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mirror of https://github.com/ncblakely/GiantsTools synced 2024-11-21 21:55:38 +01:00

Shader mostly working apart from specular

This commit is contained in:
Nick Blakely 2020-11-02 01:36:29 -08:00
parent e91ca889cd
commit fad39babcb
4 changed files with 101 additions and 111 deletions

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@ -213,7 +213,7 @@
</ItemGroup> </ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup> <PropertyGroup>
<PostBuildEvent Condition='$(Configuration)' == 'Release'>xcopy /DY "$(TargetPath)" "$(GIANTS_PATH)\$(TargetFileName)*"</PostBuildEvent> <PostBuildEvent Condition="'$(Configuration)' == 'Release'">xcopy /DY "$(TargetPath)" "$(GIANTS_PATH)\$(TargetFileName)*"</PostBuildEvent>
</PropertyGroup> </PropertyGroup>
<!-- To modify your build process, add your task inside one of the targets below and uncomment it. <!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets. Other similar extension points exist, see Microsoft.Common.targets.

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@ -16,13 +16,6 @@
//this file contains light, fog, and texture types //this file contains light, fog, and texture types
// (originally a include, inserted here) // (originally a include, inserted here)
#define NUM_LIGHTS 5
#define LIGHT_TYPE_NONE 0
#define LIGHT_TYPE_POINT 1
#define LIGHT_TYPE_SPOT 2
#define LIGHT_TYPE_DIRECTIONAL 3
#define LIGHT_NUM_TYPES 4
#define FOG_TYPE_NONE 0 #define FOG_TYPE_NONE 0
#define FOG_TYPE_EXP 1 #define FOG_TYPE_EXP 1
@ -40,7 +33,7 @@
#define TEXGEN_TYPE_CAMERASPACEREFLECTIONVECTOR 3 #define TEXGEN_TYPE_CAMERASPACEREFLECTIONVECTOR 3
#define TEXGEN_NUM_TYPES 4 #define TEXGEN_NUM_TYPES 4
#define MAX_DIRECTIONAL_LIGHTS 3
// Structs and variables with default values // Structs and variables with default values
@ -57,14 +50,11 @@ int iTexGenType = TEXGEN_TYPE_NONE;
int g_NumLights; int g_NumLights;
struct DirectionalLight float4 DirectionalLightAmbient[MAX_DIRECTIONAL_LIGHTS] : DirectionalLightAmbient;
{ float4 DirectionalLightDiffuse[MAX_DIRECTIONAL_LIGHTS] : DirectionalLightDiffuse;
float4 Diffuse; float3 DirectionalLightDirection[MAX_DIRECTIONAL_LIGHTS] : DirectionalLightDirection;
float4 Specular; bool DirectionalLightEnabled[MAX_DIRECTIONAL_LIGHTS] : DirectionalLightEnabled;
float4 Ambient; float4 DirectionalLightSpecular[MAX_DIRECTIONAL_LIGHTS] : DirectionalLightSpecular;
float3 Position;
float3 Direction;
};
struct Material struct Material
{ {
@ -75,34 +65,12 @@ struct Material
float Power; float Power;
}; };
DirectionalLight DirectionalLights[2] : DirectionalLights =
{
{
float4(0.398, 0.391, 0.523, 0.764),
float4(0.398, 0.391, 0.523, 0.764),
float4(0.398, 0.391, 0.523, 0.764),
float3(-1141, -182, 133),
float3(0.93, 0.35, 0)
},
{
float4(0.434, 0.402, 0.398, 0.712),
float4(0.434, 0.402, 0.398, 0.712),
float4(0.434, 0.402, 0.398, 0.712),
float3(-1138, -168, 133),
float3(-0.75, -0.165, -0.633)
},
};
Material g_Material : Material; Material g_Material : Material;
//transformation matrices //transformation matrices
float4x4 matWorldViewProjection : WorldViewProjection; float4x4 matWorldViewProjection : WorldViewProjection;
float4x4 matWorldView : WorldView; float4x4 matWorldView : WorldView;
float4x4 matView : View;
float4x4 matWorld : World; float4x4 matWorld : World;
float4x4 matProjection : Projection;
float4x4 matWorldViewIT : WorldViewInverseTranspose;
float4x4 matViewIT : ViewInverseTranspose;
//function output structures //function output structures
struct VS_OUTPUT struct VS_OUTPUT
@ -120,31 +88,65 @@ struct COLOR_PAIR
float4 ColorSpec : COLOR1; float4 ColorSpec : COLOR1;
}; };
float4 CalculateAmbientLight()
//-----------------------------------------------------------------------------
// Name: DoDirLight()
// Desc: Directional light computation
//-----------------------------------------------------------------------------
COLOR_PAIR DoDirLight(float3 N, float3 V, int i)
{ {
COLOR_PAIR Out; float4 ambient = 0;
float3 L = mul((float3x3)matViewIT, -normalize(DirectionalLights[i].Direction)); for (int i = 0; i < MAX_DIRECTIONAL_LIGHTS; i++)
float NdotL = dot(N, L); {
Out.Color = 0;// DirectionalLights[i].Ambient; if (DirectionalLightEnabled[i])
Out.ColorSpec = 0; {
if(NdotL > 0.f) ambient += DirectionalLightAmbient[i];
{ }
//compute diffuse color }
Out.Color += NdotL * DirectionalLights[i].Diffuse;
//add specular component return g_Material.Ambient * ambient;
if(g_Material.Power > 0) }
{
float3 H = normalize(L + V); //half vector COLOR_PAIR DoDirectionalLight(float3 N, int i)
Out.ColorSpec = pow(max(0, dot(H, N)), g_Material.Power) * DirectionalLights[i].Specular; {
} COLOR_PAIR Out;
} float NdotL = dot(N, -DirectionalLightDirection[i]);
return Out; Out.Color = 0; // g_Material.Ambient* DirectionalLights[i].Ambient;
Out.ColorSpec = 0;
if (NdotL > 0.f)
{
//compute diffuse color
Out.Color += max(0, NdotL * DirectionalLightDiffuse[i]); //+ (g_Material.Ambient * DirectionalLightAmbient[i]);
//add specular component
//if(g_Material.Power > 0)
//{
// float3 H = normalize(L + V); //half vector
// Out.ColorSpec = pow(max(0, dot(H, N)), g_Material.Power) * DirectionalLights[i].Specular;
//}
}
return Out;
}
COLOR_PAIR ComputeLighting(float3 N)
{
COLOR_PAIR finalResult = (COLOR_PAIR)0;
for (int i = 0; i < MAX_DIRECTIONAL_LIGHTS; i++)
{
COLOR_PAIR lightResult = (COLOR_PAIR)0;
if (DirectionalLightEnabled[i])
{
lightResult = DoDirectionalLight(N, i);
}
finalResult.Color += lightResult.Color;
finalResult.ColorSpec += lightResult.ColorSpec;
}
float4 ambient = g_Material.Ambient * CalculateAmbientLight();
float4 diffuse = g_Material.Diffuse * finalResult.Color;
float4 specular = g_Material.Specular * finalResult.ColorSpec;
finalResult.Color = saturate(ambient + diffuse);
finalResult.ColorSpec = saturate(specular);
return finalResult;
} }
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
@ -197,12 +199,9 @@ VS_OUTPUT vs_main (float4 vPosition : POSITION0,
VS_OUTPUT Out = (VS_OUTPUT) 0; VS_OUTPUT Out = (VS_OUTPUT) 0;
vNormal = normalize(vNormal); vNormal = normalize(vNormal);
Out.Pos = mul(vPosition, matWorldViewProjection); Out.Pos = mul(vPosition, matWorldViewProjection);
float3 P = mul(matWorldView, vPosition); //position in view space //float3 V = -normalize(P); //viewer
float3 N = mul((float3x3)matWorldViewIT, vNormal); //normal in view space
float3 V = -normalize(P); //viewer
//automatic texture coordinate generation //automatic texture coordinate generation
Out.Tex0.xy = tc; Out.Tex0.xy = tc;
@ -212,16 +211,10 @@ VS_OUTPUT vs_main (float4 vPosition : POSITION0,
Out.Tex0.xy += tc * (iTexGenType == TEXGEN_TYPE_NONE);*/ Out.Tex0.xy += tc * (iTexGenType == TEXGEN_TYPE_NONE);*/
//light computation //light computation
Out.Color = g_Material.Ambient;
Out.ColorSpec = 0;
//directional lights //directional lights
for(int i = 0; i < 2; i++) float3 N = mul(vNormal, (float3x3)matWorld);
{ COLOR_PAIR lighting = ComputeLighting(N);
COLOR_PAIR ColOut = DoDirLight(N, V, i);
Out.Color += ColOut.Color;
Out.ColorSpec += ColOut.ColorSpec;
}
////point lights ////point lights
//for(int i = 0; i < iLightPointNum; i++) //for(int i = 0; i < iLightPointNum; i++)
@ -231,23 +224,12 @@ VS_OUTPUT vs_main (float4 vPosition : POSITION0,
// Out.ColorSpec += ColOut.ColorSpec; // Out.ColorSpec += ColOut.ColorSpec;
//} //}
////spot lights
//for(int i = 0; i < iLightSpotNum; i++)
//{
// COLOR_PAIR ColOut = DoSpotLight(vPosition, N, V, i+iLightSpotIni);
// Out.Color += ColOut.Color;
// Out.ColorSpec += ColOut.ColorSpec;
//}
//apply material color //apply material color
Out.Color *= g_Material.Diffuse; Out.Color = lighting.Color;
Out.ColorSpec *= g_Material.Specular; Out.ColorSpec = lighting.ColorSpec;
// saturate
Out.Color = min(1, Out.Color);
Out.ColorSpec = min(1, Out.ColorSpec);
//apply fog //apply fog
float3 P = mul(matWorldView, vPosition); //position in view space
float d; float d;
if(bFogRange) if(bFogRange)
d = length(P); d = length(P);

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@ -126,7 +126,9 @@ struct ColorsOutput
float4 Specular; float4 Specular;
}; };
// camerPos = WorldView // cameraPos = WorldView
// worldNormal = inputNormal * World
// worldPos = inputPos * World
ColorsOutput CalcLighting( float3 worldNormal, float3 worldPos, float3 cameraPos ) ColorsOutput CalcLighting( float3 worldNormal, float3 worldPos, float3 cameraPos )
{ {
ColorsOutput output = (ColorsOutput)0.0; ColorsOutput output = (ColorsOutput)0.0;

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@ -13,12 +13,12 @@ float4x4 g_TexGenTransform0 : TexGenTransform0;
float4x4 g_TexGenTransform1 : TexGenTransform1; float4x4 g_TexGenTransform1 : TexGenTransform1;
float4x4 g_ShoreGen : TexGenTransform2; float4x4 g_ShoreGen : TexGenTransform2;
float4 g_LightDiffuseColors[MAX_LIGHTS] : EffectLightColors; float4 g_LightDiffuseColors[MAX_LIGHTS] : PointLightDiffuse;
float3 g_LightPositions[MAX_LIGHTS] : EffectLightPositions; float3 g_LightPositions[MAX_LIGHTS] : PointLightPosition;
float g_LightRangeSquared[MAX_LIGHTS] : EffectLightRanges; float g_LightRangeSquared[MAX_LIGHTS] : PointLightRange;
bool g_LightEnabled[MAX_LIGHTS] : PointLightEnabled;
float4 g_TextureFactor : TextureFactor; float4 g_TextureFactor : TextureFactor;
int g_NumLights = 0;
////////////////////////////////////////////////////// //////////////////////////////////////////////////////
@ -125,20 +125,23 @@ float4 LandBumpPS(VS_OUTPUT_BUMP input) : COLOR0
normalMap = saturate((float4)dot((float3)normal, (float3)normalcol)).xyz; normalMap = saturate((float4)dot((float3)normal, (float3)normalcol)).xyz;
float3 finalColor = 2.0 * (normalMap * (tex2D(g_LandTextureSampler, input.LandTextureUV)) + input.LandBumpDiffuse); float3 finalColor = 2.0 * (normalMap * (tex2D(g_LandTextureSampler, input.LandTextureUV)) + input.LandBumpDiffuse);
for (int i = 0; i < g_NumLights; i++) for (int i = 0; i < MAX_LIGHTS; i++)
{ {
// Get light direction for this fragment if (g_LightEnabled[i])
float3 lightDir = normalize(input.WorldPos - g_LightPositions[i]); // per pixel diffuse lighting {
// Get light direction for this fragment
float3 lightDir = normalize(input.WorldPos - g_LightPositions[i]); // per pixel diffuse lighting
// Note: Non-uniform scaling not supported // Note: Non-uniform scaling not supported
float diffuseLighting = saturate(dot(input.Normal, -lightDir)); float diffuseLighting = saturate(dot(input.Normal, -lightDir));
// Introduce fall-off of light intensity // Introduce fall-off of light intensity
diffuseLighting *= (g_LightRangeSquared[i] / dot(g_LightPositions[i] - input.WorldPos, g_LightPositions[i] - input.WorldPos)); diffuseLighting *= (g_LightRangeSquared[i] / dot(g_LightPositions[i] - input.WorldPos, g_LightPositions[i] - input.WorldPos));
float4 diffuseColor = diffuseLighting * g_LightDiffuseColors[i]; float4 diffuseColor = diffuseLighting * g_LightDiffuseColors[i];
finalColor += diffuseColor; finalColor += diffuseColor;
}
} }
return float4(finalColor, 1); return float4(finalColor, 1);
@ -193,20 +196,23 @@ float4 LandscapePS(VS_OUTPUT input) : COLOR0
{ {
float4 finalColor = 0; float4 finalColor = 0;
for (int i = 0; i < g_NumLights; i++) for (int i = 0; i < MAX_LIGHTS; i++)
{ {
// Get light direction for this fragment if (g_LightEnabled[i])
float3 lightDir = normalize(input.WorldPos - g_LightPositions[i]); // per pixel diffuse lighting {
// Get light direction for this fragment
float3 lightDir = normalize(input.WorldPos - g_LightPositions[i]); // per pixel diffuse lighting
// Note: Non-uniform scaling not supported // Note: Non-uniform scaling not supported
float diffuseLighting = saturate(dot(input.Normal, -lightDir)); float diffuseLighting = saturate(dot(input.Normal, -lightDir));
// Introduce fall-off of light intensity // Introduce fall-off of light intensity
diffuseLighting *= (g_LightRangeSquared[i] / dot(g_LightPositions[i] - input.WorldPos, g_LightPositions[i] - input.WorldPos)); diffuseLighting *= (g_LightRangeSquared[i] / dot(g_LightPositions[i] - input.WorldPos, g_LightPositions[i] - input.WorldPos));
float4 diffuseColor = diffuseLighting * g_LightDiffuseColors[i]; float4 diffuseColor = diffuseLighting * g_LightDiffuseColors[i];
finalColor += diffuseColor; finalColor += diffuseColor;
}
} }
float3 texel = tex2D(g_LandTextureSampler, input.TextureUV); float3 texel = tex2D(g_LandTextureSampler, input.TextureUV);