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progid="nvsys.NVTransformLink.1"/><object objectid="8" objectguid="2516468428_38854_16959_155_101_192_176_42_10_71_202" objectname="NVGeoPipeObject_MeshMender Object" progid="nvsys.NVGeoPipeObject_MeshMender.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="7" objectguid="4057994036_6371_17546_152_57_13_140_51_98_219_190" objectname="NVGeoPipeObject_TexGen Object" progid="nvsys.NVGeoPipeObject_TexGen.1"/></objects><media_objects><texture path="C:\Program Files\NVIDIA Corporation\NVIDIA FX Composer\MEDIA\textures\1D\FireGrade.bmp"/><effect path="F:\devrel\SDK\MEDIA\HLSL\vbomb.fx"><![CDATA[/*********************************************************************NVMH3**** File: $Id: //sw/devrel/SDK/MEDIA/HLSL/vbomb.fx#5 $ Copyright NVIDIA Corporation 2002-2004 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: HLSL noise implementation for vertex program profile This is based on Perlin's original code: http://mrl.nyu.edu/~perlin/doc/oscar.html & Thanks to Simon Green - KB It combines the permutation and gradient tables into one array of float4's to conserve constant memory. The table is duplicated twice to avoid modulo operations. Notes: Should use separate tables for 1, 2 and 3D versions ******************************************************************************/ #include <include\\vnoise-table.fxh> float Script : STANDARDSGLOBAL < string UIWidget = "none"; string ScriptClass = "object"; string ScriptOrder = "standard"; string ScriptOutput = "color"; string Script = "Technique=vBomb;"; > = 0.8; ////////////////////////////////////////////////////////////// // UNTWEAKABLES ////////////////////////////////////////////// ////////////////////////////////////////////////////////////// float timer : TIME <string UIWidget="None";>; float4x4 WorldViewProj : WORLDVIEWPROJECTION <string UIWidget="None";>; ////////////////////////////////////////////////////////////// // TWEAKABLES //////////////////////////////////////////////// ////////////////////////////////////////////////////////////// float Displacement < string UIWidget = "slider"; float UIMin = 0.0; float UIMax = 2.0; float UIStep = 0.01; > = 1.6f; float Sharpness < string UIWidget = "slider"; float UIMin = 0.1; float UIMax = 5.0; float UIStep = 0.1; > = 1.90f; float ColorSharpness < string UIWidget = "slider"; float UIMin = 0.1; float UIMax = 5.0; float UIStep = 0.1; > = 3.0f; float Speed < string UIWidget = "slider"; float UIMin = 0.01; float UIMax = 1.0; float UIStep = 0.001; > = 0.3f; float TurbDensity < string UIWidget = "slider"; float UIMin = 0.01; float UIMax = 8.0; float UIStep = 0.001; > = 2.27f; float ColorRange < string UIWidget = "slider"; float UIMin = -6.0; float UIMax = 6.0; float UIStep = 0.01; > = -2.0f; float4x4 NoiseMatrix = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; //float4 dd[5] = { // 0,2,3,1, 2,2,2,2, 3,3,3,3, 4,4,4,4, 5,5,5,5 }; //////////////////////////// texture /////////////////////// texture GradeTex < string ResourceName = "1D\\FireGrade.bmp"; string ResourceType = "2D"; string UIName = "Fire Gradient"; >; sampler2D GradeSampler = sampler_state { Texture = <GradeTex>; MinFilter = Linear; MagFilter = Linear; MipFilter = Linear; AddressU = clamp; }; ///////////// functions // this is the smoothstep function f(t) = 3t^2 - 2t^3, without the normalization float3 s_curve(float3 t) { return t*t*( float3(3,3,3) - float3(2,2,2)*t); } float2 s_curve(float2 t) { return t*t*( float2(3,3) - float2(2,2)*t); } float s_curve(float t) { return t*t*(3.0-2.0*t); } // 3D version float noise(float3 v, const uniform float4 pg[FULLSIZE]) { v = v + float3(10000.0f, 10000.0f, 10000.0f); // hack to avoid negative numbers float3 i = frac(v * NOISEFRAC) * BSIZE; // index between 0 and BSIZE-1 float3 f = frac(v); // fractional position // lookup in permutation table float2 p; p.x = pg[ i[0] ].w; p.y = pg[ i[0] + 1 ].w; p = p + i[1]; float4 b; b.x = pg[ p[0] ].w; b.y = pg[ p[1] ].w; b.z = pg[ p[0] + 1 ].w; b.w = pg[ p[1] + 1 ].w; b = b + i[2]; // compute dot products between gradients and vectors float4 r; r[0] = dot( pg[ b[0] ].xyz, f ); r[1] = dot( pg[ b[1] ].xyz, f - float3(1.0f, 0.0f, 0.0f) ); r[2] = dot( pg[ b[2] ].xyz, f - float3(0.0f, 1.0f, 0.0f) ); r[3] = dot( pg[ b[3] ].xyz, f - float3(1.0f, 1.0f, 0.0f) ); float4 r1; r1[0] = dot( pg[ b[0] + 1 ].xyz, f - float3(0.0f, 0.0f, 1.0f) ); r1[1] = dot( pg[ b[1] + 1 ].xyz, f - float3(1.0f, 0.0f, 1.0f) ); r1[2] = dot( pg[ b[2] + 1 ].xyz, f - float3(0.0f, 1.0f, 1.0f) ); r1[3] = dot( pg[ b[3] + 1 ].xyz, f - float3(1.0f, 1.0f, 1.0f) ); // interpolate f = s_curve(f); r = lerp( r, r1, f[2] ); r = lerp( r.xyyy, r.zwww, f[1] ); return lerp( r.x, r.y, f[0] ); } // 2D version float noise(float2 v, const uniform float4 pg[FULLSIZE]) { v = v + float2(10000.0f, 10000.0f); float2 i = frac(v * NOISEFRAC) * BSIZE; // index between 0 and BSIZE-1 float2 f = frac(v); // fractional position // lookup in permutation table float2 p; p[0] = pg[ i[0] ].w; p[1] = pg[ i[0]+1 ].w; p = p + i[1]; // compute dot products between gradients and vectors float4 r; r[0] = dot( pg[ p[0] ].xy, f); r[1] = dot( pg[ p[1] ].xy, f - float2(1.0f, 0.0f) ); r[2] = dot( pg[ p[0]+1 ].xy, f - float2(0.0f, 1.0f) ); r[3] = dot( pg[ p[1]+1 ].xy, f - float2(1.0f, 1.0f) ); // interpolate f = s_curve(f); r = lerp( r.xyyy, r.zwww, f[1] ); return lerp( r.x, r.y, f[0] ); } // 1D version float noise(float v, const uniform float4 pg[FULLSIZE]) { v = v + 10000.0f; float i = frac(v * NOISEFRAC) * BSIZE; // index between 0 and BSIZE-1 float f = frac(v); // fractional position // compute dot products between gradients and vectors float2 r; r[0] = pg[i].x * f; r[1] = pg[i + 1].x * (f - 1.0f); // interpolate f = s_curve(f); return lerp( r[0], r[1], f); } ///////////////////////////// struct appData { float4 Position : POSITION; float4 Normal : NORMAL; float4 TexCoord0 : TEXCOORD0; }; // define outputs from vertex shader struct vertexOutData { float4 HPosition : POSITION; float4 Color0 : COLOR0; }; //////// vertexOutData mainVS(appData IN) { vertexOutData OUT; float4 noisePos = TurbDensity*mul(IN.Position+(Speed*timer),NoiseMatrix); float i = (noise(noisePos.xyz, NTab) + 1.0f) * 0.5f; float cr = 1.0-(0.5+ColorRange*(i-0.5)); cr = pow(cr,ColorSharpness); OUT.Color0 = float4((cr).xxx, 1.0f); // displacement along normal float ni = pow(abs(i),Sharpness); i -= 0.5; //i = sign(i) * pow(i,Sharpness); // we will use our own "normal" vector because the default geom is a sphere float4 Nn = float4(normalize(IN.Position).xyz,0); float4 NewPos = IN.Position - (Nn * (ni-0.5) * Displacement); //position.w = 1.0f; OUT.HPosition = mul(NewPos,WorldViewProj); return OUT; } float4 hotPS(vertexOutData IN) : COLOR { float2 nuv = float2(IN.Color0.x,0); float4 nc = tex2D(GradeSampler,nuv); return nc; } ////////////////////// technique vBomb < string Script = "Pass=p0;"; > { pass p0 < string Script = "Draw=geometry;"; > { VertexShader = compile vs_2_0 mainVS(); ZEnable = true; ZWriteEnable = true; CullMode = None; AlphaBlendEnable = false; PixelShader = compile ps_2_a hotPS(); } } ///////////////////////////////////////////////////////////////// eof // ]]></effect><effect path="f:\devrel\sdk\media\hlsl\include\\vnoise-table.fxh"><![CDATA[// NOISE TABLE, seed value: 0 ///////////////////// #define BSIZE 32 #define FULLSIZE 66 #define NOISEFRAC 0.03125 const float4 NTab[66] <string UIWidget="None";> = {-0.854611,-0.453029,0.25378,0, -0.84528,-0.456307,-0.278002,1, -0.427197,0.847095,-0.316122,2, 0.670266,-0.496104,0.551928,3, -0.675674,-0.713842,0.184102,4, -0.0373602,-0.600265,0.798928,5, -0.939116,-0.119538,0.322135,6, 0.818521,0.278224,0.502609,7, 0.105335,-0.765291,0.635007,8, -0.634436,-0.298693,0.712933,9, -0.532414,-0.603311,-0.593761,10, 0.411375,0.0976618,0.906219,11, 0.798824,-0.416379,-0.434175,12, -0.691156,0.585681,-0.423415,13, 0.612298,0.0777332,0.786797,14, 0.264612,-0.262848,0.927842,15, -0.70809,0.0548396,-0.703989,16, 0.933195,-0.294222,-0.206349,17, 0.788936,-0.466718,-0.399692,18, -0.540183,-0.824413,0.168954,19, 0.469322,-0.184125,0.863617,20, -0.84773,0.292229,-0.44267,21, 0.450832,0.650314,-0.611427,22, 0.906378,-0.247125,-0.342647,23, -0.995052,0.0271277,-0.0955848,24, -0.0252277,-0.778349,0.627325,25, 0.991428,0.128623,0.0229457,26, -0.842581,-0.290688,0.453384,27, -0.662511,-0.500545,-0.557256,28, 0.650245,-0.692099,-0.313338,29, 0.636901,0.768918,-0.0558766,30, -0.437006,0.872104,-0.220138,31, -0.854611,-0.453029,0.25378,0, -0.84528,-0.456307,-0.278002,1, -0.427197,0.847095,-0.316122,2, 0.670266,-0.496104,0.551928,3, -0.675674,-0.713842,0.184102,4, -0.0373602,-0.600265,0.798928,5, -0.939116,-0.119538,0.322135,6, 0.818521,0.278224,0.502609,7, 0.105335,-0.765291,0.635007,8, -0.634436,-0.298693,0.712933,9, -0.532414,-0.603311,-0.593761,10, 0.411375,0.0976618,0.906219,11, 0.798824,-0.416379,-0.434175,12, -0.691156,0.585681,-0.423415,13, 0.612298,0.0777332,0.786797,14, 0.264612,-0.262848,0.927842,15, -0.70809,0.0548396,-0.703989,16, 0.933195,-0.294222,-0.206349,17, 0.788936,-0.466718,-0.399692,18, -0.540183,-0.824413,0.168954,19, 0.469322,-0.184125,0.863617,20, -0.84773,0.292229,-0.44267,21, 0.450832,0.650314,-0.611427,22, 0.906378,-0.247125,-0.342647,23, -0.995052,0.0271277,-0.0955848,24, -0.0252277,-0.778349,0.627325,25, 0.991428,0.128623,0.0229457,26, -0.842581,-0.290688,0.453384,27, -0.662511,-0.500545,-0.557256,28, 0.650245,-0.692099,-0.313338,29, 0.636901,0.768918,-0.0558766,30, -0.437006,0.872104,-0.220138,31, -0.854611,-0.453029,0.25378,0, -0.84528,-0.456307,-0.278002,1}; ///////////////////////////// eof /// ]]></effect><effect path="F:\devrel\SDK\MEDIA\HLSL\post_edgeDetect2.fx"><![CDATA[/*********************************************************************NVMH3**** File: $Id: //sw/devrel/SDK/MEDIA/HLSL/post_edgeDetect2.fx#6 $ 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. Same as scene_edgeDetect, but with the kernel values "hand-cooked" for efficiency ******************************************************************************/ float Script : STANDARDSGLOBAL < string UIWidget = "none"; string ScriptClass = "scene"; string ScriptOrder = "postprocess"; string ScriptOutput = "color"; string Script = "Technique=Main;"; > = 0.8; // version # /////////////////////////////////////////////////////////// /////////////////////////////////////// Tweakables //////// /////////////////////////////////////////////////////////// float4 ClearColor < string UIWidget = "color"; string UIName = "background"; > = {0,0,0,0.0}; float ClearDepth <string UIWidget = "none";> = 1.0; #include <include\\Quad.fxh> float NPixels < string UIName = "Pixels Steps"; string UIWidget = "slider"; float UIMin = 1.0f; float UIMax = 5.0f; float UIStep = 0.5f; > = 1.5f; float Threshhold < string UIWidget = "slider"; float UIMin = 0.01f; float UIMax = 0.5f; float UIStep = 0.01f; > = 0.2; /////////////////////////////////////////////////////////// ///////////////////////////// Render-to-Texture Data ////// /////////////////////////////////////////////////////////// DECLARE_QUAD_TEX(SceneTexture,SceneSampler,"X8R8G8B8") DECLARE_QUAD_DEPTH_BUFFER(DepthBuffer, "D24S8") // QUAD_REAL Time : TIME <string UIWidget="None";>; //////////////////////////// struct /// struct EdgeVertexOutput { QUAD_REAL4 Position : POSITION; QUAD_REAL2 UV00 : TEXCOORD0; QUAD_REAL2 UV01 : TEXCOORD1; QUAD_REAL2 UV02 : TEXCOORD2; QUAD_REAL2 UV10 : TEXCOORD3; QUAD_REAL2 UV12 : TEXCOORD4; QUAD_REAL2 UV20 : TEXCOORD5; QUAD_REAL2 UV21 : TEXCOORD6; QUAD_REAL2 UV22 : TEXCOORD7; }; EdgeVertexOutput edgeVS( QUAD_REAL3 Position : POSITION, QUAD_REAL3 TexCoord : TEXCOORD0 ) { EdgeVertexOutput OUT; OUT.Position = QUAD_REAL4(Position, 1); QUAD_REAL2 off = QUAD_REAL2(QuadTexOffset/(QuadScreenSize.x),QuadTexOffset/(QuadScreenSize.y)); QUAD_REAL2 ctr = QUAD_REAL2(TexCoord.xy+off); QUAD_REAL2 ox = QUAD_REAL2(NPixels/QuadScreenSize.x,0.0); QUAD_REAL2 oy = QUAD_REAL2(0.0,NPixels/QuadScreenSize.y); OUT.UV00 = ctr - ox - oy; OUT.UV01 = ctr - oy; OUT.UV02 = ctr + ox - oy; OUT.UV10 = ctr - ox; OUT.UV12 = ctr + ox; OUT.UV20 = ctr - ox + oy; OUT.UV21 = ctr + oy; OUT.UV22 = ctr + ox + oy; return OUT; } ////////////////////////////////////////////////////// ////////////////////////////////// pixel shader ////// ////////////////////////////////////////////////////// QUAD_REAL getGray(QUAD_REAL4 c) { return(dot(c.rgb,((0.33333).xxx))); } QUAD_REAL4 edgeDetectPS(EdgeVertexOutput IN, uniform sampler2D ColorMap, uniform QUAD_REAL T2 ) : COLOR { QUAD_REAL4 CC; CC = tex2D(ColorMap,IN.UV00); QUAD_REAL g00 = getGray(CC); CC = tex2D(ColorMap,IN.UV01); QUAD_REAL g01 = getGray(CC); CC = tex2D(ColorMap,IN.UV02); QUAD_REAL g02 = getGray(CC); CC = tex2D(ColorMap,IN.UV10); QUAD_REAL g10 = getGray(CC); CC = tex2D(ColorMap,IN.UV12); QUAD_REAL g12 = getGray(CC); CC = tex2D(ColorMap,IN.UV20); QUAD_REAL g20 = getGray(CC); CC = tex2D(ColorMap,IN.UV21); QUAD_REAL g21 = getGray(CC); CC = tex2D(ColorMap,IN.UV22); QUAD_REAL g22 = getGray(CC); QUAD_REAL sx = 0; sx -= g00; sx -= g01 * 2; sx -= g02; sx += g20; sx += g21 * 2; sx += g22; QUAD_REAL sy = 0; sy -= g00; sy += g02; sy -= g10 * 2; sy += g12 * 2; sy -= g20; sy += g22; QUAD_REAL dist = (sx*sx+sy*sy); QUAD_REAL result = 1; if (dist>T2) { result = 0; } return result.xxxx; } //////////////////////////////////////////////////////////// /////////////////////////////////////// techniques ///////// //////////////////////////////////////////////////////////// technique Main < string ScriptClass = "scene"; string ScriptOrder = "postprocess"; string ScriptOutput = "color"; string Script = "RenderColorTarget0=SceneTexture;" "RenderDepthStencilTarget=DepthBuffer;" "ClearSetColor=ClearColor;" "ClearSetDepth=ClearDepth;" "Clear=Color;" "Clear=Depth;" "ScriptExternal=color;" "Pass=ImageProc;"; > { pass ImageProc < string Script = "RenderColorTarget0=;" "Draw=Buffer;"; > { cullmode = none; ZEnable = false; ZWriteEnable = false; AlphaBlendEnable = false; VertexShader = compile vs_1_1 edgeVS(); PixelShader = compile ps_2_0 edgeDetectPS(SceneSampler,(Threshhold*Threshhold)); } } ////////////// 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>