Team Fortress 2 Source Code as on 22/4/2020
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// DYNAMIC: "SKINNING" "0..1"
#include "common_vs_fxc.h"
static const bool g_bSkinning = SKINNING ? true : false;
const float4 cBumpTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 );
const float g_CoreColorTexCoordOffset : register( SHADER_SPECIFIC_CONST_3 );
struct VS_INPUT
{
float4 vPos : POSITION;
float4 vBoneWeights : BLENDWEIGHT;
float4 vBoneIndices : BLENDINDICES;
float3 vNormal : NORMAL;
float4 vBaseTexCoord : TEXCOORD0;
float4 vUserData : TANGENT;
};
struct VS_OUTPUT
{
float4 vProjPos : POSITION;
float vFog : FOG;
float4 oT0 : TEXCOORD0;
float4 oT1 : TEXCOORD1;
float4 oT2 : TEXCOORD2;
// float3 oT3 : TEXCOORD3;
float4 fogFactorW : COLOR1;
};
float LengthThroughSphere( float3 vecRayOrigin, float3 vecRayDelta,
float3 vecSphereCenter, float flRadius, out float alpha )
{
// Solve using the ray equation + the sphere equation
// P = o + dt
// (x - xc)^2 + (y - yc)^2 + (z - zc)^2 = r^2
// (ox + dx * t - xc)^2 + (oy + dy * t - yc)^2 + (oz + dz * t - zc)^2 = r^2
// (ox - xc)^2 + 2 * (ox-xc) * dx * t + dx^2 * t^2 +
// (oy - yc)^2 + 2 * (oy-yc) * dy * t + dy^2 * t^2 +
// (oz - zc)^2 + 2 * (oz-zc) * dz * t + dz^2 * t^2 = r^2
// (dx^2 + dy^2 + dz^2) * t^2 + 2 * ((ox-xc)dx + (oy-yc)dy + (oz-zc)dz) t +
// (ox-xc)^2 + (oy-yc)^2 + (oz-zc)^2 - r^2 = 0
// or, t = (-b +/- sqrt( b^2 - 4ac)) / 2a
// a = DotProduct( vecRayDelta, vecRayDelta );
// b = 2 * DotProduct( vecRayOrigin - vecCenter, vecRayDelta )
// c = DotProduct(vecRayOrigin - vecCenter, vecRayOrigin - vecCenter) - flRadius * flRadius;
float3 vecSphereToRay;
vecSphereToRay = vecRayOrigin - vecSphereCenter;
float a = dot( vecRayDelta, vecRayDelta );
// This would occur in the case of a zero-length ray
// if ( a == 0.0f )
// {
// *pT1 = *pT2 = 0.0f;
// return vecSphereToRay.LengthSqr() <= flRadius * flRadius;
// }
float b = 2 * dot( vecSphereToRay, vecRayDelta );
float c = dot( vecSphereToRay, vecSphereToRay ) - flRadius * flRadius;
float flDiscrim = b * b - 4 * a * c;
// if ( flDiscrim < 0.0f )
// return 0.0f;
float hack = flDiscrim;
flDiscrim = sqrt( flDiscrim );
float oo2a = 0.5f / a;
if( hack < 0.0f )
{
alpha = 0.0f;
return 0.0f;
}
else
{
alpha = 1.0f;
return abs( flDiscrim ) * 2 * oo2a;
}
// *pT1 = ( - b - flDiscrim ) * oo2a;
// *pT2 = ( - b + flDiscrim ) * oo2a;
// return true;
}
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
float4 projPos;
float3 worldNormal, worldPos, worldTangentS, worldTangentT;
SkinPositionNormalAndTangentSpace(
g_bSkinning,
v.vPos, v.vNormal, v.vUserData,
v.vBoneWeights, v.vBoneIndices,
worldPos, worldNormal, worldTangentS, worldTangentT );
// Projected position
o.vProjPos = projPos = mul( float4( worldPos, 1 ), cViewProj );
// calculate fog
o.fogFactorW = o.vFog = CalcFog( worldPos, projPos, FOGTYPE_RANGE );
// Eye vector
float3 vWorldEyeVect = cEyePos - worldPos;
// Transform to the tangent space
o.oT1.x = dot( vWorldEyeVect, worldTangentS );
o.oT1.y = dot( vWorldEyeVect, worldTangentT );
o.oT1.z = dot( vWorldEyeVect, worldNormal );
// Tranform bump coordinates
float2 bumpTexCoord;
bumpTexCoord.x = dot( v.vBaseTexCoord, cBumpTexCoordTransform[0] );
bumpTexCoord.y = dot( v.vBaseTexCoord, cBumpTexCoordTransform[1] );
// dudv map
o.oT0.xy = bumpTexCoord;
// flip Y by multiplying by -1
projPos.y *= -1.0f;
// transform from [-w,w] to [0,2*w]
// The reason this is w is because we are in perspective space/homogenous clip space.
projPos.xy += projPos.w;
// transform from [0,2*w] to [0,w]
// We'll end up dividing by w in the pixel shader to get to [0,1]
projPos.xy *= 0.5f;
o.oT1.xy = projPos.xy;
// emit w to both z and w in case the driver screws up and divides by z
o.oT1.z = o.oT1.w = projPos.w;
// hack
float3 g_SphereCenter = { 2688.0f, 12139.0f, 5170.0f };
// float g_SphereDiameter = 430.0f;
float g_SphereDiameter = 530.0f;
float g_SphereRadius = g_SphereDiameter * 0.5f;
float dummyAlpha;
float lengthThroughSphere = LengthThroughSphere( cEyePos, normalize( vWorldEyeVect ),
g_SphereCenter, g_SphereRadius, dummyAlpha );
float normalizedLengthThroughSphere = saturate( lengthThroughSphere / g_SphereDiameter );
o.oT2.xy = saturate( float2( normalizedLengthThroughSphere, g_CoreColorTexCoordOffset ) );
// hack texcoord shit
// o.oT0.xy = 3.0f * ( worldPos.xy - g_SphereCenter.xy ) / g_SphereRadius;
return o;
}