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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/common_vs_fxc.h | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'materialsystem/stdshaders/common_vs_fxc.h')
| -rw-r--r-- | materialsystem/stdshaders/common_vs_fxc.h | 955 |
1 files changed, 955 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/common_vs_fxc.h b/materialsystem/stdshaders/common_vs_fxc.h new file mode 100644 index 0000000..ac966b6 --- /dev/null +++ b/materialsystem/stdshaders/common_vs_fxc.h @@ -0,0 +1,955 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: This is where all common code for vertex shaders go. +// +// $NoKeywords: $ +// +//===========================================================================// + + + +#ifndef COMMON_VS_FXC_H_ +#define COMMON_VS_FXC_H_ + +#include "common_fxc.h" + +// Put global skip commands here. . make sure and check that the appropriate vars are defined +// so these aren't used on the wrong shaders! +// -------------------------------------------------------------------------------- +// Ditch all fastpath attemps if we are doing LIGHTING_PREVIEW. +// SKIP: defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH +// -------------------------------------------------------------------------------- + + +#ifndef COMPRESSED_VERTS +// Default to no vertex compression +#define COMPRESSED_VERTS 0 +#endif + +#if ( !defined( SHADER_MODEL_VS_2_0 ) && !defined( SHADER_MODEL_VS_3_0 ) ) +#if COMPRESSED_VERTS == 1 +#error "Vertex compression is only for DX9 and up!" +#endif +#endif + +// We're testing 2 normal compression methods +// One compressed normals+tangents into a SHORT2 each (8 bytes total) +// The other compresses them together, into a single UBYTE4 (4 bytes total) +// FIXME: pick one or the other, compare lighting quality in important cases +#define COMPRESSED_NORMALS_SEPARATETANGENTS_SHORT2 0 +#define COMPRESSED_NORMALS_COMBINEDTANGENTS_UBYTE4 1 +//#define COMPRESSED_NORMALS_TYPE COMPRESSED_NORMALS_SEPARATETANGENTS_SHORT2 +#define COMPRESSED_NORMALS_TYPE COMPRESSED_NORMALS_COMBINEDTANGENTS_UBYTE4 + + +#define FOGTYPE_RANGE 0 +#define FOGTYPE_HEIGHT 1 + +#define COMPILE_ERROR ( 1/0; ) + +// ------------------------- +// CONSTANTS +// ------------------------- + +#pragma def ( vs, c0, 0.0f, 1.0f, 2.0f, 0.5f ) + +const float4 cConstants1 : register(c1); +#define cOOGamma cConstants1.x +#define cOverbright 2.0f +#define cOneThird cConstants1.z +#define cOOOverbright ( 1.0f / 2.0f ) + + +// The g_bLightEnabled registers and g_nLightCountRegister hold the same information regarding +// enabling lights, but callers internal to this file tend to use the loops, while external +// callers will end up using the booleans +const bool g_bLightEnabled[4] : register(b0); + // through b3 + +const int g_nLightCountRegister : register(i0); + + +#define g_nLightCount g_nLightCountRegister.x + +const float4 cEyePosWaterZ : register(c2); +#define cEyePos cEyePosWaterZ.xyz + +// Only cFlexScale.x is used +// It is a binary value used to switch on/off the addition of the flex delta stream +const float4 cFlexScale : register( c3 ); + +const float4x4 cModelViewProj : register(c4); +const float4x4 cViewProj : register(c8); + +// Used to compute projPosZ in shaders without skinning +// Using cModelViewProj with FastClip generates incorrect results +// This is just row two of the non-FastClip cModelViewProj matrix +const float4 cModelViewProjZ : register(c12); + +// More constants working back from the top... +const float4 cViewProjZ : register(c13); + +const float4 cFogParams : register(c16); +#define cFogEndOverFogRange cFogParams.x +#define cFogOne cFogParams.y +#define cFogMaxDensity cFogParams.z +#define cOOFogRange cFogParams.w + +const float4x4 cViewModel : register(c17); + +const float3 cAmbientCubeX [ 2 ] : register ( c21 ) ; +const float3 cAmbientCubeY [ 2 ] : register ( c23 ) ; +const float3 cAmbientCubeZ [ 2 ] : register ( c25 ) ; + +#if defined ( SHADER_MODEL_VS_3_0 ) +const float4 cFlexWeights [ 512 ] : register ( c1024 ) ; +#endif + +struct LightInfo +{ + float4 color; // {xyz} is color w is light type code (see comment below) + float4 dir; // {xyz} is dir w is light type code + float4 pos; + float4 spotParams; + float4 atten; +}; + +// w components of color and dir indicate light type: +// 1x - directional +// 01 - spot +// 00 - point + +// Four lights x 5 constants each = 20 constants +LightInfo cLightInfo[4] : register(c27); +#define LIGHT_0_POSITION_REG c29 + +#ifdef SHADER_MODEL_VS_1_1 + +const float4 cModulationColor : register(c37); + +#define SHADER_SPECIFIC_CONST_0 c38 +#define SHADER_SPECIFIC_CONST_1 c39 +#define SHADER_SPECIFIC_CONST_2 c40 +#define SHADER_SPECIFIC_CONST_3 c41 +#define SHADER_SPECIFIC_CONST_4 c42 +#define SHADER_SPECIFIC_CONST_5 c43 +#define SHADER_SPECIFIC_CONST_6 c44 +#define SHADER_SPECIFIC_CONST_7 c45 +#define SHADER_SPECIFIC_CONST_8 c46 +#define SHADER_SPECIFIC_CONST_9 c47 +#define SHADER_SPECIFIC_CONST_10 c14 +#define SHADER_SPECIFIC_CONST_11 c15 + +static const int cModel0Index = 48; +const float4x3 cModel[16] : register(c48); +// last cmodel is c105 for dx80, c214 for dx90 + +#else // DX9 shaders (vs20 and beyond) + +const float4 cModulationColor : register( c47 ); + +#define SHADER_SPECIFIC_CONST_0 c48 +#define SHADER_SPECIFIC_CONST_1 c49 +#define SHADER_SPECIFIC_CONST_2 c50 +#define SHADER_SPECIFIC_CONST_3 c51 +#define SHADER_SPECIFIC_CONST_4 c52 +#define SHADER_SPECIFIC_CONST_5 c53 +#define SHADER_SPECIFIC_CONST_6 c54 +#define SHADER_SPECIFIC_CONST_7 c55 +#define SHADER_SPECIFIC_CONST_8 c56 +#define SHADER_SPECIFIC_CONST_9 c57 +#define SHADER_SPECIFIC_CONST_10 c14 +#define SHADER_SPECIFIC_CONST_11 c15 + +static const int cModel0Index = 58; +const float4x3 cModel[53] : register( c58 ); +// last cmodel is c105 for dx80, c216 for dx90 + + +#define SHADER_SPECIFIC_BOOL_CONST_0 b4 +#define SHADER_SPECIFIC_BOOL_CONST_1 b5 +#define SHADER_SPECIFIC_BOOL_CONST_2 b6 +#define SHADER_SPECIFIC_BOOL_CONST_3 b7 +#define SHADER_SPECIFIC_BOOL_CONST_4 b8 +#define SHADER_SPECIFIC_BOOL_CONST_5 b9 +#define SHADER_SPECIFIC_BOOL_CONST_6 b10 +#define SHADER_SPECIFIC_BOOL_CONST_7 b11 +#endif // vertex shader model constant packing changes + + +//======================================================================================= +// Methods to decompress vertex normals +//======================================================================================= + +//----------------------------------------------------------------------------------- +// Decompress a normal from two-component compressed format +// We expect this data to come from a signed SHORT2 stream in the range of -32768..32767 +// +// -32678 and 0 are invalid encodings +// w contains the sign to use in the cross product when generating a binormal +void _DecompressShort2Tangent( float2 inputTangent, out float4 outputTangent ) +{ + float2 ztSigns = sign( inputTangent ); // sign bits for z and tangent (+1 or -1) + float2 xyAbs = abs( inputTangent ); // 1..32767 + outputTangent.xy = (xyAbs - 16384.0f) / 16384.0f; // x and y + outputTangent.z = ztSigns.x * sqrt( saturate( 1.0f - dot( outputTangent.xy, outputTangent.xy ) ) ); + outputTangent.w = ztSigns.y; +} + +//----------------------------------------------------------------------------------- +// Same code as _DecompressShort2Tangent, just one returns a float4, one a float3 +void _DecompressShort2Normal( float2 inputNormal, out float3 outputNormal ) +{ + float4 result; + _DecompressShort2Tangent( inputNormal, result ); + outputNormal = result.xyz; +} + +//----------------------------------------------------------------------------------- +// Decompress normal+tangent together +void _DecompressShort2NormalTangent( float2 inputNormal, float2 inputTangent, out float3 outputNormal, out float4 outputTangent ) +{ + // FIXME: if we end up sticking with the SHORT2 format, pack the normal and tangent into a single SHORT4 element + // (that would make unpacking normal+tangent here together much cheaper than the sum of their parts) + _DecompressShort2Normal( inputNormal, outputNormal ); + _DecompressShort2Tangent( inputTangent, outputTangent ); +} + +//======================================================================================= +// Decompress a normal and tangent from four-component compressed format +// We expect this data to come from an unsigned UBYTE4 stream in the range of 0..255 +// The final vTangent.w contains the sign to use in the cross product when generating a binormal +void _DecompressUByte4NormalTangent( float4 inputNormal, + out float3 outputNormal, // {nX, nY, nZ} + out float4 outputTangent ) // {tX, tY, tZ, sign of binormal} +{ + float fOne = 1.0f; + + float4 ztztSignBits = ( inputNormal - 128.0f ) < 0; // sign bits for zs and binormal (1 or 0) set-less-than (slt) asm instruction + float4 xyxyAbs = abs( inputNormal - 128.0f ) - ztztSignBits; // 0..127 + float4 xyxySignBits = ( xyxyAbs - 64.0f ) < 0; // sign bits for xs and ys (1 or 0) + float4 normTan = (abs( xyxyAbs - 64.0f ) - xyxySignBits) / 63.0f; // abs({nX, nY, tX, tY}) + outputNormal.xy = normTan.xy; // abs({nX, nY, __, __}) + outputTangent.xy = normTan.zw; // abs({tX, tY, __, __}) + + float4 xyxySigns = 1 - 2*xyxySignBits; // Convert sign bits to signs + float4 ztztSigns = 1 - 2*ztztSignBits; // ( [1,0] -> [-1,+1] ) + + outputNormal.z = 1.0f - outputNormal.x - outputNormal.y; // Project onto x+y+z=1 + outputNormal.xyz = normalize( outputNormal.xyz ); // Normalize onto unit sphere + outputNormal.xy *= xyxySigns.xy; // Restore x and y signs + outputNormal.z *= ztztSigns.x; // Restore z sign + + outputTangent.z = 1.0f - outputTangent.x - outputTangent.y; // Project onto x+y+z=1 + outputTangent.xyz = normalize( outputTangent.xyz ); // Normalize onto unit sphere + outputTangent.xy *= xyxySigns.zw; // Restore x and y signs + outputTangent.z *= ztztSigns.z; // Restore z sign + outputTangent.w = ztztSigns.w; // Binormal sign +} + + +//----------------------------------------------------------------------------------- +// Decompress just a normal from four-component compressed format (same as above) +// We expect this data to come from an unsigned UBYTE4 stream in the range of 0..255 +// [ When compiled, this works out to approximately 17 asm instructions ] +void _DecompressUByte4Normal( float4 inputNormal, + out float3 outputNormal) // {nX, nY, nZ} +{ + float fOne = 1.0f; + + float2 ztSigns = ( inputNormal.xy - 128.0f ) < 0; // sign bits for zs and binormal (1 or 0) set-less-than (slt) asm instruction + float2 xyAbs = abs( inputNormal.xy - 128.0f ) - ztSigns; // 0..127 + float2 xySigns = ( xyAbs - 64.0f ) < 0; // sign bits for xs and ys (1 or 0) + outputNormal.xy = ( abs( xyAbs - 64.0f ) - xySigns ) / 63.0f; // abs({nX, nY}) + + outputNormal.z = 1.0f - outputNormal.x - outputNormal.y; // Project onto x+y+z=1 + outputNormal.xyz = normalize( outputNormal.xyz ); // Normalize onto unit sphere + + outputNormal.xy *= lerp( fOne.xx, -fOne.xx, xySigns ); // Restore x and y signs + outputNormal.z *= lerp( fOne.x, -fOne.x, ztSigns.x ); // Restore z sign +} + + +void DecompressVertex_Normal( float4 inputNormal, out float3 outputNormal ) +{ + if ( COMPRESSED_VERTS == 1 ) + { + if ( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_SEPARATETANGENTS_SHORT2 ) + { + _DecompressShort2Normal( inputNormal.xy, outputNormal ); + } + else // ( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_COMBINEDTANGENTS_UBYTE4 ) + { + _DecompressUByte4Normal( inputNormal, outputNormal ); + } + } + else + { + outputNormal = inputNormal.xyz; + } +} + +void DecompressVertex_NormalTangent( float4 inputNormal, float4 inputTangent, out float3 outputNormal, out float4 outputTangent ) +{ + if ( COMPRESSED_VERTS == 1 ) + { + if ( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_SEPARATETANGENTS_SHORT2 ) + { + _DecompressShort2NormalTangent( inputNormal.xy, inputTangent.xy, outputNormal, outputTangent ); + } + else // ( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_COMBINEDTANGENTS_UBYTE4 ) + { + _DecompressUByte4NormalTangent( inputNormal, outputNormal, outputTangent ); + } + } + else + { + outputNormal = inputNormal.xyz; + outputTangent = inputTangent; + } +} + + +#ifdef SHADER_MODEL_VS_3_0 + +//----------------------------------------------------------------------------- +// Methods to sample morph data from a vertex texture +// NOTE: vMorphTargetTextureDim.x = width, cVertexTextureDim.y = height, cVertexTextureDim.z = # of float4 fields per vertex +// For position + normal morph for example, there will be 2 fields. +//----------------------------------------------------------------------------- +float4 SampleMorphDelta( sampler2D vt, const float3 vMorphTargetTextureDim, const float4 vMorphSubrect, const float flVertexID, const float flField ) +{ + float flColumn = floor( flVertexID / vMorphSubrect.w ); + + float4 t; + t.x = vMorphSubrect.x + vMorphTargetTextureDim.z * flColumn + flField + 0.5f; + t.y = vMorphSubrect.y + flVertexID - flColumn * vMorphSubrect.w + 0.5f; + t.xy /= vMorphTargetTextureDim.xy; + t.z = t.w = 0.f; + + return tex2Dlod( vt, t ); +} + +// Optimized version which reads 2 deltas +void SampleMorphDelta2( sampler2D vt, const float3 vMorphTargetTextureDim, const float4 vMorphSubrect, const float flVertexID, out float4 delta1, out float4 delta2 ) +{ + float flColumn = floor( flVertexID / vMorphSubrect.w ); + + float4 t; + t.x = vMorphSubrect.x + vMorphTargetTextureDim.z * flColumn + 0.5f; + t.y = vMorphSubrect.y + flVertexID - flColumn * vMorphSubrect.w + 0.5f; + t.xy /= vMorphTargetTextureDim.xy; + t.z = t.w = 0.f; + + delta1 = tex2Dlod( vt, t ); + t.x += 1.0f / vMorphTargetTextureDim.x; + delta2 = tex2Dlod( vt, t ); +} + +#endif // SHADER_MODEL_VS_3_0 + + +#if ( defined( SHADER_MODEL_VS_2_0 ) || defined( SHADER_MODEL_VS_3_0 ) ) + +//----------------------------------------------------------------------------- +// Method to apply morphs +//----------------------------------------------------------------------------- +bool ApplyMorph( float3 vPosFlex, inout float3 vPosition ) +{ + // Flexes coming in from a separate stream + float3 vPosDelta = vPosFlex.xyz * cFlexScale.x; + vPosition.xyz += vPosDelta; + return true; +} + +bool ApplyMorph( float3 vPosFlex, float3 vNormalFlex, inout float3 vPosition, inout float3 vNormal ) +{ + // Flexes coming in from a separate stream + float3 vPosDelta = vPosFlex.xyz * cFlexScale.x; + float3 vNormalDelta = vNormalFlex.xyz * cFlexScale.x; + vPosition.xyz += vPosDelta; + vNormal += vNormalDelta; + return true; +} + +bool ApplyMorph( float3 vPosFlex, float3 vNormalFlex, + inout float3 vPosition, inout float3 vNormal, inout float3 vTangent ) +{ + // Flexes coming in from a separate stream + float3 vPosDelta = vPosFlex.xyz * cFlexScale.x; + float3 vNormalDelta = vNormalFlex.xyz * cFlexScale.x; + vPosition.xyz += vPosDelta; + vNormal += vNormalDelta; + vTangent.xyz += vNormalDelta; + return true; +} + +bool ApplyMorph( float4 vPosFlex, float3 vNormalFlex, + inout float3 vPosition, inout float3 vNormal, inout float3 vTangent, out float flWrinkle ) +{ + // Flexes coming in from a separate stream + float3 vPosDelta = vPosFlex.xyz * cFlexScale.x; + float3 vNormalDelta = vNormalFlex.xyz * cFlexScale.x; + flWrinkle = vPosFlex.w * cFlexScale.y; + vPosition.xyz += vPosDelta; + vNormal += vNormalDelta; + vTangent.xyz += vNormalDelta; + return true; +} + +#endif // defined( SHADER_MODEL_VS_2_0 ) || defined( SHADER_MODEL_VS_3_0 ) + + +#ifdef SHADER_MODEL_VS_3_0 + +bool ApplyMorph( sampler2D morphSampler, const float3 vMorphTargetTextureDim, const float4 vMorphSubrect, + const float flVertexID, const float3 vMorphTexCoord, + inout float3 vPosition ) +{ +#if MORPHING + +#if !DECAL + // Flexes coming in from a separate stream + float4 vPosDelta = SampleMorphDelta( morphSampler, vMorphTargetTextureDim, vMorphSubrect, flVertexID, 0 ); + vPosition += vPosDelta.xyz; +#else + float4 t = float4( vMorphTexCoord.x, vMorphTexCoord.y, 0.0f, 0.0f ); + float3 vPosDelta = tex2Dlod( morphSampler, t ); + vPosition += vPosDelta.xyz * vMorphTexCoord.z; +#endif // DECAL + + return true; + +#else // !MORPHING + return false; +#endif +} + +bool ApplyMorph( sampler2D morphSampler, const float3 vMorphTargetTextureDim, const float4 vMorphSubrect, + const float flVertexID, const float3 vMorphTexCoord, + inout float3 vPosition, inout float3 vNormal ) +{ +#if MORPHING + +#if !DECAL + float4 vPosDelta, vNormalDelta; + SampleMorphDelta2( morphSampler, vMorphTargetTextureDim, vMorphSubrect, flVertexID, vPosDelta, vNormalDelta ); + vPosition += vPosDelta.xyz; + vNormal += vNormalDelta.xyz; +#else + float4 t = float4( vMorphTexCoord.x, vMorphTexCoord.y, 0.0f, 0.0f ); + float3 vPosDelta = tex2Dlod( morphSampler, t ); + t.x += 1.0f / vMorphTargetTextureDim.x; + float3 vNormalDelta = tex2Dlod( morphSampler, t ); + vPosition += vPosDelta.xyz * vMorphTexCoord.z; + vNormal += vNormalDelta.xyz * vMorphTexCoord.z; +#endif // DECAL + + return true; + +#else // !MORPHING + return false; +#endif +} + +bool ApplyMorph( sampler2D morphSampler, const float3 vMorphTargetTextureDim, const float4 vMorphSubrect, + const float flVertexID, const float3 vMorphTexCoord, + inout float3 vPosition, inout float3 vNormal, inout float3 vTangent ) +{ +#if MORPHING + +#if !DECAL + float4 vPosDelta, vNormalDelta; + SampleMorphDelta2( morphSampler, vMorphTargetTextureDim, vMorphSubrect, flVertexID, vPosDelta, vNormalDelta ); + vPosition += vPosDelta.xyz; + vNormal += vNormalDelta.xyz; + vTangent += vNormalDelta.xyz; +#else + float4 t = float4( vMorphTexCoord.x, vMorphTexCoord.y, 0.0f, 0.0f ); + float3 vPosDelta = tex2Dlod( morphSampler, t ); + t.x += 1.0f / vMorphTargetTextureDim.x; + float3 vNormalDelta = tex2Dlod( morphSampler, t ); + vPosition += vPosDelta.xyz * vMorphTexCoord.z; + vNormal += vNormalDelta.xyz * vMorphTexCoord.z; + vTangent += vNormalDelta.xyz * vMorphTexCoord.z; +#endif // DECAL + + return true; + +#else // MORPHING + + return false; +#endif +} + +bool ApplyMorph( sampler2D morphSampler, const float3 vMorphTargetTextureDim, const float4 vMorphSubrect, + const float flVertexID, const float3 vMorphTexCoord, + inout float3 vPosition, inout float3 vNormal, inout float3 vTangent, out float flWrinkle ) +{ +#if MORPHING + +#if !DECAL + float4 vPosDelta, vNormalDelta; + SampleMorphDelta2( morphSampler, vMorphTargetTextureDim, vMorphSubrect, flVertexID, vPosDelta, vNormalDelta ); + vPosition += vPosDelta.xyz; + vNormal += vNormalDelta.xyz; + vTangent += vNormalDelta.xyz; + flWrinkle = vPosDelta.w; +#else + float4 t = float4( vMorphTexCoord.x, vMorphTexCoord.y, 0.0f, 0.0f ); + float4 vPosDelta = tex2Dlod( morphSampler, t ); + t.x += 1.0f / vMorphTargetTextureDim.x; + float3 vNormalDelta = tex2Dlod( morphSampler, t ); + + vPosition += vPosDelta.xyz * vMorphTexCoord.z; + vNormal += vNormalDelta.xyz * vMorphTexCoord.z; + vTangent += vNormalDelta.xyz * vMorphTexCoord.z; + flWrinkle = vPosDelta.w * vMorphTexCoord.z; +#endif // DECAL + + return true; + +#else // MORPHING + + flWrinkle = 0.0f; + return false; + +#endif +} + +#endif // SHADER_MODEL_VS_3_0 + + +float RangeFog( const float3 projPos ) +{ + return max( cFogMaxDensity, ( -projPos.z * cOOFogRange + cFogEndOverFogRange ) ); +} + +float WaterFog( const float3 worldPos, const float3 projPos ) +{ + float4 tmp; + + tmp.xy = cEyePosWaterZ.wz - worldPos.z; + + // tmp.x is the distance from the water surface to the vert + // tmp.y is the distance from the eye position to the vert + + // if $tmp.x < 0, then set it to 0 + // This is the equivalent of moving the vert to the water surface if it's above the water surface + + tmp.x = max( 0.0f, tmp.x ); + + // $tmp.w = $tmp.x / $tmp.y + tmp.w = tmp.x / tmp.y; + + tmp.w *= projPos.z; + + // $tmp.w is now the distance that we see through water. + + return max( cFogMaxDensity, ( -tmp.w * cOOFogRange + cFogOne ) ); +} + +float CalcFog( const float3 worldPos, const float3 projPos, const int fogType ) +{ +#if defined( _X360 ) + // 360 only does pixel fog + return 1.0f; +#endif + + if( fogType == FOGTYPE_RANGE ) + { + return RangeFog( projPos ); + } + else + { +#if SHADERMODEL_VS_2_0 == 1 + // We do this work in the pixel shader in dx9, so don't do any fog here. + return 1.0f; +#else + return WaterFog( worldPos, projPos ); +#endif + } +} + +float CalcFog( const float3 worldPos, const float3 projPos, const bool bWaterFog ) +{ +#if defined( _X360 ) + // 360 only does pixel fog + return 1.0f; +#endif + + float flFog; + if( !bWaterFog ) + { + flFog = RangeFog( projPos ); + } + else + { +#if SHADERMODEL_VS_2_0 == 1 + // We do this work in the pixel shader in dx9, so don't do any fog here. + flFog = 1.0f; +#else + flFog = WaterFog( worldPos, projPos ); +#endif + } + + return flFog; +} + +float4 DecompressBoneWeights( const float4 weights ) +{ + float4 result = weights; + + if ( COMPRESSED_VERTS ) + { + // Decompress from SHORT2 to float. In our case, [-1, +32767] -> [0, +1] + // NOTE: we add 1 here so we can divide by 32768 - which is exact (divide by 32767 is not). + // This avoids cracking between meshes with different numbers of bone weights. + // We use SHORT2 instead of SHORT2N for a similar reason - the GPU's conversion + // from [-32768,+32767] to [-1,+1] is imprecise in the same way. + result += 1; + result /= 32768; + } + + return result; +} + +void SkinPosition( bool bSkinning, const float4 modelPos, + const float4 boneWeights, float4 fBoneIndices, + out float3 worldPos ) +{ +#if !defined( _X360 ) + int3 boneIndices = D3DCOLORtoUBYTE4( fBoneIndices ); +#else + int3 boneIndices = fBoneIndices; +#endif + + // Needed for invariance issues caused by multipass rendering +#if defined( _X360 ) + [isolate] +#endif + { + if ( !bSkinning ) + { + worldPos = mul4x3( modelPos, cModel[0] ); + } + else // skinning - always three bones + { + float4x3 mat1 = cModel[boneIndices[0]]; + float4x3 mat2 = cModel[boneIndices[1]]; + float4x3 mat3 = cModel[boneIndices[2]]; + + float3 weights = DecompressBoneWeights( boneWeights ).xyz; + weights[2] = 1 - (weights[0] + weights[1]); + + float4x3 blendMatrix = mat1 * weights[0] + mat2 * weights[1] + mat3 * weights[2]; + worldPos = mul4x3( modelPos, blendMatrix ); + } + } +} + +void SkinPositionAndNormal( bool bSkinning, const float4 modelPos, const float3 modelNormal, + const float4 boneWeights, float4 fBoneIndices, + out float3 worldPos, out float3 worldNormal ) +{ + // Needed for invariance issues caused by multipass rendering +#if defined( _X360 ) + [isolate] +#endif + { + +#if !defined( _X360 ) + int3 boneIndices = D3DCOLORtoUBYTE4( fBoneIndices ); +#else + int3 boneIndices = fBoneIndices; +#endif + + if ( !bSkinning ) + { + worldPos = mul4x3( modelPos, cModel[0] ); + worldNormal = mul3x3( modelNormal, ( const float3x3 )cModel[0] ); + } + else // skinning - always three bones + { + float4x3 mat1 = cModel[boneIndices[0]]; + float4x3 mat2 = cModel[boneIndices[1]]; + float4x3 mat3 = cModel[boneIndices[2]]; + + float3 weights = DecompressBoneWeights( boneWeights ).xyz; + weights[2] = 1 - (weights[0] + weights[1]); + + float4x3 blendMatrix = mat1 * weights[0] + mat2 * weights[1] + mat3 * weights[2]; + worldPos = mul4x3( modelPos, blendMatrix ); + worldNormal = mul3x3( modelNormal, ( float3x3 )blendMatrix ); + } + + } // end [isolate] +} + +// Is it worth keeping SkinPosition and SkinPositionAndNormal around since the optimizer +// gets rid of anything that isn't used? +void SkinPositionNormalAndTangentSpace( + bool bSkinning, + const float4 modelPos, const float3 modelNormal, + const float4 modelTangentS, + const float4 boneWeights, float4 fBoneIndices, + out float3 worldPos, out float3 worldNormal, + out float3 worldTangentS, out float3 worldTangentT ) +{ +#if !defined( _X360 ) + int3 boneIndices = D3DCOLORtoUBYTE4( fBoneIndices ); +#else + int3 boneIndices = fBoneIndices; +#endif + + // Needed for invariance issues caused by multipass rendering +#if defined( _X360 ) + [isolate] +#endif + { + if ( !bSkinning ) + { + worldPos = mul4x3( modelPos, cModel[0] ); + worldNormal = mul3x3( modelNormal, ( const float3x3 )cModel[0] ); + worldTangentS = mul3x3( ( float3 )modelTangentS, ( const float3x3 )cModel[0] ); + } + else // skinning - always three bones + { + float4x3 mat1 = cModel[boneIndices[0]]; + float4x3 mat2 = cModel[boneIndices[1]]; + float4x3 mat3 = cModel[boneIndices[2]]; + + float3 weights = DecompressBoneWeights( boneWeights ).xyz; + weights[2] = 1 - (weights[0] + weights[1]); + + float4x3 blendMatrix = mat1 * weights[0] + mat2 * weights[1] + mat3 * weights[2]; + worldPos = mul4x3( modelPos, blendMatrix ); + worldNormal = mul3x3( modelNormal, ( const float3x3 )blendMatrix ); + worldTangentS = mul3x3( ( float3 )modelTangentS, ( const float3x3 )blendMatrix ); + } + worldTangentT = cross( worldNormal, worldTangentS ) * modelTangentS.w; + } +} + + +//----------------------------------------------------------------------------- +// Lighting helper functions +//----------------------------------------------------------------------------- + +float3 AmbientLight( const float3 worldNormal ) +{ + float3 nSquared = worldNormal * worldNormal; + int3 isNegative = ( worldNormal < 0.0 ); + float3 linearColor; + linearColor = nSquared.x * cAmbientCubeX[isNegative.x] + + nSquared.y * cAmbientCubeY[isNegative.y] + + nSquared.z * cAmbientCubeZ[isNegative.z]; + return linearColor; +} + +// The following "internal" routines are called "privately" by other routines in this file which +// handle the particular flavor of vs20 control flow appropriate to the original caller +float VertexAttenInternal( const float3 worldPos, int lightNum ) +{ + float result = 0.0f; + + // Get light direction + float3 lightDir = cLightInfo[lightNum].pos - worldPos; + + // Get light distance squared. + float lightDistSquared = dot( lightDir, lightDir ); + + // Get 1/lightDistance + float ooLightDist = rsqrt( lightDistSquared ); + + // Normalize light direction + lightDir *= ooLightDist; + + float3 vDist; +# if defined( _X360 ) + { + //X360 dynamic compile hits an internal compiler error using dst(), this is the breakdown of how dst() works from the 360 docs. + vDist.x = 1; + vDist.y = lightDistSquared * ooLightDist; + vDist.z = lightDistSquared; + //flDist.w = ooLightDist; + } +# else + { + vDist = dst( lightDistSquared, ooLightDist ); + } +# endif + + float flDistanceAtten = 1.0f / dot( cLightInfo[lightNum].atten.xyz, vDist ); + + // Spot attenuation + float flCosTheta = dot( cLightInfo[lightNum].dir.xyz, -lightDir ); + float flSpotAtten = (flCosTheta - cLightInfo[lightNum].spotParams.z) * cLightInfo[lightNum].spotParams.w; + flSpotAtten = max( 0.0001f, flSpotAtten ); + flSpotAtten = pow( flSpotAtten, cLightInfo[lightNum].spotParams.x ); + flSpotAtten = saturate( flSpotAtten ); + + // Select between point and spot + float flAtten = lerp( flDistanceAtten, flDistanceAtten * flSpotAtten, cLightInfo[lightNum].dir.w ); + + // Select between above and directional (no attenuation) + result = lerp( flAtten, 1.0f, cLightInfo[lightNum].color.w ); + + return result; +} + +float CosineTermInternal( const float3 worldPos, const float3 worldNormal, int lightNum, bool bHalfLambert ) +{ + // Calculate light direction assuming this is a point or spot + float3 lightDir = normalize( cLightInfo[lightNum].pos - worldPos ); + + // Select the above direction or the one in the structure, based upon light type + lightDir = lerp( lightDir, -cLightInfo[lightNum].dir, cLightInfo[lightNum].color.w ); + + // compute N dot L + float NDotL = dot( worldNormal, lightDir ); + + if ( !bHalfLambert ) + { + NDotL = max( 0.0f, NDotL ); + } + else // Half-Lambert + { + NDotL = NDotL * 0.5 + 0.5; + NDotL = NDotL * NDotL; + } + return NDotL; +} + +// This routine uses booleans to do early-outs and is meant to be called by routines OUTSIDE of this file +float GetVertexAttenForLight( const float3 worldPos, int lightNum, bool bUseStaticControlFlow ) +{ + float result = 0.0f; + + // Direct3D uses static control flow but OpenGL currently does not + if ( bUseStaticControlFlow ) + { + if ( g_bLightEnabled[lightNum] ) + { + result = VertexAttenInternal( worldPos, lightNum ); + } + } + else // OpenGL non-static-control-flow path + { + result = VertexAttenInternal( worldPos, lightNum ); + } + + return result; +} + +float3 DoLightInternal( const float3 worldPos, const float3 worldNormal, int lightNum, bool bHalfLambert ) +{ + return cLightInfo[lightNum].color * + CosineTermInternal( worldPos, worldNormal, lightNum, bHalfLambert ) * + VertexAttenInternal( worldPos, lightNum ); +} + +float3 DoLighting( const float3 worldPos, const float3 worldNormal, + const float3 staticLightingColor, const bool bStaticLight, + const bool bDynamicLight, bool bHalfLambert ) +{ + float3 linearColor = float3( 0.0f, 0.0f, 0.0f ); + + if( bStaticLight ) // Static light + { + float3 col = staticLightingColor * cOverbright; +#if defined ( _X360 ) + linearColor += col * col; +#else + linearColor += GammaToLinear( col ); +#endif + } + + if( bDynamicLight ) // Dynamic light + { + for (int i = 0; i < g_nLightCount; i++) + { + linearColor += DoLightInternal( worldPos, worldNormal, i, bHalfLambert ); + } + } + + if( bDynamicLight ) + { + linearColor += AmbientLight( worldNormal ); //ambient light is already remapped + } + + return linearColor; +} + +float3 DoLightingUnrolled( const float3 worldPos, const float3 worldNormal, + const float3 staticLightingColor, const bool bStaticLight, + const bool bDynamicLight, bool bHalfLambert, const int nNumLights ) +{ + float3 linearColor = float3( 0.0f, 0.0f, 0.0f ); + + if( bStaticLight ) // Static light + { + linearColor += GammaToLinear( staticLightingColor * cOverbright ); + } + + if( bDynamicLight ) // Ambient light + { + if ( nNumLights >= 1 ) + linearColor += DoLightInternal( worldPos, worldNormal, 0, bHalfLambert ); + if ( nNumLights >= 2 ) + linearColor += DoLightInternal( worldPos, worldNormal, 1, bHalfLambert ); + if ( nNumLights >= 3 ) + linearColor += DoLightInternal( worldPos, worldNormal, 2, bHalfLambert ); + if ( nNumLights >= 4 ) + linearColor += DoLightInternal( worldPos, worldNormal, 3, bHalfLambert ); + } + + if( bDynamicLight ) + { + linearColor += AmbientLight( worldNormal ); //ambient light is already remapped + } + + return linearColor; +} + +int4 FloatToInt( in float4 floats ) +{ + return D3DCOLORtoUBYTE4( floats.zyxw / 255.001953125 ); +} + +float2 ComputeSphereMapTexCoords( in float3 reflectionVector ) +{ + // transform reflection vector into view space + reflectionVector = mul( reflectionVector, ( float3x3 )cViewModel ); + + // generate <rx ry rz+1> + float3 tmp = float3( reflectionVector.x, reflectionVector.y, reflectionVector.z + 1.0f ); + + // find 1 / len + float ooLen = dot( tmp, tmp ); + ooLen = 1.0f / sqrt( ooLen ); + + // tmp = tmp/|tmp| + 1 + tmp.xy = ooLen * tmp.xy + 1.0f; + + return tmp.xy * 0.5f; +} + + +#define DEFORMATION_CLAMP_TO_BOX_IN_WORLDSPACE 1 + // minxyz.minsoftness / maxxyz.maxsoftness +float3 ApplyDeformation( float3 worldpos, int deftype, float4 defparms0, float4 defparms1, + float4 defparms2, float4 defparms3 ) +{ + float3 ret = worldpos; + if ( deftype == DEFORMATION_CLAMP_TO_BOX_IN_WORLDSPACE ) + { + ret=max( ret, defparms2.xyz ); + ret=min( ret, defparms3.xyz ); + } + + return ret; +} + + +#endif //#ifndef COMMON_VS_FXC_H_ |