// Copyright (c) 2024 Epic Games Tools // Licensed under the MIT license (https://opensource.org/license/mit/) //////////////////////////////// //~ rjf: Pipeline Tables @table(name, source, ilay_table) R_D3D11_VShadTable: { {Rect r_d3d11_g_rect_shader_src r_d3d11_g_rect_ilay_elements } {Blur r_d3d11_g_blur_shader_src 0 } {Mesh r_d3d11_g_mesh_shader_src r_d3d11_g_mesh_ilay_elements } {Geo3DComposite r_d3d11_g_geo3dcomposite_shader_src 0 } {Finalize r_d3d11_g_finalize_shader_src 0 } } @table(name, source) R_D3D11_PShadTable: { {Rect r_d3d11_g_rect_shader_src } {Blur r_d3d11_g_blur_shader_src } {Mesh r_d3d11_g_mesh_shader_src } {Geo3DComposite r_d3d11_g_geo3dcomposite_shader_src } {Finalize r_d3d11_g_finalize_shader_src } } @table(name) R_D3D11_UniformTypeTable: { {Rect} {Blur} {Mesh} } //////////////////////////////// //~ rjf: UI Rectangle Shaders @embed_string r_d3d11_g_rect_shader_src: """ cbuffer Globals : register(b0) { float2 viewport_size_px; float opacity; row_major float4x4 texture_sample_channel_map; float2 texture_t2d_size_px; row_major float3x3 xform; float2 xform_scale; } struct CPU2Vertex { float4 dst_rect_px : POS; float4 src_rect_px : TEX; float4 color00 : COL0; float4 color01 : COL1; float4 color10 : COL2; float4 color11 : COL3; float4 corner_radii_px : CRAD; float4 style_params : STY; // x: border_thickness_px, y: softness_px, z: omit_texture, w: unused uint vertex_id : SV_VertexID; }; struct Vertex2Pixel { float4 position : SV_POSITION; nointerpolation float2 rect_half_size_px : PSIZE; float2 texcoord_pct : TEX; float2 sdf_sample_pos : SDF; float4 tint : TINT; float corner_radius_px : CRAD; nointerpolation float border_thickness_px : BTHC; nointerpolation float softness_px : SFT; nointerpolation float omit_texture : OTX; }; Texture2D main_t2d : register(t0); SamplerState main_sampler : register(s0); float rect_sdf(float2 sample_pos, float2 rect_half_size, float r) { return length(max(abs(sample_pos) - rect_half_size + r, 0.0)) - r; } float linear_from_srgb_f32(float x) { return x < 0.0404482362771082 ? x / 12.92 : pow((x + 0.055) / 1.055, 2.4); } float4 linear_from_srgba(float4 v) { float4 result = float4(linear_from_srgb_f32(v.x), linear_from_srgb_f32(v.y), linear_from_srgb_f32(v.z), v.w); return result; } //- rjf: vertex shader Vertex2Pixel vs_main(CPU2Vertex cpu2vertex) { //- rjf: unpack & xform rectangle src/dst vertices float2 dst_p0_px = cpu2vertex.dst_rect_px.xy; float2 dst_p1_px = cpu2vertex.dst_rect_px.zw; float2 src_p0_px = cpu2vertex.src_rect_px.xy; float2 src_p1_px = cpu2vertex.src_rect_px.zw; float2 dst_size_px = abs(dst_p1_px - dst_p0_px); //- rjf: unpack style params float border_thickness_px = cpu2vertex.style_params.x; float softness_px = cpu2vertex.style_params.y; float omit_texture = cpu2vertex.style_params.z; //- rjf: prep per-vertex arrays to sample from (p: position, t: texcoord, c: colorcoord, r: cornerradius) float2 dst_p_verts_px[] = { float2(dst_p0_px.x, dst_p1_px.y), float2(dst_p0_px.x, dst_p0_px.y), float2(dst_p1_px.x, dst_p1_px.y), float2(dst_p1_px.x, dst_p0_px.y), }; float2 src_p_verts_px[] = { float2(src_p0_px.x, src_p1_px.y), float2(src_p0_px.x, src_p0_px.y), float2(src_p1_px.x, src_p1_px.y), float2(src_p1_px.x, src_p0_px.y), }; float dst_r_verts_px[] = { cpu2vertex.corner_radii_px.y, cpu2vertex.corner_radii_px.x, cpu2vertex.corner_radii_px.w, cpu2vertex.corner_radii_px.z, }; float4 src_color[] = { linear_from_srgba(cpu2vertex.color01), linear_from_srgba(cpu2vertex.color00), linear_from_srgba(cpu2vertex.color11), linear_from_srgba(cpu2vertex.color10), }; float2 dst_verts_pct = float2((cpu2vertex.vertex_id >> 1) ? 1.f : 0.f, (cpu2vertex.vertex_id & 1) ? 0.f : 1.f); // rjf: fill vertex -> pixel data Vertex2Pixel vertex2pixel; { float2 xformed_pos = mul(xform, float3(dst_p_verts_px[cpu2vertex.vertex_id], 1.f)).xy; xformed_pos.y = viewport_size_px.y - xformed_pos.y; vertex2pixel.position.xy = 2.f * xformed_pos/viewport_size_px - 1.f; vertex2pixel.position.z = 0.f; vertex2pixel.position.w = 1.f; vertex2pixel.rect_half_size_px = dst_size_px / 2.f * xform_scale; vertex2pixel.texcoord_pct = src_p_verts_px[cpu2vertex.vertex_id] / texture_t2d_size_px; vertex2pixel.sdf_sample_pos = (2.f * dst_verts_pct - 1.f) * vertex2pixel.rect_half_size_px; vertex2pixel.tint = src_color[cpu2vertex.vertex_id]; vertex2pixel.corner_radius_px = dst_r_verts_px[cpu2vertex.vertex_id]; vertex2pixel.border_thickness_px = border_thickness_px; vertex2pixel.softness_px = softness_px; vertex2pixel.omit_texture = omit_texture; } return vertex2pixel; } //- rjf: pixel shader float4 ps_main(Vertex2Pixel vertex2pixel) : SV_TARGET { // rjf: blend corner colors to produce final tint float4 tint = vertex2pixel.tint; // rjf: sample texture float4 albedo_sample = float4(1, 1, 1, 1); if(vertex2pixel.omit_texture < 1) { albedo_sample = mul(main_t2d.Sample(main_sampler, vertex2pixel.texcoord_pct), texture_sample_channel_map); albedo_sample = linear_from_srgba(albedo_sample); } // rjf: determine SDF sample position float2 sdf_sample_pos = vertex2pixel.sdf_sample_pos; // rjf: sample for borders float border_sdf_t = 1; if(vertex2pixel.border_thickness_px > 0) { float border_sdf_s = rect_sdf(sdf_sample_pos, vertex2pixel.rect_half_size_px - float2(vertex2pixel.softness_px*2.f, vertex2pixel.softness_px*2.f) - vertex2pixel.border_thickness_px, max(vertex2pixel.corner_radius_px-vertex2pixel.border_thickness_px, 0)); border_sdf_t = smoothstep(0, 2*vertex2pixel.softness_px, border_sdf_s); } if(border_sdf_t < 0.001f) { discard; } // rjf: sample for corners float corner_sdf_t = 1; if(vertex2pixel.corner_radius_px > 0 || vertex2pixel.softness_px > 0.75f) { float corner_sdf_s = rect_sdf(sdf_sample_pos, vertex2pixel.rect_half_size_px - float2(vertex2pixel.softness_px*2.f, vertex2pixel.softness_px*2.f), vertex2pixel.corner_radius_px); corner_sdf_t = 1-smoothstep(0, 2*vertex2pixel.softness_px, corner_sdf_s); } // rjf: form+return final color float4 final_color = albedo_sample; final_color *= tint; final_color.a *= opacity; final_color.a *= corner_sdf_t; final_color.a *= border_sdf_t; return final_color; } """ //////////////////////////////// //~ rjf: Blur Shaders @embed_string r_d3d11_g_blur_shader_src: """ cbuffer Globals : register(b0) { float4 rect; float4 corner_radii_px; float2 direction; float2 viewport_size; uint blur_count; } cbuffer Kernel : register(b1) { float4 kernel[32]; } struct CPU2Vertex { uint vertex_id : SV_VertexID; }; struct Vertex2Pixel { float4 position : SV_POSITION; float2 texcoord : TEX; float2 sdf_sample_pos : SDF; nointerpolation float2 rect_half_size : RHS; float corner_radius : RAD; }; Texture2D stage_t2d : register(t0); SamplerState stage_sampler : register(s0); float rect_sdf(float2 sample_pos, float2 rect_half_size, float r) { return length(max(abs(sample_pos) - rect_half_size + r, 0.0)) - r; } //- rjf: vertex shader Vertex2Pixel vs_main(CPU2Vertex c2v) { float2 vertex_positions__scrn[] = { rect.xw, rect.xy, rect.zw, rect.zy, }; float corner_radii__px[] = { corner_radii_px.y, corner_radii_px.x, corner_radii_px.w, corner_radii_px.z, }; float2 cornercoords__pct = float2( (c2v.vertex_id >> 1) ? 1.f : 0.f, (c2v.vertex_id & 1) ? 0.f : 1.f); float2 vertex_position__pct = vertex_positions__scrn[c2v.vertex_id] / viewport_size; float2 vertex_position__scr = 2.f * vertex_position__pct - 1.f; float2 rect_half_size = float2((rect.z-rect.x)/2, (rect.w-rect.y)/2); Vertex2Pixel v2p; { v2p.position = float4(vertex_position__scr.x, -vertex_position__scr.y, 0.f, 1.f); v2p.texcoord = vertex_position__pct; v2p.sdf_sample_pos = (2.f * cornercoords__pct - 1.f) * rect_half_size; v2p.rect_half_size = rect_half_size - 2.f; v2p.corner_radius = corner_radii__px[c2v.vertex_id]; } return v2p; } //- rjf: pixel shader float4 ps_main(Vertex2Pixel v2p) : SV_TARGET { // rjf: blend weighted texture samples into color float3 color = kernel[0].x * stage_t2d.Sample(stage_sampler, v2p.texcoord).rgb; for(uint i = 1; i < blur_count; i += 1) { float weight = kernel[i].x; float offset = kernel[i].y; color += weight * stage_t2d.Sample(stage_sampler, v2p.texcoord - offset * direction).rgb; color += weight * stage_t2d.Sample(stage_sampler, v2p.texcoord + offset * direction).rgb; } // rjf: sample for corners float corner_sdf_s = rect_sdf(v2p.sdf_sample_pos, v2p.rect_half_size, v2p.corner_radius); float corner_sdf_t = 1-smoothstep(0, 2, corner_sdf_s); // rjf: weight output color by sdf // this is doing alpha testing, leave blurring only where mostly opaque pixels are if (corner_sdf_t < 0.9f) { discard; } return float4(color, 1.f); } """ //////////////////////////////// //~ rjf: Mesh Shaders @embed_string r_d3d11_g_mesh_shader_src: """ cbuffer Uniforms : register(b0) { row_major float4x4 xform; } struct CPU2Vertex { float3 position : POS; float3 normal : NOR; float2 texcoord : TEX; float3 color : COL; }; struct Vertex2Pixel { float4 position : SV_POSITION; float2 texcoord : TEX; float4 color : COL; }; Vertex2Pixel vs_main(CPU2Vertex c2v) { Vertex2Pixel v2p; v2p.position = mul(float4(c2v.position, 1.f), xform); v2p.texcoord = c2v.texcoord; v2p.color = float4(c2v.color, 1.f); return v2p; } float4 ps_main(Vertex2Pixel v2p) : SV_TARGET { return v2p.color; } """; //////////////////////////////// //~ rjf: Geo3D Composition Shaders @embed_string r_d3d11_g_geo3dcomposite_shader_src: """ struct CPU2Vertex { uint vertex_id : SV_VertexID; }; struct Vertex2Pixel { float4 position : SV_POSITION; float2 texcoord : TEX; }; Texture2D stage_t2d : register(t0); SamplerState stage_sampler : register(s0); //- rjf: vertex shader Vertex2Pixel vs_main(CPU2Vertex c2v) { float4 vertex_positions__modl[] = { float4(0, 0, 0, 1), float4(0, 1, 0, 1), float4(1, 0, 0, 1), float4(1, 1, 0, 1), }; float4 vertex_position__modl = vertex_positions__modl[c2v.vertex_id]; float4 vertex_position__clip = float4(2*vertex_position__modl.x - 1, 2*vertex_position__modl.y - 1, 0, 1); float2 texcoord = float2(vertex_position__modl.x, vertex_position__modl.y); texcoord.y = 1-texcoord.y; Vertex2Pixel v2p; { v2p.position = vertex_position__clip; v2p.texcoord = texcoord; } return v2p; } //- rjf: pixel shader float4 ps_main(Vertex2Pixel v2p) : SV_TARGET { float4 final_color = stage_t2d.Sample(stage_sampler, v2p.texcoord); return final_color; } """ //////////////////////////////// //~ rjf: Finalize Shaders @embed_string r_d3d11_g_finalize_shader_src: """ struct CPU2Vertex { uint vertex_id : SV_VertexID; }; struct Vertex2Pixel { float4 position : SV_POSITION; float2 texcoord : TEX; }; Texture2D stage_t2d : register(t0); SamplerState stage_sampler : register(s0); //- rjf: vertex shader Vertex2Pixel vs_main(CPU2Vertex c2v) { float4 vertex_positions__modl[] = { float4(0, 0, 0, 1), float4(0, 1, 0, 1), float4(1, 0, 0, 1), float4(1, 1, 0, 1), }; float4 vertex_position__modl = vertex_positions__modl[c2v.vertex_id]; float4 vertex_position__clip = float4(2*vertex_position__modl.x - 1, 2*vertex_position__modl.y - 1, 0, 1); float2 texcoord = float2(vertex_position__modl.x, vertex_position__modl.y); texcoord.y = 1-texcoord.y; Vertex2Pixel v2p; { v2p.position = vertex_position__clip; v2p.texcoord = texcoord; } return v2p; } //- rjf: pixel shader float4 ps_main(Vertex2Pixel v2p) : SV_TARGET { float4 final_color = stage_t2d.Sample(stage_sampler, v2p.texcoord); final_color.a = 1; return final_color; } """ //////////////////////////////// //~ rjf: Table Generators @enum R_D3D11_VShadKind: { @expand(R_D3D11_VShadTable a) `$(a.name)`, COUNT, } @enum R_D3D11_PShadKind: { @expand(R_D3D11_PShadTable a) `$(a.name)`, COUNT, } @enum R_D3D11_UniformTypeKind: { @expand(R_D3D11_UniformTypeTable a) `$(a.name)`, COUNT, } @c_file @data(`String8*`) r_d3d11_g_vshad_kind_source_table: { @expand(R_D3D11_VShadTable a) `&$(a.source)`; } @c_file @data(String8) r_d3d11_g_vshad_kind_source_name_table: { @expand(R_D3D11_VShadTable a) `str8_lit_comp("$(a.source)")`; } @c_file @data(`D3D11_INPUT_ELEMENT_DESC *`) r_d3d11_g_vshad_kind_elements_ptr_table: { @expand(R_D3D11_VShadTable a) `$(a.ilay_table)`; } @c_file @data(U64) r_d3d11_g_vshad_kind_elements_count_table: { @expand(R_D3D11_VShadTable a) `$(a.ilay_table != 0 -> "ArrayCount("..a.ilay_table..")") $(a.ilay_table == 0 -> "0")`; } @c_file @data(`String8*`) r_d3d11_g_pshad_kind_source_table: { @expand(R_D3D11_PShadTable a) `&$(a.source)`; } @c_file @data(String8) r_d3d11_g_pshad_kind_source_name_table: { @expand(R_D3D11_PShadTable a) `str8_lit_comp("$(a.source)")`; } @c_file @data(U64) r_d3d11_g_uniform_type_kind_size_table: { @expand(R_D3D11_UniformTypeTable a) `sizeof(R_D3D11_Uniforms_$(a.name))`; }