[1808] | 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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