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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 | //----------------------------------------------------------------------------- // SkinnedEffect.fx // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #include "Macros.fxh" #define SKINNED_EFFECT_MAX_BONES 72 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); float4x3 Bones[SKINNED_EFFECT_MAX_BONES] _vs(c26) _cb(c22); MATRIX_CONSTANTS float4x4 WorldViewProj _vs(c15) _cb(c0); END_CONSTANTS #include "Structures.fxh" #include "Common.fxh" #include "Lighting.fxh" void Skin(inout VSInputNmTxWeights vin, uniform int boneCount) { float4x3 skinning = 0; [unroll] for (int i = 0; i < boneCount; i++) { skinning += Bones[vin.Indices[i]] * vin.Weights[i]; } vin.Position.xyz = mul(vin.Position, skinning); vin.Normal = mul(vin.Normal, (float3x3)skinning); } // Vertex shader: vertex lighting, one bone. VSOutputTx VSSkinnedVertexLightingOneBone(VSInputNmTxWeights vin) { VSOutputTx vout; Skin(vin, 1); CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 3); SetCommonVSOutputParams; vout.TexCoord = vin.TexCoord; return vout; } // Vertex shader: vertex lighting, two bones. VSOutputTx VSSkinnedVertexLightingTwoBones(VSInputNmTxWeights vin) { VSOutputTx vout; Skin(vin, 2); CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 3); SetCommonVSOutputParams; vout.TexCoord = vin.TexCoord; return vout; } // Vertex shader: vertex lighting, four bones. VSOutputTx VSSkinnedVertexLightingFourBones(VSInputNmTxWeights vin) { VSOutputTx vout; Skin(vin, 4); CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 3); SetCommonVSOutputParams; vout.TexCoord = vin.TexCoord; return vout; } // Vertex shader: one light, one bone. VSOutputTx VSSkinnedOneLightOneBone(VSInputNmTxWeights vin) { VSOutputTx vout; Skin(vin, 1); CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 1); SetCommonVSOutputParams; vout.TexCoord = vin.TexCoord; return vout; } // Vertex shader: one light, two bones. VSOutputTx VSSkinnedOneLightTwoBones(VSInputNmTxWeights vin) { VSOutputTx vout; Skin(vin, 2); CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 1); SetCommonVSOutputParams; vout.TexCoord = vin.TexCoord; return vout; } // Vertex shader: one light, four bones. VSOutputTx VSSkinnedOneLightFourBones(VSInputNmTxWeights vin) { VSOutputTx vout; Skin(vin, 4); CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 1); SetCommonVSOutputParams; vout.TexCoord = vin.TexCoord; return vout; } // Vertex shader: pixel lighting, one bone. VSOutputPixelLightingTx VSSkinnedPixelLightingOneBone(VSInputNmTxWeights vin) { VSOutputPixelLightingTx vout; Skin(vin, 1); 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, two bones. VSOutputPixelLightingTx VSSkinnedPixelLightingTwoBones(VSInputNmTxWeights vin) { VSOutputPixelLightingTx vout; Skin(vin, 2); 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, four bones. VSOutputPixelLightingTx VSSkinnedPixelLightingFourBones(VSInputNmTxWeights vin) { VSOutputPixelLightingTx vout; Skin(vin, 4); CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, vin.Normal); SetCommonVSOutputParamsPixelLighting; vout.Diffuse = float4(1, 1, 1, DiffuseColor.a); vout.TexCoord = vin.TexCoord; return vout; } // Pixel shader: vertex lighting. float4 PSSkinnedVertexLighting(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, no fog. float4 PSSkinnedVertexLightingNoFog(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 PSSkinnedPixelLighting(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[9] = { compile vs_2_0 VSSkinnedVertexLightingOneBone(), compile vs_2_0 VSSkinnedVertexLightingTwoBones(), compile vs_2_0 VSSkinnedVertexLightingFourBones(), compile vs_2_0 VSSkinnedOneLightOneBone(), compile vs_2_0 VSSkinnedOneLightTwoBones(), compile vs_2_0 VSSkinnedOneLightFourBones(), compile vs_2_0 VSSkinnedPixelLightingOneBone(), compile vs_2_0 VSSkinnedPixelLightingTwoBones(), compile vs_2_0 VSSkinnedPixelLightingFourBones(), }; int VSIndices[18] = { 0, // vertex lighting, one bone 0, // vertex lighting, one bone, no fog 1, // vertex lighting, two bones 1, // vertex lighting, two bones, no fog 2, // vertex lighting, four bones 2, // vertex lighting, four bones, no fog 3, // one light, one bone 3, // one light, one bone, no fog 4, // one light, two bones 4, // one light, two bones, no fog 5, // one light, four bones 5, // one light, four bones, no fog 6, // pixel lighting, one bone 6, // pixel lighting, one bone, no fog 7, // pixel lighting, two bones 7, // pixel lighting, two bones, no fog 8, // pixel lighting, four bones 8, // pixel lighting, four bones, no fog }; PixelShader PSArray[3] = { compile ps_2_0 PSSkinnedVertexLighting(), compile ps_2_0 PSSkinnedVertexLightingNoFog(), compile ps_2_0 PSSkinnedPixelLighting(), }; int PSIndices[18] = { 0, // vertex lighting, one bone 1, // vertex lighting, one bone, no fog 0, // vertex lighting, two bones 1, // vertex lighting, two bones, no fog 0, // vertex lighting, four bones 1, // vertex lighting, four bones, no fog 0, // one light, one bone 1, // one light, one bone, no fog 0, // one light, two bones 1, // one light, two bones, no fog 0, // one light, four bones 1, // one light, four bones, no fog 2, // pixel lighting, one bone 2, // pixel lighting, one bone, no fog 2, // pixel lighting, two bones 2, // pixel lighting, two bones, no fog 2, // pixel lighting, four bones 2, // pixel lighting, four bones, no fog }; int ShaderIndex = 0; Technique SkinnedEffect { Pass { VertexShader = (VSArray[VSIndices[ShaderIndex]]); PixelShader = (PSArray[PSIndices[ShaderIndex]]); } } |