Stratos: Punto de Encuentro de Desarrolladores

¡Bienvenido a Stratos!

Acceder

Foros





Menu

Mostrar Mensajes

Esta sección te permite ver todos los posts escritos por este usuario. Ten en cuenta que sólo puedes ver los posts escritos en zonas a las que tienes acceso en este momento.

Mostrar Mensajes Menu

Mensajes - royteusink

#1
Jad Engine / [c#.net] Directx Question
23 de Febrero de 2006, 07:06:26 PM
 effect.Commit Doesn't excist but okey, it still doesn't work..., is there a forum where i can ask this sort of questions?
#2
Jad Engine / [c#.net] Directx Question
23 de Febrero de 2006, 01:37:29 PM
 Haay Haddd Team,

I have a question about fx shaders :blink:, How can i apply this shader to model / texture??
Please help i can't figured it out :(
It returns a black vertex :S

The fx file works with FX Composer from Nvidia.

Bump.fx:

float Script : STANDARDSGLOBAL <
   string UIWidget = "none";
   string ScriptClass = "object";
   string ScriptOrder = "standard";
   string ScriptOutput = "color";
   string Script = "Technique=Technique?NoPixelShader;";
> = 0.8;

// World Inverse or Model Inverse matrix
float4x4 WorldIMatrix : WorldInverse;

// Model*View*Projection
float4x4 WorldViewProj : WorldViewProjection;


texture diffuseTexture : DIFFUSE
<
   string ResourceName = "rockwall.dds";
   string ResourceType = "2D";
>;

texture normalMap : NORMAL
<
   string ResourceName = "rockwall_normal.dds";
   string ResourceType = "2D";
>;


float4 BumpHeight
<
> = { 1.0, 1.0, 0.5, 0.0};

float4 LightPos : Position
<
   string Object = "PointLight";
   string Space = "World";
> = { 100.0f, 100.0f, 100.0f, 0.0f };


technique NoPixelShader <string Script = "Pass=p0;";>
{
   pass p0 <string Script = "Draw=geometry;";>
   {
       VertexShaderConstant[0] = <WorldIMatrix>;         // c0-c3 is Model matrix
       VertexShaderConstant[4] = <WorldViewProj>;            // c4-c7 is ModelViewProjection matrix
       VertexShaderConstant[8] = <WorldIMatrix>;
       VertexShaderConstant[12] = <LightPos>;
       VertexShaderConstant[13] = {0.5, 0.5, 0.5, 1.0};
       VertexShaderConstant[14] = <BumpHeight>;

       VertexShader = asm
       {
           vs.1.1                    // version number

           dcl_position v0
           dcl_normal v3
           dcl_texcoord0 v7
           dcl_tangent0 v8
           dcl_binormal0 v9
           dcl_color0 v5
           
           m4x4 oPos, v0, c4        // pos in screen space.
           mov oT0, v7                // tex coords for normal map
           mov oT1, v7                // tex coords for diffuse tex.

           mov r0, c12
           dp3 r0.w, r0, r0        // normalize light dir.
           rsq r0.w, r0.w
           mul r0, r0, r0.w    

           // Transform Light to Object space
           dp3 r2.x, c8, r0        // Tangent dot Light
           dp3 r2.y, c9, r0        // Binormal dot Light
           dp3 r2.z, c10, r0        // Normal dot Light

           // Transform Light to tangent space.
           dp3 r1.x, v8, r2        // Tangent dot Light
           dp3 r1.y, v9, r2        // Binormal dot Light
           dp3 r1.z, v3, r2        // Normal dot Light
           sge r1.w, r1.x, r1.x

           mov r0, c14
           add r0, r0, r0          // *= 2
           mul r0, r1, r0          // *= bump height

           mad oD0, r0, c13, c13   // put in diffuse
       };

        Zenable = true;
       ZWriteEnable = true;
       CullMode = None;
       
       Texture[0] = <normalMap>;
       MinFilter[0] = Linear;
       MagFilter[0] = Linear;
       MipFilter[0] = Linear;

       Texture[1] = <diffuseTexture>;
       MinFilter[1] = Linear;
       MagFilter[1] = Linear;
       MipFilter[1] = Linear;

       ColorOp[0] = DotProduct3;
       AlphaOp[0] = SelectArg1;
       ColorArg1[0] = Texture;
       ColorArg2[0] = Diffuse;
       AlphaArg1[0] = Texture;
       AlphaArg2[0] = Diffuse;

       ColorOp[1] = Modulate;
       ColorArg1[1] = Current;
       ColorArg2[1] = Texture;

       AlphaOp[1] = SelectArg1;
   }
}


Program Source:

//2005/07/11. TheZBuffer.com. Updated for June 2005 SDK
using System;
using System.Drawing;
using System.Windows.Forms;
using Microsoft.DirectX;
using Microsoft.DirectX.Direct3D;

namespace Chapter11Code
{
/// <summary>
/// Summary description for Form1.
/// </summary>
public class Form1 : System.Windows.Forms.Form
{
       private Device device = null;
       private VertexBuffer vb = null;
       private Effect effect = null;
       private VertexDeclaration decl = null;
 private VolumeTexture diffuseTexture;
 private VolumeTexture normalMap;
       // Our matrices
       private Matrix worldMatrix;
       private Matrix viewMatrix;
       private Matrix projMatrix;

       /// <summary>
 /// Required designer variable.
 /// </summary>
 private System.ComponentModel.Container components = null;
       private float angle = 0.0f;

 public Form1()
 {
  //
  // Required for Windows Form Designer support
  //
  InitializeComponent();

           this.SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.Opaque, true);
 }

       /// <summary>
       /// We will initialize our graphics device here
       /// </summary>
       public bool InitializeGraphics()
       {
           // Set our presentation parameters
           PresentParameters presentParams = new PresentParameters();

           presentParams.Windowed = true;
           presentParams.SwapEffect = SwapEffect.Discard;
           presentParams.AutoDepthStencilFormat = DepthFormat.D16;
           presentParams.EnableAutoDepthStencil = true;

           bool canDoShaders = true;
           // Does a hardware device support shaders?
           Caps hardware = Manager.GetDeviceCaps(0, DeviceType.Hardware);
           if (hardware.VertexShaderVersion >= new Version(1, 1))
           {
               // Default to software processing
               CreateFlags flags = CreateFlags.SoftwareVertexProcessing;
               // Use hardware if it's available
               if (hardware.DeviceCaps.SupportsHardwareTransformAndLight)
                   flags = CreateFlags.HardwareVertexProcessing;
               // Use pure if it's available
               if (hardware.DeviceCaps.SupportsPureDevice)
                   flags |= CreateFlags.PureDevice;
               // Yes, Create our device
               device = new Device(0, DeviceType.Hardware, this, flags, presentParams);
           }
           else
           {
               // No shader support
               canDoShaders = false;
               // Create a reference device
               device = new Device(0, DeviceType.Reference, this, CreateFlags.SoftwareVertexProcessing, presentParams);
           }

  //device.RenderState.Lighting = true;
  device.Lights[0].Type = LightType.Directional;
  device.Lights[0].Diffuse = Color.Red;
  device.Lights[0].Direction = new Vector3(0,0,0.0f);
  device.Lights[0].Enabled = true;


  diffuseTexture = TextureLoader.FromVolumeFile(device, "Media/rockwall.dds");
  normalMap = TextureLoader.FromVolumeFile(device, "Media/rockwall_normal.dds");

  effect = Effect.FromFile(device, @Application.StartupPath + "/Media/Bump.fx", null, "", ShaderFlags.None, null);
  effect.Technique = "NoPixelShader";

  effect.SetValue("diffuseTexture", diffuseTexture);
  effect.SetValue("normalMap", normalMap);
 

           // Create our vertex data
           vb = new VertexBuffer(typeof(CustomVertex.PositionOnly), 3, device,Usage.Dynamic | Usage.WriteOnly, CustomVertex.PositionOnly.Format, Pool.Default);
           vb.Created += new EventHandler(this.OnVertexBufferCreate);
           OnVertexBufferCreate(vb, null);

           // Store our project and view matrices
           projMatrix = Matrix.PerspectiveFovLH((float)Math.PI / 4,this.Width / this.Height, 1.0f, 100.0f);
           viewMatrix = Matrix.LookAtLH(new Vector3(0,0, 5.0f), new Vector3(), new Vector3(0,1,0));

           // Create our vertex declaration
           VertexElement[] elements = new VertexElement[]{new VertexElement(0, 0, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Position, 0), VertexElement.VertexDeclarationEnd };

           decl = new VertexDeclaration(device, elements);
           return canDoShaders;
       }

       private void OnVertexBufferCreate(object sender, EventArgs e)
       {
           VertexBuffer buffer = (VertexBuffer)sender;

           CustomVertex.PositionOnly[] verts = new CustomVertex.PositionOnly[3];
  verts[0].Position=new Vector3(0.0f, 1.0f, 1.0f);
  verts[1].Position=new Vector3(-1.0f, -1.0f, 1.0f);
  verts[2].Position=new Vector3(1.0f, -1.0f, 1.0f);

           buffer.SetData(verts, 0, LockFlags.None);
       }

       private void UpdateWorld()
       {
           worldMatrix = Matrix.RotationAxis(new Vector3(angle / ((float)Math.PI * 2.0f),
               angle / ((float)Math.PI * 4.0f), angle / ((float)Math.PI * 6.0f)),  
               angle / (float)Math.PI);

           angle += 0.1f;

           Matrix worldViewProj = worldMatrix * viewMatrix * projMatrix;
           effect.SetValue("WorldViewProj", worldViewProj);

       }

       protected override void OnPaint(System.Windows.Forms.PaintEventArgs e)
       {
           device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.CornflowerBlue, 1.0f, 0);

           UpdateWorld();
           device.BeginScene();
           device.SetStreamSource(0, vb, 0);
           device.VertexDeclaration = decl;
 
           // Render our triangle using an effect
           int numPasses = effect.Begin(0);
           for (int i = 0; i < numPasses; i++)
           {
   effect.BeginPass(i);
               device.DrawPrimitives(PrimitiveType.TriangleList, 0, 1);
   effect.EndPass();
           }

           effect.End();
           device.EndScene();
           device.Present();
           this.Invalidate();
       }



       /// <summary>
 /// Clean up any resources being used.
 /// </summary>
 protected override void Dispose( bool disposing )
 {
  if( disposing )
  {
   if (components != null)
   {
    components.Dispose();
   }
  }
  base.Dispose( disposing );
 }

 #region Windows Form Designer generated code
 /// <summary>
 /// Required method for Designer support - do not modify
 /// the contents of this method with the code editor.
 /// </summary>
 private void InitializeComponent()
 {
  this.components = new System.ComponentModel.Container();
  this.Size = new Size(800,600);
  this.Text = "Form1";
 }
 #endregion

 /// <summary>
 /// The main entry point for the application.
 /// </summary>
       static void Main()
       {
           using (Form1 frm = new Form1())
           {
               // Show our form and initialize our graphics engine
               frm.Show();
               if (!frm.InitializeGraphics())
               {
                   MessageBox.Show("Your card does not support shaders.  " +
                       "This application will run in ref mode instead.");
               }
               Application.Run(frm);
           }
       }
}
}


Much Thanx,
Roy Teusink - Holland





Stratos es un servicio gratuito, cuyos costes se cubren en parte con la publicidad.
Por favor, desactiva el bloqueador de anuncios en esta web para ayudar a que siga adelante.
Muchísimas gracias.