mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-17 23:51:10 +00:00
839bb52cb9
Fixed, Visual mode: fixed Classic sky texture generation artifact when Bilinear filtering was enabled in Visual mode. Fixed, Visual mode: fixed Classic sky texture generation artifact when non-power-of-2 Sky textures were used. Fixed, Visual mode: dynamic lights flickering on surfaces nearly-perpendicular to lights centers should be much harder to trigger now.
397 lines
9.5 KiB
HLSL
397 lines
9.5 KiB
HLSL
// 3D world rendering shader
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// Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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// Vertex input data
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struct VertexData
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{
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float3 pos : POSITION;
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float4 color : COLOR0;
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float2 uv : TEXCOORD0;
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float3 normal : NORMAL; //mxd
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};
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// Pixel input data
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struct PixelData
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{
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float4 pos : POSITION;
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float4 color : COLOR0;
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float2 uv : TEXCOORD0;
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};
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//mxd. Vertex input data for sky rendering
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struct SkyVertexData
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{
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float3 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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//mxd. Pixel input data for sky rendering
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struct SkyPixelData
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{
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float4 pos : POSITION;
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float3 tex : TEXCOORD0;
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};
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//mxd. Pixel input data for light pass
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struct LitPixelData
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{
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float4 pos : POSITION;
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float4 color : COLOR0;
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float2 uv : TEXCOORD0;
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float3 pos_w : TEXCOORD1; //mxd. pixel position in world space
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float3 normal : TEXCOORD2; //mxd. normal
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};
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// Highlight color
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float4 highlightcolor;
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// Matrix for final transformation
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const float4x4 worldviewproj;
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//mxd
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float4x4 world;
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float4 vertexColor;
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//light
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float4 lightPosAndRadius;
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float4 lightColor; //also used as fog color
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//fog
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const float4 campos; //w is set to fade factor (distance, at wich fog color completely overrides pixel color)
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//sky
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static const float4 skynormal = float4(0.0f, 1.0f, 0.0f, 0.0f);
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// Texture input
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const texture texture1;
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// Filter settings
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const dword minfiltersettings;
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const dword magfiltersettings;
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const dword mipfiltersettings;
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const float maxanisotropysetting;
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// Texture sampler settings
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sampler2D texturesamp = sampler_state
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{
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Texture = <texture1>;
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MagFilter = magfiltersettings;
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MinFilter = minfiltersettings;
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MipFilter = mipfiltersettings;
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MipMapLodBias = 0.0f;
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MaxAnisotropy = maxanisotropysetting;
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};
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//mxd. Skybox texture sampler settings
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samplerCUBE skysamp = sampler_state
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{
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Texture = <texture1>;
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MagFilter = magfiltersettings;
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MinFilter = minfiltersettings;
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MipFilter = mipfiltersettings;
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MipMapLodBias = 0.0f;
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MaxAnisotropy = maxanisotropysetting;
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};
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// Vertex shader
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PixelData vs_main(VertexData vd)
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{
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PixelData pd;
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// Fill pixel data input
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pd.pos = mul(float4(vd.pos, 1.0f), worldviewproj);
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pd.color = vd.color;
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pd.uv = vd.uv;
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// Return result
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return pd;
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}
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//mxd. same as vs_main, but uses vertexColor var instead of actual vertex color. used in models rendering
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PixelData vs_customvertexcolor(VertexData vd)
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{
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PixelData pd;
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// Fill pixel data input
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pd.pos = mul(float4(vd.pos, 1.0f), worldviewproj);
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pd.color = vertexColor;
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pd.uv = vd.uv;
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// Return result
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return pd;
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}
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LitPixelData vs_customvertexcolor_fog(VertexData vd)
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{
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LitPixelData pd;
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// Fill pixel data input
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pd.pos = mul(float4(vd.pos, 1.0f), worldviewproj);
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pd.pos_w = mul(float4(vd.pos, 1.0f), world).xyz;
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pd.color = vertexColor;
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pd.uv = vd.uv;
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pd.normal = vd.normal;
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// Return result
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return pd;
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}
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//mxd. light pass vertex shader
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LitPixelData vs_lightpass(VertexData vd)
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{
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LitPixelData pd;
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pd.pos = mul(float4(vd.pos, 1.0f), worldviewproj);
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pd.pos_w = mul(float4(vd.pos, 1.0f), world).xyz;
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pd.color = vd.color;
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pd.uv = vd.uv;
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pd.normal = vd.normal;
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// Return result
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return pd;
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}
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// Normal pixel shader
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float4 ps_main(PixelData pd) : COLOR
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{
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float4 tcolor = tex2D(texturesamp, pd.uv);
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return tcolor * pd.color;
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}
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// Full-bright pixel shader
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float4 ps_fullbright(PixelData pd) : COLOR
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{
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float4 tcolor = tex2D(texturesamp, pd.uv);
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tcolor.a *= pd.color.a;
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return tcolor;
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}
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// Normal pixel shader with highlight
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float4 ps_main_highlight(PixelData pd) : COLOR
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{
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float4 tcolor = tex2D(texturesamp, pd.uv);
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if(tcolor.a == 0) return tcolor;
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// Blend texture color and vertex color
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float4 ncolor = tcolor * pd.color;
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return float4(highlightcolor.rgb * highlightcolor.a + (ncolor.rgb - 0.4f * highlightcolor.a), max(pd.color.a + 0.25f, 0.5f));
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}
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// Full-bright pixel shader with highlight
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float4 ps_fullbright_highlight(PixelData pd) : COLOR
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{
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float4 tcolor = tex2D(texturesamp, pd.uv);
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if(tcolor.a == 0) return tcolor;
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// Blend texture color and vertex color
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float4 ncolor = tcolor * pd.color;
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return float4(highlightcolor.rgb * highlightcolor.a + (tcolor.rgb - 0.4f * highlightcolor.a), max(pd.color.a + 0.25f, 0.5f));
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}
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//mxd. This adds fog color to current pixel color
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float4 getFogColor(LitPixelData pd, float4 color)
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{
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float fogdist = max(16.0f, distance(pd.pos_w, campos.xyz));
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float fogfactor = exp2(campos.w * fogdist);
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color.rgb = lerp(lightColor.rgb, color.rgb, fogfactor);
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return color;
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}
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//mxd. Shaders with fog calculation
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// Normal pixel shader
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float4 ps_main_fog(LitPixelData pd) : COLOR
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{
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float4 tcolor = tex2D(texturesamp, pd.uv);
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if(tcolor.a == 0) return tcolor;
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return getFogColor(pd, tcolor * pd.color);
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}
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// Normal pixel shader with highlight
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float4 ps_main_highlight_fog(LitPixelData pd) : COLOR
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{
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float4 tcolor = tex2D(texturesamp, pd.uv);
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if(tcolor.a == 0) return tcolor;
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// Blend texture color and vertex color
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float4 ncolor = getFogColor(pd, tcolor * pd.color);
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return float4(highlightcolor.rgb * highlightcolor.a + (ncolor.rgb - 0.4f * highlightcolor.a), max(ncolor.a + 0.25f, 0.5f));
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}
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//mxd: used to draw bounding boxes
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float4 ps_constant_color(PixelData pd) : COLOR
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{
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return vertexColor;
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}
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//mxd: used to draw event lines
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float4 ps_vertex_color(PixelData pd) : COLOR
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{
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return pd.color;
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}
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//mxd. dynamic light pixel shader pass, dood!
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float4 ps_lightpass(LitPixelData pd) : COLOR
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{
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//is face facing away from light source?
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if(dot(pd.normal, normalize(lightPosAndRadius.xyz - pd.pos_w)) < -0.1f) // (lightPosAndRadius.xyz - pd.pos_w) == direction from light to current pixel
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clip(-1);
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//is pixel in light range?
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float dist = distance(pd.pos_w, lightPosAndRadius.xyz);
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if(dist > lightPosAndRadius.w)
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clip(-1);
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//is pixel tranparent?
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float4 tcolor = tex2D(texturesamp, pd.uv);
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if(tcolor.a == 0.0f)
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clip(-1);
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//if it is - calculate color at current pixel
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float4 lightColorMod = float4(0.0f, 0.0f, 0.0f, 0.0f);
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lightColorMod.rgb = lightColor.rgb * max(lightPosAndRadius.w - dist, 0.0f) / lightPosAndRadius.w;
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if(lightColorMod.r > 0.0f || lightColorMod.g > 0.0f || lightColorMod.b > 0.0f)
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{
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lightColorMod.rgb *= lightColor.a;
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if(lightColor.a > 0.4f) //Normal, vavoom or negative light
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return tcolor * lightColorMod;
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return lightColorMod; //Additive light
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}
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clip(-1);
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return lightColorMod; //should never get here
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}
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//mxd. Vertex skybox shader
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SkyPixelData vs_skybox(SkyVertexData vd)
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{
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SkyPixelData pd;
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pd.pos = mul(float4(vd.pos, 1.0f), worldviewproj);
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float3 worldpos = mul(float4(vd.pos, 1.0f), world).xyz;
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pd.tex = reflect(worldpos - campos.xyz, normalize(mul(skynormal, world).xyz));
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return pd;
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}
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//mxd. Pixel skybox shader
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float4 ps_skybox(SkyPixelData pd) : COLOR
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{
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float4 ncolor = texCUBE(skysamp, pd.tex);
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return float4(highlightcolor.rgb * highlightcolor.a + (ncolor.rgb - 0.4f * highlightcolor.a), 1.0f);
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}
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// Technique for shader model 2.0
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technique SM20
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{
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// Normal
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pass p0
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{
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VertexShader = compile vs_2_0 vs_main();
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PixelShader = compile ps_2_0 ps_main();
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}
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// Full brightness mode
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pass p1
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{
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VertexShader = compile vs_2_0 vs_main();
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PixelShader = compile ps_2_0 ps_fullbright();
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}
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// Normal with highlight
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pass p2
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{
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VertexShader = compile vs_2_0 vs_main();
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PixelShader = compile ps_2_0 ps_main_highlight();
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}
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// Full brightness mode with highlight
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pass p3
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{
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VertexShader = compile vs_2_0 vs_main();
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PixelShader = compile ps_2_0 ps_fullbright_highlight();
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}
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//mxd. same as p0-p3, but using vertexColor variable
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// Normal
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pass p4
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{
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VertexShader = compile vs_2_0 vs_customvertexcolor();
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PixelShader = compile ps_2_0 ps_main();
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}
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//mxd. Skybox shader
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pass p5
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{
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VertexShader = compile vs_2_0 vs_skybox();
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PixelShader = compile ps_2_0 ps_skybox();
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}
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// Normal with highlight
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pass p6
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{
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VertexShader = compile vs_2_0 vs_customvertexcolor();
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PixelShader = compile ps_2_0 ps_main_highlight();
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}
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pass p7 {} //mxd. need this only to maintain offset
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//mxd. same as p0-p3, but with fog calculation
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// Normal
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pass p8
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{
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VertexShader = compile vs_2_0 vs_lightpass();
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PixelShader = compile ps_2_0 ps_main_fog();
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}
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pass p9 {} //mxd. need this only to maintain offset
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// Normal with highlight
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pass p10
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{
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VertexShader = compile vs_2_0 vs_lightpass();
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PixelShader = compile ps_2_0 ps_main_highlight_fog();
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}
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pass p11 {} //mxd. need this only to maintain offset
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//mxd. same as p4-p7, but with fog calculation
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// Normal
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pass p12
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{
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VertexShader = compile vs_2_0 vs_customvertexcolor_fog();
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PixelShader = compile ps_2_0 ps_main_fog();
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}
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pass p13 {} //mxd. need this only to maintain offset
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// Normal with highlight
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pass p14
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{
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VertexShader = compile vs_2_0 vs_customvertexcolor_fog();
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PixelShader = compile ps_2_0 ps_main_highlight_fog();
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}
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//mxd. Used to render event lines
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pass p15
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{
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VertexShader = compile vs_2_0 vs_main();
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PixelShader = compile ps_2_0 ps_vertex_color();
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}
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//mxd. Just fills everything with vertexColor. Used in ThingCage rendering.
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pass p16
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{
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VertexShader = compile vs_2_0 vs_customvertexcolor();
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PixelShader = compile ps_2_0 ps_constant_color();
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}
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//mxd. Light pass
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pass p17
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{
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VertexShader = compile vs_2_0 vs_lightpass();
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PixelShader = compile ps_2_0 ps_lightpass();
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AlphaBlendEnable = true;
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}
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}
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