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- //***************************************************************************************
- // Default.hlsl by Frank Luna (C) 2015 All Rights Reserved.
- //***************************************************************************************
-
- // Defaults for number of lights.
- #ifndef NUM_DIR_LIGHTS
- #define NUM_DIR_LIGHTS 3
- #endif
-
- #ifndef NUM_POINT_LIGHTS
- #define NUM_POINT_LIGHTS 0
- #endif
-
- #ifndef NUM_SPOT_LIGHTS
- #define NUM_SPOT_LIGHTS 0
- #endif
-
- // Include common HLSL code.
- #include "Common.hlsl"
-
- struct VertexIn
- {
- float3 PosL : POSITION;
- float3 NormalL : NORMAL;
- float2 TexC : TEXCOORD;
- };
-
- struct VertexOut
- {
- float4 PosH : SV_POSITION;
- float3 PosW : POSITION;
- float3 NormalW : NORMAL;
- float2 TexC : TEXCOORD;
- };
-
- VertexOut VS(VertexIn vin)
- {
- VertexOut vout = (VertexOut)0.0f;
-
- // Fetch the material data.
- MaterialData matData = gMaterialData[gMaterialIndex];
-
- // Transform to world space.
- float4 posW = mul(float4(vin.PosL, 1.0f), gWorld);
- vout.PosW = posW.xyz;
-
- // Assumes nonuniform scaling; otherwise, need to use inverse-transpose of world matrix.
- vout.NormalW = mul(vin.NormalL, (float3x3)gWorld);
-
- // Transform to homogeneous clip space.
- vout.PosH = mul(posW, gViewProj);
-
- // Output vertex attributes for interpolation across triangle.
- float4 texC = mul(float4(vin.TexC, 0.0f, 1.0f), gTexTransform);
- vout.TexC = mul(texC, matData.MatTransform).xy;
-
- return vout;
- }
-
- float4 PS(VertexOut pin) : SV_Target
- {
- // Fetch the material data.
- MaterialData matData = gMaterialData[gMaterialIndex];
- float4 diffuseAlbedo = matData.DiffuseAlbedo;
- float3 fresnelR0 = matData.FresnelR0;
- float roughness = matData.Roughness;
- uint diffuseTexIndex = matData.DiffuseMapIndex;
-
- // Dynamically look up the texture in the array.
- diffuseAlbedo *= gDiffuseMap[diffuseTexIndex].Sample(gsamAnisotropicWrap, pin.TexC);
-
- // Interpolating normal can unnormalize it, so renormalize it.
- pin.NormalW = normalize(pin.NormalW);
-
- // Vector from point being lit to eye.
- float3 toEyeW = normalize(gEyePosW - pin.PosW);
-
- // Light terms.
- float4 ambient = gAmbientLight*diffuseAlbedo;
-
- const float shininess = 1.0f - roughness;
- Material mat = { diffuseAlbedo, fresnelR0, shininess };
- float3 shadowFactor = 1.0f;
- float4 directLight = ComputeLighting(gLights, mat, pin.PosW,
- pin.NormalW, toEyeW, shadowFactor);
-
- float4 litColor = ambient + directLight;
-
- // Add in specular reflections.
- float3 r = reflect(-toEyeW, pin.NormalW);
- float4 reflectionColor = gCubeMap.Sample(gsamLinearWrap, r);
- float3 fresnelFactor = SchlickFresnel(fresnelR0, pin.NormalW, r);
- litColor.rgb += shininess * fresnelFactor * reflectionColor.rgb;
-
- // Common convention to take alpha from diffuse albedo.
- litColor.a = diffuseAlbedo.a;
-
- return litColor;
- }
-
-
-