Added vertex shaders for skin mesh support

This commit is contained in:
dexy 2019-11-03 06:25:20 +11:00
parent 3462513e27
commit 9f84ba8ad0
23 changed files with 674 additions and 47 deletions

View File

@ -802,7 +802,7 @@ namespace CodeWalker.GameFiles
//used by CW for animating skeletons.
public Quaternion AnimRotation;
public Vector3 AnimTranslation;
public Matrix AnimTransform;
/// <summary>
@ -844,6 +844,7 @@ namespace CodeWalker.GameFiles
AnimRotation = Rotation;
AnimTranslation = Translation;
AnimTransform = Matrix.AffineTransformation(1.0f, AnimRotation, AnimTranslation);
}
/// <summary>

View File

@ -77,6 +77,8 @@ namespace CodeWalker.Rendering
public ClipMapEntry ClipMapEntry;
public Dictionary<ushort, RenderableModel> ModelBoneLinks;
public Matrix3_s[] BoneTransforms;
public override void Init(DrawableBase drawable)
{
@ -297,6 +299,28 @@ namespace CodeWalker.Rendering
}
}
}
//populate the bonetransforms array
Matrix[] bonetrans = (fragtransforms != null) ? fragtransforms : (modeltransforms != null) ? modeltransforms : null;
if (bonetrans != null)
{
BoneTransforms = new Matrix3_s[bonetrans.Length];
for (int i = 0; i < bonetrans.Length; i++)
{
Matrix b = bonetrans[i];
Matrix3_s bt = new Matrix3_s();
bt.Row1 = b.Row1;
bt.Row2 = b.Row2;
bt.Row3 = b.Row3;
BoneTransforms[i] = bt;
}
}
}
private RenderableModel InitModel(DrawableModel dm)
@ -445,17 +469,6 @@ namespace CodeWalker.Rendering
for (int i = 0; i < bones.Count; i++)
{
var bone = bones[i];
RenderableModel bmodel = null;
ModelBoneLinks?.TryGetValue(bone.Id, out bmodel);
if (bmodel == null)
{ continue; }
if (((bmodel.SkeletonBinding >> 8) & 0xFF) > 0) //skin mesh? //TODO: see eg. p_oil_pjack_03_s
{ continue; }
//update model's transform from animated bone
var pos = bone.AnimTranslation;
var ori = bone.AnimRotation;
var pbone = bone.Parent;
@ -465,8 +478,19 @@ namespace CodeWalker.Rendering
ori = pbone.AnimRotation * ori;
pbone = pbone.Parent;
}
bone.AnimTransform = Matrix.AffineTransformation(1.0f, ori, pos);
bmodel.Transform = Matrix.AffineTransformation(1.0f, ori, pos);
//update model's transform from animated bone
RenderableModel bmodel = null;
ModelBoneLinks?.TryGetValue(bone.Id, out bmodel);
if (bmodel == null)
{ continue; }
if (((bmodel.SkeletonBinding >> 8) & 0xFF) > 0) //skin mesh? //TODO: see eg. p_oil_pjack_03_s
{ continue; }
bmodel.Transform = bone.AnimTransform;
}

View File

@ -122,6 +122,7 @@ namespace CodeWalker.Rendering
VertexShader basicvspnct;
VertexShader basicvspnctt;
VertexShader basicvspncttt;
VertexShader basicvspncct;
VertexShader basicvspncctt;
VertexShader basicvspnccttt;
@ -131,6 +132,13 @@ namespace CodeWalker.Rendering
VertexShader basicvspnccttx;
VertexShader basicvspnctttx;
VertexShader basicvspncctttx;
VertexShader basicvspbbnct;
VertexShader basicvspbbnctx;
VertexShader basicvspbbnctt;
VertexShader basicvspbbncttt;
VertexShader basicvspbbncct;
VertexShader basicvspbbncctx;
VertexShader basicvspbbncttx;
VertexShader basicvsbox;
VertexShader basicvssphere;
VertexShader basicvscapsule;
@ -144,6 +152,7 @@ namespace CodeWalker.Rendering
GpuVarsBuffer<BasicShaderPSGeomVars> PSGeomVars;
GpuVarsBuffer<BasicShaderInstGlobals> InstGlobalVars;
GpuVarsBuffer<BasicShaderInstLocals> InstLocalVars;
GpuABuffer<Matrix3_s> BoneMatrices;
SamplerState texsampler;
SamplerState texsampleranis;
SamplerState texsamplertnt;
@ -172,6 +181,7 @@ namespace CodeWalker.Rendering
{
byte[] vspnctbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCT.cso");
byte[] vspncttbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCTT.cso");
byte[] vspnctttbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCTTT.cso");
byte[] vspncctbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCCT.cso");
byte[] vspnccttbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCCTT.cso");
byte[] vspncctttbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCCTTT.cso");
@ -181,6 +191,15 @@ namespace CodeWalker.Rendering
byte[] vspnccttxbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCCTTX.cso");
byte[] vspnctttxbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCTTTX.cso");
byte[] vspncctttxbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCCTTTX.cso");
byte[] vspbbnctbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCT.cso");
byte[] vspbbnctxbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCTX.cso");
byte[] vspbbncttbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCTT.cso");
byte[] vspbbnctttbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCTTT.cso");
byte[] vspbbncctbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCCT.cso");
byte[] vspbbncctxbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCCTX.cso");
byte[] vspbbncttxbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCTTX.cso");
byte[] vsboxbytes = File.ReadAllBytes("Shaders\\BasicVS_Box.cso");
byte[] vsspherebytes = File.ReadAllBytes("Shaders\\BasicVS_Sphere.cso");
byte[] vscapsulebytes = File.ReadAllBytes("Shaders\\BasicVS_Capsule.cso");
@ -189,6 +208,7 @@ namespace CodeWalker.Rendering
basicvspnct = new VertexShader(device, vspnctbytes);
basicvspnctt = new VertexShader(device, vspncttbytes);
basicvspncttt = new VertexShader(device, vspnctttbytes);
basicvspncct = new VertexShader(device, vspncctbytes);
basicvspncctt = new VertexShader(device, vspnccttbytes);
basicvspnccttt = new VertexShader(device, vspncctttbytes);
@ -198,6 +218,13 @@ namespace CodeWalker.Rendering
basicvspnccttx = new VertexShader(device, vspnccttxbytes);
basicvspnctttx = new VertexShader(device, vspnctttxbytes);
basicvspncctttx = new VertexShader(device, vspncctttxbytes);
basicvspbbnct = new VertexShader(device, vspbbnctbytes);
basicvspbbnctx = new VertexShader(device, vspbbnctxbytes);
basicvspbbnctt = new VertexShader(device, vspbbncttbytes);
basicvspbbncttt = new VertexShader(device, vspbbnctttbytes);
basicvspbbncct = new VertexShader(device, vspbbncctbytes);
basicvspbbncctx = new VertexShader(device, vspbbncctxbytes);
basicvspbbncttx = new VertexShader(device, vspbbncttxbytes);
basicvsbox = new VertexShader(device, vsboxbytes);
basicvssphere = new VertexShader(device, vsspherebytes);
basicvscapsule = new VertexShader(device, vscapsulebytes);
@ -212,49 +239,47 @@ namespace CodeWalker.Rendering
PSGeomVars = new GpuVarsBuffer<BasicShaderPSGeomVars>(device);
InstGlobalVars = new GpuVarsBuffer<BasicShaderInstGlobals>(device);
InstLocalVars = new GpuVarsBuffer<BasicShaderInstLocals>(device);
BoneMatrices = new GpuABuffer<Matrix3_s>(device, 255);
InitInstGlobalVars();
//supported layouts - requires Position, Normal, Colour, Texcoord
layouts.Add(VertexType.Default, new InputLayout(device, vspnctbytes, VertexTypeDefault.GetLayout()));
layouts.Add(VertexType.PNCH2, new InputLayout(device, vspnctbytes, VertexTypePNCH2.GetLayout()));
layouts.Add(VertexType.PBBNCT, new InputLayout(device, vspnctbytes, VertexTypePBBNCT.GetLayout()));
layouts.Add(VertexType.PNCH2, new InputLayout(device, vspnctbytes, VertexTypePNCH2.GetLayout()));//TODO?
layouts.Add(VertexType.PNCTT, new InputLayout(device, vspncttbytes, VertexTypePNCTT.GetLayout()));
layouts.Add(VertexType.PNCTTT, new InputLayout(device, vspncttbytes, VertexTypePNCTTT.GetLayout()));
layouts.Add(VertexType.PBBNCTT, new InputLayout(device, vspncttbytes, VertexTypePBBNCTT.GetLayout()));
layouts.Add(VertexType.PBBNCTTT, new InputLayout(device, vspncttbytes, VertexTypePBBNCTTT.GetLayout()));
layouts.Add(VertexType.PNCTTT, new InputLayout(device, vspnctttbytes, VertexTypePNCTTT.GetLayout()));
layouts.Add(VertexType.PNCCT, new InputLayout(device, vspncctbytes, VertexTypePNCCT.GetLayout()));
layouts.Add(VertexType.PBBNCCT, new InputLayout(device, vspncctbytes, VertexTypePBBNCCT.GetLayout()));
layouts.Add(VertexType.PNCCTT, new InputLayout(device, vspnccttbytes, VertexTypePNCCTT.GetLayout()));
layouts.Add(VertexType.PNCCTTTT, new InputLayout(device, vspncctttbytes, VertexTypePNCCTTTT.GetLayout()));
layouts.Add(VertexType.PNCCTTTT, new InputLayout(device, vspncctttbytes, VertexTypePNCCTTTT.GetLayout()));//TODO..?
//normalmap layouts - requires Position, Normal, Colour, Texcoord, Tangent (X)
layouts.Add(VertexType.DefaultEx, new InputLayout(device, vspnctxbytes, VertexTypeDefaultEx.GetLayout()));
layouts.Add(VertexType.PCCH2H4, new InputLayout(device, vspnctxbytes, VertexTypePCCH2H4.GetLayout()));
layouts.Add(VertexType.PBBNCTX, new InputLayout(device, vspnctxbytes, VertexTypePBBNCTX.GetLayout()));
layouts.Add(VertexType.PNCCTX, new InputLayout(device, vspncctxbytes, VertexTypePNCCTX.GetLayout()));
layouts.Add(VertexType.PBBNCCTX, new InputLayout(device, vspncctxbytes, VertexTypePBBNCCTX.GetLayout()));
layouts.Add(VertexType.PNCTTX, new InputLayout(device, vspncttxbytes, VertexTypePNCTTX.GetLayout()));
layouts.Add(VertexType.PBBNCTTX, new InputLayout(device, vspncttxbytes, VertexTypePBBNCTTX.GetLayout()));
layouts.Add(VertexType.PBBNCTTTX, new InputLayout(device, vspncttxbytes, VertexTypePBBNCTTTX.GetLayout()));
layouts.Add(VertexType.PNCCTTX, new InputLayout(device, vspnccttxbytes, VertexTypePNCCTTX.GetLayout()));
layouts.Add(VertexType.PNCCTTX_2, new InputLayout(device, vspnccttxbytes, VertexTypePNCCTTX_2.GetLayout()));
layouts.Add(VertexType.PNCTTTX, new InputLayout(device, vspnctttxbytes, VertexTypePNCTTTX.GetLayout()));
layouts.Add(VertexType.PNCTTTX_2, new InputLayout(device, vspnctttxbytes, VertexTypePNCTTTX_2.GetLayout()));
layouts.Add(VertexType.PNCTTTX_3, new InputLayout(device, vspnctttxbytes, VertexTypePNCTTTX_3.GetLayout()));
layouts.Add(VertexType.PNCTTTTX, new InputLayout(device, vspnctttxbytes, VertexTypePNCTTTTX.GetLayout()));
layouts.Add(VertexType.PNCTTTTX, new InputLayout(device, vspnctttxbytes, VertexTypePNCTTTTX.GetLayout()));//TODO
layouts.Add(VertexType.PNCCTTTX, new InputLayout(device, vspncctttxbytes, VertexTypePNCCTTTX.GetLayout()));
layouts.Add(VertexType.PBBNCCTTX, new InputLayout(device, vspnccttxbytes, VertexTypePBBNCCTTX.GetLayout()));
//skinned layouts
layouts.Add(VertexType.PBBNCT, new InputLayout(device, vspbbnctbytes, VertexTypePBBNCT.GetLayout()));
layouts.Add(VertexType.PBBNCTX, new InputLayout(device, vspbbnctxbytes, VertexTypePBBNCTX.GetLayout()));
layouts.Add(VertexType.PBBNCTT, new InputLayout(device, vspbbncttbytes, VertexTypePBBNCTT.GetLayout()));
layouts.Add(VertexType.PBBNCTTT, new InputLayout(device, vspbbnctttbytes, VertexTypePBBNCTTT.GetLayout()));
layouts.Add(VertexType.PBBNCCT, new InputLayout(device, vspbbncctbytes, VertexTypePBBNCCT.GetLayout()));
layouts.Add(VertexType.PBBNCCTX, new InputLayout(device, vspbbncctxbytes, VertexTypePBBNCCTX.GetLayout()));
layouts.Add(VertexType.PBBNCTTX, new InputLayout(device, vspbbncttxbytes, VertexTypePBBNCTTX.GetLayout()));
layouts.Add(VertexType.PBBNCTTTX, new InputLayout(device, vspbbncttxbytes, VertexTypePBBNCTTTX.GetLayout()));//TODO
layouts.Add(VertexType.PBBNCCTTX, new InputLayout(device, vspbbncctxbytes, VertexTypePBBNCCTTX.GetLayout()));//TODO
@ -366,17 +391,15 @@ namespace CodeWalker.Rendering
{
case VertexType.Default:
case VertexType.PNCH2:
case VertexType.PBBNCT:
vs = basicvspnct;
break;
case VertexType.PNCTT:
case VertexType.PNCTTT:
case VertexType.PBBNCTT:
case VertexType.PBBNCTTT:
vs = basicvspnctt;
break;
case VertexType.PNCTTT:
vs = basicvspncttt;
break;
case VertexType.PNCCT:
case VertexType.PBBNCCT:
vs = basicvspncct;
break;
case VertexType.PNCCTT://not used?
@ -387,23 +410,16 @@ namespace CodeWalker.Rendering
break;
case VertexType.DefaultEx:
case VertexType.PCCH2H4:
case VertexType.PBBNCTX:
vs = basicvspnctx;
break;
case VertexType.PBBNCCTX:
case VertexType.PNCCTX:
vs = basicvspncctx;
break;
case VertexType.PNCTTX:
case VertexType.PBBNCTTX:
vs = basicvspncttx;
break;
case VertexType.PNCCTTX://not used?
case VertexType.PNCCTTX_2://not used?
case VertexType.PBBNCCTTX://not used?
vs = basicvspnccttx;
break;
@ -411,7 +427,6 @@ namespace CodeWalker.Rendering
case VertexType.PNCTTTX_2:
case VertexType.PNCTTTX_3:
case VertexType.PNCTTTTX: //not using last texcoords!
case VertexType.PBBNCTTTX:
vs = basicvspnctttx;
break;
@ -419,6 +434,34 @@ namespace CodeWalker.Rendering
vs = basicvspncctttx;
break;
case VertexType.PBBNCT:
vs = basicvspbbnct;
break;
case VertexType.PBBNCTT:
vs = basicvspbbnctt;
break;
case VertexType.PBBNCTTT:
vs = basicvspbbncttt;
break;
case VertexType.PBBNCCT:
vs = basicvspbbncct;
break;
case VertexType.PBBNCTX:
vs = basicvspbbnctx;
break;
case VertexType.PBBNCCTX:
vs = basicvspbbncctx;
break;
case VertexType.PBBNCTTX:
vs = basicvspbbncttx;
break;
case VertexType.PBBNCCTTX://not used?
vs = basicvspbbncctx;//TODO
break;
case VertexType.PBBNCTTTX:
vs = basicvspbbncttx;//TODO
break;
default:
break;
@ -514,6 +557,14 @@ namespace CodeWalker.Rendering
public override void SetModelVars(DeviceContext context, RenderableModel model)
{
if (((model.SkeletonBinding >> 8) & 0xFF) > 0)
{
if (model.Owner.BoneTransforms != null)
{
SetBoneMatrices(context, model.Owner.BoneTransforms);
}
}
if (!model.UseTransform) return;
VSModelVars.Vars.Transform = Matrix.Transpose(model.Transform);
VSModelVars.Update(context);
@ -730,6 +781,12 @@ namespace CodeWalker.Rendering
}
}
public void SetBoneMatrices(DeviceContext context, Matrix3_s[] matrices)
{
BoneMatrices.Update(context, matrices);
BoneMatrices.SetVSCBuffer(context, 7);
}
public void SetInstanceVars(DeviceContext context, RenderableInstanceBatch batch)
{
@ -920,10 +977,12 @@ namespace CodeWalker.Rendering
PSGeomVars.Dispose();
InstGlobalVars.Dispose();
InstLocalVars.Dispose();
BoneMatrices.Dispose();
basicps.Dispose();
basicvspnct.Dispose();
basicvspnctt.Dispose();
basicvspncttt.Dispose();
basicvspncct.Dispose();
basicvspncctt.Dispose();
basicvspnccttt.Dispose();
@ -933,6 +992,13 @@ namespace CodeWalker.Rendering
basicvspnccttx.Dispose();
basicvspnctttx.Dispose();
basicvspncctttx.Dispose();
basicvspbbnct.Dispose();
basicvspbbnctx.Dispose();
basicvspbbnctt.Dispose();
basicvspbbncttt.Dispose();
basicvspbbncct.Dispose();
basicvspbbncctx.Dispose();
basicvspbbncttx.Dispose();
basicvsbox.Dispose();
basicvssphere.Dispose();
basicvscapsule.Dispose();

View File

@ -52,6 +52,48 @@ namespace CodeWalker.Rendering
}
}
public class GpuABuffer<T> where T : struct //Dynamic GPU buffer of items updated by CPU, for array of structs used as a constant buffer
{
public int StructSize;
public int StructCount;
public int BufferSize;
public Buffer Buffer;
public GpuABuffer(Device device, int count)
{
StructCount = count;
StructSize = System.Runtime.InteropServices.Marshal.SizeOf<T>();
BufferSize = StructCount * StructSize;
Buffer = new Buffer(device, BufferSize, ResourceUsage.Dynamic, BindFlags.ConstantBuffer, CpuAccessFlags.Write, ResourceOptionFlags.None, 0);
}
public void Dispose()
{
if (Buffer != null)
{
Buffer.Dispose();
Buffer = null;
}
}
public void Update(DeviceContext context, T[] data)
{
var dataBox = context.MapSubresource(Buffer, 0, MapMode.WriteDiscard, MapFlags.None);
Utilities.Write(dataBox.DataPointer, data, 0, data.Length);
context.UnmapSubresource(Buffer, 0);
}
public void SetVSCBuffer(DeviceContext context, int slot)
{
context.VertexShader.SetConstantBuffer(slot, Buffer);
}
public void SetPSCBuffer(DeviceContext context, int slot)
{
context.PixelShader.SetConstantBuffer(slot, Buffer);
}
}
public class GpuSBuffer<T> where T : struct //for static struct data as resource view
{
public int StructSize;
@ -147,6 +189,12 @@ namespace CodeWalker.Rendering
Utilities.Write(dataBox.DataPointer, DataArray, 0, CurrentCount);
context.UnmapSubresource(Buffer, 0);
}
public void Update(DeviceContext context, T[] data)
{
var dataBox = context.MapSubresource(Buffer, 0, MapMode.WriteDiscard, MapFlags.None);
Utilities.Write(dataBox.DataPointer, data, 0, data.Length);
context.UnmapSubresource(Buffer, 0);
}
public void SetVSResource(DeviceContext context, int slot)
{

View File

@ -56,7 +56,10 @@ cbuffer VSInstLocals : register(b6)
float3 gLodFadeInstRange; // Offset: 352 Size: 12 [unused]
uint gUseComputeShaderOutputBuffer;// Offset: 364 Size: 4
}
cbuffer BoneMatrices : register(b7) //rage_bonemtx
{
row_major float3x4 gBoneMtx[255]; // Offset: 0 Size: 12240
}
struct VS_OUTPUT
{
@ -254,6 +257,35 @@ float3 GetGrassInstancePosition(float3 ipos, float3 vc0, float3 vc1, uint iid)
}
float3x4 BoneMatrix(float4 weights, float4 indices)
{
uint4 binds = (uint4)(indices * 255.001953);
float3x4 b0 = gBoneMtx[binds.x];
float3x4 b1 = gBoneMtx[binds.y];
float3x4 b2 = gBoneMtx[binds.z];
float3x4 b3 = gBoneMtx[binds.w];
float4 t0 = b0[0]*weights.x + b1[0]*weights.y + b2[0]*weights.z + b3[0]*weights.w;
float4 t1 = b0[1]*weights.x + b1[1]*weights.y + b2[1]*weights.z + b3[1]*weights.w;
float4 t2 = b0[2]*weights.x + b1[2]*weights.y + b2[2]*weights.z + b3[2]*weights.w;
return float3x4(t0, t1, t2);
}
float3 BoneTransform(float3 ipos, float3x4 m)
{
float3 r;
float4 p = float4(ipos, 1);
r.x = dot(m[0], p);
r.y = dot(m[1], p);
r.z = dot(m[2], p);
return r;
}
float3 BoneTransformNormal(float3 inorm, float3x4 m)
{
float3 r;
r.x = dot(m[0].xyz, inorm);
r.y = dot(m[1].xyz, inorm);
r.z = dot(m[2].xyz, inorm);
return r;
}
float3 ModelTransform(float3 ipos, float3 vc0, float3 vc1, uint iid)
{
if (IsInstanced)

BIN
Shaders/BasicVS_PBBNCCT.cso Normal file

Binary file not shown.

View File

@ -0,0 +1,46 @@
#include "BasicVS.hlsli"
struct VS_INPUT
{
float4 Position : POSITION;
float4 BlendWeights : BLENDWEIGHTS;
float4 BlendIndices : BLENDINDICES;
float3 Normal : NORMAL;
float4 Colour0 : COLOR0;
float4 Colour1 : COLOR1;
float2 Texcoord0 : TEXCOORD0;
};
VS_OUTPUT main(VS_INPUT input, uint iid : SV_InstanceID)
{
VS_OUTPUT output;
float3x4 bone = BoneMatrix(input.BlendWeights, input.BlendIndices);
float3 bpos = BoneTransform(input.Position.xyz, bone);
float3 opos = ModelTransform(bpos, input.Colour0.xyz, input.Colour1.xyz, iid);
float4 cpos = ScreenTransform(opos);
float3 bnorm = BoneTransformNormal(input.Normal, bone);
float3 onorm = NormalTransform(bnorm);
float3 otang = 0.5; // NormalTransform(float3(1, 0, 0)); //no tangent to use on this vertex type...
float4 tnt = ColourTint(input.Colour0.b, input.Colour1.b, iid); //colour tinting if enabled
float4 lightspacepos;
float shadowdepth = ShadowmapSceneDepth(opos, lightspacepos);
output.LightShadow = lightspacepos;
output.Shadows = float4(shadowdepth, 0, 0, 0);
output.Position = cpos;
output.CamRelPos = opos;
output.Normal = onorm;
output.Texcoord0 = GlobalUVAnim(input.Texcoord0);
output.Texcoord1 = 0.5; // input.Texcoord;
output.Texcoord2 = 0.5; // input.Texcoord;
output.Colour0 = input.Colour0;
output.Colour1 = input.Colour1;
output.Tint = tnt;
output.Tangent = float4(otang, 1);
output.Bitangent = float4(cross(otang, onorm), 0);
return output;
}

Binary file not shown.

View File

@ -0,0 +1,49 @@
#include "BasicVS.hlsli"
struct VS_INPUT
{
float4 Position : POSITION;
float4 BlendWeights : BLENDWEIGHTS;
float4 BlendIndices : BLENDINDICES;
float3 Normal : NORMAL;
float4 Colour0 : COLOR0;
float4 Colour1 : COLOR1;
float2 Texcoord0 : TEXCOORD0;
float4 Tangent : TANGENT;
};
VS_OUTPUT main(VS_INPUT input, uint iid : SV_InstanceID)
{
VS_OUTPUT output;
float3x4 bone = BoneMatrix(input.BlendWeights, input.BlendIndices);
float3 bpos = BoneTransform(input.Position.xyz, bone);
float3 opos = ModelTransform(bpos, input.Colour0.xyz, input.Colour1.xyz, iid);
float4 cpos = ScreenTransform(opos);
float3 bnorm = BoneTransformNormal(input.Normal.xyz, bone);
float3 btang = BoneTransformNormal(input.Tangent.xyz, bone);
float3 onorm = NormalTransform(bnorm);
float3 otang = NormalTransform(btang);
float4 tnt = ColourTint(input.Colour0.b, input.Colour1.b, iid); //colour tinting if enabled
float4 lightspacepos;
float shadowdepth = ShadowmapSceneDepth(opos, lightspacepos);
output.LightShadow = lightspacepos;
output.Shadows = float4(shadowdepth, 0, 0, 0);
output.Position = cpos;
output.CamRelPos = opos;
output.Normal = onorm;
output.Texcoord0 = GlobalUVAnim(input.Texcoord0);
output.Texcoord1 = 0.5; // input.Texcoord;
output.Texcoord2 = 0.5; // input.Texcoord;
output.Colour0 = input.Colour0;
output.Colour1 = input.Colour1;
output.Tint = tnt;
output.Tangent = float4(otang, input.Tangent.w);
output.Bitangent = float4(cross(otang, onorm) * input.Tangent.w, 0);
return output;
}

BIN
Shaders/BasicVS_PBBNCT.cso Normal file

Binary file not shown.

View File

@ -0,0 +1,45 @@
#include "BasicVS.hlsli"
struct VS_INPUT
{
float4 Position : POSITION;
float4 BlendWeights : BLENDWEIGHTS;
float4 BlendIndices : BLENDINDICES;
float3 Normal : NORMAL;
float4 Colour0 : COLOR0;
float2 Texcoord0 : TEXCOORD0;
};
VS_OUTPUT main(VS_INPUT input, uint iid : SV_InstanceID)
{
VS_OUTPUT output;
float3x4 bone = BoneMatrix(input.BlendWeights, input.BlendIndices);
float3 bpos = BoneTransform(input.Position.xyz, bone);
float3 opos = ModelTransform(bpos, input.Colour0.xyz, input.Colour0.xyz, iid);
float4 cpos = ScreenTransform(opos);
float3 bnorm = BoneTransformNormal(input.Normal, bone);
float3 onorm = NormalTransform(bnorm);
float3 otang = 0.5; // NormalTransform(float3(1, 0, 0)); //no tangent to use on this vertex type...
float4 tnt = ColourTint(input.Colour0.b, 0, iid); //colour tinting if enabled
float4 lightspacepos;
float shadowdepth = ShadowmapSceneDepth(opos, lightspacepos);
output.LightShadow = lightspacepos;
output.Shadows = float4(shadowdepth, 0, 0, 0);
output.Position = cpos;
output.CamRelPos = opos;
output.Normal = onorm;
output.Texcoord0 = GlobalUVAnim(input.Texcoord0);
output.Texcoord1 = 0.5; // input.Texcoord;
output.Texcoord2 = 0.5; // input.Texcoord;
output.Colour0 = input.Colour0;
output.Colour1 = float4(0.5, 0.5, 0.5, 1); //input.Colour
output.Tint = tnt;
output.Tangent = float4(otang, 1);
output.Bitangent = float4(cross(otang, onorm), 0);
return output;
}

BIN
Shaders/BasicVS_PBBNCTT.cso Normal file

Binary file not shown.

View File

@ -0,0 +1,46 @@
#include "BasicVS.hlsli"
struct VS_INPUT
{
float4 Position : POSITION;
float4 BlendWeights : BLENDWEIGHTS;
float4 BlendIndices : BLENDINDICES;
float3 Normal : NORMAL;
float4 Colour0 : COLOR0;
float2 Texcoord0 : TEXCOORD0;
float2 Texcoord1 : TEXCOORD1;
};
VS_OUTPUT main(VS_INPUT input, uint iid : SV_InstanceID)
{
VS_OUTPUT output;
float3x4 bone = BoneMatrix(input.BlendWeights, input.BlendIndices);
float3 bpos = BoneTransform(input.Position.xyz, bone);
float3 opos = ModelTransform(bpos, input.Colour0.xyz, input.Colour0.xyz, iid);
float4 cpos = ScreenTransform(opos);
float3 bnorm = BoneTransformNormal(input.Normal, bone);
float3 onorm = NormalTransform(bnorm);
float3 otang = 0.5; // NormalTransform(float3(1, 0, 0)); //no tangent to use on this vertex type...
float4 tnt = ColourTint(input.Colour0.b, 0, iid); //colour tinting if enabled
float4 lightspacepos;
float shadowdepth = ShadowmapSceneDepth(opos, lightspacepos);
output.LightShadow = lightspacepos;
output.Shadows = float4(shadowdepth, 0, 0, 0);
output.Position = cpos;
output.CamRelPos = opos;
output.Normal = onorm;
output.Texcoord0 = GlobalUVAnim(input.Texcoord0);
output.Texcoord1 = input.Texcoord1;
output.Texcoord2 = 0.5; // input.Texcoord;
output.Colour0 = input.Colour0;
output.Colour1 = float4(0.5, 0.5, 0.5, 1); //input.Colour;
output.Tint = tnt;
output.Tangent = float4(otang, 1);
output.Bitangent = float4(cross(otang, onorm), 0);
return output;
}

Binary file not shown.

View File

@ -0,0 +1,47 @@
#include "BasicVS.hlsli"
struct VS_INPUT
{
float4 Position : POSITION;
float4 BlendWeights : BLENDWEIGHTS;
float4 BlendIndices : BLENDINDICES;
float3 Normal : NORMAL;
float4 Colour0 : COLOR0;
float2 Texcoord0 : TEXCOORD0;
float2 Texcoord1 : TEXCOORD1;
float2 Texcoord2 : TEXCOORD2;
};
VS_OUTPUT main(VS_INPUT input, uint iid : SV_InstanceID)
{
VS_OUTPUT output;
float3x4 bone = BoneMatrix(input.BlendWeights, input.BlendIndices);
float3 bpos = BoneTransform(input.Position.xyz, bone);
float3 opos = ModelTransform(bpos, input.Colour0.xyz, input.Colour0.xyz, iid);
float4 cpos = ScreenTransform(opos);
float3 bnorm = BoneTransformNormal(input.Normal, bone);
float3 onorm = NormalTransform(bnorm);
float3 otang = 0.5; // NormalTransform(float3(1, 0, 0)); //no tangent to use on this vertex type...
float4 tnt = ColourTint(input.Colour0.b, 0, iid); //colour tinting if enabled
float4 lightspacepos;
float shadowdepth = ShadowmapSceneDepth(opos, lightspacepos);
output.LightShadow = lightspacepos;
output.Shadows = float4(shadowdepth, 0, 0, 0);
output.Position = cpos;
output.CamRelPos = opos;
output.Normal = onorm;
output.Texcoord0 = GlobalUVAnim(input.Texcoord0);
output.Texcoord1 = input.Texcoord1;
output.Texcoord2 = input.Texcoord2;
output.Colour0 = input.Colour0;
output.Colour1 = float4(0.5, 0.5, 0.5, 1); //input.Colour
output.Tint = tnt;
output.Tangent = float4(otang, 1);
output.Bitangent = float4(cross(otang, onorm), 0);
return output;
}

Binary file not shown.

View File

@ -0,0 +1,47 @@
#include "BasicVS.hlsli"
struct VS_INPUT
{
float4 Position : POSITION;
float4 BlendWeights : BLENDWEIGHTS;
float4 BlendIndices : BLENDINDICES;
float3 Normal : NORMAL;
float4 Colour0 : COLOR0;
float2 Texcoord0 : TEXCOORD0;
float2 Texcoord1 : TEXCOORD1;
float4 Tangent : TANGENT;
};
VS_OUTPUT main(VS_INPUT input, uint iid : SV_InstanceID)
{
VS_OUTPUT output;
float3x4 bone = BoneMatrix(input.BlendWeights, input.BlendIndices);
float3 bpos = BoneTransform(input.Position.xyz, bone);
float3 opos = ModelTransform(bpos, input.Colour0.xyz, input.Colour0.xyz, iid);
float4 cpos = ScreenTransform(opos);
float3 bnorm = BoneTransformNormal(input.Normal.xyz, bone);
float3 btang = BoneTransformNormal(input.Tangent.xyz, bone);
float3 onorm = NormalTransform(bnorm);
float3 otang = NormalTransform(btang);
float4 tnt = ColourTint(input.Colour0.b, 0, iid); //colour tinting if enabled
float4 lightspacepos;
float shadowdepth = ShadowmapSceneDepth(opos, lightspacepos);
output.LightShadow = lightspacepos;
output.Shadows = float4(shadowdepth, 0, 0, 0);
output.Position = cpos;
output.CamRelPos = opos;
output.Normal = onorm;
output.Texcoord0 = GlobalUVAnim(input.Texcoord0);
output.Texcoord1 = input.Texcoord1;
output.Texcoord2 = 0.5; // input.Texcoord;
output.Colour0 = input.Colour0;
output.Colour1 = float4(0.5, 0.5, 0.5, 1); //input.Colour
output.Tint = tnt;
output.Tangent = float4(otang, input.Tangent.w);
output.Bitangent = float4(cross(otang, onorm) * input.Tangent.w, 0);
return output;
}

BIN
Shaders/BasicVS_PBBNCTX.cso Normal file

Binary file not shown.

View File

@ -0,0 +1,47 @@
#include "BasicVS.hlsli"
struct VS_INPUT
{
float4 Position : POSITION;
float4 BlendWeights : BLENDWEIGHTS;
float4 BlendIndices : BLENDINDICES;
float3 Normal : NORMAL;
float4 Colour0 : COLOR0;
float2 Texcoord0 : TEXCOORD0;
float4 Tangent : TANGENT;
};
VS_OUTPUT main(VS_INPUT input, uint iid : SV_InstanceID)
{
VS_OUTPUT output;
float3x4 bone = BoneMatrix(input.BlendWeights, input.BlendIndices);
float3 bpos = BoneTransform(input.Position.xyz, bone);
float3 opos = ModelTransform(bpos, input.Colour0.xyz, input.Colour0.xyz, iid);
float4 cpos = ScreenTransform(opos);
float3 bnorm = BoneTransformNormal(input.Normal.xyz, bone);
float3 btang = BoneTransformNormal(input.Tangent.xyz, bone);
float3 onorm = NormalTransform(bnorm);
float3 otang = NormalTransform(btang);
float4 tnt = ColourTint(input.Colour0.b, 0, iid); //colour tinting if enabled
float4 lightspacepos;
float shadowdepth = ShadowmapSceneDepth(opos, lightspacepos);
output.LightShadow = lightspacepos;
output.Shadows = float4(shadowdepth, 0, 0, 0);
output.Position = cpos;
output.CamRelPos = opos;
output.Normal = onorm;
output.Texcoord0 = GlobalUVAnim(input.Texcoord0);
output.Texcoord1 = 0.5; // input.Texcoord;
output.Texcoord2 = 0.5; // input.Texcoord;
output.Colour0 = input.Colour0;
output.Colour1 = float4(0.5, 0.5, 0.5, 1); //input.Colour
output.Tint = tnt;
output.Tangent = float4(otang, input.Tangent.w);
output.Bitangent = float4(cross(otang, onorm) * input.Tangent.w, 0);
return output;
}

BIN
Shaders/BasicVS_PNCTTT.cso Normal file

Binary file not shown.

View File

@ -0,0 +1,41 @@
#include "BasicVS.hlsli"
struct VS_INPUT
{
float4 Position : POSITION;
float3 Normal : NORMAL;
float4 Colour0 : COLOR0;
float2 Texcoord0 : TEXCOORD0;
float2 Texcoord1 : TEXCOORD1;
float2 Texcoord2 : TEXCOORD2;
};
VS_OUTPUT main(VS_INPUT input, uint iid : SV_InstanceID)
{
VS_OUTPUT output;
float3 opos = ModelTransform(input.Position.xyz, input.Colour0.xyz, input.Colour0.xyz, iid);
float4 cpos = ScreenTransform(opos);
float3 bnorm = NormalTransform(input.Normal);
float3 btang = 0.5; // NormalTransform(float3(1, 0, 0)); //no tangent to use on this vertex type...
float4 tnt = ColourTint(input.Colour0.b, 0, iid); //colour tinting if enabled
float4 lightspacepos;
float shadowdepth = ShadowmapSceneDepth(opos, lightspacepos);
output.LightShadow = lightspacepos;
output.Shadows = float4(shadowdepth, 0, 0, 0);
output.Position = cpos;
output.CamRelPos = opos;
output.Normal = bnorm;
output.Texcoord0 = GlobalUVAnim(input.Texcoord0);
output.Texcoord1 = input.Texcoord1;
output.Texcoord2 = input.Texcoord2;
output.Colour0 = input.Colour0;
output.Colour1 = float4(0.5, 0.5, 0.5, 1); //input.Colour
output.Tint = tnt;
output.Tangent = float4(btang, 1);
output.Bitangent = float4(cross(btang, bnorm), 0);
return output;
}

View File

@ -150,6 +150,76 @@
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
</FxCompile>
<FxCompile Include="BasicVS_PBBNCCT.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
</FxCompile>
<FxCompile Include="BasicVS_PBBNCCTX.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
</FxCompile>
<FxCompile Include="BasicVS_PBBNCT.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
</FxCompile>
<FxCompile Include="BasicVS_PBBNCTT.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
</FxCompile>
<FxCompile Include="BasicVS_PBBNCTTT.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
</FxCompile>
<FxCompile Include="BasicVS_PBBNCTTX.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
</FxCompile>
<FxCompile Include="BasicVS_PBBNCTX.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
</FxCompile>
<FxCompile Include="BasicVS_PNCCT.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
@ -206,6 +276,16 @@
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
</FxCompile>
<FxCompile Include="BasicVS_PNCTTT.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
</FxCompile>
<FxCompile Include="BasicVS_PNCTTTX.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>

View File

@ -66,6 +66,14 @@
<FxCompile Include="SkyMoonVS.hlsl" />
<FxCompile Include="SkyMoonPS.hlsl" />
<FxCompile Include="PathDynVS.hlsl" />
<FxCompile Include="BasicVS_PBBNCT.hlsl" />
<FxCompile Include="BasicVS_PBBNCTX.hlsl" />
<FxCompile Include="BasicVS_PBBNCTT.hlsl" />
<FxCompile Include="BasicVS_PBBNCTTT.hlsl" />
<FxCompile Include="BasicVS_PNCTTT.hlsl" />
<FxCompile Include="BasicVS_PBBNCCT.hlsl" />
<FxCompile Include="BasicVS_PBBNCCTX.hlsl" />
<FxCompile Include="BasicVS_PBBNCTTX.hlsl" />
</ItemGroup>
<ItemGroup>
<None Include="Quaternion.hlsli" />