/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. Copyright (C) 2024 Robert Beckebans This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #include "global_inc.hlsl" // *INDENT-OFF* #if USE_GPU_SKINNING StructuredBuffer matrices : register(t11); #endif struct VS_IN { float4 position : POSITION; float2 texcoord : TEXCOORD0; float4 normal : NORMAL; float4 tangent : TANGENT; float4 color : COLOR0; float4 color2 : COLOR1; }; struct VS_OUT { float4 position : SV_Position; float2 texcoord0 : TEXCOORD0_centroid; float3 texcoord1 : TEXCOORD1_centroid; float3 texcoord2 : TEXCOORD2_centroid; float3 texcoord3 : TEXCOORD3_centroid; float3 texcoord4 : TEXCOORD4_centroid; float4 texcoord5 : TEXCOORD5_centroid; float4 color : COLOR0; }; // *INDENT-ON* void main( VS_IN vertex, out VS_OUT result ) { float4 vNormal = vertex.normal * 2.0 - 1.0; float4 vTangent = vertex.tangent * 2.0 - 1.0; float3 vBitangent = cross( vNormal.xyz, vTangent.xyz ) * vTangent.w; #if USE_GPU_SKINNING //-------------------------------------------------------------- // GPU transformation of the normal / tangent / bitangent // // multiplying with 255.1 give us the same result and is faster than floor( w * 255 + 0.5 ) //-------------------------------------------------------------- const float w0 = vertex.color2.x; const float w1 = vertex.color2.y; const float w2 = vertex.color2.z; const float w3 = vertex.color2.w; float4 matX, matY, matZ; // must be float4 for vec4 int joint = int( vertex.color.x * 255.1 * 3.0 ); matX = matrices[int( joint + 0 )] * w0; matY = matrices[int( joint + 1 )] * w0; matZ = matrices[int( joint + 2 )] * w0; joint = int( vertex.color.y * 255.1 * 3.0 ); matX += matrices[int( joint + 0 )] * w1; matY += matrices[int( joint + 1 )] * w1; matZ += matrices[int( joint + 2 )] * w1; joint = int( vertex.color.z * 255.1 * 3.0 ); matX += matrices[int( joint + 0 )] * w2; matY += matrices[int( joint + 1 )] * w2; matZ += matrices[int( joint + 2 )] * w2; joint = int( vertex.color.w * 255.1 * 3.0 ); matX += matrices[int( joint + 0 )] * w3; matY += matrices[int( joint + 1 )] * w3; matZ += matrices[int( joint + 2 )] * w3; float3 normal; normal.x = dot3( matX, vNormal ); normal.y = dot3( matY, vNormal ); normal.z = dot3( matZ, vNormal ); normal = normalize( normal ); float3 tangent; tangent.x = dot3( matX, vTangent ); tangent.y = dot3( matY, vTangent ); tangent.z = dot3( matZ, vTangent ); tangent = normalize( tangent ); float3 bitangent; bitangent.x = dot3( matX, vBitangent ); bitangent.y = dot3( matY, vBitangent ); bitangent.z = dot3( matZ, vBitangent ); bitangent = normalize( bitangent ); float4 modelPosition; modelPosition.x = dot4( matX, vertex.position ); modelPosition.y = dot4( matY, vertex.position ); modelPosition.z = dot4( matZ, vertex.position ); modelPosition.w = 1.0; #else float4 modelPosition = vertex.position; float3 normal = vNormal.xyz; float3 tangent = vTangent.xyz; float3 bitangent = vBitangent.xyz; #endif result.position.x = dot4( modelPosition, rpMVPmatrixX ); result.position.y = dot4( modelPosition, rpMVPmatrixY ); result.position.z = dot4( modelPosition, rpMVPmatrixZ ); result.position.w = dot4( modelPosition, rpMVPmatrixW ); result.position.xyz = psxVertexJitter( result.position ); result.texcoord0 = vertex.texcoord.xy; // PSX affine texture mapping #if 0 if( rpPSXDistortions.z > 0.0 ) { float distance = length( rpLocalViewOrigin - modelPosition ); float warp = psxAffineWarp( distance ); result.texcoord0.z = warp; result.texcoord0.xy *= warp; result.texcoord1.xy *= warp; result.texcoord2.xy *= warp; } #endif float4 toEye = rpLocalViewOrigin - modelPosition; result.texcoord1.x = dot3( toEye, rpModelMatrixX ); result.texcoord1.y = dot3( toEye, rpModelMatrixY ); result.texcoord1.z = dot3( toEye, rpModelMatrixZ ); // rotate from tangent space into world space result.texcoord2.x = dot3( tangent, rpModelMatrixX ); result.texcoord3.x = dot3( tangent, rpModelMatrixY ); result.texcoord4.x = dot3( tangent, rpModelMatrixZ ); result.texcoord2.y = dot3( bitangent, rpModelMatrixX ); result.texcoord3.y = dot3( bitangent, rpModelMatrixY ); result.texcoord4.y = dot3( bitangent, rpModelMatrixZ ); result.texcoord2.z = dot3( normal, rpModelMatrixX ); result.texcoord3.z = dot3( normal, rpModelMatrixY ); result.texcoord4.z = dot3( normal, rpModelMatrixZ ); float4 worldPosition; worldPosition.x = dot4( modelPosition, rpModelMatrixX ); worldPosition.y = dot4( modelPosition, rpModelMatrixY ); worldPosition.z = dot4( modelPosition, rpModelMatrixZ ); worldPosition.w = dot4( modelPosition, rpModelMatrixW ); result.texcoord5 = worldPosition; result.color = rpColor; }