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//sw/devrel/SDK/MEDIA/HLSL/fireball.fx#4 $ 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. Procedural volumetric fireball effect The distance from the centre of the volume is mapped to a color and a density value using a 1D texture. The distance is perturbed by 4 octaves of Perlin noise to add visual detail. The final effect is rendered using ray marching. sgreen 6/04 See: http://www.siggraph.org/education/materials/HyperGraph/raytrace/rtinter3.htm ******************************************************************************/ float Script : STANDARDSGLOBAL < string UIWidget = "none"; string ScriptClass = "scene"; string ScriptOrder = "standard"; string ScriptOutput = "color"; string Script = "Technique=Technique?PS30:PS20;"; > = 0.8; // version # float4 ClearColor < string UIWidget="color"; string UIName = "Bg"; > = { 0.0f, 0.0f, 0.0f, 1.0f}; float ClearDepth = 1.0f; float4x4 view : View < string UIWidget="none";>; float4x4 viewInv : ViewInverse < string UIWidget="none";>; float2 viewport : VIEWPORTPIXELSIZE < string UIWidget="none";>; float3 boxMin = { -1.0, -1.0, -1.0 }; float3 boxMax = { 1.0, 1.0, 1.0 }; float time : TIME < string UIWidget = "none"; >; int steps = 50; float foclen < string UIWidget="Slider"; string UIName="focal length"; float UIMin = 1.0f; float UIMax = 5000.0f; float UIStep = 10.0f; > = 500.0; float brightness < string UIWidget = "slider"; float UIMin = 0.0f; float UIStep = 1.0f; float UIMax = 1000.0f; > = 50.0; float density < string UIWidget = "slider"; float UIMin = 0.0f; float UIStep = 0.01f; float UIMax = 1.0f; > = 0.3; float noiseFreq < string UIWidget = "slider"; float UIMin = 0.0f; float UIStep = 0.001f; float UIMax = 1.0f; > = 0.05; float noiseAmp < string UIWidget = "slider"; float UIMin = -4.0f; float UIStep = 0.01f; float UIMax = 4.0f; > = 1.0; float distanceScale < string UIWidget = "slider"; float UIMin = 0.0f; float UIStep = 0.01f; float UIMax = 10.0f; > = 1.0; float3 timeScale = { 0, -0.01, 0 }; float3 objScale = { 1.1, 1.1, 1.1 }; ////////////// texture noiseTexture < string texturetype = "3D"; string function = "GenerateVolumeNoise"; string format = "q8w8v8u8"; // int width = 128, height = 128, depth = 128; int width = 64, height = 64, depth = 64; >; texture gradientTexture < string ResourceName = "fire_gradient3.dds"; >; sampler3D noiseSampler = sampler_state { Texture = <noiseTexture>; MinFilter = Linear; MagFilter = Linear; MipFilter = Linear; }; sampler1D gradientSampler = sampler_state { Texture = <gradientTexture>; MinFilter = Linear; MagFilter = Linear; MipFilter = None; AddressU = Clamp; }; /// texture funcs //// float4 GenerateVolumeNoise(float3 p : POSITION) : COLOR { // const float noisescale = 5.0; const float noisescale = 64.0; p *= noisescale; return float4(noise(p), noise(p + float3(5, 7, 13)), noise(p + float3(9, 37, 57)), noise(p + float3(17, 21, 99))); } ////////// shading utility functions /////////////// // procedural fireball half4 tex_noise(half3 p) { // return tex3D(noiseSampler, p)*2-1; // return tex3D(noiseSampler, p); return abs(tex3D(noiseSampler, p)); } half4 turbulence(half3 p) { return tex_noise(p)*0.5 + tex_noise(p*2)*0.25 + tex_noise(p*4)*0.125 + tex_noise(p*8)*0.0625; } half4 fireball(half3 p, float time) { half d = length(p); // d += tex_noise(p*noiseFreq)*noiseAmp; d += turbulence(p*noiseFreq + time*timeScale).x*noiseAmp; half4 c = tex1D(gradientSampler, d*distanceScale); c.a *= density; return c; } ///// ray struct //////////////// struct Ray { float3 o; // origin float3 d; // direction }; //////////////////////////////////////////////////////// // Ray-box intesection using slabs method // See: http://www.siggraph.org/education/materials/HyperGraph/raytrace/rtinter3.htm // Intersect ray with slab in one axis // o, d - ray origin, direction // l, h - slab minimum, maximum void IntersectSlab(float o, float d, float l, float h, inout bool hit, inout float tnear, inout float tfar) { if (d==0.0) { // ray parallel to planes if ((o < l) || (o > h)) { // ray is not between slabs hit = false; // return; } } float t1 = (l - o) / d; float t2 = (h - o) / d; if (t1 > t2) { // swap so that t1 is nearest float temp = t1; t1 = t2; t2 = temp; } if (t1 > tnear) { tnear = t1; } if (t2 < tfar) { tfar = t2; } if (tnear > tfar) { // box missed hit = false; } if (tfar < 0) { // box behind ray hit = false; } } // Intersect ray with box // note - could probably vectorize this better bool IntersectBox(Ray r, float3 Bl, float3 Bh, out float tnear, out float tfar) { tnear = -1e20; tfar = 1e20; bool hit = true; IntersectSlab(r.o.x, r.d.x, Bl.x, Bh.x, hit, tnear, tfar); IntersectSlab(r.o.y, r.d.y, Bl.y, Bh.y, hit, tnear, tfar); IntersectSlab(r.o.z, r.d.z, Bl.z, Bh.z, hit, tnear, tfar); return hit; } //// Vertex shader ///////////////////////////////////////////////////////////////////// void RayMarchVS(inout float4 pos : POSITION, in float4 texcoord : TEXCOORD0, out Ray eyeray : TEXCOORD0, out float mod_time : TEXCOORD2 ) { // calculate world space eye ray // origin eyeray.o = mul(float4(0, 0, 0, 1), viewInv); // direction eyeray.d.xy = ((texcoord*2.0)-1.0) * viewport; eyeray.d.y = -eyeray.d.y; // flip y axis eyeray.d.z = foclen; eyeray.d = mul(eyeray.d, (float3x3) viewInv); mod_time = fmod(time, 100.0); } // Pixel shader ///////////////////////////////////////////////////////////// float4 RayMarchPS(Ray eyeray : TEXCOORD0, float mod_time : TEXCOORD2, uniform sampler3D volume, uniform int steps) : COLOR { // calculate ray intersection with bounding box float tnear, tfar; bool hit = IntersectBox(eyeray, boxMin, boxMax, tnear, tfar); if (!hit) discard; // calculate intersection points float3 Pnear = eyeray.o + eyeray.d*tnear; float3 Pfar = eyeray.o + eyeray.d*tfar; // map box world coords to texture coords Pnear *= objScale; Pfar *= objScale; // march along ray, accumulating color half4 c = 0; float3 Pstep = (Pnear - Pfar) / (steps-1); float3 P = Pfar; // this compiles to a real loop in PS3.0: for(int i=0; i<steps; i++) { half4 s = fireball(P, mod_time); c = (1.0-s.a)*c + s.a*s; P += Pstep; } c /= steps; c *= brightness; // return hit; // return tfar - tnear; return c; } //////////////////////////////////////////////////////// techniques ////////// technique PS30 < string Script = "ClearSetColor=ClearColor;" "ClearSetDepth=ClearDepth;" "Clear=color;" "Clear=depth;" "Pass=p0;"; > { pass p0 < string Script = "Draw=Buffer;"; > { VertexShader = compile vs_3_0 RayMarchVS(); cullmode = none; ZEnable = false; ZWriteEnable = false; AlphaBlendEnable = false; PixelShader = compile ps_3_0 RayMarchPS(noiseSampler, 50); } } technique PS20 < string Script = "ClearSetColor=ClearColor;" "ClearSetDepth=ClearDepth;" "Clear=color;" "Clear=depth;" "Pass=p0;"; > { pass p0 < string Script = "Draw=Buffer;"; > { VertexShader = compile vs_1_1 RayMarchVS(); cullmode = none; ZEnable = false; ZWriteEnable = false; AlphaBlendEnable = false; PixelShader = compile ps_2_a RayMarchPS(noiseSampler, 15); } } ]]></effect></media_objects></fxstudio_project>