Add Instanced Rendering / 2 more scenes

This commit is contained in:
2024-12-28 17:24:11 +01:00
parent 033909656a
commit 5e28e5fff4
30 changed files with 13730 additions and 100 deletions

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SamplerState gSampleState : SampleState;
RasterizerState gRasterizerState : RastState;
float4x4 gWorldViewProj : WorldViewProjection;
float4x4 gWorldMatrix : WorldMatrix;
texture2D gDiffuseMap : DiffuseMap;
texture2D gNormalMap : Normal;
texture2D gSpecularMap : Specular;
texture2D gGlossMap : Gloss;
float3 gLightDirection : LightDirection;
float3 gLightColor : LightColor;
float3 gCameraPosition : CameraPosition;
bool gUseNormal : UseNormal;
static const float3 gAmbient = float3(.03f, .03f, .03f);
static const float gLightIntensity = 7.f;
static const float PI = 3.14159f;
static const float gSpecularReflectance = 1.f;
static const float gShininess = 25.f;
//Input output
struct VS_INPUT {
float3 Position : POSITION;
float2 TexCoord : TEXCOORD;
float3 Normal : NORMAL;
float3 Tangent : TANGENT;
float4 InstanceWorld0 : INSTANCEWORLD0;
float4 InstanceWorld1 : INSTANCEWORLD1;
float4 InstanceWorld2 : INSTANCEWORLD2;
float4 InstanceWorld3 : INSTANCEWORLD3;
float4 InstanceColor : INSTANCECOLOR;
};
struct VS_OUTPUT {
float4 Position : SV_POSITION;
float4 WorldPosition : WORLDPOSITION;
float2 TexCoord : TEXCOORD;
float3 Normal : NORMAL;
float3 Tangent : TANGENT;
float4 Color : COLOR; // Pass instance color to the pixel shader
};
//----------------------
// Rasterizer state
//----------------------
// RasterizerState gRasterizerState
// {
// CullMode = none;
// FrontCounterClockwise = false; //default
// };
//Vertex shader
VS_OUTPUT VS(VS_INPUT input) {
VS_OUTPUT output;
// Reconstruct the world matrix from instance data
float4x4 instanceWorld = float4x4(
input.InstanceWorld0,
input.InstanceWorld1,
input.InstanceWorld2,
input.InstanceWorld3
);
// Transform the position to world space and then to clip space
float4 worldPosition = mul(float4(input.Position, 1.0f), instanceWorld);
output.Position = mul(worldPosition, gWorldViewProj); // Transform to clip space using gViewProjMatrix
output.WorldPosition = worldPosition; // Pass through the
//
// Extract the 3x3 upper portion of the world matrix for normal and tangent transformations
float3x3 instanceWorld3x3 = (float3x3)instanceWorld; // Extract upper 3x3 matrix
output.Normal = normalize(mul(input.Normal, instanceWorld3x3)); // Transform and normalize the normal
output.Tangent = normalize(mul(input.Tangent, instanceWorld3x3)); // Transform and normalize the tangent
// Pass through texture coordinates
output.TexCoord = input.TexCoord;
// Pass through the instance color
output.Color = input.InstanceColor;
return output;
}
float3 Phong(float ks, float exp, float3 l, float3 v, float3 n)
{
float3 reflected = reflect(l, n);
float cosAngle = dot(reflected, v);
return ks * pow(max(0.f, cosAngle), exp) * gLightColor;
}
float3 Lambert(float kd, float3 cd)
{
return (kd * cd) / PI;
}
float3 Shade(VS_OUTPUT input)
{
// Sample diffuse, specular, and gloss maps
float3 diffuseSample = gDiffuseMap.Sample(gSampleState, input.TexCoord).rgb;
float3 specularSample = gSpecularMap.Sample(gSampleState, input.TexCoord).rgb;
float glossSample = gGlossMap.Sample(gSampleState, input.TexCoord).x;
float3 normalSample = gNormalMap.Sample(gSampleState, input.TexCoord).rgb;
// Compute inversed view and light directions
float3 invViewDirection = normalize(gCameraPosition - input.WorldPosition.xyz);
float3 invLightDirection = -gLightDirection;
// Compute tangent space axes if normal mapping is used
float3 normal = input.Normal;
if (gUseNormal) {
float3 binormal = cross(input.Normal, input.Tangent);
float3x3 tangentSpaceAxis = float3x3(input.Tangent, binormal, input.Normal);
// Sample and transform normal map
normal = float3(2.f * normalSample.x - 1.f,
2.f * normalSample.y - 1.f,
2.f * normalSample.z - 1.f);
normal = mul(normal, tangentSpaceAxis);
}
// Compute Lambert diffuse lighting
float3 diffuse = Lambert(gLightIntensity, diffuseSample);
// Compute Phong specular lighting
float ks = (specularSample.x + specularSample.y + specularSample.z) / 3.f;
float3 specular = Phong(ks, glossSample * gShininess, invLightDirection, invViewDirection, normal);
// Compute observed area based on the cosine of the light angle
float cosAngle = dot(invLightDirection, normal);
float3 observedArea = float3(cosAngle, cosAngle, cosAngle);
// Combine lighting components
float3 color = saturate(diffuse * observedArea + specular + gAmbient * cosAngle);
return color;
}
float4 PS(VS_OUTPUT input) : SV_TARGET {
// Normalize vectors
float3 norm = normalize(input.Normal);
float3 lightDir = normalize(gLightDirection);
float3 viewDir = normalize(gCameraPosition - input.WorldPosition.xyz);
// Compute ambient lighting
float3 ambient = gAmbient * gLightColor;
// Compute diffuse lighting
float diff = max(dot(norm, lightDir), 0.0f); // Ensure clamping to non-negative values
float3 diffuse = diff * gLightColor;
// Compute specular lighting
float3 reflectDir = reflect(-lightDir, norm); // Reflect light direction around normal
float spec = pow(max(dot(reflectDir, viewDir), 0.0f), gShininess); // Apply shininess exponent
float3 specular = gSpecularReflectance * spec * gLightColor;
// Combine the lighting components with input color
float3 finalColor = ambient + diffuse + specular;
// return float4(finalColor * input.Color.rgb, input.Color.a); // Multiply by vertex color
return gDiffuseMap.Sample(gSampleState, input.TexCoord);
}
float4 PSNormal(VS_OUTPUT input) : SV_TARGET {
// Normalize the input normal
float3 norm = normalize(input.Normal);
// Map the normal from [-1, 1] to [0, 1]
float3 normalColor = 0.5f * (norm + 1.0f);
// Output the normal as RGB color
return float4(normalColor, 1.0f); // Alpha is set to 1 for full opacity
}
DepthStencilState gDepthStencilState
{
//enable
DepthEnable = true;
DepthWriteMask = ALL;
DepthFunc = LESS;
//stencil
StencilEnable = true;
};
technique11 DefaultTechnique {
pass P0 {
SetDepthStencilState(gDepthStencilState, 0);
SetRasterizerState(gRasterizerState);
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_5_0, PS()));
}
}

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# Blender 4.3.2 MTL File: 'None'
# www.blender.org
newmtl Grass
Ns 360.000000
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2

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# Blender 4.3.2
# www.blender.org
mtllib cube.mtl
o Cube
v -1.000000 -1.000000 1.000000
v -1.000000 1.000000 1.000000
v -1.000000 -1.000000 -1.000000
v -1.000000 1.000000 -1.000000
v 1.000000 -1.000000 1.000000
v 1.000000 1.000000 1.000000
v 1.000000 -1.000000 -1.000000
v 1.000000 1.000000 -1.000000
vn -1.0000 -0.0000 -0.0000
vn -0.0000 -0.0000 -1.0000
vn 1.0000 -0.0000 -0.0000
vn -0.0000 -0.0000 1.0000
vn -0.0000 -1.0000 -0.0000
vn -0.0000 1.0000 -0.0000
vt 0.500000 0.500000
vt 0.500000 1.000000
vt 1.000000 1.000000
vt 1.000000 0.500000
vt 0.000000 1.000000
vt 0.000000 0.500000
vt 0.500000 0.000000
vt 1.000000 0.000000
s 1
usemtl Grass
f 1/1/1 2/2/1 4/3/1 3/4/1
f 3/1/2 4/2/2 8/3/2 7/4/2
f 7/4/3 8/3/3 6/2/3 5/1/3
f 5/4/4 6/3/4 2/2/4 1/1/4
f 3/5/5 7/2/5 5/1/5 1/6/5
f 8/4/6 4/1/6 2/7/6 6/8/6

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# Blender MTL File: 'None'
# Material Count: 1
newmtl Mars
Ns 96.078443
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.0 0.0 0.0
Ni 1.000000
d 1.000000
illum 2
map_Kd mars.png

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# Blender MTL File: 'Rock1.blend'
# Material Count: 1
newmtl Material
Ns 13.725490
Ka 0.000000 0.000000 0.000000
Kd 0.640000 0.640000 0.640000
Ks 0.007937 0.007937 0.007937
Ni 1.000000
d 1.000000
illum 2
map_Bump rock.png

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# Blender v2.71 (sub 0) OBJ File: 'Rock1.blend'
# www.blender.org
mtllib rock.mtl
o Cube
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vn -0.109100 -0.775000 -0.622500
vn -0.043500 -0.970400 -0.237300
vn -0.216400 -0.916000 -0.337700
vn 0.483000 -0.867200 -0.120600
vn 0.586200 -0.808400 0.052800
vn 0.453300 -0.878500 0.150900
vn 0.302100 -0.888100 0.346500
vn -0.011700 0.990200 0.139300
vn 0.104700 0.994500 -0.006000
vn 0.287400 0.799500 -0.527400
vn 0.226500 0.797300 -0.559400
vn 0.166900 0.398200 -0.901900
vn 0.449900 -0.591100 0.669400
vn 0.991200 -0.131900 -0.006400
vn 0.421700 -0.247600 -0.872200
vn 0.719900 -0.329000 -0.611100
vn 0.873300 -0.027000 -0.486400
vn 0.695900 0.658800 -0.285700
vn -0.735800 -0.552500 0.391500
vn 0.149300 -0.476900 0.866200
vn -0.467200 -0.714600 -0.520600
vn -0.791300 -0.591900 0.152900
vn 0.150800 0.022200 -0.988300
vn 0.072000 -0.564800 -0.822100
vn 0.246700 -0.812300 -0.528500
usemtl Material
s 1
f 30/1/1 3/2/2 44/3/3
f 50/4/4 7/5/5 37/6/6
f 35/7/7 6/8/8 31/9/9
f 37/10/6 7/11/5 33/12/10
f 79/13/11 38/14/12 8/15/13
f 28/16/14 4/17/15 46/18/16
f 81/19/17 51/20/18 14/21/19
f 82/22/20 52/23/21 21/24/22
f 83/25/23 42/26/24 12/27/25
f 55/28/26 19/29/27 49/30/28
f 85/31/29 56/32/30 22/33/31
f 86/34/32 38/35/12 20/36/33
f 87/37/34 59/38/35 13/39/36
f 88/40/37 60/41/38 23/42/39
f 89/43/40 47/44/41 17/45/42
f 90/46/43 63/47/44 15/48/45
f 64/49/46 24/50/47 65/51/48
f 92/52/49 49/53/28 19/54/27
f 67/55/50 16/56/51 46/18/16
f 68/57/52 25/58/53 69/59/54
f 95/60/55 50/61/4 20/62/33
f 96/63/56 71/64/57 16/56/51
f 97/65/58 72/66/59 26/67/60
f 40/68/61 10/69/62 74/70/63
f 75/71/64 44/3/3 14/21/19
f 21/24/22 54/72/65 75/71/64
f 12/27/25 30/1/1 75/71/64
f 76/73/66 37/6/6 19/29/27
f 22/33/31 58/74/67 76/73/66
f 58/74/67 20/36/33 50/4/4
f 77/75/68 31/9/9 13/76/36
f 62/77/69 77/78/68 59/38/35
f 17/79/42 35/80/7 77/78/68
f 78/81/70 33/12/10 15/82/45
f 24/83/47 66/84/71 78/85/70
f 19/86/27 37/10/6 78/81/70
f 67/55/50 79/13/11 34/87/72
f 70/88/73 79/89/11 67/90/50
f 20/62/33 38/91/12 79/89/11
f 71/64/57 80/92/74 46/18/16
f 74/70/63 80/92/74 71/64/57
f 10/93/62 28/94/14 80/95/74
f 28/16/14 81/96/17 32/97/75
f 53/98/76 81/96/17 28/16/14
f 53/99/76 21/24/22 51/20/18
f 40/68/61 82/100/20 53/98/76
f 39/101/77 82/22/20 40/102/61
f 39/101/77 9/103/78 52/23/21
f 52/23/21 83/25/23 54/72/65
f 9/103/78 27/104/79 83/25/23
f 27/104/79 2/105/80 42/26/24
f 35/7/7 84/106/81 49/53/28
f 57/107/82 84/108/81 35/109/7
f 57/107/82 22/33/31 55/28/26
f 85/31/29 57/107/82 17/110/42
f 48/111/83 85/31/29 47/112/41
f 18/113/84 56/32/30 85/31/29
f 56/32/30 86/34/32 58/74/67
f 36/114/85 86/34/32 56/32/30
f 36/114/85 8/115/13 38/35/12
f 27/116/79 87/37/34 43/117/86
f 9/118/78 61/119/87 87/37/34
f 61/119/87 23/42/39 59/38/35
f 88/40/37 61/119/87 9/118/78
f 41/120/88 88/40/37 39/121/77
f 41/120/88 11/122/89 60/41/38
f 60/41/38 89/123/40 62/77/69
f 11/122/89 29/124/90 89/123/40
f 29/124/90 5/125/91 47/126/41
f 30/1/1 90/46/43 45/127/92
f 12/27/25 65/128/48 90/46/43
f 65/51/48 24/50/47 63/129/44
f 91/130/93 65/128/48 12/27/25
f 43/131/86 91/130/93 42/26/24
f 13/76/36 64/49/46 91/132/93
f 64/49/46 92/52/49 66/133/71
f 13/76/36 31/9/9 92/52/49
f 31/9/9 6/8/8 49/53/28
f 93/134/94 46/18/16 4/17/15
f 69/135/54 93/136/94 32/137/75
f 25/58/53 67/90/50 93/138/94
f 44/3/3 94/139/95 69/135/54
f 3/2/2 45/127/92 94/139/95
f 15/82/45 68/57/52 94/140/95
f 95/60/55 70/88/73 25/58/53
f 33/12/10 95/60/55 68/57/52
f 33/12/10 7/11/5 50/61/4
f 36/141/85 96/63/56 34/87/72
f 18/142/84 73/143/96 96/63/56
f 73/143/96 26/67/60 71/64/57
f 48/111/83 97/144/58 73/145/96
f 5/125/91 29/124/90 97/146/58
f 29/124/90 11/122/89 72/147/59
f 72/66/59 98/148/97 74/70/63
f 11/149/89 41/150/88 98/148/97
f 41/150/88 1/151/98 40/68/61
f 75/71/64 30/1/1 44/3/3
f 76/73/66 50/4/4 37/6/6
f 77/75/68 35/7/7 31/9/9
f 78/81/70 37/10/6 33/12/10
f 34/87/72 79/13/11 8/15/13
f 80/92/74 28/16/14 46/18/16
f 32/137/75 81/19/17 14/21/19
f 53/99/76 82/22/20 21/24/22
f 54/72/65 83/25/23 12/27/25
f 84/108/81 55/28/26 49/30/28
f 57/107/82 85/31/29 22/33/31
f 58/74/67 86/34/32 20/36/33
f 43/117/86 87/37/34 13/39/36
f 61/119/87 88/40/37 23/42/39
f 62/152/69 89/43/40 17/45/42
f 45/127/92 90/46/43 15/48/45
f 91/132/93 64/49/46 65/51/48
f 66/133/71 92/52/49 19/54/27
f 93/134/94 67/55/50 46/18/16
f 94/140/95 68/57/52 69/59/54
f 70/88/73 95/60/55 20/62/33
f 34/87/72 96/63/56 16/56/51
f 73/143/96 97/65/58 26/67/60
f 98/148/97 40/68/61 74/70/63
f 51/20/18 75/71/64 14/21/19
f 51/20/18 21/24/22 75/71/64
f 54/72/65 12/27/25 75/71/64
f 55/28/26 76/73/66 19/29/27
f 55/28/26 22/33/31 76/73/66
f 76/73/66 58/74/67 50/4/4
f 59/153/35 77/75/68 13/76/36
f 23/42/39 62/77/69 59/38/35
f 62/77/69 17/79/42 77/78/68
f 63/154/44 78/81/70 15/82/45
f 63/155/44 24/83/47 78/85/70
f 66/156/71 19/86/27 78/81/70
f 16/56/51 67/55/50 34/87/72
f 25/58/53 70/88/73 67/90/50
f 70/88/73 20/62/33 79/89/11
f 16/56/51 71/64/57 46/18/16
f 26/67/60 74/70/63 71/64/57
f 74/157/63 10/93/62 80/95/74
f 4/17/15 28/16/14 32/97/75
f 10/69/62 53/98/76 28/16/14
f 81/19/17 53/99/76 51/20/18
f 10/69/62 40/68/61 53/98/76
f 1/158/98 39/101/77 40/102/61
f 82/22/20 39/101/77 52/23/21
f 21/24/22 52/23/21 54/72/65
f 52/23/21 9/103/78 83/25/23
f 83/25/23 27/104/79 42/26/24
f 6/8/8 35/7/7 49/53/28
f 17/110/42 57/107/82 35/109/7
f 84/108/81 57/107/82 55/28/26
f 47/112/41 85/31/29 17/110/42
f 5/159/91 48/111/83 47/112/41
f 48/111/83 18/113/84 85/31/29
f 22/33/31 56/32/30 58/74/67
f 18/113/84 36/114/85 56/32/30
f 86/34/32 36/114/85 38/35/12
f 2/160/80 27/116/79 43/117/86
f 27/116/79 9/118/78 87/37/34
f 87/37/34 61/119/87 59/38/35
f 39/121/77 88/40/37 9/118/78
f 1/161/98 41/120/88 39/121/77
f 88/40/37 41/120/88 60/41/38
f 23/42/39 60/41/38 62/77/69
f 60/41/38 11/122/89 89/123/40
f 89/123/40 29/124/90 47/126/41
f 3/2/2 30/1/1 45/127/92
f 30/1/1 12/27/25 90/46/43
f 90/162/43 65/51/48 63/129/44
f 42/26/24 91/130/93 12/27/25
f 2/105/80 43/131/86 42/26/24
f 43/163/86 13/76/36 91/132/93
f 24/50/47 64/49/46 66/133/71
f 64/49/46 13/76/36 92/52/49
f 92/52/49 31/9/9 49/53/28
f 32/97/75 93/134/94 4/17/15
f 14/21/19 69/135/54 32/137/75
f 69/59/54 25/58/53 93/138/94
f 14/21/19 44/3/3 69/135/54
f 44/3/3 3/2/2 94/139/95
f 45/164/92 15/82/45 94/140/95
f 68/57/52 95/60/55 25/58/53
f 15/82/45 33/12/10 68/57/52
f 95/60/55 33/12/10 50/61/4
f 8/15/13 36/141/85 34/87/72
f 36/141/85 18/142/84 96/63/56
f 96/63/56 73/143/96 71/64/57
f 18/113/84 48/111/83 73/145/96
f 48/165/83 5/125/91 97/146/58
f 97/146/58 29/124/90 72/147/59
f 26/67/60 72/66/59 74/70/63
f 72/66/59 11/149/89 98/148/97
f 98/148/97 41/150/88 40/68/61

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# Blender 4.3.2 MTL File: 'None'
# www.blender.org
newmtl Sphere
Ns 360.000000
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd space_nebula_6k.png

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