DOOM-3-BFG

DOOM 3 BFG Edition
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interaction_skinned.vertex (7052B)


      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 uniform matrices_ubo { float4 matrices[408]; };
     32 
     33 struct VS_IN {
     34 	float4 position : POSITION;
     35 	float2 texcoord : TEXCOORD0;
     36 	float4 normal : NORMAL;
     37 	float4 tangent : TANGENT;
     38 	float4 color : COLOR0;
     39 	float4 color2 : COLOR1;
     40 };
     41 
     42 struct VS_OUT {
     43 	float4 position		: POSITION;
     44 	float4 texcoord0	: TEXCOORD0;
     45 	float4 texcoord1	: TEXCOORD1;
     46 	float4 texcoord2	: TEXCOORD2;
     47 	float4 texcoord3	: TEXCOORD3;
     48 	float4 texcoord4	: TEXCOORD4;
     49 	float4 texcoord5	: TEXCOORD5;
     50 	float4 texcoord6	: TEXCOORD6;
     51 	float4 color		: COLOR0;
     52 };
     53 
     54 void main( VS_IN vertex, out VS_OUT result ) {
     55 
     56 	float4 vNormal = vertex.normal * 2.0 - 1.0;
     57 	float4 vTangent = vertex.tangent * 2.0 - 1.0;
     58 	float3 vBinormal = cross( vNormal.xyz, vTangent.xyz ) * vTangent.w;
     59 
     60 	//--------------------------------------------------------------
     61 	// GPU transformation of the normal / binormal / bitangent
     62 	//
     63 	// multiplying with 255.1 give us the same result and is faster than floor( w * 255 + 0.5 )
     64 	//--------------------------------------------------------------
     65 	const float w0 = vertex.color2.x;
     66 	const float w1 = vertex.color2.y;
     67 	const float w2 = vertex.color2.z;
     68 	const float w3 = vertex.color2.w;
     69 
     70 	float4 matX, matY, matZ;	// must be float4 for vec4
     71 	float joint = vertex.color.x * 255.1 * 3;
     72 	matX = matrices[int(joint+0)] * w0;
     73 	matY = matrices[int(joint+1)] * w0;
     74 	matZ = matrices[int(joint+2)] * w0;
     75 
     76 	joint = vertex.color.y * 255.1 * 3;
     77 	matX += matrices[int(joint+0)] * w1;
     78 	matY += matrices[int(joint+1)] * w1;
     79 	matZ += matrices[int(joint+2)] * w1;
     80 
     81 	joint = vertex.color.z * 255.1 * 3;
     82 	matX += matrices[int(joint+0)] * w2;
     83 	matY += matrices[int(joint+1)] * w2;
     84 	matZ += matrices[int(joint+2)] * w2;
     85 
     86 	joint = vertex.color.w * 255.1 * 3;
     87 	matX += matrices[int(joint+0)] * w3;
     88 	matY += matrices[int(joint+1)] * w3;
     89 	matZ += matrices[int(joint+2)] * w3;
     90 
     91 	float3 normal;
     92 	normal.x = dot3( matX, vNormal );
     93 	normal.y = dot3( matY, vNormal );
     94 	normal.z = dot3( matZ, vNormal );
     95 	normal = normalize( normal );
     96 
     97 	float3 tangent;
     98 	tangent.x = dot3( matX, vTangent );
     99 	tangent.y = dot3( matY, vTangent );
    100 	tangent.z = dot3( matZ, vTangent );
    101 	tangent = normalize( tangent );
    102 
    103 	float3 binormal;
    104 	binormal.x = dot3( matX, vBinormal );
    105 	binormal.y = dot3( matY, vBinormal );
    106 	binormal.z = dot3( matZ, vBinormal );
    107 	binormal = normalize( binormal );
    108 
    109 	float4 modelPosition;
    110 	modelPosition.x = dot4( matX, vertex.position );
    111 	modelPosition.y = dot4( matY, vertex.position );
    112 	modelPosition.z = dot4( matZ, vertex.position );
    113 	modelPosition.w = 1.0;
    114 
    115 	result.position.x = dot4( modelPosition, rpMVPmatrixX );
    116 	result.position.y = dot4( modelPosition, rpMVPmatrixY );
    117 	result.position.z = dot4( modelPosition, rpMVPmatrixZ );
    118 	result.position.w = dot4( modelPosition, rpMVPmatrixW );
    119 
    120 	float4 defaultTexCoord = float4( 0.0f, 0.5f, 0.0f, 1.0f );
    121 
    122 	//calculate vector to light in R0
    123 	float4 toLight = rpLocalLightOrigin - modelPosition;
    124 
    125 	//--------------------------------------------------------------
    126 
    127 	//result.texcoord0 is the direction to the light in tangent space
    128 	result.texcoord0.x = dot3( tangent, toLight );
    129 	result.texcoord0.y = dot3( binormal, toLight );
    130 	result.texcoord0.z = dot3( normal, toLight );
    131 	result.texcoord0.w = 1.0f;
    132 
    133 	//textures 1 takes the base coordinates by the texture matrix
    134 	result.texcoord1 = defaultTexCoord;
    135 	result.texcoord1.x = dot4( vertex.texcoord.xy, rpBumpMatrixS );
    136 	result.texcoord1.y = dot4( vertex.texcoord.xy, rpBumpMatrixT );
    137 
    138 	//# texture 2 has one texgen
    139 	result.texcoord2 = defaultTexCoord;
    140 	result.texcoord2.x = dot4( modelPosition, rpLightFalloffS );
    141 
    142 	//# texture 3 has three texgens
    143 	result.texcoord3.x = dot4( modelPosition, rpLightProjectionS );
    144 	result.texcoord3.y = dot4( modelPosition, rpLightProjectionT );
    145 	result.texcoord3.z = 0.0f;
    146 	result.texcoord3.w = dot4( modelPosition, rpLightProjectionQ );
    147 
    148 	//# textures 4 takes the base coordinates by the texture matrix
    149 	result.texcoord4 = defaultTexCoord;
    150 	result.texcoord4.x = dot4( vertex.texcoord.xy, rpDiffuseMatrixS );
    151 	result.texcoord4.y = dot4( vertex.texcoord.xy, rpDiffuseMatrixT );
    152 
    153 	//# textures 5 takes the base coordinates by the texture matrix
    154 	result.texcoord5 = defaultTexCoord;
    155 	result.texcoord5.x = dot4( vertex.texcoord.xy, rpSpecularMatrixS );
    156 	result.texcoord5.y = dot4( vertex.texcoord.xy, rpSpecularMatrixT );
    157 
    158 	//# texture 6's texcoords will be the halfangle in texture space
    159 
    160 	//# calculate normalized vector to light in R0
    161 	toLight = normalize( toLight );
    162 
    163 	//# calculate normalized vector to viewer in R1
    164 	float4 toView = normalize( rpLocalViewOrigin - modelPosition );
    165 	
    166 	//# add together to become the half angle vector in object space (non-normalized)
    167 	float4 halfAngleVector = toLight + toView;
    168 
    169 	//# put into texture space
    170 	result.texcoord6.x = dot3( tangent, halfAngleVector );
    171 	result.texcoord6.y = dot3( binormal, halfAngleVector );
    172 	result.texcoord6.z = dot3( normal, halfAngleVector );
    173 	result.texcoord6.w = 1.0f;
    174 
    175 	// for joint transformation of the tangent space, we use color and
    176 	// color2 for weighting information, so hopefully there aren't any
    177 	// effects that need vertex color...
    178 	result.color = float4( 1.0f, 1.0f, 1.0f, 1.0f );
    179 
    180 	//# generate the vertex color, which can be 1.0, color, or 1.0 - color
    181 	//# for 1.0 : env[16] = 0, env[17] = 1
    182 	//# for color : env[16] = 1, env[17] = 0
    183 	//# for 1.0-color : env[16] = -1, env[17] = 1	
    184 	// result.color = ( swizzleColor( vertex.color ) * rpVertexColorModulate ) + rpVertexColorAdd;
    185 }