Added the camera class
Added the DDS Texture Loading for future use Added the gamepad class for future use Added first child method to the scenegraph Added RGB to intensity and lerp methods to the shared methods class Added the terrain node class with normals Fixed issue with submeshnode not passing the world transform to the actual meshes
This commit is contained in:
99
Graphics2/TerrainShaders.hlsl
Normal file
99
Graphics2/TerrainShaders.hlsl
Normal file
@ -0,0 +1,99 @@
|
||||
cbuffer ConstantBuffer
|
||||
{
|
||||
float4x4 completeTransformation;
|
||||
float4x4 worldTransformation;
|
||||
float4 cameraPosition;
|
||||
float4 lightVector; // the light's vector
|
||||
float4 lightColor; // the light's color
|
||||
float4 ambientColor; // the ambient light's color
|
||||
float4 diffuseCoefficient; // The diffuse reflection cooefficient
|
||||
float4 specularCoefficient; // The specular reflection cooefficient
|
||||
float shininess; // The shininess factor
|
||||
float opacity; // The opacity (transparency) of the material. 0 = fully transparent, 1 = fully opaque
|
||||
float2 padding;
|
||||
}
|
||||
|
||||
Texture2D BlendMap : register(t0);
|
||||
Texture2DArray TexturesArray : register(t1);
|
||||
|
||||
SamplerState ss
|
||||
{
|
||||
Filter = MIN_MAG_MIP_LINEAR;
|
||||
|
||||
AddressU = WRAP;
|
||||
AddressV = WRAP;
|
||||
};
|
||||
|
||||
struct VertexShaderInput
|
||||
{
|
||||
float3 Position : POSITION;
|
||||
float3 Normal : NORMAL;
|
||||
float2 TexCoord : TEXCOORD0;
|
||||
float2 BlendMapTexCoord : TEXCOORD1;
|
||||
};
|
||||
|
||||
struct PixelShaderInput
|
||||
{
|
||||
float4 Position : SV_POSITION;
|
||||
float4 PositionWS: TEXCOORD2;
|
||||
float4 NormalWS : TEXCOORD3;
|
||||
float2 TexCoord : TEXCOORD0;
|
||||
float2 BlendMapTexCoord : TEXCOORD1;
|
||||
};
|
||||
|
||||
PixelShaderInput VShader(VertexShaderInput vin)
|
||||
{
|
||||
PixelShaderInput output;
|
||||
float3 position = vin.Position;
|
||||
output.Position = mul(completeTransformation, float4(position, 1.0f));
|
||||
output.PositionWS = mul(worldTransformation, float4(position, 1.0f));
|
||||
output.NormalWS = float4(mul((float3x3)worldTransformation, vin.Normal), 1.0f);
|
||||
output.TexCoord = vin.TexCoord;
|
||||
output.BlendMapTexCoord = vin.BlendMapTexCoord;
|
||||
return output;
|
||||
}
|
||||
|
||||
float4 PShader(PixelShaderInput input) : SV_TARGET
|
||||
{
|
||||
float4 directionToCamera = normalize(input.PositionWS - cameraPosition);
|
||||
float4 directionToLight = normalize(-lightVector);
|
||||
float surfaceShininess = shininess;
|
||||
float4 adjustedNormal = normalize(input.NormalWS);
|
||||
|
||||
// Calculate diffuse lighting
|
||||
float NdotL = max(0, dot(adjustedNormal, directionToLight));
|
||||
float4 diffuse = saturate(lightColor * NdotL * diffuseCoefficient);
|
||||
diffuse.a = 1.0f;
|
||||
|
||||
// Calculate specular component
|
||||
float4 R = 2 * NdotL * adjustedNormal - directionToLight;
|
||||
float RdotV = max(0, dot(R, directionToCamera));
|
||||
float4 specular = saturate(lightColor * pow(RdotV, surfaceShininess) * specularCoefficient);
|
||||
specular.a = 1.0f;
|
||||
|
||||
// Calculate ambient lighting
|
||||
float4 ambientLight = ambientColor * diffuseCoefficient;
|
||||
float4 color;
|
||||
|
||||
// Sample layers in texture array.
|
||||
float4 c0 = TexturesArray.Sample(ss, float3(input.TexCoord, 0.0f));
|
||||
float4 c1 = TexturesArray.Sample(ss, float3(input.TexCoord, 1.0f));
|
||||
float4 c2 = TexturesArray.Sample(ss, float3(input.TexCoord, 2.0f));
|
||||
float4 c3 = TexturesArray.Sample(ss, float3(input.TexCoord, 3.0f));
|
||||
float4 c4 = TexturesArray.Sample(ss, float3(input.TexCoord, 4.0f));
|
||||
|
||||
// Sample the blend map.
|
||||
float4 t = BlendMap.Sample(ss, input.BlendMapTexCoord);
|
||||
|
||||
// Blend the layers on top of each other.
|
||||
color = c0;
|
||||
color = lerp(color, c1, t.r);
|
||||
color = lerp(color, c2, t.g);
|
||||
color = lerp(color, c3, t.b);
|
||||
color = lerp(color, c4, t.a);
|
||||
|
||||
// Combine all components
|
||||
color = (ambientLight + diffuse) * color;
|
||||
color = saturate(color + specular);
|
||||
return color;
|
||||
}
|
Reference in New Issue
Block a user