anx.framework/shader/XNA/SkinnedEffect.fx

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//-----------------------------------------------------------------------------
// SkinnedEffect.fx
//
// Microsoft XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#include "Macros.fxh"
#define SKINNED_EFFECT_MAX_BONES 72
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);
float4x3 Bones[SKINNED_EFFECT_MAX_BONES] _vs(c26) _cb(c22);
MATRIX_CONSTANTS
float4x4 WorldViewProj _vs(c15) _cb(c0);
END_CONSTANTS
#include "Structures.fxh"
#include "Common.fxh"
#include "Lighting.fxh"
void Skin(inout VSInputNmTxWeights vin, uniform int boneCount)
{
float4x3 skinning = 0;
[unroll]
for (int i = 0; i < boneCount; i++)
{
skinning += Bones[vin.Indices[i]] * vin.Weights[i];
}
vin.Position.xyz = mul(vin.Position, skinning);
vin.Normal = mul(vin.Normal, (float3x3)skinning);
}
// Vertex shader: vertex lighting, one bone.
VSOutputTx VSSkinnedVertexLightingOneBone(VSInputNmTxWeights vin)
{
VSOutputTx vout;
Skin(vin, 1);
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 3);
SetCommonVSOutputParams;
vout.TexCoord = vin.TexCoord;
return vout;
}
// Vertex shader: vertex lighting, two bones.
VSOutputTx VSSkinnedVertexLightingTwoBones(VSInputNmTxWeights vin)
{
VSOutputTx vout;
Skin(vin, 2);
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 3);
SetCommonVSOutputParams;
vout.TexCoord = vin.TexCoord;
return vout;
}
// Vertex shader: vertex lighting, four bones.
VSOutputTx VSSkinnedVertexLightingFourBones(VSInputNmTxWeights vin)
{
VSOutputTx vout;
Skin(vin, 4);
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 3);
SetCommonVSOutputParams;
vout.TexCoord = vin.TexCoord;
return vout;
}
// Vertex shader: one light, one bone.
VSOutputTx VSSkinnedOneLightOneBone(VSInputNmTxWeights vin)
{
VSOutputTx vout;
Skin(vin, 1);
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 1);
SetCommonVSOutputParams;
vout.TexCoord = vin.TexCoord;
return vout;
}
// Vertex shader: one light, two bones.
VSOutputTx VSSkinnedOneLightTwoBones(VSInputNmTxWeights vin)
{
VSOutputTx vout;
Skin(vin, 2);
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 1);
SetCommonVSOutputParams;
vout.TexCoord = vin.TexCoord;
return vout;
}
// Vertex shader: one light, four bones.
VSOutputTx VSSkinnedOneLightFourBones(VSInputNmTxWeights vin)
{
VSOutputTx vout;
Skin(vin, 4);
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 1);
SetCommonVSOutputParams;
vout.TexCoord = vin.TexCoord;
return vout;
}
// Vertex shader: pixel lighting, one bone.
VSOutputPixelLightingTx VSSkinnedPixelLightingOneBone(VSInputNmTxWeights vin)
{
VSOutputPixelLightingTx vout;
Skin(vin, 1);
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, two bones.
VSOutputPixelLightingTx VSSkinnedPixelLightingTwoBones(VSInputNmTxWeights vin)
{
VSOutputPixelLightingTx vout;
Skin(vin, 2);
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, four bones.
VSOutputPixelLightingTx VSSkinnedPixelLightingFourBones(VSInputNmTxWeights vin)
{
VSOutputPixelLightingTx vout;
Skin(vin, 4);
CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, vin.Normal);
SetCommonVSOutputParamsPixelLighting;
vout.Diffuse = float4(1, 1, 1, DiffuseColor.a);
vout.TexCoord = vin.TexCoord;
return vout;
}
// Pixel shader: vertex lighting.
float4 PSSkinnedVertexLighting(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, no fog.
float4 PSSkinnedVertexLightingNoFog(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 PSSkinnedPixelLighting(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[9] =
{
compile vs_2_0 VSSkinnedVertexLightingOneBone(),
compile vs_2_0 VSSkinnedVertexLightingTwoBones(),
compile vs_2_0 VSSkinnedVertexLightingFourBones(),
compile vs_2_0 VSSkinnedOneLightOneBone(),
compile vs_2_0 VSSkinnedOneLightTwoBones(),
compile vs_2_0 VSSkinnedOneLightFourBones(),
compile vs_2_0 VSSkinnedPixelLightingOneBone(),
compile vs_2_0 VSSkinnedPixelLightingTwoBones(),
compile vs_2_0 VSSkinnedPixelLightingFourBones(),
};
int VSIndices[18] =
{
0, // vertex lighting, one bone
0, // vertex lighting, one bone, no fog
1, // vertex lighting, two bones
1, // vertex lighting, two bones, no fog
2, // vertex lighting, four bones
2, // vertex lighting, four bones, no fog
3, // one light, one bone
3, // one light, one bone, no fog
4, // one light, two bones
4, // one light, two bones, no fog
5, // one light, four bones
5, // one light, four bones, no fog
6, // pixel lighting, one bone
6, // pixel lighting, one bone, no fog
7, // pixel lighting, two bones
7, // pixel lighting, two bones, no fog
8, // pixel lighting, four bones
8, // pixel lighting, four bones, no fog
};
PixelShader PSArray[3] =
{
compile ps_2_0 PSSkinnedVertexLighting(),
compile ps_2_0 PSSkinnedVertexLightingNoFog(),
compile ps_2_0 PSSkinnedPixelLighting(),
};
int PSIndices[18] =
{
0, // vertex lighting, one bone
1, // vertex lighting, one bone, no fog
0, // vertex lighting, two bones
1, // vertex lighting, two bones, no fog
0, // vertex lighting, four bones
1, // vertex lighting, four bones, no fog
0, // one light, one bone
1, // one light, one bone, no fog
0, // one light, two bones
1, // one light, two bones, no fog
0, // one light, four bones
1, // one light, four bones, no fog
2, // pixel lighting, one bone
2, // pixel lighting, one bone, no fog
2, // pixel lighting, two bones
2, // pixel lighting, two bones, no fog
2, // pixel lighting, four bones
2, // pixel lighting, four bones, no fog
};
int ShaderIndex = 0;
Technique SkinnedEffect
{
Pass
{
VertexShader = (VSArray[VSIndices[ShaderIndex]]);
PixelShader = (PSArray[PSIndices[ShaderIndex]]);
}
}