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GiantsTools/Shaders/fx/FFP.fx
2020-10-31 17:05:48 -07:00

346 lines
9.8 KiB
HLSL

//======================================================================================//
// filename: FixedFuncShader.fx //
// //
// author: Pedro V. Sander //
// ATI Research, Inc. //
// 3D Application Research Group //
// email: psander@ati.com //
// //
// Description: A programmable shader that emulates the fixed function pipeline //
// //
//======================================================================================//
// (C) 2003 ATI Research, Inc. All rights reserved. //
//======================================================================================//
#define PI 3.14f
//this file contains light, fog, and texture types
// (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_EXP 1
#define FOG_TYPE_EXP2 2
#define FOG_TYPE_LINEAR 3
#define FOG_NUM_TYPES 4
#define TEX_TYPE_NONE 0
#define TEX_TYPE_CUBEMAP 1
#define TEX_NUM_TYPES 2
#define TEXGEN_TYPE_NONE 0
#define TEXGEN_TYPE_CAMERASPACENORMAL 1
#define TEXGEN_TYPE_CAMERASPACEPOSITION 2
#define TEXGEN_TYPE_CAMERASPACEREFLECTIONVECTOR 3
#define TEXGEN_NUM_TYPES 4
// Structs and variables with default values
//fog settings
int iFogType = FOG_TYPE_LINEAR;
float4 vFogColor = float4(0.0f, 0.0f, 0.0f, 0.0f);
float fFogStart = 0;
float fFogEnd = 8845.00000;
float fFogDensity = .02f;
bool bFogRange : register(b4) = true;
int iTexType = TEX_TYPE_NONE;
int iTexGenType = TEXGEN_TYPE_NONE;
int g_NumLights;
struct DirectionalLight
{
float4 Diffuse;
float4 Specular;
float4 Ambient;
float3 Position;
float3 Direction;
};
struct Material
{
float4 Diffuse;
float4 Ambient;
float4 Specular;
float4 Emissive;
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;
//transformation matrices
float4x4 matWorldViewProjection : WorldViewProjection;
float4x4 matWorldView : WorldView;
float4x4 matView : View;
float4x4 matWorld : World;
float4x4 matProjection : Projection;
float4x4 matWorldViewIT : WorldViewInverseTranspose;
float4x4 matViewIT : ViewInverseTranspose;
//function output structures
struct VS_OUTPUT
{
float4 Pos : POSITION;
float4 Color : COLOR0;
float4 ColorSpec : COLOR1;
float4 Tex0 : TEXCOORD0;
float Fog : FOG;
};
struct COLOR_PAIR
{
float4 Color : COLOR0;
float4 ColorSpec : COLOR1;
};
//-----------------------------------------------------------------------------
// Name: DoDirLight()
// Desc: Directional light computation
//-----------------------------------------------------------------------------
COLOR_PAIR DoDirLight(float3 N, float3 V, int i)
{
COLOR_PAIR Out;
float3 L = mul((float3x3)matViewIT, -normalize(DirectionalLights[i].Direction));
float NdotL = dot(N, L);
Out.Color = 0;// DirectionalLights[i].Ambient;
Out.ColorSpec = 0;
if(NdotL > 0.f)
{
//compute diffuse color
Out.Color += NdotL * DirectionalLights[i].Diffuse;
//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;
}
//-----------------------------------------------------------------------------
// 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.ColorSpec = 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.ColorSpec = 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.ColorSpec *= fAtten;
// }
// return Out;
//}
//-----------------------------------------------------------------------------
// Name: vs_main()
// Desc: The vertex shader
//-----------------------------------------------------------------------------
VS_OUTPUT vs_main (float4 vPosition : POSITION0,
float3 vNormal : NORMAL0,
float2 tc : TEXCOORD0)
{
VS_OUTPUT Out = (VS_OUTPUT) 0;
vNormal = normalize(vNormal);
Out.Pos = mul(vPosition, matWorldViewProjection);
float3 P = mul(matWorldView, vPosition); //position in view space
float3 N = mul((float3x3)matWorldViewIT, vNormal); //normal in view space
float3 V = -normalize(P); //viewer
//automatic texture coordinate generation
Out.Tex0.xy = tc;
/*Out.Tex0 = float4((2.f * dot(V,N) * N - V) * (iTexGenType == TEXGEN_TYPE_CAMERASPACEREFLECTIONVECTOR)
+ N * (iTexGenType == TEXGEN_TYPE_CAMERASPACENORMAL)
+ P * (iTexGenType == TEXGEN_TYPE_CAMERASPACEPOSITION), 0);
Out.Tex0.xy += tc * (iTexGenType == TEXGEN_TYPE_NONE);*/
//light computation
Out.Color = g_Material.Ambient;
Out.ColorSpec = 0;
//directional lights
for(int i = 0; i < 2; i++)
{
COLOR_PAIR ColOut = DoDirLight(N, V, i);
Out.Color += ColOut.Color;
Out.ColorSpec += ColOut.ColorSpec;
}
////point lights
//for(int i = 0; i < iLightPointNum; i++)
//{
// COLOR_PAIR ColOut = DoPointLight(vPosition, N, V, i+iLightPointIni);
// Out.Color += ColOut.Color;
// 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
Out.Color *= g_Material.Diffuse;
Out.ColorSpec *= g_Material.Specular;
// saturate
Out.Color = min(1, Out.Color);
Out.ColorSpec = min(1, Out.ColorSpec);
//apply fog
float d;
if(bFogRange)
d = length(P);
else
d = P.z;
Out.Fog = 1.f * (iFogType == FOG_TYPE_NONE)
+ 1.f/exp(d * fFogDensity) * (iFogType == FOG_TYPE_EXP)
+ 1.f/exp(pow(d * fFogDensity, 2)) * (iFogType == FOG_TYPE_EXP2)
+ saturate((fFogEnd - d)/(fFogEnd - fFogStart)) * (iFogType == FOG_TYPE_LINEAR);
return Out;
}
// Techniques
//the technique for the programmable shader (simply sets the vertex shader)
technique basic_with_shader
{
pass P0
{
SPECULARENABLE = (g_Material.Power > 0);
FOGENABLE = (iFogType != FOG_TYPE_NONE);
FOGCOLOR = (vFogColor);
VertexShader = compile vs_2_0 vs_main();
}
}
TEXTURE tex1;
TEXTURE tex2;
//Sampler for the diff mode
sampler DiffSampler1 = sampler_state
{
Texture = (tex1);
MinFilter = Point;
MagFilter = Point;
MipFilter = Point;
AddressU = Wrap;
AddressV = Wrap;
AddressW = Wrap;
MaxAnisotropy = 8;
};
sampler DiffSampler2 = sampler_state
{
Texture = (tex2);
MinFilter = Point;
MagFilter = Point;
MipFilter = Point;
AddressU = Wrap;
AddressV = Wrap;
AddressW = Wrap;
MaxAnisotropy = 8;
};
bool bDiffSensitivity = false;
//-----------------------------------------------------------------------------
// Name: ps_diff()
// Desc: Pixel shader for the diff mode
// Tiny errors: green. Larger errors: yellow to red.
//-----------------------------------------------------------------------------
float4 ps_diff (float2 tcBase : TEXCOORD0) : COLOR
{
float E = length(tex2D(DiffSampler1, tcBase) - tex2D(DiffSampler2, tcBase))/sqrt(3);
float4 C = float4(0.f,0.f,0.f,E);
if(E > 0.f)
{
if(E <= 1.f/255.f)
{
if(bDiffSensitivity)
{
C = float4(0.f,1.f,0.f,E);
}
}
else
{
C = lerp(float4(1.f,1.f,0.f,E), float4(1.f,0.f,0.f,E),E);
}
}
return C;
}
//technique for the diff mode
technique technique_diff
{
pass P0
{
PixelShader = compile ps_2_0 ps_diff();
}
}