/*********************************************************************NVMH3**** File: $Id: //sw/devtools/SDK/9.5/SDK/MEDIA/HLSL/seespaces.fx#3 $ Copyright NVIDIA Corporation 2003-2004 TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. Comments: This .fx file uses 3d checks and vectors-as-colors to illustrate a number of important coordinate systems and shading vectors. Works fine with EffectEdit $Date: 2005/07/19 $ ******************************************************************************/ string XFile < string UIWidget="none";> = "tiger.x"; // for EffectEdit #include /************* UN-TWEAKABLES **************/ float4x4 WorldITXf : WorldInverseTranspose < string UIWidget="None"; >; float4x4 WvpXf : WorldViewProjection < string UIWidget="None"; >; float4x4 WorldXf : World < string UIWidget="None"; >; float4x4 ViewITXf : ViewInverseTranspose < string UIWidget="None"; >; float4x4 ViewIXf : ViewInverse < string UIWidget="None"; >; float4x4 WorldViewXf : WorldView < string UIWidget="None"; >; /************************************************************/ /*** TWEAKABLES *********************************************/ /************************************************************/ float4 LightPos : Position < string Object = "PointLight"; string Space = "World"; > = {100.0f, 100.0f, 100.0f, 1.0f}; float4 SurfColor1 < string UIName = "Surface Color 1"; string UIWidget = "Color"; > = {1.0f, 0.4f, 0.0f, 1.0f}; float4 SurfColor2 < string UIName = "Surface Color 2"; string UIWidget = "Color"; > = {0.0f, 0.2f, 1.0f, 1.0f}; float Scale : UNITSSCALE < string units = "inches"; string UIWidget = "slider"; float uimin = 0.001; float uimax = 40.0; float uistep = 0.01; string UIName = "Pattern Scale"; > = 2.0; float Balance < string UIWidget = "slider"; float uimin = 0.01; float uimax = 0.99; float uistep = 0.01; string UIName = "Balance"; > = 0.5; float Shading < string UIWidget = "slider"; float uimin = 0.0; float uimax = 1.0; float uistep = 0.01; string UIName = "Shading"; > = 0.4; // pass the transform from world coords to any user-defined coordinate system // float4x4 UserXf = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; float4x4 UserXf = {0.5,-0.146447,1.707107,0, 0.5,0.853553,-0.292893,0, -0.707107,0.5,1,0, 0,0,0,1}; /////////////// prodecural texture ///////////// /************* DATA STRUCTS **************/ /* data from application vertex buffer */ struct appdata { float3 Position : POSITION; float4 UV : TEXCOORD0; float4 Normal : NORMAL; float4 Tangent : TANGENT0; float4 Binormal : BINORMAL0; }; /* data passed from vertex shader to pixel shader */ struct vertexOutput { float4 HPosition : POSITION; float2 TexCoord : TEXCOORD0; float3 LightVec : TEXCOORD1; float3 WorldNormal : TEXCOORD2; float3 WorldEyeVec : TEXCOORD3; float3 WorldTangent : TEXCOORD4; float3 WorldBinorm : TEXCOORD5; float4 CheckCoords : TEXCOORD6; float4 BaseColor : COLOR0; }; /*********** vertex shader ******/ void sharedVS(appdata IN, out float3 Normal, out float3 Tangent, out float3 Binormal, out float3 LightVec, out float2 TexCoord, out float3 EyeVec, out float4 HPosition, out float4 Po, out float4 Pw, out float4 Pu, out float4 C) { Normal = mul(IN.Normal,WorldITXf).xyz; Tangent = mul(IN.Tangent,WorldITXf).xyz; Binormal = mul(IN.Binormal,WorldITXf).xyz; Po = float4(IN.Position.xyz,1.0); Pw = mul(Po,WorldXf); Pu = mul(Pw,UserXf); // P in "user coords" LightVec = (LightPos - Pw.xyz); TexCoord = IN.UV.xy; EyeVec = normalize(ViewITXf[3].xyz - Pw.xyz); HPosition = mul(Po,WvpXf); float ldn = dot(normalize(LightVec),normalize(Normal)); ldn = max(0,ldn); C = lerp(float4(1,1,1,1),ldn.xxxx,Shading); } vertexOutput userVS(appdata IN) { vertexOutput OUT; float4 Po, Pw, Pu; sharedVS(IN,OUT.WorldNormal,OUT.WorldTangent,OUT.WorldBinorm, OUT.LightVec,OUT.TexCoord,OUT.WorldEyeVec,OUT.HPosition,Po,Pw,Pu, OUT.BaseColor); OUT.CheckCoords = float4((Scale*Pu).xyz,Balance); return OUT; } vertexOutput worldVS(appdata IN) { vertexOutput OUT; float4 Po, Pw, Pu; sharedVS(IN,OUT.WorldNormal,OUT.WorldTangent,OUT.WorldBinorm, OUT.LightVec,OUT.TexCoord,OUT.WorldEyeVec,OUT.HPosition,Po,Pw,Pu, OUT.BaseColor); OUT.CheckCoords = float4((Scale*Pw).xyz,Balance); return OUT; } ///////// vertexOutput eyeVS(appdata IN) { vertexOutput OUT; float4 Po, Pw, Pu; sharedVS(IN,OUT.WorldNormal,OUT.WorldTangent,OUT.WorldBinorm, OUT.LightVec,OUT.TexCoord,OUT.WorldEyeVec,OUT.HPosition,Po,Pw,Pu, OUT.BaseColor); OUT.CheckCoords = float4((Scale*OUT.HPosition).xyz,Balance); return OUT; } vertexOutput screenVS(appdata IN) { vertexOutput OUT; float4 Po, Pw, Pu; sharedVS(IN,OUT.WorldNormal,OUT.WorldTangent,OUT.WorldBinorm, OUT.LightVec,OUT.TexCoord,OUT.WorldEyeVec,OUT.HPosition,Po,Pw,Pu, OUT.BaseColor); OUT.CheckCoords = float4((Scale*OUT.HPosition).xyz,OUT.HPosition.w); return OUT; } vertexOutput worldViewVS(appdata IN) { vertexOutput OUT; float4 Po, Pw, Pu; sharedVS(IN,OUT.WorldNormal,OUT.WorldTangent,OUT.WorldBinorm, OUT.LightVec,OUT.TexCoord,OUT.WorldEyeVec,OUT.HPosition,Po,Pw,Pu, OUT.BaseColor); OUT.CheckCoords = float4((Scale*mul(Po,WorldViewXf)).xyz,Balance); return OUT; } ///////////// vertexOutput objectVS(appdata IN) { vertexOutput OUT; float4 Po, Pw, Pu; sharedVS(IN,OUT.WorldNormal,OUT.WorldTangent,OUT.WorldBinorm, OUT.LightVec,OUT.TexCoord,OUT.WorldEyeVec,OUT.HPosition,Po,Pw,Pu, OUT.BaseColor); OUT.CheckCoords = float4(Scale*Po.xyz,Balance); return OUT; } vertexOutput uvVS(appdata IN) { vertexOutput OUT; float4 Po, Pw, Pu; sharedVS(IN,OUT.WorldNormal,OUT.WorldTangent,OUT.WorldBinorm, OUT.LightVec,OUT.TexCoord,OUT.WorldEyeVec,OUT.HPosition,Po,Pw,Pu, OUT.BaseColor); OUT.CheckCoords = float4(Scale*IN.UV.xy,Balance,Balance); return OUT; } vertexOutput normalVS(appdata IN) { vertexOutput OUT; float4 Po, Pw, Pu; sharedVS(IN,OUT.WorldNormal,OUT.WorldTangent,OUT.WorldBinorm, OUT.LightVec,OUT.TexCoord,OUT.WorldEyeVec,OUT.HPosition,Po,Pw,Pu, OUT.BaseColor); OUT.CheckCoords = float4(Scale*normalize(OUT.WorldNormal),Balance); return OUT; } /********* pixel shader ********/ /********* pixel shader ********/ /********* pixel shader ********/ // 3d checker float4 mainPS(vertexOutput IN) :COLOR { float check = checker3D(IN.CheckCoords); return IN.BaseColor * lerp(SurfColor1,SurfColor2,check); } // 3d checker float4 screenPS(vertexOutput IN) :COLOR { float3 sp = float4(IN.CheckCoords.x/IN.CheckCoords.w,IN.CheckCoords.y/IN.CheckCoords.w,0,Balance); float check = checker2D(sp); return IN.BaseColor * lerp(SurfColor1,SurfColor2,check); } // 2d checker float4 mainUvPS(vertexOutput IN) :COLOR { float check = checker2D(IN.CheckCoords); return IN.BaseColor * lerp(SurfColor1,SurfColor2,check); } /****************************************************************/ /****************************************************************/ /******* TECHNIQUES *********************************************/ /****************************************************************/ /****************************************************************/ #define TECH(name,VS,PS) technique name { pass p0 { \ VertexShader = compile vs_2_0 VS (); \ ZEnable = true; ZWriteEnable = true; CullMode = None; \ PixelShader = compile ps_2_0 PS (); } } TECH(worldSpace, worldVS, mainPS) TECH(objectSpace, objectVS, mainPS) TECH(eyeSpace, eyeVS, mainPS) TECH(screenSpace, screenVS, screenPS) TECH(worldViewSpace, worldViewVS, mainPS) TECH(uvSpace, uvVS, mainUvPS) TECH(userCoordSysSpace, userVS, mainPS) TECH(normalSpace, normalVS, mainPS) /***************************** eof ***/