Start of 3d renderer integration

This commit is contained in:
Simon Lübeß
2022-05-04 18:38:59 +02:00
parent 412d0ea965
commit 2817c5b1a1
16 changed files with 733 additions and 14 deletions
@@ -0,0 +1,73 @@
cbuffer SceneConstants
{
float4x4 ViewProjection = float4x4(1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1);
}
cbuffer ObjectConstants
{
float4x4 Transform;
}
cbuffer Constants
{
float4 BaseColor = float4(1, 0, 1, 1);
//float3 LightDir = float3(0, 1, 0);
}
struct VS_IN
{
float3 Position : POSITION;
float3 Normal : NORMAL;
};
struct PS_IN
{
float4 Position : SV_POSITION;
float3 WorldPosition : TEXCOORD0;
float3 Normal : NORMAL;
};
PS_IN VS(VS_IN input)
{
PS_IN output;
float4 worldPosition = mul(Transform, float4(input.Position, 1));
output.Position = mul(ViewProjection, worldPosition);
output.WorldPosition = worldPosition.xyz / worldPosition.w;
output.Normal = mul((float3x3)Transform, input.Normal);
return output;
}
struct PS_OUT
{
float4 Color : SV_TARGET0;
float4 Normal : SV_TARGET1;
float4 Position : SV_TARGET2;
};
PS_OUT PS(PS_IN input)
{
input.Normal = normalize(input.Normal);
float f = distance(input.Normal, input.Normal);
//float shading = dot(LightDir, input.Normal);
//float shading = dot(LightDir, LightDir) + 1;
//shading = clamp(shading, 0.0f, 1.0f);
//return float4(BaseColor.rgb * shading, 1.0f);
PS_OUT output = (PS_OUT)0;
output.Color = BaseColor;
output.Normal = float4(input.Normal, 1);
output.Position = float4(input.WorldPosition, 1);
return output;
}
#effect[VS=VS,PS=PS]
@@ -0,0 +1,46 @@
Texture2D Colors : register(t0);
Texture2D<float3> Normals : register(t1);
Texture2D Positions : register(t2);
SamplerState Sampler : register(s0);
cbuffer Constants
{
float3 LightDir = float3(0, 1, 0);
}
struct VS_IN
{
float2 Position : POSITION;
float2 TexCoord : TEXCOORD0;
};
struct PS_IN
{
float4 Position : SV_POSITION;
float2 TexCoord : TEXCOORD;
};
PS_IN VS(VS_IN input)
{
PS_IN output;
output.Position = float4(input.Position, 0, 1);
output.TexCoord = input.TexCoord;
return output;
}
float4 PS(PS_IN input) : SV_TARGET
{
float4 color = Colors.Sample(Sampler, input.TexCoord);
float3 normal = Normals.Sample(Sampler, input.TexCoord);
//float shading = dot(LightDir, normal) + 100;
float shading = dot(float3(0, 1, 0), normal);
shading = clamp(shading, 0.0f, 1.0f);
return float4(color.rgb * shading, 1);
}
#effect[VS=VS,PS=PS]
@@ -0,0 +1,52 @@
Texture2D Texture : register(t0);
SamplerState Sampler : register(s0);
cbuffer Constants
{
float4x4 ViewProjection;
float ColorOffset = 0.5f;
float AlphaOffset = 0.0f;
float ColorScale = 0.5f;
float AlphaScale = 1.0f;
float2 TextureSizeInPixels;
}
struct VS_Input
{
float2 Position : POSITION;
float2 Texcoord : TEXCOORD0;
float4x4 Transform : TRANSFORM;
float4 Color : COLOR;
float4 UVTransform : TEXCOORD1;
};
struct PS_Input
{
float4 Position : SV_Position;
float2 Texcoord : TEXCOORD0;
float4 Color : COLOR;
};
PS_Input VS(VS_Input input)
{
PS_Input output;
output.Position = mul(ViewProjection, mul(input.Transform, float4(input.Position, 0.0f, 1.0f)));
output.Texcoord = input.UVTransform.xy + input.UVTransform.zw * input.Texcoord;
output.Color = input.Color;
return output;
}
float4 PS(PS_Input input) : SV_Target0
{
float4 color = Texture.Sample(Sampler, input.Texcoord);
float4 final = float4(ColorOffset.xxx, AlphaOffset) + color * float4(ColorScale.xxx, AlphaScale);
return final;
}
#effect[VS=VS, PS=PS]