port from perforce

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2026-04-18 22:31:51 +02:00
commit 8d0ab5b7cc
8409 changed files with 3972376 additions and 0 deletions

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#define NOVERTEX 0xfffffffe
struct VSSceneIn
{
float4 Pos : POSITION;
float3 Norm : NORMAL;
float2 Tex : TEXCOORD;
};
struct PSSceneIn
{
float4 Pos : SV_Position;
float4 Color : COLOR0;
};
struct GSShadowIn
{
float3 Pos : POS;
float3 Norm : NORMAL;
};
struct PSShadowIn
{
float4 Pos : SV_Position;
};
matrix WorldMatrix : WorldMatrix;
matrix ViewMatrix : ViewMatrix;
matrix ProjectionMatrix : ProjectionMatrix;
float3 LightPos : LightPosition;
float ExtrudeAmt = 10.0f;
float ExtrudeBias = 0.0f;
float4 ShadowColor = float4(0.0f, 0.0f, 0.0f, 1.0f);
DepthStencilState DisableDepth
{
DepthEnable = FALSE;
DepthWriteMask = ZERO;
};
DepthStencilState EnableDepth
{
DepthEnable = TRUE;
DepthWriteMask = ALL;
};
DepthStencilState TwoSidedStencil
{
DepthEnable = true;
DepthWriteMask = ZERO;
DepthFunc = Less;
// Setup stencil states
StencilEnable = true;
StencilReadMask = 0xFFFFFFFF;
StencilWriteMask = 0xFFFFFFFF;
BackFaceStencilFunc = Always;
BackFaceStencilDepthFail = Incr;
BackFaceStencilPass = Keep;
BackFaceStencilFail = Keep;
FrontFaceStencilFunc = Always;
FrontFaceStencilDepthFail = Decr;
FrontFaceStencilPass = Keep;
FrontFaceStencilFail = Keep;
};
DepthStencilState RenderNonShadows
{
DepthEnable = true;
DepthWriteMask = ZERO;
DepthFunc = Less_Equal;
StencilEnable = true;
StencilReadMask = 0xFFFFFFFF;
StencilWriteMask = 0x0;
FrontFaceStencilFunc = NOT_EQUAL;
FrontFaceStencilPass = Keep;
FrontFaceStencilFail = ZERO;
BackFaceStencilFunc = Never;
BackFaceStencilPass = ZERO;
BackFaceStencilFail = ZERO;
};
BlendState DisableFrameBuffer
{
BlendEnable[0] = FALSE;
RenderTargetWriteMask[0] = 0x0;
};
BlendState EnableFrameBuffer
{
BlendEnable[0] = FALSE;
RenderTargetWriteMask[0] = 0x0F;
};
BlendState SrcAlphaBlending
{
AlphaToCoverageEnable = FALSE;
BlendEnable[0] = TRUE;
SrcBlend = SRC_ALPHA;
DestBlend = INV_SRC_ALPHA;
BlendOp = ADD;
SrcBlendAlpha = ZERO;
DestBlendAlpha = ZERO;
BlendOpAlpha = ADD;
RenderTargetWriteMask[0] = 0x0F;
};
BlendState AdditiveBlending
{
AlphaToCoverageEnable = FALSE;
BlendEnable[0] = TRUE;
SrcBlend = ONE;
DestBlend = ONE;
BlendOp = SUBTRACT;
SrcBlendAlpha = ZERO;
DestBlendAlpha = ZERO;
BlendOpAlpha = ADD;
RenderTargetWriteMask[0] = 0x0F;
};
RasterizerState DisableCulling
{
CullMode = NONE;
};
RasterizerState EnableCulling
{
CullMode = BACK;
};
//
// VS for sending information to the shadow GS
//
GSShadowIn VSShadowmain( VSSceneIn input )
{
GSShadowIn output = (GSShadowIn)0.0;
//output our position in world space
float4 pos = mul( float4(input.Pos.xyz,1), WorldMatrix );
output.Pos = pos.xyz;
//world space normal
output.Norm = mul( input.Norm, (float3x3)WorldMatrix );
return output;
}
PSSceneIn VSScenemain( VSSceneIn input )
{
PSSceneIn output = (PSSceneIn)0.0;
//output our final position in clipspace
output.Pos = mul(input.Pos, WorldMatrix);
output.Pos = mul(output.Pos, ViewMatrix);
output.Pos = mul(output.Pos, ProjectionMatrix);
//world space normal
float3 norm = mul( input.Norm, (float3x3)WorldMatrix );
//find the light dir
float3 wpos = mul( input.Pos, (float3x3)WorldMatrix );
float3 lightDir = normalize( LightPos - wpos );
float lightLenSq = length(LightPos - wpos);
output.Color = saturate(dot(lightDir,norm)) * ShadowColor * 8.0f/lightLenSq;
return output;
}
// PS for rendering lit and textured triangles
float4 PSScenemain(PSSceneIn input) : SV_Target
{
return input.Color;
}
// Helper to detect a silhouette edge and extrude a volume from it
void DetectAndProcessSilhouette(float3 N, // Un-normalized triangle normal
GSShadowIn v1, // Shared vertex
GSShadowIn v2, // Shared vertex
GSShadowIn vAdj, // Adjacent triangle vertex
inout TriangleStream<PSShadowIn> ShadowTriangleStream // triangle stream
)
{
float3 NAdj = cross(v2.Pos - vAdj.Pos, v1.Pos - vAdj.Pos);
float fDot = dot(normalize(N), normalize(NAdj));
if (fDot < 0.0)
{
float3 outpos[4];
float3 extrude1 = normalize(v1.Pos - LightPos);
float3 extrude2 = normalize(v2.Pos - LightPos);
outpos[0] = v1.Pos + ExtrudeBias * extrude1;
outpos[1] = v1.Pos + ExtrudeAmt * extrude1;
outpos[2] = v2.Pos + ExtrudeBias * extrude2;
outpos[3] = v2.Pos + ExtrudeAmt * extrude2;
// Extrude silhouette to create two new triangles
PSShadowIn Out;
for(int v = 0; v < 4; v++)
{
Out.Pos = mul(float4(outpos[v], 1.0f), ViewMatrix);
Out.Pos = mul(Out.Pos, ProjectionMatrix);
ShadowTriangleStream.Append(Out);
}
ShadowTriangleStream.RestartStrip();
}
}
// GS for generating shadow volumes
[maxvertexcount(18)]
void GSShadowmain(triangleadj GSShadowIn In[6], inout TriangleStream<PSShadowIn> ShadowTriangleStream)
{
// Compute un-normalized triangle normal
float3 N = normalize(cross(In[2].Pos - In[0].Pos, In[4].Pos - In[0].Pos));
// Compute direction from this triangle to the light
float3 lightDir[3];
lightDir[0] = normalize(LightPos - In[0].Pos);
lightDir[1] = normalize(LightPos - In[2].Pos);
lightDir[2] = normalize(LightPos - In[4].Pos);
//if we're facing the light
if(dot(N, lightDir[0]) > 0.0f || dot(N, lightDir[1]) > 0.0f || dot(N, lightDir[2]) > 0.0f)
{
// For each edge of the triangle, determine if it is a silhouette edge
DetectAndProcessSilhouette(lightDir[0], In[0], In[2], In[1], ShadowTriangleStream);
DetectAndProcessSilhouette(lightDir[1], In[2], In[4], In[3], ShadowTriangleStream);
DetectAndProcessSilhouette(lightDir[2], In[4], In[0], In[5], ShadowTriangleStream);
//near cap
PSShadowIn Out;
for(int v = 0; v < 6; v += 2)
{
float3 extrude = normalize(In[v].Pos - LightPos);
float3 Pos = In[v].Pos + ExtrudeBias * extrude;
Out.Pos = mul(float4(Pos, 1.0f), ViewMatrix);
Out.Pos = mul(Out.Pos, ProjectionMatrix);
ShadowTriangleStream.Append(Out);
}
ShadowTriangleStream.RestartStrip();
//far cap (reverse the order)
for(int v2 = 4; v2 >= 0; v2 -= 2)
{
float3 extrude = normalize(In[v2].Pos - LightPos);
float3 Pos = In[v2].Pos + ExtrudeAmt * extrude;
Out.Pos = mul(float4(Pos, 1.0f), ViewMatrix);
Out.Pos = mul(Out.Pos, ProjectionMatrix);
ShadowTriangleStream.Append( Out );
}
ShadowTriangleStream.RestartStrip();
}
}
// PS for rendering shadow scene
float4 PSShadowmain(PSShadowIn input) : SV_Target
{
return float4(0.3,0,0,0.25);
}
// RenderShadow - extrudes shadows from geometry
technique10 CastShadows
{
pass p0
{
SetVertexShader( CompileShader( vs_4_0, VSShadowmain() ) );
SetGeometryShader( CompileShader( gs_4_0, GSShadowmain() ) );
SetPixelShader( CompileShader( ps_4_0, PSShadowmain() ) );
SetBlendState( DisableFrameBuffer, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetDepthStencilState( TwoSidedStencil, 1 ); //state, stencilref
SetRasterizerState( DisableCulling );
}
}
technique10 ShowShadowVolume
{
pass p0
{
SetVertexShader( CompileShader( vs_4_0, VSShadowmain() ) );
SetGeometryShader( CompileShader( gs_4_0, GSShadowmain() ) );
SetPixelShader( CompileShader( ps_4_0, PSShadowmain() ) );
SetBlendState( SrcAlphaBlending, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetDepthStencilState( TwoSidedStencil, 1 ); //state, stencilref
SetRasterizerState( DisableCulling );
}
}
technique10 ReceiveShadows
{
pass p0
{
SetVertexShader( CompileShader( vs_4_0, VSScenemain() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0, PSScenemain() ) );
SetBlendState( SrcAlphaBlending, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetDepthStencilState( RenderNonShadows, 0 ); //state, stencilref
SetRasterizerState( EnableCulling );
}
}