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Voronoi.fx
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//--------------------------------------------------------------------------------------
// Variables
//--------------------------------------------------------------------------------------
matrix ModelViewProjectionMatrix;
matrix NormalMatrix;
Texture2D SurfaceTexture;
Texture2D ColorSliceTex2D;
Texture2D DistSliceTex2D;
float4 vBBMin;
float4 vBBMax;
int iSliceIndex;
float3 vTextureSize;
bool bIsTextured;
float fIsoSurfaceVal;
//--------------------------------------------------------------------------------------
// Sampler
//--------------------------------------------------------------------------------------
SamplerState linearSamplerBorder
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Border;
AddressV = Border;
};
SamplerState linearSamplerClamp
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Clamp;
AddressV = Clamp;
};
//--------------------------------------------------------------------------------------
// States
//--------------------------------------------------------------------------------------
// RasterizerState
RasterizerState RS_CullDisabled
{
MultiSampleEnable = False;
CullMode = None;
ScissorEnable = true;
};
// BlendState
BlendState BS_NoBlending
{
BlendEnable[0] = false;
RenderTargetWriteMask[0] = 0x0F;
};
// DepthStencilState
DepthStencilState DSS_NonZeroRule
{
DepthEnable = FALSE;
DepthWriteMask = ZERO;
//stencil
StencilEnable = true;
StencilReadMask = 0x00;
StencilWriteMask = 0xFF;
FrontFaceStencilFunc = Always;
FrontFaceStencilPass = Decr;
FrontFaceStencilFail = Keep;
BackFaceStencilFunc = Always;
BackFaceStencilPass = Incr;
BackFaceStencilFail = Keep;
};
DepthStencilState EnableDepth
{
DepthEnable = TRUE;
Depthfunc = LESS_EQUAL;
DepthWriteMask = ALL;
StencilEnable = FALSE;
};
DepthStencilState DSS_Disabled
{
DepthEnable = FALSE;
DepthWriteMask = ZERO;
//stencil
//StencilEnable = FALSE;
//StencilReadMask = 0x00;
//StencilWriteMask = 0x00;
};
//--------------------------------------------------------------------------------------
// Structs
//--------------------------------------------------------------------------------------
struct VS_VORONOI_INPUT
{
float3 pos : POSITION;
float2 tex : TEXCOORD;
float4 color : COLOR;
};
struct GS_VORONOI_INPUT
{
float4 pos : POSITION;
float3 pos2 : TEXTURE0;
float2 tex : TEXCOORD;
float4 color : COLOR;
};
struct GS_TRIANGLE_VORONOI_OUTPUT
{
float4 pos : SV_Position;
float3 normal : NORMAL;
float2 tex : TEXCOORD;
float4 pos2 : TEXTURE0;
float4 trianglepoint : TEXTURE1;
float4 color : COLOR;
};
struct GS_EDGE_VORONOI_OUTPUT
{
float4 pos : SV_Position;
float2 tex : TEXCOORD;
float4 vec1 : TEXTURE0;
float4 vec2 : TEXTURE1;
float4 pos2 : TEXTURE2;
float4 color : COLOR;
};
struct GS_VERTEX_VORONOI_OUTPUT
{
float4 pos : SV_Position;
float2 tex : TEXCOORD;
float4 vertex : TEXTURE0;
float4 pos2 : TEXTURE1;
float4 color : COLOR;
};
struct PS_VORONOI_OUTPUT
{
float4 color : SV_Target0;
float4 distdir : SV_Target1;
float depth : SV_Depth;
};
struct VS_2DTO3D_INPUT
{
float3 pos : POSITION;
float2 tex : TEXCOORD;
};
struct GS_2DTO3D_INPUT
{
float4 pos : SV_Position;
float2 tex : TEXCOORD;
};
struct PS_2DTO3D_INPUT
{
float4 pos : SV_Position;
float2 tex : TEXCOORD;
uint RTIndex : SV_RenderTargetArrayIndex;
};
struct PS_2DTO3D_OUTPUT
{
float4 color : SV_Target0;
float4 distdir : SV_Target1;
};
//--------------------------------------------------------------------------------------
// Helper Functions
//--------------------------------------------------------------------------------------
float4 interpolate(float4 p1, float4 p2, float sliceDepth)
{
float zDist = p2.z - p1.z;
float zWeight = (sliceDepth - p1.z)/zDist;
return lerp(p1, p2, float4(zWeight, zWeight, zWeight, zWeight));
}
float2 interpolateTexCoord(float4 p1, float4 p2, float2 tex1, float2 tex2, float sliceDepth)
{
float zDist = p2.z - p1.z;
float zWeight = (sliceDepth - p1.z)/zDist;
return lerp(tex1, tex2, float2(zWeight, zWeight));
}
void TriangleCalcDistanceAndAppend(triangle GS_TRIANGLE_VORONOI_OUTPUT vertices[3], inout TriangleStream<GS_TRIANGLE_VORONOI_OUTPUT> tStream, float sliceDepth, bool bSliceDepthGreater)
{
GS_TRIANGLE_VORONOI_OUTPUT output;
float3 normal = vertices[0].normal;
float3 reltex = vTextureSize / vTextureSize.z;
if((bSliceDepthGreater && normal.z < 0)||(!bSliceDepthGreater && normal.z > 0))
normal = -normal;
//normalize the normal for the z-value, so we can easily
//compute the distance-normal vector between the point
//and the slice
normal /= abs(normal.z);
for(int v = 0; v < 3; v++)
{
//distance of the point to the slice
float distPosToSliceZ = abs(sliceDepth - vertices[v].pos.z);
//distance-normal between point of the triangle and slice
float3 normalToPosAtSlice = normal*distPosToSliceZ;
output.normal = normalize(normal);
output.pos = float4(vertices[v].pos.x+normalToPosAtSlice.x*2/reltex.x, vertices[v].pos.y+normalToPosAtSlice.y*2/reltex.y, sliceDepth, 1.0f);
output.pos2 = output.pos;
output.trianglepoint = vertices[0].pos;
output.tex = vertices[v].tex;
output.color = vertices[v].color;
tStream.Append(output);
}
tStream.RestartStrip();
}
void TriangleCalcDistanceAndAppendNormalParallel(GS_TRIANGLE_VORONOI_OUTPUT interVec1, GS_TRIANGLE_VORONOI_OUTPUT interVec2, inout TriangleStream<GS_TRIANGLE_VORONOI_OUTPUT> tStream)
{
GS_TRIANGLE_VORONOI_OUTPUT output;
output.trianglepoint = interVec1.pos;
output.normal = normalize(interVec1.normal);
float sliceDepth = iSliceIndex/vTextureSize.z;
float3 nL = normalize(interVec1.normal);
float3 nR = -nL;
float3 vec1L, vec2L, vec1R, vec2R;
vec1L = interVec1.pos.xyz + 3 * nL;
vec2L = interVec2.pos.xyz + 3 * nL;
vec1R = interVec1.pos.xyz + 3 * nR;
vec2R = interVec2.pos.xyz + 3 * nR;
output.pos = float4(vec2L.xy, sliceDepth, 1.0f);
output.tex = interVec2.tex;
output.color = interVec2.color;
output.pos2 = output.pos;
tStream.Append(output);
output.pos = float4(vec1L.xy, sliceDepth, 1.0f);
output.tex = interVec1.tex;
output.color = interVec1.color;
output.pos2 = output.pos;
tStream.Append(output);
output.pos = float4(interVec1.pos.xy, sliceDepth, 1.0f);
output.tex = interVec1.tex;
output.color = interVec1.color;
output.pos2 = output.pos;
tStream.Append(output);
tStream.RestartStrip();
output.pos = float4(vec2L.xy, sliceDepth, 1.0f);
output.tex = interVec2.tex;
output.color = interVec2.color;
output.pos2 = output.pos;
tStream.Append(output);
output.pos = float4(interVec1.pos.xy, sliceDepth, 1.0f);
output.tex = interVec1.tex;
output.color = interVec1.color;
output.pos2 = output.pos;
tStream.Append(output);
output.pos = float4(interVec2.pos.xy, sliceDepth, 1.0f);
output.tex = interVec2.tex;
output.color = interVec2.color;
output.pos2 = output.pos;
tStream.Append(output);
tStream.RestartStrip();
output.pos = float4(interVec2.pos.xy, sliceDepth, 1.0f);
output.tex = interVec2.tex;
output.color = interVec2.color;
output.pos2 = output.pos;
tStream.Append(output);
output.pos = float4(interVec1.pos.xy, sliceDepth, 1.0f);
output.tex = interVec1.tex;
output.color = interVec1.color;
output.pos2 = output.pos;
tStream.Append(output);
output.pos = float4(vec1R.xy, sliceDepth, 1.0f);
output.tex = interVec1.tex;
output.color = interVec1.color;
output.pos2 = output.pos;
tStream.Append(output);
tStream.RestartStrip();
output.pos = float4(interVec2.pos.xy, sliceDepth, 1.0f);
output.tex = interVec2.tex;
output.color = interVec2.color;
output.pos2 = output.pos;
tStream.Append(output);
output.pos = float4(vec1R.xy, sliceDepth, 1.0f);
output.tex = interVec1.tex;
output.color = interVec1.color;
output.pos2 = output.pos;
tStream.Append(output);
output.pos = float4(vec2R.xy, sliceDepth, 1.0f);
output.tex = interVec2.tex;
output.color = interVec2.color;
output.pos2 = output.pos;
tStream.Append(output);
tStream.RestartStrip();
}
void EdgeProjectOntoSlice(GS_EDGE_VORONOI_OUTPUT output, GS_VORONOI_INPUT vec1, GS_VORONOI_INPUT vec2, inout TriangleStream<GS_EDGE_VORONOI_OUTPUT> tStream, float fSliceDepth, bool bSliceDepthGreater)
{
float3 a = float3(0.0f, 0.0f, 0.0f);
output.tex = vec1.tex;
output.color = vec1.color;
vec1.pos /= vec1.pos.w;
vec2.pos /= vec2.pos.w;
if(vec1.pos.z == vec2.pos.z)
{
float3 edge = mul((vec1.pos2 - vec2.pos2), (float3x3)NormalMatrix);
float3 nL = normalize(float3(-edge.y, edge.x, 0.0));
float3 nR = normalize(float3(edge.y, -edge.x, 0.0));
float3 vec1L, vec2L, vec1R, vec2R;
vec1L = vec1.pos.xyz + 3 * nL;
vec2L = vec2.pos.xyz + 3 * nL;
vec1R = vec1.pos.xyz + 3 * nR;
vec2R = vec2.pos.xyz + 3 * nR;
output.pos = float4(vec2L.xy, fSliceDepth, 1.0f);
output.tex = vec2.tex;
output.pos2 = output.pos;
tStream.Append(output);
output.pos = float4(vec1L.xy, fSliceDepth, 1.0f);
output.tex = vec1.tex;
output.pos2 = output.pos;
tStream.Append(output);
output.pos = float4(vec1R.xy, fSliceDepth, 1.0f);
output.tex = vec1.tex;
output.pos2 = output.pos;
tStream.Append(output);
tStream.RestartStrip();
output.pos = float4(vec2R.xy, fSliceDepth, 1.0f);
output.tex = vec2.tex;
output.pos2 = output.pos;
tStream.Append(output);
output.pos = float4(vec1R.xy, fSliceDepth, 1.0f);
output.tex = vec1.tex;
output.pos2 = output.pos;
tStream.Append(output);
output.pos = float4(vec2L.xy, fSliceDepth, 1.0f);
output.tex = vec2.tex;
output.pos2 = output.pos;
tStream.Append(output);
tStream.RestartStrip();
return;
}
else if(vec1.pos.z < vec2.pos.z)
{
if(bSliceDepthGreater)
a = vec1.pos2 - vec2.pos2;
else
a = vec2.pos2 - vec1.pos2;
}
else if(vec1.pos.z > vec2.pos.z)
{
if(bSliceDepthGreater)
a = vec2.pos2 - vec1.pos2;
else
a = vec1.pos2 - vec2.pos2;
}
a = mul(a, (float3x3)NormalMatrix);
//case if edge points only in z-direction and you can not map it to a slice
if(a.x == 0 && a.y == 0)
{
float2 tex = interpolateTexCoord(vec1.pos, vec2.pos, vec1.tex, vec2.tex, fSliceDepth);
output.tex = tex;
output.pos = float4(-1.0f, -1.0f, fSliceDepth, 1.0f);
output.pos2 = output.pos;
tStream.Append(output);
output.pos = float4(-1.0f, 1.0f, fSliceDepth, 1.0f);
output.pos2 = output.pos;
tStream.Append(output);
output.pos = float4(1.0f, 1.0f, fSliceDepth, 1.0f);
output.pos2 = output.pos;
tStream.Append(output);
tStream.RestartStrip();
output.pos = float4(-1.0f, -1.0f, fSliceDepth, 1.0f);
output.pos2 = output.pos;
tStream.Append(output);
output.pos = float4(1.0f, 1.0f, fSliceDepth, 1.0f);
output.pos2 = output.pos;
tStream.Append(output);
output.pos = float4(1.0f, -1.0f, fSliceDepth, 1.0f);
output.pos2 = output.pos;
tStream.Append(output);
tStream.RestartStrip();
return;
}
float3 b = float3(a.x, a.y, 0);
float3 b_a = dot(a,b)/dot(a,a)*a;
float3 normalToSlice = normalize(b - b_a);
normalToSlice /= abs(normalToSlice.z);
//project edge to the slice
float dist1 = abs(vec1.pos.z - fSliceDepth);
float dist2 = abs(vec2.pos.z - fSliceDepth);
float3 reltex = vTextureSize / vTextureSize.z;
float3 newVec1 = vec1.pos.xyz + normalToSlice*dist1*2*(1/reltex);
float3 newVec2 = vec2.pos.xyz + normalToSlice*dist2*2*(1/reltex);
float3 newEdge = newVec2 - newVec1;
float3 nL = normalize(float3(-newEdge.y, newEdge.x, 0.0));
float3 nR = normalize(float3(newEdge.y, -newEdge.x, 0.0));
float3 vec1L, vec2L, vec1R, vec2R;
vec1L = newVec1 + 3 * nL;
vec2L = newVec2 + 3 * nL;
vec1R = newVec1 + 3 * nR;
vec2R = newVec2 + 3 * nR;
output.pos = float4(vec2L.xy, fSliceDepth, 1.0f);
output.tex = vec2.tex;
output.pos2 = output.pos;
tStream.Append(output);
output.pos = float4(vec1L.xy, fSliceDepth, 1.0f);
output.tex = vec1.tex;
output.pos2 = output.pos;
tStream.Append(output);
output.pos = float4(vec1R.xy, fSliceDepth, 1.0f);
output.tex = vec1.tex;
output.pos2 = output.pos;
tStream.Append(output);
tStream.RestartStrip();
output.pos = float4(vec2R.xy, fSliceDepth, 1.0f);
output.tex = vec2.tex;
output.pos2 = output.pos;
tStream.Append(output);
output.pos = float4(vec1R.xy, fSliceDepth, 1.0f);
output.tex = vec1.tex;
output.pos2 = output.pos;
tStream.Append(output);
output.pos = float4(vec2L.xy, fSliceDepth, 1.0f);
output.tex = vec2.tex;
output.pos2 = output.pos;
tStream.Append(output);
tStream.RestartStrip();
}
void CalculateEdgeProjection(GS_VORONOI_INPUT vec1, GS_VORONOI_INPUT vec2, float fSliceDepth, inout TriangleStream<GS_EDGE_VORONOI_OUTPUT> tStream)
{
GS_EDGE_VORONOI_OUTPUT output;
output.vec1 = vec1.pos;
output.vec2 = vec2.pos;
output.color = vec1.color;
if(vec1.pos.z <= fSliceDepth && vec2.pos.z <= fSliceDepth)
{
if(vec1.pos.x == vec2.pos.x && vec1.pos.y == vec2.pos.y)
return;
EdgeProjectOntoSlice(output, vec1, vec2, tStream, fSliceDepth, true);
}
else if(vec1.pos.z >= fSliceDepth && vec2.pos.z >= fSliceDepth)
{
if(vec1.pos.x == vec2.pos.x && vec1.pos.y == vec2.pos.y)
return;
EdgeProjectOntoSlice(output, vec1, vec2, tStream, fSliceDepth, false);
}
else// case when slice divides edge in 2 parts
{
GS_VORONOI_INPUT interVec;
interVec.pos = interpolate(vec1.pos, vec2.pos, fSliceDepth);
interVec.tex = interpolateTexCoord(vec1.pos, vec2.pos, vec1.tex, vec2.tex, fSliceDepth);
float zDist = vec2.pos.z - vec1.pos.z;
float zWeight = (fSliceDepth - vec1.pos.z)/zDist;
interVec.pos2 = lerp(vec1.pos2, vec2.pos2, float3(zWeight, zWeight, zWeight));
if(vec1.pos.z < fSliceDepth)
{
EdgeProjectOntoSlice(output, vec1, interVec, tStream, fSliceDepth, true);
EdgeProjectOntoSlice(output, vec2, interVec, tStream, fSliceDepth, false);
}
else
{
EdgeProjectOntoSlice(output, vec1, interVec, tStream, fSliceDepth, false);
EdgeProjectOntoSlice(output, vec2, interVec, tStream, fSliceDepth, true);
}
}
}
void CalculatePointProjection(GS_VORONOI_INPUT vec, float fSliceDepth, inout TriangleStream<GS_VERTEX_VORONOI_OUTPUT> tStream)
{
GS_VERTEX_VORONOI_OUTPUT output;
output.color = vec.color;
output.tex = vec.tex;
output.vertex = vec.pos;
output.pos = float4(-1.0f, -1.0f, fSliceDepth, 1.0f);
output.pos2 = output.pos;
tStream.Append(output);
output.pos = float4(-1.0f, 1.0f, fSliceDepth, 1.0f);
output.pos2 = output.pos;
tStream.Append(output);
output.pos = float4(1.0f, 1.0f, fSliceDepth, 1.0f);
output.pos2 = output.pos;
tStream.Append(output);
tStream.RestartStrip();
output.pos = float4(-1.0f, -1.0f, fSliceDepth, 1.0f);
output.pos2 = output.pos;
tStream.Append(output);
output.pos = float4(1.0f, 1.0f, fSliceDepth, 1.0f);
output.pos2 = output.pos;
tStream.Append(output);
output.pos = float4(1.0f, -1.0f, fSliceDepth, 1.0f);
output.pos2 = output.pos;
tStream.Append(output);
tStream.RestartStrip();
}
//--------------------------------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------------------------------
GS_VORONOI_INPUT VoronoiVS(VS_VORONOI_INPUT input)
{
GS_VORONOI_INPUT output;
output.pos = mul(float4(input.pos, 1.0f), ModelViewProjectionMatrix);
output.pos2 = input.pos;
output.tex = input.tex;
output.color = input.color;
return output;
}
GS_2DTO3D_INPUT VS_2Dto3D(VS_2DTO3D_INPUT input)
{
GS_2DTO3D_INPUT output;
output.pos = float4(input.pos, 1.0f);
output.tex = input.tex;
return output;
}
//--------------------------------------------------------------------------------------
// Geometry Shader
//--------------------------------------------------------------------------------------
[maxvertexcount(12)]
void VoronoiTriangleGS( triangle GS_VORONOI_INPUT input[3], inout TriangleStream<GS_TRIANGLE_VORONOI_OUTPUT> tStream)
{
GS_TRIANGLE_VORONOI_OUTPUT triangle1[3];
triangle1[0].pos = input[0].pos;
triangle1[0].tex = input[0].tex;
triangle1[0].color = input[0].color;
triangle1[0].trianglepoint = float4(0.0, 0.0, 0.0, 0.0);//dummy initialization, so that shader compiles
triangle1[1].pos = input[1].pos;
triangle1[1].tex = input[1].tex;
triangle1[1].color = input[1].color;
triangle1[1].trianglepoint = float4(0.0, 0.0, 0.0, 0.0);
triangle1[2].pos = input[2].pos;
triangle1[2].tex = input[2].tex;
triangle1[2].color = input[2].color;
triangle1[2].trianglepoint = float4(0.0, 0.0, 0.0, 0.0);
float3 u = input[0].pos2 - input[1].pos2;
float3 v = input[0].pos2 - input[2].pos2;
float3 norm = mul(normalize(cross(u, v)), (float3x3)NormalMatrix);
triangle1[0].normal = norm;
triangle1[1].normal = norm;
triangle1[2].normal = norm;
//Calculate depth of the current slice
float sliceDepth = iSliceIndex/vTextureSize.z;
// check if all points of the triangle have a higher/lower z value as the sliceindex-depth
if(input[0].pos.z <= sliceDepth && input[1].pos.z <= sliceDepth && input[2].pos.z <= sliceDepth)
{
//return;//DEBUG
TriangleCalcDistanceAndAppend(triangle1, tStream, sliceDepth, true);
}
else if(input[0].pos.z >= sliceDepth && input[1].pos.z >= sliceDepth && input[2].pos.z >= sliceDepth)
{
//return;//DEBUG
TriangleCalcDistanceAndAppend(triangle1, tStream, sliceDepth, false);
}
else
{
//divide triangle into 3 triangles, divided by the slice
//calculate distance function for each polygon
GS_TRIANGLE_VORONOI_OUTPUT interVec1 = triangle1[0];
GS_TRIANGLE_VORONOI_OUTPUT interVec2 = triangle1[0];
//calculate interpolated vectors and create the 3 triangles
if(input[0].pos.z < sliceDepth)
{
//case 2.3
if(input[1].pos.z < sliceDepth)
{
interVec1.pos = interpolate(input[0].pos, input[2].pos, sliceDepth);
interVec2.pos = interpolate(input[1].pos, input[2].pos, sliceDepth);
interVec1.tex = interpolateTexCoord(input[0].pos, input[2].pos, input[0].tex, input[2].tex, sliceDepth);
interVec2.tex = interpolateTexCoord(input[1].pos, input[2].pos, input[1].tex, input[2].tex, sliceDepth);
if(triangle1[0].normal.z == 0)
{
TriangleCalcDistanceAndAppendNormalParallel(interVec1, interVec2, tStream);
}
else
{
//return;//DEBUG
//triangle 1: 0,1,interVec1
triangle1[0].pos = input[0].pos;
triangle1[0].tex = input[0].tex;
triangle1[1].pos = input[1].pos;
triangle1[1].tex = input[1].tex;
triangle1[2].pos = interVec1.pos;
triangle1[2].tex = interVec1.tex;
TriangleCalcDistanceAndAppend(triangle1, tStream, sliceDepth, true);
//triangle 2: 1,iV1,iV2
triangle1[0].pos = input[1].pos;
triangle1[0].tex = input[1].tex;
triangle1[1].pos = interVec1.pos;
triangle1[1].tex = interVec1.tex;
triangle1[2].pos = interVec2.pos;
triangle1[2].tex = interVec2.tex;
TriangleCalcDistanceAndAppend(triangle1, tStream, sliceDepth, true);
//triangle 3: 2,iV1,iV2
triangle1[0].pos = input[2].pos;
triangle1[0].tex = input[2].tex;
triangle1[1].pos = interVec1.pos;
triangle1[1].tex = interVec1.tex;
triangle1[2].pos = interVec2.pos;
triangle1[2].tex = interVec2.tex;
TriangleCalcDistanceAndAppend(triangle1, tStream, sliceDepth, false);
}
}
//case 2.2
else if(input[2].pos.z < sliceDepth)
{
//interpolate between 0 and 1 and between 1 and 2
interVec1.pos = interpolate(input[0].pos, input[1].pos, sliceDepth);
interVec2.pos = interpolate(input[2].pos, input[1].pos, sliceDepth);
interVec1.tex = interpolateTexCoord(input[0].pos, input[1].pos, input[0].tex, input[1].tex, sliceDepth);
interVec2.tex = interpolateTexCoord(input[2].pos, input[1].pos, input[2].tex, input[1].tex, sliceDepth);
if(triangle1[0].normal.z == 0)
{
TriangleCalcDistanceAndAppendNormalParallel(interVec1, interVec2, tStream);
}
else
{
//return;//DEBUG
//triangle 1: 0,2,iV1
triangle1[0].pos = input[0].pos;
triangle1[0].tex = input[0].tex;
triangle1[1].pos = input[2].pos;
triangle1[1].tex = input[2].tex;
triangle1[2].pos = interVec1.pos;
triangle1[2].tex = interVec1.tex;
TriangleCalcDistanceAndAppend(triangle1, tStream, sliceDepth, true);
//triangle 2: 2,iV1,iV2
triangle1[0].pos = input[2].pos;
triangle1[0].tex = input[2].tex;
triangle1[1].pos = interVec1.pos;
triangle1[1].tex = interVec1.tex;
triangle1[2].pos = interVec2.pos;
triangle1[2].tex = interVec2.tex;
TriangleCalcDistanceAndAppend(triangle1, tStream, sliceDepth, true);
//triangle 3: 1,iV1,iV2
triangle1[0].pos = input[1].pos;
triangle1[0].tex = input[1].tex;
triangle1[1].pos = interVec1.pos;
triangle1[1].tex = interVec1.tex;
triangle1[2].pos = interVec2.pos;
triangle1[2].tex = interVec2.tex;
TriangleCalcDistanceAndAppend(triangle1, tStream, sliceDepth, false);
}
}
//case 1.1
else
{
//interpolate between 0 and 1 and between 0 and 2
interVec1.pos = interpolate(input[0].pos, input[1].pos, sliceDepth);
interVec2.pos = interpolate(input[0].pos, input[2].pos, sliceDepth);
interVec1.tex = interpolateTexCoord(input[0].pos, input[1].pos, input[0].tex, input[1].tex, sliceDepth);
interVec2.tex = interpolateTexCoord(input[0].pos, input[2].pos, input[0].tex, input[2].tex, sliceDepth);
if(triangle1[0].normal.z == 0)
{
TriangleCalcDistanceAndAppendNormalParallel(interVec1, interVec2, tStream);
}
else
{
//return;//DEBUG
//triangle 1: 1,2,iV2
triangle1[0].pos = input[1].pos;
triangle1[0].tex = input[1].tex;
triangle1[1].pos = input[2].pos;
triangle1[1].tex = input[2].tex;
triangle1[2].pos = interVec2.pos;
triangle1[2].tex = interVec2.tex;
TriangleCalcDistanceAndAppend(triangle1, tStream, sliceDepth, false);
//triangle 2: 1,iv1,iv2
triangle1[0].pos = input[1].pos;
triangle1[0].tex = input[1].tex;
triangle1[1].pos = interVec1.pos;
triangle1[1].tex = interVec1.tex;
triangle1[2].pos = interVec2.pos;
triangle1[2].tex = interVec2.tex;
TriangleCalcDistanceAndAppend(triangle1, tStream, sliceDepth, false);
//triangle 3: 0,iv1,iv2
triangle1[0].pos = input[0].pos;
triangle1[0].tex = input[0].tex;
triangle1[1].pos = interVec1.pos;
triangle1[1].tex = interVec1.tex;
triangle1[2].pos = interVec2.pos;
triangle1[2].tex = interVec2.tex;
TriangleCalcDistanceAndAppend(triangle1, tStream, sliceDepth, true);
}
}
}
else
{
//case 1.3
if(input[1].pos.z > sliceDepth)
{
//interpolate between 0 and 2 and between 1 and 2
interVec1.pos = interpolate(input[0].pos, input[2].pos, sliceDepth);
interVec2.pos = interpolate(input[1].pos, input[2].pos, sliceDepth);
interVec1.tex = interpolateTexCoord(input[0].pos, input[2].pos, input[0].tex, input[2].tex, sliceDepth);
interVec2.tex = interpolateTexCoord(input[1].pos, input[2].pos, input[1].tex, input[2].tex, sliceDepth);
if(triangle1[0].normal.z == 0)
{
TriangleCalcDistanceAndAppendNormalParallel(interVec1, interVec2, tStream);
}
else
{
//return;//DEBUG
//triangle 1: 0, iv1,iv2
triangle1[0].pos = input[0].pos;
triangle1[0].tex = input[0].tex;
triangle1[1].pos = interVec1.pos;
triangle1[1].tex = interVec1.tex;
triangle1[2].pos = interVec2.pos;
triangle1[2].tex = interVec2.tex;
TriangleCalcDistanceAndAppend(triangle1, tStream, sliceDepth, false);
//triangle 2: 0,1,iv2
triangle1[0].pos = input[0].pos;
triangle1[0].tex = input[0].tex;
triangle1[1].pos = input[1].pos;
triangle1[1].tex = input[1].tex;
triangle1[2].pos = interVec2.pos;
triangle1[2].tex = interVec2.tex;
TriangleCalcDistanceAndAppend(triangle1, tStream, sliceDepth, false);
//triangle 3: 2, iv1,iv2
triangle1[0].pos = input[2].pos;
triangle1[0].tex = input[2].tex;
triangle1[1].pos = interVec1.pos;
triangle1[1].tex = interVec1.tex;
triangle1[2].pos = interVec2.pos;
triangle1[2].tex = interVec2.tex;
TriangleCalcDistanceAndAppend(triangle1, tStream, sliceDepth, true);
}
}
//case 1.2
else if(input[2].pos.z > sliceDepth)
{
//interpolate between 0 and 1 and between 1 and 2
interVec1.pos = interpolate(input[0].pos, input[1].pos, sliceDepth);
interVec2.pos = interpolate(input[1].pos, input[2].pos, sliceDepth);
interVec1.tex = interpolateTexCoord(input[0].pos, input[1].pos, input[0].tex, input[1].tex, sliceDepth);
interVec2.tex = interpolateTexCoord(input[1].pos, input[2].pos, input[1].tex, input[2].tex, sliceDepth);
if(triangle1[0].normal.z == 0)
{
TriangleCalcDistanceAndAppendNormalParallel(interVec1, interVec2, tStream);
}
else
{
//return;//DEBUG
//triangle 1: 0, iv1, iv2
triangle1[0].pos = input[0].pos;
triangle1[0].tex = input[0].tex;
triangle1[1].pos = interVec1.pos;
triangle1[1].tex = interVec1.tex;
triangle1[2].pos = interVec2.pos;
triangle1[2].tex = interVec2.tex;
TriangleCalcDistanceAndAppend(triangle1, tStream, sliceDepth, false);
//triangle 2: 0,2,iv2
triangle1[0].pos = input[0].pos;
triangle1[0].tex = input[0].tex;
triangle1[1].pos = input[2].pos;
triangle1[1].tex = input[2].tex;
triangle1[2].pos = interVec2.pos;
triangle1[2].tex = interVec2.tex;
TriangleCalcDistanceAndAppend(triangle1, tStream, sliceDepth, false);
//triangle 3: 1,iv1,iv2
triangle1[0].pos = input[1].pos;
triangle1[0].tex = input[1].tex;
triangle1[1].pos = interVec1.pos;
triangle1[1].tex = interVec1.tex;
triangle1[2].pos = interVec2.pos;
triangle1[2].tex = interVec2.tex;
TriangleCalcDistanceAndAppend(triangle1, tStream, sliceDepth, true);
}
}
//case 2.1
else
{
//interpolate between 0 and 1 and between 0 and 2
interVec1.pos = interpolate(input[0].pos, input[1].pos, sliceDepth);
interVec2.pos = interpolate(input[0].pos, input[2].pos, sliceDepth);
interVec1.tex = interpolateTexCoord(input[0].pos, input[1].pos, input[0].tex, input[1].tex, sliceDepth);
interVec2.tex = interpolateTexCoord(input[0].pos, input[2].pos, input[0].tex, input[2].tex, sliceDepth);
if(triangle1[0].normal.z == 0)
{
TriangleCalcDistanceAndAppendNormalParallel(interVec1, interVec2, tStream);
}
else
{
//return;//DEBUG
//triangle 1: 0,iv1,iv2
triangle1[0].pos = input[0].pos;
triangle1[0].tex = input[0].tex;
triangle1[1].pos = interVec1.pos;
triangle1[1].tex = interVec1.tex;
triangle1[2].pos = interVec2.pos;
triangle1[2].tex = interVec2.tex;
TriangleCalcDistanceAndAppend(triangle1, tStream, sliceDepth, false);
//triangle 2: 1,2,iv1
triangle1[0].pos = input[1].pos;
triangle1[0].tex = input[1].tex;
triangle1[1].pos = input[2].pos;
triangle1[1].tex = input[2].tex;
triangle1[2].pos = interVec1.pos;
triangle1[2].tex = interVec1.tex;
TriangleCalcDistanceAndAppend(triangle1, tStream, sliceDepth, true);
//triangle 3: 2,iv1,iv2
triangle1[0].pos = input[2].pos;
triangle1[0].tex = input[2].tex;
triangle1[1].pos = interVec1.pos;
triangle1[1].tex = interVec1.tex;
triangle1[2].pos = interVec2.pos;
triangle1[2].tex = interVec2.tex;
TriangleCalcDistanceAndAppend(triangle1, tStream, sliceDepth, true);
}
}
}
}
}
[maxvertexcount(6)]
void VoronoiEdgeGS(line GS_VORONOI_INPUT input[2], inout TriangleStream<GS_EDGE_VORONOI_OUTPUT> tStream)
{
//Calculate depth of the current slice
float sliceDepth = iSliceIndex/vTextureSize.z;
GS_VORONOI_INPUT vec1 = input[0];
GS_VORONOI_INPUT vec2 = input[1];
vec1.pos /= vec1.pos.w;
vec2.pos /= vec2.pos.w;
CalculateEdgeProjection(vec1, vec2, sliceDepth, tStream);
}
[maxvertexcount(6)]
void VoronoiVertexGS(point GS_VORONOI_INPUT input[1], inout TriangleStream<GS_VERTEX_VORONOI_OUTPUT> tStream)
{
//Calculate depth of the current slice
float sliceDepth = iSliceIndex/vTextureSize.z;
CalculatePointProjection(input[0], sliceDepth, tStream);
}
[maxvertexcount(3)]
void GS_2Dto3D(triangle GS_2DTO3D_INPUT input[3], inout TriangleStream<PS_2DTO3D_INPUT> tStream)
{
PS_2DTO3D_INPUT output;
output.RTIndex = iSliceIndex;
for(int i = 0; i < 3; i++)
{
output.pos = input[i].pos;
output.tex = input[i].tex;
tStream.Append(output);
}
tStream.RestartStrip();
}
//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------
PS_VORONOI_OUTPUT VoronoiTrianglePS(GS_TRIANGLE_VORONOI_OUTPUT input)
{
PS_VORONOI_OUTPUT output;
if(bIsTextured)
output.color = SurfaceTexture.Sample(linearSamplerClamp, input.tex);
else
output.color = input.color;
output.color.a = fIsoSurfaceVal;
float3 tex = normalize(vTextureSize);
float3 normal = normalize(input.normal);
float3 punktaufebene = input.trianglepoint.xyz*tex;
float3 vertex = input.pos2.xyz * tex;
punktaufebene.z = punktaufebene.z*2 - 1;
vertex.z = vertex.z*2 - 1;
float d = normal.x*punktaufebene.x + normal.y*punktaufebene.y + normal.z*punktaufebene.z;
float dist = normal.x*vertex.x + normal.y*vertex.y + normal.z*vertex.z - d;
output.depth = abs(dist)/3;
output.distdir = float4(abs(dist), 0.0f, 0.0f, 1.0f);
return output;
}
PS_VORONOI_OUTPUT VoronoiEdgePS(GS_EDGE_VORONOI_OUTPUT input)
{
PS_VORONOI_OUTPUT output;
if(bIsTextured)
output.color = SurfaceTexture.Sample(linearSamplerClamp, input.tex);
else
output.color = input.color;
output.color.a = fIsoSurfaceVal;
float3 tex = normalize(vTextureSize);
float3 v1 = input.vec1.xyz * tex;
float3 v2 = input.vec2.xyz * tex;
float3 p = input.pos2.xyz * tex;
v1.z = v1.z*2 - 1;
v2.z = v2.z*2 - 1;
p.z = p.z*2 - 1;
float3 a = v1;
float3 b = v2 - v1;// gerade: g = a + t*b
float3 upper = cross(p-a, b);
float dist = length(upper)/length(b);
output.depth = dist/3;
float3 distdir = normalize(cross(b, upper));
output.distdir = float4(dist, 0.0f, 0.0f, 1.0f);
return output;
}
PS_VORONOI_OUTPUT VoronoiVertexPS(GS_VERTEX_VORONOI_OUTPUT input)
{
PS_VORONOI_OUTPUT output;
if(bIsTextured)