mirror of
https://github.com/ncblakely/GiantsTools
synced 2024-11-21 21:55:38 +01:00
Optimizations to landscape shader. Use shared variables in shaders.
This commit is contained in:
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@ -63,59 +63,63 @@
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<ItemGroup>
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<CustomBuild Include="fx\LandBump.fx">
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||||
<FileType>Document</FileType>
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||||
<Command Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">"$(JUN10SDKUTILPATH)\fxc.exe" /LD /Zi /Tfx_2_0 %(FullPath) /Fo fxo\%(Filename).fxo</Command>
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||||
<Command Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">"$(JUN10SDKUTILPATH)\fxc.exe" /LD /Zi /Tfx_2_0 %(FullPath) /Fo fxo\%(Filename).fxo</Command>
|
||||
<Command Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">"$(JUN10SDKUTILPATH)\fxc.exe" /O1 /LD /Tfx_2_0 %(FullPath) /Fo fxo\%(Filename).fxo</Command>
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||||
<Command Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">"$(JUN10SDKUTILPATH)\fxc.exe" /O1 /LD /Tfx_2_0 %(FullPath) /Fo fxo\%(Filename).fxo</Command>
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||||
<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">fxo\%(Filename).fxo</Outputs>
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||||
<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">fxo\%(Filename).fxo</Outputs>
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||||
</CustomBuild>
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||||
<CustomBuild Include="fx\Ocean.fx">
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||||
<FileType>Document</FileType>
|
||||
<Command Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">"$(JUN10SDKUTILPATH)\fxc.exe" /LD /Zi /Tfx_2_0 %(FullPath) /Fo fxo\%(Filename).fxo /Fc fxo\%(Filename).txt</Command>
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||||
<Command Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">"$(JUN10SDKUTILPATH)\fxc.exe" /LD /Zi /Tfx_2_0 %(FullPath) /Fo fxo\%(Filename).fxo /Fc fxo\%(Filename).txt</Command>
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||||
<Command Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">"$(JUN10SDKUTILPATH)\fxc.exe" /O1 /LD /Tfx_2_0 %(FullPath) /Fo fxo\%(Filename).fxo</Command>
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||||
<Command Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">"$(JUN10SDKUTILPATH)\fxc.exe" /O1 /LD /Tfx_2_0 %(FullPath) /Fo fxo\%(Filename).fxo</Command>
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||||
<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">fxo\%(Filename).fxo</Outputs>
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<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">fxo\%(Filename).fxo</Outputs>
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</CustomBuild>
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||||
<CustomBuild Include="fx\Sky.fx">
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||||
<None Include="fx\Sky.fx">
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<EntryPointName Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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</EntryPointName>
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<FileType>Document</FileType>
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<Command Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">"$(JUN10SDKUTILPATH)\fxc.exe" /LD /Zi /Tfx_2_0 %(FullPath) /Fo fxo\%(Filename).fxo</Command>
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||||
<Command Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">"$(JUN10SDKUTILPATH)\fxc.exe" /LD /Zi /Tfx_2_0 %(FullPath) /Fo fxo\%(Filename).fxo</Command>
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<Command Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">"$(JUN10SDKUTILPATH)\fxc.exe" /O1 /LD /Tfx_2_0 %(FullPath) /Fo fxo\%(Filename).fxo</Command>
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<Command Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">"$(JUN10SDKUTILPATH)\fxc.exe" /O1 /LD /Tfx_2_0 %(FullPath) /Fo fxo\%(Filename).fxo</Command>
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||||
<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">fxo\%(Filename).fxo</Outputs>
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||||
<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">fxo\%(Filename).fxo</Outputs>
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</CustomBuild>
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</None>
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<CustomBuild Include="fx\Water.fx">
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<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">"$(JUN10SDKUTILPATH)\fxc.exe" /LD /Tfx_2_0 %(FullPath) /Fo fxo\%(Filename).fxo</AdditionalIncludeDirectories>
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||||
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">"$(JUN10SDKUTILPATH)\fxc.exe" /LD /Tfx_2_0 %(FullPath) /Fo fxo\%(Filename).fxo</AdditionalIncludeDirectories>
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||||
<FileType>Document</FileType>
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||||
<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">fxo\%(Filename).fxo</Outputs>
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||||
<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">fxo\%(Filename).fxo</Outputs>
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||||
<Command Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">"$(JUN10SDKUTILPATH)\fxc.exe" /LD /Zi /Tfx_2_0 %(FullPath) /Fo fxo\%(Filename).fxo</Command>
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||||
<Command Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">"$(JUN10SDKUTILPATH)\fxc.exe" /LD /Zi /Tfx_2_0 %(FullPath) /Fo fxo\%(Filename).fxo</Command>
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||||
<Command Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">"$(JUN10SDKUTILPATH)\fxc.exe" /O1 /LD /Tfx_2_0 %(FullPath) /Fo fxo\%(Filename).fxo</Command>
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||||
<Command Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">"$(JUN10SDKUTILPATH)\fxc.exe" /O1 /LD /Tfx_2_0 %(FullPath) /Fo fxo\%(Filename).fxo</Command>
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</CustomBuild>
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</ItemGroup>
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<ItemGroup>
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<CustomBuild Include="fx\Object.fx">
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<FileType>Document</FileType>
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||||
<Command Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">"$(JUN10SDKUTILPATH)\fxc.exe" /O1 /LD /Zi /Tfx_2_0 %(FullPath) /Fo fxo\%(Filename).fxo</Command>
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||||
<Command Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">"$(JUN10SDKUTILPATH)\fxc.exe" /O1 /LD /Zi /Tfx_2_0 %(FullPath) /Fo fxo\%(Filename).fxo</Command>
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||||
<Command Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">"$(JUN10SDKUTILPATH)\fxc.exe" /O1 /LD /Tfx_2_0 %(FullPath) /Fo fxo\%(Filename).fxo</Command>
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||||
<Command Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">"$(JUN10SDKUTILPATH)\fxc.exe" /O1 /LD /Tfx_2_0 %(FullPath) /Fo fxo\%(Filename).fxo</Command>
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<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">fxo\%(Filename).fxo</Outputs>
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<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">fxo\%(Filename).fxo</Outputs>
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</CustomBuild>
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</ItemGroup>
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<ItemGroup>
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<None Include="FFP_orig.fx" />
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<None Include="fxh\Constants.fxh" />
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<None Include="fxh\Lighting.fxh" />
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<None Include="packages.config" />
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</ItemGroup>
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<ItemGroup>
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<FxCompile Include="reference\FFP_orig.fx">
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</ExcludedFromBuild>
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</FxCompile>
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<FxCompile Include="reference\FixedFuncEMU.fx">
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</ExcludedFromBuild>
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</FxCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="fxh\SystemVariables.fxh" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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@ -3,7 +3,6 @@
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<ItemGroup>
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<CustomBuild Include="fx\LandBump.fx" />
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<CustomBuild Include="fx\Ocean.fx" />
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<CustomBuild Include="fx\Sky.fx" />
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<CustomBuild Include="fx\Water.fx" />
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<CustomBuild Include="fx\Object.fx" />
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</ItemGroup>
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@ -16,7 +15,6 @@
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</Filter>
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</ItemGroup>
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<ItemGroup>
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<None Include="FFP_orig.fx" />
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<None Include="fxh\Constants.fxh">
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<Filter>Include</Filter>
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</None>
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@ -24,8 +22,15 @@
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<Filter>Include</Filter>
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</None>
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<None Include="packages.config" />
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<None Include="fx\Sky.fx" />
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</ItemGroup>
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<ItemGroup>
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<FxCompile Include="reference\FixedFuncEMU.fx" />
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<FxCompile Include="reference\FFP_orig.fx" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="fxh\SystemVariables.fxh">
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<Filter>Include</Filter>
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</ClInclude>
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</ItemGroup>
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</Project>
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@ -4,36 +4,19 @@
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// Land bumpmapping and lighting shader.
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//--------------------------------------------------------------------------------------
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#include "../fxh/Constants.fxh"
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#include "../fxh/SystemVariables.fxh"
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float4x4 g_mWorldViewProjection : WorldViewProjection;
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float4x4 g_World : World;
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float4x4 g_TexGenTransform0 : TexGenTransform0;
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float4x4 g_TexGenTransform1 : TexGenTransform1;
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float4x4 g_ShoreGen : TexGenTransform2;
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float4 g_LightDiffuseColors[MAX_LIGHTS] : PointLightDiffuse;
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float3 g_LightPositions[MAX_LIGHTS] : PointLightPosition;
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float g_LightRangeSquared[MAX_LIGHTS] : PointLightRange;
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bool g_LightEnabled[MAX_LIGHTS] : PointLightEnabled;
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float4 g_TextureFactor : TextureFactor;
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//float4x4 g_texGenMatrix2 : TexGenTransform2; // Shore texgen
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//////////////////////////////////////////////////////
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texture g_LandTexture : Texture0;
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texture g_LandBumpTexture : Texture1;
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//texture g_LandDetailTexture : Texture2;
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//texture g_ShoreTexture : Texture3;
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//--------------------------------------------------------------------------------------
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// Texture samplers
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//--------------------------------------------------------------------------------------
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sampler g_LandTextureSampler =
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sampler_state
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{
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Texture = <g_LandTexture>;
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Texture = <g_texture0>;
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MipFilter = LINEAR;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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@ -42,7 +25,7 @@ sampler_state
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sampler g_LandBumpTextureSampler =
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sampler_state
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{
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Texture = <g_LandBumpTexture>;
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Texture = <g_texture1>;
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MipFilter = LINEAR;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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@ -78,7 +61,7 @@ struct VS_OUTPUT_BUMP
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float2 LandTextureUV : TEXCOORD1;
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float3 WorldPos : TEXCOORD2;
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float3 Normal : TEXCOORD3;
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float3 ShoreTextureUV : TEXCOORD4;
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//float3 ShoreTextureUV : TEXCOORD4;
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};
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float4 bx2(float4 x)
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@ -95,7 +78,7 @@ VS_OUTPUT_BUMP LandBumpVS(
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VS_OUTPUT_BUMP Output;
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// Transform the position from object space to homogeneous projection space
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Output.Position = mul(vPos, g_mWorldViewProjection);
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Output.Position = mul(vPos, g_WorldViewProjection);
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Output.LandBumpDiffuse = vDiffuse2 * .5f;
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Output.LandBumpDiffuse.a = 1.0f;
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@ -106,9 +89,9 @@ VS_OUTPUT_BUMP LandBumpVS(
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Output.WorldPos = mul(vPos, g_World);
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// Set dynamically generated tex coords
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Output.LandBumpTextureUV = mul(vPos, g_TexGenTransform0);
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Output.LandTextureUV = mul(vPos, g_TexGenTransform1);
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Output.ShoreTextureUV = mul(vPos, g_ShoreGen);
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Output.LandBumpTextureUV = mul(vPos, g_texGenMatrix0);
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Output.LandTextureUV = mul(vPos, g_texGenMatrix1);
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//Output.ShoreTextureUV = mul(vPos, g_texGenMatrix2);
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// Transform the normal from object space to world space
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Output.Normal = normalize(mul(vNormal, (float3x3)g_World)); // normal (world space)
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@ -125,23 +108,20 @@ float4 LandBumpPS(VS_OUTPUT_BUMP input) : COLOR0
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normalMap = saturate((float4)dot((float3)normal, (float3)normalcol)).xyz;
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float3 finalColor = 2.0 * (normalMap * (tex2D(g_LandTextureSampler, input.LandTextureUV)) + input.LandBumpDiffuse);
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for (int i = 0; i < MAX_LIGHTS; i++)
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for (int i = 0; i < g_numPointLights; i++)
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{
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if (g_LightEnabled[i])
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{
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// Get light direction for this fragment
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float3 lightDir = normalize(input.WorldPos - g_LightPositions[i]); // per pixel diffuse lighting
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// Get light direction for this fragment
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float3 lightDir = normalize(input.WorldPos - g_PointLightPosition[i]); // per pixel diffuse lighting
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// Note: Non-uniform scaling not supported
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float diffuseLighting = saturate(dot(input.Normal, -lightDir));
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// Note: Non-uniform scaling not supported
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float diffuseLighting = saturate(dot(input.Normal, -lightDir));
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// Introduce fall-off of light intensity
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diffuseLighting *= (g_LightRangeSquared[i] / dot(g_LightPositions[i] - input.WorldPos, g_LightPositions[i] - input.WorldPos));
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// Introduce fall-off of light intensity
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diffuseLighting *= (g_PointLightRangeSquared[i] / dot(g_PointLightPosition[i] - input.WorldPos, g_PointLightPosition[i] - input.WorldPos));
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float4 diffuseColor = diffuseLighting * g_LightDiffuseColors[i];
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float4 diffuseColor = diffuseLighting * g_PointLightDiffuse[i];
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finalColor += diffuseColor;
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}
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finalColor += diffuseColor;
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}
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return float4(finalColor, 1);
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@ -176,7 +156,7 @@ VS_OUTPUT LandscapeVS(
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VS_OUTPUT Output;
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// Transform the position from object space to homogeneous projection space
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Output.Position = mul(vPos, g_mWorldViewProjection);
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Output.Position = mul(vPos, g_WorldViewProjection);
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// Transform the normal from object space to world space
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Output.Normal = normalize(mul(vNormal, (float3x3)g_World)); // normal (world space)
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@ -187,7 +167,7 @@ VS_OUTPUT LandscapeVS(
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Output.WorldPos = mul(vPos, g_World);
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// Set dynamically generated tex coords
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Output.TextureUV = mul(vPos, g_TexGenTransform0);
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Output.TextureUV = mul(vPos, g_texGenMatrix0);
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return Output;
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}
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@ -196,23 +176,20 @@ float4 LandscapePS(VS_OUTPUT input) : COLOR0
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{
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float4 finalColor = 0;
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for (int i = 0; i < MAX_LIGHTS; i++)
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for (int i = 0; i < g_numPointLights; i++)
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{
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if (g_LightEnabled[i])
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{
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// Get light direction for this fragment
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float3 lightDir = normalize(input.WorldPos - g_LightPositions[i]); // per pixel diffuse lighting
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// Get light direction for this fragment
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float3 lightDir = normalize(input.WorldPos - g_PointLightPosition[i]); // per pixel diffuse lighting
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// Note: Non-uniform scaling not supported
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float diffuseLighting = saturate(dot(input.Normal, -lightDir));
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// Note: Non-uniform scaling not supported
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float diffuseLighting = saturate(dot(input.Normal, -lightDir));
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// Introduce fall-off of light intensity
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diffuseLighting *= (g_LightRangeSquared[i] / dot(g_LightPositions[i] - input.WorldPos, g_LightPositions[i] - input.WorldPos));
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// Introduce fall-off of light intensity
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diffuseLighting *= (g_PointLightRangeSquared[i] / dot(g_PointLightPosition[i] - input.WorldPos, g_PointLightPosition[i] - input.WorldPos));
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float4 diffuseColor = diffuseLighting * g_LightDiffuseColors[i];
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float4 diffuseColor = diffuseLighting * g_PointLightDiffuse[i];
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finalColor += diffuseColor;
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}
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finalColor += diffuseColor;
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}
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float3 texel = tex2D(g_LandTextureSampler, input.TextureUV);
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@ -1,39 +1,14 @@
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#include "../fxh/Constants.fxh"
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#include "../fxh/Lighting.fxh"
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// Lighting state
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float4 g_DirectionalAmbientLightSum : DirectionalLightAmbientSum;
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float4 g_DirectionalLightDiffuse[MAX_DIRECTIONAL_LIGHTS] : DirectionalLightDiffuse;
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float3 g_DirectionalLightDirection[MAX_DIRECTIONAL_LIGHTS] : DirectionalLightDirection;
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float4 g_DirectionalLightSpecular[MAX_DIRECTIONAL_LIGHTS] : DirectionalLightSpecular;
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int g_numDirectionalLights : DirectionalLightCount;
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// Texturing and blending
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TextureBlendStage g_blendStages[MAX_BLEND_STAGES] : BlendStages;
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int g_numBlendStages : BlendStageCount;
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float4 g_textureFactor : TextureFactor;
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texture g_ObjTexture : Texture0;
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#include "../fxh/SystemVariables.fxh"
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sampler g_ObjTextureSampler =
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sampler_state
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{
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Texture = <g_ObjTexture>;
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Texture = <g_texture0>;
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MipFilter = LINEAR;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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};
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// Camera
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float3 g_CameraPosition : CameraPosition;
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// Current material
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Material g_Material : Material;
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// Transforms
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float4x4 g_WorldViewProjection : WorldViewProjection;
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float4x4 g_World : World;
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// =======================================================
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// Textured per pixel lighting
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//
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@ -197,6 +172,7 @@ struct ColorPerVertexVSOutput
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float4 Pos : POSITION;
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float2 Tex0 : TEXCOORD0;
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float4 Color : COLOR0;
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float Fog : FOG;
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};
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float4 ColorPerVertexPS(ColorPerVertexVSOutput input) : COLOR0
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@ -205,10 +181,14 @@ float4 ColorPerVertexPS(ColorPerVertexVSOutput input) : COLOR0
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return color;
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}
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float fFogStart = 25.f;
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float fFogEnd = 1525.f;
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ColorPerVertexVSOutput ColorPerVertexVS(
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float4 vPosition : POSITION0,
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float2 tc : TEXCOORD0,
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float4 color : COLOR0)
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float4 color : COLOR0,
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float fog : FOG)
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{
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// Simple transform, pre-compute as much as we can for the pixel shader
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ColorPerVertexVSOutput output = (ColorPerVertexVSOutput)0;
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@ -216,6 +196,11 @@ ColorPerVertexVSOutput ColorPerVertexVS(
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output.Pos = mul(vPosition, g_WorldViewProjection);
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output.Tex0 = tc;
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output.Color = color;
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float3 P = mul(vPosition, g_WorldView); //position in view space
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float d = length(P);
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output.Fog = 0.0; //saturate((fFogEnd - d) / (fFogEnd - fFogStart));
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return output;
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}
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239
Shaders/fx/ObjectVertexLighting.fx
Normal file
239
Shaders/fx/ObjectVertexLighting.fx
Normal file
@ -0,0 +1,239 @@
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#include "../fxh/Constants.fxh"
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#include "../fxh/Lighting.fxh"
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// Lighting state
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float4 g_DirectionalLightAmbient[MAX_DIRECTIONAL_LIGHTS] : DirectionalLightAmbient;
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float4 g_DirectionalLightDiffuse[MAX_DIRECTIONAL_LIGHTS] : DirectionalLightDiffuse;
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float3 g_DirectionalLightDirection[MAX_DIRECTIONAL_LIGHTS] : DirectionalLightDirection;
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bool g_DirectionalLightEnabled[MAX_DIRECTIONAL_LIGHTS] : DirectionalLightEnabled;
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float4 g_DirectionalLightSpecular[MAX_DIRECTIONAL_LIGHTS] : DirectionalLightSpecular;
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||||
texture g_ObjTexture : ObjTexture;
|
||||
sampler g_ObjTextureSampler =
|
||||
sampler_state
|
||||
{
|
||||
Texture = <g_ObjTexture>;
|
||||
MipFilter = LINEAR;
|
||||
MinFilter = LINEAR;
|
||||
MagFilter = LINEAR;
|
||||
};
|
||||
|
||||
// Camera
|
||||
float3 g_CameraPosition : CameraPosition;
|
||||
|
||||
// Current material
|
||||
Material g_Material : Material;
|
||||
|
||||
// Transforms
|
||||
float4x4 g_WorldViewProjection : WorldViewProjection;
|
||||
float4x4 g_World : World;
|
||||
|
||||
struct VSOutputLit
|
||||
{
|
||||
float4 Pos : POSITION;
|
||||
float4 Diffuse : COLOR0;
|
||||
float4 Specular : COLOR1;
|
||||
float4 Tex0 : TEXCOORD0;
|
||||
float3 Normal : TEXCOORD1;
|
||||
float3 WorldPos : TEXCOORD2;
|
||||
};
|
||||
|
||||
struct VSOutput
|
||||
{
|
||||
float4 Pos : POSITION;
|
||||
float4 Tex0 : TEXCOORD0;
|
||||
float3 Normal : TEXCOORD1;
|
||||
float3 WorldPos : TEXCOORD2;
|
||||
};
|
||||
|
||||
float4 CalculateAmbientLight()
|
||||
{
|
||||
float4 ambient = 0;
|
||||
for (int i = 0; i < MAX_DIRECTIONAL_LIGHTS; i++)
|
||||
{
|
||||
if (g_DirectionalLightEnabled[i])
|
||||
{
|
||||
ambient += g_DirectionalLightAmbient[i];
|
||||
}
|
||||
}
|
||||
|
||||
return ambient;
|
||||
}
|
||||
|
||||
float4 CalculateDiffuse(float3 N, float3 L, float4 diffuseColor)
|
||||
{
|
||||
float NDotL = dot(N, L);
|
||||
float4 finalColor = 0;
|
||||
if (NDotL > 0.0f)
|
||||
{
|
||||
finalColor = max(0, NDotL * diffuseColor);
|
||||
}
|
||||
|
||||
return finalColor;
|
||||
}
|
||||
|
||||
float4 CalculateSpecular(float3 worldPos, float3 N, float3 L, float4 specularColor)
|
||||
{
|
||||
float4 finalColor = 0;
|
||||
if (g_Material.Power > 0)
|
||||
{
|
||||
float3 toEye = normalize(g_CameraPosition.xyz - worldPos);
|
||||
float3 halfway = normalize(toEye + L);
|
||||
float NDotH = saturate(dot(halfway, N));
|
||||
|
||||
finalColor = max(0, pow(NDotH, g_Material.Power) * specularColor);
|
||||
}
|
||||
|
||||
return finalColor;
|
||||
}
|
||||
|
||||
Lighting DoDirectionalLight(float3 worldPos, float3 N, int i)
|
||||
{
|
||||
Lighting Out;
|
||||
Out.Diffuse = CalculateDiffuse(
|
||||
N,
|
||||
-g_DirectionalLightDirection[i],
|
||||
g_DirectionalLightDiffuse[i]);
|
||||
Out.Specular = CalculateSpecular(
|
||||
worldPos,
|
||||
N,
|
||||
-g_DirectionalLightDirection[i],
|
||||
g_DirectionalLightSpecular[i]);
|
||||
return Out;
|
||||
}
|
||||
|
||||
Lighting ComputeLighting(float3 worldPos, float3 N)
|
||||
{
|
||||
Lighting finalLighting = (Lighting)0;
|
||||
|
||||
for (int i = 0; i < MAX_DIRECTIONAL_LIGHTS; i++)
|
||||
{
|
||||
if (g_DirectionalLightEnabled[i])
|
||||
{
|
||||
Lighting lighting = DoDirectionalLight(worldPos, N, i);
|
||||
finalLighting.Diffuse += lighting.Diffuse;
|
||||
finalLighting.Specular += lighting.Specular;
|
||||
}
|
||||
}
|
||||
|
||||
float4 ambient = g_Material.Ambient * CalculateAmbientLight();
|
||||
float4 diffuse = g_Material.Diffuse * finalLighting.Diffuse;
|
||||
float4 specular = g_Material.Specular * finalLighting.Specular;
|
||||
|
||||
finalLighting.Diffuse = saturate(ambient + diffuse);
|
||||
finalLighting.Specular = saturate(specular);
|
||||
|
||||
return finalLighting;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: DoPointLight()
|
||||
// Desc: Point light computation
|
||||
//-----------------------------------------------------------------------------
|
||||
//COLOR_PAIR DoPointLight(float4 vPosition, float3 N, float3 V, int i)
|
||||
//{
|
||||
// float3 L = mul((float3x3)matViewIT, normalize((lights[i].vPos-(float3)mul(matWorld,vPosition))));
|
||||
// COLOR_PAIR Out;
|
||||
// float NdotL = dot(N, L);
|
||||
// Out.Color = lights[i].vAmbient;
|
||||
// Out.Specular = 0;
|
||||
// float fAtten = 1.f;
|
||||
// if(NdotL >= 0.f)
|
||||
// {
|
||||
// //compute diffuse color
|
||||
// Out.Color += NdotL * lights[i].vDiffuse;
|
||||
//
|
||||
// //add specular component
|
||||
// if(bSpecular)
|
||||
// {
|
||||
// float3 H = normalize(L + V); //half vector
|
||||
// Out.Specular = pow(max(0, dot(H, N)), fMaterialPower) * lights[i].vSpecular;
|
||||
// }
|
||||
//
|
||||
// float LD = length(lights[i].vPos-(float3)mul(matWorld,vPosition));
|
||||
// if(LD > lights[i].fRange)
|
||||
// {
|
||||
// fAtten = 0.f;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// fAtten *= 1.f/(lights[i].vAttenuation.x + lights[i].vAttenuation.y*LD + lights[i].vAttenuation.z*LD*LD);
|
||||
// }
|
||||
// Out.Color *= fAtten;
|
||||
// Out.Specular *= fAtten;
|
||||
// }
|
||||
// return Out;
|
||||
//}
|
||||
|
||||
VSOutputLit VSMainLighting(
|
||||
float4 vPosition : POSITION0,
|
||||
float3 vNormal : NORMAL0,
|
||||
float2 tc : TEXCOORD0)
|
||||
{
|
||||
VSOutputLit Out = (VSOutputLit)0;
|
||||
|
||||
vNormal = normalize(vNormal);
|
||||
Out.Pos = mul(vPosition, g_WorldViewProjection);
|
||||
|
||||
//automatic texture coordinate generation
|
||||
Out.Tex0.xy = tc;
|
||||
|
||||
//directional lights
|
||||
float4 worldPos = mul(vPosition, g_World); //position in view space
|
||||
float3 normal = mul(vNormal, (float3x3)g_World);
|
||||
Lighting lighting = ComputeLighting(worldPos, normal);
|
||||
|
||||
////point lights
|
||||
//for(int i = 0; i < iLightPointNum; i++)
|
||||
//{
|
||||
// COLOR_PAIR ColOut = DoPointLight(vPosition, N, V, i+iLightPointIni);
|
||||
// Out.Color += ColOut.Color;
|
||||
// Out.Specular += ColOut.Specular;
|
||||
//}
|
||||
|
||||
Out.Diffuse = lighting.Diffuse;
|
||||
Out.Specular = lighting.Specular;
|
||||
|
||||
return Out;
|
||||
}
|
||||
|
||||
VSOutput VSMain(
|
||||
float4 vPosition : POSITION0,
|
||||
float3 vNormal : NORMAL0,
|
||||
float2 tc : TEXCOORD0)
|
||||
{
|
||||
VSOutput Out = (VSOutput)0;
|
||||
Out.Pos = mul(vPosition, g_WorldViewProjection);
|
||||
Out.Normal = normalize(vNormal);
|
||||
Out.WorldPos = mul(vPosition, g_World);
|
||||
Out.Tex0.xy = tc;
|
||||
return Out;
|
||||
}
|
||||
|
||||
float4 PSMain(VSOutput input) : COLOR0
|
||||
{
|
||||
float4 color = tex2D(g_ObjTextureSampler, input.Tex0);
|
||||
|
||||
Lighting lighting = ComputeLighting(input.WorldPos, input.Normal);
|
||||
|
||||
color = (lighting.Diffuse + lighting.Specular) * color;
|
||||
return color;
|
||||
}
|
||||
|
||||
technique TexturedVertexLighting
|
||||
{
|
||||
pass P0
|
||||
{
|
||||
//PixelShader = compile ps_2_0 ps_main();
|
||||
VertexShader = compile vs_2_0 VSMainLighting();
|
||||
}
|
||||
}
|
||||
|
||||
technique TexturedPixelLighting
|
||||
{
|
||||
pass P0
|
||||
{
|
||||
PixelShader = compile ps_2_0 PSMain();
|
||||
VertexShader = compile vs_2_0 VSMain();
|
||||
}
|
||||
}
|
@ -4,6 +4,8 @@
|
||||
// Ocean water reflection shader.
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
#include "../fxh/SystemVariables.fxh"
|
||||
|
||||
/* Original asm code:
|
||||
ps_1_1
|
||||
tex t0
|
||||
@ -32,18 +34,13 @@ float4 MainPS(const PS_INPUT input) : COLOR0
|
||||
// C26: {minfog, maxfog, 1.0f / (maxfog - minfog), 1.0}
|
||||
|
||||
float4 const44 : register(c44);
|
||||
matrix<float, 4, 4> matWorld : OceanWorldViewProjection : register(c2);
|
||||
shared matrix<float, 4, 4> g_OceanWorldViewProjection : OceanWorldViewProjection : register(c2);
|
||||
float4 fog : register (c26);
|
||||
texture g_SeabedTexture : Texture0;
|
||||
texture g_EnvironmentTexture : Texture1;
|
||||
|
||||
struct VS_OUTPUT
|
||||
{
|
||||
float4 pos : POSITION;
|
||||
float4 texCoord1 : TEXCOORD1;
|
||||
//float4 texCoord0 : TEXCOORD0;
|
||||
//float4 color : COLOR0;
|
||||
//float fog : FOG;
|
||||
};
|
||||
|
||||
struct VS_INPUT
|
||||
@ -56,7 +53,7 @@ VS_OUTPUT MainVS(const VS_INPUT input)
|
||||
float4 const27 = {0.0f, 1.0f, 0.5f, 0.75f};
|
||||
VS_OUTPUT output;
|
||||
|
||||
output.pos = mul(input.pos, matWorld);
|
||||
output.pos = mul(input.pos, g_OceanWorldViewProjection);
|
||||
|
||||
// add r0, v0, -c44
|
||||
float4 r0 = input.pos + -const44;
|
||||
@ -87,17 +84,17 @@ technique t0
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
Texture[0] = <g_SeabedTexture>; // Seabed texture
|
||||
Texture[1] = <g_EnvironmentTexture>; // Environment texture
|
||||
Texture[0] = <g_texture0>; // Seabed texture
|
||||
Texture[1] = <g_texture1>; // Environment texture
|
||||
|
||||
// All of these constants are set by the game engine before drawing the shader
|
||||
// Each constant register (c# in the asm code) has 4 floating point values
|
||||
|
||||
// World view matrix
|
||||
VertexShaderConstant[2] = <matWorld[0]>;
|
||||
VertexShaderConstant[3] = <matWorld[1]>;
|
||||
VertexShaderConstant[4] = <matWorld[2]>;
|
||||
VertexShaderConstant[5] = <matWorld[3]>;
|
||||
// Special world * view * projection matrix for ocean shader
|
||||
VertexShaderConstant[2] = <g_OceanWorldViewProjection[0]>;
|
||||
VertexShaderConstant[3] = <g_OceanWorldViewProjection[1]>;
|
||||
VertexShaderConstant[4] = <g_OceanWorldViewProjection[2]>;
|
||||
VertexShaderConstant[5] = <g_OceanWorldViewProjection[3]>;
|
||||
|
||||
VertexShaderConstant[26] = <fog>; // This constant is calculated from the current fog min/max values
|
||||
VertexShaderConstant[27] = {0.0f, 1.0f, 0.5f, 0.75f}; // I don't know what this does but it doesn't change
|
||||
|
@ -5,15 +5,12 @@
|
||||
// the original fixed-function water rendering behavior.
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
float4x4 g_WorldViewProjection : WorldViewProjection;
|
||||
float4 g_TextureFactor : TextureFactor;
|
||||
//float4 g_Fog : Fog;
|
||||
#include "../fxh/SystemVariables.fxh"
|
||||
|
||||
texture2D g_WaterTexture : Texture0;
|
||||
sampler2D g_WaterTextureSampler =
|
||||
sampler_state
|
||||
{
|
||||
Texture = <g_WaterTexture>;
|
||||
Texture = <g_texture0>;
|
||||
};
|
||||
|
||||
struct VS_OUTPUT
|
||||
@ -21,7 +18,6 @@ struct VS_OUTPUT
|
||||
float4 Position : POSITION; // vertex position
|
||||
float2 TextureUV : TEXCOORD0; // vertex texture coords
|
||||
float4 Color : COLOR0;
|
||||
//float Fog : FOG;
|
||||
};
|
||||
|
||||
VS_OUTPUT RenderSceneVS(float4 inPos : POSITION,
|
||||
@ -46,8 +42,8 @@ VS_OUTPUT RenderSceneVS(float4 inPos : POSITION,
|
||||
float4 RenderScenePS(VS_OUTPUT input) : COLOR0
|
||||
{
|
||||
float4 texel = tex2D(g_WaterTextureSampler, input.TextureUV);
|
||||
float4 result = saturate(texel + (1 - texel) * g_TextureFactor); // equivalent to saturate((texel + g_TextureFactor) - (texel * g_TextureFactor));
|
||||
result.a = input.Color.a * g_TextureFactor.a;
|
||||
float4 result = saturate(texel + (1 - texel) * g_textureFactor); // equivalent to saturate((texel + g_TextureFactor) - (texel * g_TextureFactor));
|
||||
result.a = input.Color.a * g_textureFactor.a;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
33
Shaders/fxh/SystemVariables.fxh
Normal file
33
Shaders/fxh/SystemVariables.fxh
Normal file
@ -0,0 +1,33 @@
|
||||
#include "Constants.fxh"
|
||||
#include "Lighting.fxh"
|
||||
|
||||
// Lighting
|
||||
shared float4 g_DirectionalAmbientLightSum : DirectionalLightAmbientSum;
|
||||
shared float4 g_DirectionalLightDiffuse[MAX_DIRECTIONAL_LIGHTS] : DirectionalLightDiffuse;
|
||||
shared float3 g_DirectionalLightDirection[MAX_DIRECTIONAL_LIGHTS] : DirectionalLightDirection;
|
||||
shared float4 g_DirectionalLightSpecular[MAX_DIRECTIONAL_LIGHTS] : DirectionalLightSpecular;
|
||||
shared int g_numDirectionalLights : DirectionalLightCount;
|
||||
shared float4 g_PointLightDiffuse[MAX_LIGHTS] : PointLightDiffuse;
|
||||
shared float3 g_PointLightPosition[MAX_LIGHTS] : PointLightPosition;
|
||||
shared float g_PointLightRangeSquared[MAX_LIGHTS] : PointLightRange;
|
||||
shared int g_numPointLights : PointLightCount;
|
||||
shared Material g_Material : Material;
|
||||
|
||||
// Camera
|
||||
shared float3 g_CameraPosition : CameraPosition;
|
||||
|
||||
// Transforms
|
||||
shared float4x4 g_WorldViewProjection : WorldViewProjection;
|
||||
shared float4x4 g_WorldView : WorldView;
|
||||
shared float4x4 g_World : World;
|
||||
|
||||
// Texturing
|
||||
shared texture g_texture0 : Texture0;
|
||||
shared texture g_texture1 : Texture1;
|
||||
shared texture g_texture2 : Texture2;
|
||||
shared texture g_texture3 : Texture3;
|
||||
shared float4x4 g_texGenMatrix0 : TexGenTransform0;
|
||||
shared float4x4 g_texGenMatrix1 : TexGenTransform1;
|
||||
shared float4 g_textureFactor : TextureFactor;
|
||||
shared TextureBlendStage g_blendStages[MAX_BLEND_STAGES] : BlendStages;
|
||||
shared int g_numBlendStages : BlendStageCount;
|
Loading…
Reference in New Issue
Block a user