Difference between revisions of "TEST-STRCMP4CODES"

From SimsWiki
Jump to: navigation, search
(nei4)
 
(2 intermediate revisions by one user not shown)
Line 1: Line 1:
OutputVertex VertexMain( InputVertex inputVertex)
+
define TransparentMirrorReflection()
{
+
  material
// Do Y-direction waves
+
      if (viewerRenderType = $kRenderTypeShadow)
// r0 = (x, y, z, t)
+
        create StandardShaderShadow()
OutputVertex outputVertex;
+
      else
float4 posAndTime;
+
        if (viewerRenderType = $kRenderTypeThumbnail)
posAndTime.xyz = inputVertex.position;
+
            create TransparentBlankMirrorMaterial($kRenderTypeThumbnail)
posAndTime.w = frameInfo.w;
+
        else           
float temp = dot(posAndTime, waveDataX);
+
            if (not $mirrorReflectionsEnabled)
float z = sin(temp) * waveDataX.z + inputVertex.position.z;
+
              set currentType (viewerRenderType)
temp = dot(posAndTime, waveDataY);
+
              create TransparentBlankMirrorMaterial($currentType)
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
+
            else
posAndTime.w = 1.0f;
+
              create TransparentMirrorReflectionMaterial()
outputVertex.clipPosition = mul( posAndTime, clipSpaceMatrix);
+
            endif           
outputVertex.sPos = float4(0.5f*(outputVertex.clipPosition.ww - outputVertex.clipPosition.xy), outputVertex.clipPosition.ww);
+
        endif       
float3 waveNormal = normalize(inputVertex.normal + float3(cos(temp)*waveDataHelper.xy, 0));
+
      endif
float3 cameraSpaceNormal = normalize(mul(waveNormal, cameraSpaceMatrix));
+
  end
float3 cameraSpacePosition = mul( posAndTime, cameraSpaceMatrix);
+
enddef
float3 viewVector = normalize(-cameraSpacePosition);
+
 
float3 halfVector = normalize(viewVector + lightDirection);
+
define TransparentBlankMirrorMaterial(renderType)
outputVertex.specular = lightSpecular*pow(dot(cameraSpaceNormal, halfVector), 50)*nightColor*lightColor*0.5;
+
      shader
float2 fTranslation=float2(fmod(frameInfo.w, 100)*0.005, fmod(frameInfo.w, 100)*0.005);
+
        validateRenderShaderContext -viewerRenderType  &renderType
float2 vTexCoords = posAndTime.xy*0.05;
+
       
// Output bump layers texture coordinates   
+
        pass           
float fSinTranslation=sin(fTranslation*100)*0.005;
+
            shaderProgram -target vertexProgram -method assemble
float2 vTranslation0=fTranslation+fSinTranslation;
+
              bindConstants 0 -bindingID geomToClip -constantCount 4
float2 vTranslation1=fTranslation-fSinTranslation;
+
              shaderSource
float2 vTranslation2=fTranslation;
+
                  vs_1_1
// Scale texture coordinates to get mix of low/high frequency details
+
                  dcl_position v0
outputVertex.Wave0.xy = vTexCoords.xy*0.01+fTranslation*2.0;
+
                  m4x4 oPos, v0, c0
outputVertex.Wave1.xy = vTexCoords.xy+fTranslation*2.5;
+
              endShaderSource
outputVertex.Wave2.xy = vTexCoords.xy+fTranslation*-2.3;
+
            end
outputVertex.Wave3.xy = vTexCoords.xy*0.1+fTranslation*1.5;               
+
           
                                   
+
            colorScalar (0,0,0) 0.5
// compute binormal
+
            stage
float3 binormal = normalize(cross(waveNormal, float3(1.0f, 0.0f, 0.0f)));              
+
              textureBlend select(colorScalar) select(colorScalar)
float3 tangent = normalize(cross(binormal, waveNormal));
+
            end           
// tangent space matrix
+
        end
float3x3 objToTangentSpace = float3x3(tangent, binormal, waveNormal);
+
      end     
float3 viewVectorInObjSpace = mul(viewVector, (float3x3)cameraToGeomMatrix);
+
enddef
outputVertex.Eye.xyz = mul(objToTangentSpace, viewVectorInObjSpace);
+
 
outputVertex.colorTint = waterTint;
+
define TransparentMirrorReflectionMaterial()
outputVertex.colorTint.a = inputVertex.alpha.xxxx;
+
     
// outputVertex.color = waterTint.xxxx;
+
      shader -layer -9998  # this material must render first
return(outputVertex);
+
        validateRenderShaderContext -viewerRenderType $kRenderTypeMirror  # reflection render
}
+
 
endShaderSource 
+
        pass -renderEachFrame
end # shaderProgram
+
            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
 +
 
 +
#---------------------------------------------------------------------------------------------------------------#
 +
 
 +
materialDefinition transparent_mirror_reflection
 +
  setDefinition TransparentMirrorReflection
 +
end

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

Personal tools
Namespaces

Variants
Actions
Navigation
game select
Toolbox