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author | David Walter Seikel | 2013-01-13 18:54:10 +1000 |
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committer | David Walter Seikel | 2013-01-13 18:54:10 +1000 |
commit | 959831f4ef5a3e797f576c3de08cd65032c997ad (patch) | |
tree | e7351908be5995f0b325b2ebeaa02d5a34b82583 /libraries/irrlicht-1.8/examples/10.Shaders/tutorial.html | |
parent | Add info about changes to Irrlicht. (diff) | |
download | SledjHamr-959831f4ef5a3e797f576c3de08cd65032c997ad.zip SledjHamr-959831f4ef5a3e797f576c3de08cd65032c997ad.tar.gz SledjHamr-959831f4ef5a3e797f576c3de08cd65032c997ad.tar.bz2 SledjHamr-959831f4ef5a3e797f576c3de08cd65032c997ad.tar.xz |
Remove damned ancient DOS line endings from Irrlicht. Hopefully I did not go overboard.
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-rw-r--r-- | libraries/irrlicht-1.8/examples/10.Shaders/tutorial.html | 1132 |
1 files changed, 566 insertions, 566 deletions
diff --git a/libraries/irrlicht-1.8/examples/10.Shaders/tutorial.html b/libraries/irrlicht-1.8/examples/10.Shaders/tutorial.html index 05c4f08..21dafb7 100644 --- a/libraries/irrlicht-1.8/examples/10.Shaders/tutorial.html +++ b/libraries/irrlicht-1.8/examples/10.Shaders/tutorial.html | |||
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1 | <html> | 1 | <html> |
2 | <head> | 2 | <head> |
3 | <title>Irrlicht Engine Tutorial</title> | 3 | <title>Irrlicht Engine Tutorial</title> |
4 | <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> | 4 | <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> |
5 | </head> | 5 | </head> |
6 | 6 | ||
7 | <body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0"> | 7 | <body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0"> |
8 | <br> | 8 | <br> |
9 | <table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> | 9 | <table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> |
10 | <tr> | 10 | <tr> |
11 | <td bgcolor="#666699" width="10"><b><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="../../media/irrlichtlogo.jpg" width="88" height="31" border="0"></a></b></td> | 11 | <td bgcolor="#666699" width="10"><b><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="../../media/irrlichtlogo.jpg" width="88" height="31" border="0"></a></b></td> |
12 | <td bgcolor="#666699" width="100%"> | 12 | <td bgcolor="#666699" width="100%"> |
13 | <div align="center"> | 13 | <div align="center"> |
14 | <div align="left"><b><font color="#FFFFFF">Tutorial 10. Shaders</font></b></div> | 14 | <div align="left"><b><font color="#FFFFFF">Tutorial 10. Shaders</font></b></div> |
15 | </div> | 15 | </div> |
16 | </td> | 16 | </td> |
17 | </tr> | 17 | </tr> |
18 | <tr bgcolor="#eeeeff"> | 18 | <tr bgcolor="#eeeeff"> |
19 | <td height="90" colspan="2"> | 19 | <td height="90" colspan="2"> |
20 | <div align="left"> | 20 | <div align="left"> |
21 | <p> This tutorial shows how to use shaders for D3D8, D3D9 and OpenGL with | 21 | <p> This tutorial shows how to use shaders for D3D8, D3D9 and OpenGL with |
22 | the engine and how to create new material types with them. It also shows | 22 | the engine and how to create new material types with them. It also shows |
23 | how to disable the generation of mipmaps at texture loading, and how | 23 | how to disable the generation of mipmaps at texture loading, and how |
24 | to use text scene nodes.</p> | 24 | to use text scene nodes.</p> |
25 | <p>This tutorial does not explain how shaders work. I would recommend | 25 | <p>This tutorial does not explain how shaders work. I would recommend |
26 | to read the D3D or OpenGL documentation, to search a tutorial, or to | 26 | to read the D3D or OpenGL documentation, to search a tutorial, or to |
27 | read a book about this.</p> | 27 | read a book about this.</p> |
28 | <p>The program which is described here will look like this:</p> | 28 | <p>The program which is described here will look like this:</p> |
29 | <p align="center"><img src="../../media/010shot.jpg" width="260" height="203"><br> | 29 | <p align="center"><img src="../../media/010shot.jpg" width="260" height="203"><br> |
30 | </p> | 30 | </p> |
31 | </div> | 31 | </div> |
32 | </td> | 32 | </td> |
33 | </tr> | 33 | </tr> |
34 | </table> | 34 | </table> |
35 | <br> | 35 | <br> |
36 | <table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> | 36 | <table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> |
37 | <tr> | 37 | <tr> |
38 | <td bgcolor="#666699"> <b><font color="#FFFFFF">Lets start!</font></b></td> | 38 | <td bgcolor="#666699"> <b><font color="#FFFFFF">Lets start!</font></b></td> |
39 | </tr> | 39 | </tr> |
40 | <tr> | 40 | <tr> |
41 | <td height="90" bgcolor="#eeeeff" valign="top"> <div align="left"> | 41 | <td height="90" bgcolor="#eeeeff" valign="top"> <div align="left"> |
42 | <div align="left"> | 42 | <div align="left"> |
43 | <p>At first, we need to include all headers and do the stuff we always | 43 | <p>At first, we need to include all headers and do the stuff we always |
44 | do, like in nearly all other tutorials:</p> | 44 | do, like in nearly all other tutorials:</p> |
45 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 45 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
46 | <tr> | 46 | <tr> |
47 | <td> <pre>#include <irrlicht.h><br>#include <iostream><br><br>using namespace irr;<br><br>#pragma comment(lib, "Irrlicht.lib")<br></pre></td> | 47 | <td> <pre>#include <irrlicht.h><br>#include <iostream><br><br>using namespace irr;<br><br>#pragma comment(lib, "Irrlicht.lib")<br></pre></td> |
48 | </tr> | 48 | </tr> |
49 | </table> | 49 | </table> |
50 | <p>Because we want to use some interesting shaders in this tutorials, | 50 | <p>Because we want to use some interesting shaders in this tutorials, |
51 | we need to set some data for them to make them able to compute nice | 51 | we need to set some data for them to make them able to compute nice |
52 | colors. In this example, we'll use a simple vertex shader which will | 52 | colors. In this example, we'll use a simple vertex shader which will |
53 | calculate the color of the vertex based on the position of the camera. | 53 | calculate the color of the vertex based on the position of the camera. |
54 | For this, the shader needs the following data: The inverted world | 54 | For this, the shader needs the following data: The inverted world |
55 | matrix for transforming the normal, the clip matrix for transforming | 55 | matrix for transforming the normal, the clip matrix for transforming |
56 | the position, the camera position and the world position of the object | 56 | the position, the camera position and the world position of the object |
57 | for the calculation of the angle of light, and the color of the light. | 57 | for the calculation of the angle of light, and the color of the light. |
58 | To be able to tell the shader all this data every frame, we have to | 58 | To be able to tell the shader all this data every frame, we have to |
59 | derive a class from the IShaderConstantSetCallBack interface and override | 59 | derive a class from the IShaderConstantSetCallBack interface and override |
60 | its only method, namely OnSetConstants(). This method will be called | 60 | its only method, namely OnSetConstants(). This method will be called |
61 | every time the material is set. <br> | 61 | every time the material is set. <br> |
62 | The method setVertexShaderConstant() of the IMaterialRendererServices | 62 | The method setVertexShaderConstant() of the IMaterialRendererServices |
63 | interface is used to set the data the shader needs. If the user chose | 63 | interface is used to set the data the shader needs. If the user chose |
64 | to use a High Level shader language like HLSL instead of Assembler | 64 | to use a High Level shader language like HLSL instead of Assembler |
65 | in this example, you have to set the variable name as parameter instead | 65 | in this example, you have to set the variable name as parameter instead |
66 | of the register index.</p> | 66 | of the register index.</p> |
67 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 67 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
68 | <tr> | 68 | <tr> |
69 | <td> <pre>IrrlichtDevice* device = 0;<br>bool UseHighLevelShaders = false;<br><br>class MyShaderCallBack : public video::IShaderConstantSetCallBack<br>{<br>public: | 69 | <td> <pre>IrrlichtDevice* device = 0;<br>bool UseHighLevelShaders = false;<br><br>class MyShaderCallBack : public video::IShaderConstantSetCallBack<br>{<br>public: |
70 | <br> virtual void OnSetConstants(video::IMaterialRendererServices* services, s32 userData)<br> {<br> video::IVideoDriver* driver = services->getVideoDriver();<br><br> <font color="#006600">// set inverted world matrix<br> // if we are using highlevel shaders (the user can select this when<br> // starting the program), we must set the constants by name.</font><br> core::matrix4 invWorld = driver->getTransform(video::ETS_WORLD);<br> invWorld.makeInverse();<br><br> if (UseHighLevelShaders)<br> services->setVertexShaderConstant("mInvWorld", &invWorld.M[0], 16);<br> else<br> services->setVertexShaderConstant(&invWorld.M[0], 0, 4);<br><font color="#006600"><br> // set clip matrix<br></font> core::matrix4 worldViewProj;<br> worldViewProj = driver->getTransform(video::ETS_PROJECTION); <br> worldViewProj *= driver->getTransform(video::ETS_VIEW);<br> worldViewProj *= driver->getTransform(video::ETS_WORLD);<br><br> if (UseHighLevelShaders)<br> services->setVertexShaderConstant("mWorldViewProj", &worldViewProj.M[0], 16);<br> else<br> services->setVertexShaderConstant(&worldViewProj.M[0], 4, 4);<br> <br><font color="#006600"> </font><font color="#006600">// set camera position<br></font> core::vector3df pos = device->getSceneManager()-><br> getActiveCamera()->getAbsolutePosition();<br><br> if (UseHighLevelShaders)<br> services->setVertexShaderConstant("mLightPos", reinterpret_cast<f32*>(&pos), 3);<br> else<br> services->setVertexShaderConstant(reinterpret_cast<f32*>(&pos), 8, 1);<br><br><font color="#006600"> </font><font color="#006600">// set light color <br></font> video::SColorf col(0.0f,1.0f,1.0f,0.0f);<br><br> if (UseHighLevelShaders)<br> services->setVertexShaderConstant("mLightColor", reinterpret_cast<f32*>(&col), 4);<br> else<br> services->setVertexShaderConstant(reinterpret_cast<f32*>(&col), 9, 1);<br><br><font color="#006600"> </font><font color="#006600">// set transposed world matrix<br></font> core::matrix4 world = driver->getTransform(video::ETS_WORLD);<br> world = world.getTransposed();<br><br> if (UseHighLevelShaders)<br> services->setVertexShaderConstant("mTransWorld", &world.M[0], 16);<br> else<br> services->setVertexShaderConstant(&world.M[0], 10, 4);<br> }<br>};</pre></td> | 70 | <br> virtual void OnSetConstants(video::IMaterialRendererServices* services, s32 userData)<br> {<br> video::IVideoDriver* driver = services->getVideoDriver();<br><br> <font color="#006600">// set inverted world matrix<br> // if we are using highlevel shaders (the user can select this when<br> // starting the program), we must set the constants by name.</font><br> core::matrix4 invWorld = driver->getTransform(video::ETS_WORLD);<br> invWorld.makeInverse();<br><br> if (UseHighLevelShaders)<br> services->setVertexShaderConstant("mInvWorld", &invWorld.M[0], 16);<br> else<br> services->setVertexShaderConstant(&invWorld.M[0], 0, 4);<br><font color="#006600"><br> // set clip matrix<br></font> core::matrix4 worldViewProj;<br> worldViewProj = driver->getTransform(video::ETS_PROJECTION); <br> worldViewProj *= driver->getTransform(video::ETS_VIEW);<br> worldViewProj *= driver->getTransform(video::ETS_WORLD);<br><br> if (UseHighLevelShaders)<br> services->setVertexShaderConstant("mWorldViewProj", &worldViewProj.M[0], 16);<br> else<br> services->setVertexShaderConstant(&worldViewProj.M[0], 4, 4);<br> <br><font color="#006600"> </font><font color="#006600">// set camera position<br></font> core::vector3df pos = device->getSceneManager()-><br> getActiveCamera()->getAbsolutePosition();<br><br> if (UseHighLevelShaders)<br> services->setVertexShaderConstant("mLightPos", reinterpret_cast<f32*>(&pos), 3);<br> else<br> services->setVertexShaderConstant(reinterpret_cast<f32*>(&pos), 8, 1);<br><br><font color="#006600"> </font><font color="#006600">// set light color <br></font> video::SColorf col(0.0f,1.0f,1.0f,0.0f);<br><br> if (UseHighLevelShaders)<br> services->setVertexShaderConstant("mLightColor", reinterpret_cast<f32*>(&col), 4);<br> else<br> services->setVertexShaderConstant(reinterpret_cast<f32*>(&col), 9, 1);<br><br><font color="#006600"> </font><font color="#006600">// set transposed world matrix<br></font> core::matrix4 world = driver->getTransform(video::ETS_WORLD);<br> world = world.getTransposed();<br><br> if (UseHighLevelShaders)<br> services->setVertexShaderConstant("mTransWorld", &world.M[0], 16);<br> else<br> services->setVertexShaderConstant(&world.M[0], 10, 4);<br> }<br>};</pre></td> |
71 | </tr> | 71 | </tr> |
72 | </table> | 72 | </table> |
73 | <p> The next few lines start up the engine. Just like in most other | 73 | <p> The next few lines start up the engine. Just like in most other |
74 | tutorials before. But in addition, we ask the user if he wants this | 74 | tutorials before. But in addition, we ask the user if he wants this |
75 | example to use high level shaders if he selected a driver which is | 75 | example to use high level shaders if he selected a driver which is |
76 | capable of doing so.</p> | 76 | capable of doing so.</p> |
77 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 77 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
78 | <tr> | 78 | <tr> |
79 | <td> <pre>int main()<br>{<br><font color="#006600"> // let user select driver type</font><br><br> video::E_DRIVER_TYPE driverType = video::EDT_DIRECTX9;<br><br> printf("Please select the driver you want for this example:\n"\<br> " (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\<br> " (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\<br> " (f) NullDevice\n (otherKey) exit\n\n");<br><br> char i;<br> std::cin >> i;<br><br> switch(i)<br> {<br> case 'a': driverType = video::EDT_DIRECT3D9;break;<br> case 'b': driverType = video::EDT_DIRECT3D8;break;<br> case 'c': driverType = video::EDT_OPENGL; break;<br> case 'd': driverType = video::EDT_SOFTWARE; break;<br> case 'e': driverType = video::EDT_BURNINGSVIDEO;break;<br> case 'f': driverType = video::EDT_NULL; break;<br> default: return 1;<br> } <br><br><font color="#006600"> </font> <font color="#006600">// ask the user if we should use high level shaders for this example<br> </font> if (driverType == video::EDT_DIRECT3D9 ||<br> driverType == video::EDT_OPENGL) | 79 | <td> <pre>int main()<br>{<br><font color="#006600"> // let user select driver type</font><br><br> video::E_DRIVER_TYPE driverType = video::EDT_DIRECTX9;<br><br> printf("Please select the driver you want for this example:\n"\<br> " (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\<br> " (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\<br> " (f) NullDevice\n (otherKey) exit\n\n");<br><br> char i;<br> std::cin >> i;<br><br> switch(i)<br> {<br> case 'a': driverType = video::EDT_DIRECT3D9;break;<br> case 'b': driverType = video::EDT_DIRECT3D8;break;<br> case 'c': driverType = video::EDT_OPENGL; break;<br> case 'd': driverType = video::EDT_SOFTWARE; break;<br> case 'e': driverType = video::EDT_BURNINGSVIDEO;break;<br> case 'f': driverType = video::EDT_NULL; break;<br> default: return 1;<br> } <br><br><font color="#006600"> </font> <font color="#006600">// ask the user if we should use high level shaders for this example<br> </font> if (driverType == video::EDT_DIRECT3D9 ||<br> driverType == video::EDT_OPENGL) |
80 | {<br> printf("<font color="#CC0000">Please press 'y' if you want to use high level shaders.\n</font>");<br> std::cin >> i;<br> if (i == 'y')<br> UseHighLevelShaders = true;<br> }<br><br><font color="#006600"> // create devic</font>e<br><br> device = createDevice(driverType, core::dimension2d<s32>(640, 480));<br><br> if (device == 0)<br> {<br> printf(<font color="#CC0000">"\nWas not able to create driver.\n"\<br> "Please restart and select another driver.\n"</font>);<br> getch();<br> return 1;<br> } <br><br> video::IVideoDriver* driver = device->getVideoDriver();<br> scene::ISceneManager* smgr = device->getSceneManager();<br> gui::IGUIEnvironment* gui = device->getGUIEnvironment();</pre></td> | 80 | {<br> printf("<font color="#CC0000">Please press 'y' if you want to use high level shaders.\n</font>");<br> std::cin >> i;<br> if (i == 'y')<br> UseHighLevelShaders = true;<br> }<br><br><font color="#006600"> // create devic</font>e<br><br> device = createDevice(driverType, core::dimension2d<s32>(640, 480));<br><br> if (device == 0)<br> {<br> printf(<font color="#CC0000">"\nWas not able to create driver.\n"\<br> "Please restart and select another driver.\n"</font>);<br> getch();<br> return 1;<br> } <br><br> video::IVideoDriver* driver = device->getVideoDriver();<br> scene::ISceneManager* smgr = device->getSceneManager();<br> gui::IGUIEnvironment* gui = device->getGUIEnvironment();</pre></td> |
81 | </tr> | 81 | </tr> |
82 | </table> | 82 | </table> |
83 | <p> Now for the more interesting parts. If we are using Direct3D, we | 83 | <p> Now for the more interesting parts. If we are using Direct3D, we |
84 | want to load vertex and pixel shader programs, if we have<br> | 84 | want to load vertex and pixel shader programs, if we have<br> |
85 | OpenGL, we want to use ARB fragment and vertex programs. I wrote the | 85 | OpenGL, we want to use ARB fragment and vertex programs. I wrote the |
86 | corresponding programs down into the files d3d8.ps, d3d8.vs, d3d9.ps, | 86 | corresponding programs down into the files d3d8.ps, d3d8.vs, d3d9.ps, |
87 | d3d9.vs, opengl.ps and opengl.vs. We only need the right filenames | 87 | d3d9.vs, opengl.ps and opengl.vs. We only need the right filenames |
88 | now. This is done in the following switch. Note, that it is not necessary | 88 | now. This is done in the following switch. Note, that it is not necessary |
89 | to write the shaders into text files, like in this example. You can | 89 | to write the shaders into text files, like in this example. You can |
90 | even write the shaders directly as strings into the cpp source file, | 90 | even write the shaders directly as strings into the cpp source file, |
91 | and use later addShaderMaterial() instead of addShaderMaterialFromFiles().</p> | 91 | and use later addShaderMaterial() instead of addShaderMaterialFromFiles().</p> |
92 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 92 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
93 | <tr> | 93 | <tr> |
94 | <td> <pre> c8* vsFileName = 0<font color="#006600">; // filename for the vertex shader</font><br> c8* psFileName = 0<font color="#006600">; // filename for the pixel shader</font><br><br> switch(driverType)<br> {<br> case video::EDT_DIRECT3D8:<br> psFileName = "../../media/d3d8.psh";<br> vsFileName = "../../media/d3d8.vsh";<br> break;<br> case video::EDT_DIRECT3D9:<br> if (UseHighLevelShaders)<br> {<br> psFileName = "../../media/d3d9.hlsl";<br> vsFileName = psFileName; <font color="#006600">// both shaders are in the same file</font><br> }<br> else<br> {<br> psFileName = "../../media/d3d9.psh";<br> vsFileName = "../../media/d3d9.vsh";<br> }<br> break;<br> case video::EDT_OPENGL:<br> if (UseHighLevelShaders)<br> {<br> psFileName = "../../media/opengl.frag";<br> vsFileName = "../../media/opengl.vert";<br> }<br> else<br> {<br> psFileName = "../../media/opengl.psh";<br> vsFileName = "../../media/opengl.vsh";<br> }<br> break;<br> }<br></pre> | 94 | <td> <pre> c8* vsFileName = 0<font color="#006600">; // filename for the vertex shader</font><br> c8* psFileName = 0<font color="#006600">; // filename for the pixel shader</font><br><br> switch(driverType)<br> {<br> case video::EDT_DIRECT3D8:<br> psFileName = "../../media/d3d8.psh";<br> vsFileName = "../../media/d3d8.vsh";<br> break;<br> case video::EDT_DIRECT3D9:<br> if (UseHighLevelShaders)<br> {<br> psFileName = "../../media/d3d9.hlsl";<br> vsFileName = psFileName; <font color="#006600">// both shaders are in the same file</font><br> }<br> else<br> {<br> psFileName = "../../media/d3d9.psh";<br> vsFileName = "../../media/d3d9.vsh";<br> }<br> break;<br> case video::EDT_OPENGL:<br> if (UseHighLevelShaders)<br> {<br> psFileName = "../../media/opengl.frag";<br> vsFileName = "../../media/opengl.vert";<br> }<br> else<br> {<br> psFileName = "../../media/opengl.psh";<br> vsFileName = "../../media/opengl.vsh";<br> }<br> break;<br> }<br></pre> |
95 | </td> | 95 | </td> |
96 | </tr> | 96 | </tr> |
97 | </table> | 97 | </table> |
98 | <p> In addition, we check if the hardware and the selected renderer | 98 | <p> In addition, we check if the hardware and the selected renderer |
99 | is capable of executing the shaders we want. If not, we simply set | 99 | is capable of executing the shaders we want. If not, we simply set |
100 | the filename string to 0. This is not necessary, but useful in this | 100 | the filename string to 0. This is not necessary, but useful in this |
101 | example: For example, if the hardware is able to execute vertex shaders | 101 | example: For example, if the hardware is able to execute vertex shaders |
102 | but not pixel shaders, we create a new material which only uses the | 102 | but not pixel shaders, we create a new material which only uses the |
103 | vertex shader, and no pixel shader. Otherwise, if we would tell the | 103 | vertex shader, and no pixel shader. Otherwise, if we would tell the |
104 | engine to create this material and the engine sees that the hardware | 104 | engine to create this material and the engine sees that the hardware |
105 | wouldn't be able to fullfill the request completely,<br> | 105 | wouldn't be able to fullfill the request completely,<br> |
106 | it would not create any new material at all. So in this example you | 106 | it would not create any new material at all. So in this example you |
107 | would see at least the vertex shader in action, without the pixel | 107 | would see at least the vertex shader in action, without the pixel |
108 | shader.</p> | 108 | shader.</p> |
109 | </div> | 109 | </div> |
110 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 110 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
111 | <tr> | 111 | <tr> |
112 | <td> <pre> if (!driver->queryFeature(video::EVDF_PIXEL_SHADER_1_1) &&<br> !driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1))<br> {<br> device->getLogger()->log("WARNING: Pixel shaders disabled "\<br> "because of missing driver/hardware support.");<br> psFileName = 0;<br> }<br> <br> if (!driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1) &&<br> !driver->queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1))<br> {<br> device->getLogger()->log("WARNING: Vertex shaders disabled "\<br> "because of missing driver/hardware support.");<br> vsFileName = 0;<br> }</pre></td> | 112 | <td> <pre> if (!driver->queryFeature(video::EVDF_PIXEL_SHADER_1_1) &&<br> !driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1))<br> {<br> device->getLogger()->log("WARNING: Pixel shaders disabled "\<br> "because of missing driver/hardware support.");<br> psFileName = 0;<br> }<br> <br> if (!driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1) &&<br> !driver->queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1))<br> {<br> device->getLogger()->log("WARNING: Vertex shaders disabled "\<br> "because of missing driver/hardware support.");<br> vsFileName = 0;<br> }</pre></td> |
113 | </tr> | 113 | </tr> |
114 | </table> | 114 | </table> |
115 | <p> Now lets create the new materials.<br> | 115 | <p> Now lets create the new materials.<br> |
116 | As you maybe know from previous examples, a material type in the Irrlicht | 116 | As you maybe know from previous examples, a material type in the Irrlicht |
117 | engine is set by simply changing the MaterialType value in the SMaterial | 117 | engine is set by simply changing the MaterialType value in the SMaterial |
118 | struct. And this value is just a simple 32 bit value, like video::EMT_SOLID. | 118 | struct. And this value is just a simple 32 bit value, like video::EMT_SOLID. |
119 | So we only need the engine to create a new value for us which we can | 119 | So we only need the engine to create a new value for us which we can |
120 | set there. To do this, we get a pointer to the IGPUProgrammingServices | 120 | set there. To do this, we get a pointer to the IGPUProgrammingServices |
121 | and call addShaderMaterialFromFiles(), which returns such a new 32 bit | 121 | and call addShaderMaterialFromFiles(), which returns such a new 32 bit |
122 | value. That's all.<br> | 122 | value. That's all.<br> |
123 | The parameters to this method are the following: First, the names of | 123 | The parameters to this method are the following: First, the names of |
124 | the files containing the code of the vertex and the pixel shader.<br> | 124 | the files containing the code of the vertex and the pixel shader.<br> |
125 | If you would use addShaderMaterial() instead, you would not need file | 125 | If you would use addShaderMaterial() instead, you would not need file |
126 | names, then you could write the code of the shader directly as string. | 126 | names, then you could write the code of the shader directly as string. |
127 | The following parameter is a pointer to the IShaderConstantSetCallBack | 127 | The following parameter is a pointer to the IShaderConstantSetCallBack |
128 | class we wrote at the beginning of this tutorial. If you don't want | 128 | class we wrote at the beginning of this tutorial. If you don't want |
129 | to set constants, set this to 0. The last paramter tells the engine | 129 | to set constants, set this to 0. The last paramter tells the engine |
130 | which material it should use as base material. <br> | 130 | which material it should use as base material. <br> |
131 | To demonstrate this, we create two materials with a different base material, | 131 | To demonstrate this, we create two materials with a different base material, |
132 | one with EMT_SOLID and one with EMT_TRANSPARENT_ADD_COLOR.</p> | 132 | one with EMT_SOLID and one with EMT_TRANSPARENT_ADD_COLOR.</p> |
133 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 133 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
134 | <tr> | 134 | <tr> |
135 | <td><pre> <font color="#006600">// create materials</font><br><br> video::IGPUProgrammingServices* gpu = driver->getGPUProgrammingServices();<br><br> s32 newMaterialType1 = 0;<br> s32 newMaterialType2 = 0;<br><br> if (gpu)<br> {<br> MyShaderCallBack* mc = new MyShaderCallBack();<br> <font color="#006600"> | 135 | <td><pre> <font color="#006600">// create materials</font><br><br> video::IGPUProgrammingServices* gpu = driver->getGPUProgrammingServices();<br><br> s32 newMaterialType1 = 0;<br> s32 newMaterialType2 = 0;<br><br> if (gpu)<br> {<br> MyShaderCallBack* mc = new MyShaderCallBack();<br> <font color="#006600"> |
136 | // create the shaders depending on if the user wanted high level<br> // or low level shaders:</font><br><br> if (UseHighLevelShaders)<br> {<br><font color="#006600"> // create material from high level shaders (hlsl or glsl)<br><br></font> newMaterialType1 = gpu->addHighLevelShaderMaterialFromFiles(<br> vsFileName, "vertexMain", video::EVST_VS_1_1,<br> psFileName, "pixelMain", video::EPST_PS_1_1,<br> mc, video::EMT_SOLID);<br><br> newMaterialType2 = gpu->addHighLevelShaderMaterialFromFiles(<br> vsFileName, "vertexMain", video::EVST_VS_1_1,<br> psFileName, "pixelMain", video::EPST_PS_1_1,<br> mc, video::EMT_TRANSPARENT_ADD_COLOR);<br> }<br> else<br> {<br><font color="#009900"> // create material from low level shaders (asm or arb_asm)<br></font><br> newMaterialType1 = gpu->addShaderMaterialFromFiles(vsFileName,<br> psFileName, mc, video::EMT_SOLID);<br><br> newMaterialType2 = gpu->addShaderMaterialFromFiles(vsFileName,<br> psFileName, mc, video::EMT_TRANSPARENT_ADD_COLOR);<br> }<br><br> mc->drop();<br> }<br></pre></td> | 136 | // create the shaders depending on if the user wanted high level<br> // or low level shaders:</font><br><br> if (UseHighLevelShaders)<br> {<br><font color="#006600"> // create material from high level shaders (hlsl or glsl)<br><br></font> newMaterialType1 = gpu->addHighLevelShaderMaterialFromFiles(<br> vsFileName, "vertexMain", video::EVST_VS_1_1,<br> psFileName, "pixelMain", video::EPST_PS_1_1,<br> mc, video::EMT_SOLID);<br><br> newMaterialType2 = gpu->addHighLevelShaderMaterialFromFiles(<br> vsFileName, "vertexMain", video::EVST_VS_1_1,<br> psFileName, "pixelMain", video::EPST_PS_1_1,<br> mc, video::EMT_TRANSPARENT_ADD_COLOR);<br> }<br> else<br> {<br><font color="#009900"> // create material from low level shaders (asm or arb_asm)<br></font><br> newMaterialType1 = gpu->addShaderMaterialFromFiles(vsFileName,<br> psFileName, mc, video::EMT_SOLID);<br><br> newMaterialType2 = gpu->addShaderMaterialFromFiles(vsFileName,<br> psFileName, mc, video::EMT_TRANSPARENT_ADD_COLOR);<br> }<br><br> mc->drop();<br> }<br></pre></td> |
137 | </tr> | 137 | </tr> |
138 | </table> | 138 | </table> |
139 | <p> Now its time for testing out the materials. We create a test cube | 139 | <p> Now its time for testing out the materials. We create a test cube |
140 | and set the material we created. In addition, we add a text scene node | 140 | and set the material we created. In addition, we add a text scene node |
141 | to the cube and a rotatation animator, to make it look more interesting | 141 | to the cube and a rotatation animator, to make it look more interesting |
142 | and important. </p> | 142 | and important. </p> |
143 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 143 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
144 | <tr> | 144 | <tr> |
145 | <td><pre><font color="#006600"> | 145 | <td><pre><font color="#006600"> |
146 | // create test scene node 1, with the new created material type 1</font> | 146 | // create test scene node 1, with the new created material type 1</font> |
147 | 147 | ||
148 | scene::ISceneNode* node = smgr->addCubeSceneNode(50); | 148 | scene::ISceneNode* node = smgr->addCubeSceneNode(50); |
149 | node->setPosition(core::vector3df(0,0,0)); | 149 | node->setPosition(core::vector3df(0,0,0)); |
150 | node->setMaterialTexture(0, driver->getTexture("../../media/wall.bmp")); | 150 | node->setMaterialTexture(0, driver->getTexture("../../media/wall.bmp")); |
151 | node->setMaterialFlag(video::EMF_LIGHTING, false); | 151 | node->setMaterialFlag(video::EMF_LIGHTING, false); |
152 | node->setMaterialType((video::E_MATERIAL_TYPE)newMaterialType1); | 152 | node->setMaterialType((video::E_MATERIAL_TYPE)newMaterialType1); |
153 | 153 | ||
154 | smgr->addTextSceneNode(gui->getBuiltInFont(), | 154 | smgr->addTextSceneNode(gui->getBuiltInFont(), |
155 | L"PS & VS & EMT_SOLID", | 155 | L"PS & VS & EMT_SOLID", |
156 | video::SColor(255,255,255,255), node); | 156 | video::SColor(255,255,255,255), node); |
157 | 157 | ||
158 | scene::ISceneNodeAnimator* anim = smgr->createRotationAnimator( | 158 | scene::ISceneNodeAnimator* anim = smgr->createRotationAnimator( |
159 | core::vector3df(0,0.3f,0)); | 159 | core::vector3df(0,0.3f,0)); |
160 | node->addAnimator(anim); | 160 | node->addAnimator(anim); |
161 | anim->drop();</pre></td> | 161 | anim->drop();</pre></td> |
162 | </tr> | 162 | </tr> |
163 | </table> | 163 | </table> |
164 | <p> Same for the second cube, but with the second material we created.</p> | 164 | <p> Same for the second cube, but with the second material we created.</p> |
165 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 165 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
166 | <tr> | 166 | <tr> |
167 | <td><pre> <font color="#006600">// create test scene node 2, with the new created material type 2</font> | 167 | <td><pre> <font color="#006600">// create test scene node 2, with the new created material type 2</font> |
168 | 168 | ||
169 | node = smgr->addCubeSceneNode(50); | 169 | node = smgr->addCubeSceneNode(50); |
170 | node->setPosition(core::vector3df(0,-10,50)); | 170 | node->setPosition(core::vector3df(0,-10,50)); |
171 | node->setMaterialTexture(0, driver->getTexture("../../media/wall.bmp")); | 171 | node->setMaterialTexture(0, driver->getTexture("../../media/wall.bmp")); |
172 | node->setMaterialFlag(video::EMF_LIGHTING, false); | 172 | node->setMaterialFlag(video::EMF_LIGHTING, false); |
173 | node->setMaterialType((video::E_MATERIAL_TYPE)newMaterialType2); | 173 | node->setMaterialType((video::E_MATERIAL_TYPE)newMaterialType2); |
174 | 174 | ||
175 | smgr->addTextSceneNode(gui->getBuiltInFont(), | 175 | smgr->addTextSceneNode(gui->getBuiltInFont(), |
176 | L"PS & VS & EMT_TRANSPARENT", | 176 | L"PS & VS & EMT_TRANSPARENT", |
177 | video::SColor(255,255,255,255), node); | 177 | video::SColor(255,255,255,255), node); |
178 | 178 | ||
179 | anim = smgr->createRotationAnimator(core::vector3df(0,0.3f,0)); | 179 | anim = smgr->createRotationAnimator(core::vector3df(0,0.3f,0)); |
180 | node->addAnimator(anim); | 180 | node->addAnimator(anim); |
181 | anim->drop();</pre></td> | 181 | anim->drop();</pre></td> |
182 | </tr> | 182 | </tr> |
183 | </table> | 183 | </table> |
184 | <br> | 184 | <br> |
185 | Then we add a third cube without a shader on it, to be able to compare | 185 | Then we add a third cube without a shader on it, to be able to compare |
186 | the cubes.<br> | 186 | the cubes.<br> |
187 | <br> | 187 | <br> |
188 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 188 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
189 | <tr> | 189 | <tr> |
190 | <td><pre> <font color="#006600">// add a scene node with no shader </font> | 190 | <td><pre> <font color="#006600">// add a scene node with no shader </font> |
191 | 191 | ||
192 | node = smgr->addCubeSceneNode(50); | 192 | node = smgr->addCubeSceneNode(50); |
193 | node->setPosition(core::vector3df(0,50,25)); | 193 | node->setPosition(core::vector3df(0,50,25)); |
194 | node->setMaterialTexture(0, driver->getTexture("../../media/wall.bmp")); | 194 | node->setMaterialTexture(0, driver->getTexture("../../media/wall.bmp")); |
195 | node->setMaterialFlag(video::EMF_LIGHTING, false); | 195 | node->setMaterialFlag(video::EMF_LIGHTING, false); |
196 | smgr->addTextSceneNode(gui->getBuiltInFont(), L"NO SHADER", | 196 | smgr->addTextSceneNode(gui->getBuiltInFont(), L"NO SHADER", |
197 | video::SColor(255,255,255,255), node); | 197 | video::SColor(255,255,255,255), node); |
198 | </pre></td> | 198 | </pre></td> |
199 | </tr> | 199 | </tr> |
200 | </table> | 200 | </table> |
201 | <br> | 201 | <br> |
202 | And last, we add a skybox and a user controlled camera to the scene. For | 202 | And last, we add a skybox and a user controlled camera to the scene. For |
203 | the skybox textures, we disable mipmap generation, because we don't need | 203 | the skybox textures, we disable mipmap generation, because we don't need |
204 | mipmaps on it.<br> | 204 | mipmaps on it.<br> |
205 | <br> | 205 | <br> |
206 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 206 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
207 | <tr> | 207 | <tr> |
208 | <td><pre> <font color="#006600">// add a nice skybox</font><br><br> driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);<br><br> smgr->addSkyBoxSceneNode(<br> driver->getTexture("../../media/irrlicht2_up.jpg"),<br> driver->getTexture("../../media/irrlicht2_dn.jpg"),<br> driver->getTexture("../../media/irrlicht2_lf.jpg"),<br> driver->getTexture("../../media/irrlicht2_rt.jpg"),<br> driver->getTexture("../../media/irrlicht2_ft.jpg"),<br> driver->getTexture("../../media/irrlicht2_bk.jpg"));<br><br> driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true);<br><br><font color="#006600"> // add a camera and disable the mouse curso</font>r<br><br> scene::ICameraSceneNode* cam = smgr->addCameraSceneNodeFPS(0, 100.0f, 100.0f);<br> cam->setPosition(core::vector3df(-100,50,100));<br> cam->setTarget(core::vector3df(0,0,0));<br> device->getCursorControl()->setVisible(false);</pre></td> | 208 | <td><pre> <font color="#006600">// add a nice skybox</font><br><br> driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);<br><br> smgr->addSkyBoxSceneNode(<br> driver->getTexture("../../media/irrlicht2_up.jpg"),<br> driver->getTexture("../../media/irrlicht2_dn.jpg"),<br> driver->getTexture("../../media/irrlicht2_lf.jpg"),<br> driver->getTexture("../../media/irrlicht2_rt.jpg"),<br> driver->getTexture("../../media/irrlicht2_ft.jpg"),<br> driver->getTexture("../../media/irrlicht2_bk.jpg"));<br><br> driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true);<br><br><font color="#006600"> // add a camera and disable the mouse curso</font>r<br><br> scene::ICameraSceneNode* cam = smgr->addCameraSceneNodeFPS(0, 100.0f, 100.0f);<br> cam->setPosition(core::vector3df(-100,50,100));<br> cam->setTarget(core::vector3df(0,0,0));<br> device->getCursorControl()->setVisible(false);</pre></td> |
209 | </tr> | 209 | </tr> |
210 | </table> | 210 | </table> |
211 | <br> | 211 | <br> |
212 | Now draw everything. That's all.<br> | 212 | Now draw everything. That's all.<br> |
213 | <br> | 213 | <br> |
214 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 214 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
215 | <tr> | 215 | <tr> |
216 | <td><pre> int lastFPS = -1;<br><br> while(device->run())<br> if (device->isWindowActive())<br> {<br> driver->beginScene(true, true, video::SColor(255,0,0,0));<br> smgr->drawAll();<br> driver->endScene();<br><br> int fps = driver->getFPS();<br><br> if (lastFPS != fps)<br> {<br> core::stringw str = L"Irrlicht Engine - Vertex and pixel shader example [";<br> str += driver->getName();<br> str += "] FPS:";<br> str += fps;<br> device->setWindowCaption(str.c_str());<br> lastFPS = fps;<br> }<br> }<br><br> device->drop();<br> <br> return 0;<br></pre></td> | 216 | <td><pre> int lastFPS = -1;<br><br> while(device->run())<br> if (device->isWindowActive())<br> {<br> driver->beginScene(true, true, video::SColor(255,0,0,0));<br> smgr->drawAll();<br> driver->endScene();<br><br> int fps = driver->getFPS();<br><br> if (lastFPS != fps)<br> {<br> core::stringw str = L"Irrlicht Engine - Vertex and pixel shader example [";<br> str += driver->getName();<br> str += "] FPS:";<br> str += fps;<br> device->setWindowCaption(str.c_str());<br> lastFPS = fps;<br> }<br> }<br><br> device->drop();<br> <br> return 0;<br></pre></td> |
217 | </tr> | 217 | </tr> |
218 | </table> | 218 | </table> |
219 | <br> | 219 | <br> |
220 | Compile and run this, and I hope you have fun with your new little shader | 220 | Compile and run this, and I hope you have fun with your new little shader |
221 | writing tool :).<br> | 221 | writing tool :).<br> |
222 | </div> | 222 | </div> |
223 | </td> | 223 | </td> |
224 | </tr> | 224 | </tr> |
225 | </table> | 225 | </table> |
226 | <br> | 226 | <br> |
227 | <table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> | 227 | <table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> |
228 | <tr> | 228 | <tr> |
229 | <td bgcolor="#666699"> <b><font color="#FFFFFF">Shader files</font></b></td> | 229 | <td bgcolor="#666699"> <b><font color="#FFFFFF">Shader files</font></b></td> |
230 | </tr> | 230 | </tr> |
231 | <tr> | 231 | <tr> |
232 | <td height="90" bgcolor="#eeeeff" valign="top"> <div align="left"> | 232 | <td height="90" bgcolor="#eeeeff" valign="top"> <div align="left"> |
233 | <div align="left"> | 233 | <div align="left"> |
234 | <p>The files containing the shaders can be found in the media directory | 234 | <p>The files containing the shaders can be found in the media directory |
235 | of the SDK. However, they look like this:</p> | 235 | of the SDK. However, they look like this:</p> |
236 | <table width="95%" border="0" cellspacing="4" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 236 | <table width="95%" border="0" cellspacing="4" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
237 | <tr> | 237 | <tr> |
238 | <td><strong>D3D9.HLSL</strong></td> | 238 | <td><strong>D3D9.HLSL</strong></td> |
239 | </tr> | 239 | </tr> |
240 | <tr> | 240 | <tr> |
241 | <td> | 241 | <td> |
242 | <pre> | 242 | <pre> |
243 | // part of the Irrlicht Engine Shader example. | 243 | // part of the Irrlicht Engine Shader example. |
244 | // These simple Direct3D9 pixel and vertex shaders will be loaded by the shaders | 244 | // These simple Direct3D9 pixel and vertex shaders will be loaded by the shaders |
245 | // example. Please note that these example shaders don't do anything really useful. | 245 | // example. Please note that these example shaders don't do anything really useful. |
246 | // They only demonstrate that shaders can be used in Irrlicht. | 246 | // They only demonstrate that shaders can be used in Irrlicht. |
247 | 247 | ||
248 | //----------------------------------------------------------------------------- | 248 | //----------------------------------------------------------------------------- |
249 | // Global variables | 249 | // Global variables |
250 | //----------------------------------------------------------------------------- | 250 | //----------------------------------------------------------------------------- |
251 | float4x4 mWorldViewProj; // World * View * Projection transformation | 251 | float4x4 mWorldViewProj; // World * View * Projection transformation |
252 | float4x4 mInvWorld; // Inverted world matrix | 252 | float4x4 mInvWorld; // Inverted world matrix |
253 | float4x4 mTransWorld; // Transposed world matrix | 253 | float4x4 mTransWorld; // Transposed world matrix |
254 | float3 mLightPos; // Light position | 254 | float3 mLightPos; // Light position |
255 | float4 mLightColor; // Light color | 255 | float4 mLightColor; // Light color |
256 | 256 | ||
257 | 257 | ||
258 | // Vertex shader output structure | 258 | // Vertex shader output structure |
259 | struct VS_OUTPUT | 259 | struct VS_OUTPUT |
260 | { | 260 | { |
261 | float4 Position : POSITION; // vertex position | 261 | float4 Position : POSITION; // vertex position |
262 | float4 Diffuse : COLOR0; // vertex diffuse color | 262 | float4 Diffuse : COLOR0; // vertex diffuse color |
263 | float2 TexCoord : TEXCOORD0; // tex coords | 263 | float2 TexCoord : TEXCOORD0; // tex coords |
264 | }; | 264 | }; |
265 | 265 | ||
266 | 266 | ||
267 | VS_OUTPUT vertexMain( in float4 vPosition : POSITION, | 267 | VS_OUTPUT vertexMain( in float4 vPosition : POSITION, |
268 | in float3 vNormal : NORMAL, | 268 | in float3 vNormal : NORMAL, |
269 | float2 texCoord : TEXCOORD0 ) | 269 | float2 texCoord : TEXCOORD0 ) |
270 | { | 270 | { |
271 | VS_OUTPUT Output; | 271 | VS_OUTPUT Output; |
272 | 272 | ||
273 | // transform position to clip space | 273 | // transform position to clip space |
274 | Output.Position = mul(vPosition, mWorldViewProj); | 274 | Output.Position = mul(vPosition, mWorldViewProj); |
275 | 275 | ||
276 | // transform normal | 276 | // transform normal |
277 | float3 normal = mul(vNormal, mInvWorld); | 277 | float3 normal = mul(vNormal, mInvWorld); |
278 | 278 | ||
279 | // renormalize normal | 279 | // renormalize normal |
280 | normal = normalize(normal); | 280 | normal = normalize(normal); |
281 | 281 | ||
282 | // position in world coodinates | 282 | // position in world coodinates |
283 | float3 worldpos = mul(mTransWorld, vPosition); | 283 | float3 worldpos = mul(mTransWorld, vPosition); |
284 | 284 | ||
285 | // calculate light vector, vtxpos - lightpos | 285 | // calculate light vector, vtxpos - lightpos |
286 | float3 lightVector = worldpos - mLightPos; | 286 | float3 lightVector = worldpos - mLightPos; |
287 | 287 | ||
288 | // normalize light vector | 288 | // normalize light vector |
289 | lightVector = normalize(lightVector); | 289 | lightVector = normalize(lightVector); |
290 | 290 | ||
291 | // calculate light color | 291 | // calculate light color |
292 | float3 tmp = dot(-lightVector, normal); | 292 | float3 tmp = dot(-lightVector, normal); |
293 | tmp = lit(tmp.x, tmp.y, 1.0); | 293 | tmp = lit(tmp.x, tmp.y, 1.0); |
294 | 294 | ||
295 | tmp = mLightColor * tmp.y; | 295 | tmp = mLightColor * tmp.y; |
296 | Output.Diffuse = float4(tmp.x, tmp.y, tmp.z, 0); | 296 | Output.Diffuse = float4(tmp.x, tmp.y, tmp.z, 0); |
297 | Output.TexCoord = texCoord; | 297 | Output.TexCoord = texCoord; |
298 | 298 | ||
299 | return Output; | 299 | return Output; |
300 | } | 300 | } |
301 | 301 | ||
302 | 302 | ||
303 | 303 | ||
304 | // Pixel shader output structure | 304 | // Pixel shader output structure |
305 | struct PS_OUTPUT | 305 | struct PS_OUTPUT |
306 | { | 306 | { |
307 | float4 RGBColor : COLOR0; // Pixel color | 307 | float4 RGBColor : COLOR0; // Pixel color |
308 | }; | 308 | }; |
309 | 309 | ||
310 | 310 | ||
311 | sampler2D tex0; | 311 | sampler2D tex0; |
312 | 312 | ||
313 | PS_OUTPUT pixelMain( float2 TexCoord : TEXCOORD0, | 313 | PS_OUTPUT pixelMain( float2 TexCoord : TEXCOORD0, |
314 | float4 Position : POSITION, | 314 | float4 Position : POSITION, |
315 | float4 Diffuse : COLOR0 ) | 315 | float4 Diffuse : COLOR0 ) |
316 | { | 316 | { |
317 | PS_OUTPUT Output; | 317 | PS_OUTPUT Output; |
318 | 318 | ||
319 | float4 col = tex2D( tex0, TexCoord ); // sample color map | 319 | float4 col = tex2D( tex0, TexCoord ); // sample color map |
320 | 320 | ||
321 | // multiply with diffuse and do other senseless operations | 321 | // multiply with diffuse and do other senseless operations |
322 | Output.RGBColor = Diffuse * col; | 322 | Output.RGBColor = Diffuse * col; |
323 | Output.RGBColor *= 4.0; | 323 | Output.RGBColor *= 4.0; |
324 | 324 | ||
325 | return Output; | 325 | return Output; |
326 | }</pre></td> | 326 | }</pre></td> |
327 | </tr> | 327 | </tr> |
328 | </table> | 328 | </table> |
329 | <br> | 329 | <br> |
330 | <table width="95%" border="0" cellspacing="4" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 330 | <table width="95%" border="0" cellspacing="4" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
331 | <tr> | 331 | <tr> |
332 | <td><strong>D3D9.VSH</strong></td> | 332 | <td><strong>D3D9.VSH</strong></td> |
333 | </tr> | 333 | </tr> |
334 | <tr> | 334 | <tr> |
335 | <td> <pre> | 335 | <td> <pre> |
336 | ; part of the Irrlicht Engine Shader example. | 336 | ; part of the Irrlicht Engine Shader example. |
337 | ; This Direct3D9 vertex shader will be loaded by the engine. | 337 | ; This Direct3D9 vertex shader will be loaded by the engine. |
338 | ; Please note that these example shaders don't do anything really useful. | 338 | ; Please note that these example shaders don't do anything really useful. |
339 | ; They only demonstrate that shaders can be used in Irrlicht.<br> | 339 | ; They only demonstrate that shaders can be used in Irrlicht.<br> |
340 | vs.1.1 | 340 | vs.1.1 |
341 | 341 | ||
342 | dcl_position v0; ; declare position | 342 | dcl_position v0; ; declare position |
343 | dcl_normal v1; ; declare normal | 343 | dcl_normal v1; ; declare normal |
344 | dcl_color v2; ; declare color | 344 | dcl_color v2; ; declare color |
345 | dcl_texcoord0 v3; ; declare texture coordinate<br> | 345 | dcl_texcoord0 v3; ; declare texture coordinate<br> |
346 | ; transpose and transform position to clip space | 346 | ; transpose and transform position to clip space |
347 | mul r0, v0.x, c4 | 347 | mul r0, v0.x, c4 |
348 | mad r0, v0.y, c5, r0 | 348 | mad r0, v0.y, c5, r0 |
349 | mad r0, v0.z, c6, r0 | 349 | mad r0, v0.z, c6, r0 |
350 | add oPos, c7, r0 | 350 | add oPos, c7, r0 |
351 | 351 | ||
352 | ; transform normal | 352 | ; transform normal |
353 | dp3 r1.x, v1, c0 | 353 | dp3 r1.x, v1, c0 |
354 | dp3 r1.y, v1, c1 | 354 | dp3 r1.y, v1, c1 |
355 | dp3 r1.z, v1, c2 | 355 | dp3 r1.z, v1, c2 |
356 | 356 | ||
357 | ; renormalize normal | 357 | ; renormalize normal |
358 | dp3 r1.w, r1, r1 | 358 | dp3 r1.w, r1, r1 |
359 | rsq r1.w, r1.w | 359 | rsq r1.w, r1.w |
360 | mul r1, r1, r1.w | 360 | mul r1, r1, r1.w |
361 | 361 | ||
362 | ; calculate light vector | 362 | ; calculate light vector |
363 | m4x4 r6, v0, c10 ; vertex into world position | 363 | m4x4 r6, v0, c10 ; vertex into world position |
364 | add r2, c8, -r6 ; vtxpos - lightpos | 364 | add r2, c8, -r6 ; vtxpos - lightpos |
365 | 365 | ||
366 | ; normalize light vector | 366 | ; normalize light vector |
367 | dp3 r2.w, r2, r2 | 367 | dp3 r2.w, r2, r2 |
368 | rsq r2.w, r2.w | 368 | rsq r2.w, r2.w |
369 | mul r2, r2, r2.w | 369 | mul r2, r2, r2.w |
370 | 370 | ||
371 | ; calculate light color | 371 | ; calculate light color |
372 | dp3 r3, r1, r2 ; dp3 with negative light vector | 372 | dp3 r3, r1, r2 ; dp3 with negative light vector |
373 | lit r5, r3 ; clamp to zero if r3 < 0, r5 has diffuce component in r5.y | 373 | lit r5, r3 ; clamp to zero if r3 < 0, r5 has diffuce component in r5.y |
374 | mul oD0, r5.y, c9 ; ouput diffuse color | 374 | mul oD0, r5.y, c9 ; ouput diffuse color |
375 | mov oT0, v3 ; store texture coordinates </pre> </td> | 375 | mov oT0, v3 ; store texture coordinates </pre> </td> |
376 | </tr> | 376 | </tr> |
377 | </table> | 377 | </table> |
378 | <br> | 378 | <br> |
379 | <table width="95%" border="0" cellspacing="4" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 379 | <table width="95%" border="0" cellspacing="4" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
380 | <tr> | 380 | <tr> |
381 | <td><strong>D3D9.PSH</strong></td> | 381 | <td><strong>D3D9.PSH</strong></td> |
382 | </tr> | 382 | </tr> |
383 | <tr> | 383 | <tr> |
384 | <td> <pre> | 384 | <td> <pre> |
385 | ; part of the Irrlicht Engine Shader example. | 385 | ; part of the Irrlicht Engine Shader example. |
386 | ; This simple Direct3D9 pixel shader will be loaded by the engine. | 386 | ; This simple Direct3D9 pixel shader will be loaded by the engine. |
387 | ; Please note that these example shaders don't do anything really useful. | 387 | ; Please note that these example shaders don't do anything really useful. |
388 | ; They only demonstrate that shaders can be used in Irrlicht.<br> | 388 | ; They only demonstrate that shaders can be used in Irrlicht.<br> |
389 | ps.1.1 | 389 | ps.1.1 |
390 | 390 | ||
391 | tex t0 ; sample color map | 391 | tex t0 ; sample color map |
392 | add r0, v0, v0 ; mulitply with color | 392 | add r0, v0, v0 ; mulitply with color |
393 | mul t0, t0, r0 ; mulitply with color | 393 | mul t0, t0, r0 ; mulitply with color |
394 | add r0, t0, t0 ; make it brighter and store result | 394 | add r0, t0, t0 ; make it brighter and store result |
395 | </pre> </td> | 395 | </pre> </td> |
396 | </tr> | 396 | </tr> |
397 | </table> | 397 | </table> |
398 | <br> | 398 | <br> |
399 | <table width="95%" border="0" cellspacing="4" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 399 | <table width="95%" border="0" cellspacing="4" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
400 | <tr> | 400 | <tr> |
401 | <td><strong>D3D8.VSH</strong></td> | 401 | <td><strong>D3D8.VSH</strong></td> |
402 | </tr> | 402 | </tr> |
403 | <tr> | 403 | <tr> |
404 | <td> <pre> | 404 | <td> <pre> |
405 | ; part of the Irrlicht Engine Shader example. | 405 | ; part of the Irrlicht Engine Shader example. |
406 | ; This Direct3D9 vertex shader will be loaded by the engine. | 406 | ; This Direct3D9 vertex shader will be loaded by the engine. |
407 | ; Please note that these example shaders don't do anything really useful. | 407 | ; Please note that these example shaders don't do anything really useful. |
408 | ; They only demonstrate that shaders can be used in Irrlicht.<br> | 408 | ; They only demonstrate that shaders can be used in Irrlicht.<br> |
409 | vs.1.1 | 409 | vs.1.1 |
410 | 410 | ||
411 | ; transpose and transform position to clip space | 411 | ; transpose and transform position to clip space |
412 | mul r0, v0.x, c4 | 412 | mul r0, v0.x, c4 |
413 | mad r0, v0.y, c5, r0 | 413 | mad r0, v0.y, c5, r0 |
414 | mad r0, v0.z, c6, r0 | 414 | mad r0, v0.z, c6, r0 |
415 | add oPos, c7, r0 | 415 | add oPos, c7, r0 |
416 | 416 | ||
417 | ; transform normal | 417 | ; transform normal |
418 | dp3 r1.x, v1, c0 | 418 | dp3 r1.x, v1, c0 |
419 | dp3 r1.y, v1, c1 | 419 | dp3 r1.y, v1, c1 |
420 | dp3 r1.z, v1, c2 | 420 | dp3 r1.z, v1, c2 |
421 | 421 | ||
422 | ; renormalize normal | 422 | ; renormalize normal |
423 | dp3 r1.w, r1, r1 | 423 | dp3 r1.w, r1, r1 |
424 | rsq r1.w, r1.w | 424 | rsq r1.w, r1.w |
425 | mul r1, r1, r1.w | 425 | mul r1, r1, r1.w |
426 | 426 | ||
427 | ; calculate light vector | 427 | ; calculate light vector |
428 | m4x4 r6, v0, c10 ; vertex into world position | 428 | m4x4 r6, v0, c10 ; vertex into world position |
429 | add r2, c8, -r6 ; vtxpos - lightpos | 429 | add r2, c8, -r6 ; vtxpos - lightpos |
430 | 430 | ||
431 | ; normalize light vector | 431 | ; normalize light vector |
432 | dp3 r2.w, r2, r2 | 432 | dp3 r2.w, r2, r2 |
433 | rsq r2.w, r2.w | 433 | rsq r2.w, r2.w |
434 | mul r2, r2, r2.w | 434 | mul r2, r2, r2.w |
435 | 435 | ||
436 | ; calculate light color | 436 | ; calculate light color |
437 | dp3 r3, r1, r2 ; dp3 with negative light vector | 437 | dp3 r3, r1, r2 ; dp3 with negative light vector |
438 | lit r5, r3 ; clamp to zero if r3 < 0, r5 has diffuce component in r5.y | 438 | lit r5, r3 ; clamp to zero if r3 < 0, r5 has diffuce component in r5.y |
439 | mul oD0, r5.y, c9 ; ouput diffuse color | 439 | mul oD0, r5.y, c9 ; ouput diffuse color |
440 | mov oT0, v3 ; store texture coordinates </pre> </td> | 440 | mov oT0, v3 ; store texture coordinates </pre> </td> |
441 | </tr> | 441 | </tr> |
442 | </table> | 442 | </table> |
443 | <br> | 443 | <br> |
444 | <table width="95%" border="0" cellspacing="4" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 444 | <table width="95%" border="0" cellspacing="4" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
445 | <tr> | 445 | <tr> |
446 | <td><strong>D3D8.PSH</strong></td> | 446 | <td><strong>D3D8.PSH</strong></td> |
447 | </tr> | 447 | </tr> |
448 | <tr> | 448 | <tr> |
449 | <td> <pre> | 449 | <td> <pre> |
450 | ; part of the Irrlicht Engine Shader example. | 450 | ; part of the Irrlicht Engine Shader example. |
451 | ; This simple Direct3D9 pixel shader will be loaded by the engine. | 451 | ; This simple Direct3D9 pixel shader will be loaded by the engine. |
452 | ; Please note that these example shaders don't do anything really useful. | 452 | ; Please note that these example shaders don't do anything really useful. |
453 | ; They only demonstrate that shaders can be used in Irrlicht.<br> | 453 | ; They only demonstrate that shaders can be used in Irrlicht.<br> |
454 | ps.1.1 | 454 | ps.1.1 |
455 | 455 | ||
456 | tex t0 ; sample color map | 456 | tex t0 ; sample color map |
457 | mul_x2 t0, t0, v0 ; mulitply with color | 457 | mul_x2 t0, t0, v0 ; mulitply with color |
458 | add r0, t0, t0 ; make it brighter and store result </pre> </td> | 458 | add r0, t0, t0 ; make it brighter and store result </pre> </td> |
459 | </tr> | 459 | </tr> |
460 | </table> | 460 | </table> |
461 | <br> | 461 | <br> |
462 | <table width="95%" border="0" cellspacing="4" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 462 | <table width="95%" border="0" cellspacing="4" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
463 | <tr> | 463 | <tr> |
464 | <td><strong>OPENGL.VSH</strong></td> | 464 | <td><strong>OPENGL.VSH</strong></td> |
465 | </tr> | 465 | </tr> |
466 | <tr> | 466 | <tr> |
467 | <td> <pre> | 467 | <td> <pre> |
468 | !!ARBvp1.0 | 468 | !!ARBvp1.0 |
469 | # part of the Irrlicht Engine Shader example. | 469 | # part of the Irrlicht Engine Shader example. |
470 | # Please note that these example shaders don't do anything really useful. | 470 | # Please note that these example shaders don't do anything really useful. |
471 | # They only demonstrate that shaders can be used in Irrlicht.<br> | 471 | # They only demonstrate that shaders can be used in Irrlicht.<br> |
472 | #input | 472 | #input |
473 | ATTRIB InPos = vertex.position; | 473 | ATTRIB InPos = vertex.position; |
474 | ATTRIB InColor = vertex.color; | 474 | ATTRIB InColor = vertex.color; |
475 | ATTRIB InNormal = vertex.normal; | 475 | ATTRIB InNormal = vertex.normal; |
476 | ATTRIB InTexCoord = vertex.texcoord; | 476 | ATTRIB InTexCoord = vertex.texcoord; |
477 | 477 | ||
478 | #output | 478 | #output |
479 | OUTPUT OutPos = result.position; | 479 | OUTPUT OutPos = result.position; |
480 | OUTPUT OutColor = result.color; | 480 | OUTPUT OutColor = result.color; |
481 | OUTPUT OutTexCoord = result.texcoord; | 481 | OUTPUT OutTexCoord = result.texcoord; |
482 | 482 | ||
483 | PARAM MVP[4] = { state.matrix.mvp }; # modelViewProjection matrix. | 483 | PARAM MVP[4] = { state.matrix.mvp }; # modelViewProjection matrix. |
484 | TEMP Temp; | 484 | TEMP Temp; |
485 | TEMP TempColor; | 485 | TEMP TempColor; |
486 | TEMP TempNormal; | 486 | TEMP TempNormal; |
487 | TEMP TempPos; | 487 | TEMP TempPos; |
488 | 488 | ||
489 | #transform position to clip space | 489 | #transform position to clip space |
490 | DP4 Temp.x, MVP[0], InPos; | 490 | DP4 Temp.x, MVP[0], InPos; |
491 | DP4 Temp.y, MVP[1], InPos; | 491 | DP4 Temp.y, MVP[1], InPos; |
492 | DP4 Temp.z, MVP[2], InPos; | 492 | DP4 Temp.z, MVP[2], InPos; |
493 | DP4 Temp.w, MVP[3], InPos; | 493 | DP4 Temp.w, MVP[3], InPos; |
494 | 494 | ||
495 | #transform normal | 495 | #transform normal |
496 | DP3 TempNormal.x, InNormal.x, program.local[0]; | 496 | DP3 TempNormal.x, InNormal.x, program.local[0]; |
497 | DP3 TempNormal.y, InNormal.y, program.local[1]; | 497 | DP3 TempNormal.y, InNormal.y, program.local[1]; |
498 | DP3 TempNormal.z, InNormal.z, program.local[2]; | 498 | DP3 TempNormal.z, InNormal.z, program.local[2]; |
499 | 499 | ||
500 | #renormalize normal | 500 | #renormalize normal |
501 | DP3 TempNormal.w, TempNormal, TempNormal; | 501 | DP3 TempNormal.w, TempNormal, TempNormal; |
502 | RSQ TempNormal.w, TempNormal.w; | 502 | RSQ TempNormal.w, TempNormal.w; |
503 | MUL TempNormal, TempNormal, TempNormal.w; | 503 | MUL TempNormal, TempNormal, TempNormal.w; |
504 | 504 | ||
505 | # calculate light vector | 505 | # calculate light vector |
506 | DP4 TempPos.x, InPos, program.local[10]; # vertex into world position | 506 | DP4 TempPos.x, InPos, program.local[10]; # vertex into world position |
507 | DP4 TempPos.y, InPos, program.local[11]; | 507 | DP4 TempPos.y, InPos, program.local[11]; |
508 | DP4 TempPos.z, InPos, program.local[12]; | 508 | DP4 TempPos.z, InPos, program.local[12]; |
509 | DP4 TempPos.w, InPos, program.local[13]; | 509 | DP4 TempPos.w, InPos, program.local[13]; |
510 | 510 | ||
511 | ADD TempPos, program.local[8], -TempPos; # vtxpos - lightpos | 511 | ADD TempPos, program.local[8], -TempPos; # vtxpos - lightpos |
512 | 512 | ||
513 | # normalize light vector | 513 | # normalize light vector |
514 | DP3 TempPos.w, TempPos, TempPos; | 514 | DP3 TempPos.w, TempPos, TempPos; |
515 | RSQ TempPos.w, TempPos.w; | 515 | RSQ TempPos.w, TempPos.w; |
516 | MUL TempPos, TempPos, TempPos.w; | 516 | MUL TempPos, TempPos, TempPos.w; |
517 | 517 | ||
518 | # calculate light color | 518 | # calculate light color |
519 | DP3 TempColor, TempNormal, TempPos; # dp3 with negative light vector | 519 | DP3 TempColor, TempNormal, TempPos; # dp3 with negative light vector |
520 | LIT OutColor, TempColor; # clamp to zero if r3 < 0, r5 has diffuce component in r5.y | 520 | LIT OutColor, TempColor; # clamp to zero if r3 < 0, r5 has diffuce component in r5.y |
521 | MUL OutColor, TempColor.y, program.local[9]; # ouput diffuse color | 521 | MUL OutColor, TempColor.y, program.local[9]; # ouput diffuse color |
522 | MOV OutColor.w, 1.0; # we want alpha to be always 1 | 522 | MOV OutColor.w, 1.0; # we want alpha to be always 1 |
523 | MOV OutTexCoord, InTexCoord; # store texture coordinate | 523 | MOV OutTexCoord, InTexCoord; # store texture coordinate |
524 | MOV OutPos, Temp; | 524 | MOV OutPos, Temp; |
525 | 525 | ||
526 | END</pre> </td> | 526 | END</pre> </td> |
527 | </tr> | 527 | </tr> |
528 | </table> | 528 | </table> |
529 | <br> | 529 | <br> |
530 | <table width="95%" border="0" cellspacing="4" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 530 | <table width="95%" border="0" cellspacing="4" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
531 | <tr> | 531 | <tr> |
532 | <td><strong>OPENGL.PSH</strong></td> | 532 | <td><strong>OPENGL.PSH</strong></td> |
533 | </tr> | 533 | </tr> |
534 | <tr> | 534 | <tr> |
535 | <td> <pre> | 535 | <td> <pre> |
536 | !!ARBfp1.0 | 536 | !!ARBfp1.0 |
537 | # part of the Irrlicht Engine Shader example. | 537 | # part of the Irrlicht Engine Shader example. |
538 | # Please note that these example shaders don't do anything really useful. | 538 | # Please note that these example shaders don't do anything really useful. |
539 | # They only demonstrate that shaders can be used in Irrlicht.<br> | 539 | # They only demonstrate that shaders can be used in Irrlicht.<br> |
540 | #Input | 540 | #Input |
541 | ATTRIB inTexCoord = fragment.texcoord; # texture coordinates | 541 | ATTRIB inTexCoord = fragment.texcoord; # texture coordinates |
542 | ATTRIB inColor = fragment.color.primary; # interpolated diffuse color | 542 | ATTRIB inColor = fragment.color.primary; # interpolated diffuse color |
543 | 543 | ||
544 | #Output | 544 | #Output |
545 | OUTPUT outColor = result.color; | 545 | OUTPUT outColor = result.color; |
546 | 546 | ||
547 | TEMP texelColor; | 547 | TEMP texelColor; |
548 | TEMP tmp; | 548 | TEMP tmp; |
549 | TXP texelColor, inTexCoord, texture, 2D; | 549 | TXP texelColor, inTexCoord, texture, 2D; |
550 | 550 | ||
551 | ADD tmp, inColor, inColor; # mulitply with color | 551 | ADD tmp, inColor, inColor; # mulitply with color |
552 | MUL texelColor, texelColor, tmp; # mulitply with color | 552 | MUL texelColor, texelColor, tmp; # mulitply with color |
553 | ADD outColor, texelColor, texelColor; # make it brighter and store result | 553 | ADD outColor, texelColor, texelColor; # make it brighter and store result |
554 | 554 | ||
555 | END </pre> </td> | 555 | END </pre> </td> |
556 | </tr> | 556 | </tr> |
557 | </table> | 557 | </table> |
558 | <p> </p> | 558 | <p> </p> |
559 | </div> | 559 | </div> |
560 | </div></td> | 560 | </div></td> |
561 | </tr> | 561 | </tr> |
562 | </table> | 562 | </table> |
563 | <p> </p> | 563 | <p> </p> |
564 | <p> </p> | 564 | <p> </p> |
565 | </body> | 565 | </body> |
566 | </html> | 566 | </html> |