d3d10/src/effect/collada_scene.fx
2026-02-02 16:40:07 -06:00

186 lines
3.9 KiB
HLSL

cbuffer cbEveryFrame
{
matrix View;
matrix Projection;
float4 ViewEye;
float4 LightPos[4];
float4 LightDir[4];
float4 LightColor[4];
};
cbuffer cbMultiplePerFrame
{
matrix World;
};
cbuffer cbMultiplePerController
{
matrix Joints[16];
};
cbuffer cbPerMaterial
{
float4 Emission;
float4 Ambient;
float4 Diffuse;
float4 Specular;
float Shininess;
int4 TextureChannel;
};
Texture2D TexEmission;
Texture2D TexAmbient;
Texture2D TexDiffuse;
Texture2D TexSpecular;
SamplerState samLinear {
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Wrap;
AddressV = Wrap;
};
struct VS_INPUT_SKINNED
{
float3 Pos : POSITION;
float3 Norm : NORMAL;
float2 Tex : TEXCOORD0;
int4 Joint : BLENDINDICES0;
float4 Weight: BLENDWEIGHT0;
};
struct VS_INPUT
{
float3 Pos : POSITION;
float3 Norm : NORMAL;
float2 Tex : TEXCOORD0;
};
struct PS_INPUT
{
float4 Pos : SV_POSITION;
float3 Norm : NORMAL;
float2 Tex : TEXCOORD0;
float4 WPos : POSITION;
};
struct PS_OUTPUT
{
float4 color0 : SV_TARGET0;
float4 color1 : SV_TARGET1;
};
PS_INPUT VSSkin(VS_INPUT_SKINNED input)
{
PS_INPUT output;
matrix mSkin
= input.Weight.x * Joints[input.Joint.x]
+ input.Weight.y * Joints[input.Joint.y]
+ input.Weight.z * Joints[input.Joint.z]
+ input.Weight.w * Joints[input.Joint.w]
;
float4 world_pos = mul(float4(input.Pos, 1), mSkin);
//float4 world_pos = mul(float4(input.Pos, 1), World);
output.Pos = mul(world_pos, View);
output.Pos = mul(output.Pos, Projection);
output.Norm = mul(input.Norm, (float3x3)World);
output.Tex = input.Tex;
output.WPos = world_pos;
return output;
}
PS_INPUT VS(VS_INPUT input)
{
PS_INPUT output;
float4 world_pos = mul(float4(input.Pos, 1), World);
output.Pos = mul(world_pos, View);
output.Pos = mul(output.Pos, Projection);
output.Norm = mul(input.Norm, (float3x3)World);
output.Tex = float2(input.Tex.x, 1 - input.Tex.y);
output.WPos = world_pos;
return output;
}
PS_OUTPUT PS(PS_INPUT input)
{
float3 normal = normalize(input.Norm);
float3 view_dir = normalize(ViewEye.xyz - input.WPos.xyz);
float3 emissionColor = float3(0, 0, 0);
if (TextureChannel.x >= 0) { // emission
emissionColor = TexEmission.Sample(samLinear, input.Tex).xyz;
} else {
emissionColor = Emission.xyz;
}
float3 diffuseColor;
if (TextureChannel.z >= 0) { // diffuse
diffuseColor = TexDiffuse.Sample(samLinear, input.Tex).xyz;
} else {
diffuseColor = Diffuse.xyz;
}
float3 color = emissionColor;
for (int i = 0; i < 4; i++) {
float3 light_dir = normalize(-LightDir[i].xyz);
float diffuse_intensity = max(dot(normal, light_dir), 0.0) + 0.2;
float distance = length(LightPos[i].xyz - input.WPos.xyz);
float attenuation = 1.0 / (0.00000006 * distance * distance * distance);
color += diffuseColor * diffuse_intensity * LightColor[i].xyz * attenuation;
}
PS_OUTPUT output;
output.color0 = float4(color, 1.0);
output.color1 = float4(emissionColor, 1.0);
return output;
}
BlendState DisableBlending
{
BlendEnable[0] = FALSE;
};
DepthStencilState EnableDepth
{
DepthEnable = TRUE;
DepthWriteMask = ALL;
};
technique10 Blinn
{
pass P0
{
SetVertexShader(CompileShader(vs_4_0, VS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0, PS()));
SetBlendState(DisableBlending, float4(0.0, 0.0, 0.0, 0.0), 0xffffffff);
SetDepthStencilState(EnableDepth, 0);
}
}
technique10 BlinnSkin
{
pass P0
{
SetVertexShader(CompileShader(vs_4_0, VSSkin()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0, PS()));
SetBlendState(DisableBlending, float4(0.0, 0.0, 0.0, 0.0), 0xffffffff);
SetDepthStencilState(EnableDepth, 0);
}
}