(-100, + (1.0-nvsf_grad_fold0.z) + + (1.0-nvsf_grad_fold1.z) + + (1.0-nvsf_grad_fold2.z) + + (1.0-nvsf_grad_fold3.z)); + + // Calculate normal here. + float3 nvsf_normal = normalize(float3(nvsf_grad, nvsf_g_TexelLength_x2_PS)); + + float nvsf_hats_c2c_scale = 0.5; // the larger is the wave, the higher is the chance to start breaking at high folding, so folding for smaller cascade s is decreased + float nvsf_foam_wave_hats = + 10.0*(-0.55 + // this allows hats to appear on breaking places only. Can be tweaked to represent Beaufort scale better + (1.0-nvsf_grad_fold0.z) + + nvsf_hats_c2c_scale*(1.0-nvsf_grad_fold1.z) + + nvsf_hats_c2c_scale*nvsf_hats_c2c_scale*(1.0-nvsf_grad_fold2.z) + + nvsf_hats_c2c_scale*nvsf_hats_c2c_scale*nvsf_hats_c2c_scale*(1.0-nvsf_grad_fold3.z)); + + + // Output + GFSDK_WAVEWORKS_SURFACE_ATTRIBUTES Output; + Output.normal = nvsf_normal; + Output.eye_dir = nvsf_eye_dir; + Output.foam_surface_folding = nvsf_foam_surface_folding; + Output.foam_turbulent_energy = log(1.0 + nvsf_foam_turbulent_energy); + Output.foam_wave_hats = nvsf_foam_wave_hats; + return Output; +} + + +#endif /* _GFSDK_WAVEWORKS_ATTRIBUTES_FX */ |