コード例 #1
0
        private void AdjustForCorrectAntipodality(Function vsMain, int index, ref int funcCounter,
                                                  Parameter tempWorldMatrix)
        {
            FunctionInvocation curFuncInvocation = null;

            //Antipodality doesn't need to be adjusted for dq0 on itself (used as the basis of antipodality calculations)
            if (index > 0)
            {
                curFuncInvocation = new FunctionInvocation(SGXFuncAntipodalityAdjustment,
                                                           (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
                                                           funcCounter++);
                //This is the base dual quaternion dq0, which the antipodality calculations are based on
                curFuncInvocation.PushOperand(this.paramInitialDQ, Operand.OpSemantic.In);
                curFuncInvocation.PushOperand(this.paramTempFloat2x4, Operand.OpSemantic.In);
                curFuncInvocation.PushOperand(tempWorldMatrix, Operand.OpSemantic.Out);
                vsMain.AddAtomInstance(curFuncInvocation);
            }
            else if (index == 0)
            {
                //Set the first dual quaternion as the initial dq
                curFuncInvocation = new FunctionInvocation(FFPRenderState.FFPFuncAssign,
                                                           (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
                                                           funcCounter++);
                curFuncInvocation.PushOperand(this.paramTempFloat2x4, Operand.OpSemantic.In);
                curFuncInvocation.PushOperand(this.paramInitialDQ, Operand.OpSemantic.Out);
                vsMain.AddAtomInstance(curFuncInvocation);
            }
        }
コード例 #2
0
        private bool AddVsInvocations(Function vsMain, int groupOrder)
        {
            FunctionInvocation funcInvocation = null;
            int internalCounter = 0;

            funcInvocation = new FunctionInvocation(SGXFuncInstancedViewportsTransform, groupOrder, internalCounter++);
            funcInvocation.PushOperand(this.vsInPosition, Operand.OpSemantic.In);
            funcInvocation.PushOperand(this.worldViewMatrix, Operand.OpSemantic.In);
            funcInvocation.PushOperand(this.projectionMatrix, Operand.OpSemantic.In);
            funcInvocation.PushOperand(this.vsInViewportOffsetMatrixR0, Operand.OpSemantic.In);
            funcInvocation.PushOperand(this.vsInViewportOffsetMatrixR1, Operand.OpSemantic.In);
            funcInvocation.PushOperand(this.vsInViewportOffsetMatrixR2, Operand.OpSemantic.In);
            funcInvocation.PushOperand(this.vsInViewportOffsetMatrixR3, Operand.OpSemantic.In);
            funcInvocation.PushOperand(this.vsInMonitorsCount, Operand.OpSemantic.In);
            funcInvocation.PushOperand(this.vsInMonitorIndex, Operand.OpSemantic.In);
            funcInvocation.PushOperand(this.vsOriginalOutPositionProjectiveSpace, Operand.OpSemantic.Out);
            vsMain.AddAtomInstance(funcInvocation);

            //Output position in projective space
            funcInvocation = new FunctionInvocation(FFPRenderState.FFPFuncAssign, groupOrder, internalCounter++);
            funcInvocation.PushOperand(this.vsOriginalOutPositionProjectiveSpace, Operand.OpSemantic.In);
            funcInvocation.PushOperand(this.vsOutPositionProjectiveSpace, Operand.OpSemantic.Out);
            vsMain.AddAtomInstance(funcInvocation);

            //Output monitor index
            funcInvocation = new FunctionInvocation(FFPRenderState.FFPFuncAssign, groupOrder, internalCounter++);
            funcInvocation.PushOperand(this.vsInMonitorIndex, Operand.OpSemantic.In);
            funcInvocation.PushOperand(this.vsOutMonitorIndex, Operand.OpSemantic.Out);
            vsMain.AddAtomInstance(funcInvocation);

            return(true);
        }
コード例 #3
0
        private bool AddPsInvocations(Function psMain, int groupOrder)
        {
            FunctionInvocation funcInvocation = null;
            int internalCounter = 0;

            funcInvocation = new FunctionInvocation(SGXFuncInstancedViewportsDiscardOutOfBounds, groupOrder, internalCounter++);
            funcInvocation.PushOperand(this.psInMonitorsCount, Operand.OpSemantic.In);
            funcInvocation.PushOperand(this.psInMonitorIndex, Operand.OpSemantic.In);
            funcInvocation.PushOperand(this.psInPositionProjectiveSpace, Operand.OpSemantic.In);

            psMain.AddAtomInstance(funcInvocation);

            return(true);
        }
コード例 #4
0
ファイル: FFPTransform.cs プロジェクト: bostich83/axiom
        internal override bool CreateCpuSubPrograms(ProgramSet programSet)
        {
            Program vsProgram = programSet.CpuVertexProgram;

            //Resolve world view proj matrix
            UniformParameter wvpMatrix =
                vsProgram.ResolveAutoParameterInt(Graphics.GpuProgramParameters.AutoConstantType.WorldViewProjMatrix, 0);

            if (wvpMatrix == null)
            {
                return(false);
            }

            Function vsEntry = vsProgram.EntryPointFunction;

            //Resolve input position parameter
            Parameter positionIn = vsEntry.ResolveInputParameter(Parameter.SemanticType.Position, 0,
                                                                 Parameter.ContentType.PositionObjectSpace,
                                                                 Graphics.GpuProgramParameters.GpuConstantType.Float4);

            if (positionIn == null)
            {
                return(false);
            }

            //Resolve output position parameter
            Parameter positionOut = vsEntry.ResolveOutputParameter(Parameter.SemanticType.Position, 0,
                                                                   Parameter.ContentType.PositionProjectiveSpace,
                                                                   Graphics.GpuProgramParameters.GpuConstantType.Float4);

            if (positionOut == null)
            {
                return(false);
            }

            //Add dependency
            vsProgram.AddDependency(FFPRenderState.FFPLibTransform);

            var transformFunc = new FunctionInvocation(FFPRenderState.FFPFuncTransform, -1, 0);

            transformFunc.PushOperand(wvpMatrix, Operand.OpSemantic.In);
            transformFunc.PushOperand(positionIn, Operand.OpSemantic.In);
            transformFunc.PushOperand(positionOut, Operand.OpSemantic.Out);

            vsEntry.AddAtomInstance(transformFunc);

            return(true);
        }
コード例 #5
0
ファイル: FFPTransform.cs プロジェクト: ryan-bunker/axiom3d
		internal override bool CreateCpuSubPrograms( ProgramSet programSet )
		{
			Program vsProgram = programSet.CpuVertexProgram;

			//Resolve world view proj matrix
			UniformParameter wvpMatrix =
				vsProgram.ResolveAutoParameterInt( Graphics.GpuProgramParameters.AutoConstantType.WorldViewProjMatrix, 0 );
			if ( wvpMatrix == null )
			{
				return false;
			}

			Function vsEntry = vsProgram.EntryPointFunction;

			//Resolve input position parameter
			Parameter positionIn = vsEntry.ResolveInputParameter( Parameter.SemanticType.Position, 0,
			                                                      Parameter.ContentType.PositionObjectSpace,
			                                                      Graphics.GpuProgramParameters.GpuConstantType.Float4 );
			if ( positionIn == null )
			{
				return false;
			}

			//Resolve output position parameter
			Parameter positionOut = vsEntry.ResolveOutputParameter( Parameter.SemanticType.Position, 0,
			                                                        Parameter.ContentType.PositionProjectiveSpace,
			                                                        Graphics.GpuProgramParameters.GpuConstantType.Float4 );
			if ( positionOut == null )
			{
				return false;
			}

			//Add dependency
			vsProgram.AddDependency( FFPRenderState.FFPLibTransform );

			var transformFunc = new FunctionInvocation( FFPRenderState.FFPFuncTransform, -1, 0 );
			transformFunc.PushOperand( wvpMatrix, Operand.OpSemantic.In );
			transformFunc.PushOperand( positionIn, Operand.OpSemantic.In );
			transformFunc.PushOperand( positionOut, Operand.OpSemantic.Out );

			vsEntry.AddAtomInstance( transformFunc );

			return true;
		}
コード例 #6
0
        private void AddIndexedPositionWeight(Function vsMain, int index, Parameter worldMatrix,
                                              Parameter positionTempParameter, Parameter positionRelatedOutputParam,
                                              ref int funcCounter)
        {
            Operand.OpMask     indexMask         = IndexToMask(index);
            FunctionInvocation curFuncInvocation = null;

            //multiply position with world matrix and put into temporary param
            curFuncInvocation = new FunctionInvocation(SGXFuncBlendWeight,
                                                       (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
                                                       funcCounter++);
            curFuncInvocation.PushOperand(paramInWeights, Operand.OpSemantic.In, indexMask);
            curFuncInvocation.PushOperand(worldMatrix, Operand.OpSemantic.In);
            curFuncInvocation.PushOperand(positionTempParameter, Operand.OpSemantic.Out);
            vsMain.AddAtomInstance(curFuncInvocation);

            //check if on first iteration
            if (index == 0)
            {
                //set the local param as the value of the world param
                curFuncInvocation = new FunctionInvocation(FFPRenderState.FFPFuncAssign,
                                                           (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
                                                           funcCounter++);
                curFuncInvocation.PushOperand(positionTempParameter, Operand.OpSemantic.In);
                curFuncInvocation.PushOperand(positionRelatedOutputParam, Operand.OpSemantic.Out);
                vsMain.AddAtomInstance(curFuncInvocation);
            }
            else
            {
                //add the local param as the value of the world param
                curFuncInvocation = new FunctionInvocation(FFPRenderState.FFPFuncAdd,
                                                           (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
                                                           funcCounter++);
                curFuncInvocation.PushOperand(positionTempParameter, Operand.OpSemantic.In);
                curFuncInvocation.PushOperand(positionRelatedOutputParam, Operand.OpSemantic.In);
                curFuncInvocation.PushOperand(positionRelatedOutputParam, Operand.OpSemantic.Out);
                vsMain.AddAtomInstance(curFuncInvocation);
            }
        }
コード例 #7
0
ファイル: ReflectionMap.cs プロジェクト: bostich83/axiom
        private bool AddVsInvocations(Function vsMain, int groupOrder)
        {
            FunctionInvocation funcInvocation = null;
            int internalCounter = 0;

            //Output mask texgture coordinates
            funcInvocation = new FunctionInvocation(FFPRenderState.FFPFuncAssign, groupOrder, internalCounter++);
            funcInvocation.PushOperand(this.vsInMaskTexcoord, Operand.OpSemantic.In);
            funcInvocation.PushOperand(this.vsOutMaskTexcoord, Operand.OpSemantic.Out);
            vsMain.AddAtomInstance(funcInvocation);

            //Output reflection texture coordinates.
            if (this.reflectionMapType == TextureType.TwoD)
            {
                funcInvocation = new FunctionInvocation(FFPRenderState.FFPFunGenerateTexcoordEnvSphere, groupOrder,
                                                        internalCounter++);
                funcInvocation.PushOperand(this.worldITMatrix, Operand.OpSemantic.In);
                funcInvocation.PushOperand(this.viewMatrix, Operand.OpSemantic.In);
                funcInvocation.PushOperand(this.vsInputNormal, Operand.OpSemantic.In);
                funcInvocation.PushOperand(this.vsOutReflectionTexcoord, Operand.OpSemantic.Out);
                vsMain.AddAtomInstance(funcInvocation);
            }
            else
            {
                funcInvocation = new FunctionInvocation(FFPRenderState.FFPFuncGenerateTexCoordEnvReflect, groupOrder,
                                                        internalCounter++);
                funcInvocation.PushOperand(this.worldMatrix, Operand.OpSemantic.In);
                funcInvocation.PushOperand(this.worldITMatrix, Operand.OpSemantic.In);
                funcInvocation.PushOperand(this.viewMatrix, Operand.OpSemantic.In);
                funcInvocation.PushOperand(this.vsInputNormal, Operand.OpSemantic.In);
                funcInvocation.PushOperand(this.vsInputPos, Operand.OpSemantic.In);
                funcInvocation.PushOperand(this.vsOutReflectionTexcoord, Operand.OpSemantic.Out);
                vsMain.AddAtomInstance(funcInvocation);
            }

            return(true);
        }
コード例 #8
0
ファイル: ReflectionMap.cs プロジェクト: bostich83/axiom
        private bool AddPsInvocations(Function psMain, int groupOrder)
        {
            FunctionInvocation funcInvocation = null;
            int internalCounter = 0;

            funcInvocation = new FunctionInvocation(SGXFuncApplyReflectionMap, groupOrder, internalCounter++);
            funcInvocation.PushOperand(this.maskMapSampler, Operand.OpSemantic.In);
            funcInvocation.PushOperand(this.psInMaskTexcoord, Operand.OpSemantic.In);
            funcInvocation.PushOperand(this.reflectionMapSampler, Operand.OpSemantic.In);
            funcInvocation.PushOperand(this.psInReflectionTexcoord, Operand.OpSemantic.In);
            funcInvocation.PushOperand(this.psOutDiffuse, Operand.OpSemantic.In,
                                       (int)(Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
            funcInvocation.PushOperand(this.reflectionPower, Operand.OpSemantic.In);
            funcInvocation.PushOperand(this.psOutDiffuse, Operand.OpSemantic.Out,
                                       (int)(Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));

            psMain.AddAtomInstance(funcInvocation);

            return(true);
        }
コード例 #9
0
		protected override void AddPSBlendInvocations( Function psMain, Parameter arg1, Parameter arg2, Parameter texel,
		                                               int samplerIndex, Graphics.LayerBlendModeEx blendMode,
		                                               int groupOrder, ref int internalCounter, int targetChannels )
		{
			//Add the modifier invocation

			AddPSModifierInvocation( psMain, samplerIndex, arg1, arg2, groupOrder, ref internalCounter, targetChannels );

			//Add the blending fucntion invocations
			BlendMode mode = GetBlendMode( samplerIndex );

			if ( ( mode == BlendMode.FFPBlend ) || ( mode == BlendMode.Invalid ) )
			{
				base.AddPSBlendInvocations( psMain, arg1, arg2, texel, samplerIndex, blendMode, groupOrder,
				                            ref internalCounter, targetChannels );
			}
			else
			{
				//find the function name for the blend mode
				string funcName = string.Empty;

				for ( int i = 0; i < blendModes.Length; i++ )
				{
					if ( blendModes[ i ].Type == mode )
					{
						funcName = blendModes[ i ].FuncName;
						break;
					}
				}

				if ( funcName != string.Empty )
				{
					var curFuncInvocation = new FunctionInvocation( funcName, groupOrder, internalCounter++ );
					curFuncInvocation.PushOperand( arg1, Operand.OpSemantic.In, targetChannels );
					curFuncInvocation.PushOperand( arg2, Operand.OpSemantic.In, targetChannels );
					curFuncInvocation.PushOperand( psOutDiffuse, Operand.OpSemantic.Out, targetChannels );
					psMain.AddAtomInstance( curFuncInvocation );
				}
			}
		}
コード例 #10
0
		private bool AddVsInvocations( Function vsMain, int groupOrder )
		{
			FunctionInvocation funcInvocation = null;
			int internalCounter = 0;

			funcInvocation = new FunctionInvocation( SGXFuncInstancedViewportsTransform, groupOrder, internalCounter++ );
			funcInvocation.PushOperand( this.vsInPosition, Operand.OpSemantic.In );
			funcInvocation.PushOperand( this.worldViewMatrix, Operand.OpSemantic.In );
			funcInvocation.PushOperand( this.projectionMatrix, Operand.OpSemantic.In );
			funcInvocation.PushOperand( this.vsInViewportOffsetMatrixR0, Operand.OpSemantic.In );
			funcInvocation.PushOperand( this.vsInViewportOffsetMatrixR1, Operand.OpSemantic.In );
			funcInvocation.PushOperand( this.vsInViewportOffsetMatrixR2, Operand.OpSemantic.In );
			funcInvocation.PushOperand( this.vsInViewportOffsetMatrixR3, Operand.OpSemantic.In );
			funcInvocation.PushOperand( this.vsInMonitorsCount, Operand.OpSemantic.In );
			funcInvocation.PushOperand( this.vsInMonitorIndex, Operand.OpSemantic.In );
			funcInvocation.PushOperand( this.vsOriginalOutPositionProjectiveSpace, Operand.OpSemantic.Out );
			vsMain.AddAtomInstance( funcInvocation );

			//Output position in projective space
			funcInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAssign, groupOrder, internalCounter++ );
			funcInvocation.PushOperand( this.vsOriginalOutPositionProjectiveSpace, Operand.OpSemantic.In );
			funcInvocation.PushOperand( this.vsOutPositionProjectiveSpace, Operand.OpSemantic.Out );
			vsMain.AddAtomInstance( funcInvocation );

			//Output monitor index
			funcInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAssign, groupOrder, internalCounter++ );
			funcInvocation.PushOperand( this.vsInMonitorIndex, Operand.OpSemantic.In );
			funcInvocation.PushOperand( this.vsOutMonitorIndex, Operand.OpSemantic.Out );
			vsMain.AddAtomInstance( funcInvocation );

			return true;
		}
コード例 #11
0
		protected bool AddPSFinalAssignmentInvocation( Function psMain, int groupOrder, ref int internalCounter )
		{
			var curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAssign,
			                                                (int)FFPRenderState.FFPFragmentShaderStage.PSColorBegin + 1,
			                                                internalCounter++ );
			curFuncInvocation.PushOperand( this.psTempDiffuseColor, Operand.OpSemantic.In );
			curFuncInvocation.PushOperand( this.psDiffuse, Operand.OpSemantic.Out );
			psMain.AddAtomInstance( curFuncInvocation );

			curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAssign,
			                                            (int)FFPRenderState.FFPFragmentShaderStage.PSColorBegin + 1,
			                                            internalCounter++ );
			curFuncInvocation.PushOperand( this.psDiffuse, Operand.OpSemantic.In );
			curFuncInvocation.PushOperand( this.psOutDiffuse, Operand.OpSemantic.Out );
			psMain.AddAtomInstance( curFuncInvocation );

			if ( this.specularEnable )
			{
				curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAssign,
				                                            (int)FFPRenderState.FFPFragmentShaderStage.PSColorBegin + 1,
				                                            internalCounter++ );
				curFuncInvocation.PushOperand( this.psTempSpecularColor, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( this.psSpecular, Operand.OpSemantic.Out );
				psMain.AddAtomInstance( curFuncInvocation );
			}
			return true;
		}
コード例 #12
0
		protected bool AddVSInvocation( Function vsMain, int groupOrder, ref int internalCounter )
		{
			FunctionInvocation curFuncInvocation = null;

			//transform normal in view space
			curFuncInvocation = new FunctionInvocation( SGXFuncTransformNormal, groupOrder, internalCounter++ );
			curFuncInvocation.PushOperand( this.worldViewITMatrix, Operand.OpSemantic.In );
			curFuncInvocation.PushOperand( this.vsInNormal, Operand.OpSemantic.In );
			curFuncInvocation.PushOperand( this.vsOutNormal, Operand.OpSemantic.Out );
			vsMain.AddAtomInstance( curFuncInvocation );

			//Transform view space position if need to
			if ( this.vsOutViewPos != null )
			{
				curFuncInvocation = new FunctionInvocation( SGXFuncTransformPosition, groupOrder, internalCounter++ );
				curFuncInvocation.PushOperand( this.worldViewMatrix, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( this.vsInPosition, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( this.vsOutViewPos, Operand.OpSemantic.Out );
				vsMain.AddAtomInstance( curFuncInvocation );
			}

			return true;
		}
コード例 #13
0
        private void AddPositionCalculations(Function vsMain, ref int funcCounter)
        {
            FunctionInvocation curFuncInvocation = null;

            if (doBoneCalculations)
            {
                if (scalingShearingSupport)
                {
                    //Construct a scaling and shearing matrix based on the blend weights
                    for (int i = 0; i < WeightCount; i++)
                    {
                        //Assign the local param based on the current index of the scaling and shearing matrices
                        curFuncInvocation = new FunctionInvocation(FFPRenderState.FFPFuncAssign,
                                                                   (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
                                                                   funcCounter++);
                        curFuncInvocation.PushOperand(this.paramInScaleShearMatrices, Operand.OpSemantic.In);
                        curFuncInvocation.PushOperand(paramInIndices, Operand.OpSemantic.In, (int)IndexToMask(i), 1);
                        curFuncInvocation.PushOperand(this.paramTempFloat3x4, Operand.OpSemantic.Out);
                        vsMain.AddAtomInstance(curFuncInvocation);

                        //Calculate the resultant scaling and shearing matrix based on the weigts given
                        AddIndexedPositionWeight(vsMain, i, this.paramTempFloat3x4, this.paramTempFloat3x4, this.paramBlendS,
                                                 ref funcCounter);
                    }

                    //Transform the position based on the scaling and shearing matrix
                    curFuncInvocation = new FunctionInvocation(FFPRenderState.FFPFuncTransform,
                                                               (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
                                                               funcCounter++);
                    curFuncInvocation.PushOperand(this.paramBlendS, Operand.OpSemantic.In);
                    curFuncInvocation.PushOperand(paramInPosition, Operand.OpSemantic.In,
                                                  (int)(Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                    curFuncInvocation.PushOperand(this.paramLocalBlendPosition, Operand.OpSemantic.Out);
                    vsMain.AddAtomInstance(curFuncInvocation);
                }
                else
                {
                    //Assign the input position to the local blended position
                    curFuncInvocation = new FunctionInvocation(FFPRenderState.FFPFuncAssign,
                                                               (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
                                                               funcCounter++);
                    curFuncInvocation.PushOperand(paramInPosition, Operand.OpSemantic.In,
                                                  (int)(Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z));
                    curFuncInvocation.PushOperand(this.paramLocalBlendPosition, Operand.OpSemantic.Out);
                    vsMain.AddAtomInstance(curFuncInvocation);
                }

                //Set functions to calculate world position
                for (int i = 0; i < weightCount; i++)
                {
                    curFuncInvocation = new FunctionInvocation(FFPRenderState.FFPFuncAssign,
                                                               (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
                                                               funcCounter++);
                    curFuncInvocation.PushOperand(paramInIndices, Operand.OpSemantic.In, (int)IndexToMask(i));
                    curFuncInvocation.PushOperand(this.paramIndex1, Operand.OpSemantic.Out);
                    vsMain.AddAtomInstance(curFuncInvocation);

                    //multiply the index by 2
                    curFuncInvocation = new FunctionInvocation(FFPRenderState.FFPFuncModulate,
                                                               (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
                                                               funcCounter++);
                    curFuncInvocation.PushOperand(ParameterFactory.CreateConstParamFloat(2.0f), Operand.OpSemantic.In);
                    curFuncInvocation.PushOperand(this.paramIndex1, Operand.OpSemantic.In);
                    curFuncInvocation.PushOperand(this.paramIndex1, Operand.OpSemantic.Out);
                    vsMain.AddAtomInstance(curFuncInvocation);

                    //Add 1 to the index and assign as the second row's index
                    curFuncInvocation = new FunctionInvocation(FFPRenderState.FFPFuncAdd,
                                                               (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
                                                               funcCounter++);
                    curFuncInvocation.PushOperand(ParameterFactory.CreateConstParamFloat(1.0f), Operand.OpSemantic.In);
                    curFuncInvocation.PushOperand(this.paramIndex1, Operand.OpSemantic.In);
                    curFuncInvocation.PushOperand(this.paramIndex2, Operand.OpSemantic.Out);
                    vsMain.AddAtomInstance(curFuncInvocation);

                    //Build the dual quaternion matrix
                    curFuncInvocation = new FunctionInvocation(
                        DualQuaternionSkinning.SGXFuncBuildDualQuaternionMatrix,
                        (int)FFPRenderState.FFPVertexShaderStage.VSTransform, funcCounter++);
                    curFuncInvocation.PushOperand(paramInWorldMatrices, Operand.OpSemantic.In);
                    curFuncInvocation.PushOperand(this.paramIndex1, Operand.OpSemantic.In, (int)Operand.OpMask.All, 1);
                    curFuncInvocation.PushOperand(paramInWorldMatrices, Operand.OpSemantic.In);
                    curFuncInvocation.PushOperand(this.paramIndex2, Operand.OpSemantic.In, (int)Operand.OpMask.All, 1);
                    curFuncInvocation.PushOperand(this.paramTempFloat2x4, Operand.OpSemantic.Out);
                    vsMain.AddAtomInstance(curFuncInvocation);

                    if (correctAntipodalityHandling)
                    {
                        AdjustForCorrectAntipodality(vsMain, i, ref funcCounter, this.paramTempFloat2x4);
                    }

                    //Calculate the resultant dual quaternion based based on the weights given
                    AddIndexedPositionWeight(vsMain, i, this.paramTempFloat2x4, this.paramTempFloat2x4, this.paramBlendDQ,
                                             ref funcCounter);
                }
                //Normalize the dual quaternion
                curFuncInvocation = new FunctionInvocation(DualQuaternionSkinning.SGXFuncNormalizeDualQuaternion,
                                                           (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
                                                           funcCounter++);
                curFuncInvocation.PushOperand(this.paramBlendDQ, Operand.OpSemantic.InOut);
                vsMain.AddAtomInstance(curFuncInvocation);

                //Calculate the blend position
                curFuncInvocation = new FunctionInvocation(DualQuaternionSkinning.SGXFuncCalculateBlendPosition,
                                                           (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
                                                           funcCounter++);
                curFuncInvocation.PushOperand(this.paramLocalBlendPosition, Operand.OpSemantic.In);
                curFuncInvocation.PushOperand(this.paramBlendDQ, Operand.OpSemantic.In);
                curFuncInvocation.PushOperand(paramTempFloat4, Operand.OpSemantic.Out);
                vsMain.AddAtomInstance(curFuncInvocation);

                //Update from object to projective space
                curFuncInvocation = new FunctionInvocation(FFPRenderState.FFPFuncTransform,
                                                           (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
                                                           funcCounter++);
                curFuncInvocation.PushOperand(paramInViewProjMatrix, Operand.OpSemantic.In);
                curFuncInvocation.PushOperand(paramTempFloat4, Operand.OpSemantic.In);
                curFuncInvocation.PushOperand(paramOutPositionProj, Operand.OpSemantic.Out);
                vsMain.AddAtomInstance(curFuncInvocation);
            }
            else
            {
                //update from object to world space
                curFuncInvocation = new FunctionInvocation(FFPRenderState.FFPFuncTransform,
                                                           (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
                                                           funcCounter++);
                curFuncInvocation.PushOperand(paramInWorldMatrices, Operand.OpSemantic.In);
                curFuncInvocation.PushOperand(paramInPosition, Operand.OpSemantic.In);
                curFuncInvocation.PushOperand(paramLocalPositionWorld, Operand.OpSemantic.Out);
                vsMain.AddAtomInstance(curFuncInvocation);

                //update from object to projective space
                curFuncInvocation = new FunctionInvocation(FFPRenderState.FFPFuncTransform,
                                                           (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
                                                           funcCounter++);
                curFuncInvocation.PushOperand(paramInWorldViewProjMatrix, Operand.OpSemantic.In);
                curFuncInvocation.PushOperand(paramInPosition, Operand.OpSemantic.In);
                curFuncInvocation.PushOperand(paramOutPositionProj, Operand.OpSemantic.Out);
                vsMain.AddAtomInstance(curFuncInvocation);
            }
        }
コード例 #14
0
ファイル: FFPColor.cs プロジェクト: ryan-bunker/axiom3d
		protected override bool AddFunctionInvocations( ProgramSet programSet )
		{
			Program vsProgram = programSet.CpuVertexProgram;
			Program psProgram = programSet.CpuFragmentProgram;
			Function vsMain = vsProgram.EntryPointFunction;
			Function psMain = psProgram.EntryPointFunction;
			FunctionInvocation curFuncInvocation = null;
			int internalCounter;

			//Create vertex shader color invocations
			Parameter vsDiffuse, vsSpecular;
			internalCounter = 0;
			if ( this.vsInputDiffuse != null )
			{
				vsDiffuse = this.vsInputDiffuse;
			}
			else
			{
				vsDiffuse = vsMain.ResolveLocalParameter( Parameter.SemanticType.Color, 0,
				                                          Parameter.ContentType.ColorDiffuse,
				                                          Graphics.GpuProgramParameters.GpuConstantType.Float4 );
				curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncConstruct,
				                                            (int)FFPRenderState.FFPVertexShaderStage.VSColor,
				                                            internalCounter++ );
				curFuncInvocation.PushOperand( ParameterFactory.CreateConstParamFloat( 1.0f ), Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( ParameterFactory.CreateConstParamFloat( 1.0f ), Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( ParameterFactory.CreateConstParamFloat( 1.0f ), Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( ParameterFactory.CreateConstParamFloat( 1.0f ), Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( vsDiffuse, Operand.OpSemantic.Out );
				vsMain.AddAtomInstance( curFuncInvocation );
			}

			if ( this.vsOutputDiffuse != null )
			{
				curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAssign,
				                                            (int)FFPRenderState.FFPVertexShaderStage.VSColor,
				                                            internalCounter++ );
				curFuncInvocation.PushOperand( vsDiffuse, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( this.vsOutputDiffuse, Operand.OpSemantic.Out );
				vsMain.AddAtomInstance( curFuncInvocation );
			}

			if ( this.vsInputSpecular != null )
			{
				vsSpecular = this.vsInputSpecular;
			}
			else
			{
				vsSpecular = vsMain.ResolveLocalParameter( Parameter.SemanticType.Color, 1,
				                                           Parameter.ContentType.ColorSpecular,
				                                           Graphics.GpuProgramParameters.GpuConstantType.Float4 );
				curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncConstruct,
				                                            (int)FFPRenderState.FFPVertexShaderStage.VSColor,
				                                            internalCounter++ );
				curFuncInvocation.PushOperand( ParameterFactory.CreateConstParamFloat( 0.0f ), Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( ParameterFactory.CreateConstParamFloat( 0.0f ), Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( ParameterFactory.CreateConstParamFloat( 0.0f ), Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( ParameterFactory.CreateConstParamFloat( 0.0f ), Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( vsSpecular, Operand.OpSemantic.Out );
				vsMain.AddAtomInstance( curFuncInvocation );
			}

			if ( this.vsOutputSpecular != null )
			{
				curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAssign,
				                                            (int)FFPRenderState.FFPVertexShaderStage.VSColor,
				                                            internalCounter++ );
				curFuncInvocation.PushOperand( vsSpecular, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( this.vsOutputSpecular, Operand.OpSemantic.Out );
				vsMain.AddAtomInstance( curFuncInvocation );
			}

			//Create fragment shader color invocations
			Parameter psDiffuse, psSpecular;
			internalCounter = 0;

			//Handle diffuse color
			if ( this.psInputDiffuse != null )
			{
				psDiffuse = this.psInputDiffuse;
			}
			else
			{
				psDiffuse = psMain.ResolveLocalParameter( Parameter.SemanticType.Color, 0,
				                                          Parameter.ContentType.ColorDiffuse,
				                                          Graphics.GpuProgramParameters.GpuConstantType.Float4 );
				curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncConstruct,
				                                            (int)FFPRenderState.FFPFragmentShaderStage.PSColorBegin,
				                                            internalCounter++ );
				curFuncInvocation.PushOperand( ParameterFactory.CreateConstParamFloat( 1.0f ), Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( ParameterFactory.CreateConstParamFloat( 1.0f ), Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( ParameterFactory.CreateConstParamFloat( 1.0f ), Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( ParameterFactory.CreateConstParamFloat( 1.0f ), Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( psDiffuse, Operand.OpSemantic.Out );
				psMain.AddAtomInstance( curFuncInvocation );
			}

			//Handle specular color
			if ( this.psInputSpecular != null )
			{
				psSpecular = this.psInputSpecular;
			}
			else
			{
				psSpecular = psMain.ResolveLocalParameter( Parameter.SemanticType.Color, 1,
				                                           Parameter.ContentType.ColorSpecular,
				                                           Graphics.GpuProgramParameters.GpuConstantType.Float4 );
				curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncConstruct,
				                                            (int)FFPRenderState.FFPFragmentShaderStage.PSColorBegin,
				                                            internalCounter++ );
				curFuncInvocation.PushOperand( ParameterFactory.CreateConstParamFloat( 0.0f ), Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( ParameterFactory.CreateConstParamFloat( 0.0f ), Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( ParameterFactory.CreateConstParamFloat( 0.0f ), Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( ParameterFactory.CreateConstParamFloat( 0.0f ), Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( psSpecular, Operand.OpSemantic.Out );
				psMain.AddAtomInstance( curFuncInvocation );
			}

			//Assign diffuse color
			if ( this.psOutputDiffuse != null )
			{
				curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAssign,
				                                            (int)FFPRenderState.FFPFragmentShaderStage.PSColorBegin,
				                                            internalCounter++ );
				curFuncInvocation.PushOperand( psDiffuse, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( this.psOutputDiffuse, Operand.OpSemantic.Out );
				psMain.AddAtomInstance( curFuncInvocation );
			}

			//Assign specular color
			if ( this.psOutputSpecular != null )
			{
				curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAssign,
				                                            (int)FFPRenderState.FFPFragmentShaderStage.PSColorBegin,
				                                            internalCounter++ );
				curFuncInvocation.PushOperand( psSpecular, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( this.psOutputSpecular, Operand.OpSemantic.Out );
				psMain.AddAtomInstance( curFuncInvocation );
			}

			//Add specular to out color
			internalCounter = 0;
			if ( this.psOutputDiffuse != null && psSpecular != null )
			{
				curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAdd,
				                                            (int)FFPRenderState.FFPFragmentShaderStage.PSColorEnd,
				                                            internalCounter++ );
				curFuncInvocation.PushOperand( this.psOutputDiffuse, Operand.OpSemantic.In,
				                               ( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
				curFuncInvocation.PushOperand( psSpecular, Operand.OpSemantic.In,
				                               ( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
				curFuncInvocation.PushOperand( this.psOutputDiffuse, Operand.OpSemantic.Out,
				                               ( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
				psMain.AddAtomInstance( curFuncInvocation );
			}

			return true;
		}
コード例 #15
0
ファイル: LinearSkinning.cs プロジェクト: ryan-bunker/axiom3d
		private void AddIndexedNormalRelatedWeight( Function vsMain, Parameter normalRelatedParam,
		                                            Parameter normalWorldRelatedParam, int index, ref int funcCounter )
		{
			FunctionInvocation curFuncInvocation;
			Operand.OpMask indexMask = IndexToMask( index );

			//multiply position with world matrix and put into temporary param
			curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncTransform,
			                                            (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
			                                            funcCounter++ );
			curFuncInvocation.PushOperand( paramInWorldMatrices, Operand.OpSemantic.In, (int)Operand.OpMask.All );
			curFuncInvocation.PushOperand( paramInIndices, Operand.OpSemantic.In, (int)indexMask, 1 );
			curFuncInvocation.PushOperand( normalRelatedParam, Operand.OpSemantic.In );
			curFuncInvocation.PushOperand( paramTempFloat3, Operand.OpSemantic.Out );
			vsMain.AddAtomInstance( curFuncInvocation );

			//multiply temporary param with weight
			curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncModulate,
			                                            (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
			                                            funcCounter++ );
			curFuncInvocation.PushOperand( paramTempFloat3, Operand.OpSemantic.In );
			curFuncInvocation.PushOperand( paramInWeights, Operand.OpSemantic.In, (int)indexMask );
			curFuncInvocation.PushOperand( paramTempFloat3, Operand.OpSemantic.Out );
			vsMain.AddAtomInstance( curFuncInvocation );

			//check if on first iteration
			if ( index == 0 )
			{
				//set the local param as the value of the world normal
				curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAssign,
				                                            (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
				                                            funcCounter++ );
				curFuncInvocation.PushOperand( paramTempFloat3, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( normalWorldRelatedParam, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( normalWorldRelatedParam, Operand.OpSemantic.Out );
				vsMain.AddAtomInstance( curFuncInvocation );
			}
			else
			{
				//add the local param as the value of the world normal
				curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAdd,
				                                            (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
				                                            funcCounter++ );
				curFuncInvocation.PushOperand( paramTempFloat3, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( normalWorldRelatedParam, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( normalWorldRelatedParam, Operand.OpSemantic.Out );
				vsMain.AddAtomInstance( curFuncInvocation );
			}
		}
コード例 #16
0
		private bool AddPSInvocation( Program psProgram, int groupOrder, ref int internalCounter )
		{
			Function psMain = psProgram.EntryPointFunction;
			FunctionInvocation curFuncInvocation = null;

			ShadowTextureParams splitParams0 = this.shadowTextureParamsList[ 0 ];
			ShadowTextureParams splitParams1 = this.shadowTextureParamsList[ 1 ];
			ShadowTextureParams splitParams2 = this.shadowTextureParamsList[ 2 ];

			//Compute shadow factor
			curFuncInvocation = new FunctionInvocation( SGXFuncComputeShadowColor3, groupOrder, internalCounter++ );
			curFuncInvocation.PushOperand( this.psInDepth, Operand.OpSemantic.In );
			curFuncInvocation.PushOperand( this.psSplitPoints, Operand.OpSemantic.In );
			curFuncInvocation.PushOperand( splitParams0.PSInLightPosition, Operand.OpSemantic.In );
			curFuncInvocation.PushOperand( splitParams1.PSInLightPosition, Operand.OpSemantic.In );
			curFuncInvocation.PushOperand( splitParams2.PSInLightPosition, Operand.OpSemantic.In );
			curFuncInvocation.PushOperand( splitParams0.TextureSampler, Operand.OpSemantic.In );
			curFuncInvocation.PushOperand( splitParams1.TextureSampler, Operand.OpSemantic.In );
			curFuncInvocation.PushOperand( splitParams2.TextureSampler, Operand.OpSemantic.In );
			curFuncInvocation.PushOperand( splitParams0.InvTextureSize, Operand.OpSemantic.In );
			curFuncInvocation.PushOperand( splitParams1.InvTextureSize, Operand.OpSemantic.In );
			curFuncInvocation.PushOperand( splitParams2.InvTextureSize, Operand.OpSemantic.In );
			curFuncInvocation.PushOperand( this.psLocalShadowFactor, Operand.OpSemantic.Out );
			psMain.AddAtomInstance( curFuncInvocation );

			//Apply shadow factor on diffuse color
			curFuncInvocation = new FunctionInvocation( SGXFuncApplyShadowFactorDiffuse, groupOrder, internalCounter++ );
			curFuncInvocation.PushOperand( this.psDerivedSceneColor, Operand.OpSemantic.In );
			curFuncInvocation.PushOperand( this.psDiffuse, Operand.OpSemantic.In );
			curFuncInvocation.PushOperand( this.psLocalShadowFactor, Operand.OpSemantic.In );
			curFuncInvocation.PushOperand( this.psLocalShadowFactor, Operand.OpSemantic.Out );
			psMain.AddAtomInstance( curFuncInvocation );

			//Apply shadow factor on specular color
			curFuncInvocation = new FunctionInvocation( SGXFuncModulateScalar, groupOrder, internalCounter++ );
			curFuncInvocation.PushOperand( this.psLocalShadowFactor, Operand.OpSemantic.In );
			curFuncInvocation.PushOperand( this.psSpecular, Operand.OpSemantic.In );
			curFuncInvocation.PushOperand( this.psSpecular, Operand.OpSemantic.Out );
			psMain.AddAtomInstance( curFuncInvocation );

			//Assign the local diffuse to output diffuse
			curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAssign, groupOrder, internalCounter++ );
			curFuncInvocation.PushOperand( this.psDiffuse, Operand.OpSemantic.In );
			curFuncInvocation.PushOperand( this.psOutDiffuse, Operand.OpSemantic.Out );
			psMain.AddAtomInstance( curFuncInvocation );

			return true;
		}
コード例 #17
0
ファイル: LinearSkinning.cs プロジェクト: ryan-bunker/axiom3d
		private void AddIndexedPositionWeight( Function vsMain, int index, ref int funcCounter )
		{
			Operand.OpMask indexMask = IndexToMask( index );

			FunctionInvocation curFuncInvocation;

			var outputMask = (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z );

			if ( paramInWorldMatrices.Type == GpuProgramParameters.GpuConstantType.Matrix_4X4 )
			{
				outputMask = (int)Operand.OpMask.All;
			}

			//multiply posiiton with world matrix and put into temporary param
			curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncTransform,
			                                            (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
			                                            funcCounter++ );
			curFuncInvocation.PushOperand( paramInWorldMatrix, Operand.OpSemantic.In );
			curFuncInvocation.PushOperand( paramInIndices, Operand.OpSemantic.In, (int)indexMask, 1 );
			curFuncInvocation.PushOperand( paramInPosition, Operand.OpSemantic.In );
			curFuncInvocation.PushOperand( paramTempFloat4, Operand.OpSemantic.Out, outputMask );
			vsMain.AddAtomInstance( curFuncInvocation );

			//set w value of temporary param to 1
			curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAssign,
			                                            (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
			                                            funcCounter++ );
			curFuncInvocation.PushOperand( ParameterFactory.CreateConstParamFloat( 1.0f ), Operand.OpSemantic.In );
			curFuncInvocation.PushOperand( paramTempFloat4, Operand.OpSemantic.Out, (int)Operand.OpMask.W );
			vsMain.AddAtomInstance( curFuncInvocation );

			//multiply temporary param with weight
			curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncModulate,
			                                            (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
			                                            funcCounter++ );
			curFuncInvocation.PushOperand( paramTempFloat4, Operand.OpSemantic.In );
			curFuncInvocation.PushOperand( paramInWeights, Operand.OpSemantic.In, (int)indexMask );
			curFuncInvocation.PushOperand( paramTempFloat4, Operand.OpSemantic.Out );
			vsMain.AddAtomInstance( curFuncInvocation );

			//check if on first iteration
			if ( index == 0 )
			{
				//set the local param as the value of the world param
				curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAssign,
				                                            (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
				                                            funcCounter++ );
				curFuncInvocation.PushOperand( paramTempFloat4, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( paramLocalPositionWorld, Operand.OpSemantic.Out );
				vsMain.AddAtomInstance( curFuncInvocation );
			}
			else
			{
				//add the local param as the value of the world param
				curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAdd,
				                                            (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
				                                            funcCounter++ );
				curFuncInvocation.PushOperand( paramTempFloat4, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( paramLocalPositionWorld, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( paramLocalPositionWorld, Operand.OpSemantic.Out );
				vsMain.AddAtomInstance( curFuncInvocation );
			}
		}
コード例 #18
0
ファイル: LinearSkinning.cs プロジェクト: ryan-bunker/axiom3d
		private void AddNormalRelatedCalculations( Function vsMain, Parameter normalRelatedParam,
		                                           Parameter normalWorldRelatedParam, ref int funcCounter )
		{
			FunctionInvocation curFuncInvocation;

			if ( doBoneCalculations )
			{
				//set functions to calculate world normal
				for ( int i = 0; i < weightCount; i++ )
				{
					AddIndexedNormalRelatedWeight( vsMain, normalRelatedParam, normalWorldRelatedParam, i,
					                               ref funcCounter );
				}

				//update back the original position relative to the object
				curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncTransform,
				                                            (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
				                                            funcCounter++ );
				curFuncInvocation.PushOperand( paramInInvWorldMatrix, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( normalWorldRelatedParam, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( normalRelatedParam, Operand.OpSemantic.Out );
				vsMain.AddAtomInstance( curFuncInvocation );
			}
			else
			{
				//update back the original position relative to the object
				curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncTransform,
				                                            (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
				                                            funcCounter++ );
				curFuncInvocation.PushOperand( paramInWorldMatrix, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( normalRelatedParam, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( normalWorldRelatedParam, Operand.OpSemantic.Out );
				vsMain.AddAtomInstance( curFuncInvocation );
			}
		}
コード例 #19
0
ファイル: LinearSkinning.cs プロジェクト: ryan-bunker/axiom3d
		private void AddPositionCalculations( Function vsMain, ref int funcCounter )
		{
			FunctionInvocation curFuncInvocation = null;

			if ( doBoneCalculations == true )
			{
				//set functions to calculate world position
				for ( int i = 0; i < WeightCount; i++ )
				{
					AddIndexedPositionWeight( vsMain, i, ref funcCounter );
				}

				//update back the original position relative to the object
				curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncTransform,
				                                            (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
				                                            funcCounter++ );
				curFuncInvocation.PushOperand( paramInInvWorldMatrix, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( paramLocalPositionWorld, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( paramInPosition, Operand.OpSemantic.Out );
				vsMain.AddAtomInstance( curFuncInvocation );

				//update the projective position thereby filling the transform stage role
				curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncTransform,
				                                            (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
				                                            funcCounter++ );
				curFuncInvocation.PushOperand( paramInViewProjMatrix, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( paramLocalPositionWorld, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( paramOutPositionProj, Operand.OpSemantic.Out );
				vsMain.AddAtomInstance( curFuncInvocation );
			}
			else
			{
				//update from object to world space
				curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncTransform,
				                                            (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
				                                            funcCounter++ );
				curFuncInvocation.PushOperand( paramInWorldMatrix, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( paramInPosition, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( paramLocalPositionWorld, Operand.OpSemantic.Out );
				vsMain.AddAtomInstance( curFuncInvocation );

				//update from ojbect to projective space
				curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncTransform,
				                                            (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
				                                            funcCounter++ );
				curFuncInvocation.PushOperand( paramInWorldViewProjMatrix, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( paramInPosition, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( paramOutPositionProj, Operand.OpSemantic.Out );
				vsMain.AddAtomInstance( curFuncInvocation );
			}
		}
コード例 #20
0
		private void AddIndexedPositionWeight( Function vsMain, int index, Parameter worldMatrix,
		                                       Parameter positionTempParameter, Parameter positionRelatedOutputParam,
		                                       ref int funcCounter )
		{
			Operand.OpMask indexMask = IndexToMask( index );
			FunctionInvocation curFuncInvocation = null;

			//multiply position with world matrix and put into temporary param
			curFuncInvocation = new FunctionInvocation( SGXFuncBlendWeight,
			                                            (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
			                                            funcCounter++ );
			curFuncInvocation.PushOperand( paramInWeights, Operand.OpSemantic.In, indexMask );
			curFuncInvocation.PushOperand( worldMatrix, Operand.OpSemantic.In );
			curFuncInvocation.PushOperand( positionTempParameter, Operand.OpSemantic.Out );
			vsMain.AddAtomInstance( curFuncInvocation );

			//check if on first iteration
			if ( index == 0 )
			{
				//set the local param as the value of the world param
				curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAssign,
				                                            (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
				                                            funcCounter++ );
				curFuncInvocation.PushOperand( positionTempParameter, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( positionRelatedOutputParam, Operand.OpSemantic.Out );
				vsMain.AddAtomInstance( curFuncInvocation );
			}
			else
			{
				//add the local param as the value of the world param
				curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAdd,
				                                            (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
				                                            funcCounter++ );
				curFuncInvocation.PushOperand( positionTempParameter, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( positionRelatedOutputParam, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( positionRelatedOutputParam, Operand.OpSemantic.Out );
				vsMain.AddAtomInstance( curFuncInvocation );
			}
		}
コード例 #21
0
		private void AdjustForCorrectAntipodality( Function vsMain, int index, ref int funcCounter,
		                                           Parameter tempWorldMatrix )
		{
			FunctionInvocation curFuncInvocation = null;
			//Antipodality doesn't need to be adjusted for dq0 on itself (used as the basis of antipodality calculations)
			if ( index > 0 )
			{
				curFuncInvocation = new FunctionInvocation( SGXFuncAntipodalityAdjustment,
				                                            (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
				                                            funcCounter++ );
				//This is the base dual quaternion dq0, which the antipodality calculations are based on
				curFuncInvocation.PushOperand( this.paramInitialDQ, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( this.paramTempFloat2x4, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( tempWorldMatrix, Operand.OpSemantic.Out );
				vsMain.AddAtomInstance( curFuncInvocation );
			}
			else if ( index == 0 )
			{
				//Set the first dual quaternion as the initial dq
				curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAssign,
				                                            (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
				                                            funcCounter++ );
				curFuncInvocation.PushOperand( this.paramTempFloat2x4, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( this.paramInitialDQ, Operand.OpSemantic.Out );
				vsMain.AddAtomInstance( curFuncInvocation );
			}
		}
コード例 #22
0
		private void AddNormalRelatedCalculations( Function vsMain, Parameter normalRelatedParam,
		                                           Parameter normalWorldRelatedParam, ref int funcCounter )
		{
			FunctionInvocation curFuncInvocation = null;

			if ( doBoneCalculations )
			{
				if ( scalingShearingSupport )
				{
					//Calculate the adjoint transpose of the blended scaling and shearing matrix
					curFuncInvocation = new FunctionInvocation( DualQuaternionSkinning.SGXFuncAdjointTransposeMatrix,
					                                            (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
					                                            funcCounter++ );
					curFuncInvocation.PushOperand( this.paramBlendS, Operand.OpSemantic.In );
					curFuncInvocation.PushOperand( this.paramTempFloat3x3, Operand.OpSemantic.Out );
					vsMain.AddAtomInstance( curFuncInvocation );

					//Transform the normal by the adjoint transpose of the blended scaling and shearing matrix
					curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncTransform,
					                                            (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
					                                            funcCounter++ );
					curFuncInvocation.PushOperand( this.paramTempFloat3x3, Operand.OpSemantic.In );
					curFuncInvocation.PushOperand( normalRelatedParam, Operand.OpSemantic.In );
					curFuncInvocation.PushOperand( normalRelatedParam, Operand.OpSemantic.Out );
					vsMain.AddAtomInstance( curFuncInvocation );

					//Need to normalize again after transforming the normal
					curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncNormalize,
					                                            (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
					                                            funcCounter++ );
					curFuncInvocation.PushOperand( normalRelatedParam, Operand.OpSemantic.InOut );
					vsMain.AddAtomInstance( curFuncInvocation );
				}

				//Transform the normal according to the dual quaternion
				curFuncInvocation = new FunctionInvocation( DualQuaternionSkinning.SGXFuncCalculateBlendNormal,
				                                            (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
				                                            funcCounter++ );
				curFuncInvocation.PushOperand( normalRelatedParam, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( this.paramBlendDQ, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( normalWorldRelatedParam, Operand.OpSemantic.Out );
				vsMain.AddAtomInstance( curFuncInvocation );

				//update back the original position relative to the object
				curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncTransform,
				                                            (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
				                                            funcCounter++ );
				curFuncInvocation.PushOperand( paramInInvWorldMatrix, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( normalWorldRelatedParam, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( normalRelatedParam, Operand.OpSemantic.Out );
				vsMain.AddAtomInstance( curFuncInvocation );
			}
			else
			{
				//update from object to world space
				curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncTransform,
				                                            (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
				                                            funcCounter++ );
				curFuncInvocation.PushOperand( paramInWorldMatrix, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( normalRelatedParam, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( normalWorldRelatedParam, Operand.OpSemantic.Out );
				vsMain.AddAtomInstance( curFuncInvocation );
			}
		}
コード例 #23
0
		protected bool AddVSInvocation( Function vsMain, int groupOrder, int internalCounter )
		{
			FunctionInvocation curFuncInvocation = null;


			//Construct TNB matrix.
			if ( this.normalMapSpace == RTShaderSystem.NormalMapSpace.Tangent )
			{
				curFuncInvocation = new FunctionInvocation( SGXFuncConstructTbnMatrix, groupOrder, internalCounter++ );
				curFuncInvocation.PushOperand( this.vsInNormal, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( this.vsInTangent, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( this.vsTBNMatrix, Operand.OpSemantic.Out );
				vsMain.AddAtomInstance( curFuncInvocation );
			}

			//Output texture coordinates
			curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAssign, groupOrder, internalCounter++ );
			curFuncInvocation.PushOperand( this.vsInTexcoord, Operand.OpSemantic.In );
			curFuncInvocation.PushOperand( this.vsOutTexcoord, Operand.OpSemantic.Out );
			vsMain.AddAtomInstance( curFuncInvocation );

			//computer world space position
			if ( this.vsWorldPosition != null )
			{
				curFuncInvocation = new FunctionInvocation( SGXFuncTransformPosition, groupOrder, internalCounter++ );
				curFuncInvocation.PushOperand( this.worldMatrix, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( this.vsInPosition, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( this.vsWorldPosition, Operand.OpSemantic.Out );
				vsMain.AddAtomInstance( curFuncInvocation );
			}

			//compute the view vector
			if ( this.vsInPosition != null && this.vsOutView != null )
			{
				//View vector in world space

				curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncSubtract, groupOrder,
				                                            internalCounter++ );
				curFuncInvocation.PushOperand( this.camPosWorldSpace, Operand.OpSemantic.In,
				                               ( (int)Operand.OpMask.X | (int)Operand.OpMask.Y | (int)Operand.OpMask.Z ) );
				curFuncInvocation.PushOperand( this.vsWorldPosition, Operand.OpSemantic.In,
				                               ( (int)Operand.OpMask.X | (int)Operand.OpMask.Y | (int)Operand.OpMask.Z ) );
				curFuncInvocation.PushOperand( this.vsLocalDir, Operand.OpSemantic.Out );
				vsMain.AddAtomInstance( curFuncInvocation );

				//Transform to object space.
				curFuncInvocation = new FunctionInvocation( SGXFuncTranformNormal, groupOrder, internalCounter++ );
				curFuncInvocation.PushOperand( this.worldInvRotMatrix, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( this.vsLocalDir, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( this.vsLocalDir, Operand.OpSemantic.Out );
				vsMain.AddAtomInstance( curFuncInvocation );

				//Transform to tangent space
				if ( this.normalMapSpace == RTShaderSystem.NormalMapSpace.Tangent )
				{
					curFuncInvocation = new FunctionInvocation( SGXFuncTranformNormal, groupOrder, internalCounter++ );
					curFuncInvocation.PushOperand( this.vsTBNMatrix, Operand.OpSemantic.In );
					curFuncInvocation.PushOperand( this.vsLocalDir, Operand.OpSemantic.In );
					curFuncInvocation.PushOperand( this.vsOutView, Operand.OpSemantic.Out );
					vsMain.AddAtomInstance( curFuncInvocation );
				}
					//output object space
				else if ( this.normalMapSpace == RTShaderSystem.NormalMapSpace.Object )
				{
					curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAssign, groupOrder,
					                                            internalCounter++ );
					curFuncInvocation.PushOperand( this.vsLocalDir, Operand.OpSemantic.In );
					curFuncInvocation.PushOperand( this.vsOutView, Operand.OpSemantic.Out );
					vsMain.AddAtomInstance( curFuncInvocation );
				}
			}

			//Add per light functions
			for ( int i = 0; i < this.lightParamsList.Count; i++ )
			{
				if ( AddVSIlluminationInvocation( this.lightParamsList[ i ], vsMain, groupOrder, ref internalCounter ) ==
				     false )
				{
					return false;
				}
			}
			return true;
		}
コード例 #24
0
		private bool AddVSInvocation( Function vsMain, int groupOrder, ref int internalCounter )
		{
			FunctionInvocation curFuncInvocation;

			//Output the vertex depth in camera space
			curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAssign, groupOrder, internalCounter++ );
			curFuncInvocation.PushOperand( this.vsOutPos, Operand.OpSemantic.In, Operand.OpMask.Z );
			curFuncInvocation.PushOperand( this.vsOutDepth, Operand.OpSemantic.Out );
			vsMain.AddAtomInstance( curFuncInvocation );

			//compute world space position
			foreach ( var it in this.shadowTextureParamsList )
			{
				curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncTransform, groupOrder,
				                                            internalCounter++ );
				curFuncInvocation.PushOperand( it.WorldViewProjMatrix, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( this.vsInPos, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( it.VSOutLightPosition, Operand.OpSemantic.Out );
				vsMain.AddAtomInstance( curFuncInvocation );
			}
			return true;
		}
コード例 #25
0
		internal bool AddVSIlluminationInvocation( LightParams curLightParams, Function vsMain, int groupOrder,
		                                           ref int internalCounter )
		{
			FunctionInvocation curFuncInvocation = null;

			//Computer light direction in texture space.
			if ( curLightParams.Direction != null && curLightParams.VSOutDirection != null )
			{
				//Transform to texture space.
				if ( this.normalMapSpace == RTShaderSystem.NormalMapSpace.Tangent )
				{
					curFuncInvocation = new FunctionInvocation( SGXFuncTranformNormal, groupOrder, internalCounter++ );
					curFuncInvocation.PushOperand( this.vsTBNMatrix, Operand.OpSemantic.In );
					curFuncInvocation.PushOperand( curLightParams.Direction, Operand.OpSemantic.In,
					                               ( (int)Operand.OpMask.X | (int)Operand.OpMask.Y |
					                                 (int)Operand.OpMask.Z ) );
					curFuncInvocation.PushOperand( curLightParams.VSOutDirection, Operand.OpSemantic.Out );
					vsMain.AddAtomInstance( curFuncInvocation );
				}
					//Output object space
				else if ( this.normalMapSpace == RTShaderSystem.NormalMapSpace.Object )
				{
					curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAssign, groupOrder,
					                                            internalCounter++ );
					curFuncInvocation.PushOperand( curLightParams.Direction, Operand.OpSemantic.In,
					                               ( (int)Operand.OpMask.X | (int)Operand.OpMask.Y |
					                                 (int)Operand.OpMask.Z ) );
					curFuncInvocation.PushOperand( curLightParams.VSOutDirection, Operand.OpSemantic.Out );
					vsMain.AddAtomInstance( curFuncInvocation );
				}
			}

			//Transform light vector to target space
			if ( curLightParams.Position != null && curLightParams.VSOutToLightDir != null )
			{
				//Compute light vector.
				curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncSubtract, groupOrder,
				                                            internalCounter++ );
				curFuncInvocation.PushOperand( curLightParams.Position, Operand.OpSemantic.In,
				                               ( (int)Operand.OpMask.X | (int)Operand.OpMask.Y | (int)Operand.OpMask.Z ) );
				curFuncInvocation.PushOperand( this.vsWorldPosition, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( this.vsLocalDir, Operand.OpSemantic.Out );
				vsMain.AddAtomInstance( curFuncInvocation );

				//Transform to object space
				curFuncInvocation = new FunctionInvocation( SGXFuncTranformNormal, groupOrder, internalCounter++ );
				curFuncInvocation.PushOperand( this.worldInvRotMatrix, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( this.vsLocalDir, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( this.vsLocalDir, Operand.OpSemantic.Out );
				vsMain.AddAtomInstance( curFuncInvocation );

				if ( this.normalMapSpace == RTShaderSystem.NormalMapSpace.Tangent )
				{
					curFuncInvocation = new FunctionInvocation( SGXFuncTranformNormal, groupOrder, internalCounter++ );
					curFuncInvocation.PushOperand( this.vsTBNMatrix, Operand.OpSemantic.In );
					curFuncInvocation.PushOperand( this.vsLocalDir, Operand.OpSemantic.In );
					curFuncInvocation.PushOperand( curLightParams.VSOutToLightDir, Operand.OpSemantic.Out );
					vsMain.AddAtomInstance( curFuncInvocation );
				}
					//Output object space
				else if ( this.normalMapSpace == RTShaderSystem.NormalMapSpace.Object )
				{
					curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAssign, groupOrder,
					                                            internalCounter++ );
					curFuncInvocation.PushOperand( this.vsLocalDir, Operand.OpSemantic.In );
					curFuncInvocation.PushOperand( curLightParams.VSOutToLightDir, Operand.OpSemantic.Out );
					vsMain.AddAtomInstance( curFuncInvocation );
				}
			}

			return true;
		}
コード例 #26
0
ファイル: FFPFog.cs プロジェクト: ryan-bunker/axiom3d
		protected override bool AddFunctionInvocations( ProgramSet programSet )
		{
			if ( this.fogMode == FogMode.None )
			{
				return true;
			}

			Program vsProgram = programSet.CpuVertexProgram;
			Program psProgram = programSet.CpuFragmentProgram;
			Function vsMain = vsProgram.EntryPointFunction;
			Function psMain = psProgram.EntryPointFunction;
			FunctionInvocation curFuncInvocation = null;
			int internalCounter = 0;

			//Per pixel fog
			if ( this.calcMode == CalcMode.PerPixel )
			{
				curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncPixelFogDepth,
				                                            (int)FFPRenderState.FFPVertexShaderStage.VSFog,
				                                            internalCounter++ );
				curFuncInvocation.PushOperand( this.worldViewProjMatrix, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( this.vsInPos, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( this.vsOutDepth, Operand.OpSemantic.Out );
				vsMain.AddAtomInstance( curFuncInvocation );

				internalCounter = 0;
				switch ( this.fogMode )
				{
					case FogMode.Exp:
						curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncPixelFogLinear,
						                                            (int)FFPRenderState.FFPFragmentShaderStage.PSFog,
						                                            internalCounter++ );
						break;
					case FogMode.Exp2:
						curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncPixelFogExp,
						                                            (int)FFPRenderState.FFPFragmentShaderStage.PSFog,
						                                            internalCounter++ );
						break;
					case FogMode.Linear:
						curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncPixelFogExp2,
						                                            (int)FFPRenderState.FFPFragmentShaderStage.PSFog,
						                                            internalCounter++ );
						break;
					default:
						break;
				}

				curFuncInvocation.PushOperand( this.psInDepth, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( this.fogParams, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( this.fogColor, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( this.psOutDiffuse, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( this.psOutDiffuse, Operand.OpSemantic.Out );
				psMain.AddAtomInstance( curFuncInvocation );
			}
			else //Per vertex fog
			{
				internalCounter = 0;
				switch ( this.fogMode )
				{
					case FogMode.Exp:
						curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncVertexFogLinear,
						                                            (int)FFPRenderState.FFPVertexShaderStage.VSFog,
						                                            internalCounter++ );
						break;
					case FogMode.Exp2:
						curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncVertexFogExp,
						                                            (int)FFPRenderState.FFPVertexShaderStage.VSFog,
						                                            internalCounter++ );
						break;
					case FogMode.Linear:
						curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncVertexFogExp2,
						                                            (int)FFPRenderState.FFPVertexShaderStage.VSFog,
						                                            internalCounter++ );
						break;
					default:
						break;
				}

				curFuncInvocation.PushOperand( this.worldViewProjMatrix, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( this.vsInPos, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( this.fogParams, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( this.vsOutFogFactor, Operand.OpSemantic.Out );
				vsMain.AddAtomInstance( curFuncInvocation );

				internalCounter = 0;

				curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncLerp,
				                                            (int)FFPRenderState.FFPFragmentShaderStage.PSFog,
				                                            internalCounter++ );
				curFuncInvocation.PushOperand( this.fogColor, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( this.psOutDiffuse, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( this.psInFogFactor, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( this.psOutDiffuse, Operand.OpSemantic.Out );
				psMain.AddAtomInstance( curFuncInvocation );
			}


			return true;
		}
コード例 #27
0
		protected bool AddPSNormalFetchInvocation( Function psMain, int groupOrder, ref int internalCounter )
		{
			FunctionInvocation curFuncInvocation = null;
			curFuncInvocation = new FunctionInvocation( SGXFuncFetchNormal, groupOrder, internalCounter++ );
			curFuncInvocation.PushOperand( this.normalMapSampler, Operand.OpSemantic.In );
			curFuncInvocation.PushOperand( this.psInTexcoord, Operand.OpSemantic.In );
			curFuncInvocation.PushOperand( this.psNormal, Operand.OpSemantic.Out );
			psMain.AddAtomInstance( curFuncInvocation );

			return true;
		}
コード例 #28
0
        private void AddNormalRelatedCalculations(Function vsMain, Parameter normalRelatedParam,
                                                  Parameter normalWorldRelatedParam, ref int funcCounter)
        {
            FunctionInvocation curFuncInvocation = null;

            if (doBoneCalculations)
            {
                if (scalingShearingSupport)
                {
                    //Calculate the adjoint transpose of the blended scaling and shearing matrix
                    curFuncInvocation = new FunctionInvocation(DualQuaternionSkinning.SGXFuncAdjointTransposeMatrix,
                                                               (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
                                                               funcCounter++);
                    curFuncInvocation.PushOperand(this.paramBlendS, Operand.OpSemantic.In);
                    curFuncInvocation.PushOperand(this.paramTempFloat3x3, Operand.OpSemantic.Out);
                    vsMain.AddAtomInstance(curFuncInvocation);

                    //Transform the normal by the adjoint transpose of the blended scaling and shearing matrix
                    curFuncInvocation = new FunctionInvocation(FFPRenderState.FFPFuncTransform,
                                                               (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
                                                               funcCounter++);
                    curFuncInvocation.PushOperand(this.paramTempFloat3x3, Operand.OpSemantic.In);
                    curFuncInvocation.PushOperand(normalRelatedParam, Operand.OpSemantic.In);
                    curFuncInvocation.PushOperand(normalRelatedParam, Operand.OpSemantic.Out);
                    vsMain.AddAtomInstance(curFuncInvocation);

                    //Need to normalize again after transforming the normal
                    curFuncInvocation = new FunctionInvocation(FFPRenderState.FFPFuncNormalize,
                                                               (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
                                                               funcCounter++);
                    curFuncInvocation.PushOperand(normalRelatedParam, Operand.OpSemantic.InOut);
                    vsMain.AddAtomInstance(curFuncInvocation);
                }

                //Transform the normal according to the dual quaternion
                curFuncInvocation = new FunctionInvocation(DualQuaternionSkinning.SGXFuncCalculateBlendNormal,
                                                           (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
                                                           funcCounter++);
                curFuncInvocation.PushOperand(normalRelatedParam, Operand.OpSemantic.In);
                curFuncInvocation.PushOperand(this.paramBlendDQ, Operand.OpSemantic.In);
                curFuncInvocation.PushOperand(normalWorldRelatedParam, Operand.OpSemantic.Out);
                vsMain.AddAtomInstance(curFuncInvocation);

                //update back the original position relative to the object
                curFuncInvocation = new FunctionInvocation(FFPRenderState.FFPFuncTransform,
                                                           (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
                                                           funcCounter++);
                curFuncInvocation.PushOperand(paramInInvWorldMatrix, Operand.OpSemantic.In);
                curFuncInvocation.PushOperand(normalWorldRelatedParam, Operand.OpSemantic.In);
                curFuncInvocation.PushOperand(normalRelatedParam, Operand.OpSemantic.Out);
                vsMain.AddAtomInstance(curFuncInvocation);
            }
            else
            {
                //update from object to world space
                curFuncInvocation = new FunctionInvocation(FFPRenderState.FFPFuncTransform,
                                                           (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
                                                           funcCounter++);
                curFuncInvocation.PushOperand(paramInWorldMatrix, Operand.OpSemantic.In);
                curFuncInvocation.PushOperand(normalRelatedParam, Operand.OpSemantic.In);
                curFuncInvocation.PushOperand(normalWorldRelatedParam, Operand.OpSemantic.Out);
                vsMain.AddAtomInstance(curFuncInvocation);
            }
        }
コード例 #29
0
ファイル: ReflectionMap.cs プロジェクト: ryan-bunker/axiom3d
		private bool AddPsInvocations( Function psMain, int groupOrder )
		{
			FunctionInvocation funcInvocation = null;
			int internalCounter = 0;
			funcInvocation = new FunctionInvocation( SGXFuncApplyReflectionMap, groupOrder, internalCounter++ );
			funcInvocation.PushOperand( this.maskMapSampler, Operand.OpSemantic.In );
			funcInvocation.PushOperand( this.psInMaskTexcoord, Operand.OpSemantic.In );
			funcInvocation.PushOperand( this.reflectionMapSampler, Operand.OpSemantic.In );
			funcInvocation.PushOperand( this.psInReflectionTexcoord, Operand.OpSemantic.In );
			funcInvocation.PushOperand( this.psOutDiffuse, Operand.OpSemantic.In,
			                            (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
			funcInvocation.PushOperand( this.reflectionPower, Operand.OpSemantic.In );
			funcInvocation.PushOperand( this.psOutDiffuse, Operand.OpSemantic.Out,
			                            (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );

			psMain.AddAtomInstance( funcInvocation );

			return true;
		}
コード例 #30
0
		private bool AddPsInvocations( Function psMain, int groupOrder )
		{
			FunctionInvocation funcInvocation = null;
			int internalCounter = 0;
			funcInvocation = new FunctionInvocation( SGXFuncInstancedViewportsDiscardOutOfBounds, groupOrder, internalCounter++ );
			funcInvocation.PushOperand( this.psInMonitorsCount, Operand.OpSemantic.In );
			funcInvocation.PushOperand( this.psInMonitorIndex, Operand.OpSemantic.In );
			funcInvocation.PushOperand( this.psInPositionProjectiveSpace, Operand.OpSemantic.In );

			psMain.AddAtomInstance( funcInvocation );

			return true;
		}
コード例 #31
0
ファイル: FFPTexturing.cs プロジェクト: ryan-bunker/axiom3d
		protected virtual void AddPSBlendInvocations( Function psMain, Parameter arg1, Parameter arg2, Parameter texel,
		                                              int samplerIndex, LayerBlendModeEx blendMode,
		                                              int groupOrder, ref int internalCounter, int targetChannels )
		{
			FunctionInvocation curFuncInvocation = null;

			switch ( blendMode.operation )
			{
				case LayerBlendOperationEx.Add:
					curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAdd, groupOrder, internalCounter++ );
					curFuncInvocation.PushOperand( arg1, Operand.OpSemantic.In, targetChannels );
					curFuncInvocation.PushOperand( arg2, Operand.OpSemantic.In, targetChannels );
					curFuncInvocation.PushOperand( this.psOutDiffuse, Operand.OpSemantic.Out, targetChannels );
					psMain.AddAtomInstance( curFuncInvocation );
					break;
				case LayerBlendOperationEx.AddSigned:
					curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAddSigned, groupOrder,
					                                            internalCounter++ );
					curFuncInvocation.PushOperand( arg1, Operand.OpSemantic.In, targetChannels );
					curFuncInvocation.PushOperand( arg2, Operand.OpSemantic.In, targetChannels );
					curFuncInvocation.PushOperand( this.psOutDiffuse, Operand.OpSemantic.Out, targetChannels );
					psMain.AddAtomInstance( curFuncInvocation );
					break;
				case LayerBlendOperationEx.AddSmooth:
					curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAddSmooth, groupOrder,
					                                            internalCounter++ );
					curFuncInvocation.PushOperand( arg1, Operand.OpSemantic.In, targetChannels );
					curFuncInvocation.PushOperand( arg2, Operand.OpSemantic.In, targetChannels );
					curFuncInvocation.PushOperand( this.psOutDiffuse, Operand.OpSemantic.Out, targetChannels );
					psMain.AddAtomInstance( curFuncInvocation );
					break;
				case LayerBlendOperationEx.BlendCurrentAlpha:
					curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncLerp, groupOrder,
					                                            internalCounter++ );
					curFuncInvocation.PushOperand( arg2, Operand.OpSemantic.In, targetChannels );
					curFuncInvocation.PushOperand( arg1, Operand.OpSemantic.In, targetChannels );

					if ( samplerIndex == 0 )
					{
						curFuncInvocation.PushOperand( this.psDiffuse, Operand.OpSemantic.In, Operand.OpMask.W );
					}
					else
					{
						curFuncInvocation.PushOperand( this.psOutDiffuse, Operand.OpSemantic.In, Operand.OpMask.W );
					}
					curFuncInvocation.PushOperand( this.psOutDiffuse, Operand.OpSemantic.Out, targetChannels );
					psMain.AddAtomInstance( curFuncInvocation );
					break;
				case LayerBlendOperationEx.BlendDiffuseAlpha:
					curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncSubtract, groupOrder,
					                                            internalCounter++ );
					curFuncInvocation.PushOperand( arg1, Operand.OpSemantic.In, targetChannels );
					curFuncInvocation.PushOperand( arg2, Operand.OpSemantic.In, targetChannels );
					curFuncInvocation.PushOperand( this.psDiffuse, Operand.OpSemantic.In, Operand.OpMask.W );
					curFuncInvocation.PushOperand( this.psOutDiffuse, Operand.OpSemantic.Out, targetChannels );
					psMain.AddAtomInstance( curFuncInvocation );
					break;
				case LayerBlendOperationEx.BlendDiffuseColor:
					curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncLerp, groupOrder,
					                                            internalCounter++ );
					curFuncInvocation.PushOperand( arg2, Operand.OpSemantic.In, targetChannels );
					curFuncInvocation.PushOperand( arg1, Operand.OpSemantic.In, targetChannels );
					curFuncInvocation.PushOperand( this.psDiffuse, Operand.OpSemantic.In );
					curFuncInvocation.PushOperand( this.psOutDiffuse, Operand.OpSemantic.Out, targetChannels );
					psMain.AddAtomInstance( curFuncInvocation );
					break;
				case LayerBlendOperationEx.BlendManual:
					curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncLerp, groupOrder, internalCounter );
					curFuncInvocation.PushOperand( arg2, Operand.OpSemantic.In, targetChannels );
					curFuncInvocation.PushOperand( arg1, Operand.OpSemantic.In, targetChannels );
					curFuncInvocation.PushOperand( ParameterFactory.CreateConstParamFloat( blendMode.blendFactor ),
					                               Operand.OpSemantic.In );
					curFuncInvocation.PushOperand( this.psOutDiffuse, Operand.OpSemantic.Out, targetChannels );
					psMain.AddAtomInstance( curFuncInvocation );
					break;
				case LayerBlendOperationEx.BlendTextureAlpha:
					curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncLerp, groupOrder,
					                                            internalCounter++ );
					curFuncInvocation.PushOperand( arg1, Operand.OpSemantic.In, targetChannels );
					curFuncInvocation.PushOperand( arg2, Operand.OpSemantic.In, targetChannels );
					curFuncInvocation.PushOperand( texel, Operand.OpSemantic.In, Operand.OpMask.W );
					curFuncInvocation.PushOperand( this.psOutDiffuse, Operand.OpSemantic.Out, targetChannels );
					psMain.AddAtomInstance( curFuncInvocation );
					break;
				case LayerBlendOperationEx.DotProduct:
					curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncDotProduct, groupOrder,
					                                            internalCounter++ );
					curFuncInvocation.PushOperand( arg2, Operand.OpSemantic.In, targetChannels );
					curFuncInvocation.PushOperand( arg1, Operand.OpSemantic.In, targetChannels );
					curFuncInvocation.PushOperand( this.psOutDiffuse, Operand.OpSemantic.Out, targetChannels );
					psMain.AddAtomInstance( curFuncInvocation );
					break;
				case LayerBlendOperationEx.Modulate:
					curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncModulate, groupOrder,
					                                            internalCounter++ );
					curFuncInvocation.PushOperand( arg1, Operand.OpSemantic.In, targetChannels );
					curFuncInvocation.PushOperand( arg2, Operand.OpSemantic.In, targetChannels );
					curFuncInvocation.PushOperand( this.psOutDiffuse, Operand.OpSemantic.Out, targetChannels );
					psMain.AddAtomInstance( curFuncInvocation );
					break;
				case LayerBlendOperationEx.ModulateX2:
					curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncModulateX2, groupOrder,
					                                            internalCounter );
					curFuncInvocation.PushOperand( arg1, Operand.OpSemantic.In, targetChannels );
					curFuncInvocation.PushOperand( arg2, Operand.OpSemantic.In, targetChannels );
					curFuncInvocation.PushOperand( this.psOutDiffuse, Operand.OpSemantic.Out, targetChannels );
					psMain.AddAtomInstance( curFuncInvocation );
					break;
				case LayerBlendOperationEx.ModulateX4:
					curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncModulateX4, groupOrder,
					                                            internalCounter );
					curFuncInvocation.PushOperand( arg1, Operand.OpSemantic.In, targetChannels );
					curFuncInvocation.PushOperand( arg2, Operand.OpSemantic.In, targetChannels );
					curFuncInvocation.PushOperand( this.psOutDiffuse, Operand.OpSemantic.Out, targetChannels );
					psMain.AddAtomInstance( curFuncInvocation );
					break;
				case LayerBlendOperationEx.Source1:
					curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAssign, groupOrder,
					                                            internalCounter++ );
					curFuncInvocation.PushOperand( arg1, Operand.OpSemantic.In, targetChannels );
					curFuncInvocation.PushOperand( this.psOutDiffuse, Operand.OpSemantic.Out, targetChannels );
					psMain.AddAtomInstance( curFuncInvocation );
					break;
				case LayerBlendOperationEx.Source2:
					curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAssign, groupOrder,
					                                            internalCounter++ );
					curFuncInvocation.PushOperand( arg2, Operand.OpSemantic.In, targetChannels );
					curFuncInvocation.PushOperand( this.psOutDiffuse, Operand.OpSemantic.Out, targetChannels );
					psMain.AddAtomInstance( curFuncInvocation );
					break;
				case LayerBlendOperationEx.Subtract:
					curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncSubtract, groupOrder,
					                                            internalCounter++ );
					curFuncInvocation.PushOperand( arg1, Operand.OpSemantic.In, targetChannels );
					curFuncInvocation.PushOperand( arg2, Operand.OpSemantic.In, targetChannels );
					curFuncInvocation.PushOperand( this.psOutDiffuse, Operand.OpSemantic.Out, targetChannels );
					psMain.AddAtomInstance( curFuncInvocation );
					break;
			}
		}
コード例 #32
0
		private bool AddPSGlobalIlluminationInvocation( Function psMain, int groupOrder, ref int internalCounter )
		{
			FunctionInvocation curFuncInvocation = null;
			if ( ( this.trackVertexColorType & TrackVertexColor.Ambient ) == 0 &&
			     ( this.trackVertexColorType & TrackVertexColor.Emissive ) == 0 )
			{
				curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAssign, groupOrder, internalCounter++ );
				curFuncInvocation.PushOperand( this.derivedSceneColor, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( this.psTempDiffuseColor, Operand.OpSemantic.Out );
				psMain.AddAtomInstance( curFuncInvocation );
			}
			else
			{
				if ( ( this.trackVertexColorType & TrackVertexColor.Ambient ) != 0 )
				{
					curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncModulate, groupOrder,
					                                            internalCounter++ );
					curFuncInvocation.PushOperand( this.lightAmbientColor, Operand.OpSemantic.In );
					curFuncInvocation.PushOperand( this.psDiffuse, Operand.OpSemantic.In );
					curFuncInvocation.PushOperand( this.psTempDiffuseColor, Operand.OpSemantic.Out );
					psMain.AddAtomInstance( curFuncInvocation );
				}
				else
				{
					curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAssign, groupOrder,
					                                            internalCounter++ );
					curFuncInvocation.PushOperand( this.derivedAmbientLightColor, Operand.OpSemantic.In,
					                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
					curFuncInvocation.PushOperand( this.psTempDiffuseColor, Operand.OpSemantic.Out,
					                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
					psMain.AddAtomInstance( curFuncInvocation );
				}

				if ( ( this.trackVertexColorType & TrackVertexColor.Emissive ) != 0 )
				{
					curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAdd, groupOrder, internalCounter++ );
					curFuncInvocation.PushOperand( this.psDiffuse, Operand.OpSemantic.In );
					curFuncInvocation.PushOperand( this.psTempDiffuseColor, Operand.OpSemantic.In );
					curFuncInvocation.PushOperand( this.psTempDiffuseColor, Operand.OpSemantic.Out );
					psMain.AddAtomInstance( curFuncInvocation );
				}
				else
				{
					curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAdd, groupOrder, internalCounter++ );
					curFuncInvocation.PushOperand( this.surfaceEmissiveColor, Operand.OpSemantic.In );
					curFuncInvocation.PushOperand( this.psTempDiffuseColor, Operand.OpSemantic.In );
					curFuncInvocation.PushOperand( this.psTempDiffuseColor, Operand.OpSemantic.Out );
					psMain.AddAtomInstance( curFuncInvocation );
				}
			}

			if ( this.specularEnable )
			{
				curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAssign, groupOrder, internalCounter++ );
				curFuncInvocation.PushOperand( this.psSpecular, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( this.psTempSpecularColor, Operand.OpSemantic.Out );
				psMain.AddAtomInstance( curFuncInvocation );
			}

			return true;
		}
コード例 #33
0
ファイル: FFPTexturing.cs プロジェクト: ryan-bunker/axiom3d
		protected virtual void AddPSArgumentInvocations( Function psMain, Parameter arg, Parameter texel,
		                                                 int samplerIndex, LayerBlendSource blendSrc, ColorEx colorValue,
		                                                 Real alphaValue, bool isAlphaArgument, int groupOrder,
		                                                 ref int internalCounter )
		{
			FunctionInvocation curFuncInvocation = null;

			switch ( blendSrc )
			{
				case LayerBlendSource.Current:
					curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAssign, groupOrder, internalCounter++ );
					if ( samplerIndex == 0 )
					{
						curFuncInvocation.PushOperand( this.psDiffuse, Operand.OpSemantic.In );
					}
					else
					{
						curFuncInvocation.PushOperand( this.psOutDiffuse, Operand.OpSemantic.In );
					}
					curFuncInvocation.PushOperand( arg, Operand.OpSemantic.Out );
					psMain.AddAtomInstance( curFuncInvocation );
					break;

				case LayerBlendSource.Texture:
					curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAssign, groupOrder,
					                                            internalCounter++ );
					curFuncInvocation.PushOperand( texel, Operand.OpSemantic.In );
					curFuncInvocation.PushOperand( arg, Operand.OpSemantic.Out );
					psMain.AddAtomInstance( curFuncInvocation );
					break;

				case LayerBlendSource.Specular:
					curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAssign, groupOrder,
					                                            internalCounter++ );
					curFuncInvocation.PushOperand( this.psSpecular, Operand.OpSemantic.In );
					curFuncInvocation.PushOperand( arg, Operand.OpSemantic.Out );
					psMain.AddAtomInstance( curFuncInvocation );
					break;

				case LayerBlendSource.Diffuse:
					curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAssign, groupOrder,
					                                            internalCounter++ );
					curFuncInvocation.PushOperand( this.psDiffuse, Operand.OpSemantic.In );
					curFuncInvocation.PushOperand( arg, Operand.OpSemantic.Out );
					psMain.AddAtomInstance( curFuncInvocation );
					break;
				case LayerBlendSource.Manual:
					curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncConstruct, groupOrder,
					                                            internalCounter++ );

					if ( isAlphaArgument )
					{
						curFuncInvocation.PushOperand( ParameterFactory.CreateConstParamFloat( alphaValue ),
						                               Operand.OpSemantic.In );
					}
					else
					{
						curFuncInvocation.PushOperand( ParameterFactory.CreateConstParamFloat( colorValue.r ),
						                               Operand.OpSemantic.In );
						curFuncInvocation.PushOperand( ParameterFactory.CreateConstParamFloat( colorValue.g ),
						                               Operand.OpSemantic.In );
						curFuncInvocation.PushOperand( ParameterFactory.CreateConstParamFloat( colorValue.b ),
						                               Operand.OpSemantic.In );
						curFuncInvocation.PushOperand( ParameterFactory.CreateConstParamFloat( colorValue.a ),
						                               Operand.OpSemantic.In );
					}

					curFuncInvocation.PushOperand( arg, Operand.OpSemantic.In );
					psMain.AddAtomInstance( curFuncInvocation );
					break;
			}
		}
コード例 #34
0
		internal bool AddPSIlluminationInvocation( LightParams curLightParams, Function psMain, int groupOrder,
		                                           ref int internalCounter )
		{
			FunctionInvocation curFuncInvocation = null;

			//merge diffuse color with vertex color if need to
			if ( ( this.trackVertexColorType & TrackVertexColor.Diffuse ) != 0 )
			{
				curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncModulate, groupOrder,
				                                            internalCounter++ );
				curFuncInvocation.PushOperand( this.psDiffuse, Operand.OpSemantic.In,
				                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
				curFuncInvocation.PushOperand( curLightParams.DiffuseColor, Operand.OpSemantic.In,
				                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
				curFuncInvocation.PushOperand( curLightParams.DiffuseColor, Operand.OpSemantic.Out,
				                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
				psMain.AddAtomInstance( curFuncInvocation );
			}
			//merge specular color with vertex color if need to
			if ( this.specularEnable && ( this.trackVertexColorType & TrackVertexColor.Specular ) != 0 )
			{
				curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncModulate, groupOrder,
				                                            internalCounter++ );
				curFuncInvocation.PushOperand( this.psDiffuse, Operand.OpSemantic.In,
				                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
				curFuncInvocation.PushOperand( curLightParams.SpecularColor, Operand.OpSemantic.In,
				                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
				curFuncInvocation.PushOperand( curLightParams.SpecularColor, Operand.OpSemantic.Out,
				                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
				psMain.AddAtomInstance( curFuncInvocation );
			}

			switch ( curLightParams.Type )
			{
				case LightType.Directional:
					if ( this.specularEnable )
					{
						curFuncInvocation = new FunctionInvocation( SGXFuncLightDirectionalDiffuseSpecular, groupOrder,
						                                            internalCounter++ );
						curFuncInvocation.PushOperand( this.psInNormal, Operand.OpSemantic.In );
						curFuncInvocation.PushOperand( this.psInViewPos, Operand.OpSemantic.In );
						curFuncInvocation.PushOperand( curLightParams.Direction, Operand.OpSemantic.In,
						                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
						curFuncInvocation.PushOperand( curLightParams.DiffuseColor, Operand.OpSemantic.In,
						                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
						curFuncInvocation.PushOperand( curLightParams.SpecularColor, Operand.OpSemantic.In,
						                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
						curFuncInvocation.PushOperand( this.surfaceShininess, Operand.OpSemantic.In );
						curFuncInvocation.PushOperand( this.psTempDiffuseColor, Operand.OpSemantic.In,
						                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
						curFuncInvocation.PushOperand( this.psTempSpecularColor, Operand.OpSemantic.In,
						                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
						curFuncInvocation.PushOperand( this.psTempDiffuseColor, Operand.OpSemantic.Out,
						                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
						curFuncInvocation.PushOperand( this.psTempSpecularColor, Operand.OpSemantic.Out,
						                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
						psMain.AddAtomInstance( curFuncInvocation );
					}

					else
					{
						curFuncInvocation = new FunctionInvocation( SGXFuncLightDirectionalDiffuse, groupOrder,
						                                            internalCounter++ );
						curFuncInvocation.PushOperand( this.psInNormal, Operand.OpSemantic.In );
						curFuncInvocation.PushOperand( curLightParams.Direction, Operand.OpSemantic.In,
						                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
						curFuncInvocation.PushOperand( curLightParams.DiffuseColor, Operand.OpSemantic.In,
						                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
						curFuncInvocation.PushOperand( this.psTempDiffuseColor, Operand.OpSemantic.In,
						                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
						curFuncInvocation.PushOperand( this.psTempDiffuseColor, Operand.OpSemantic.Out,
						                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
						psMain.AddAtomInstance( curFuncInvocation );
					}
					break;
				case LightType.Point:
					if ( this.specularEnable )
					{
						curFuncInvocation = new FunctionInvocation( SGXFuncLightPointDiffuseSpecular, groupOrder,
						                                            internalCounter++ );
						curFuncInvocation.PushOperand( this.psInNormal, Operand.OpSemantic.In );
						curFuncInvocation.PushOperand( this.psInViewPos, Operand.OpSemantic.In );
						curFuncInvocation.PushOperand( curLightParams.Position, Operand.OpSemantic.In,
						                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
						curFuncInvocation.PushOperand( curLightParams.AttenuatParams, Operand.OpSemantic.In );
						curFuncInvocation.PushOperand( curLightParams.DiffuseColor, Operand.OpSemantic.In,
						                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
						curFuncInvocation.PushOperand( curLightParams.SpecularColor, Operand.OpSemantic.In,
						                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
						curFuncInvocation.PushOperand( this.surfaceShininess, Operand.OpSemantic.In,
						                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
						curFuncInvocation.PushOperand( this.psTempDiffuseColor, Operand.OpSemantic.In,
						                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
						curFuncInvocation.PushOperand( this.psTempSpecularColor, Operand.OpSemantic.In,
						                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
						curFuncInvocation.PushOperand( this.psTempDiffuseColor, Operand.OpSemantic.Out,
						                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
						curFuncInvocation.PushOperand( this.psTempSpecularColor, Operand.OpSemantic.Out,
						                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
						psMain.AddAtomInstance( curFuncInvocation );
					}
					else
					{
						curFuncInvocation = new FunctionInvocation( SGXFuncLightPointDiffuse, groupOrder,
						                                            internalCounter++ );
						curFuncInvocation.PushOperand( this.psInNormal, Operand.OpSemantic.In );
						curFuncInvocation.PushOperand( this.psInViewPos, Operand.OpSemantic.In );
						curFuncInvocation.PushOperand( curLightParams.Position, Operand.OpSemantic.In,
						                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
						curFuncInvocation.PushOperand( curLightParams.AttenuatParams, Operand.OpSemantic.In );
						curFuncInvocation.PushOperand( curLightParams.DiffuseColor, Operand.OpSemantic.In,
						                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
						curFuncInvocation.PushOperand( this.psTempDiffuseColor, Operand.OpSemantic.In,
						                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
						curFuncInvocation.PushOperand( this.psTempDiffuseColor, Operand.OpSemantic.Out,
						                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
						psMain.AddAtomInstance( curFuncInvocation );
					}
					break;
				case LightType.Spotlight:
					if ( this.specularEnable )
					{
						curFuncInvocation = new FunctionInvocation( SGXFuncLightSpotDiffuseSpecular, groupOrder,
						                                            internalCounter++ );
						curFuncInvocation.PushOperand( this.psInNormal, Operand.OpSemantic.In );
						curFuncInvocation.PushOperand( this.psInViewPos, Operand.OpSemantic.In );
						curFuncInvocation.PushOperand( curLightParams.Position, Operand.OpSemantic.In,
						                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
						curFuncInvocation.PushOperand( curLightParams.Direction, Operand.OpSemantic.In,
						                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
						curFuncInvocation.PushOperand( curLightParams.AttenuatParams, Operand.OpSemantic.In );
						curFuncInvocation.PushOperand( curLightParams.SpotParams, Operand.OpSemantic.In );
						curFuncInvocation.PushOperand( curLightParams.DiffuseColor, Operand.OpSemantic.In,
						                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
						curFuncInvocation.PushOperand( curLightParams.SpecularColor, Operand.OpSemantic.In,
						                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
						curFuncInvocation.PushOperand( this.surfaceShininess, Operand.OpSemantic.In );
						curFuncInvocation.PushOperand( this.psTempDiffuseColor, Operand.OpSemantic.In,
						                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
						curFuncInvocation.PushOperand( this.psTempSpecularColor, Operand.OpSemantic.In,
						                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
						curFuncInvocation.PushOperand( this.psTempDiffuseColor, Operand.OpSemantic.Out,
						                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
						curFuncInvocation.PushOperand( this.psTempSpecularColor, Operand.OpSemantic.Out,
						                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
					}
					else
					{
						curFuncInvocation = new FunctionInvocation( SGXFuncLightSpotDiffuse, groupOrder,
						                                            internalCounter++ );
						curFuncInvocation.PushOperand( this.psInNormal, Operand.OpSemantic.In );
						curFuncInvocation.PushOperand( this.psInViewPos, Operand.OpSemantic.In );
						curFuncInvocation.PushOperand( curLightParams.Position, Operand.OpSemantic.In,
						                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
						curFuncInvocation.PushOperand( curLightParams.Direction, Operand.OpSemantic.In,
						                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
						curFuncInvocation.PushOperand( curLightParams.AttenuatParams, Operand.OpSemantic.In );
						curFuncInvocation.PushOperand( curLightParams.SpotParams, Operand.OpSemantic.In );
						curFuncInvocation.PushOperand( curLightParams.DiffuseColor, Operand.OpSemantic.In,
						                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
						curFuncInvocation.PushOperand( this.psTempDiffuseColor, Operand.OpSemantic.In,
						                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
						curFuncInvocation.PushOperand( this.psTempDiffuseColor, Operand.OpSemantic.Out,
						                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
						psMain.AddAtomInstance( curFuncInvocation );
					}
					break;
			}

			return true;
		}
コード例 #35
0
		private FunctionInvocation CreateInvocationFromString( string input )
		{
			string functionName, returnType;
			FunctionInvocation invoc = null;

			//Get the function name and return type
			var leftTokens = input.Split( '(' );
			var leftTokens2 = leftTokens[ 0 ].Split( ' ' );
			leftTokens2[ 0 ] = leftTokens2[ 0 ].Trim();
			leftTokens2[ 1 ] = leftTokens2[ 1 ].Trim();
			returnType = leftTokens2[ 0 ];
			functionName = leftTokens2[ 1 ];


			invoc = new FunctionInvocation( functionName, 0, 0, returnType );

			string[] parameters;
			int lparen_pos = -1;
			for ( int i = 0; i < input.Length; i++ )
			{
				if ( input[ i ] == '(' )
				{
					lparen_pos = i;
					break;
				}
			}
			if ( lparen_pos != -1 )
			{
				string[] tokens = input.Split( '(' );
				parameters = tokens[ 1 ].Split( ',' );
			}
			else
			{
				parameters = input.Split( ',' );
			}
			for ( int i = 0; i < parameters.Length; i++ )
			{
				string itParam = parameters[ i ];
				itParam = itParam.Replace( ")", string.Empty );
				itParam = itParam.Replace( ",", string.Empty );
				string[] paramTokens = itParam.Split( ' ' );

				// There should be three parts for each token
				// 1. The operand type(in, out, inout)
				// 2. The type
				// 3. The name
				if ( paramTokens.Length == 3 )
				{
					Operand.OpSemantic semantic = Operand.OpSemantic.In;
					GpuProgramParameters.GpuConstantType gpuType = GpuProgramParameters.GpuConstantType.Unknown;

					if ( paramTokens[ 0 ] == "in" )
					{
						semantic = Operand.OpSemantic.In;
					}
					else if ( paramTokens[ 0 ] == "out" )
					{
						semantic = Operand.OpSemantic.Out;
					}
					else if ( paramTokens[ 0 ] == "inout" )
					{
						semantic = Operand.OpSemantic.InOut;
					}

					//Find the internal type based on the string that we're given
					foreach ( var key in this.gpuConstTypeMap.Keys )
					{
						if ( this.gpuConstTypeMap[ key ] == paramTokens[ 1 ] )
						{
							gpuType = key;
							break;
						}
					}

					//We need a valid type otherwise glsl compilation will not work
					if ( gpuType == GpuProgramParameters.GpuConstantType.Unknown )
					{
						throw new Core.AxiomException( "Cannot convert Operand.OpMask to GpuConstantType" );
					}
					if ( gpuType == GpuProgramParameters.GpuConstantType.Sampler1D )
					{
						gpuType = GpuProgramParameters.GpuConstantType.Sampler2D;
					}

					var p = new Parameter( gpuType, paramTokens[ 2 ], Parameter.SemanticType.Unknown, i,
					                       Parameter.ContentType.Unknown, 0 );
					invoc.PushOperand( p, semantic, (int)Operand.OpMask.All, 0 );
				}
			}

			return invoc;
		}
コード例 #36
0
		private void AddPSModifierInvocation( Function psMain, int samplerIndex, Parameter arg1, Parameter arg2,
		                                      int groupOrder, ref int internalCounter, int targetChanells )
		{
			SourceModifier modType;
			int customNum;
			if ( GetSourceModifier( samplerIndex, out modType, out customNum ) == true )
			{
				Parameter modifiedParam = null;
				string funcName = string.Empty;
				switch ( modType )
				{
					case SourceModifier.Source1Modulate:
						funcName = "SGX_src_mod_modulate";
						modifiedParam = arg1;
						break;
					case SourceModifier.Source2Modulate:
						funcName = "SGX_src_mod_modulate";
						modifiedParam = arg2;
						break;
					case SourceModifier.Source1InvModulate:
						funcName = "SGX_src_mod_inv_modulate";
						modifiedParam = arg1;
						break;
					case SourceModifier.Source2InvModulate:
						funcName = "SGX_src_mod_inv_modulate";
						modifiedParam = arg2;
						break;
					default:
						break;
				}

				//add the function of the blend mode
				if ( funcName != string.Empty )
				{
					Parameter controlParam = this.textureBlends[ samplerIndex ].ModControlParam;

					var curFuncInvocation = new FunctionInvocation( funcName, groupOrder, internalCounter++ );
					curFuncInvocation.PushOperand( modifiedParam, Operand.OpSemantic.In, targetChanells );
					curFuncInvocation.PushOperand( controlParam, Operand.OpSemantic.In, targetChanells );
					curFuncInvocation.PushOperand( modifiedParam, Operand.OpSemantic.Out, targetChanells );
					psMain.AddAtomInstance( curFuncInvocation );
				}
			}
		}
コード例 #37
0
ファイル: FFPTexturing.cs プロジェクト: ryan-bunker/axiom3d
		private bool AddVSFunctionInvocations( TextureUnitParams textureUnitParams, Function vsMain )
		{
			FunctionInvocation texCoordCalcFunc = null;

			switch ( textureUnitParams.TexCoordCalcMethod )
			{
				case TexCoordCalcMethod.None:
					if ( textureUnitParams.TextureMatrix == null )
					{
						texCoordCalcFunc = new FunctionInvocation( FFPRenderState.FFPFuncAssign,
						                                           (int)FFPRenderState.FFPVertexShaderStage.VSTexturing,
						                                           textureUnitParams.TextureSamplerIndex );

						texCoordCalcFunc.PushOperand( textureUnitParams.VSInputTexCoord, Operand.OpSemantic.In );
						texCoordCalcFunc.PushOperand( textureUnitParams.VSOutputTexCoord, Operand.OpSemantic.Out );
					}
					else
					{
						texCoordCalcFunc = new FunctionInvocation( FFPRenderState.FFPFuncTransformTexCoord,
						                                           (int)FFPRenderState.FFPVertexShaderStage.VSTexturing,
						                                           textureUnitParams.TextureSamplerIndex );
						texCoordCalcFunc.PushOperand( textureUnitParams.TextureMatrix, Operand.OpSemantic.In );
						texCoordCalcFunc.PushOperand( textureUnitParams.VSInputTexCoord, Operand.OpSemantic.In );
						texCoordCalcFunc.PushOperand( textureUnitParams.VSOutputTexCoord, Operand.OpSemantic.Out );
					}
					break;
				case TexCoordCalcMethod.EnvironmentMap:
				case TexCoordCalcMethod.EnvironmentMapPlanar:
					if ( textureUnitParams.TextureMatrix == null )
					{
						texCoordCalcFunc = new FunctionInvocation( FFPRenderState.FFPFunGenerateTexcoordEnvSphere,
						                                           (int)FFPRenderState.FFPVertexShaderStage.VSTexturing,
						                                           textureUnitParams.TextureSamplerIndex );
						texCoordCalcFunc.PushOperand( this.worldITMatrix, Operand.OpSemantic.In );
						texCoordCalcFunc.PushOperand( this.viewMatrix, Operand.OpSemantic.In );
						texCoordCalcFunc.PushOperand( this.vsInputNormal, Operand.OpSemantic.In );
						texCoordCalcFunc.PushOperand( textureUnitParams.VSOutputTexCoord, Operand.OpSemantic.Out );
					}
					else
					{
						texCoordCalcFunc = new FunctionInvocation( FFPRenderState.FFPFunGenerateTexcoordEnvSphere,
						                                           (int)FFPRenderState.FFPVertexShaderStage.VSTexturing,
						                                           textureUnitParams.TextureSamplerIndex );

						texCoordCalcFunc.PushOperand( this.worldITMatrix, Operand.OpSemantic.In );
						texCoordCalcFunc.PushOperand( this.viewMatrix, Operand.OpSemantic.In );
						texCoordCalcFunc.PushOperand( textureUnitParams.TextureMatrix, Operand.OpSemantic.In );
						texCoordCalcFunc.PushOperand( this.vsInputNormal, Operand.OpSemantic.In );
						texCoordCalcFunc.PushOperand( textureUnitParams.VSOutputTexCoord, Operand.OpSemantic.Out );
					}
					break;

				case TexCoordCalcMethod.EnvironmentMapReflection:
					if ( textureUnitParams.TextureMatrix == null )
					{
						texCoordCalcFunc = new FunctionInvocation( FFPRenderState.FFPFuncGenerateTexCoordEnvReflect,
						                                           (int)FFPRenderState.FFPVertexShaderStage.VSTexturing,
						                                           textureUnitParams.TextureSamplerIndex );

						texCoordCalcFunc.PushOperand( this.worldMatrix, Operand.OpSemantic.In );
						texCoordCalcFunc.PushOperand( this.worldITMatrix, Operand.OpSemantic.In );
						texCoordCalcFunc.PushOperand( this.viewMatrix, Operand.OpSemantic.In );
						texCoordCalcFunc.PushOperand( this.vsInputNormal, Operand.OpSemantic.In );
						texCoordCalcFunc.PushOperand( this.vsInputPos, Operand.OpSemantic.In );
						texCoordCalcFunc.PushOperand( textureUnitParams.VSOutputTexCoord, Operand.OpSemantic.Out );
					}
					else
					{
						texCoordCalcFunc = new FunctionInvocation( FFPRenderState.FFPFuncGenerateTexCoordEnvReflect,
						                                           (int)FFPRenderState.FFPVertexShaderStage.VSTexturing,
						                                           textureUnitParams.TextureSamplerIndex );
						texCoordCalcFunc.PushOperand( this.worldMatrix, Operand.OpSemantic.In );
						texCoordCalcFunc.PushOperand( this.worldITMatrix, Operand.OpSemantic.In );
						texCoordCalcFunc.PushOperand( this.viewMatrix, Operand.OpSemantic.In );
						texCoordCalcFunc.PushOperand( textureUnitParams.TextureMatrix, Operand.OpSemantic.In );
						texCoordCalcFunc.PushOperand( this.vsInputNormal, Operand.OpSemantic.In );
						texCoordCalcFunc.PushOperand( this.vsInputPos, Operand.OpSemantic.In );
						texCoordCalcFunc.PushOperand( textureUnitParams.VSOutputTexCoord, Operand.OpSemantic.Out );
					}
					break;
				case TexCoordCalcMethod.EnvironmentMapNormal:
					if ( textureUnitParams.TextureMatrix == null )
					{
						texCoordCalcFunc = new FunctionInvocation( FFPRenderState.FFPFuncGenerateTexcoordEnvNormal,
						                                           (int)FFPRenderState.FFPVertexShaderStage.VSTexturing,
						                                           textureUnitParams.TextureSamplerIndex );

						texCoordCalcFunc.PushOperand( this.worldITMatrix, Operand.OpSemantic.In );
						texCoordCalcFunc.PushOperand( this.viewMatrix, Operand.OpSemantic.In );
						texCoordCalcFunc.PushOperand( this.vsInputPos, Operand.OpSemantic.In );
						texCoordCalcFunc.PushOperand( textureUnitParams.VSOutputTexCoord, Operand.OpSemantic.Out );
					}
					else
					{
						texCoordCalcFunc = new FunctionInvocation( FFPRenderState.FFPFuncGenerateTexcoordEnvNormal,
						                                           (int)FFPRenderState.FFPVertexShaderStage.VSTexturing,
						                                           textureUnitParams.TextureSamplerIndex );

						texCoordCalcFunc.PushOperand( this.worldITMatrix, Operand.OpSemantic.In );
						texCoordCalcFunc.PushOperand( this.viewMatrix, Operand.OpSemantic.In );
						texCoordCalcFunc.PushOperand( textureUnitParams.TextureMatrix, Operand.OpSemantic.In );
						texCoordCalcFunc.PushOperand( this.vsInputNormal, Operand.OpSemantic.In );
						texCoordCalcFunc.PushOperand( textureUnitParams.VSOutputTexCoord, Operand.OpSemantic.Out );
					}
					break;
				case TexCoordCalcMethod.ProjectiveTexture:
					texCoordCalcFunc = new FunctionInvocation( FFPRenderState.FFPFuncGenerateTexCoordProjection,
					                                           (int)FFPRenderState.FFPVertexShaderStage.VSTexturing,
					                                           textureUnitParams.TextureSamplerIndex );

					texCoordCalcFunc.PushOperand( this.worldMatrix, Operand.OpSemantic.In );
					texCoordCalcFunc.PushOperand( textureUnitParams.TextureViewProjImageMatrix, Operand.OpSemantic.In );
					texCoordCalcFunc.PushOperand( this.vsInputPos, Operand.OpSemantic.In );
					texCoordCalcFunc.PushOperand( textureUnitParams.VSOutputTexCoord, Operand.OpSemantic.Out );

					break;
			}

			if ( texCoordCalcFunc != null )
			{
				vsMain.AddAtomInstance( texCoordCalcFunc );
			}

			return true;
		}
コード例 #38
0
		/// <summary>
		///   Generates local parameters for the split parameters and perform packing/unpacking operation using them.
		/// </summary>
		/// <param name="fun"> </param>
		/// <param name="progType"> </param>
		/// <param name="mergedParams"> </param>
		/// <param name="splitParams"> </param>
		/// <param name="localParamsMap"> </param>
		internal static void GenerateLocalSplitParameters( Function func, GpuProgramType progType,
		                                                   List<MergeParameter> mergedParams,
		                                                   List<Parameter> splitParams,
		                                                   Dictionary<Parameter, Parameter> localParamsMap )
		{
			//No split params created.
			if ( splitParams.Count == 0 )
			{
				return;
			}

			//Create the local parameters + map from source to local
			for ( int i = 0; i < splitParams.Count; i++ )
			{
				Parameter srcParameter = splitParams[ i ];
				Parameter localParameter = func.ResolveLocalParameter( srcParameter.Semantic, srcParameter.Index,
				                                                       "lssplit_" + srcParameter.Name, srcParameter.Type );

				localParamsMap.Add( srcParameter, localParameter );
			}

			int invocationCounter = 0;

			//Establish link between the local parameter to the merged parameter.
			for ( int i = 0; i < mergedParams.Count; i++ )
			{
				var curMergeParameter = mergedParams[ i ];

				for ( int p = 0; p < curMergeParameter.SourceParameterCount; p++ )
				{
					Parameter srcMergedParameter = curMergeParameter.SourceParameter[ p ];

					if ( localParamsMap.ContainsKey( srcMergedParameter ) )
					{
						//Case it is the vertex shader -> assign the local parameter to the output merged parameter
						if ( progType == GpuProgramType.Vertex )
						{
							var curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAssign,
							                                                (int)
							                                                FFPRenderState.FFPVertexShaderStage.
							                                                	VSPostProcess, invocationCounter++ );

							curFuncInvocation.PushOperand( localParamsMap[ srcMergedParameter ], Operand.OpSemantic.In,
							                               curMergeParameter.GetSourceParameterMask( p ) );
							curFuncInvocation.PushOperand(
								curMergeParameter.GetDestinationParameter( (int)Operand.OpSemantic.Out, i ),
								Operand.OpSemantic.Out, curMergeParameter.GetDestinationParameterMask( p ) );
							func.AddAtomInstance( curFuncInvocation );
						}
						else if ( progType == GpuProgramType.Fragment )
						{
							var curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAssign,
							                                                (int)
							                                                FFPRenderState.FFPFragmentShaderStage.
							                                                	PSPreProcess, invocationCounter++ );

							curFuncInvocation.PushOperand(
								curMergeParameter.GetDestinationParameter( (int)Operand.OpSemantic.In, i ),
								Operand.OpSemantic.In, curMergeParameter.GetDestinationParameterMask( p ) );
							curFuncInvocation.PushOperand( localParamsMap[ srcMergedParameter ], Operand.OpSemantic.Out,
							                               curMergeParameter.GetSourceParameterMask( p ) );
							func.AddAtomInstance( curFuncInvocation );
						}
					}
				}
			}
		}
コード例 #39
0
		private void AddPositionCalculations( Function vsMain, ref int funcCounter )
		{
			FunctionInvocation curFuncInvocation = null;

			if ( doBoneCalculations )
			{
				if ( scalingShearingSupport )
				{
					//Construct a scaling and shearing matrix based on the blend weights
					for ( int i = 0; i < WeightCount; i++ )
					{
						//Assign the local param based on the current index of the scaling and shearing matrices
						curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAssign,
						                                            (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
						                                            funcCounter++ );
						curFuncInvocation.PushOperand( this.paramInScaleShearMatrices, Operand.OpSemantic.In );
						curFuncInvocation.PushOperand( paramInIndices, Operand.OpSemantic.In, (int)IndexToMask( i ), 1 );
						curFuncInvocation.PushOperand( this.paramTempFloat3x4, Operand.OpSemantic.Out );
						vsMain.AddAtomInstance( curFuncInvocation );

						//Calculate the resultant scaling and shearing matrix based on the weigts given
						AddIndexedPositionWeight( vsMain, i, this.paramTempFloat3x4, this.paramTempFloat3x4, this.paramBlendS,
						                          ref funcCounter );
					}

					//Transform the position based on the scaling and shearing matrix
					curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncTransform,
					                                            (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
					                                            funcCounter++ );
					curFuncInvocation.PushOperand( this.paramBlendS, Operand.OpSemantic.In );
					curFuncInvocation.PushOperand( paramInPosition, Operand.OpSemantic.In,
					                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
					curFuncInvocation.PushOperand( this.paramLocalBlendPosition, Operand.OpSemantic.Out );
					vsMain.AddAtomInstance( curFuncInvocation );
				}
				else
				{
					//Assign the input position to the local blended position
					curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAssign,
					                                            (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
					                                            funcCounter++ );
					curFuncInvocation.PushOperand( paramInPosition, Operand.OpSemantic.In,
					                               (int)( Operand.OpMask.X | Operand.OpMask.Y | Operand.OpMask.Z ) );
					curFuncInvocation.PushOperand( this.paramLocalBlendPosition, Operand.OpSemantic.Out );
					vsMain.AddAtomInstance( curFuncInvocation );
				}

				//Set functions to calculate world position
				for ( int i = 0; i < weightCount; i++ )
				{
					curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAssign,
					                                            (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
					                                            funcCounter++ );
					curFuncInvocation.PushOperand( paramInIndices, Operand.OpSemantic.In, (int)IndexToMask( i ) );
					curFuncInvocation.PushOperand( this.paramIndex1, Operand.OpSemantic.Out );
					vsMain.AddAtomInstance( curFuncInvocation );

					//multiply the index by 2
					curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncModulate,
					                                            (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
					                                            funcCounter++ );
					curFuncInvocation.PushOperand( ParameterFactory.CreateConstParamFloat( 2.0f ), Operand.OpSemantic.In );
					curFuncInvocation.PushOperand( this.paramIndex1, Operand.OpSemantic.In );
					curFuncInvocation.PushOperand( this.paramIndex1, Operand.OpSemantic.Out );
					vsMain.AddAtomInstance( curFuncInvocation );

					//Add 1 to the index and assign as the second row's index
					curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncAdd,
					                                            (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
					                                            funcCounter++ );
					curFuncInvocation.PushOperand( ParameterFactory.CreateConstParamFloat( 1.0f ), Operand.OpSemantic.In );
					curFuncInvocation.PushOperand( this.paramIndex1, Operand.OpSemantic.In );
					curFuncInvocation.PushOperand( this.paramIndex2, Operand.OpSemantic.Out );
					vsMain.AddAtomInstance( curFuncInvocation );

					//Build the dual quaternion matrix
					curFuncInvocation = new FunctionInvocation(
						DualQuaternionSkinning.SGXFuncBuildDualQuaternionMatrix,
						(int)FFPRenderState.FFPVertexShaderStage.VSTransform, funcCounter++ );
					curFuncInvocation.PushOperand( paramInWorldMatrices, Operand.OpSemantic.In );
					curFuncInvocation.PushOperand( this.paramIndex1, Operand.OpSemantic.In, (int)Operand.OpMask.All, 1 );
					curFuncInvocation.PushOperand( paramInWorldMatrices, Operand.OpSemantic.In );
					curFuncInvocation.PushOperand( this.paramIndex2, Operand.OpSemantic.In, (int)Operand.OpMask.All, 1 );
					curFuncInvocation.PushOperand( this.paramTempFloat2x4, Operand.OpSemantic.Out );
					vsMain.AddAtomInstance( curFuncInvocation );

					if ( correctAntipodalityHandling )
					{
						AdjustForCorrectAntipodality( vsMain, i, ref funcCounter, this.paramTempFloat2x4 );
					}

					//Calculate the resultant dual quaternion based based on the weights given
					AddIndexedPositionWeight( vsMain, i, this.paramTempFloat2x4, this.paramTempFloat2x4, this.paramBlendDQ,
					                          ref funcCounter );
				}
				//Normalize the dual quaternion
				curFuncInvocation = new FunctionInvocation( DualQuaternionSkinning.SGXFuncNormalizeDualQuaternion,
				                                            (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
				                                            funcCounter++ );
				curFuncInvocation.PushOperand( this.paramBlendDQ, Operand.OpSemantic.InOut );
				vsMain.AddAtomInstance( curFuncInvocation );

				//Calculate the blend position
				curFuncInvocation = new FunctionInvocation( DualQuaternionSkinning.SGXFuncCalculateBlendPosition,
				                                            (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
				                                            funcCounter++ );
				curFuncInvocation.PushOperand( this.paramLocalBlendPosition, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( this.paramBlendDQ, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( paramTempFloat4, Operand.OpSemantic.Out );
				vsMain.AddAtomInstance( curFuncInvocation );

				//Update from object to projective space
				curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncTransform,
				                                            (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
				                                            funcCounter++ );
				curFuncInvocation.PushOperand( paramInViewProjMatrix, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( paramTempFloat4, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( paramOutPositionProj, Operand.OpSemantic.Out );
				vsMain.AddAtomInstance( curFuncInvocation );
			}
			else
			{
				//update from object to world space
				curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncTransform,
				                                            (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
				                                            funcCounter++ );
				curFuncInvocation.PushOperand( paramInWorldMatrices, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( paramInPosition, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( paramLocalPositionWorld, Operand.OpSemantic.Out );
				vsMain.AddAtomInstance( curFuncInvocation );

				//update from object to projective space
				curFuncInvocation = new FunctionInvocation( FFPRenderState.FFPFuncTransform,
				                                            (int)FFPRenderState.FFPVertexShaderStage.VSTransform,
				                                            funcCounter++ );
				curFuncInvocation.PushOperand( paramInWorldViewProjMatrix, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( paramInPosition, Operand.OpSemantic.In );
				curFuncInvocation.PushOperand( paramOutPositionProj, Operand.OpSemantic.Out );
				vsMain.AddAtomInstance( curFuncInvocation );
			}
		}