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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 | //----------------------------------------------------------------------------- // BasicEffect.fx // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #include "Macros.fxh" DECLARE_TEXTURE(Texture, 0); BEGIN_CONSTANTS float4 DiffuseColor _vs(c0) _ps(c1) _cb(c0); float3 EmissiveColor _vs(c1) _ps(c2) _cb(c1); float3 SpecularColor _vs(c2) _ps(c3) _cb(c2); float SpecularPower _vs(c3) _ps(c4) _cb(c2.w); float3 DirLight0Direction _vs(c4) _ps(c5) _cb(c3); float3 DirLight0DiffuseColor _vs(c5) _ps(c6) _cb(c4); float3 DirLight0SpecularColor _vs(c6) _ps(c7) _cb(c5); float3 DirLight1Direction _vs(c7) _ps(c8) _cb(c6); float3 DirLight1DiffuseColor _vs(c8) _ps(c9) _cb(c7); float3 DirLight1SpecularColor _vs(c9) _ps(c10) _cb(c8); float3 DirLight2Direction _vs(c10) _ps(c11) _cb(c9); float3 DirLight2DiffuseColor _vs(c11) _ps(c12) _cb(c10); float3 DirLight2SpecularColor _vs(c12) _ps(c13) _cb(c11); float3 EyePosition _vs(c13) _ps(c14) _cb(c12); float3 FogColor _ps(c0) _cb(c13); float4 FogVector _vs(c14) _cb(c14); float4x4 World _vs(c19) _cb(c15); float3x3 WorldInverseTranspose _vs(c23) _cb(c19); MATRIX_CONSTANTS float4x4 WorldViewProj _vs(c15) _cb(c0); END_CONSTANTS #include "Structures.fxh" #include "Common.fxh" #include "Lighting.fxh" // Vertex shader: basic. VSOutput VSBasic(VSInput vin) { VSOutput vout; CommonVSOutput cout = ComputeCommonVSOutput(vin.Position); SetCommonVSOutputParams; return vout; } // Vertex shader: no fog. VSOutputNoFog VSBasicNoFog(VSInput vin) { VSOutputNoFog vout; CommonVSOutput cout = ComputeCommonVSOutput(vin.Position); SetCommonVSOutputParamsNoFog; return vout; } // Vertex shader: vertex color. VSOutput VSBasicVc(VSInputVc vin) { VSOutput vout; CommonVSOutput cout = ComputeCommonVSOutput(vin.Position); SetCommonVSOutputParams; vout.Diffuse *= vin.Color; return vout; } // Vertex shader: vertex color, no fog. VSOutputNoFog VSBasicVcNoFog(VSInputVc vin) { VSOutputNoFog vout; CommonVSOutput cout = ComputeCommonVSOutput(vin.Position); SetCommonVSOutputParamsNoFog; vout.Diffuse *= vin.Color; return vout; } // Vertex shader: texture. VSOutputTx VSBasicTx(VSInputTx vin) { VSOutputTx vout; CommonVSOutput cout = ComputeCommonVSOutput(vin.Position); SetCommonVSOutputParams; vout.TexCoord = vin.TexCoord; return vout; } // Vertex shader: texture, no fog. VSOutputTxNoFog VSBasicTxNoFog(VSInputTx vin) { VSOutputTxNoFog vout; CommonVSOutput cout = ComputeCommonVSOutput(vin.Position); SetCommonVSOutputParamsNoFog; vout.TexCoord = vin.TexCoord; return vout; } // Vertex shader: texture + vertex color. VSOutputTx VSBasicTxVc(VSInputTxVc vin) { VSOutputTx vout; CommonVSOutput cout = ComputeCommonVSOutput(vin.Position); SetCommonVSOutputParams; vout.TexCoord = vin.TexCoord; vout.Diffuse *= vin.Color; return vout; } // Vertex shader: texture + vertex color, no fog. VSOutputTxNoFog VSBasicTxVcNoFog(VSInputTxVc vin) { VSOutputTxNoFog vout; CommonVSOutput cout = ComputeCommonVSOutput(vin.Position); SetCommonVSOutputParamsNoFog; vout.TexCoord = vin.TexCoord; vout.Diffuse *= vin.Color; return vout; } // Vertex shader: vertex lighting. VSOutput VSBasicVertexLighting(VSInputNm vin) { VSOutput vout; CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 3); SetCommonVSOutputParams; return vout; } // Vertex shader: vertex lighting + vertex color. VSOutput VSBasicVertexLightingVc(VSInputNmVc vin) { VSOutput vout; CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 3); SetCommonVSOutputParams; vout.Diffuse *= vin.Color; return vout; } // Vertex shader: vertex lighting + texture. VSOutputTx VSBasicVertexLightingTx(VSInputNmTx vin) { VSOutputTx vout; CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 3); SetCommonVSOutputParams; vout.TexCoord = vin.TexCoord; return vout; } // Vertex shader: vertex lighting + texture + vertex color. VSOutputTx VSBasicVertexLightingTxVc(VSInputNmTxVc vin) { VSOutputTx vout; CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 3); SetCommonVSOutputParams; vout.TexCoord = vin.TexCoord; vout.Diffuse *= vin.Color; return vout; } // Vertex shader: one light. VSOutput VSBasicOneLight(VSInputNm vin) { VSOutput vout; CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 1); SetCommonVSOutputParams; return vout; } // Vertex shader: one light + vertex color. VSOutput VSBasicOneLightVc(VSInputNmVc vin) { VSOutput vout; CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 1); SetCommonVSOutputParams; vout.Diffuse *= vin.Color; return vout; } // Vertex shader: one light + texture. VSOutputTx VSBasicOneLightTx(VSInputNmTx vin) { VSOutputTx vout; CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 1); SetCommonVSOutputParams; vout.TexCoord = vin.TexCoord; return vout; } // Vertex shader: one light + texture + vertex color. VSOutputTx VSBasicOneLightTxVc(VSInputNmTxVc vin) { VSOutputTx vout; CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 1); SetCommonVSOutputParams; vout.TexCoord = vin.TexCoord; vout.Diffuse *= vin.Color; return vout; } // Vertex shader: pixel lighting. VSOutputPixelLighting VSBasicPixelLighting(VSInputNm vin) { VSOutputPixelLighting vout; CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, vin.Normal); SetCommonVSOutputParamsPixelLighting; vout.Diffuse = float4(1, 1, 1, DiffuseColor.a); return vout; } // Vertex shader: pixel lighting + vertex color. VSOutputPixelLighting VSBasicPixelLightingVc(VSInputNmVc vin) { VSOutputPixelLighting vout; CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, vin.Normal); SetCommonVSOutputParamsPixelLighting; vout.Diffuse.rgb = vin.Color.rgb; vout.Diffuse.a = vin.Color.a * DiffuseColor.a; return vout; } // Vertex shader: pixel lighting + texture. VSOutputPixelLightingTx VSBasicPixelLightingTx(VSInputNmTx vin) { VSOutputPixelLightingTx vout; CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, vin.Normal); SetCommonVSOutputParamsPixelLighting; vout.Diffuse = float4(1, 1, 1, DiffuseColor.a); vout.TexCoord = vin.TexCoord; return vout; } // Vertex shader: pixel lighting + texture + vertex color. VSOutputPixelLightingTx VSBasicPixelLightingTxVc(VSInputNmTxVc vin) { VSOutputPixelLightingTx vout; CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, vin.Normal); SetCommonVSOutputParamsPixelLighting; vout.Diffuse.rgb = vin.Color.rgb; vout.Diffuse.a = vin.Color.a * DiffuseColor.a; vout.TexCoord = vin.TexCoord; return vout; } // Pixel shader: basic. float4 PSBasic(PSInput pin) : SV_Target0 { float4 color = pin.Diffuse; ApplyFog(color, pin.Specular.w); return color; } // Pixel shader: no fog. float4 PSBasicNoFog(PSInputNoFog pin) : SV_Target0 { return pin.Diffuse; } // Pixel shader: texture. float4 PSBasicTx(PSInputTx pin) : SV_Target0 { float4 color = SAMPLE_TEXTURE(Texture, pin.TexCoord) * pin.Diffuse; ApplyFog(color, pin.Specular.w); return color; } // Pixel shader: texture, no fog. float4 PSBasicTxNoFog(PSInputTxNoFog pin) : SV_Target0 { return SAMPLE_TEXTURE(Texture, pin.TexCoord) * pin.Diffuse; } // Pixel shader: vertex lighting. float4 PSBasicVertexLighting(PSInput pin) : SV_Target0 { float4 color = pin.Diffuse; AddSpecular(color, pin.Specular.rgb); ApplyFog(color, pin.Specular.w); return color; } // Pixel shader: vertex lighting, no fog. float4 PSBasicVertexLightingNoFog(PSInput pin) : SV_Target0 { float4 color = pin.Diffuse; AddSpecular(color, pin.Specular.rgb); return color; } // Pixel shader: vertex lighting + texture. float4 PSBasicVertexLightingTx(PSInputTx pin) : SV_Target0 { float4 color = SAMPLE_TEXTURE(Texture, pin.TexCoord) * pin.Diffuse; AddSpecular(color, pin.Specular.rgb); ApplyFog(color, pin.Specular.w); return color; } // Pixel shader: vertex lighting + texture, no fog. float4 PSBasicVertexLightingTxNoFog(PSInputTx pin) : SV_Target0 { float4 color = SAMPLE_TEXTURE(Texture, pin.TexCoord) * pin.Diffuse; AddSpecular(color, pin.Specular.rgb); return color; } // Pixel shader: pixel lighting. float4 PSBasicPixelLighting(PSInputPixelLighting pin) : SV_Target0 { float4 color = pin.Diffuse; float3 eyeVector = normalize(EyePosition - pin.PositionWS.xyz); float3 worldNormal = normalize(pin.NormalWS); ColorPair lightResult = ComputeLights(eyeVector, worldNormal, 3); color.rgb *= lightResult.Diffuse; AddSpecular(color, lightResult.Specular); ApplyFog(color, pin.PositionWS.w); return color; } // Pixel shader: pixel lighting + texture. float4 PSBasicPixelLightingTx(PSInputPixelLightingTx pin) : SV_Target0 { float4 color = SAMPLE_TEXTURE(Texture, pin.TexCoord) * pin.Diffuse; float3 eyeVector = normalize(EyePosition - pin.PositionWS.xyz); float3 worldNormal = normalize(pin.NormalWS); ColorPair lightResult = ComputeLights(eyeVector, worldNormal, 3); color.rgb *= lightResult.Diffuse; AddSpecular(color, lightResult.Specular); ApplyFog(color, pin.PositionWS.w); return color; } VertexShader VSArray[20] = { compile vs_2_0 VSBasic(), compile vs_2_0 VSBasicNoFog(), compile vs_2_0 VSBasicVc(), compile vs_2_0 VSBasicVcNoFog(), compile vs_2_0 VSBasicTx(), compile vs_2_0 VSBasicTxNoFog(), compile vs_2_0 VSBasicTxVc(), compile vs_2_0 VSBasicTxVcNoFog(), compile vs_2_0 VSBasicVertexLighting(), compile vs_2_0 VSBasicVertexLightingVc(), compile vs_2_0 VSBasicVertexLightingTx(), compile vs_2_0 VSBasicVertexLightingTxVc(), compile vs_2_0 VSBasicOneLight(), compile vs_2_0 VSBasicOneLightVc(), compile vs_2_0 VSBasicOneLightTx(), compile vs_2_0 VSBasicOneLightTxVc(), compile vs_2_0 VSBasicPixelLighting(), compile vs_2_0 VSBasicPixelLightingVc(), compile vs_2_0 VSBasicPixelLightingTx(), compile vs_2_0 VSBasicPixelLightingTxVc(), }; int VSIndices[32] = { 0, // basic 1, // no fog 2, // vertex color 3, // vertex color, no fog 4, // texture 5, // texture, no fog 6, // texture + vertex color 7, // texture + vertex color, no fog 8, // vertex lighting 8, // vertex lighting, no fog 9, // vertex lighting + vertex color 9, // vertex lighting + vertex color, no fog 10, // vertex lighting + texture 10, // vertex lighting + texture, no fog 11, // vertex lighting + texture + vertex color 11, // vertex lighting + texture + vertex color, no fog 12, // one light 12, // one light, no fog 13, // one light + vertex color 13, // one light + vertex color, no fog 14, // one light + texture 14, // one light + texture, no fog 15, // one light + texture + vertex color 15, // one light + texture + vertex color, no fog 16, // pixel lighting 16, // pixel lighting, no fog 17, // pixel lighting + vertex color 17, // pixel lighting + vertex color, no fog 18, // pixel lighting + texture 18, // pixel lighting + texture, no fog 19, // pixel lighting + texture + vertex color 19, // pixel lighting + texture + vertex color, no fog }; PixelShader PSArray[10] = { compile ps_2_0 PSBasic(), compile ps_2_0 PSBasicNoFog(), compile ps_2_0 PSBasicTx(), compile ps_2_0 PSBasicTxNoFog(), compile ps_2_0 PSBasicVertexLighting(), compile ps_2_0 PSBasicVertexLightingNoFog(), compile ps_2_0 PSBasicVertexLightingTx(), compile ps_2_0 PSBasicVertexLightingTxNoFog(), compile ps_2_0 PSBasicPixelLighting(), compile ps_2_0 PSBasicPixelLightingTx(), }; int PSIndices[32] = { 0, // basic 1, // no fog 0, // vertex color 1, // vertex color, no fog 2, // texture 3, // texture, no fog 2, // texture + vertex color 3, // texture + vertex color, no fog 4, // vertex lighting 5, // vertex lighting, no fog 4, // vertex lighting + vertex color 5, // vertex lighting + vertex color, no fog 6, // vertex lighting + texture 7, // vertex lighting + texture, no fog 6, // vertex lighting + texture + vertex color 7, // vertex lighting + texture + vertex color, no fog 4, // one light 5, // one light, no fog 4, // one light + vertex color 5, // one light + vertex color, no fog 6, // one light + texture 7, // one light + texture, no fog 6, // one light + texture + vertex color 7, // one light + texture + vertex color, no fog 8, // pixel lighting 8, // pixel lighting, no fog 8, // pixel lighting + vertex color 8, // pixel lighting + vertex color, no fog 9, // pixel lighting + texture 9, // pixel lighting + texture, no fog 9, // pixel lighting + texture + vertex color 9, // pixel lighting + texture + vertex color, no fog }; int ShaderIndex = 0; Technique BasicEffect { Pass { VertexShader = (VSArray[VSIndices[ShaderIndex]]); PixelShader = (PSArray[PSIndices[ShaderIndex]]); } } |