Started porting outline pass

This commit is contained in:
antopilo
2025-02-01 22:16:50 -05:00
parent 403446b45d
commit 4dd5d2516e
13 changed files with 373 additions and 5 deletions

View File

@@ -0,0 +1,161 @@
// Transforms
struct ModelData
{
float4x4 model;
};
[[vk::binding(0, 0)]]
StructuredBuffer<ModelData> model : register(t1);
// Vertex
struct Vertex
{
float3 position;
float uv_x;
float3 normal;
float uv_y;
float3 tangent;
float3 bitangent;
};
[[vk::binding(0, 1)]]
StructuredBuffer<Vertex> vertexBuffer : register(t2);
// Samplers
[[vk::binding(0, 2)]]
SamplerState mySampler : register(s0);
// Materials
struct Material
{
bool hasAlbedo;
float3 albedo;
bool hasNormal;
bool hasMetalness;
bool hasRoughness;
bool hasAO;
float metalnessValue;
float roughnessValue;
float aoValue;
int albedoTextureId;
int normalTextureId;
int metalnessTextureId;
int roughnessTextureId;
int aoTextureId;
};
[[vk::binding(0, 3)]]
StructuredBuffer<Material> material;
// Textures
[[vk::binding(0, 4)]]
Texture2D textures[];
// Lights
struct Light
{
float3 position;
int type;
float4 color;
float3 direction;
float outerConeAngle;
float innerConeAngle;
bool castShadow;
int shadowMapTextureId[4];
int transformId[4];
};
[[vk::binding(0, 5)]]
StructuredBuffer<Light> lights;
// Cameras
struct CameraView {
float4x4 View;
float4x4 Projection;
float4x4 ViewProjection;
float4x4 InverseView;
float4x4 InverseProjection;
float3 Position;
float Near;
float Far;
};
[[vk::binding(0, 6)]]
StructuredBuffer<CameraView> cameras;
struct PSInput {
float4 Position : SV_Position;
float2 UV : TEXCOORD0;
};
struct PSOutput {
float4 oColor0 : SV_TARGET;
};
struct OutlinePushConstant
{
float4 Color;
float Thickness;
int SourceTextureID;
int EntityIDTextureID;
int DepthTextureID;
float SelectedEntity;
};
[[vk::push_constant]]
OutlinePushConstant pushConstants;
PSOutput main(PSInput input)
{
PSOutput output;
float4 outlineColor = pushConstants.Color;
float target = pushConstants.SelectedEntity;
float radius = pushConstants.Thickness;
float2 uv = input.UV;
int entityIDTextureID = pushConstants.EntityIDTextureID;
float hasHit = 0.0f;
float sampleValue = textures[entityIDTextureID].Sample(mySampler, uv).r;
if(abs(sampleValue - target) < 0.0001)
{
output.oColor0 = outlineColor;
output.oColor0.a = 1.0;
return output;
}
float4 fragColor = float4(0, 0, 0, 0);
const float TAU = 6.28318530;
const float steps = 32.0;
for(float i = 0.0f; i < TAU; i += TAU / steps)
{
float2 uvOffset = float2(sin(i), cos(i)) * radius;
float2 sampleUV = uv + uvOffset;
sampleUV.x = clamp(sampleUV.x, 0.0, 0.999);
sampleUV.y = clamp(sampleUV.y, 0.0, 0.999);
int sampleValue = (int)textures[entityIDTextureID].Sample(mySampler, sampleUV).r;
if(sampleValue == target)
{
hasHit = 1.0f;
}
float alpha = smoothstep(0.5, 0.9, int(sampleValue != target) * hasHit * 10.0f);
float4 outputColor = float4(
lerp(fragColor.r, outlineColor.r, alpha),
lerp(fragColor.g, outlineColor.g, alpha),
lerp(fragColor.b, outlineColor.b, alpha),
lerp(fragColor.a, outlineColor.a, alpha)
);
fragColor = outputColor;
}
if(fragColor.a > 0.1)
{
fragColor.a = 1.0f;
}
output.oColor0 = fragColor;
return output;
}

View File

@@ -0,0 +1,112 @@
// Transforms
struct ModelData
{
float4x4 model;
};
[[vk::binding(0, 0)]]
StructuredBuffer<ModelData> model : register(t1);
// Vertex
struct Vertex
{
float3 position;
float uv_x;
float3 normal;
float uv_y;
float3 tangent;
float3 bitangent;
};
[[vk::binding(0, 1)]]
StructuredBuffer<Vertex> vertexBuffer : register(t2);
// Samplers
[[vk::binding(0, 2)]]
SamplerState mySampler : register(s0);
// Materials
struct Material
{
bool hasAlbedo;
float3 albedo;
bool hasNormal;
bool hasMetalness;
bool hasRoughness;
bool hasAO;
float metalnessValue;
float roughnessValue;
float aoValue;
int albedoTextureId;
int normalTextureId;
int metalnessTextureId;
int roughnessTextureId;
int aoTextureId;
};
[[vk::binding(0, 3)]]
StructuredBuffer<Material> material;
// Textures
[[vk::binding(0, 4)]]
Texture2D textures[];
// Lights
struct Light
{
float3 position;
int type;
float4 color;
float3 direction;
float outerConeAngle;
float innerConeAngle;
bool castShadow;
int shadowMapTextureId[4];
int transformId[4];
};
[[vk::binding(0, 5)]]
StructuredBuffer<Light> lights;
// Cameras
struct CameraView {
float4x4 View;
float4x4 Projection;
float4x4 ViewProjection;
float4x4 InverseView;
float4x4 InverseProjection;
float3 Position;
float Near;
float Far;
};
[[vk::binding(0, 6)]]
StructuredBuffer<CameraView> cameras;
struct OutlinePushConstant
{
float4 Color;
float Thickness;
int SourceTextureID;
int EntityIDTextureID;
int DepthTextureID;
float SelectedEntity;
};
[[vk::push_constant]]
OutlinePushConstant pushConstants;
// Outputs
struct VSOutput {
float4 Position : SV_Position;
float2 UV : TEXCOORD0;
};
// Main vertex shader
VSOutput main(uint vertexIndex : SV_VertexID)
{
VSOutput output;
Vertex v = vertexBuffer[vertexIndex];
output.UV = float2(v.uv_x, v.uv_y);
output.Position = float4(v.position, 1.0f);
return output;
}

View File

@@ -92,6 +92,7 @@ struct PSOutput {
float4 oColor0 : SV_TARGET;
float4 oNormal : SV_TARGET1;
float4 oMaterial : SV_TARGET2;
float4 oEntityID : SV_TARGET3;
};
struct ModelPushConstant
@@ -99,6 +100,7 @@ struct ModelPushConstant
int modelIndex; // Push constant data
int materialIndex;
int cameraID;
float entityID;
};
[[vk::push_constant]]
@@ -160,5 +162,8 @@ PSOutput main(PSInput input)
float3 materialOuput = float3(inMaterial.metalnessValue, inMaterial.aoValue, inMaterial.roughnessValue);
output.oMaterial = float4(materialOuput, 1.0f);
output.oEntityID = float4(pushConstants.entityID, pushConstants.entityID, pushConstants.entityID, pushConstants.entityID);
return output;
}

View File

@@ -85,6 +85,7 @@ struct ModelPushConstant
int modelIndex; // Push constant data
int materialIndex;
int cameraID;
float entityID;
};
[[vk::push_constant]]