Extensible 3D (X3D)
Part 1: Architecture and base components
Annex J
(normative)
Microsoft High Level Shading Language (HLSL) binding
J.1 General
This annex defines the mapping of concepts of the programmable shaders
component to the Microsoft High Level Shading Language (HLSL) (see
[HLSL]). It applies to the ProgramShader,
ShaderProgram and PackagedShader nodes with the language field set to
"HLSL".
J.2 Topics
Table 1 provides links to the major topics in this
annex.
The vertex shader replaces the vertex processing done by the Microsoft
Direct3D graphics pipeline. While using a vertex shader, state information
regarding transformation and lighting operations is ignored by the
fixed-function pipeline. The HLSL specification states that the following
functionality is disabled if a vertex shader is supplied:
The model view matrix is not applied to vertex coordinates.
The projection matrix is not applied to vertex coordinates.
The texture matrices are not applied to texture coordinates.
The normals are not transformed to eye coordinates.
The normals are not rescaled or normalized.
Texture coordinates are not generated automatically.
Per vertex lighting is not performed.
Color material lighting is not performed.
Point size distance attenuation is not performed.
The fixed-function pipeline Direct3D graphics state is not available for use
within an HLSL shader program. Shaders that wish to make use of this data, such
as material, lighting, texture and transformation matrix state, shall declare
parameters of the appropriate type and pass values into them via declared fields
of the containing ShaderProgram node in the X3D scene graph. The parameter types
and mappings to those types from built-in X3D values are defined in
J.4 Data type and parameter mappings.
J.3.2 Fragment Shader
The fragment shader, also know as a pixel shader in HLSL, replaces the
fixed functionality of the Direct3D fragment processor. The HLSL specification
states that 鈥渢extures are not applied鈥 if a fragment shader is supplied.
The fixed function pipeline Direct3D graphics state is not available for use
within an HLSL pixel shader program. Shaders that wish to make use of this data,
such as material, lighting, texture and transformation matrix state, shall
declare parameters of the appropriate type and pass values into them via
declared fields of the containing ShaderProgram node in the X3D scene graph. The
parameter types and mappings to those types from built-in X3D values are defined
in
J.4 Data type and parameter mappings.
J.3.3 LoadSensor
The LoadSensor node (See 9.4.3
LoadSensor) has two output fields
isActive and isLoaded. The isLoaded field behaviour is
unchanged.
The isActive field is defined to issue a TRUE
event when all the following conditions have been satisfied:
The content identified by the url field has been successfully
loaded.
The shader program has been successfully compiled without error.
J.3.4 Vertex attributes
Each vertex attribute node directly maps the name field to a Direct3D
usage type for use within a Direct3D vertex declaration (with the prefix "D3DDECLUSAGE_"
prepended to the name), as well as an HLSL binding semantic of the same name
defined on the varying inputs to a shader program. This language binding allows
the use of the predefined Direct3D vertex declaration usage types and HLSL
binding semantics listed in
Table J.2.
The browser implementation shall automatically assign appropriate internal
index values for each attribute in the case where multiple nodes have the same
value in the name field.
J.4 Data Type and Parameter Mappings
J.4.1 Node fields
Fields that are of type SFNode/MFNode are ignored unless the value is of type
X3DTextureNode, X3DMaterialNode, or X3DLightNode. Field
instances of type X3DTextureNode are mapped according to the appropriate
Direct3D sampler data type. The mapping from texture nodes to built-in sampler
types is defined in
Table J.3.
Table J.3 — Mapping of X3D texture node types to HLSL sampler types
X3D Texture type
HLSL variable type
X3DTexture2DNode
sampler2D
X3DTexture3DNode
sampler3D
X3DEnvironmentTextureNode
samplerCube
X3D does not define mappings to the HLSL types sampler1D, sampler1DShadow and
sampler2DShadow.
Field instances of type X3DMaterialNode and X3DLightNode are
mapped to structures that shall be declared in the shader program as defined in
Table J.4.
Table J.4 — Mapping of X3D material and light node types to HLSL structure
declarations
Valid type member values are 1 for Point light, 2 for Spot light and 3
for Direction light.
All color values are 4-component with alpha value = 1.0.
All position, direction and scalar values are assumed to be in world space.
The on member specifies whether the light is enabled.
J.4.2 X3D field types to HLSL data types
Table J.5 specifies the mapping of X3D
field types to data types used in the HLSL Language.
Table J.5 — Mapping of X3D Field Types to HLSL Data Types
HLSL defines maximum supported lengths of each array data type, which may
conflict with the minimum support requirements for X3D.
J4.3 X3D world state to HLSL parameter names
Certain internal states of the X3D world, such as transformation matrices, or
the viewer's position in world space, are neither readily available via the HLSL
shader program nor directly accessible from the X3D scene graph. Thus, if used,
these state values shall be explicitly passed in to the shader program as named
parameters. This binding defines an automatic mapping of these states to
predefined shader program parameter names.
Table J.6
defines the mapping of internal states of the X3D world to parameter names used
in HLSL programs.
Table J.6 — Mapping of X3D world state to HLSL parameter names
Parameter name
Description
model
This name refers to the matrix transforming from local to global coordinates.
The model matrix transforms vertices from their model position to their position
in world space (i.e., after the effects of all Transform nodes have been
applied).
view
This name refers to the viewing matrix transforming from world to view relative
coordinates.
projection
This name refers to the projection matrix transforming from viewing relative
coordinates to clip space, including the projective part.
modelView
This name refers to the matrix that represents the concatenation of model and
view matrices. This matrix transforms vertices from their model position to
their position in view space (i.e., after the effects of all Transform
nodes and the current viewpoint have been applied).
modelViewProjection
This name refers to the matrix that represents the concatenation of model, view
and projection matrices. This matrix transforms vertices from their model
position to their final position in clip space.
viewPosition
This name refers to the current viewer position in world space coordinates.
The following suffixes can be applied to the matrix built-in values. A suffix of
I signifies the inverse of the matrix. T signifies the transpose of
the matrix. IT signifies the inverse transpose of the matrix.
J.5 Event model
J.5.1 Changing URL fields
When the url receives an event changing the value, the browser shall
immediately attempt to download the new source. Upon successful download, the
browser shall attempt to compile the new source and issue the appropriate
LoadSensor events. It shall not automatically activate the shader program, nor
disable the currently running shader.
Values defined at load time of the file do not require an explicit request to
activate the shader program. The browser shall be assumed to automatically
activate the program once all the objects have successfully downloaded. If some
of the shader source files are not downloaded or compiled (e.g., due to
errors) no activation will occur for the shader program.
J.5.2 Changing the attrib field
Per-vertex attributes may be defined as one of the fields of
X3DComposedGeometryNode. These may be changed at runtime by adding or
removing node instances. Adding new node instances to the field shall require
that the user request an explicit activate in order to make them visible to the
shader.
J.5.3 Activating programs
The user may, at any time, request that the browser activate the composing
shader objects by sending a TRUE value to the
activate inputOnly field of the ProgramShader or PackagedShader node. Users
may need to force a re-activation of the node under various circumstances, such
as changing the url field of one or more ShaderProgram or PackagedShader
nodes, or adding or removing ShaderProgram nodes from the programs field
of the ProgramShader node. Reactivating the shader shall replace the existing
shader with the new compiled shader for subsequent rendering.
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