anx.framework/shader/XNA/BasicEffect.fx

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//-----------------------------------------------------------------------------
// BasicEffect.fx
//
// Microsoft XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#include "Macros.fxh"
DECLARE_TEXTURE(Texture, 0);
BEGIN_CONSTANTS
float4 DiffuseColor _vs(c0) _ps(c1) _cb(c0);
float3 EmissiveColor _vs(c1) _ps(c2) _cb(c1);
float3 SpecularColor _vs(c2) _ps(c3) _cb(c2);
float SpecularPower _vs(c3) _ps(c4) _cb(c2.w);
float3 DirLight0Direction _vs(c4) _ps(c5) _cb(c3);
float3 DirLight0DiffuseColor _vs(c5) _ps(c6) _cb(c4);
float3 DirLight0SpecularColor _vs(c6) _ps(c7) _cb(c5);
float3 DirLight1Direction _vs(c7) _ps(c8) _cb(c6);
float3 DirLight1DiffuseColor _vs(c8) _ps(c9) _cb(c7);
float3 DirLight1SpecularColor _vs(c9) _ps(c10) _cb(c8);
float3 DirLight2Direction _vs(c10) _ps(c11) _cb(c9);
float3 DirLight2DiffuseColor _vs(c11) _ps(c12) _cb(c10);
float3 DirLight2SpecularColor _vs(c12) _ps(c13) _cb(c11);
float3 EyePosition _vs(c13) _ps(c14) _cb(c12);
float3 FogColor _ps(c0) _cb(c13);
float4 FogVector _vs(c14) _cb(c14);
float4x4 World _vs(c19) _cb(c15);
float3x3 WorldInverseTranspose _vs(c23) _cb(c19);
MATRIX_CONSTANTS
float4x4 WorldViewProj _vs(c15) _cb(c0);
END_CONSTANTS
#include "Structures.fxh"
#include "Common.fxh"
#include "Lighting.fxh"
// Vertex shader: basic.
VSOutput VSBasic(VSInput vin)
{
VSOutput vout;
CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
SetCommonVSOutputParams;
return vout;
}
// Vertex shader: no fog.
VSOutputNoFog VSBasicNoFog(VSInput vin)
{
VSOutputNoFog vout;
CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
SetCommonVSOutputParamsNoFog;
return vout;
}
// Vertex shader: vertex color.
VSOutput VSBasicVc(VSInputVc vin)
{
VSOutput vout;
CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
SetCommonVSOutputParams;
vout.Diffuse *= vin.Color;
return vout;
}
// Vertex shader: vertex color, no fog.
VSOutputNoFog VSBasicVcNoFog(VSInputVc vin)
{
VSOutputNoFog vout;
CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
SetCommonVSOutputParamsNoFog;
vout.Diffuse *= vin.Color;
return vout;
}
// Vertex shader: texture.
VSOutputTx VSBasicTx(VSInputTx vin)
{
VSOutputTx vout;
CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
SetCommonVSOutputParams;
vout.TexCoord = vin.TexCoord;
return vout;
}
// Vertex shader: texture, no fog.
VSOutputTxNoFog VSBasicTxNoFog(VSInputTx vin)
{
VSOutputTxNoFog vout;
CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
SetCommonVSOutputParamsNoFog;
vout.TexCoord = vin.TexCoord;
return vout;
}
// Vertex shader: texture + vertex color.
VSOutputTx VSBasicTxVc(VSInputTxVc vin)
{
VSOutputTx vout;
CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
SetCommonVSOutputParams;
vout.TexCoord = vin.TexCoord;
vout.Diffuse *= vin.Color;
return vout;
}
// Vertex shader: texture + vertex color, no fog.
VSOutputTxNoFog VSBasicTxVcNoFog(VSInputTxVc vin)
{
VSOutputTxNoFog vout;
CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
SetCommonVSOutputParamsNoFog;
vout.TexCoord = vin.TexCoord;
vout.Diffuse *= vin.Color;
return vout;
}
// Vertex shader: vertex lighting.
VSOutput VSBasicVertexLighting(VSInputNm vin)
{
VSOutput vout;
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 3);
SetCommonVSOutputParams;
return vout;
}
// Vertex shader: vertex lighting + vertex color.
VSOutput VSBasicVertexLightingVc(VSInputNmVc vin)
{
VSOutput vout;
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 3);
SetCommonVSOutputParams;
vout.Diffuse *= vin.Color;
return vout;
}
// Vertex shader: vertex lighting + texture.
VSOutputTx VSBasicVertexLightingTx(VSInputNmTx vin)
{
VSOutputTx vout;
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 3);
SetCommonVSOutputParams;
vout.TexCoord = vin.TexCoord;
return vout;
}
// Vertex shader: vertex lighting + texture + vertex color.
VSOutputTx VSBasicVertexLightingTxVc(VSInputNmTxVc vin)
{
VSOutputTx vout;
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 3);
SetCommonVSOutputParams;
vout.TexCoord = vin.TexCoord;
vout.Diffuse *= vin.Color;
return vout;
}
// Vertex shader: one light.
VSOutput VSBasicOneLight(VSInputNm vin)
{
VSOutput vout;
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 1);
SetCommonVSOutputParams;
return vout;
}
// Vertex shader: one light + vertex color.
VSOutput VSBasicOneLightVc(VSInputNmVc vin)
{
VSOutput vout;
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 1);
SetCommonVSOutputParams;
vout.Diffuse *= vin.Color;
return vout;
}
// Vertex shader: one light + texture.
VSOutputTx VSBasicOneLightTx(VSInputNmTx vin)
{
VSOutputTx vout;
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 1);
SetCommonVSOutputParams;
vout.TexCoord = vin.TexCoord;
return vout;
}
// Vertex shader: one light + texture + vertex color.
VSOutputTx VSBasicOneLightTxVc(VSInputNmTxVc vin)
{
VSOutputTx vout;
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 1);
SetCommonVSOutputParams;
vout.TexCoord = vin.TexCoord;
vout.Diffuse *= vin.Color;
return vout;
}
// Vertex shader: pixel lighting.
VSOutputPixelLighting VSBasicPixelLighting(VSInputNm vin)
{
VSOutputPixelLighting vout;
CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, vin.Normal);
SetCommonVSOutputParamsPixelLighting;
vout.Diffuse = float4(1, 1, 1, DiffuseColor.a);
return vout;
}
// Vertex shader: pixel lighting + vertex color.
VSOutputPixelLighting VSBasicPixelLightingVc(VSInputNmVc vin)
{
VSOutputPixelLighting vout;
CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, vin.Normal);
SetCommonVSOutputParamsPixelLighting;
vout.Diffuse.rgb = vin.Color.rgb;
vout.Diffuse.a = vin.Color.a * DiffuseColor.a;
return vout;
}
// Vertex shader: pixel lighting + texture.
VSOutputPixelLightingTx VSBasicPixelLightingTx(VSInputNmTx vin)
{
VSOutputPixelLightingTx vout;
CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, vin.Normal);
SetCommonVSOutputParamsPixelLighting;
vout.Diffuse = float4(1, 1, 1, DiffuseColor.a);
vout.TexCoord = vin.TexCoord;
return vout;
}
// Vertex shader: pixel lighting + texture + vertex color.
VSOutputPixelLightingTx VSBasicPixelLightingTxVc(VSInputNmTxVc vin)
{
VSOutputPixelLightingTx vout;
CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, vin.Normal);
SetCommonVSOutputParamsPixelLighting;
vout.Diffuse.rgb = vin.Color.rgb;
vout.Diffuse.a = vin.Color.a * DiffuseColor.a;
vout.TexCoord = vin.TexCoord;
return vout;
}
// Pixel shader: basic.
float4 PSBasic(PSInput pin) : SV_Target0
{
float4 color = pin.Diffuse;
ApplyFog(color, pin.Specular.w);
return color;
}
// Pixel shader: no fog.
float4 PSBasicNoFog(PSInputNoFog pin) : SV_Target0
{
return pin.Diffuse;
}
// Pixel shader: texture.
float4 PSBasicTx(PSInputTx pin) : SV_Target0
{
float4 color = SAMPLE_TEXTURE(Texture, pin.TexCoord) * pin.Diffuse;
ApplyFog(color, pin.Specular.w);
return color;
}
// Pixel shader: texture, no fog.
float4 PSBasicTxNoFog(PSInputTxNoFog pin) : SV_Target0
{
return SAMPLE_TEXTURE(Texture, pin.TexCoord) * pin.Diffuse;
}
// Pixel shader: vertex lighting.
float4 PSBasicVertexLighting(PSInput pin) : SV_Target0
{
float4 color = pin.Diffuse;
AddSpecular(color, pin.Specular.rgb);
ApplyFog(color, pin.Specular.w);
return color;
}
// Pixel shader: vertex lighting, no fog.
float4 PSBasicVertexLightingNoFog(PSInput pin) : SV_Target0
{
float4 color = pin.Diffuse;
AddSpecular(color, pin.Specular.rgb);
return color;
}
// Pixel shader: vertex lighting + texture.
float4 PSBasicVertexLightingTx(PSInputTx pin) : SV_Target0
{
float4 color = SAMPLE_TEXTURE(Texture, pin.TexCoord) * pin.Diffuse;
AddSpecular(color, pin.Specular.rgb);
ApplyFog(color, pin.Specular.w);
return color;
}
// Pixel shader: vertex lighting + texture, no fog.
float4 PSBasicVertexLightingTxNoFog(PSInputTx pin) : SV_Target0
{
float4 color = SAMPLE_TEXTURE(Texture, pin.TexCoord) * pin.Diffuse;
AddSpecular(color, pin.Specular.rgb);
return color;
}
// Pixel shader: pixel lighting.
float4 PSBasicPixelLighting(PSInputPixelLighting pin) : SV_Target0
{
float4 color = pin.Diffuse;
float3 eyeVector = normalize(EyePosition - pin.PositionWS.xyz);
float3 worldNormal = normalize(pin.NormalWS);
ColorPair lightResult = ComputeLights(eyeVector, worldNormal, 3);
color.rgb *= lightResult.Diffuse;
AddSpecular(color, lightResult.Specular);
ApplyFog(color, pin.PositionWS.w);
return color;
}
// Pixel shader: pixel lighting + texture.
float4 PSBasicPixelLightingTx(PSInputPixelLightingTx pin) : SV_Target0
{
float4 color = SAMPLE_TEXTURE(Texture, pin.TexCoord) * pin.Diffuse;
float3 eyeVector = normalize(EyePosition - pin.PositionWS.xyz);
float3 worldNormal = normalize(pin.NormalWS);
ColorPair lightResult = ComputeLights(eyeVector, worldNormal, 3);
color.rgb *= lightResult.Diffuse;
AddSpecular(color, lightResult.Specular);
ApplyFog(color, pin.PositionWS.w);
return color;
}
VertexShader VSArray[20] =
{
compile vs_2_0 VSBasic(),
compile vs_2_0 VSBasicNoFog(),
compile vs_2_0 VSBasicVc(),
compile vs_2_0 VSBasicVcNoFog(),
compile vs_2_0 VSBasicTx(),
compile vs_2_0 VSBasicTxNoFog(),
compile vs_2_0 VSBasicTxVc(),
compile vs_2_0 VSBasicTxVcNoFog(),
compile vs_2_0 VSBasicVertexLighting(),
compile vs_2_0 VSBasicVertexLightingVc(),
compile vs_2_0 VSBasicVertexLightingTx(),
compile vs_2_0 VSBasicVertexLightingTxVc(),
compile vs_2_0 VSBasicOneLight(),
compile vs_2_0 VSBasicOneLightVc(),
compile vs_2_0 VSBasicOneLightTx(),
compile vs_2_0 VSBasicOneLightTxVc(),
compile vs_2_0 VSBasicPixelLighting(),
compile vs_2_0 VSBasicPixelLightingVc(),
compile vs_2_0 VSBasicPixelLightingTx(),
compile vs_2_0 VSBasicPixelLightingTxVc(),
};
int VSIndices[32] =
{
0, // basic
1, // no fog
2, // vertex color
3, // vertex color, no fog
4, // texture
5, // texture, no fog
6, // texture + vertex color
7, // texture + vertex color, no fog
8, // vertex lighting
8, // vertex lighting, no fog
9, // vertex lighting + vertex color
9, // vertex lighting + vertex color, no fog
10, // vertex lighting + texture
10, // vertex lighting + texture, no fog
11, // vertex lighting + texture + vertex color
11, // vertex lighting + texture + vertex color, no fog
12, // one light
12, // one light, no fog
13, // one light + vertex color
13, // one light + vertex color, no fog
14, // one light + texture
14, // one light + texture, no fog
15, // one light + texture + vertex color
15, // one light + texture + vertex color, no fog
16, // pixel lighting
16, // pixel lighting, no fog
17, // pixel lighting + vertex color
17, // pixel lighting + vertex color, no fog
18, // pixel lighting + texture
18, // pixel lighting + texture, no fog
19, // pixel lighting + texture + vertex color
19, // pixel lighting + texture + vertex color, no fog
};
PixelShader PSArray[10] =
{
compile ps_2_0 PSBasic(),
compile ps_2_0 PSBasicNoFog(),
compile ps_2_0 PSBasicTx(),
compile ps_2_0 PSBasicTxNoFog(),
compile ps_2_0 PSBasicVertexLighting(),
compile ps_2_0 PSBasicVertexLightingNoFog(),
compile ps_2_0 PSBasicVertexLightingTx(),
compile ps_2_0 PSBasicVertexLightingTxNoFog(),
compile ps_2_0 PSBasicPixelLighting(),
compile ps_2_0 PSBasicPixelLightingTx(),
};
int PSIndices[32] =
{
0, // basic
1, // no fog
0, // vertex color
1, // vertex color, no fog
2, // texture
3, // texture, no fog
2, // texture + vertex color
3, // texture + vertex color, no fog
4, // vertex lighting
5, // vertex lighting, no fog
4, // vertex lighting + vertex color
5, // vertex lighting + vertex color, no fog
6, // vertex lighting + texture
7, // vertex lighting + texture, no fog
6, // vertex lighting + texture + vertex color
7, // vertex lighting + texture + vertex color, no fog
4, // one light
5, // one light, no fog
4, // one light + vertex color
5, // one light + vertex color, no fog
6, // one light + texture
7, // one light + texture, no fog
6, // one light + texture + vertex color
7, // one light + texture + vertex color, no fog
8, // pixel lighting
8, // pixel lighting, no fog
8, // pixel lighting + vertex color
8, // pixel lighting + vertex color, no fog
9, // pixel lighting + texture
9, // pixel lighting + texture, no fog
9, // pixel lighting + texture + vertex color
9, // pixel lighting + texture + vertex color, no fog
};
int ShaderIndex = 0;
Technique BasicEffect
{
Pass
{
VertexShader = (VSArray[VSIndices[ShaderIndex]]);
PixelShader = (PSArray[PSIndices[ShaderIndex]]);
}
}