GiantsTools/Shaders/fx/ObjectVertexLighting.fx

239 lines
6.2 KiB
HLSL

#include "../fxh/Constants.fxh"
#include "../fxh/Lighting.fxh"
// Lighting state
float4 g_DirectionalLightAmbient[MAX_DIRECTIONAL_LIGHTS] : DirectionalLightAmbient;
float4 g_DirectionalLightDiffuse[MAX_DIRECTIONAL_LIGHTS] : DirectionalLightDiffuse;
float3 g_DirectionalLightDirection[MAX_DIRECTIONAL_LIGHTS] : DirectionalLightDirection;
bool g_DirectionalLightEnabled[MAX_DIRECTIONAL_LIGHTS] : DirectionalLightEnabled;
float4 g_DirectionalLightSpecular[MAX_DIRECTIONAL_LIGHTS] : DirectionalLightSpecular;
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();
}
}