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semantic="UNKNOWN" type="1" rows="0" columns="0" handle="99789448" animated="0" numkeys="1" defaulttype="float3" defaultvalue="1.000000e+000, 1.000000e+000, 1.000000e+000"><keys><key num="0" value="1.000000e+000, 1.000000e+000, 1.000000e+000"/></keys></connectionparameter><connectionparameter objectid="3" name="Current Transform" semantic="UNKNOWN" type="5" rows="4" columns="4" handle="99795536" animated="0" numkeys="1" defaulttype="float4x4" defaultvalue="1.000000e+000,0.000000e+000,0.000000e+000,0.000000e+000,0.000000e+000,1.000000e+000,0.000000e+000,0.000000e+000,0.000000e+000,0.000000e+000,1.000000e+000,0.000000e+000,0.000000e+000,0.000000e+000,0.000000e+000,1.000000e+000,"><keys><key num="0" 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objectguid="2342579002_10168_19906_178_150_26_144_17_106_220_182" objectname="NVTransformLink Object" progid="nvsys.NVTransformLink.1"/><object objectid="2" objectguid="3275223899_28196_19999_162_153_111_232_35_119_165_23" objectname="NVParameterList Object" progid="nvsys.NVParameterList.1"/></objects><media_objects><texture path="F:\devrel\SDK\MEDIA\textures\2D\nveye.png"/><texture path="F:\devrel\SDK\MEDIA\textures\2D\nvlogo.dds"/><effect path="F:\devrel\SDK\MEDIA\HLSL\fluid.fx"><![CDATA[/*********************************************************************NVMH3**** File: $Id: //sw/devrel/SDK/MEDIA/HLSL/fluid.fx#11 $ 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: 2D water heightfield simulation using dynamic floating-point texture. SPLASH AROUND WITH THE MOUSE IN THE SCENE WINDOW! sgg 11/05/04 http://freespace.virgin.net/hugo.elias/graphics/x_water.htm ******************************************************************************/ #include <include\\Quad.fxh> float Script : STANDARDSGLOBAL < string UIWidget = "none"; string ScriptClass = "scene"; string ScriptOrder = "standard"; string ScriptOutput = "color"; // We just call a script in the main technique. string Script = "Technique=water;"; > = 0.8; // Params bool bReset : FXCOMPOSER_RESETPULSE < string UIName="Reset"; >; bool Painting < string UIName="Splash with Mouse?"; > = true; float iterationsPerFrame < string UIName = "Iterations Per Frame"; string UIWidget = "slider"; float UIMin = 0; float UIMax = 100; float UIStep = 1; > = 10; float BrushSize < string UIWidget = "slider"; float UIMin = 0.001; float UIMax = 0.15; float UIStep = 0.001; string UIName = "Brush size"; > = 0.1f; float4 ClearColor : DIFFUSE = {0.0, 0.0, 0.0, 0.0}; float4 PaintColor : DIFFUSE = {0.5, 0.5, 0.5, 0.0}; float4 MouseL : LEFTMOUSEDOWN < string UIWidget="None"; >; float3 MousePos : MOUSEPOSITION < string UIWidget="None"; >; float Timer : TIME < string UIWidget = "None"; >; float Damping < string UIWidget = "slider"; string UIName = "Damping"; float UIMin = 0.0; float UIMax = 1.0; float UIStep = 0.001; > = 0.99f; float Brightness < string UIWidget = "slider"; string UIName = "Brightness"; float UIMin = 0.0; float UIMax = 10.0; float UIStep = 0.001; > = 1.0f; float NormalScale < string UIWidget = "slider"; string UIName = "Normal scale"; float UIMin = 0.0; float UIMax = 1.0; float UIStep = 0.001; > = 0.1f; float Refraction < string UIWidget = "slider"; string UIName = "Refraction strengh"; float UIMin = 0.0; float UIMax = 1.0; float UIStep = 0.001; > = 0.01f; //////////////////////////////////////////////////// /// Textures /////////////////////////////////////// //////////////////////////////////////////////////// #define WIDTH 256 #define HEIGHT 256 float2 viewport : VIEWPORTPIXELSIZE <string UIWidget="none";>; float2 texelSize <string UIWidget="none";> = 1.0f / float2(WIDTH, HEIGHT); //static float2 texelSize = 1.0f / viewport; //#define TEX_FORMAT "A32B32G32R32F" #define TEX_FORMAT "A16B16G16R16F" //#define TEX_FORMAT "R32F" texture PaintTex : RENDERCOLORTARGET < float2 Dimensions = { WIDTH, HEIGHT }; // float2 ViewportRatio = { 1.0, 1.0 }; string Format = "a8b8g8r8"; string UIWidget = "None"; int MipLevels = 1; >; // We need 3 heightfield textures - current, previous, and one to render to texture HeightTex0 : RENDERCOLORTARGET < float2 Dimensions = { WIDTH, HEIGHT }; // float2 ViewportRatio = { 1.0, 1.0 }; string Format = TEX_FORMAT; string UIWidget = "None"; int MipLevels = 1; >; texture HeightTex1 : RENDERCOLORTARGET < float2 Dimensions = { WIDTH, HEIGHT }; // float2 ViewportRatio = { 1.0, 1.0 }; string Format = TEX_FORMAT; string UIWidget = "None"; int MipLevels = 1; >; texture HeightTex2 : RENDERCOLORTARGET < float2 Dimensions = { WIDTH, HEIGHT }; // float2 ViewportRatio = { 1.0, 1.0 }; string Format = TEX_FORMAT; string UIWidget = "None"; int MipLevels = 1; >; texture NormalMapTex : RENDERCOLORTARGET < float2 Dimensions = { WIDTH, HEIGHT }; // float2 ViewportRatio = { 1.0, 1.0 }; string Format = TEX_FORMAT; string UIWidget = "None"; int MipLevels = 1; >; texture DepthStencilTarget : RENDERDEPTHSTENCILTARGET < float2 Dimensions = { WIDTH, HEIGHT }; // float2 ViewportRatio = { 1.0, 1.0 }; string format = "D24S8"; string UIWidget = "None"; >; sampler PaintSamp = sampler_state { texture = <PaintTex>; AddressU = CLAMP; AddressV = CLAMP; MipFilter = None; MinFilter = POINT; MagFilter = POINT; }; sampler HeightSamp0 = sampler_state { texture = <HeightTex0>; AddressU = CLAMP; AddressV = CLAMP; MipFilter = None; MinFilter = POINT; MagFilter = POINT; }; sampler HeightSamp1 = sampler_state { texture = <HeightTex1>; AddressU = CLAMP; AddressV = CLAMP; MipFilter = None; MinFilter = POINT; MagFilter = POINT; }; sampler HeightSamp2 = sampler_state { texture = <HeightTex2>; AddressU = CLAMP; AddressV = CLAMP; MipFilter = None; MinFilter = POINT; MagFilter = POINT; }; sampler NormalMapSamp = sampler_state { texture = <NormalMapTex>; AddressU = CLAMP; AddressV = CLAMP; MipFilter = None; MinFilter = POINT; MagFilter = POINT; }; texture SeedTexture < string ResourceName = "Height_seed.png"; string TextureType = "2D"; string UIName = "Seed Image"; >; sampler2D SeedSampler = sampler_state { Texture = <SeedTexture>; MinFilter = Linear; MagFilter = Linear; MipFilter = None; AddressU = CLAMP; AddressV = CLAMP; }; texture ImageTexture < string ResourceName = "nvlogo.png"; string TextureType = "2D"; string UIName = "Background Image"; >; sampler2D ImageSampler = sampler_state { Texture = <ImageTexture>; MinFilter = Linear; MagFilter = Linear; MipFilter = Linear; AddressU = Wrap; AddressV = Wrap; }; // Shaders #if 1 #define float4 half4 #define float3 half3 #define float2 half2 #define float half #endif float4 sumNeighborsWrap(sampler2D tex, float2 coords) { float4 sum; sum = tex2D(tex, coords + float2(texelSize.x, 0)); sum += tex2D(tex, coords + float2(-texelSize.x, 0)); sum += tex2D(tex, coords + float2(0, texelSize.y)); sum += tex2D(tex, coords + float2(0, -texelSize.y)); return sum; } // perform water simulation float4 simulate_PS(QuadVertexOutput IN, uniform sampler2D currentHeightTex, uniform sampler2D prevHeightTex ) : COLOR { float4 h_curr = tex2D(currentHeightTex, IN.UV.xy); float4 h_new = sumNeighborsWrap(prevHeightTex, IN.UV.xy) / 2.0 - h_curr; h_new *= Damping; return h_new; } // simulate and add seed float4 simulate_seed_PS(QuadVertexOutput IN, uniform sampler2D tex_curr, uniform sampler2D tex_prev ) : COLOR { return simulate_PS(IN, tex_curr, tex_prev) + tex2D(PaintSamp, IN.UV.xy); } // paint brush stroke float4 strokePS(QuadVertexOutput IN) : COLOR { float r = length(IN.UV.xy - 0.5*MousePos.xy); // float i = r < BrushSize; float i = smoothstep(BrushSize, 0.0, r); i *= MouseL.z * Painting; return PaintColor * i; } // add paint texture to buffer float4 addSeedPS(QuadVertexOutput IN, uniform sampler2D tex ) : COLOR { return tex2D(tex, IN.UV.xy) + tex2D(PaintSamp, IN.UV.xy); } // calculate normal from heightfield float4 calcNormalPS(QuadVertexOutput IN, uniform sampler2D heightTex ) : COLOR { float3 n; n.y = tex2D(heightTex, IN.UV.xy + float2(-texelSize.x, 0.0)).x - tex2D(heightTex, IN.UV.xy + float2(texelSize.x, 0.0)).x; n.x = tex2D(heightTex, IN.UV.xy + float2(0.0, -texelSize.x)).x - tex2D(heightTex, IN.UV.xy + float2(0.0, texelSize.y)).x; n.z = NormalScale; n = normalize(n); return float4(n, 1.0); } // display heightfield float4 displayHeightPS(QuadVertexOutput IN, uniform sampler2D tex ) : COLOR { // return abs(tex2D(tex, IN.UV.xy)) * Brightness; return (tex2D(tex, IN.UV.xy)*0.5+0.5) * Brightness; } // display heightfield with shading effects float4 displayShadedPS(QuadVertexOutput IN, uniform sampler2D heightTex, uniform sampler2D normalTex, uniform sampler2D imageTex ) : COLOR { float3 L = { 0.577, 0.577, 0.577 }; // float3 L = { 0.0, 0.0, 1.0 }; float3 H = L; float3 diffColor = { 1.0, 1.0, 1.0 }; float3 specColor = { 1.0, 1.0, 1.0 }; float shininess = 10.0; float3 N = tex2D(normalTex, IN.UV.xy); float3 diff = max(0, dot(N, L)) * diffColor; float3 spec = pow(max(0, dot(N, H)), shininess) * specColor; float3 image = tex2D(imageTex, IN.UV.xy + N.xy*Refraction); // return float4(diff + spec, 1.0); // return float4(spec, 1.0); return float4(image*diff + spec, 1.0); } // Technique technique water < string Script = "LoopByCount=bReset;" "Pass=reset;" "Pass=reset1;" "LoopEnd=;" "Pass=paint;" // "Pass=seed;" "LoopByCount=iterationsPerFrame;" "Pass=simulate0;" "Pass=copy0;" "Pass=simulate1;" "Pass=copy1;" "LoopEnd=;" "Pass=calcNormal;" "Pass=display;"; > { pass simulate0 < string Script = "RenderColorTarget0=HeightTex2;" "RenderDepthStencilTarget=DepthStencilTarget;" "Draw=Buffer;"; > { VertexShader = compile vs_1_1 ScreenQuadVS(); PixelShader = compile ps_2_a simulate_PS(HeightSamp0, HeightSamp1); AlphaBlendEnable = false; ZEnable = false; ZFunc = always; } pass copy0 < string Script = "RenderColorTarget0=HeightTex0;" "RenderDepthStencilTarget=DepthStencilTarget;" "Draw=Buffer;"; > { VertexShader = compile vs_1_1 ScreenQuadVS(); PixelShader = compile ps_2_a TexQuadPS(HeightSamp2); AlphaBlendEnable = false; ZEnable = false; } pass simulate1 < string Script = "RenderColorTarget0=HeightTex2;" "RenderDepthStencilTarget=DepthStencilTarget;" "Draw=Buffer;"; > { VertexShader = compile vs_1_1 ScreenQuadVS(); // PixelShader = compile ps_2_a simulate_PS(HeightSamp1, HeightSamp0); PixelShader = compile ps_2_a simulate_seed_PS(HeightSamp1, HeightSamp0); AlphaBlendEnable = false; ZEnable = false; } pass copy1 < string Script = "RenderColorTarget0=HeightTex1;" "RenderDepthStencilTarget=DepthStencilTarget;" "Draw=Buffer;"; > { VertexShader = compile vs_1_1 ScreenQuadVS(); PixelShader = compile ps_2_a TexQuadPS(HeightSamp2); AlphaBlendEnable = false; ZEnable = false; } pass calcNormal < string Script = "RenderColorTarget0=NormalMapTex;" "RenderDepthStencilTarget=DepthStencilTarget;" "Draw=Buffer;"; > { VertexShader = compile vs_1_1 ScreenQuadVS(); PixelShader = compile ps_2_a calcNormalPS(HeightSamp0); AlphaBlendEnable = false; ZEnable = false; } pass display < string Script = "RenderColorTarget0=;" "RenderDepthStencilTarget=;" "Draw=Buffer;"; > { VertexShader = compile vs_1_1 ScreenQuadVS(); // PixelShader = compile ps_2_a TexQuadPS(HeightSamp0); // PixelShader = compile ps_2_a displayHeightPS(HeightSamp0); // PixelShader = compile ps_2_a displayHeightPS(NormalMapSamp); PixelShader = compile ps_2_a displayShadedPS(HeightSamp0, NormalMapSamp, ImageSampler); AlphaBlendEnable = false; ZEnable = false; } pass paint < string Script = "RenderColorTarget0=PaintTex;" "RenderDepthStencilTarget=DepthStencilTarget;" // "LoopByCount=bReset;" "ClearSetColor=ClearColor;" "Clear=Color0;" // "LoopEnd=;" "Draw=Buffer;"; > { VertexShader = compile vs_1_1 ScreenQuadVS(); PixelShader = compile ps_2_0 strokePS(); AlphaBlendEnable = true; SrcBlend = One; DestBlend = One; ZEnable = false; } pass seed < string Script = "RenderColorTarget0=HeightTex0;" "RenderDepthStencilTarget=DepthStencilTarget;" "LoopByCount=bReset;" "ClearSetColor=ClearColor;" "Clear=Color0;" "LoopEnd=;" "Draw=Buffer;"; > { VertexShader = compile vs_1_1 ScreenQuadVS(); PixelShader = compile ps_2_0 addSeedPS(HeightSamp1); AlphaBlendEnable = false; ZEnable = false; } pass reset < string Script = "RenderColorTarget0=HeightTex0;" "RenderDepthStencilTarget=DepthStencilTarget;" "Draw=Buffer;"; > { VertexShader = compile vs_1_1 ScreenQuadVS(); PixelShader = compile ps_2_a TexQuadPS(SeedSampler); AlphaBlendEnable = false; ZEnable = false; } pass reset1 < string Script = "RenderColorTarget0=HeightTex1;" "RenderDepthStencilTarget=DepthStencilTarget;" "Draw=Buffer;"; > { VertexShader = compile vs_1_1 ScreenQuadVS(); PixelShader = compile ps_2_a TexQuadPS(SeedSampler); AlphaBlendEnable = false; ZEnable = false; } } ]]></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>