Example_BumpMapping.cg
资源名称:3dwind2.0.rar [点击查看]
上传用户:xhbjoy
上传日期:2014-10-07
资源大小:38068k
文件大小:8k
源码类别:
游戏引擎
开发平台:
Visual C++
- // General functions
- // Expand a range-compressed vector
- float3 expand(float3 v)
- {
- return (v - 0.5) * 2;
- }
- /* Bump mapping vertex program
- In this program, we want to calculate the tangent space light vector
- on a per-vertex level which will get passed to the fragment program,
- or to the fixed function dot3 operation, to produce the per-pixel
- lighting effect.
- */
- void main_vp(float4 position : POSITION,
- float3 normal : NORMAL,
- float2 uv : TEXCOORD0,
- float3 tangent : TEXCOORD1,
- // outputs
- out float4 oPosition : POSITION,
- out float2 oUv : TEXCOORD0,
- out float3 oTSLightDir : TEXCOORD1,
- // parameters
- uniform float4 lightPosition, // object space
- uniform float4x4 worldViewProj)
- {
- // calculate output position
- oPosition = mul(worldViewProj, position);
- // pass the main uvs straight through unchanged
- oUv = uv;
- // calculate tangent space light vector
- // Get object space light direction
- // Non-normalised since we'll do that in the fragment program anyway
- float3 lightDir = lightPosition.xyz - (position * lightPosition.w);
- // Calculate the binormal (NB we assume both normal and tangent are
- // already normalised)
- // NB looks like nvidia cross params are BACKWARDS to what you'd expect
- // this equates to NxT, not TxN
- float3 binormal = cross(tangent, normal);
- // Form a rotation matrix out of the vectors
- float3x3 rotation = float3x3(tangent, binormal, normal);
- // Transform the light vector according to this matrix
- oTSLightDir = mul(rotation, lightDir);
- }
- /* Bump mapping vertex program for shadow receiving
- In this program, we want to calculate the tangent space light vector
- on a per-vertex level which will get passed to the fragment program,
- or to the fixed function dot3 operation, to produce the per-pixel
- lighting effect.
- */
- void main_shadowreceiver_vp(float4 position : POSITION,
- float3 normal : NORMAL,
- float2 uv : TEXCOORD0,
- float3 tangent : TEXCOORD1,
- // outputs
- out float4 oPosition : POSITION,
- out float4 uvproj : TEXCOORD0,
- out float2 oUv : TEXCOORD1,
- out float3 oTSLightDir : TEXCOORD2,
- // parameters
- uniform float4 lightPosition, // object space
- uniform float4x4 worldViewProj,
- uniform float4x4 worldMatrix,
- uniform float4x4 texViewProj)
- {
- // calculate output position
- oPosition = mul(worldViewProj, position);
- // pass the main uvs straight through unchanged
- oUv = uv;
- // calculate tangent space light vector
- // Get object space light direction
- // Non-normalised since we'll do that in the fragment program anyway
- float3 lightDir = lightPosition.xyz - (position * lightPosition.w);
- // Calculate the binormal (NB we assume both normal and tangent are
- // already normalised)
- // NB looks like nvidia cross params are BACKWARDS to what you'd expect
- // this equates to NxT, not TxN
- float3 binormal = cross(tangent, normal);
- // Form a rotation matrix out of the vectors
- float3x3 rotation = float3x3(tangent, binormal, normal);
- // Transform the light vector according to this matrix
- oTSLightDir = mul(rotation, lightDir);
- // Projection
- uvproj = mul(worldMatrix, position);
- uvproj = mul(texViewProj, uvproj);
- }
- void main_fp( float2 uv : TEXCOORD0,
- float3 TSlightDir : TEXCOORD1,
- out float4 colour : COLOR,
- uniform float4 lightDiffuse,
- uniform sampler2D normalMap : register(s0),
- uniform samplerCUBE normalCubeMap : register(s1) )
- {
- // retrieve normalised light vector, expand from range-compressed
- float3 lightVec = expand(texCUBE(normalCubeMap, TSlightDir).xyz);
- // get bump map vector, again expand from range-compressed
- float3 bumpVec = expand(tex2D(normalMap, uv).xyz);
- // Calculate dot product
- colour = lightDiffuse * dot(bumpVec, lightVec);
- }
- void main_shadowreceiver_fp(
- float4 uvproj : TEXCOORD0,
- float2 uv : TEXCOORD1,
- float3 TSlightDir : TEXCOORD2,
- out float4 colour : COLOR,
- uniform float4 lightDiffuse,
- uniform sampler2D shadowMap : register(s0),
- uniform sampler2D normalMap : register(s1),
- uniform samplerCUBE normalCubeMap : register(s2))
- {
- // retrieve normalised light vector, expand from range-compressed
- float3 lightVec = expand(texCUBE(normalCubeMap, TSlightDir).xyz);
- // get bump map vector, again expand from range-compressed
- float3 bumpVec = expand(tex2D(normalMap, uv).xyz);
- // get shadow value
- float3 shadow = tex2Dproj(shadowMap, uvproj).xyz;
- // Calculate dot product
- colour = float4(shadow * lightDiffuse * dot(bumpVec, lightVec), 1.0f);
- }
- /* Vertex program which includes specular component */
- void specular_vp(float4 position : POSITION,
- float3 normal : NORMAL,
- float2 uv : TEXCOORD0,
- float3 tangent : TEXCOORD1,
- // outputs
- out float4 oPosition : POSITION,
- out float2 oUv : TEXCOORD0,
- out float3 oTSLightDir : TEXCOORD1,
- out float3 oTSHalfAngle : TEXCOORD2,
- // parameters
- uniform float4 lightPosition, // object space
- uniform float3 eyePosition, // object space
- uniform float4x4 worldViewProj)
- {
- // calculate output position
- oPosition = mul(worldViewProj, position);
- // pass the main uvs straight through unchanged
- oUv = uv;
- // calculate tangent space light vector
- // Get object space light direction
- float3 lightDir = normalize(lightPosition.xyz - (position * lightPosition.w));
- // Calculate the binormal (NB we assume both normal and tangent are
- // already normalised)
- // NB looks like nvidia cross params are BACKWARDS to what you'd expect
- // this equates to NxT, not TxN
- float3 binormal = cross(tangent, normal);
- // Form a rotation matrix out of the vectors
- float3x3 rotation = float3x3(tangent, binormal, normal);
- // Transform the light vector according to this matrix
- oTSLightDir = mul(rotation, lightDir);
- // Calculate half-angle in tangent space
- float3 eyeDir = normalize(eyePosition - position.xyz);
- float3 halfAngle = normalize(eyeDir + lightDir);
- oTSHalfAngle = mul(rotation, halfAngle);
- }
- /* Fragment program which supports specular component */
- void specular_fp( float2 uv : TEXCOORD0,
- float3 TSlightDir : TEXCOORD1,
- float3 TShalfAngle: TEXCOORD2,
- out float4 colour : COLOR,
- uniform float4 lightDiffuse,
- uniform float4 lightSpecular,
- uniform sampler2D normalMap : register(s0),
- uniform samplerCUBE normalCubeMap : register(s1),
- uniform samplerCUBE normalCubeMap2 : register(s2)) // we need this second binding to be compatible with ps_1_1, ps_2_0 could reuse the other
- {
- // retrieve normalised light vector, expand from range-compressed
- float3 lightVec = expand(texCUBE(normalCubeMap, TSlightDir).xyz);
- // retrieve half angle and normalise through cube map
- float3 halfAngle = expand(texCUBE(normalCubeMap2, TShalfAngle).xyz);
- // get bump map vector, again expand from range-compressed
- float3 bumpVec = expand(tex2D(normalMap, uv).xyz);
- // Pre-raise the specular exponent to the eight power
- // Note we have no 'pow' function in basic fragment programs, if we were willing to accept compatibility
- // with ps_2_0 / arbfp1 and above, we could have a variable shininess parameter
- // This is equivalent to
- float specFactor = dot(bumpVec, halfAngle);
- for (int i = 0; i < 3; ++i)
- specFactor *= specFactor;
- // Calculate dot product for diffuse
- colour = (lightDiffuse * saturate(dot(bumpVec, lightVec))) +
- (lightSpecular * specFactor);
- }