anx.framework/shader/XNA/SkinnedEffect.fx
Glatzemann 40c951e02b added licensing information to tools files
added a shader folder for the stock shaders
started the StockShaderCodeGenerator tool
added a tools solution file
added a bin folder in tools folder for precompiled tools and changed tools project files
removed StockEffects content project from solution and added the effect files to the shader folder for reference
2011-11-15 06:46:22 +00:00

346 lines
9.4 KiB
HLSL

//-----------------------------------------------------------------------------
// 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]]);
}
}