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