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- //--------------------------------------------------------------------------------------
- // LineDraw.hlsl - Used to solid lines for GameCode4 (D3D11 renderer)
- //
- // Part of the GameCode4 Application
- //
- // GameCode4 is the sample application that encapsulates much of the source code
- // discussed in "Game Coding Complete - 4th Edition" by Mike McShaffry and David
- // "Rez" Graham, published by Charles River Media.
- // ISBN-10: 1133776574 | ISBN-13: 978-1133776574
- //
- // If this source code has found it's way to you, and you think it has helped you
- // in any way, do the authors a favor and buy a new copy of the book - there are
- // detailed explanations in it that compliment this code well. Buy a copy at Amazon.com
- // by clicking here:
- // http://www.amazon.com/gp/product/1133776574/ref=olp_product_details?ie=UTF8&me=&seller=
- //
- // There's a companion web site at http://www.mcshaffry.com/GameCode/
- //
- // The source code is managed and maintained through Google Code:
- // http://code.google.com/p/gamecode4/
- //
- // (c) Copyright 2012 Michael L. McShaffry and David Graham
- //
- // This program is free software; you can redistribute it and/or
- // modify it under the terms of the GNU Lesser GPL v3
- // as published by the Free Software Foundation.
- //
- // This program is distributed in the hope that it will be useful,
- // but WITHOUT ANY WARRANTY; without even the implied warranty of
- // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See
- // http://www.gnu.org/licenses/lgpl-3.0.txt for more details.
- //
- // You should have received a copy of the GNU Lesser GPL v3
- // along with this program; if not, write to the Free Software
- // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- //
- //--------------------------------------------------------------------------------------
- // This shader was originally posted here: http://www.gamedev.net/topic/609031-hlsl-line-geometry-shader/
- Texture2D LineTexture;
- //-----------------------------------------------------------------------------
- // Constant Buffers
- //-----------------------------------------------------------------------------
- cbuffer cbRenderTarget
- {
- float4 RenderTargetSize; // x,y are the only ones used.
- }
- cbuffer cbChangePerFrame
- {
- matrix WorldViewProjection;
- }
- cbuffer cbDiffuseColor
- {
- float4 DiffuseColor;
- }
- //-----------------------------------------------------------------------------
- // Shader Input / Output Structures
- //-----------------------------------------------------------------------------
- struct VS_INPUT
- {
- float4 Position : POSITION0;
- };
- struct GEO_IN
- {
- float4 Position : POSITION0;
- };
- struct GEO_OUT
- {
- float4 Position : SV_POSITION;
- float2 TexCoord : TEXCOORD;
- };
- struct PS_OUTPUT
- {
- float4 Color : SV_Target0;
- };
- GEO_IN VS_LineV2(in VS_INPUT input)
- {
- GEO_IN output;
- output.Position = mul(input.Position, WorldViewProjection);
- //output.Position = input.Position;
- return output;
- }
- [maxvertexcount(6)]
- void GS(line GEO_IN points[2], inout TriangleStream<GEO_OUT> output)
- {
- float4 p0 = points[0].Position;
- float4 p1 = points[1].Position;
- float w0 = p0.w;
- float w1 = p1.w;
- p0.xyz /= p0.w;
- p1.xyz /= p1.w;
- float3 line01 = p1 - p0;
- float3 dir = normalize(line01);
- // scale to correct window aspect ratio
- float3 ratio = float3(RenderTargetSize.y, RenderTargetSize.x, 0);
- ratio = normalize(ratio);
- float3 unit_z = normalize(float3(0, 0, -1));
- float3 normal = normalize(cross(unit_z, dir) * ratio);
- float width = 0.005;
- GEO_OUT v[4];
- float3 dir_offset = dir * ratio * width;
- float3 normal_scaled = normal * ratio * width;
- float3 p0_ex = p0 - dir_offset;
- float3 p1_ex = p1 + dir_offset;
- v[0].Position = float4(p0_ex - normal_scaled, 1) * w0;
- v[0].TexCoord = float2(0,0);
- v[1].Position = float4(p0_ex + normal_scaled, 1) * w0;
- v[1].TexCoord = float2(0,0);
- v[2].Position = float4(p1_ex + normal_scaled, 1) * w1;
- v[2].TexCoord = float2(0,0);
- v[3].Position = float4(p1_ex - normal_scaled, 1) * w1;
- v[3].TexCoord = float2(0,0);
- output.Append(v[2]);
- output.Append(v[1]);
- output.Append(v[0]);
- output.RestartStrip();
- output.Append(v[3]);
- output.Append(v[2]);
- output.Append(v[0]);
- output.RestartStrip();
- }
- PS_OUTPUT PS_LineV2(GEO_OUT input)
- {
- PS_OUTPUT output;
- //output.Color = LineTexture.Sample(LinearSampler, input.TexCoord);
- //output.Color = float4(input.TexCoord.xy, 0, 1);
- output.Color = DiffuseColor;
-
- return output;
- }
- technique10 LineV2Technique
- {
- pass P0
- {
- SetVertexShader(CompileShader(vs_4_0, VS_LineV2()));
- SetGeometryShader(CompileShader(gs_4_0, GS()));
- SetPixelShader(CompileShader(ps_4_0, PS_LineV2()));
- }
- }
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