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Introduction to 3D Game …ogramming with DirectX 12
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Introduction-to-3D-Game-Programming-with-DirectX-12.ISO
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Code.Textures
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Chapter 18 Cube Mapping
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CubeMap
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Shaders
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Common.hlsl
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2016-03-02
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//***************************************************************************************
// Common.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 structures and functions for lighting.
#include "LightingUtil.hlsl"
struct MaterialData
{
float4 DiffuseAlbedo;
float3 FresnelR0;
float Roughness;
float4x4 MatTransform;
uint DiffuseMapIndex;
uint MatPad0;
uint MatPad1;
uint MatPad2;
};
TextureCube gCubeMap : register(t0);
// An array of textures, which is only supported in shader model 5.1+. Unlike Texture2DArray, the textures
// in this array can be different sizes and formats, making it more flexible than texture arrays.
Texture2D gDiffuseMap[4] : register(t1);
// Put in space1, so the texture array does not overlap with these resources.
// The texture array will occupy registers t0, t1, ..., t3 in space0.
StructuredBuffer<MaterialData> gMaterialData : register(t0, space1);
SamplerState gsamPointWrap : register(s0);
SamplerState gsamPointClamp : register(s1);
SamplerState gsamLinearWrap : register(s2);
SamplerState gsamLinearClamp : register(s3);
SamplerState gsamAnisotropicWrap : register(s4);
SamplerState gsamAnisotropicClamp : register(s5);
// Constant data that varies per frame.
cbuffer cbPerObject : register(b0)
{
float4x4 gWorld;
float4x4 gTexTransform;
uint gMaterialIndex;
uint gObjPad0;
uint gObjPad1;
uint gObjPad2;
};
// Constant data that varies per material.
cbuffer cbPass : register(b1)
{
float4x4 gView;
float4x4 gInvView;
float4x4 gProj;
float4x4 gInvProj;
float4x4 gViewProj;
float4x4 gInvViewProj;
float3 gEyePosW;
float cbPerObjectPad1;
float2 gRenderTargetSize;
float2 gInvRenderTargetSize;
float gNearZ;
float gFarZ;
float gTotalTime;
float gDeltaTime;
float4 gAmbientLight;
// Indices [0, NUM_DIR_LIGHTS) are directional lights;
// indices [NUM_DIR_LIGHTS, NUM_DIR_LIGHTS+NUM_POINT_LIGHTS) are point lights;
// indices [NUM_DIR_LIGHTS+NUM_POINT_LIGHTS, NUM_DIR_LIGHTS+NUM_POINT_LIGHT+NUM_SPOT_LIGHTS)
// are spot lights for a maximum of MaxLights per object.
Light gLights[MaxLights];
};