예제 #1
0
//----------------------------------------------------------------------------
bool FxCompiler::CreateEffect (const Program& vProgram,
    const Program& pProgram)
{
    InputArray vInputs, pInputs;
    OutputArray vOutputs, pOutputs;
    ConstantArray vConstants, pConstants;
    SamplerArray vSamplers, pSamplers;

    if (!Process(vProgram, vInputs, vOutputs, vConstants, vSamplers))
    {
        return false;
    }

    if (!Process(pProgram, pInputs, pOutputs, pConstants, pSamplers))
    {
        return false;
    }

    mVShader = (VertexShader*)CreateShader(true, vProgram, vInputs, vOutputs,
        vConstants, vSamplers);

    mPShader = (PixelShader*)CreateShader(false, pProgram, pInputs, pOutputs,
        pConstants, pSamplers);

    VisualPass* pass = new0 VisualPass();
    pass->SetVertexShader(mVShader);
    pass->SetPixelShader(mPShader);

    // TODO.  Once Cg FX files are parsed, the global state from each pass
    // should be set here.  For now, the application is responsible for
    // setting the global state after the *.wmfx file is loaded.
    pass->SetAlphaState(new0 AlphaState());
    pass->SetCullState(new0 CullState());
    pass->SetDepthState(new0 DepthState());
    pass->SetOffsetState(new0 OffsetState());
    pass->SetStencilState(new0 StencilState());
    pass->SetWireState(new0 WireState());

    // TODO.  Once Cg FX files are parsed, we might have multiple techniques
    // or multiple passes per technique.
    VisualTechnique* technique = new0 VisualTechnique();
    technique->InsertPass(pass);

    mEffect = new0 VisualEffect();
    mEffect->InsertTechnique(technique);
    return true;
}
예제 #2
0
//----------------------------------------------------------------------------
VisualEffectInstance* GeodesicHeightField::CreateEffectInstance ()
{
	// Create the vertex shader.
	VertexShader* vshader = new0 VertexShader("Wm5.DLight2MatTex",
	                        3, 3, 16, 0, false);
	vshader->SetInput(0, "modelPosition", Shader::VT_FLOAT3,
	                  Shader::VS_POSITION);
	vshader->SetInput(1, "modelNormal", Shader::VT_FLOAT3,
	                  Shader::VS_NORMAL);
	vshader->SetInput(2, "modelTCoord", Shader::VT_FLOAT2,
	                  Shader::VS_TEXCOORD0);
	vshader->SetOutput(0, "clipPosition", Shader::VT_FLOAT4,
	                   Shader::VS_POSITION);
	vshader->SetOutput(1, "vertexColor", Shader::VT_FLOAT4,
	                   Shader::VS_COLOR0);
	vshader->SetOutput(2, "vertexTCoord", Shader::VT_FLOAT2,
	                   Shader::VS_TEXCOORD0);
	vshader->SetConstant( 0, "PVWMatrix", 4);
	vshader->SetConstant( 1, "CameraModelPosition", 1);
	vshader->SetConstant( 2, "MaterialEmissive", 1);
	vshader->SetConstant( 3, "MaterialAmbient", 1);
	vshader->SetConstant( 4, "MaterialDiffuse", 1);
	vshader->SetConstant( 5, "MaterialSpecular", 1);
	vshader->SetConstant( 6, "Light0ModelDirection", 1);
	vshader->SetConstant( 7, "Light0Ambient", 1);
	vshader->SetConstant( 8, "Light0Diffuse", 1);
	vshader->SetConstant( 9, "Light0Specular", 1);
	vshader->SetConstant(10, "Light0Attenuation", 1);
	vshader->SetConstant(11, "Light1ModelDirection", 1);
	vshader->SetConstant(12, "Light1Ambient", 1);
	vshader->SetConstant(13, "Light1Diffuse", 1);
	vshader->SetConstant(14, "Light1Specular", 1);
	vshader->SetConstant(15, "Light1Attenuation", 1);
	vshader->SetBaseRegisters(msVRegisters);
	vshader->SetPrograms(msVPrograms);

	// Create the pixel shader.
	PixelShader* pshader = new0 PixelShader("Wm5.DLight2MatTex",
	                                        2, 1, 0, 1, false);
	pshader->SetInput(0, "vertexColor", Shader::VT_FLOAT4,
	                  Shader::VS_COLOR0);
	pshader->SetInput(1, "vertexTCoord", Shader::VT_FLOAT2,
	                  Shader::VS_TEXCOORD0);
	pshader->SetOutput(0, "pixelColor", Shader::VT_FLOAT4,
	                   Shader::VS_COLOR0);
	pshader->SetSampler(0, "BaseSampler", Shader::ST_2D);
	pshader->SetFilter(0, Shader::SF_LINEAR /*_LINEAR */);
	pshader->SetCoordinate(0, 0, Shader::SC_CLAMP_EDGE);
	pshader->SetCoordinate(0, 1, Shader::SC_CLAMP_EDGE);
	pshader->SetTextureUnits(msPTextureUnits);
	pshader->SetPrograms(msPPrograms);

	VisualPass* pass = new0 VisualPass();
	pass->SetVertexShader(vshader);
	pass->SetPixelShader(pshader);
	pass->SetAlphaState(new0 AlphaState());
	pass->SetCullState(new0 CullState());
	pass->SetDepthState(new0 DepthState());
	pass->SetOffsetState(new0 OffsetState());
	pass->SetStencilState(new0 StencilState());
	pass->SetWireState(new0 WireState());

	// Create the effect.
	VisualTechnique* technique = new0 VisualTechnique();
	technique->InsertPass(pass);
	VisualEffect* effect = new0 VisualEffect();
	effect->InsertTechnique(technique);

	// Create the material for the effect.
	Float4 black(0.0f, 0.0f, 0.0f, 1.0f);
	Float4 white(1.0f, 1.0f, 1.0f, 1.0f);
	Material* material = new0 Material();
	material->Emissive = black;
	material->Ambient = Float4(0.24725f, 0.2245f, 0.0645f, 1.0f);
	material->Diffuse = Float4(0.34615f, 0.3143f, 0.0903f, 1.0f);
	material->Specular = Float4(0.797357f, 0.723991f, 0.208006f, 83.2f);

	// Create the lights for the effect.
	Light* light0 = new0 Light(Light::LT_DIRECTIONAL);
	light0->SetDirection(AVector(0.0f, 0.0f, -1.0f));
	light0->Ambient = white;
	light0->Diffuse = white;
	light0->Specular = black;

	Light* light1 = new0 Light(Light::LT_DIRECTIONAL);
	light1->SetDirection(AVector(0.0f, 0.0f, 1.0f));
	light1->Ambient = white;
	light1->Diffuse = white;
	light1->Specular = black;

	// Create a texture for the effect.
	mTexture = new0 Texture2D(Texture::TF_A8R8G8B8, 512, 512, 0);
	unsigned char* data = (unsigned char*)mTexture->GetData(0);
	memset(data, 0xFF, mTexture->GetNumLevelBytes(0));

	// Create an instance of the effect.
	VisualEffectInstance* instance = new0 VisualEffectInstance(effect, 0);
	instance->SetVertexConstant(0, 0,
	                            new0 PVWMatrixConstant());
	instance->SetVertexConstant(0, 1,
	                            new0 CameraModelPositionConstant());
	instance->SetVertexConstant(0, 2,
	                            new0 MaterialEmissiveConstant(material));
	instance->SetVertexConstant(0, 3,
	                            new0 MaterialAmbientConstant(material));
	instance->SetVertexConstant(0, 4,
	                            new0 MaterialDiffuseConstant(material));
	instance->SetVertexConstant(0, 5,
	                            new0 MaterialSpecularConstant(material));
	instance->SetVertexConstant(0, 6,
	                            new0 LightModelDVectorConstant(light0));
	instance->SetVertexConstant(0, 7,
	                            new0 LightAmbientConstant(light0));
	instance->SetVertexConstant(0, 8,
	                            new0 LightDiffuseConstant(light0));
	instance->SetVertexConstant(0, 9,
	                            new0 LightSpecularConstant(light0));
	instance->SetVertexConstant(0, 10,
	                            new0 LightAttenuationConstant(light0));
	instance->SetVertexConstant(0, 11,
	                            new0 LightModelDVectorConstant(light1));
	instance->SetVertexConstant(0, 12,
	                            new0 LightAmbientConstant(light1));
	instance->SetVertexConstant(0, 13,
	                            new0 LightDiffuseConstant(light1));
	instance->SetVertexConstant(0, 14,
	                            new0 LightSpecularConstant(light1));
	instance->SetVertexConstant(0, 15,
	                            new0 LightAttenuationConstant(light1));

	instance->SetPixelTexture(0, 0, mTexture);

	return instance;
}