[1637] | 1 | // Hardware ShadowMap
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| 2 | // tex2Dproj with NO linear filtering
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| 3 |
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| 4 | // SHADOWMAP generation
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| 5 |
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| 6 | //-----------------------------------------------------------------------------
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| 7 | // Vertex Shader: RenderShadowMap_00_VS
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| 8 | // Desc: Process vertex for the shadow map
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| 9 | //-----------------------------------------------------------------------------
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| 10 | void RenderShadowMap_00_VS(
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| 11 | in float4 Position : POSITION, // input position in modeling space
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| 12 | out float4 ldPosition : POSITION ) // output position in light's device space
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| 13 | {
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| 14 | ldPosition = mul( Position, WorldLightProj );
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| 15 | }
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| 16 |
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| 17 | //-----------------------------------------------------------------------------
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| 18 | // Pixel Shader: RenderShadowMap_00_PS
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| 19 | // Desc: Process pixel for the shadow map
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| 20 | //-----------------------------------------------------------------------------
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| 21 | float4 RenderShadowMap_00_PS(void) : COLOR
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| 22 | {
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| 23 | return float4(0, 0, 0, 1); // just return any color, only the z is used
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| 24 | }
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| 25 |
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| 26 |
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| 27 | // SCENE RENDERING
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| 28 |
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| 29 | //-----------------------------------------------------------------------------
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| 30 | // Vertex Shader: RenderSceneWithTechnique_00_VS
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| 31 | // Desc: Process vertex for scene
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| 32 | //-----------------------------------------------------------------------------
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| 33 | VS_OUTPUT RenderSceneWithTechnique_00_VS( VS_INPUT IN )
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| 34 | {
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| 35 | VS_OUTPUT OUT = (VS_OUTPUT)0;
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| 36 | OUT.Color = IN.Color;
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| 37 | OUT.Tex = IN.Tex;
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| 38 |
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| 39 | // transform model-space vertex position to light's normalized device space:
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| 40 | OUT.ldPosition = mul(mul(IN.Position, WorldLightProj), TexScaleBias);
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| 41 |
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| 42 | // transform model-space vertex position to normalized screen space:
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| 43 | OUT.hPosition = mul(IN.Position, WorldViewProj);
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| 44 | return OUT;
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| 45 | }
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| 46 |
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| 47 |
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| 48 | //-----------------------------------------------------------------------------
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| 49 | // Pixel Shader: RenderSceneWithTechnique_00_PS
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| 50 | // Desc: Hardware shadow map with NO linear filtering and 1 sample
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| 51 | //-----------------------------------------------------------------------------
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| 52 | float4 RenderSceneWithTechnique_00_PS( VS_OUTPUT IN ) : COLOR
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| 53 | {
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| 54 | float visibility = tex2Dproj( g_ShadowMapZSampler_Point, IN.ldPosition ).x;
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| 55 | float4 retColor = float4(0,0,0,1);
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| 56 | if( g_bRenderBaseTexture ){
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| 57 | retColor.xyz = tex2D( g_samScene, IN.Tex ).xyz * g_vMaterial;
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| 58 | } else{
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| 59 | visibility = ( visibility - 1 ) * g_fIntensity * g_fRealSamples;
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| 60 | retColor = float4( visibility, visibility, visibility, 1 );
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| 61 | }
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| 62 | return retColor;
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| 63 | }
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| 64 |
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| 65 |
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| 66 | // TECHNIQUE
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| 67 |
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| 68 | //-----------------------------------------------------------------------------
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| 69 | // Techniques: RenderShadowMap
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| 70 | // Desc: Render the shadow map
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| 71 | //-----------------------------------------------------------------------------
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| 72 |
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| 73 | technique RenderShadowMap_0
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| 74 | {
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| 75 | pass p0
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| 76 | {
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| 77 | VertexShader = compile vs_2_0 RenderShadowMap_00_VS();
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| 78 | PixelShader = compile ps_2_0 RenderShadowMap_00_PS();
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| 79 |
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| 80 | ZEnable = True;
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| 81 | Lighting = False;
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| 82 | ColorWriteEnable = 0; // no need to render to color, we only need z
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| 83 | }
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| 84 | }
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| 85 |
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| 86 | technique RenderSceneWithTechnique_0
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| 87 | {
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| 88 | pass p0
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| 89 | {
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| 90 | VertexShader = compile vs_2_0 RenderSceneWithTechnique_00_VS();
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| 91 | PixelShader = compile ps_2_0 RenderSceneWithTechnique_00_PS();
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| 92 | }
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| 93 | } |
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