GameCode4_VS.hlsl 4.1 KB

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  1. //--------------------------------------------------------------------------------------
  2. // GameCode4_VSMain_VS.hlsl - The vertex shader file for GameCode4 (D3D11 renderer)
  3. //
  4. // Part of the GameCode4 Application
  5. //
  6. // GameCode4 is the sample application that encapsulates much of the source code
  7. // discussed in "Game Coding Complete - 4th Edition" by Mike McShaffry and David
  8. // "Rez" Graham, published by Charles River Media.
  9. // ISBN-10: 1133776574 | ISBN-13: 978-1133776574
  10. //
  11. // If this source code has found it's way to you, and you think it has helped you
  12. // in any way, do the authors a favor and buy a new copy of the book - there are
  13. // detailed explanations in it that compliment this code well. Buy a copy at Amazon.com
  14. // by clicking here:
  15. // http://www.amazon.com/gp/product/1133776574/ref=olp_product_details?ie=UTF8&me=&seller=
  16. //
  17. // There's a companion web site at http://www.mcshaffry.com/GameCode/
  18. //
  19. // The source code is managed and maintained through Google Code:
  20. // http://code.google.com/p/gamecode4/
  21. //
  22. // (c) Copyright 2012 Michael L. McShaffry and David Graham
  23. //
  24. // This program is free software; you can redistribute it and/or
  25. // modify it under the terms of the GNU Lesser GPL v3
  26. // as published by the Free Software Foundation.
  27. //
  28. // This program is distributed in the hope that it will be useful,
  29. // but WITHOUT ANY WARRANTY; without even the implied warranty of
  30. // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See
  31. // http://www.gnu.org/licenses/lgpl-3.0.txt for more details.
  32. //
  33. // You should have received a copy of the GNU Lesser GPL v3
  34. // along with this program; if not, write to the Free Software
  35. // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
  36. //
  37. //--------------------------------------------------------------------------------------
  38. //--------------------------------------------------------------------------------------
  39. // Globals
  40. //--------------------------------------------------------------------------------------
  41. cbuffer cbMatrices : register( b0 )
  42. {
  43. matrix g_mWorldViewProjection : packoffset( c0 );
  44. matrix g_mWorld : packoffset( c4 );
  45. };
  46. cbuffer cbLights : register( b1 )
  47. {
  48. float4 g_LightDiffuse[8]; // Light's diffuse color - we can support up to eight lights with this shader.
  49. float4 g_LightDir[8]; // Light's direction in world space
  50. float4 g_fAmbient;
  51. int g_nNumLights;
  52. };
  53. cbuffer cbObjectColors : register( b2 )
  54. {
  55. float4 g_vDiffuseObjectColor : packoffset( c0 );
  56. float4 g_vAmbientObjectColor : packoffset( c1 );
  57. bool g_bHasTexture : packoffset( c2.x );
  58. };
  59. //--------------------------------------------------------------------------------------
  60. // Input / Output structures
  61. //--------------------------------------------------------------------------------------
  62. struct VS_INPUT
  63. {
  64. float4 vPosition : POSITION;
  65. float3 vNormal : NORMAL;
  66. float2 vTexcoord : TEXCOORD0;
  67. };
  68. struct VS_OUTPUT
  69. {
  70. float4 vDiffuse : COLOR0;
  71. float2 vTexcoord : TEXCOORD0;
  72. float4 vPosition : SV_POSITION;
  73. };
  74. //--------------------------------------------------------------------------------------
  75. // Vertex Shader
  76. //--------------------------------------------------------------------------------------
  77. VS_OUTPUT GameCode4_VSMain( VS_INPUT Input )
  78. {
  79. VS_OUTPUT Output;
  80. float3 vNormalWorldSpace;
  81. float dotProduct;
  82. float4 dottedLightColor;
  83. Output.vPosition = mul( Input.vPosition, g_mWorldViewProjection );
  84. vNormalWorldSpace = mul( Input.vNormal, (float3x3)g_mWorld );
  85. Output.vTexcoord = Input.vTexcoord;
  86. // Compute simple directional lighting equation
  87. float4 vTotalLightDiffuse = float4(0,0,0,0);
  88. for(int i=0; i<g_nNumLights; i++ )
  89. {
  90. dotProduct = dot(vNormalWorldSpace, g_LightDir[i]);
  91. dotProduct = max(0, dotProduct);
  92. dottedLightColor = g_LightDiffuse[i] * dotProduct;
  93. vTotalLightDiffuse += dottedLightColor;
  94. }
  95. Output.vDiffuse.rgb = g_vDiffuseObjectColor * vTotalLightDiffuse +
  96. g_vAmbientObjectColor * g_fAmbient;
  97. Output.vDiffuse.a = g_vDiffuseObjectColor.a;
  98. return Output;
  99. }