Minor update - celshading rework started
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@@ -1,34 +1,78 @@
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cbuffer LightBuffer
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/////////////
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// GLOBALS //
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/////////////
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Texture2D shaderTexture : register(t0);
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SamplerState SampleType : register(s0);
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cbuffer SunLightBuffer
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{
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float4 ambientColor;
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float4 diffuseColor;
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float3 lightDirection;
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float padding; // Padding to ensure the structure is a multiple of 16 bytes.
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float3 lightPosition; // Add light position
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float padding2; // Padding to ensure the structure is a multiple of 16 bytes.
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float constantAttenuation;
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float linearAttenuation;
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float quadraticAttenuation;
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float padding3; // Padding to ensure the structure is a multiple of 16 bytes.
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float intensity;
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};
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Texture2D shaderTexture;
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SamplerState SampleType;
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cbuffer SunLightColorBuffer
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{
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float4 sunColor;
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};
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//////////////
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// TYPEDEFS //
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//////////////
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struct PixelInputType
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{
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float4 position : SV_POSITION;
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float3 normal : NORMAL;
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float2 tex : TEXCOORD0;
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float3 worldPos : TEXCOORD1; // Add world position
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float3 normal : NORMAL;
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};
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float4 CelShadingPixelShader(PixelInputType input) : SV_TARGET
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////////////////////////////////////////////////////////////////////////////////
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// Pixel Shader
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////////////////////////////////////////////////////////////////////////////////
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float4 SunLightPixelShader(PixelInputType input) : SV_TARGET
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{
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// Normalize the normal
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float3 normal = normalize(input.normal);
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float4 textureColor;
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float4 color;
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float lightIntensity;
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float4 colorArray;
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float4 colorSum;
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// Convert the normal to a color
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float4 color = float4((normal + 1.0f) * 0.5f, 1.0f);
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// Sample the pixel color from the texture using the sampler at this texture coordinate location.
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textureColor = shaderTexture.Sample(SampleType, input.tex);
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// Calculate the different amounts of light on this pixel based on the direction of the light.
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lightIntensity = saturate(dot(input.normal, -lightDirection));
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if(lightIntensity > 0.95f)
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{
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lightIntensity = 1.0f;
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}
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else if(lightIntensity > 0.5f)
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{
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lightIntensity = 0.75f;
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}
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else if(lightIntensity > 0.25f)
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{
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lightIntensity = 0.5f;
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}
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else
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{
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lightIntensity = 0.25f;
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}
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// Determine the diffuse color amount of the light.
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colorArray = (diffuseColor * lightIntensity) * intensity;
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// Initialize the sum of colors.
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colorSum = float4(0.0f, 0.0f, 0.0f, 1.0f);
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// Add the light color.
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colorSum.r += colorArray.r;
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colorSum.g += colorArray.g;
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colorSum.b += colorArray.b;
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// Multiply the texture pixel by the light color to get the final result.
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color = saturate(colorSum) * textureColor;
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return color;
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}
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@@ -1,3 +1,6 @@
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/////////////
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// GLOBALS //
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/////////////
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cbuffer MatrixBuffer
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{
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matrix worldMatrix;
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@@ -5,22 +8,42 @@ cbuffer MatrixBuffer
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matrix projectionMatrix;
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};
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cbuffer CameraBuffer
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{
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float3 cameraPosition;
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float padding;
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};
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cbuffer SunLightBuffer
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{
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float4 ambientColor; // Color of the ambient light.
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float4 diffuseColor; // Color of the diffuse light.
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float3 lightDirection; // Direction of the light.
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float intensity; // Intensity of the light.
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};
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//////////////
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// TYPEDEFS //
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//////////////
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struct VertexInputType
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{
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float4 position : POSITION;
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float3 normal : NORMAL;
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float2 tex : TEXCOORD0;
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float3 normal : NORMAL;
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};
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struct PixelInputType
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{
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float4 position : SV_POSITION;
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float3 normal : NORMAL;
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float2 tex : TEXCOORD0;
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float3 worldPos : TEXCOORD1; // Add world position
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float3 normal : NORMAL;
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};
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PixelInputType CelShadingVertexShader(VertexInputType input)
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////////////////////////////////////////////////////////////////////////////////
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// Vertex Shader
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////////////////////////////////////////////////////////////////////////////////
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PixelInputType SunLightVertexShader(VertexInputType input)
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{
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PixelInputType output;
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@@ -28,18 +51,18 @@ PixelInputType CelShadingVertexShader(VertexInputType input)
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input.position.w = 1.0f;
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// Calculate the position of the vertex against the world, view, and projection matrices.
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float4 worldPosition = mul(input.position, worldMatrix);
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output.position = mul(worldPosition, viewMatrix);
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output.position = mul(input.position, worldMatrix);
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output.position = mul(output.position, viewMatrix);
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output.position = mul(output.position, projectionMatrix);
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// Pass the normal to the pixel shader
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output.normal = mul((float3x3)worldMatrix, input.normal);
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// Pass the world position to the pixel shader
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output.worldPos = worldPosition.xyz;
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// Store the texture coordinates for the pixel shader.
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output.tex = input.tex;
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// Calculate the normal vector against the world matrix only.
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output.normal = mul(input.normal, (float3x3) worldMatrix);
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// Normalize the normal vector.
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output.normal = normalize(output.normal);
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return output;
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}
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