lighting_maps.asm
src/2.lighting/4.1.lighting_maps/lighting_maps.asm · 152 lines
;---------------------------------------------------------------------------------------------------
; 4.1 Lighting maps
;---------------------------------------------------------------------------------------------------
; One colour per material is too coarse for anything real: a crate is wood in one place and steel
; in another. So the material moves into textures.
;
; diffuse map the surface colour, per texel (also used for ambient)
; specular map how strongly each texel reflects highlights: the steel rim is bright, the wood
; is black and never shines
;
; The lighting barely changes; it reads its material from the textures at the pixel's texture
; coordinate instead of from constants.
include rt.inc
include d3d11.inc
include macros.asm
include math.asm
include learn\window.asm
include learn\shader.asm
include learn\gpu.asm
include learn\cube.asm
include learn\camera.asm
include learn\transforms.asm
;---------------------------------------------------------------------------------------------------
.data
;---------------------------------------------------------------------------------------------------
; Mirrors `cbuffer light` in lighting_maps.hlsl.
light_constants struct
position vec3 <>
shininess real4 ?
ambient vec3 <>
pad1 real4 ?
diffuse vec3 <>
pad2 real4 ?
specular vec3 <>
pad3 real4 ?
light_constants ends
align 4
camera_start vec3 <-1.0, 1.0, 4.0>
y_axis vec3 <0.0, 1.0, 0.0>
align 16
t transforms <>
light light_constants <<1.2, 1.0, 2.0>, 64.0, <0.2, 0.2, 0.2>, 0.0, <0.5, 0.5, 0.5>, 0.0, <1.0, 1.0, 1.0>, 0.0>
lamp_color vec4 <1.0, 1.0, 1.0, 1.0>
model mat4 <>
lighting_shader shader <>
lamp_shader shader <>
cam camera <>
align 8
cube_vb qword 0
transforms_buffer qword 0
light_buffer qword 0
lamp_buffer qword 0
sampler qword 0
maps qword 2 dup(0)
stride dword cube_stride
offset_ dword 0
; timing
current_frame real4 0.0
delta_time real4 0.0
last_frame real4 0.0
;---------------------------------------------------------------------------------------------------
.code
;---------------------------------------------------------------------------------------------------
align 16
main proc
invoke window_create, "LearnD3D11"
call window_create_depth
invoke create_sampler, D3D11_FILTER_ANISOTROPIC, D3D11_TEXTURE_ADDRESS_WRAP
mov sampler, rax
vcall context, ID3D11DeviceContext_PSSetSamplers, 0, 1, ADDR sampler
invoke shader_create, ADDR lighting_shader, "src/2.lighting/4.1.lighting_maps/lighting_maps.hlsl", ADDR cube_layout, cube_layout_count
invoke shader_create, ADDR lamp_shader, "src/2.lighting/4.1.lighting_maps/light_cube.hlsl", ADDR cube_layout, cube_layout_count
invoke create_buffer, D3D11_BIND_VERTEX_BUFFER, ADDR cube_vertices, cube_vertices_size
mov cube_vb, rax
invoke create_constant_buffer, sizeof transforms
mov transforms_buffer, rax
invoke create_constant_buffer, sizeof light_constants
mov light_buffer, rax
invoke create_constant_buffer, sizeof vec4
mov lamp_buffer, rax
; the diffuse and specular maps, in t0 and t1
invoke filesystem_path, "resources/textures/container2.png"
invoke load_texture, rax, 0
mov maps[0], rax
invoke filesystem_path, "resources/textures/container2_specular.png"
invoke load_texture, rax, 0
mov maps[8], rax
lea rcx, cam
lea rdx, camera_start
movf xmm2, -75.0
movf xmm3, -10.0
call camera_create
render_loop:
call window_poll
test eax, eax
jz render_loop_done
call get_time
movss current_frame, xmm0
movss xmm1, xmm0
subss xmm0, last_frame
movss delta_time, xmm0
movss last_frame, xmm1
invoke camera_process_input, ADDR cam, ADDR delta_time
invoke window_begin, floats(0.1, 0.1, 0.1, 1.0)
vcall context, ID3D11DeviceContext_IASetPrimitiveTopology, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST
vcall context, ID3D11DeviceContext_IASetVertexBuffers, 0, 1, ADDR cube_vb, ADDR stride, ADDR offset_
invoke bind_constants, 0, transforms_buffer
invoke transforms_from_camera, ADDR t, ADDR cam
invoke update_buffer, light_buffer, ADDR light, sizeof light_constants
invoke shader_use, ADDR lighting_shader
invoke bind_constants, 1, light_buffer
vcall context, ID3D11DeviceContext_PSSetShaderResources, 0, 2, ADDR maps
; the crate turns slowly, so the steel rim catches the light
movss xmm1, current_frame
movf xmm0, 0.3
mulss xmm1, xmm0
lea rcx, model
lea r8, y_axis
call m4_rotate
invoke draw_cube, transforms_buffer, ADDR t, ADDR model
invoke update_buffer, lamp_buffer, ADDR lamp_color, sizeof vec4
invoke shader_use, ADDR lamp_shader
invoke bind_constants, 1, lamp_buffer
lea rcx, model
lea rdx, light.position
movf xmm2, 0.2
call m4_translate_scale
invoke draw_cube, transforms_buffer, ADDR t, ADDR model
call window_present
jmp render_loop
render_loop_done:
invoke ExitProcess, 0
main endp
end