1 |
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2 | //////////////////////////////////////////////////////////////////////////////
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3 | // Effect parameters /////////////////////////////////////////////////////////
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4 | //////////////////////////////////////////////////////////////////////////////
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5 | // Global wood desctiption
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6 | // Wood Parameters
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7 |
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8 | string XFile = "TexTeapot.x";
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9 | float ringscale < string UIName = "Ring Scale";
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10 | string UIWidget = "Numeric";
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11 | float UIStep = 5.0;
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12 | string UIHelp = "Ring Density";
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13 | > = 5.0f;
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14 | float point_scale < string UIName = "Point Scale";
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15 | string UIWidget = "Numeric";
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16 | float UIStep = 0.05;
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17 | string UIHelp = "Point Scale";
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18 | > = 0.05f,
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19 | turbulence < string UIName = "Turbulence";
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20 | string UIWidget = "Numeric";
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21 | float UIStep = 0.05;
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22 | string UIHelp = "Turbulence";
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23 | > = 0.3f;
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24 |
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25 | //string XFile = "bust.x";
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26 | //float ringscale = 30.0f;
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27 | //float point_scale = 0.1f, turbulence = 0.8f;
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28 |
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29 |
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30 | //string XFile = "sphere.x";
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31 | //float ringscale = 15.0f;
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32 | //float point_scale = 1.0f, turbulence = 1.0f;
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33 |
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34 |
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35 | //float3 lightwood = {0.3f, 0.12f, 0.03f};
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36 | //float3 darkwood = {0.05f, 0.01f, 0.005f};
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37 |
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38 | float3 lightwood < string UIName = "Light Wood Color";
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39 | string UIWidget = "Color";
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40 | float UIStep = 0.05;
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41 | string UIHelp = "The color of the wood between the rings";
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42 | > = {0.75f, 0.4f, 0.15f};
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43 | float3 darkwood < string UIName = "Dark Wood Color";
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44 | string UIWidget = "Color";
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45 | float UIStep = 0.05;
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46 | string UIHelp = "The color of the rings";
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47 | > = {0.05f, 0.05f, 0.05f};
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48 |
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49 | float3 wood_ambient_color < string UIName = "Ambient Color";
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50 | string UIWidget = "Color";
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51 | float UIStep = 0.05;
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52 | string UIHelp = "Ambient Color of the wood";
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53 | > = {0.3f, 0.3f, 0.3f};
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54 | float3 wood_diffuse_color < string UIName = "Diffuse Color";
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55 | string UIWidget = "Color";
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56 | float UIStep = 0.05;
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57 | string UIHelp = "Diffuse Color of the wood";
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58 | > = {1.0f, 1.0f, 1.0f};//{0.9f, 0.6f, 0.1f};
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59 |
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60 |
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61 | string t0 = "HLSL Wood";
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62 |
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63 | float4 BCLR = {0.4f, 0.4f, 0.4f, 1.0f}; // Background Color
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64 |
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65 | // GLOBALS for lighting
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66 | // Single Directional Diffuse Light
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67 | float3 g_lhtDir
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68 | <
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69 | string UIDirectional = "Light Direction";
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70 | > = {-0.5f, -1.0f, 1.0f}; //light Direction
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71 |
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72 | float3 g_lhtCol
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73 | <
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74 | string UIColor3 = "Light Color";
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75 | > = {0.65f, 0.65f, 0.65f}; // Light Diffuse
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76 |
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77 | float3x3 g_mWld : World; // World
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78 | float4x4 g_mTot : WorldViewProjection; // Total
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79 |
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80 | // Viewer constant
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81 | float3 g_ViewDir = {0.0f,0.0f,-1.0f}; // viewer direction
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82 |
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83 | //////////////////////////////////////////////////////////////////////////////
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84 | // Procedural Texture Vertex Shader /////////////////////////////////////////
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85 | //////////////////////////////////////////////////////////////////////////////
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86 |
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87 | struct VS_INPUT
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88 | {
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89 | float3 Pos : POSITION;
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90 | float3 Normal : NORMAL;
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91 | float3 Tex0 : TEXCOORD0;
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92 | };
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93 |
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94 | struct VS_OUTPUT
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95 | {
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96 | float4 Pos : POSITION;
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97 | float4 noise3d : TEXCOORD0;
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98 | float4 noisePos: TEXCOORD1;
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99 | float3 Normal : TEXCOORD2;
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100 | };
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101 |
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102 | VS_OUTPUT ProcTexTransformGeometry(VS_INPUT i)
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103 | {
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104 | float4 tmp = {0.0f, 0.0f, 0.0f, 1.0f};
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105 | float3 ShadowColor, color;
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106 | float3 wNormal;
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107 | VS_OUTPUT o=(VS_OUTPUT)0;
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108 |
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109 | // Project
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110 | tmp.xyz = i.Pos;
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111 | o.Pos = mul( tmp, g_mTot);
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112 | o.noisePos = tmp * point_scale;
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113 | o.noise3d = tmp * point_scale * turbulence;
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114 | wNormal = mul( i.Normal, g_mWld );
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115 |
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116 | // normalize normals?
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117 | // wNormal = normalize(wNormal);
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118 | o.Normal = wNormal;
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119 |
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120 | return o;
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121 | }
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122 |
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123 | //////////////////////////////////////////////////////
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124 | texture tNSEVol
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125 | <
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126 | string name = "noisevol.dds";
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127 | string type = "volume";
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128 | >;
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129 |
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130 | uniform sampler noiseVol_sampler =
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131 | sampler_state
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132 | {
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133 | texture = <tNSEVol>;
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134 | MinFilter = Linear;
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135 | MagFilter = Linear;
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136 | MipFilter = Point;
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137 |
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138 | AddressU = Wrap;
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139 | AddressV = Wrap;
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140 | AddressW = Wrap;
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141 | };
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142 |
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143 |
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144 |
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145 | //////////////////////////////////////////////////////////////////////////////
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146 | // Wood Shader ///////////////////////////////////////////////////////////////
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147 | //////////////////////////////////////////////////////////////////////////////
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148 |
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149 | struct PS_INPUT
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150 | {
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151 | float4 noise3d : TEXCOORD0;
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152 | float4 noisePos : TEXCOORD1;
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153 | float3 Normal : TEXCOORD2;
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154 | };
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155 |
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156 | struct PS_OUTPUT
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157 | {
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158 | float4 Col : COLOR;
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159 | };
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160 |
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161 | float3 LambertDiffuse(float3 Normal, float3 lhtDir, float3 lhtCol)
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162 | {
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163 | float cosang;
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164 |
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165 | // N.L Clamped
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166 | cosang = max(0.0f, dot(Normal, -lhtDir.xyz));
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167 |
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168 | // propogate scalar result to vector
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169 | return (cosang * lhtCol);
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170 | }
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171 |
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172 | float3 RoughSpecular(float3 Normal, float3 lhtDir, float3 lhtCol, float roughness, float specpow)
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173 | {
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174 | float cosang;
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175 | float3 H = g_ViewDir -lhtDir.xyz;
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176 | H = normalize(H);
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177 |
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178 | // N.H
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179 | cosang = dot(Normal, H);
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180 |
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181 | // raise to a power
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182 | cosang = pow(cosang, specpow);
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183 |
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184 | // Use Light diff color as specular color too
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185 | return (roughness * cosang * lhtCol);
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186 | }
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187 |
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188 | float3 RoughSpookySpecular(float3 Normal, float3 lhtDir, float3 lhtCol, float roughness, float specpow)
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189 | {
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190 | float cosang;
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191 | float3 H = g_ViewDir -lhtDir.xyz;
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192 | H = normalize(H);
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193 |
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194 | // N.H
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195 | cosang = dot(Normal, H);
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196 |
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197 | // raise to a power
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198 | cosang = pow(cosang, specpow);
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199 |
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200 | // Use Light diff color as specular color too
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201 | return ((1.0f/roughness) * cosang * lhtCol);
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202 | }
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203 |
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204 | PS_OUTPUT Wood(const PS_INPUT v, uniform float spookyness)
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205 | {
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206 | PS_OUTPUT o;
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207 | float4 colRes;
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208 | float3 ppNormal = normalize(v.Normal);
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209 |
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210 | /* Perturb P to add irregularity */
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211 | float3 PP = v.noisePos;
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212 | PP += tex3D(noiseVol_sampler, v.noise3d) * 0.1f;
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213 |
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214 | /* Compute radial distance r from PP to axis of tree */
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215 | float r = sqrt(PP.y * PP.y + PP.z * PP.z);
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216 |
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217 |
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218 | /* Map radial distance r into ring position [0,1] */
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219 | r *= ringscale;
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220 | r += abs(v.noise3d.z);
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221 | r = frac(r);
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222 |
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223 | colRes.w = 1.0f;
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224 |
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225 | /* Shade using r to vary brightness of wood grain */
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226 | colRes.rgb = (wood_ambient_color + wood_diffuse_color * LambertDiffuse(ppNormal, g_lhtDir, g_lhtCol) )
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227 | * lerp(darkwood, lightwood, r);
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228 | if (spookyness==1.0f)
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229 | colRes.rgb = colRes.rgb + RoughSpookySpecular(ppNormal, g_lhtDir, g_lhtCol, abs(r), 16);
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230 | else
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231 | colRes.rgb = colRes.rgb + RoughSpecular(ppNormal, g_lhtDir, g_lhtCol, abs(r), 64);
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232 |
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233 | // colRes.rgb = v.noise3d;
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234 | o.Col = colRes;
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235 |
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236 | return o;
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237 | }
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238 |
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239 |
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240 | //////////////////////////////////////////////////////////////////////////////
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241 | // Techniques ///////////////////////////////////////////
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242 | //////////////////////////////////////////////////////////////////////////////
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243 |
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244 | technique t0
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245 | {
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246 | pass p0
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247 | {
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248 | VertexShader = compile vs_2_0 ProcTexTransformGeometry();
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249 |
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250 | PixelShader = compile ps_2_0 Wood(0.0f);
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251 | }
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252 | }
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253 |
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254 | technique t1
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255 | {
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256 | pass p0
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257 | {
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258 | VertexShader = compile vs_2_0 ProcTexTransformGeometry();
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259 |
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260 | PixelShader = compile ps_2_0 Wood(1.0f);
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261 | }
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262 | }
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263 |
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