interaction.vertex (4896B)
1 /* 2 =========================================================================== 3 4 Doom 3 BFG Edition GPL Source Code 5 Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. 6 7 This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). 8 9 Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify 10 it under the terms of the GNU General Public License as published by 11 the Free Software Foundation, either version 3 of the License, or 12 (at your option) any later version. 13 14 Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, 15 but WITHOUT ANY WARRANTY; without even the implied warranty of 16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 GNU General Public License for more details. 18 19 You should have received a copy of the GNU General Public License 20 along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>. 21 22 In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. 23 24 If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. 25 26 =========================================================================== 27 */ 28 29 #include "global.inc" 30 31 struct VS_IN { 32 float4 position : POSITION; 33 float2 texcoord : TEXCOORD0; 34 float4 normal : NORMAL; 35 float4 tangent : TANGENT; 36 float4 color : COLOR0; 37 }; 38 39 struct VS_OUT { 40 float4 position : POSITION; 41 float4 texcoord0 : TEXCOORD0; 42 float4 texcoord1 : TEXCOORD1; 43 float4 texcoord2 : TEXCOORD2; 44 float4 texcoord3 : TEXCOORD3; 45 float4 texcoord4 : TEXCOORD4; 46 float4 texcoord5 : TEXCOORD5; 47 float4 texcoord6 : TEXCOORD6; 48 float4 color : COLOR0; 49 }; 50 51 void main( VS_IN vertex, out VS_OUT result ) { 52 53 float3 vNormal = vertex.normal.xyz * 2.0 - 1.0; 54 float4 vTangent = vertex.tangent * 2.0 - 1.0; 55 float3 vBinormal = cross( vNormal.xyz, vTangent.xyz ) * vTangent.w; 56 57 result.position.x = dot4( vertex.position, rpMVPmatrixX ); 58 result.position.y = dot4( vertex.position, rpMVPmatrixY ); 59 result.position.z = dot4( vertex.position, rpMVPmatrixZ ); 60 result.position.w = dot4( vertex.position, rpMVPmatrixW ); 61 62 float4 defaultTexCoord = float4( 0.0f, 0.5f, 0.0f, 1.0f ); 63 64 //calculate vector to light in R0 65 float4 toLight = rpLocalLightOrigin - vertex.position; 66 67 //result.texcoord0 68 result.texcoord0.x = dot3( vTangent.xyz, toLight ); 69 result.texcoord0.y = dot3( vBinormal, toLight ); 70 result.texcoord0.z = dot3( vNormal, toLight ); 71 result.texcoord0.w = 1.0f; 72 73 //textures 1 takes the base coordinates by the texture matrix 74 result.texcoord1 = defaultTexCoord; 75 result.texcoord1.x = dot4( vertex.texcoord.xy, rpBumpMatrixS ); 76 result.texcoord1.y = dot4( vertex.texcoord.xy, rpBumpMatrixT ); 77 78 //# texture 2 has one texgen 79 result.texcoord2 = defaultTexCoord; 80 result.texcoord2.x = dot4( vertex.position, rpLightFalloffS ); 81 82 //# texture 3 has three texgens 83 result.texcoord3.x = dot4( vertex.position, rpLightProjectionS ); 84 result.texcoord3.y = dot4( vertex.position, rpLightProjectionT ); 85 result.texcoord3.z = 0.0f; 86 result.texcoord3.w = dot4( vertex.position, rpLightProjectionQ ); 87 88 //# textures 4 takes the base coordinates by the texture matrix 89 result.texcoord4 = defaultTexCoord; 90 result.texcoord4.x = dot4( vertex.texcoord.xy, rpDiffuseMatrixS ); 91 result.texcoord4.y = dot4( vertex.texcoord.xy, rpDiffuseMatrixT ); 92 93 //# textures 5 takes the base coordinates by the texture matrix 94 result.texcoord5 = defaultTexCoord; 95 result.texcoord5.x = dot4( vertex.texcoord.xy, rpSpecularMatrixS ); 96 result.texcoord5.y = dot4( vertex.texcoord.xy, rpSpecularMatrixT ); 97 98 //# texture 6's texcoords will be the halfangle in texture space 99 100 //# calculate normalized vector to light in R0 101 toLight = normalize( toLight ); 102 103 //# calculate normalized vector to viewer in R1 104 float4 toView = normalize( rpLocalViewOrigin - vertex.position ); 105 106 //# add together to become the half angle vector in object space (non-normalized) 107 float4 halfAngleVector = toLight + toView; 108 109 //# put into texture space 110 result.texcoord6.x = dot3( vTangent.xyz, halfAngleVector ); 111 result.texcoord6.y = dot3( vBinormal, halfAngleVector ); 112 result.texcoord6.z = dot3( vNormal, halfAngleVector ); 113 result.texcoord6.w = 1.0f; 114 115 //# generate the vertex color, which can be 1.0, color, or 1.0 - color 116 //# for 1.0 : env[16] = 0, env[17] = 1 117 //# for color : env[16] = 1, env[17] = 0 118 //# for 1.0-color : env[16] = -1, env[17] = 1 119 result.color = ( swizzleColor( vertex.color ) * rpVertexColorModulate ) + rpVertexColorAdd; 120 }