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objectguid="687344697_14784_17624_175_112_25_78_110_206_178_195" objectname="NVCalculator Object" progid="nvsys.NVCalculator.1"/><object objectid="3" objectguid="1178903711_54835_17816_162_225_77_133_92_204_97_107" objectname="NVConnectionParameter Object" progid="nvsys.NVConnectionParameter.1"/><object objectid="10" objectguid="1335965045_63750_16786_166_174_116_14_177_170_26_82" objectname="NVGeoPipe Object" progid="nvsys.NVGeoPipe.1"/><object objectid="1" objectguid="1394174672_42515_16399_189_63_62_31_182_9_209_60" objectname="NVScene Object" progid="nvsys.NVScene.1"/><object objectid="4" objectguid="1401340335_59252_17807_172_96_248_52_119_74_181_173" objectname="NVMaterial Object" progid="nvsys.NVMaterial.1"/><object objectid="14" objectguid="1473613511_28199_19656_142_150_59_31_21_147_173_150" objectname="NVLight_Spot Object" progid="nvsys.NVLight_Spot.1"/><object objectid="15" objectguid="1675712286_15683_20022_149_108_42_250_122_123_231_64" objectname="NVCamera Object" progid="nvsys.NVCamera.1"/><object objectid="9" objectguid="1755565597_56309_18722_149_152_96_3_18_125_126_123" objectname="NVCalculator_Assign Object" progid="nvsys.NVCalculator_Assign.1"/><object objectid="11" objectguid="1950628075_6623_16666_186_134_199_52_87_175_101_21" objectname="NVGeoPipeObject_3DText Object" progid="nvrenderdevice9.3DText.1"/><object objectid="16" objectguid="2342579002_10168_19906_178_150_26_144_17_106_220_182" objectname="NVTransformLink Object" progid="nvsys.NVTransformLink.1"/><object objectid="13" objectguid="2516468428_38854_16959_155_101_192_176_42_10_71_202" objectname="NVGeoPipeObject_MeshMender Object" progid="nvsys.NVGeoPipeObject_MeshMender.1"/><object objectid="6" objectguid="3098681227_22869_16810_191_237_249_13_61_143_28_123" objectname="NVCalculator_Load Object" progid="nvsys.NVCalculator_Load.1"/><object objectid="2" objectguid="3275223899_28196_19999_162_153_111_232_35_119_165_23" objectname="NVParameterList Object" progid="nvsys.NVParameterList.1"/><object objectid="12" objectguid="4057994036_6371_17546_152_57_13_140_51_98_219_190" objectname="NVGeoPipeObject_TexGen Object" progid="nvsys.NVGeoPipeObject_TexGen.1"/><object objectid="7" objectguid="4162726501_8958_17137_170_77_131_38_3_90_246_20" objectname="NVCalculator_Mul Object" progid="nvsys.NVCalculator_Mul.1"/></objects><media_objects><texture path="C:\Program Files\NVIDIA Corporation\NVIDIA FX Composer\MEDIA\textures\2D\ctHalf.dds"/><texture path="C:\Program Files\NVIDIA Corporation\NVIDIA FX Composer\MEDIA\textures\2D\ctNorm.dds"/><effect path="F:\devrel\SDK\MEDIA\HLSL\paint_brdf.fx"><![CDATA[/*********************************************************************NVMH3**** File: $Id: //sw/devrel/SDK/MEDIA/HLSL/paint_brdf.fx#3 $ Copyright NVIDIA Corporation 2005 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. TO-DO: 1. Add "isotropic?" flag to normal paint 2. Added pixel/vertex shaded options 3. Add static inverse flags so that pixel booleans can be skipped by avoiding entire passes Comments: Shading via multitexture. Two textures are interpolated over the surface, and their product results in the final specular BDRF. The initial textures supplied approximate a Cook-Torrance model using one set of possible parameters, but different textures can be used to emulate a wide variety of isotropic BRDF models. In this example lambertian diffuse is still supplied, but it is not required. ******************************************************************************/ #include <include\\Quad.fxh> float Script : STANDARDSGLOBAL < string UIWidget = "none"; string ScriptClass = "scene"; string ScriptOrder = "standard"; string ScriptOutput = "color"; string Script = "Technique=ps11;"; > = 0.8; /************* UNTWEAKABLES **************/ float4x4 WorldITXf : WorldInverseTranspose < string UIWidget="None"; >; float4x4 WvpXf : WorldViewProjection < string UIWidget="None"; >; float4x4 WorldXf : World < string UIWidget="None"; >; float4x4 ViewInvXf : ViewInverse < string UIWidget="None"; >; bool bReset : FXCOMPOSER_RESETPULSE < string UIName="Reset Painting"; >; float ClearDepth <string UIWidget = "none";> = 1.0; float4 MouseL : LEFTMOUSEDOWN < string UIWidget="None"; >; float3 MousePos : MOUSEPOSITION < string UIWidget="None"; >; float Timer : TIME < string UIWidget = "None"; >; bool Painting < string UIName="Painting On/Off"; > = true; static float PaintFlag = (Painting?1.0:0.0); bool HASelect < string UIName="Paint HalfAngle Map?"; > = true; bool NmIso < string UIName="Isotropic Normal Painting?"; // string Desc="Overrides Symmetry setting"; > = true; bool NmSym < string UIName="Symmetric Normal Painting?"; > = true; bool HfSym < string UIName="Symmetric HalfAngle Painting?"; > = false; /////////////////////// TWEAKABLES ////////////////// ////////////// Brush Variables ///////////////////////// float Opacity < string UIWidget = "slider"; string UIName = "Brush Opacity"; float UIMin = 0.0; float UIMax = 1.0; float UIStep = 0.01; > = 0.05f; float BrushSizeStart < string UIName = "Brush Start Size"; string UIWidget = "slider"; float UIMin = 0.001; float UIMax = 0.25; float UIStep = 0.001; > = 0.07f; float BrushSizeEnd < string UIName = "Brush End Size"; string UIWidget = "slider"; float UIMin = 0.001; float UIMax = 0.25; float UIStep = 0.001; > = 0.01f; float FadeTime < string UIName = "Brush Fade Time"; string UIWidget = "slider"; float UIMin = 0.1; float UIMax = 10.0; float UIStep = 0.1; > = 2.00f; float3 PaintColor < string UIName = "PaintBrush"; string UIWidget = "Color"; > = {0.4f, 0.3f, 1.0f}; float4 ClearColor < string UIWidget = "color"; string UIName = "Background"; > = {0,0,0,0}; ////////////// Light/Surface Variables ///////////////////////// float3 LightDir : Direction // we'll assume that this one is normalized < string Object = "DirectionalLight"; string Space = "World"; > = {1.0f, 0.0f, 0.0f}; float3 LightColor < string UIName = "Lamp"; string UIWidget = "Color"; > = {1.0f, 1.0f, 1.0f}; float3 AmbiColor : Ambient < string UIName = "Added Ambient"; string UIWidget = "Color"; > = {0.0f, 0.0f, 0.0f}; float3 SurfColor : Diffuse < string UIName = "Added Diffuse"; string UIWidget = "Color"; > = {0.0f, 0.0f, 0.0f}; ////////////////////////////////////// /// Textures ///////////////////////// ////////////////////////////////////// texture halfAngleMapOrig < string ResourceName = "ctHalf.dds"; string ResourceType = "2D"; string UIName = "Map with dot-half-angle factors"; >; sampler2D hmapOrigSampler = sampler_state { Texture = <halfAngleMapOrig>; MinFilter = Linear; MagFilter = Linear; MipFilter = None; AddressU = Clamp; AddressV = Clamp; }; /////////// texture normalAngleMapOrig < string ResourceName = "ctNorm.dds"; string ResourceType = "2D"; string UIName = "Map with dot-normal factors"; >; sampler2D nmapOrigSampler = sampler_state { Texture = <normalAngleMapOrig>; MinFilter = Linear; MagFilter = Linear; MipFilter = None; AddressU = Clamp; AddressV = Clamp; }; // targets for painting DECLARE_QUAD_TEX(halfAngleMap,hmapSampler,"A16B16G16R16") DECLARE_QUAD_TEX(normalAngleMap,nmapSampler,"A16B16G16R16") //////////// Brush texture /////////// #ifdef CURVE_FROM_FILE texture BrushTex < string name="some_user_curve_map.dds"; string ResourceType = "2D"; >; #else /* ! CURVE_FROM_FILE */ // // This code just builds a sample curve for testing // // // assume "t" ranges from 0 to 1 safely // brute-force this, it's running on the CPU QUAD_REAL3 c_bezier(QUAD_REAL3 c0, QUAD_REAL3 c1, QUAD_REAL3 c2, QUAD_REAL3 c3, QUAD_REAL t) { QUAD_REAL t2 = t*t; QUAD_REAL t3 = t2*t; QUAD_REAL nt = 1.0 - t; QUAD_REAL nt2 = nt*nt; QUAD_REAL nt3 = nt2 * nt; QUAD_REAL3 b = nt3*c0 + (3.0*t*nt2)*c1 + (3.0*t2*nt)*c2 + t3*c3; return b; } // function used to fill the volume noise texture QUAD_REAL4 color_curve(QUAD_REAL2 Pos : POSITION) : COLOR { QUAD_REAL3 kolor0 = QUAD_REAL3(0.0,0.0,0.0); QUAD_REAL3 kolor1 = QUAD_REAL3(0.0,1.0,-1.0); QUAD_REAL3 kolor2 = QUAD_REAL3(1.0,0.0,2.0); QUAD_REAL3 kolor3 = QUAD_REAL3(1.0,1.0,1.0); QUAD_REAL3 sp = c_bezier(kolor0,kolor1,kolor2,kolor3,Pos.x); return QUAD_REAL4(sp,Pos.x); } texture BrushTex < string ResourceType = "2D"; string function = "color_curve"; string UIWidget = "None"; float2 Dimensions = { 256.0f, 4.0f}; // could be height=1, but I want it to be visible in the Texture View... >; #endif /* ! CURVE_FROM_FILE */ sampler BrushSampler = sampler_state { texture = <BrushTex>; AddressU = CLAMP; AddressV = CLAMP; MIPFILTER = LINEAR; MINFILTER = LINEAR; MAGFILTER = LINEAR; }; ////// VM functions and static variables (executed by CPU) //////////// static float Fadeout = (1 - min(1,max(0,(Timer - MouseL.w))/FadeTime)); static float BrushSize = (lerp(BrushSizeEnd,BrushSizeStart,Fadeout)); /************* DATA STRUCTS **************/ /* data from application vertex buffer */ struct appdata { float3 Position : POSITION; float4 UV : TEXCOORD0; float4 Normal : NORMAL; }; /* data passed from vertex shader to pixel shader */ struct vertexOutput { float4 HPosition : POSITION; float2 HalfAngleIndex : TEXCOORD0; // dot prods against half-angle float2 NormalIndex : TEXCOORD1; // dot-prods against normal float2 UV : TEXCOORD2; // plain-ol' UV float4 Diffuse : COLOR0; }; /*********** vertex shader ******/ vertexOutput cookTorrMultVS(appdata IN) { vertexOutput OUT = (vertexOutput)0; float4 Po = float4(IN.Position.xyz,1.0); //compute worldspace position float3 Pw = mul(Po, WorldXf).xyz; float3 Nw = mul(IN.Normal, WorldITXf).xyz; Nw = normalize(Nw); float ldn = dot((-LightDir),Nw); float diffComp = max(0,ldn); float3 diffContrib = SurfColor * ( diffComp * LightColor + AmbiColor); OUT.Diffuse = float4(diffContrib,1.0); OUT.UV = IN.UV.xy; // not currently used float3 EyePos = ViewInvXf[3].xyz; float3 vertToEye = normalize(EyePos - Pw); float3 halfAngle = normalize(vertToEye - LightDir); float2 halfIndices = float2(0.5-dot(LightDir,halfAngle)/2.0, 1.0 - (0.5+dot(Nw,halfAngle)/2.0)); float2 normIndices = float2(0.5-dot(LightDir,Nw)/2.0, 1.0 - (0.5+dot(Nw,vertToEye)/2.0)); OUT.HalfAngleIndex = halfIndices; OUT.NormalIndex = normIndices; OUT.HPosition = mul(Po, WvpXf); return OUT; } /********* pixel shader ********/ float4 cookTorrMultPS(vertexOutput IN) : COLOR { float3 nspec = tex2D(hmapSampler, IN.HalfAngleIndex).xyz * tex2D(nmapSampler, IN.NormalIndex).xyz * LightColor; float4 result = IN.Diffuse + float4(nspec.xyz,1); return result; } /***************************************************/ /*** The dead-simple paintbrush shader *************/ /***************************************************/ static float PaintNorm = (PaintFlag * (HASelect?0.0:1.0) * MouseL.z); static float PaintHalf = (PaintFlag * (HASelect?1.0:0.0) * MouseL.z); float4 stroke_value(float2 pixel,float2 BrushPos,uniform float PaintNow) { float2 delta = pixel-BrushPos; float dd = PaintNow*(1.0 - length(delta)/BrushSize); dd = tex2D(BrushSampler,float2(dd,0)).x; dd *= Opacity * Fadeout; return float4(PaintColor.xyz,dd); } float4 iso_stroke_value(float2 pixel, float2 BrushPos, uniform float PaintNow) { float cb = BrushPos.y-BrushPos.x; float cp = pixel.y-pixel.x; float delta = abs(cp-cb)/1.414; float db = (delta/BrushSize); float dd = 1 - db; float dt = PaintNow * tex2D(BrushSampler,float2(dd,0)).x; dd = dt * Opacity * Fadeout; return float4(PaintColor.xyz,dd); } float4 strokeNormPS(QuadVertexOutput IN) : COLOR { float4 brush1 = stroke_value(IN.UV.xy,MousePos.xy,PaintNorm); float4 brush2 = stroke_value(IN.UV.xy,float2(1.0-MousePos.y,1.0-MousePos.x),PaintNorm); float4 sym = max(brush1,brush2); float4 iso = iso_stroke_value(IN.UV.xy,MousePos.xy,PaintNorm); sym = (NmSym ? sym : brush1); return (NmIso ? iso : sym); } float4 strokeHalfPS(QuadVertexOutput IN) : COLOR { float4 brush1 = stroke_value(IN.UV.xy,MousePos.xy,PaintHalf); float4 brush2 = stroke_value(IN.UV.xy,float2(IN.UV.x,MousePos.y),PaintHalf); return (HfSym ? brush2 : brush1); } QUAD_REAL4 bgLayerPS(QuadVertexOutput IN) : COLOR { QUAD_REAL4 h = float4(tex2D(hmapSampler, IN.UV).xyz,1); QUAD_REAL4 n = float4(tex2D(nmapSampler, IN.UV).xyz,1); if (HASelect) { n = h; } return n; } /*************/ technique ps11 < string Script = "RenderColorTarget0=;" "RenderDepthStencilTarget=;" "LoopByCount=bReset;" "Pass=revertHalfAng;" "Pass=revertNorms;" "LoopEnd=;" "Pass=paintHalfAng;" "Pass=paintNormals;" "RenderColorTarget0=;" "RenderDepthStencilTarget=;" "ClearSetColor=ClearColor;" "ClearSetDepth=ClearDepth;" "Clear=Color;" "Clear=Depth;" "LoopByCount=Painting;" "Pass=bgLayer;" "LoopEnd=;" "Pass=draw3d;"; > { pass revertHalfAng < string Script = "RenderColorTarget0=halfAngleMap;" "RenderDepthStencilTarget=;" "Draw=Buffer;"; > { VertexShader = compile vs_1_1 ScreenQuadVS(); AlphaBlendEnable = false; ZEnable = false; PixelShader = compile ps_2_a TexQuadPS(hmapOrigSampler); } pass revertNorms < string Script = "RenderColorTarget0=normalAngleMap;" "RenderDepthStencilTarget=;" "Draw=Buffer;"; > { VertexShader = compile vs_1_1 ScreenQuadVS(); AlphaBlendEnable = false; ZEnable = false; PixelShader = compile ps_2_a TexQuadPS(nmapOrigSampler); } pass paintHalfAng < string Script = "RenderColorTarget0=halfAngleMap;" "RenderDepthStencilTarget=;" "Draw=Buffer;"; > { VertexShader = compile vs_1_1 ScreenQuadVS(); AlphaBlendEnable = true; SrcBlend = SrcAlpha; DestBlend = InvSrcAlpha; ZEnable = false; PixelShader = compile ps_2_a strokeHalfPS(); } pass paintNormals < string Script = "RenderColorTarget0=normalAngleMap;" "RenderDepthStencilTarget=;" "Draw=Buffer;"; > { VertexShader = compile vs_1_1 ScreenQuadVS(); AlphaBlendEnable = true; SrcBlend = SrcAlpha; DestBlend = InvSrcAlpha; ZEnable = false; PixelShader = compile ps_2_a strokeNormPS(); } pass bgLayer < string Script = "RenderColorTarget0=;" "RenderDepthStencilTarget=;" "Draw=Buffer;"; > { VertexShader = compile vs_1_1 ScreenQuadVS(); AlphaBlendEnable = false; ZEnable = false; PixelShader = compile ps_2_a bgLayerPS(); } pass draw3d < string Script = "RenderColorTarget0=;" "RenderDepthStencilTarget=;" "Draw=Geometry"; > { VertexShader = compile vs_1_1 cookTorrMultVS(); ZEnable = true; ZWriteEnable = true; CullMode = None; PixelShader = compile ps_1_1 cookTorrMultPS(); } } /***************************** eof ***/ ]]></effect><effect path="f:\devrel\sdk\media\hlsl\include\\quad.fxh"><![CDATA[/*********************************************************************NVMH3**** File: $Id: //sw/devrel/SDK/MEDIA/HLSL/include/Quad.fxh#1 $ Copyright NVIDIA Corporation 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: Header file with lots of useful macros, types, and functions for use with textures and render-to-texture-buffer effects in DirectX. Example Macro Usages: Texture-declaration Macros: FILE_TEXTURE_2D(SurfTexture,SurfSampler,"myfile.dds") // simple 2D wrap texture FILE_TEXTURE_2D_MODAL(SpotTexture,SpotSampler,"myfile.dds",CLAMP) // user-defined addr mode RenderTarget Texture-declaration Macros: DECLARE_QUAD_TEX(ObjTexture,ObjSampler,"A8R8G8B8") DECLARE_QUAD_DEPTH_BUFFER(DepthTexture,"D24S8") DECLARE_SIZED_QUAD_TEX(GlowTexture,GlowSampler,"A8R8G8B8",0.5) // scaled versions of above DECLARE_SIZED_QUAD_DEPTH_BUFFER(DepthTexture,"D24S8",0.5) DECLARE_SIZED_TEX(BlahMap,BlahSampler,"R32F",128,1) // address mode is "clamp" DECLARE_SQUARE_QUAD_TEX(ShadTexture,ShadObjSampler,"A16R16G16B16F",512) // for shadows etc DECLARE_SQUARE_QUAD_DEPTH_BUFFER(ShadDepth,"D24S8",512) Data types used in shaders: QUAD_REAL & QUAD_REAL# -- defaults to HALF but you can define QUAD_REAL float before #including "Quad.fxh" either by explicitly declaring all the QUAD_REAL types yourself, or #define-ing the symbol QUAD_FLOAT Flags (define before #including "Quad.fxh"): TWEAKABLE_TEXEL_OFFSET // shows in paramter panel NO_TEXEL_OFFSET // disables Structure: QuadVertexOutput -- used by shaders, defines simple connection for "Draw=buffer" VS and PS Shader Functions for "Draw=buffer" passes: QuadVertexOutput ScreenQuadVS(): standard vertex shader for screen-aligned quads QUAD_REAL4 TexQuadPS(QuadVertexOutput IN,uniform sampler2D InputSampler) pass this pixel shader a sampler -- will draw it to the screen QUAD_REAL4 TexQuadBiasPS(QuadVertexOutput IN,uniform sampler2D InputSampler,QUAD_REAL TBias) Same as above, but uses tex2Dbias() Utility Functions for Texture-Based Lookup Tables: QUAD_REAL scale_lookup(QUAD_REAL Value,const QUAD_REAL TableSize) QUAD_REAL2 scale_lookup(QUAD_REAL2 Value,const QUAD_REAL TableSize) QUAD_REAL3 scale_lookup(QUAD_REAL3 Value,const QUAD_REAL TableSize) Other Utility Functions: QUAD_REAL4 premultiply(QUAD_REAL4 C) QUAD_REAL4 unpremultiply(QUAD_REAL4 C) // uses macro value NV_ALPHA_EPSILON Global Variables: QUAD_REAL QuadTexOffset // reconciles difference between pixel and texel centers QUAD_REAL2 QuadScreenSize // VIEWPORTPIXELSIZE, contains dimensions of render window ******************************************************************************/ #ifndef _QUAD_FXH #define _QUAD_FXH // Numeric types we are likely to encounter.... // Redefine these before including "Quad.fxh" if you want // to use a type other than "half" for these data or just // define the symbol QUAD_FLOAT to use "floats" #ifndef QUAD_REAL #ifdef QUAD_FLOAT #define QUAD_REAL float #define QUAD_REAL2 float2 #define QUAD_REAL3 float3 #define QUAD_REAL4 float4 #define QUAD_REAL3x3 float3x3 #define QUAD_REAL4x3 float4x3 #define QUAD_REAL3x4 float3x4 #define QUAD_REAL4x4 float4x4 #else /* ! QUAD_FLOAT */ #define QUAD_REAL half #define QUAD_REAL2 half2 #define QUAD_REAL3 half3 #define QUAD_REAL4 half4 #define QUAD_REAL3x3 half3x3 #define QUAD_REAL4x3 half4x3 #define QUAD_REAL3x4 half3x4 #define QUAD_REAL4x4 half4x4 #endif /* ! QUAD_FLOAT */ #endif /* ! QUAD_REAL */ /////////////////////////////////////////////////////////////////////// /// Texture-Declaration Macros //////////////////////////////////////// /////////////////////////////////////////////////////////////////////// // // Modal 2D File Textures // // example usage: FILE_TEXTURE_2D_MODAL(GlowMap,GlowSampler,"myfile.dds",CLAMP) // #define FILE_TEXTURE_2D_MODAL(TexName,SampName,Filename,AddrMode) texture TexName < \ string ResourceName = (Filename); \ string ResourceType = "2D"; \ >; \ sampler SampName = sampler_state { \ texture = <TexName>; \ AddressU = AddrMode; \ AddressV = AddrMode; \ MipFilter = LINEAR; \ MinFilter = LINEAR; \ MagFilter = LINEAR; \ }; // // Simple 2D File Textures // // example usage: FILE_TEXTURE_2D(GlowMap,GlowSampler,"myfile.dds") // #define FILE_TEXTURE_2D(TextureName,SamplerName,Diskfile) FILE_TEXTURE_2D_MODAL(TextureName,SamplerName,(Diskfile),WRAP) // // Use this variation of DECLARE_QUAD_TEX() if you want a *scaled* render target // // example usage: DECLARE_SIZED_QUAD_TEX(GlowMap,GlowSampler,"A8R8G8B8",1.0) #define DECLARE_SIZED_QUAD_TEX(TexName,SampName,PixFmt,Multiple) texture TexName : RENDERCOLORTARGET < \ float2 ViewPortRatio = {Multiple,Multiple}; \ int MipLevels = 1; \ string Format = PixFmt ; \ string UIWidget = "None"; \ >; \ sampler SampName = sampler_state { \ texture = <TexName>; \ AddressU = CLAMP; \ AddressV = CLAMP; \ MipFilter = POINT; \ MinFilter = LINEAR; \ MagFilter = LINEAR; \ }; // // Use this macro to easily declare typical color render targets // // example usage: DECLARE_QUAD_TEX(ObjMap,ObjSampler,"A8R8G8B8") #define DECLARE_QUAD_TEX(TextureName,SamplerName,PixelFormat) DECLARE_SIZED_QUAD_TEX(TextureName,SamplerName,(PixelFormat),1.0) // // Use this macro to easily declare variable-sized depth render targets // // example usage: DECLARE_SIZED_QUAD_DEPTH_BUFFER(DepthMap,"D24S8",0.5) #define DECLARE_SIZED_QUAD_DEPTH_BUFFER(TextureName,PixelFormat,Multiple) texture TextureName : RENDERDEPTHSTENCILTARGET < \ float2 ViewPortRatio = {Multiple,Multiple}; \ string Format = (PixelFormat); \ string UIWidget = "None"; \ >; // // Use this macro to easily declare typical depth render targets // // example usage: DECLARE_QUAD_DEPTH_BUFFER(DepthMap,"D24S8") #define DECLARE_QUAD_DEPTH_BUFFER(TexName,PixFmt) DECLARE_SIZED_QUAD_DEPTH_BUFFER(TexName,PixFmt,1.0) // // declare exact-sized arbitrary texture // // example usage: DECLARE_SIZED_TEX(BlahMap,BlahSampler,"R32F",128,1) #define DECLARE_SIZED_TEX(Tex,Samp,Fmt,Wd,Ht) texture Tex : RENDERCOLORTARGET < \ float2 Dimensions = { Wd, Ht }; \ string Format = Fmt ; \ string UIWidget = "None"; \ int miplevels=1;\ >; \ sampler Samp = sampler_state { \ texture = <Tex>; \ AddressU = CLAMP; \ AddressV = CLAMP; \ MipFilter = NONE; \ MinFilter = LINEAR; \ MagFilter = LINEAR; \ }; // // declare exact-sized square texture, as for shadow maps // // example usage: DECLARE_SQUARE_QUAD_TEX(ShadMap,ShadObjSampler,"A16R16G16B16F",512) #define DECLARE_SQUARE_QUAD_TEX(TexName,SampName,PixFmt,Size) DECLARE_SIZED_TEX(TexName,SampName,(PixFmt),Size,Size) // // likewise for shadow depth targets // // example usage: DECLARE_SQUARE_QUAD_DEPTH_BUFFER(ShadDepth,"D24S8",512) #define DECLARE_SQUARE_QUAD_DEPTH_BUFFER(TextureName,PixelFormat,Size) texture TextureName : RENDERDEPTHSTENCILTARGET < \ float2 Dimensions = { Size, Size }; \ string Format = (PixelFormat) ; \ string UIWidget = "None"; \ >; //////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////// Utility Functions //////// //////////////////////////////////////////////////////////////////////////// // // Scale inputs for use with texture-based lookup tables. A value ranging from zero to one needs // a slight scaling and offset to be sure to point at the centers of the first and last pixels // of that lookup texture. Pass the integer size of the table in TableSize // For now we'll assume that all tables are 1D, square, or cube-shaped -- all axes of equal size // // Cost of this operation for pixel shaders: two const-register // entries and a MAD (one cycle) QUAD_REAL scale_lookup(QUAD_REAL Value,const QUAD_REAL TableSize) { QUAD_REAL scale = ((TableSize - 1.0)/TableSize); QUAD_REAL shift = (0.5 / TableSize); return (scale*Value + shift); } QUAD_REAL2 scale_lookup(QUAD_REAL2 Value,const QUAD_REAL TableSize) { QUAD_REAL scale = ((TableSize - 1.0)/TableSize); QUAD_REAL shift = (0.5 / TableSize); return (scale.xx*Value + shift.xx); } QUAD_REAL3 scale_lookup(QUAD_REAL3 Value,const QUAD_REAL TableSize) { QUAD_REAL scale = ((TableSize - 1.0)/TableSize); QUAD_REAL shift = (0.5 / TableSize); return (scale.xxx*Value + shift.xxx); } // pre-multiply and un-pre-mutliply functions. The precision // of thse operatoions is often limited to 8-bit so don't // always count on them! // The macro value of NV_ALPHA_EPSILON, if defined, is used to // avoid IEEE "NaN" values that may occur when erroneously // dividing by a zero alpha (thanks to Pete Warden @ Apple // Computer for the suggestion in GPU GEMS II) // multiply color by alpha to turn an un-premultipied // pixel value into a premultiplied one QUAD_REAL4 premultiply(QUAD_REAL4 C) { return QUAD_REAL4((C.w*C.xyz),C.w); } #define NV_ALPHA_EPSILON 0.0001 // given a premultiplied pixel color, try to undo the premultiplication. // beware of precision errors QUAD_REAL4 unpremultiply(QUAD_REAL4 C) { #ifdef NV_ALPHA_EPSILON QUAD_REAL a = C.w + NV_ALPHA_EPSILON; return QUAD_REAL4((C.xyz / a),C.w); #else /* ! NV_ALPHA_EPSILON */ return QUAD_REAL4((C.xyz / C.w),C.w); #endif /* ! NV_ALPHA_EPSILON */ } ///////////////////////////////////////////////////////////////////////////////////// // Structure Declaration //////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////// struct QuadVertexOutput { QUAD_REAL4 Position : POSITION; QUAD_REAL2 UV : TEXCOORD0; }; ///////////////////////////////////////////////////////////////////////////////////// // Hidden tweakables declared by this .fxh file ///////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////// #ifndef NO_TEXEL_OFFSET #ifdef TWEAKABLE_TEXEL_OFFSET QUAD_REAL QuadTexOffset = 0.5; #else /* !TWEAKABLE_TEXEL_OFFSET */ QUAD_REAL QuadTexOffset < string UIWidget="None"; > = 0.5; #endif /* !TWEAKABLE_TEXEL_OFFSET */ QUAD_REAL2 QuadScreenSize : VIEWPORTPIXELSIZE < string UIWidget="None"; >; #endif /* NO_TEXEL_OFFSET */ //////////////////////////////////////////////////////////// ////////////////////////////////// vertex shaders ////////// //////////////////////////////////////////////////////////// QuadVertexOutput ScreenQuadVS( QUAD_REAL3 Position : POSITION, QUAD_REAL3 TexCoord : TEXCOORD0 ) { QuadVertexOutput OUT; OUT.Position = QUAD_REAL4(Position, 1); #ifdef NO_TEXEL_OFFSET OUT.UV = TexCoord.xy; #else /* NO_TEXEL_OFFSET */ QUAD_REAL2 off = QUAD_REAL2(QuadTexOffset/(QuadScreenSize.x),QuadTexOffset/(QuadScreenSize.y)); OUT.UV = QUAD_REAL2(TexCoord.xy+off); #endif /* NO_TEXEL_OFFSET */ return OUT; } ////////////////////////////////////////////////////// ////////////////////////////////// pixel shaders ///// ////////////////////////////////////////////////////// // add glow on top of model QUAD_REAL4 TexQuadPS(QuadVertexOutput IN,uniform sampler2D InputSampler) : COLOR { QUAD_REAL4 texCol = tex2D(InputSampler, IN.UV); return texCol; } QUAD_REAL4 TexQuadBiasPS(QuadVertexOutput IN,uniform sampler2D InputSampler,QUAD_REAL TBias) : COLOR { QUAD_REAL4 texCol = tex2Dbias(InputSampler, QUAD_REAL4(IN.UV,0,TBias)); return texCol; } ////////////////////////////////////////////////////////////////// /// Macros to define passes within Techniques //////////////////// ////////////////////////////////////////////////////////////////// // older HLSL syntax #define TEX_TECH(TechName,SamplerName) technique TechName { \ pass TexturePass { \ VertexShader = compile vs_2_0 ScreenQuadVS(); \ AlphaBlendEnable = false; ZEnable = false; \ PixelShader = compile ps_2_a TexQuadPS(SamplerName); } } #define TEX_BLEND_TECH(TechName,SamplerName) technique TechName { \ pass TexturePass { \ VertexShader = compile vs_2_0 ScreenQuadVS(); \ ZEnable = false; AlphaBlendEnable = true; \ SrcBlend = SrcAlpha; DestBlend = InvSrcAlpha; \ PixelShader = compile ps_2_a TexQuadPS(SamplerName); } } // newer HLSL syntax #define TEX_TECH2(TechName,SamplerName,TargName) technique TechName { \ pass TexturePass < \ string ScriptFunction = "RenderColorTarget0=" (TargName) ";" \ "DrawInternal=Buffer;"; \ > { \ VertexShader = compile vs_2_0 ScreenQuadVS(); \ AlphaBlendEnable = false; ZEnable = false; \ PixelShader = compile ps_2_a TexQuadPS(SamplerName); } } #define TEX_BLEND_TECH2(TechName,SamplerName) technique TechName { \ pass TexturePass < \ string ScriptFunction = "RenderColorTarget0=" (TargName) ";" \ "DrawInternal=Buffer;"; \ > { \ VertexShader = compile vs_2_0 ScreenQuadVS(); \ ZEnable = false; AlphaBlendEnable = true; \ SrcBlend = SrcAlpha; DestBlend = InvSrcAlpha; \ PixelShader = compile ps_2_a TexQuadPS(SamplerName); } } #endif /* _QUAD_FXH */ ////////////// eof /// ]]></effect></media_objects></fxstudio_project>