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/*********************************************************************NVMH3****
*******************************************************************************
$Revision: #4 $
Copyright NVIDIA Corporation 2008
TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED
*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY
AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS
BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES
WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS,
BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY OTHER PECUNIARY
LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF
NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
% Phong-shaded, metal- and plastic-style surfaces with a mirror term.
% Plastic or dielectic surfaces have varying reflectivity according to
% the angle at which a surface is viewed -- this variation is often
% called "fresnel" reflectance.
date: 070501
keywords: material environment classic
Metallic reflections are generally uniform, and unlike dielectric surfaces,
metallic ones will tint these reflections.
keywords: DirectX10
// Note that this version has twin versions of all techniques,
// so that this single effect file can be used in *either*
// DirectX9 or DirectX10
To learn more about shading, shaders, and to bounce ideas off other shader
authors and users, visit the NVIDIA Shader Library Forums at:
http://developer.nvidia.com/forums/
*******************************************************************************
******************************************************************************/
/*****************************************************************/
/*** HOST APPLICATION IDENTIFIERS ********************************/
/*** Potentially predefined by varying host environments *********/
/*****************************************************************/
// #define _XSI_ /* predefined when running in XSI */
// #define TORQUE /* predefined in TGEA 1.7 and up */
// #define _3DSMAX_ /* predefined in 3DS Max */
#ifdef _3DSMAX_
int ParamID = 0x0003; /* Used by Max to select the correct parser */
#endif /* _3DSMAX_ */
#ifdef _XSI_
#define Main Static /* Technique name used for export to XNA */
#endif /* _XSI_ */
#ifndef FXCOMPOSER_VERSION /* for very old versions */
#define FXCOMPOSER_VERSION 180
#endif /* FXCOMPOSER_VERSION */
#ifndef DIRECT3D_VERSION
#define DIRECT3D_VERSION 0x900
#endif /* DIRECT3D_VERSION */
#define FLIP_TEXTURE_Y /* Different in OpenGL & DirectX */
/*****************************************************************/
/*** EFFECT-SPECIFIC CODE BEGINS HERE ****************************/
/*****************************************************************/
/******* Lighting Macros *******/
/** To use "Object-Space" lighting definitions, change these two macros: **/
#define LIGHT_COORDS "World"
// #define OBJECT_SPACE_LIGHTS /* Define if LIGHT_COORDS is "Object" */
float Script : STANDARDSGLOBAL <
string UIWidget = "none";
string ScriptClass = "object";
string ScriptOrder = "standard";
string ScriptOutput = "color";
// string Script = "Technique=Technique?Metal:Metal10:Plastic:Plastic10;";
> = 0.8;
/**** UNTWEAKABLES: Hidden & Automatically-Tracked Parameters **********/
// transform object vertices to world-space:
float4x4 gWorldXf : World < string UIWidget="None"; >;
// transform object normals, tangents, & binormals to world-space:
float4x4 gWorldITXf : WorldInverseTranspose < string UIWidget="None"; >;
// transform object vertices to view space and project them in perspective:
float4x4 gWvpXf : WorldViewProjection < string UIWidget="None"; >;
// provide tranform from "view" or "eye" coords back to world-space:
float4x4 gViewIXf : ViewInverse < string UIWidget="None"; >;
/************* TWEAKABLES **************/
/// Point Lamp 0 ////////////
float3 gLamp0Pos : POSITION <
string Object = "PointLight0";
string UIName = "Lamp 0 Position";
string Space = (LIGHT_COORDS);
> = {-0.5f,2.0f,1.25f};
float3 gLamp0Color : SPECULAR <
string UIName = "Lamp 0";
string Object = "Pointlight0";
string UIWidget = "Color";
> = {1.0f,1.0f,1.0f};
// Ambient Light
float3 gAmbiColor : AMBIENT <
string UIName = "Ambient Light";
string UIWidget = "Color";
> = {0.07f,0.07f,0.07f};
// surface color
float3 gSurfaceColor : DIFFUSE <
string UIName = "Surface";
string UIWidget = "Color";
> = {1,1,1};
float gSpecExpon <
string UIWidget = "slider";
float UIMin = 1.0;
float UIMax = 128.0;
float UIStep = 1.0;
string UIName = "Specular Exponent";
> = 80.0;
// typical Kd on metal is low - just as a dirtiness" factor
// typical Kd on plastics is high
float gKd <
string UIWidget = "slider";
float UIMin = 0.0;
float UIMax = 1.0;
float UIStep = 0.01;
string UIName = "Diffuse";
> = 0.1;
float gKr <
string UIWidget = "slider";
float UIMin = 0.0;
float UIMax = 1.0;
float UIStep = 0.05;
string UIName = "Reflection";
> = 0.8;
float gFresnelMin <
string UIWidget = "slider";
float UIMin = 0.0;
float UIMax = 1.0;
float UIStep = 0.05;
string UIName = "Fresnel Reflection Scale";
> = 0.05;
// This exponent is used to perform the "Schlick APproximation"
// to Fresnel's original equation. It is fast and visualy satifying.
// The standard value is 5.0 though different values are also
// visually interesting.
float gFresnelExp : POWER <
string UIWidget = "slider";
float UIMin = 0.0;
float UIMax = 5.0;
float UIStep = 0.05;
string UIName = "Fresnel Exponent";
> = 3.5;
//////////
texture gEnvTexture : ENVIRONMENT <
string ResourceName = ".\data\default_reflection.dds";
string UIName = "Environment";
string ResourceType = "Cube";
>;
samplerCUBE gEnvSampler = sampler_state {
Texture = <gEnvTexture>;
#if DIRECT3D_VERSION >= 0xa00
Filter = MIN_MAG_MIP_LINEAR;
#else /* DIRECT3D_VERSION < 0xa00 */
MinFilter = Linear;
MipFilter = Linear;
MagFilter = Linear;
#endif /* DIRECT3D_VERSION */
AddressU = Clamp;
AddressV = Clamp;
AddressW = Clamp;
};
//////// CONNECTOR DATA STRUCTURES ///////////
/* data from application vertex buffer */
struct appdata {
float3 Position : POSITION;
float4 UV : TEXCOORD0;
float4 Normal : NORMAL;
float4 Tangent : TANGENT0;
float4 Binormal : BINORMAL0;
};
/* data passed from vertex shader to pixel shader */
struct vertexOutput {
float4 HPosition : POSITION;
float2 UV : TEXCOORD0;
// The following values are passed in "World" coordinates since
// it tends to be the most flexible and easy for handling
// reflections, sky lighting, and other "global" effects.
float3 LightVec : TEXCOORD1;
float3 WorldNormal : TEXCOORD2;
float3 WorldTangent : TEXCOORD3;
float3 WorldBinormal : TEXCOORD4;
float3 WorldView : TEXCOORD5;
};
///////// VERTEX SHADING /////////////////////
/*********** Generic Vertex Shader ******/
vertexOutput std_VS(appdata IN,
uniform float4x4 WorldITXf, // our four standard "untweakable" xforms
uniform float4x4 WorldXf,
uniform float4x4 ViewIXf,
uniform float4x4 WvpXf,
uniform float3 LampPos) {
vertexOutput OUT = (vertexOutput)0;
OUT.WorldNormal = mul(IN.Normal,WorldITXf).xyz;
OUT.WorldTangent = mul(IN.Tangent,WorldITXf).xyz;
OUT.WorldBinormal = mul(IN.Binormal,WorldITXf).xyz;
float4 Po = float4(IN.Position.xyz,1); // homogeneous location
float4 Pw = mul(Po,WorldXf); // convert to "world" space
#ifdef OBJECT_SPACE_LIGHTS
float4 Lo = float4(LampPos.xyz,1.0); // homogeneous coordinates
float4 Lw = mul(Lo,WorldXf); // convert to "world" space
OUT.LightVec = (Lw.xyz - Pw.xyz);
#else /* !OBJECT_SPACE_LIGHTS -- standard world-space lights */
OUT.LightVec = (LampPos - Pw.xyz);
#endif /* !OBJECT_SPACE_LIGHTS */
#ifdef FLIP_TEXTURE_Y
OUT.UV = float2(IN.UV.x,(1.0-IN.UV.y));
#else /* !FLIP_TEXTURE_Y */
OUT.UV = IN.UV.xy;
#endif /* !FLIP_TEXTURE_Y */
OUT.WorldView = normalize(ViewIXf[3].xyz - Pw.xyz);
OUT.HPosition = mul(Po,WvpXf);
return OUT;
}
///////// PIXEL SHADING //////////////////////
void shared_lighting_calculations(vertexOutput IN,
uniform float Kd,
uniform float SpecExpon,
uniform float Kr,
uniform samplerCUBE EnvSampler,
uniform float3 LampColor,
uniform float3 AmbiColor,
out float3 DiffuseContrib,
out float3 SpecularContrib,
out float3 ReflectionContrib)
{
float3 Ln = normalize(IN.LightVec.xyz);
float3 Nn = normalize(IN.WorldNormal);
float3 Vn = normalize(IN.WorldView);
float3 Hn = normalize(Vn + Ln);
float4 litV = lit(dot(Ln,Nn),dot(Hn,Nn),SpecExpon);
DiffuseContrib = litV.y * Kd * LampColor + AmbiColor;
SpecularContrib = litV.z * LampColor;
float3 reflVect = -reflect(Vn,Nn);
ReflectionContrib = Kr * texCUBE(EnvSampler,reflVect).xyz;
}
float4 metalPS(vertexOutput IN,
uniform float3 SurfaceColor,
uniform float Kd,
uniform float SpecExpon,
uniform float Kr,
uniform samplerCUBE EnvSampler,
uniform float3 LampColor,
uniform float3 AmbiColor
) : COLOR {
float3 diffContrib;
float3 specContrib;
float3 reflContrib;
shared_lighting_calculations(IN,Kd,SpecExpon,Kr,
EnvSampler,LampColor,AmbiColor,
diffContrib,specContrib,reflContrib);
float3 result = diffContrib +
(SurfaceColor * (specContrib + reflContrib));
return float4(result,1);
}
float4 plasticPS(vertexOutput IN,
uniform float3 SurfaceColor,
uniform float Kd,
uniform float SpecExpon,
uniform float Kr,
uniform float FresnelMin,
uniform float FresnelExp,
uniform samplerCUBE EnvSampler,
uniform float3 LampColor,
uniform float3 AmbiColor
) : COLOR {
float3 diffContrib;
float3 specContrib;
float3 reflContrib;
float3 Nn = normalize(IN.WorldNormal);
float3 Vn = normalize(IN.WorldView);
// these two terms usually pre-shaded-out
float KrMin = (Kr * FresnelMin);
float InvFrExp = (1.0/FresnelExp);
float fresnel = lerp(Kr,KrMin,pow(abs(dot(Nn,Vn)),InvFrExp));
shared_lighting_calculations(IN,Kd,SpecExpon,Kr,
EnvSampler,LampColor,AmbiColor,
diffContrib,specContrib,reflContrib);
float3 result = (diffContrib * SurfaceColor) +
specContrib +
(fresnel*reflContrib);
return float4(result,1);
}
///////////////////////////////////////
/// TECHNIQUES ////////////////////////
///////////////////////////////////////
#if DIRECT3D_VERSION >= 0xa00
//
// Standard DirectX10 Material State Blocks
//
RasterizerState DisableCulling { CullMode = NONE; };
DepthStencilState DepthEnabling { DepthEnable = TRUE; };
DepthStencilState DepthDisabling {
DepthEnable = FALSE;
DepthWriteMask = ZERO;
};
BlendState DisableBlend { BlendEnable[0] = FALSE; };
technique10 Metal10 <
string Script = "Pass=p0;";
> {
pass p0 <
string Script = "Draw=geometry;";
> {
SetVertexShader( CompileShader( vs_4_0, std_VS(gWorldITXf,gWorldXf,
gViewIXf,gWvpXf,
gLamp0Pos) ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0, metalPS(gSurfaceColor,
gKd,gSpecExpon,gKr,
gEnvSampler,gLamp0Color,gAmbiColor) ) );
SetRasterizerState(DisableCulling);
SetDepthStencilState(DepthEnabling, 0);
SetBlendState(DisableBlend, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF);
}
}
#endif /* DIRECT3D_VERSION >= 0xa00 */
technique Metal <
string Script = "Pass=p0;";
> {
pass p0 <
string Script = "Draw=geometry;";
> {
VertexShader = compile vs_3_0 std_VS(gWorldITXf,gWorldXf,
gViewIXf,gWvpXf,
gLamp0Pos);
ZEnable = true;
ZWriteEnable = true;
ZFunc = LessEqual;
AlphaBlendEnable = false;
CullMode = None;
PixelShader = compile ps_3_0 metalPS(gSurfaceColor,
gKd,gSpecExpon,gKr,
gEnvSampler,gLamp0Color,gAmbiColor);
}
}
#if DIRECT3D_VERSION >= 0xa00
technique10 Plastic10 <
string Script = "Pass=p0;";
> {
pass p0 <
string Script = "Draw=geometry;";
> {
SetVertexShader( CompileShader( vs_4_0, std_VS(gWorldITXf,gWorldXf,
gViewIXf,gWvpXf,
gLamp0Pos) ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0, plasticPS(gSurfaceColor,
gKd,gSpecExpon,gKr,gFresnelMin,gFresnelExp,
gEnvSampler,gLamp0Color,gAmbiColor) ) );
SetRasterizerState(DisableCulling);
SetDepthStencilState(DepthEnabling, 0);
SetBlendState(DisableBlend, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF);
}
}
#endif /* DIRECT3D_VERSION >= 0xa00 */
technique Plastic <
string Script = "Pass=p0;";
> {
pass p0 <
string Script = "Draw=geometry;";
> {
VertexShader = compile vs_3_0 std_VS(gWorldITXf,gWorldXf,
gViewIXf,gWvpXf,
gLamp0Pos);
ZEnable = true;
ZWriteEnable = true;
ZFunc = LessEqual;
AlphaBlendEnable = false;
CullMode = None;
PixelShader = compile ps_3_0 plasticPS(gSurfaceColor,
gKd,gSpecExpon,gKr,gFresnelMin,gFresnelExp,
gEnvSampler,gLamp0Color,gAmbiColor);
}
}
/***************************** eof ***/
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Global xres=800, yres=600
txp=8 : txres=1 << txp : txcp=txp-6 : txcell=1 << txcp-1
MP_Graphics3D (xres,yres,0,3) ; Erstelle ein WindowsFenster #Window = 0
SetWindowTitle(0, "Mesh with Metal/ Plastic Shader, change with F1 / F2 button")
camera=MP_CreateCamera() ; Kamera erstellen
Mesh=MP_Createcube()
Muster = MP_CatchTexture(?MyData1, ?MyData2 - ?MyData1)
Surface = MP_TextureToSurface(Muster)
MP_SurfaceSetPosition(Surface,0,0,1)
MP_SurfaceDestRect(Surface,0, 0, xres, yres)
MP_PositionEntity (light,0,20,0)
MP_PositionCamera (Camera, 0, 0, 3.4)
MP_CameraLookAt(Camera,MP_EntityGetX(Mesh),MP_EntityGetY(Mesh),MP_EntityGetZ(Mesh))
MyShader = MP_CreateMyShader (PeekS(?MyData2, ?MyData3 - ?MyData2))
MP_SetTechniqueMyShader (MyShader,"Metal")
;MP_SetTechniqueMyShader (MyShader,"Plastic")
MP_ShaderSetTexture (MyShader,"gEnvTexture",Muster)
MP_ShaderSet_D3DMATRIX (MyShader,"gWorldXf",MP_ShaderGetWorld (Mesh))
MP_ShaderSet_D3DMATRIX (MyShader,"gWorldITXf",MP_ShaderGetWorldI (Mesh))
MP_ShaderSet_D3DMATRIX (MyShader,"gWvpXf",MP_ShaderGetWorldView (Mesh))
MP_ShaderSet_D3DMATRIX (MyShader,"gViewIXf",MP_ShaderGetViewI (Camera))
MP_ShaderSetEntity (MyShader,Mesh)
While Not MP_KeyDown(#PB_Key_Escape) And Not MP_WindowEvent() = #PB_Event_CloseWindow; Esc abfrage oder Windows Schliessen
MP_RenderBegin()
MP_RenderSurface()
If MP_KeyDown(#PB_Key_F1)=1
MP_SetTechniqueMyShader (MyShader,"Metal")
EndIf
If MP_KeyDown(#PB_Key_F2)=1
MP_SetTechniqueMyShader (MyShader,"Plastic")
EndIf
mp_turnentity(mesh,0.1,0.1,0.1)
MP_ShaderSet_D3DMATRIX (MyShader,"gWorldXf",MP_ShaderGetWorld (Mesh))
MP_ShaderSet_D3DMATRIX (MyShader,"gWorldITXf",MP_ShaderGetWorldI (Mesh))
MP_ShaderSet_D3DMATRIX (MyShader,"gWvpXf",MP_ShaderGetWorldView (Mesh))
;MP_ShaderSet_D3DMATRIX (MyShader,"gViewIXf",MP_ShaderGetViewI (Camera))
MP_RenderMesh()
MP_RenderEnd()
MP_Flip () ; Stelle Sie dar
Wend
DataSection
MyData1:
IncludeBinary "default_reflection.dds"
MyData2:
IncludeBinary "plastic.fx"
MyData3:
EndDataSection
Compiling a threadsafe executable while using MP_LoadMesh("bones_all.x") produces a POLINK error.
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POLINK: error: Unresolved external symbol '_PB_StringBasePosition'. POLINK: fatal error: 1 unresolved external(s)
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MP_Graphics3D(800,600,32,2) sxCamera = MP_CreateCamera() sxLight = MP_CreateLight(1) MP_LightSetColor(sxLight,RGB(175,0,0)) sxMesh = MP_LoadMesh("bones_all.x") MP_Viewport(0,0,800,600) Repeat MP_EntitySetZ(sxMesh,4) MP_RenderWorld() MP_Flip() Until MP_WindowEvent() = #PB_Event_CloseWindow