//-------------------------------------------------------------------------------------- // GameCode4_VSMain_VS.hlsl - The vertex shader file for GameCode4 (D3D11 renderer) // // Part of the GameCode4 Application // // GameCode4 is the sample application that encapsulates much of the source code // discussed in "Game Coding Complete - 4th Edition" by Mike McShaffry and David // "Rez" Graham, published by Charles River Media. // ISBN-10: 1133776574 | ISBN-13: 978-1133776574 // // If this source code has found it's way to you, and you think it has helped you // in any way, do the authors a favor and buy a new copy of the book - there are // detailed explanations in it that compliment this code well. Buy a copy at Amazon.com // by clicking here: // http://www.amazon.com/gp/product/1133776574/ref=olp_product_details?ie=UTF8&me=&seller= // // There's a companion web site at http://www.mcshaffry.com/GameCode/ // // The source code is managed and maintained through Google Code: // http://code.google.com/p/gamecode4/ // // (c) Copyright 2012 Michael L. McShaffry and David Graham // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU Lesser GPL v3 // as published by the Free Software Foundation. // // This program 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 // http://www.gnu.org/licenses/lgpl-3.0.txt for more details. // // You should have received a copy of the GNU Lesser GPL v3 // along with this program; if not, write to the Free Software // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. // //-------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------- // Globals //-------------------------------------------------------------------------------------- cbuffer cbMatrices : register( b0 ) { matrix g_mWorldViewProjection : packoffset( c0 ); matrix g_mWorld : packoffset( c4 ); }; cbuffer cbLights : register( b1 ) { float4 g_LightDiffuse[8]; // Light's diffuse color - we can support up to eight lights with this shader. float4 g_LightDir[8]; // Light's direction in world space float4 g_fAmbient; int g_nNumLights; }; cbuffer cbObjectColors : register( b2 ) { float4 g_vDiffuseObjectColor : packoffset( c0 ); float4 g_vAmbientObjectColor : packoffset( c1 ); bool g_bHasTexture : packoffset( c2.x ); }; //-------------------------------------------------------------------------------------- // Input / Output structures //-------------------------------------------------------------------------------------- struct VS_INPUT { float4 vPosition : POSITION; float3 vNormal : NORMAL; float2 vTexcoord : TEXCOORD0; }; struct VS_OUTPUT { float4 vDiffuse : COLOR0; float2 vTexcoord : TEXCOORD0; float4 vPosition : SV_POSITION; }; //-------------------------------------------------------------------------------------- // Vertex Shader //-------------------------------------------------------------------------------------- VS_OUTPUT GameCode4_VSMain( VS_INPUT Input ) { VS_OUTPUT Output; float3 vNormalWorldSpace; float dotProduct; float4 dottedLightColor; Output.vPosition = mul( Input.vPosition, g_mWorldViewProjection ); vNormalWorldSpace = mul( Input.vNormal, (float3x3)g_mWorld ); Output.vTexcoord = Input.vTexcoord; // Compute simple directional lighting equation float4 vTotalLightDiffuse = float4(0,0,0,0); for(int i=0; i