power_play/res/sh/material.hlsl

123 lines
3.9 KiB
HLSL

#include "sh/common.hlsl"
/* ========================== *
* Root signature
* ========================== */
#define ROOTSIG \
"RootConstants(num32BitConstants=16, b0), " \
"SRV(t0), " \
"SRV(t1), " \
"DescriptorTable(SRV(t2, numDescriptors = unbounded, flags = DESCRIPTORS_VOLATILE)), " \
"StaticSampler(s0, " \
"filter = FILTER_MIN_MAG_MIP_POINT, " \
"addressU = TEXTURE_ADDRESS_CLAMP, " \
"addressV = TEXTURE_ADDRESS_CLAMP, " \
"addressW = TEXTURE_ADDRESS_CLAMP, " \
"maxAnisotropy = 1)"
ConstantBuffer<struct sh_material_constants> g_constants : register(b0);
StructuredBuffer<struct sh_material_instance> g_instances : register(t0);
StructuredBuffer<struct sh_material_grid> g_grids : register(t1);
Texture2D g_textures[] : register(t2);
SamplerState g_sampler : register(s0);
/* ========================== *
* Vertex shader
* ========================== */
struct vs_input {
DECL(uint, SV_InstanceID);
DECL(uint, SV_VertexID);
};
struct vs_output {
nointerpolation DECL(uint, flags);
nointerpolation DECL(int, tex_nurid);
nointerpolation DECL(int, grid_id);
DECL(float2, uv);
DECL(float4, tint_lin);
DECL(float4, SV_Position);
};
SH_ENTRY(ROOTSIG) struct vs_output vs(struct vs_input input)
{
static const float2 unit_quad_verts[4] = {
float2(-0.5f, -0.5f),
float2(0.5f, -0.5f),
float2(0.5f, 0.5f),
float2(-0.5f, 0.5f)
};
struct sh_material_instance instance = g_instances[input.SV_InstanceID];
float2 vert = unit_quad_verts[input.SV_VertexID];
float2 world_pos = mul(instance.xf, float3(vert, 1)).xy;
struct vs_output output;
output.SV_Position = mul(g_constants.projection, float4(world_pos, 0, 1));
output.flags = instance.flags;
output.tex_nurid = instance.tex_nurid;
output.grid_id = instance.grid_id;
output.uv = instance.uv0 + ((vert + 0.5) * (instance.uv1 - instance.uv0));
output.tint_lin = linear_from_srgb32(instance.tint_srgb);
return output;
}
/* ========================== *
* Pixel shader
* ========================== */
struct ps_input {
struct vs_output vs;
};
struct ps_output {
DECL(float4, SV_Target);
};
SH_ENTRY(ROOTSIG) struct ps_output ps(struct ps_input input)
{
struct ps_output output;
output.SV_Target = float4(1, 1, 1, 1);
/* Texture */
if (input.vs.tex_nurid >= 0) {
output.SV_Target *= g_textures[NURID(input.vs.tex_nurid)].Sample(g_sampler, input.vs.uv);
}
/* Grid */
if (input.vs.grid_id >= 0) {
struct sh_material_grid grid = g_grids[input.vs.grid_id];
float2 grid_pos = input.vs.SV_Position.xy + grid.offset;
float half_thickness = grid.line_thickness / 2;
float spacing = grid.line_spacing;
float4 color = linear_from_srgb32(grid.bg0_srgb);
float2 v = abs(round(grid_pos / spacing) * spacing - grid_pos);
float dist = min(v.x, v.y);
if (grid_pos.y <= half_thickness && grid_pos.y >= -half_thickness) {
color = linear_from_srgb32(grid.x_srgb);
} else if (grid_pos.x <= half_thickness && grid_pos.x >= -half_thickness) {
color = linear_from_srgb32(grid.y_srgb);
} else if (dist < half_thickness) {
color = linear_from_srgb32(grid.line_srgb);
} else {
bool checker = false;
uint cell_x = (uint)(abs(grid_pos.x) / spacing) + (grid_pos.x < 0);
uint cell_y = (uint)(abs(grid_pos.y) / spacing) + (grid_pos.y < 0);
if (cell_x % 2 == 0) {
checker = cell_y % 2 == 0;
} else {
checker = cell_y % 2 == 1;
}
if (checker) {
color = linear_from_srgb32(grid.bg1_srgb);
}
}
output.SV_Target *= color;
}
output.SV_Target *= input.vs.tint_lin;
return output;
}