/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. Copyright (C) 2014 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 "renderprogs/global.inc" #if defined( USE_GPU_SKINNING ) uniform matrices_ubo { float4 matrices[408]; }; #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 : POSITION; float4 texcoord0 : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 texcoord3 : TEXCOORD3; float4 texcoord4 : TEXCOORD4; float4 texcoord5 : TEXCOORD5; float4 texcoord6 : TEXCOORD6; float4 texcoord7 : TEXCOORD7; float4 texcoord8 : TEXCOORD8; float4 texcoord9 : TEXCOORD9; float4 color : COLOR0; }; 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 defined( 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 float joint = vertex.color.x * 255.1 * 3; matX = matrices[int(joint+0)] * w0; matY = matrices[int(joint+1)] * w0; matZ = matrices[int(joint+2)] * w0; joint = vertex.color.y * 255.1 * 3; matX += matrices[int(joint+0)] * w1; matY += matrices[int(joint+1)] * w1; matZ += matrices[int(joint+2)] * w1; joint = vertex.color.z * 255.1 * 3; matX += matrices[int(joint+0)] * w2; matY += matrices[int(joint+1)] * w2; matZ += matrices[int(joint+2)] * w2; joint = vertex.color.w * 255.1 * 3; 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 ); float4 defaultTexCoord = float4( 0.0f, 0.5f, 0.0f, 1.0f ); //calculate vector to light float4 toLightLocal = rpLocalLightOrigin - modelPosition; //-------------------------------------------------------------- //result.texcoord0 is the direction to the light in tangent space result.texcoord0.x = dot3( tangent, toLightLocal ); result.texcoord0.y = dot3( bitangent, toLightLocal ); result.texcoord0.z = dot3( normal, toLightLocal ); result.texcoord0.w = 1.0f; //textures 1 takes the base coordinates by the texture matrix result.texcoord1 = defaultTexCoord; result.texcoord1.x = dot4( vertex.texcoord.xy, rpBumpMatrixS ); result.texcoord1.y = dot4( vertex.texcoord.xy, rpBumpMatrixT ); //# texture 2 has one texgen result.texcoord2 = defaultTexCoord; result.texcoord2.x = dot4( modelPosition, rpLightFalloffS ); //# texture 3 has three texgens result.texcoord3.x = dot4( modelPosition, rpLightProjectionS ); result.texcoord3.y = dot4( modelPosition, rpLightProjectionT ); result.texcoord3.z = 0.0f; result.texcoord3.w = dot4( modelPosition, rpLightProjectionQ ); //# textures 4 takes the base coordinates by the texture matrix result.texcoord4 = defaultTexCoord; result.texcoord4.x = dot4( vertex.texcoord.xy, rpDiffuseMatrixS ); result.texcoord4.y = dot4( vertex.texcoord.xy, rpDiffuseMatrixT ); //# textures 5 takes the base coordinates by the texture matrix result.texcoord5 = defaultTexCoord; result.texcoord5.x = dot4( vertex.texcoord.xy, rpSpecularMatrixS ); result.texcoord5.y = dot4( vertex.texcoord.xy, rpSpecularMatrixT ); //# texture 6's texcoords will be the halfangle in texture space //# calculate normalized vector to light in R0 toLightLocal = normalize( toLightLocal ); //# calculate normalized vector to viewer in R1 float4 toView = normalize( rpLocalViewOrigin - modelPosition ); //# add together to become the half angle vector in object space (non-normalized) float4 halfAngleVector = toLightLocal + toView; //# put into texture space result.texcoord6.x = dot3( tangent, halfAngleVector ); result.texcoord6.y = dot3( bitangent, halfAngleVector ); result.texcoord6.z = dot3( normal, halfAngleVector ); result.texcoord6.w = 1.0f; result.texcoord7 = modelPosition; float4 worldPosition; worldPosition.x = dot4( modelPosition, rpModelMatrixX ); worldPosition.y = dot4( modelPosition, rpModelMatrixY ); worldPosition.z = dot4( modelPosition, rpModelMatrixZ ); worldPosition.w = dot4( modelPosition, rpModelMatrixW ); float4 toLightGlobal = rpGlobalLightOrigin - worldPosition; result.texcoord8 = toLightGlobal; float4 viewPosition; viewPosition.x = dot4( modelPosition, rpModelViewMatrixX ); viewPosition.y = dot4( modelPosition, rpModelViewMatrixY ); viewPosition.z = dot4( modelPosition, rpModelViewMatrixZ ); viewPosition.w = dot4( modelPosition, rpModelViewMatrixW ); result.texcoord9 = viewPosition; #if defined( USE_GPU_SKINNING ) // for joint transformation of the tangent space, we use color and // color2 for weighting information, so hopefully there aren't any // effects that need vertex color... result.color = float4( 1.0f, 1.0f, 1.0f, 1.0f ); #else //# generate the vertex color, which can be 1.0, color, or 1.0 - color //# for 1.0 : env[16] = 0, env[17] = 1 //# for color : env[16] = 1, env[17] = 0 //# for 1.0-color : env[16] = -1, env[17] = 1 result.color = ( swizzleColor( vertex.color ) * rpVertexColorModulate ) + rpVertexColorAdd; #endif }