Multiple point lights
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@@ -2,6 +2,10 @@
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// Filename: light.ps
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////////////////////////////////////////////////////////////////////////////////
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/////////////
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// DEFINES //
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/////////////
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#define NUM_LIGHTS 4
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/////////////
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// GLOBALS //
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@@ -11,13 +15,17 @@ SamplerState SampleType : register(s0);
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cbuffer LightBuffer
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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;
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float specularPower;
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float4 specularColor;
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};
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cbuffer LightColorBuffer
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{
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float4 diffuseColor[NUM_LIGHTS];
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};
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//////////////
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// TYPEDEFS //
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@@ -27,7 +35,7 @@ struct PixelInputType
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float4 position : SV_POSITION;
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float2 tex : TEXCOORD0;
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float3 normal : NORMAL;
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float3 viewDirection : TEXCOORD1;
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float3 lightPos[NUM_LIGHTS] : TEXCOORD1;
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};
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@@ -38,48 +46,39 @@ float4 LightPixelShader(PixelInputType input) : SV_TARGET
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{
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float4 textureColor;
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float3 lightDir;
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float lightIntensity;
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float4 color;
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float3 reflection;
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float4 specular;
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float lightIntensity[NUM_LIGHTS];
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float4 colorArray[NUM_LIGHTS];
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float4 colorSum;
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int i;
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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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// Set the default output color to the ambient light value for all pixels.
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color = ambientColor;
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// Initialize the specular color.
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specular = float4(0.0f, 0.0f, 0.0f, 0.0f);
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// Invert the light direction for calculations.
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lightDir = -lightDirection;
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// Calculate the amount of light on this pixel.
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lightIntensity = saturate(dot(input.normal, lightDir));
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if(lightIntensity > 0.0f)
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for(i=0; i<NUM_LIGHTS; i++)
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{
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// Determine the final diffuse color based on the diffuse color and the amount of light intensity.
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color += (diffuseColor * lightIntensity);
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// Calculate the different amounts of light on this pixel based on the positions of the lights.
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lightIntensity[i] = saturate(dot(input.normal, input.lightPos[i]));
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// Saturate the ambient and diffuse color.
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color = saturate(color);
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// Determine the diffuse color amount of each of the four lights.
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colorArray[i] = diffuseColor[i] * lightIntensity[i];
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}
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// Calculate the reflection vector based on the light intensity, normal vector, and light direction.
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reflection = normalize(2.0f * lightIntensity * input.normal - lightDir);
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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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// Determine the amount of specular light based on the reflection vector, viewing direction, and specular power.
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specular = pow(saturate(dot(reflection, input.viewDirection)), specularPower);
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// Add all of the light colors up.
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for(i=0; i<NUM_LIGHTS; i++)
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{
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colorSum.r += colorArray[i].r;
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colorSum.g += colorArray[i].g;
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colorSum.b += colorArray[i].b;
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}
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// Multiply the texture pixel and the final diffuse color to get the final pixel color result.
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color = color * textureColor;
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// Add the specular component last to the output color.
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color = saturate(color + specular);
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// Multiply the texture pixel by the combination of all four light colors 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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