Example #1
0
        public PhongShadowsVS()
        {
            Name    = "PhongShadowsVS";
            KeyPart = new TechniqueKey(vs: VertexShaderFlags.Position | VertexShaderFlags.Normal | VertexShaderFlags.TextureUV);
            Clear();
            PhongVSOutputNode oldOutput = (PhongVSOutputNode)Result;

            InputStruct  = Struct.VertexPositionNormalTexture;
            OutputStruct = VSOut;

            Add(CBStatic);
            Add(ConstantBuffer.CBPerFrame);
            Add(CBPerInstance);

            MatrixMultiplyNode mShadow = new MatrixMultiplyNode
            {
                Input1 = new ReferenceNode {
                    Value = InputStruct[Param.SemanticVariables.Position]
                },
                Input2 = MatrixMultiplyNode.LightWorldViewProjection
            };

            Result = new PhongShadowsVSOutputNode
            {
                Position         = oldOutput.Position,
                Normal           = oldOutput.Normal,
                WorldPosition    = oldOutput.WorldPosition,
                Texture          = oldOutput.Texture,
                ShadowProjection = mShadow,
                Output           = OutputStruct
            };
        }
Example #2
0
        public ShapeVS()
        {
            Name             = "ShapeVS";
            Type             = ShaderType.Vertex;
            FeatureLevel     = FeatureLevel.VS_4_0_Level_9_1;
            KeyPart          = new TechniqueKey(vs: VertexShaderFlags.Position | VertexShaderFlags.Color);
            EnableSeparators = true;
            InputStruct      = Struct.VertexPositionColor;
            OutputStruct     = VSOut;

            ConstantBuffer cbScene    = CBPerFrame;
            ConstantBuffer cbInstance = CBPerInstance;

            Add(cbScene);
            Add(cbInstance);

            var nPosV3toV4 = CastNode.PositionV3toV4(InputStruct[Param.SemanticVariables.Position]);
            var mulPosWVP  = new MatrixMultiplyNode
            {
                Input1 = nPosV3toV4,
                Input2 = MatrixMultiplyNode.WorldViewProjection,
            };

            CustomOutputNode outputNode = new CustomOutputNode()
            {
                Output = OutputStruct
            };

            outputNode.RegisterField(Vector.ClipPosition, mulPosWVP, Shaders.Type.Float4);
            outputNode.RegisterField(Vector.Color, new ReferenceNode {
                Value = InputStruct[Param.SemanticVariables.Color]
            }, Shaders.Type.Float4);

            Result = outputNode;
        }
Example #3
0
        public SkyboxVS()
        {
            Name             = "SkyboxVS";
            Type             = ShaderType.Vertex;
            KeyPart          = new TechniqueKey(vs: VertexShaderFlags.Position | VertexShaderFlags.Normal | VertexShaderFlags.TextureUVW);
            FeatureLevel     = FeatureLevel.VS_4_0_Level_9_1;
            EnableSeparators = true;
            InputStruct      = Struct.VertexPositionNormalTextureUVW;
            OutputStruct     = VSOutput;

            Add(CBStatic);
            Add(Structs.ConstantBuffer.CBPerFrame);

            IVariable position = InputStruct[Param.SemanticVariables.ObjectPosition];
            IVariable texture  = InputStruct[Param.SemanticVariables.Texture];

            CastNode nV3toV4 = new CastNode
            {
                Input = new SwizzleNode {
                    Input = new ReferenceNode {
                        Value = position
                    }, Swizzle = new[] { Swizzle.X, Swizzle.Y, Swizzle.Z, Swizzle.Null }
                },
                Output = new Vector {
                    Type = Shaders.Type.Float4, Name = "vPosition"
                },
                Mask      = new[] { "0", "0", "0", "1" },
                IsVerbose = true
            };

            MatrixMultiplyNode mulPosWVP = new MatrixMultiplyNode
            {
                Input1 = nV3toV4,
                Input2 = MatrixMultiplyNode.WorldViewProjection,
                Output = new Vector {
                    Type = Shaders.Type.Float4, Name = "vSkyBoxPosition",
                },
            };

            Result = new PhongVSOutputNode
            {
                Position = new SwizzleNode {
                    Input = mulPosWVP, Swizzle = new[] { Swizzle.X, Swizzle.Y, Swizzle.W, Swizzle.W }
                },
                Texture = new ReferenceNode {
                    Value = texture
                },
                Output = OutputStruct
            };
        }
Example #4
0
        public WireframeVS()
        {
            Name             = "WireframeVS";
            Type             = ShaderType.Vertex;
            KeyPart          = new TechniqueKey(vs: VertexShaderFlags.Position | VertexShaderFlags.Normal | VertexShaderFlags.TextureUV | VertexShaderFlags.Barycentric);
            FeatureLevel     = FeatureLevel.VS_4_0_Level_9_1;
            EnableSeparators = true;
            InputStruct      = VertexPositionNormalBarycentric;
            OutputStruct     = VertexPositionTextureIntensityBarycentricOut;

            ConstantBuffer cbFrame    = CBPerFrame;
            ConstantBuffer cbInstance = CBPerInstance;

            Add(cbFrame);
            Add(cbInstance);

            IVariable position       = InputStruct[Param.SemanticVariables.ObjectPosition];
            IVariable lightDirection = cbFrame[Param.Vectors.LightDirection];
            IVariable normal         = InputStruct[Param.SemanticVariables.Normal];
            IVariable texture        = InputStruct[Param.SemanticVariables.Texture];
            IVariable barycentric    = InputStruct[Param.SemanticVariables.Barycentric];

            CastNode nV3toV4 = new CastNode
            {
                Input = new SwizzleNode {
                    Input = new ReferenceNode {
                        Value = position
                    }, Swizzle = new[] { Swizzle.X, Swizzle.Y, Swizzle.Z, Swizzle.Null }
                },
                Output = new Vector {
                    Type = Shaders.Type.Float4, Name = "vPosition"
                },
                Mask      = new[] { "0", "0", "0", "1" },
                IsVerbose = true
            };

            MatrixMultiplyNode mulPosWVP = new MatrixMultiplyNode
            {
                Input1 = nV3toV4,
                Input2 = MatrixMultiplyNode.WorldViewProjection,
                Output = new Vector()
                {
                    Type = Shaders.Type.Float4, Name = "vClipPosition"
                },
                IsVerbose = true
            };

            MultiplyNode perspectiveCorrection = new MultiplyNode()
            {
                Input1 = new ReferenceNode()
                {
                    Value = barycentric
                },
                Input2 = new SwizzleNode()
                {
                    Input   = mulPosWVP,
                    Swizzle = new Swizzle[] { Swizzle.W, }
                }
            };

            BinaryFunctionNode dotLightNormal = new BinaryFunctionNode
            {
                Input1 = new ReferenceNode {
                    Value = lightDirection
                },
                Input2 = new ReferenceNode {
                    Value = normal
                },
                Function = HlslIntrinsics.Dot
            };

            BinaryFunctionNode maxIntensity = new BinaryFunctionNode
            {
                Input1 = dotLightNormal,
                Input2 = new ScalarNode()
                {
                    Value = 0.3f
                },
                Function = HlslIntrinsics.Max
            };

            CustomOutputNode outputNode = new CustomOutputNode()
            {
                Output = OutputStruct
            };

            outputNode.RegisterField(Vector.ClipPosition, mulPosWVP, Shaders.Type.Float4);
            outputNode.RegisterField(Param.SemanticVariables.Intensity, Semantics.Intensity, maxIntensity, Shaders.Type.Float3);
            outputNode.RegisterField(Vector.TextureUV, new ReferenceNode {
                Value = texture
            }, Shaders.Type.Float2);
            outputNode.RegisterField(Param.SemanticVariables.Barycentric, Semantics.Barycentric, perspectiveCorrection, Shaders.Type.Float3);

            Result = outputNode;
        }
Example #5
0
        public PhongInstanceVS()
        {
            Name             = "PhongInstanceVS";
            Type             = ShaderType.Vertex;
            KeyPart          = new TechniqueKey(vs: VertexShaderFlags.Position | VertexShaderFlags.Normal | VertexShaderFlags.TextureUV | VertexShaderFlags.InstanceWorld);
            FeatureLevel     = FeatureLevel.VS_4_0_Level_9_3;
            EnableSeparators = true;
            var instanceStruct = Struct.VertexPositionNormalTexture;

            instanceStruct.Add(Matrix.EntityInstanceWorld);

            InputStruct  = instanceStruct;
            OutputStruct = Struct.VertexPositionNormalTextureOut;

            Structs.ConstantBuffer cbFrame = ConstantBuffer.CBPerFrame;
            Add(cbFrame);

            IVariable position = InputStruct[Param.SemanticVariables.ObjectPosition];
            IVariable normal   = InputStruct[Param.SemanticVariables.Normal];
            IVariable texture  = InputStruct[Param.SemanticVariables.Texture];

            CastNode nV3toV4 = new CastNode
            {
                Input = new SwizzleNode {
                    Input = new ReferenceNode {
                        Value = position
                    }, Swizzle = new[] { Swizzle.X, Swizzle.Y, Swizzle.Z, Swizzle.Null }
                },
                Output = new Vector {
                    Type = Shaders.Type.Float4, Name = "vPosition"
                },
                Mask      = new[] { "0", "0", "0", "1" },
                IsVerbose = true
            };

            ReferenceNode mWorld = new ReferenceNode
            {
                Value  = InputStruct[Param.SemanticVariables.InstanceWorld],
                Output = new Matrix {
                    Type = Shaders.Type.Matrix, Name = "mWorld",
                },
                IsVerbose = true
            };

            MatrixMultiplyNode m1m2 = new MatrixMultiplyNode
            {
                Input1 = mWorld,
                Input2 = new ReferenceNode {
                    Value = Matrix.CameraView
                },
            };

            MatrixMultiplyNode mulWVP = new MatrixMultiplyNode
            {
                Input1 = m1m2,
                Input2 = new ReferenceNode {
                    Value = Matrix.CameraProjection
                },
                IsVerbose = true
            };

            MatrixMultiplyNode mulPosWVP = new MatrixMultiplyNode
            {
                Input1 = nV3toV4,
                Input2 = mulWVP,
            };

            MatrixMultiplyNode mulWP = new MatrixMultiplyNode
            {
                Input1 = nV3toV4,
                Input2 = mWorld,
            };

            MatrixMultiplyNode mulNormal = new MatrixMultiplyNode
            {
                Input1 = new ReferenceNode {
                    Value = normal
                },
                Input2 = CastNode.CastWorldFloat3x3((Matrix)mWorld.Output, "mWorld3x3")
            };

            Result = new PhongVSOutputNode
            {
                Position      = mulPosWVP,
                WorldPosition = mulWP,
                Normal        = mulNormal,
                Texture       = new ReferenceNode {
                    Value = texture
                },
                Output = OutputStruct
            };
        }
Example #6
0
        public PhongVS()
        {
            Name             = "PhongVS";
            Type             = ShaderType.Vertex;
            KeyPart          = new TechniqueKey(vs: VertexShaderFlags.Position | VertexShaderFlags.Normal | VertexShaderFlags.TextureUV);
            FeatureLevel     = FeatureLevel.VS_4_0_Level_9_1;
            EnableSeparators = true;
            InputStruct      = Struct.VertexPositionNormalTexture;
            OutputStruct     = Struct.VertexPositionNormalTextureOut;

            Structs.ConstantBuffer cbFrame    = ConstantBuffer.CBPerFrame;
            Structs.ConstantBuffer cbInstance = CBPerInstance;
            Add(cbFrame);
            Add(cbInstance);

            IVariable position = InputStruct[Param.SemanticVariables.ObjectPosition];
            IVariable normal   = InputStruct[Param.SemanticVariables.Normal];
            IVariable texture  = InputStruct[Param.SemanticVariables.Texture];


            CastNode nV3toV4 = new CastNode
            {
                Input = new SwizzleNode {
                    Input = new ReferenceNode {
                        Value = position
                    }, Swizzle = new[] { Swizzle.X, Swizzle.Y, Swizzle.Z, Swizzle.Null }
                },
                Output = new Vector {
                    Type = Shaders.Type.Float4, Name = "vPosition"
                },
                Mask      = new[] { "0", "0", "0", "1" },
                IsVerbose = true
            };

            MatrixMultiplyNode mulPosWVP = new MatrixMultiplyNode
            {
                Input1 = nV3toV4,
                Input2 = MatrixMultiplyNode.WorldViewProjection,
            };

            MatrixMultiplyNode mulWP = new MatrixMultiplyNode
            {
                Input1 = nV3toV4,
                Input2 = new ReferenceNode {
                    Value = Matrix.EntityWorld
                },
            };

            MatrixMultiplyNode mulNormal = new MatrixMultiplyNode
            {
                Input1 = new ReferenceNode {
                    Value = normal
                },
                Input2 = CastNode.WorldInverseTransposeFloat3x3
            };

            Result = new PhongVSOutputNode
            {
                Position      = mulPosWVP,
                WorldPosition = mulWP,
                Normal        = mulNormal,
                Texture       = new ReferenceNode {
                    Value = texture
                },
                Output = OutputStruct
            };
        }