Difference between revisions of "TEST-STRCMP4CODES"

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<PRE>
+
define TransparentMirrorReflection()
 +
  material
 +
      if (viewerRenderType = $kRenderTypeShadow)
 +
        create StandardShaderShadow()
 +
      else
 +
        if (viewerRenderType = $kRenderTypeThumbnail)
 +
            create TransparentBlankMirrorMaterial($kRenderTypeThumbnail)
 +
        else           
 +
            if (not $mirrorReflectionsEnabled)
 +
              set currentType (viewerRenderType)
 +
              create TransparentBlankMirrorMaterial($currentType)
 +
            else
 +
              create TransparentMirrorReflectionMaterial()
 +
            endif           
 +
        endif       
 +
      endif
 +
  end
 +
enddef
  
OutputVertex VertexMain( InputVertex inputVertex)
+
define TransparentBlankMirrorMaterial(renderType)
{
+
      shader
// Do Y-direction waves
+
        validateRenderShaderContext -viewerRenderType  &renderType
// r0 = (x, y, z, t)
+
       
 +
        pass           
 +
            shaderProgram -target vertexProgram -method assemble
 +
              bindConstants 0 -bindingID geomToClip -constantCount 4
 +
              shaderSource
 +
                  vs_1_1
 +
                  dcl_position v0
 +
                  m4x4 oPos, v0, c0
 +
              endShaderSource
 +
            end
 +
           
 +
            colorScalar (0,0,0) 0.5
 +
            stage
 +
              textureBlend select(colorScalar) select(colorScalar)
 +
            end           
 +
        end
 +
      end     
 +
enddef
  
OutputVertex outputVertex;
+
define TransparentMirrorReflectionMaterial()
 +
     
 +
      shader -layer -9998  # this material must render first
 +
        validateRenderShaderContext -viewerRenderType $kRenderTypeMirror  # reflection render
  
float4 posAndTime;
+
        pass -renderEachFrame
posAndTime.xyz = inputVertex.position;
+
            renderTarget $reflectionRenderTarget -setViewport viewportFromParentRenderContext
posAndTime.w = frameInfo.w;
+
  
float temp = dot(posAndTime, waveDataX);
+
            depthTest true -enableDepthWrite true
float z = sin(temp) * waveDataX.z + inputVertex.position.z;
+
  
temp = dot(posAndTime, waveDataY);
+
            applyStencilStateForOverlappingReflections
  
posAndTime.z =  z + sin(temp) * waveDataY.z ;//-0.1f; //The -.01 is a fudge factor to remove some of the edge creep associated with moving the height of the wave. -tom
+
            alphaBlend srcFactor(zero) add dstFactor(one)
posAndTime.w = 1.0f;
+
  
outputVertex.clipPosition = mul( posAndTime, clipSpaceMatrix);
+
            cullmode none
outputVertex.sPos = float4(0.5f*(outputVertex.clipPosition.ww - outputVertex.clipPosition.xy), outputVertex.clipPosition.ww);
+
  
float3 waveNormal = normalize(inputVertex.normal + float3(cos(temp)*waveDataHelper.xy, 0));
+
            shaderProgram -target vertexProgram -method assemble           
 +
              bindConstants 0 -bindingID geomToClipFromParentView -constantCount 4
 +
              shaderSource
 +
                  vs_1_1
 +
                  dcl_position v0
 +
                  def c5, 1,0,0,1
 +
                  m4x4 r0,  v0,  c0
 +
                  mov oPos.x,  -r0
 +
                  mov oPos.yzw, r0                 
 +
              endShaderSource
 +
            end
 +
        end
 +
      end
  
float3 cameraSpaceNormal = normalize(mul(waveNormal, cameraSpaceMatrix));
+
      shader -layer 6
float3 cameraSpacePosition = mul( posAndTime, cameraSpaceMatrix);
+
        validateRenderShaderContext -viewerRenderType $kRenderTypeNormal
float3 viewVector = normalize(-cameraSpacePosition);
+
        pass -modifiedEachFrameHint
 +
            shaderProgram -target vertexProgram -method assemble           
 +
              bindConstants 0 -bindingID geomToClip -constantCount 4
 +
              bindConstants 4 -bindingID clipToViewTarget -constantCount 4
 +
              shaderSource
 +
                  vs_1_1
 +
                  dcl_position v0
 +
                  def c8,    -0.5, -0.5, 1, 1
 +
                  def c9,    0.5,  0.5, 0, 0
 +
                  def c10,    0.25, 0.25, 0, 0
 +
                  m4x4 r0,  v0,  c0
 +
                  mov oPos, r0
 +
                  mul r2, c9, r0.w
 +
                  mad r4, r0, c8, r2
 +
                  rcp r3.x, c4.x                                 
 +
                  rcp r3.y, c5.y
 +
                  mov r3.zw, c9.zw
 +
                  mul r3, r3, c10
 +
                  mad r6, r0, r3, r4
 +
                  mov oT0, r6.xyww
 +
              endShaderSource             
 +
            end
  
float3 halfVector = normalize(viewVector + lightDirection);
+
            alphaBlend srcFactor(srcAlpha) add dstFactor(invSrcAlpha)
outputVertex.specular = lightSpecular*pow(dot(cameraSpaceNormal, halfVector), 50)*nightColor*lightColor*0.5;
+
            depthTest true -enableDepthWrite false
 +
            colorScalar (0,0,0) 0.25
  
 +
            stage
 +
              textureTransformType vector3 homogeneous
 +
              textureAddressing clamp clamp
 +
              texture $reflectionRenderTarget
 +
              textureBlend select(texture) select(colorScalar)
 +
            end
 +
                     
 +
        end
 +
      end
 +
     
 +
      shader -layer 6     
 +
        validateRenderShaderContext -viewerRenderType $kRenderTypeNormal
 +
        pass -modifiedEachFrameHint
 +
            shaderProgram -target vertexProgram -method assemble           
 +
              bindConstants 0 -bindingID geomToClip -constantCount 4
 +
              bindConstants 4 -bindingID clipToViewTarget -constantCount 4
 +
              shaderSource
 +
                  vs_1_1
 +
                  dcl_position v0
 +
                  def c8,    -0.5, -0.5, 1, 1
 +
                  def c9,    0.5,  0.5, 0, 0
 +
                  def c10,    0.25, 0.25, 0, 0
 +
                  m4x4 r0,  v0,  c0
 +
                  mov oPos, r0
 +
                  mul r2, c9, r0.w
 +
                  mad r4, r0, c8, r2
 +
                  rcp r3.x, c4.x                                 
 +
                  rcp r3.y, c5.y
 +
                  mov r3.zw, c9.zw
 +
                  mul r3, r3, c10
 +
                  mad r1, r0, r3, r4
 +
                  rcp r1.w, r1.w
 +
                  mul oT0.xy, r1.w, r1.xy
 +
              endShaderSource             
 +
            end
  
float2 fTranslation=float2(fmod(frameInfo.w, 100)*0.005, fmod(frameInfo.w, 100)*0.005);
+
            alphaBlend srcFactor(srcAlpha) add dstFactor(invSrcAlpha)
float2 vTexCoords = posAndTime.xy*0.05;
+
            depthTest true -enableDepthWrite false
 +
            colorScalar (0,0,0) 0.25
  
// Output bump layers texture coordinates   
+
            stage
float fSinTranslation=sin(fTranslation*100)*0.005;
+
              textureAddressing clamp clamp
float2 vTranslation0=fTranslation+fSinTranslation;
+
              texture $reflectionRenderTarget
float2 vTranslation1=fTranslation-fSinTranslation;
+
              textureBlend select(texture) select(colorScalar)
float2 vTranslation2=fTranslation;
+
            end
 +
           
 +
        end
 +
      end
 +
enddef
  
// Scale texture coordinates to get mix of low/high frequency details
+
#---------------------------------------------------------------------------------------------------------------#
outputVertex.Wave0.xy = vTexCoords.xy*0.01+fTranslation*2.0;
+
outputVertex.Wave1.xy = vTexCoords.xy+fTranslation*2.5;
+
outputVertex.Wave2.xy = vTexCoords.xy+fTranslation*-2.3;
+
outputVertex.Wave3.xy = vTexCoords.xy*0.1+fTranslation*1.5;               
+
  
 
+
materialDefinition transparent_mirror_reflection
// compute binormal
+
  setDefinition TransparentMirrorReflection
float3 binormal = normalize(cross(waveNormal, float3(1.0f, 0.0f, 0.0f)));            
+
end
float3 tangent = normalize(cross(binormal, waveNormal));
+
 
+
// tangent space matrix
+
float3x3 objToTangentSpace = float3x3(tangent, binormal, waveNormal);
+
 
+
float3 viewVectorInObjSpace = mul(viewVector, (float3x3)cameraToGeomMatrix);
+
 
+
outputVertex.Eye.xyz = mul(objToTangentSpace, viewVectorInObjSpace);
+
outputVertex.colorTint = waterTint;
+
outputVertex.colorTint.a = inputVertex.alpha.xxxx;
+
// outputVertex.color = waterTint.xxxx;
+
 
+
return(outputVertex);
+
}
+
 
+
endShaderSource 
+
end # shaderProgram
+
 
+
</PRE>
+

Latest revision as of 00:44, 9 July 2009

define TransparentMirrorReflection()

  material
     if (viewerRenderType = $kRenderTypeShadow)
        create StandardShaderShadow()
     else
        if (viewerRenderType = $kRenderTypeThumbnail)
           create TransparentBlankMirrorMaterial($kRenderTypeThumbnail)
        else            
           if (not $mirrorReflectionsEnabled)
              set currentType (viewerRenderType)
              create TransparentBlankMirrorMaterial($currentType)
           else
              create TransparentMirrorReflectionMaterial()
           endif            
        endif         
     endif
  end

enddef

define TransparentBlankMirrorMaterial(renderType)

     shader
        validateRenderShaderContext -viewerRenderType  &renderType
        
        pass             
           shaderProgram -target vertexProgram -method assemble
              bindConstants 0 -bindingID geomToClip -constantCount 4
              shaderSource
                 vs_1_1
                 dcl_position v0
                 m4x4 oPos, v0, c0
              endShaderSource
           end
           
           colorScalar (0,0,0) 0.5
           stage
              textureBlend select(colorScalar) select(colorScalar)
           end            
        end
     end      

enddef

define TransparentMirrorReflectionMaterial()

     shader -layer -9998   # this material must render first
        validateRenderShaderContext -viewerRenderType $kRenderTypeMirror  # reflection render
        pass -renderEachFrame
           renderTarget $reflectionRenderTarget -setViewport viewportFromParentRenderContext
           depthTest true -enableDepthWrite true
           applyStencilStateForOverlappingReflections
           alphaBlend srcFactor(zero) add dstFactor(one)
           cullmode none
           shaderProgram -target vertexProgram -method assemble            
              bindConstants 0 -bindingID geomToClipFromParentView -constantCount 4
              shaderSource
                 vs_1_1
                 dcl_position v0
                 def c5, 1,0,0,1
                 m4x4 r0,   v0,  c0
                 mov oPos.x,  -r0
                 mov oPos.yzw, r0                  
              endShaderSource
           end
        end
     end
     shader -layer 6
        validateRenderShaderContext -viewerRenderType $kRenderTypeNormal
        pass -modifiedEachFrameHint
           shaderProgram -target vertexProgram -method assemble            
              bindConstants 0 -bindingID geomToClip -constantCount 4
              bindConstants 4 -bindingID clipToViewTarget -constantCount 4
              shaderSource
                 vs_1_1
                 dcl_position v0
                 def c8,    -0.5, -0.5, 1, 1
                 def c9,     0.5,  0.5, 0, 0 
                 def c10,    0.25, 0.25, 0, 0
                 m4x4 r0,   v0,  c0
                 mov oPos, r0
                 mul r2, c9, r0.w
                 mad r4, r0, c8, r2
                 rcp r3.x, c4.x                                   
                 rcp r3.y, c5.y
                 mov r3.zw, c9.zw
                 mul r3, r3, c10
                 mad r6, r0, r3, r4
                 mov oT0, r6.xyww
              endShaderSource               
           end
           alphaBlend srcFactor(srcAlpha) add dstFactor(invSrcAlpha)
           depthTest true -enableDepthWrite false
           colorScalar (0,0,0) 0.25
           stage
              textureTransformType vector3 homogeneous
              textureAddressing clamp clamp
              texture $reflectionRenderTarget
              textureBlend select(texture) select(colorScalar)
           end
                      
        end
     end
     
     shader -layer 6      
        validateRenderShaderContext -viewerRenderType $kRenderTypeNormal
        pass -modifiedEachFrameHint
           shaderProgram -target vertexProgram -method assemble            
              bindConstants 0 -bindingID geomToClip -constantCount 4
              bindConstants 4 -bindingID clipToViewTarget -constantCount 4
              shaderSource
                 vs_1_1
                 dcl_position v0
                 def c8,    -0.5, -0.5, 1, 1
                 def c9,     0.5,  0.5, 0, 0
                 def c10,    0.25, 0.25, 0, 0
                 m4x4 r0,   v0,  c0
                 mov oPos, r0
                 mul r2, c9, r0.w
                 mad r4, r0, c8, r2
                 rcp r3.x, c4.x                                   
                 rcp r3.y, c5.y
                 mov r3.zw, c9.zw
                 mul r3, r3, c10
                 mad r1, r0, r3, r4
                 rcp r1.w, r1.w
                 mul oT0.xy, r1.w, r1.xy
              endShaderSource               
           end
           alphaBlend srcFactor(srcAlpha) add dstFactor(invSrcAlpha)
           depthTest true -enableDepthWrite false
           colorScalar (0,0,0) 0.25
           stage
              textureAddressing clamp clamp
              texture $reflectionRenderTarget
              textureBlend select(texture) select(colorScalar)
           end
           
        end
     end

enddef

  1. ---------------------------------------------------------------------------------------------------------------#

materialDefinition transparent_mirror_reflection

  setDefinition TransparentMirrorReflection

end

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