//----------------------------------------------------------------------------
VisualEffectInstance* LightDirPerPixEffect::CreateInstance (Light* light,
        Material* material) const
{
	VisualEffectInstance* instance = new0 VisualEffectInstance(this, 0);
	instance->SetVertexConstant(0, 0,
	                            new0 PVWMatrixConstant());
	instance->SetPixelConstant(0, 0,
	                           new0 CameraModelPositionConstant());
	instance->SetPixelConstant(0, 1,
	                           new0 MaterialEmissiveConstant(material));
	instance->SetPixelConstant(0, 2,
	                           new0 MaterialAmbientConstant(material));
	instance->SetPixelConstant(0, 3,
	                           new0 MaterialDiffuseConstant(material));
	instance->SetPixelConstant(0, 4,
	                           new0 MaterialSpecularConstant(material));
	instance->SetPixelConstant(0, 5,
	                           new0 LightModelDVectorConstant(light));
	instance->SetPixelConstant(0, 6,
	                           new0 LightAmbientConstant(light));
	instance->SetPixelConstant(0, 7,
	                           new0 LightDiffuseConstant(light));
	instance->SetPixelConstant(0, 8,
	                           new0 LightSpecularConstant(light));
	instance->SetPixelConstant(0, 9,
	                           new0 LightAttenuationConstant(light));
	return instance;
}
Пример #2
0
//----------------------------------------------------------------------------
VisualEffectInstance* DLitMatTexEffect::CreateInstance (
    Light* directionalLight, Material* material, Texture2D* diffuseTexture)
{
    VisualEffectInstance* instance = new0 VisualEffectInstance(this, 0);
    instance->SetVertexConstant(0, 0,
        new0 PVWMatrixConstant());
    instance->SetPixelConstant(0, 0,
        new0 CameraModelPositionConstant());
    instance->SetPixelConstant(0, 1,
        new0 MaterialAmbientConstant(material));
    instance->SetPixelConstant(0, 2,
        new0 MaterialSpecularConstant(material));
    instance->SetPixelConstant(0, 3,
        new0 LightModelDVectorConstant(directionalLight));
    instance->SetPixelConstant(0, 4,
        new0 LightAmbientConstant(directionalLight));
    instance->SetPixelTexture(0, 0, diffuseTexture);
    return instance;
}
Пример #3
0
//----------------------------------------------------------------------------
VisualEffectInstance* SMBlurEffect::CreateInstance (ShaderFloat* weights,
    ShaderFloat* offsets, Texture2D* baseTexture) const
{
    VisualEffectInstance* instance = new0 VisualEffectInstance(this, 0);
    instance->SetVertexConstant(0, 0, new0 PVWMatrixConstant());
    instance->SetPixelConstant(0, 0, weights);
    instance->SetPixelConstant(0, 1, offsets);
    instance->SetPixelTexture(0, 0, baseTexture);
    return instance;
}
Пример #4
0
//----------------------------------------------------------------------------
void GpuGaussianBlur2::SetBlurInput ()
{
    VisualEffectInstance* instance = mIP->GetMainEffectInstance();
    float dCol = mIP->GetColSpacing();
    float dRow = mIP->GetRowSpacing();

    ShaderFloat* deltaConstant = new0 ShaderFloat(1);
    float* delta = deltaConstant->GetData();
    delta[0] = dCol;
    delta[1] = dRow;
    instance->SetPixelConstant(0, "Delta", deltaConstant);

    ShaderFloat* weightConstant = new0 ShaderFloat(1);
    float* weight = weightConstant->GetData();
    weight[0] = 0.01f;  // = kappa*DeltaT/DeltaX^2
    weight[1] = 0.01f;  // = kappa*DeltaT/DeltaY^2
    weight[2] = 1.0f - 2.0f*weight[0] - 2.0f*weight[1];  // must be positive
    instance->SetPixelConstant(0, "Weight", weightConstant);
}
Пример #5
0
//----------------------------------------------------------------------------
VisualEffectInstance* BlendedTerrainEffect::CreateInstance (
    ShaderFloat* flowDirection, ShaderFloat* powerFactor,
    Texture2D* grassTexture, Texture2D* stoneTexture, Texture2D* cloudTexture)
{
    VisualEffectInstance* instance = new0 VisualEffectInstance(this, 0);
    instance->SetVertexConstant(0, 0, new0 PVWMatrixConstant());
    instance->SetVertexConstant(0, 1, flowDirection);
    instance->SetPixelConstant(0, 0, powerFactor);
    instance->SetPixelTexture(0, 0, grassTexture);
    instance->SetPixelTexture(0, 1, stoneTexture);
    instance->SetPixelTexture(0, 2, mBlendTexture);
    instance->SetPixelTexture(0, 3, cloudTexture);
    return instance;
}
Пример #6
0
//----------------------------------------------------------------------------
VisualEffectInstance* SMSceneEffect::CreateInstance (
    ProjectorWorldPositionConstant* lightWorldPosition,
    ProjectorMatrixConstant* lightPVMatrix, ShaderFloat* lightBSMatrix,
    ShaderFloat* screenBSMatrix, ShaderFloat* lightColor,
    Texture2D* baseTexture, Texture2D* blurTexture,
    Texture2D* projectedTexture) const
{
    VisualEffectInstance* instance = new0 VisualEffectInstance(this, 0);
    instance->SetVertexConstant(0, 0, new0 PVWMatrixConstant());
    instance->SetVertexConstant(0, 1, new0 WMatrixConstant());
    instance->SetVertexConstant(0, 2, lightPVMatrix);
    instance->SetVertexConstant(0, 3, lightBSMatrix);
    instance->SetVertexConstant(0, 4, screenBSMatrix);
    instance->SetVertexConstant(0, 5, lightWorldPosition);
    instance->SetVertexConstant(0, 6, new0 CameraWorldPositionConstant());
    instance->SetPixelConstant(0, 0, lightColor);
    instance->SetPixelTexture(0, 0, baseTexture);
    instance->SetPixelTexture(0, 1, blurTexture);
    instance->SetPixelTexture(0, 2, projectedTexture);
    return instance;
}
Пример #7
0
//----------------------------------------------------------------------------
void GpuGaussianBlur3::SetBlurInput ()
{
    VisualEffectInstance* instance = mIP->GetMainEffectInstance();
    int bound0M1 = mIP->GetBound0() - 1;
    int bound1M1 = mIP->GetBound1() - 1;
    int bound2M1 = mIP->GetBound2() - 1;

    float dCol = mIP->GetColSpacing();
    float dRow = mIP->GetRowSpacing();

    ShaderFloat* deltaConstant = new0 ShaderFloat(1);
    float* delta = deltaConstant->GetData();
    delta[0] = dCol;
    delta[1] = 0.0f;
    delta[2] = 0.0f;
    delta[3] = dRow;
    instance->SetPixelConstant(0, "Delta", deltaConstant);

    ShaderFloat* weightConstant = new0 ShaderFloat(1);
    float* weight = weightConstant->GetData();
    weight[0] = 0.01f;  // = kappa*DeltaT/DeltaX^2
    weight[1] = 0.01f;  // = kappa*DeltaT/DeltaY^2
    weight[2] = 0.01f;  // = kappa*DeltaT/DeltaZ^2
    weight[3] = 1.0f - 2.0f*(weight[0] + weight[1] + weight[2]);  // w[3] > 0
    instance->SetPixelConstant(0, "Weight", weightConstant);

    Texture2D* offsetTexture = new Texture2D(Texture::TF_A32B32G32R32F,
        1024, 1024, 1);
    Float4* offset = (Float4*)offsetTexture->GetData(0);
    memset(offset, 0, 1024*1024*sizeof(Float4));

    // Interior voxels.  The offsets at the boundary are all zero, so the
    // finite differences are incorrect at those locations.  However, the
    // boundary effect will overwrite those voxels, so it is irrelevant
    // about the finite difference approximations at those locations.
    for (int z = 1; z < bound2M1; ++z)
    {
        for (int y = 1; y < bound1M1; ++y)
        {
            for (int x = 1; x < bound0M1; ++x)
            {
                // Get the 2D location of the voxel.
                int u, v;
                mIP->Map3Dto2D(x, y, z, u, v);

                // Get the 2D location of the z+ neighbor.
                int upos, vpos;
                mIP->Map3Dto2D(x, y, z+1, upos, vpos);

                // Get the 2D location of the z- neighbor.
                int uneg, vneg;
                mIP->Map3Dto2D(x, y, z-1, uneg, vneg);

                Float4& color = offset[mIP->Index(u, v)];
                color[0] = (upos - u)*dCol;
                color[1] = (vpos - v)*dRow;
                color[2] = (uneg - u)*dCol;
                color[3] = (vneg - v)*dRow;
            }
        }
    }

    instance->SetPixelTexture(0, "OffsetSampler", offsetTexture);
}