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- //--------------------------------------------------------------------------------------
- // File: BasicHLSL.fx
- //
- // The effect file for the BasicHLSL sample.
- //
- // Copyright (c) Microsoft Corporation. All rights reserved.
- //--------------------------------------------------------------------------------------
-
-
- //--------------------------------------------------------------------------------------
- // Global variables
- //--------------------------------------------------------------------------------------
- float4 g_MaterialAmbientColor; // Material's ambient color
- float4 g_MaterialDiffuseColor; // Material's diffuse color
- int g_nNumLights;
-
- float3 g_LightDir[3]; // Light's direction in world space
- float4 g_LightDiffuse[3]; // Light's diffuse color
- float4 g_LightAmbient; // Light's ambient color
-
- texture g_MeshTexture; // Color texture for mesh
-
- float g_fTime; // App's time in seconds
- float4x4 g_mWorld; // World matrix for object
- float4x4 g_mWorldViewProjection; // World * View * Projection matrix
-
-
-
- //--------------------------------------------------------------------------------------
- // Texture samplers
- //--------------------------------------------------------------------------------------
- sampler MeshTextureSampler =
- sampler_state
- {
- Texture = <g_MeshTexture>;
- MipFilter = LINEAR;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- };
-
-
- //--------------------------------------------------------------------------------------
- // Vertex shader output structure
- //--------------------------------------------------------------------------------------
- struct VS_OUTPUT
- {
- float4 Position : POSITION; // vertex position
- float4 Diffuse : COLOR0; // vertex diffuse color (note that COLOR0 is clamped from 0..1)
- float2 TextureUV : TEXCOORD0; // vertex texture coords
- };
-
-
- //--------------------------------------------------------------------------------------
- // This shader computes standard transform and lighting
- //--------------------------------------------------------------------------------------
- VS_OUTPUT RenderSceneVS( float4 vPos : POSITION,
- float3 vNormal : NORMAL,
- float2 vTexCoord0 : TEXCOORD0,
- uniform int nNumLights,
- uniform bool bTexture,
- uniform bool bAnimate )
- {
- VS_OUTPUT Output;
- float3 vNormalWorldSpace;
-
- float4 vAnimatedPos = vPos;
-
- // Animation the vertex based on time and the vertex's object space position
- if( bAnimate )
- vAnimatedPos += float4(vNormal, 0) * (sin(g_fTime+5.5)+0.5)*5;
-
- // Transform the position from object space to homogeneous projection space
- Output.Position = mul(vAnimatedPos, g_mWorldViewProjection);
-
- // Transform the normal from object space to world space
- vNormalWorldSpace = normalize(mul(vNormal, (float3x3)g_mWorld)); // normal (world space)
-
- // Compute simple directional lighting equation
- float3 vTotalLightDiffuse = float3(0,0,0);
- for(int i=0; i<nNumLights; i++ )
- vTotalLightDiffuse += g_LightDiffuse[i] * max(0,dot(vNormalWorldSpace, g_LightDir[i]));
-
- Output.Diffuse.rgb = g_MaterialDiffuseColor * vTotalLightDiffuse +
- g_MaterialAmbientColor * g_LightAmbient;
- Output.Diffuse.a = 1.0f;
-
- // Just copy the texture coordinate through
- if( bTexture )
- Output.TextureUV = vTexCoord0;
- else
- Output.TextureUV = 0;
-
- return Output;
- }
-
-
- //--------------------------------------------------------------------------------------
- // Pixel shader output structure
- //--------------------------------------------------------------------------------------
- struct PS_OUTPUT
- {
- float4 RGBColor : COLOR0; // Pixel color
- };
-
-
- //--------------------------------------------------------------------------------------
- // This shader outputs the pixel's color by modulating the texture's
- // color with diffuse material color
- //--------------------------------------------------------------------------------------
- PS_OUTPUT RenderScenePS( VS_OUTPUT In,
- uniform bool bTexture )
- {
- PS_OUTPUT Output;
-
- // Lookup mesh texture and modulate it with diffuse
- if( bTexture )
- Output.RGBColor = tex2D(MeshTextureSampler, In.TextureUV) * In.Diffuse;
- else
- Output.RGBColor = In.Diffuse;
-
- return Output;
- }
-
-
- //--------------------------------------------------------------------------------------
- // Renders scene to render target
- //--------------------------------------------------------------------------------------
- technique RenderSceneWithTexture1Light
- {
- pass P0
- {
- VertexShader = compile vs_1_1 RenderSceneVS( 1, true, true );
- PixelShader = compile ps_1_1 RenderScenePS( true ); // trivial pixel shader (could use FF instead if desired)
- }
- }
-
- technique RenderSceneWithTexture2Light
- {
- pass P0
- {
- VertexShader = compile vs_1_1 RenderSceneVS( 2, true, true );
- PixelShader = compile ps_1_1 RenderScenePS( true ); // trivial pixel shader (could use FF instead if desired)
- }
- }
-
- technique RenderSceneWithTexture3Light
- {
- pass P0
- {
- VertexShader = compile vs_1_1 RenderSceneVS( 3, true, true );
- PixelShader = compile ps_1_1 RenderScenePS( true ); // trivial pixel shader (could use FF instead if desired)
- }
- }
-
- technique RenderSceneNoTexture
- {
- pass P0
- {
- VertexShader = compile vs_1_1 RenderSceneVS( 1, false, false );
- PixelShader = compile ps_1_1 RenderScenePS( false ); // trivial pixel shader (could use FF instead if desired)
- }
- }
-