You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
156 lines
4.4 KiB
156 lines
4.4 KiB
// DYNAMIC: "SKINNING" "0..1" |
|
|
|
#include "common_vs_fxc.h" |
|
|
|
static const bool g_bSkinning = SKINNING ? true : false; |
|
|
|
const float4 cBumpTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 ); |
|
const float g_CoreColorTexCoordOffset : register( SHADER_SPECIFIC_CONST_3 ); |
|
|
|
struct VS_INPUT |
|
{ |
|
float4 vPos : POSITION; |
|
float4 vBoneWeights : BLENDWEIGHT; |
|
float4 vBoneIndices : BLENDINDICES; |
|
float3 vNormal : NORMAL; |
|
float4 vBaseTexCoord : TEXCOORD0; |
|
float4 vUserData : TANGENT; |
|
}; |
|
|
|
struct VS_OUTPUT |
|
{ |
|
float4 vProjPos : POSITION; |
|
float vFog : FOG; |
|
|
|
float4 oT0 : TEXCOORD0; |
|
float4 oT1 : TEXCOORD1; |
|
float4 oT2 : TEXCOORD2; |
|
// float3 oT3 : TEXCOORD3; |
|
|
|
float4 fogFactorW : COLOR1; |
|
}; |
|
|
|
float LengthThroughSphere( float3 vecRayOrigin, float3 vecRayDelta, |
|
float3 vecSphereCenter, float flRadius, out float alpha ) |
|
{ |
|
// Solve using the ray equation + the sphere equation |
|
// P = o + dt |
|
// (x - xc)^2 + (y - yc)^2 + (z - zc)^2 = r^2 |
|
// (ox + dx * t - xc)^2 + (oy + dy * t - yc)^2 + (oz + dz * t - zc)^2 = r^2 |
|
// (ox - xc)^2 + 2 * (ox-xc) * dx * t + dx^2 * t^2 + |
|
// (oy - yc)^2 + 2 * (oy-yc) * dy * t + dy^2 * t^2 + |
|
// (oz - zc)^2 + 2 * (oz-zc) * dz * t + dz^2 * t^2 = r^2 |
|
// (dx^2 + dy^2 + dz^2) * t^2 + 2 * ((ox-xc)dx + (oy-yc)dy + (oz-zc)dz) t + |
|
// (ox-xc)^2 + (oy-yc)^2 + (oz-zc)^2 - r^2 = 0 |
|
// or, t = (-b +/- sqrt( b^2 - 4ac)) / 2a |
|
// a = DotProduct( vecRayDelta, vecRayDelta ); |
|
// b = 2 * DotProduct( vecRayOrigin - vecCenter, vecRayDelta ) |
|
// c = DotProduct(vecRayOrigin - vecCenter, vecRayOrigin - vecCenter) - flRadius * flRadius; |
|
|
|
float3 vecSphereToRay; |
|
vecSphereToRay = vecRayOrigin - vecSphereCenter; |
|
|
|
float a = dot( vecRayDelta, vecRayDelta ); |
|
|
|
// This would occur in the case of a zero-length ray |
|
// if ( a == 0.0f ) |
|
// { |
|
// *pT1 = *pT2 = 0.0f; |
|
// return vecSphereToRay.LengthSqr() <= flRadius * flRadius; |
|
// } |
|
|
|
float b = 2 * dot( vecSphereToRay, vecRayDelta ); |
|
float c = dot( vecSphereToRay, vecSphereToRay ) - flRadius * flRadius; |
|
float flDiscrim = b * b - 4 * a * c; |
|
// if ( flDiscrim < 0.0f ) |
|
// return 0.0f; |
|
|
|
float hack = flDiscrim; |
|
flDiscrim = sqrt( flDiscrim ); |
|
float oo2a = 0.5f / a; |
|
if( hack < 0.0f ) |
|
{ |
|
alpha = 0.0f; |
|
return 0.0f; |
|
} |
|
else |
|
{ |
|
alpha = 1.0f; |
|
return abs( flDiscrim ) * 2 * oo2a; |
|
} |
|
// *pT1 = ( - b - flDiscrim ) * oo2a; |
|
// *pT2 = ( - b + flDiscrim ) * oo2a; |
|
// return true; |
|
} |
|
|
|
VS_OUTPUT main( const VS_INPUT v ) |
|
{ |
|
VS_OUTPUT o = ( VS_OUTPUT )0; |
|
|
|
float4 projPos; |
|
float3 worldNormal, worldPos, worldTangentS, worldTangentT; |
|
|
|
SkinPositionNormalAndTangentSpace( |
|
g_bSkinning, |
|
v.vPos, v.vNormal, v.vUserData, |
|
v.vBoneWeights, v.vBoneIndices, |
|
worldPos, worldNormal, worldTangentS, worldTangentT ); |
|
|
|
// Projected position |
|
o.vProjPos = projPos = mul( float4( worldPos, 1 ), cViewProj ); |
|
|
|
// calculate fog |
|
o.fogFactorW = o.vFog = CalcFog( worldPos, projPos, FOGTYPE_RANGE ); |
|
|
|
// Eye vector |
|
float3 vWorldEyeVect = cEyePos - worldPos; |
|
|
|
// Transform to the tangent space |
|
o.oT1.x = dot( vWorldEyeVect, worldTangentS ); |
|
o.oT1.y = dot( vWorldEyeVect, worldTangentT ); |
|
o.oT1.z = dot( vWorldEyeVect, worldNormal ); |
|
|
|
// Tranform bump coordinates |
|
float2 bumpTexCoord; |
|
bumpTexCoord.x = dot( v.vBaseTexCoord, cBumpTexCoordTransform[0] ); |
|
bumpTexCoord.y = dot( v.vBaseTexCoord, cBumpTexCoordTransform[1] ); |
|
|
|
// dudv map |
|
o.oT0.xy = bumpTexCoord; |
|
|
|
// flip Y by multiplying by -1 |
|
projPos.y *= -1.0f; |
|
|
|
// transform from [-w,w] to [0,2*w] |
|
// The reason this is w is because we are in perspective space/homogenous clip space. |
|
projPos.xy += projPos.w; |
|
|
|
// transform from [0,2*w] to [0,w] |
|
// We'll end up dividing by w in the pixel shader to get to [0,1] |
|
projPos.xy *= 0.5f; |
|
|
|
o.oT1.xy = projPos.xy; |
|
|
|
// emit w to both z and w in case the driver screws up and divides by z |
|
o.oT1.z = o.oT1.w = projPos.w; |
|
|
|
// hack |
|
float3 g_SphereCenter = { 2688.0f, 12139.0f, 5170.0f }; |
|
// float g_SphereDiameter = 430.0f; |
|
float g_SphereDiameter = 530.0f; |
|
float g_SphereRadius = g_SphereDiameter * 0.5f; |
|
|
|
float dummyAlpha; |
|
float lengthThroughSphere = LengthThroughSphere( cEyePos, normalize( vWorldEyeVect ), |
|
g_SphereCenter, g_SphereRadius, dummyAlpha ); |
|
|
|
float normalizedLengthThroughSphere = saturate( lengthThroughSphere / g_SphereDiameter ); |
|
o.oT2.xy = saturate( float2( normalizedLengthThroughSphere, g_CoreColorTexCoordOffset ) ); |
|
|
|
// hack texcoord shit |
|
// o.oT0.xy = 3.0f * ( worldPos.xy - g_SphereCenter.xy ) / g_SphereRadius; |
|
|
|
return o; |
|
} |
|
|
|
|
|
|