//----------------------------------------------------------------------------
VisualEffectInstance* SimpleBumpMapEffect::CreateInstance (
    Texture2D* baseTexture, Texture2D* normalTexture)
{
    VisualEffectInstance* instance = new0 VisualEffectInstance(this, 0);
    instance->SetVertexConstant(0, 0, new0 PVWMatrixConstant());
    instance->SetPixelTexture(0, 0, baseTexture);
    instance->SetPixelTexture(0, 1, normalTexture);
    return instance;
}
//----------------------------------------------------------------------------
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;
}
//----------------------------------------------------------------------------
VisualEffectInstance* Texture2ColorBlendEffect::CreateInstance (
    Texture2D* texture0, Texture2D* texture1) const
{
    VisualEffectInstance* instance = new0 VisualEffectInstance(this, 0);
    instance->SetVertexConstant(0, 0, new0 PVWMatrixConstant());
    instance->SetPixelTexture(0, 0, texture0);
    instance->SetPixelTexture(0, 1, texture1);

    PixelShader* pshader = GetPixelShader();

    Shader::SamplerFilter filter0 = pshader->GetFilter(0);
    if (filter0 != Shader::SF_NEAREST && filter0 != Shader::SF_LINEAR
    &&  !texture0->HasMipmaps())
    {
        texture0->GenerateMipmaps();
    }

    Shader::SamplerFilter filter1 = pshader->GetFilter(1);
    if (filter1 != Shader::SF_NEAREST && filter1 != Shader::SF_LINEAR
    &&  !texture1->HasMipmaps())
    {
        texture1->GenerateMipmaps();
    }

    return instance;
}
示例#4
0
//----------------------------------------------------------------------------
VisualEffectInstance* VolumeFogEffect::CreateInstance (Texture2D* baseTexture)
{
	VisualEffectInstance* instance = new0 VisualEffectInstance(this, 0);
	instance->SetVertexConstant(0, 0, new0 PVWMatrixConstant());
	instance->SetPixelTexture(0, 0, baseTexture);
	return instance;
}
示例#5
0
//----------------------------------------------------------------------------
VisualEffectInstance* MRTEffect::CreateInstance (Texture2D* texture0,
    Texture2D* texture1)
{
    VisualEffectInstance* instance = new0 VisualEffectInstance(this, 0);
    instance->SetVertexConstant(0, 0, new0 PVWMatrixConstant());
    instance->SetPixelTexture(0, 0, texture0);
    instance->SetPixelTexture(0, 1, texture1);
    return instance;
}
示例#6
0
//----------------------------------------------------------------------------
VisualEffectInstance* SphereMapEffect::CreateInstance (
    Texture2D* environmentTexture)
{
    VisualEffectInstance* instance = new0 VisualEffectInstance(this, 0);
    instance->SetVertexConstant(0, 0, new0 PVWMatrixConstant());
    instance->SetVertexConstant(0, 1, new0 VWMatrixConstant());
    instance->SetPixelTexture(0, 0, environmentTexture);
    return instance;
}
示例#7
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;
}
示例#8
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;
}
//----------------------------------------------------------------------------
VisualEffectInstance* Texture3DEffect::CreateInstance (Texture3D* texture)
const
{
	VisualEffectInstance* instance = new0 VisualEffectInstance(this, 0);
	instance->SetVertexConstant(0, 0, new0 PVWMatrixConstant());
	instance->SetPixelTexture(0, 0, texture);

	Shader::SamplerFilter filter = GetPixelShader()->GetFilter(0);
	if (filter != Shader::SF_NEAREST && filter != Shader::SF_LINEAR
	        &&  !texture->HasMipmaps())
	{
		texture->GenerateMipmaps();
	}

	return instance;
}
示例#10
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;
}
示例#11
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;
}
示例#12
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);
}