mirror of
https://github.com/nillerusr/source-engine.git
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157 lines
4.4 KiB
Plaintext
157 lines
4.4 KiB
Plaintext
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// DYNAMIC: "SKINNING" "0..1"
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#include "common_vs_fxc.h"
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static const bool g_bSkinning = SKINNING ? true : false;
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const float4 cBumpTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 );
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const float g_CoreColorTexCoordOffset : register( SHADER_SPECIFIC_CONST_3 );
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struct VS_INPUT
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{
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float4 vPos : POSITION;
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float4 vBoneWeights : BLENDWEIGHT;
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float4 vBoneIndices : BLENDINDICES;
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float3 vNormal : NORMAL;
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float4 vBaseTexCoord : TEXCOORD0;
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float4 vUserData : TANGENT;
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};
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struct VS_OUTPUT
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{
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float4 vProjPos : POSITION;
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float vFog : FOG;
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float4 oT0 : TEXCOORD0;
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float4 oT1 : TEXCOORD1;
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float4 oT2 : TEXCOORD2;
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// float3 oT3 : TEXCOORD3;
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float4 fogFactorW : COLOR1;
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};
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float LengthThroughSphere( float3 vecRayOrigin, float3 vecRayDelta,
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float3 vecSphereCenter, float flRadius, out float alpha )
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{
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// Solve using the ray equation + the sphere equation
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// P = o + dt
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// (x - xc)^2 + (y - yc)^2 + (z - zc)^2 = r^2
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// (ox + dx * t - xc)^2 + (oy + dy * t - yc)^2 + (oz + dz * t - zc)^2 = r^2
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// (ox - xc)^2 + 2 * (ox-xc) * dx * t + dx^2 * t^2 +
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// (oy - yc)^2 + 2 * (oy-yc) * dy * t + dy^2 * t^2 +
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// (oz - zc)^2 + 2 * (oz-zc) * dz * t + dz^2 * t^2 = r^2
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// (dx^2 + dy^2 + dz^2) * t^2 + 2 * ((ox-xc)dx + (oy-yc)dy + (oz-zc)dz) t +
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// (ox-xc)^2 + (oy-yc)^2 + (oz-zc)^2 - r^2 = 0
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// or, t = (-b +/- sqrt( b^2 - 4ac)) / 2a
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// a = DotProduct( vecRayDelta, vecRayDelta );
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// b = 2 * DotProduct( vecRayOrigin - vecCenter, vecRayDelta )
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// c = DotProduct(vecRayOrigin - vecCenter, vecRayOrigin - vecCenter) - flRadius * flRadius;
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float3 vecSphereToRay;
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vecSphereToRay = vecRayOrigin - vecSphereCenter;
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float a = dot( vecRayDelta, vecRayDelta );
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// This would occur in the case of a zero-length ray
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// if ( a == 0.0f )
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// {
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// *pT1 = *pT2 = 0.0f;
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// return vecSphereToRay.LengthSqr() <= flRadius * flRadius;
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// }
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float b = 2 * dot( vecSphereToRay, vecRayDelta );
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float c = dot( vecSphereToRay, vecSphereToRay ) - flRadius * flRadius;
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float flDiscrim = b * b - 4 * a * c;
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// if ( flDiscrim < 0.0f )
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// return 0.0f;
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float hack = flDiscrim;
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flDiscrim = sqrt( flDiscrim );
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float oo2a = 0.5f / a;
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if( hack < 0.0f )
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{
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alpha = 0.0f;
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return 0.0f;
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}
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else
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{
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alpha = 1.0f;
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return abs( flDiscrim ) * 2 * oo2a;
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}
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// *pT1 = ( - b - flDiscrim ) * oo2a;
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// *pT2 = ( - b + flDiscrim ) * oo2a;
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// return true;
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}
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VS_OUTPUT main( const VS_INPUT v )
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{
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VS_OUTPUT o = ( VS_OUTPUT )0;
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float4 projPos;
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float3 worldNormal, worldPos, worldTangentS, worldTangentT;
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SkinPositionNormalAndTangentSpace(
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g_bSkinning,
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v.vPos, v.vNormal, v.vUserData,
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v.vBoneWeights, v.vBoneIndices,
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worldPos, worldNormal, worldTangentS, worldTangentT );
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// Projected position
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o.vProjPos = projPos = mul( float4( worldPos, 1 ), cViewProj );
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// calculate fog
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o.fogFactorW = o.vFog = CalcFog( worldPos, projPos, FOGTYPE_RANGE );
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// Eye vector
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float3 vWorldEyeVect = cEyePos - worldPos;
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// Transform to the tangent space
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o.oT1.x = dot( vWorldEyeVect, worldTangentS );
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o.oT1.y = dot( vWorldEyeVect, worldTangentT );
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o.oT1.z = dot( vWorldEyeVect, worldNormal );
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// Tranform bump coordinates
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float2 bumpTexCoord;
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bumpTexCoord.x = dot( v.vBaseTexCoord, cBumpTexCoordTransform[0] );
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bumpTexCoord.y = dot( v.vBaseTexCoord, cBumpTexCoordTransform[1] );
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// dudv map
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o.oT0.xy = bumpTexCoord;
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// flip Y by multiplying by -1
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projPos.y *= -1.0f;
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// transform from [-w,w] to [0,2*w]
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// The reason this is w is because we are in perspective space/homogenous clip space.
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projPos.xy += projPos.w;
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// transform from [0,2*w] to [0,w]
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// We'll end up dividing by w in the pixel shader to get to [0,1]
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projPos.xy *= 0.5f;
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o.oT1.xy = projPos.xy;
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// emit w to both z and w in case the driver screws up and divides by z
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o.oT1.z = o.oT1.w = projPos.w;
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// hack
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float3 g_SphereCenter = { 2688.0f, 12139.0f, 5170.0f };
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// float g_SphereDiameter = 430.0f;
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float g_SphereDiameter = 530.0f;
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float g_SphereRadius = g_SphereDiameter * 0.5f;
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float dummyAlpha;
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float lengthThroughSphere = LengthThroughSphere( cEyePos, normalize( vWorldEyeVect ),
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g_SphereCenter, g_SphereRadius, dummyAlpha );
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float normalizedLengthThroughSphere = saturate( lengthThroughSphere / g_SphereDiameter );
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o.oT2.xy = saturate( float2( normalizedLengthThroughSphere, g_CoreColorTexCoordOffset ) );
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// hack texcoord shit
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// o.oT0.xy = 3.0f * ( worldPos.xy - g_SphereCenter.xy ) / g_SphereRadius;
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return o;
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}
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