diff options
| author | Tim Foley <tfoley@nvidia.com> | 2017-06-09 11:34:21 -0700 |
|---|---|---|
| committer | Tim Foley <tfoley@nvidia.com> | 2017-06-09 13:44:59 -0700 |
| commit | fcf83dbf9effab3bd98bad2b83b2468b7eb05cfd (patch) | |
| tree | 41047c94883b86ec085a81597391ce3ef557cd43 /tests/hlsl/dxsdk/Direct3D11TutorialsFX11/Tutorial13/Tutorial13.fx | |
| parent | 52e8d4b9a27ab0060f874c3a63ab531847be35c0 (diff) | |
Initial import of code.
Diffstat (limited to 'tests/hlsl/dxsdk/Direct3D11TutorialsFX11/Tutorial13/Tutorial13.fx')
| -rw-r--r-- | tests/hlsl/dxsdk/Direct3D11TutorialsFX11/Tutorial13/Tutorial13.fx | 191 |
1 files changed, 191 insertions, 0 deletions
diff --git a/tests/hlsl/dxsdk/Direct3D11TutorialsFX11/Tutorial13/Tutorial13.fx b/tests/hlsl/dxsdk/Direct3D11TutorialsFX11/Tutorial13/Tutorial13.fx new file mode 100644 index 000000000..a6f09ecc7 --- /dev/null +++ b/tests/hlsl/dxsdk/Direct3D11TutorialsFX11/Tutorial13/Tutorial13.fx @@ -0,0 +1,191 @@ +//TEST_IGNORE_FILE: +//-------------------------------------------------------------------------------------- +// File: Tutorial13.fx +// +// Copyright (c) Microsoft Corporation. All rights reserved. +//-------------------------------------------------------------------------------------- + + +//-------------------------------------------------------------------------------------- +// Constant Buffer Variables +//-------------------------------------------------------------------------------------- +Texture2D g_txDiffuse; +SamplerState samLinear +{ + Filter = MIN_MAG_MIP_LINEAR; + AddressU = Wrap; + AddressV = Wrap; +}; + +TextureCube g_txEnvMap; +SamplerState samLinearClamp +{ + Filter = MIN_MAG_MIP_LINEAR; + AddressU = Clamp; + AddressV = Clamp; +}; + +cbuffer cbConstant +{ + float3 vLightDir = float3(-0.577,0.577,-0.577); +}; + +cbuffer cbChangesEveryFrame +{ + matrix World; + matrix View; + matrix Projection; + float Time; +}; + +cbuffer cbUserChanges +{ + float Explode; +}; + +struct VS_INPUT +{ + float3 Pos : POSITION; + float3 Norm : NORMAL; + float2 Tex : TEXCOORD0; +}; + +struct GSPS_INPUT +{ + float4 Pos : SV_POSITION; + float3 Norm : TEXCOORD0; + float2 Tex : TEXCOORD1; +}; + +//-------------------------------------------------------------------------------------- +// DepthStates +//-------------------------------------------------------------------------------------- +DepthStencilState EnableDepth +{ + DepthEnable = TRUE; + DepthWriteMask = ALL; + DepthFunc = LESS_EQUAL; +}; + +BlendState NoBlending +{ + AlphaToCoverageEnable = FALSE; + BlendEnable[0] = FALSE; +}; + + +//-------------------------------------------------------------------------------------- +// Vertex Shader +//-------------------------------------------------------------------------------------- +GSPS_INPUT VS( VS_INPUT input ) +{ + GSPS_INPUT output = (GSPS_INPUT)0; + + output.Pos = mul( float4(input.Pos,1), World ); + output.Norm = mul( input.Norm, (float3x3)World ); + output.Tex = input.Tex; + + return output; +} + + +//-------------------------------------------------------------------------------------- +// Geometry Shader +//-------------------------------------------------------------------------------------- +[maxvertexcount(12)] +void GS( triangle GSPS_INPUT input[3], inout TriangleStream<GSPS_INPUT> TriStream ) +{ + GSPS_INPUT output; + + // + // Calculate the face normal + // + float3 faceEdgeA = input[1].Pos - input[0].Pos; + float3 faceEdgeB = input[2].Pos - input[0].Pos; + float3 faceNormal = normalize( cross(faceEdgeA, faceEdgeB) ); + float3 ExplodeAmt = faceNormal*Explode; + + // + // Calculate the face center + // + float3 centerPos = (input[0].Pos.xyz + input[1].Pos.xyz + input[2].Pos.xyz)/3.0; + float2 centerTex = (input[0].Tex + input[1].Tex + input[2].Tex)/3.0; + centerPos += faceNormal*Explode; + + // + // Output the pyramid + // + for( int i=0; i<3; i++ ) + { + output.Pos = input[i].Pos + float4(ExplodeAmt,0); + output.Pos = mul( output.Pos, View ); + output.Pos = mul( output.Pos, Projection ); + output.Norm = input[i].Norm; + output.Tex = input[i].Tex; + TriStream.Append( output ); + + int iNext = (i+1)%3; + output.Pos = input[iNext].Pos + float4(ExplodeAmt,0); + output.Pos = mul( output.Pos, View ); + output.Pos = mul( output.Pos, Projection ); + output.Norm = input[iNext].Norm; + output.Tex = input[iNext].Tex; + TriStream.Append( output ); + + output.Pos = float4(centerPos,1) + float4(ExplodeAmt,0); + output.Pos = mul( output.Pos, View ); + output.Pos = mul( output.Pos, Projection ); + output.Norm = faceNormal; + output.Tex = centerTex; + TriStream.Append( output ); + + TriStream.RestartStrip(); + } + + for( int i=2; i>=0; i-- ) + { + output.Pos = input[i].Pos + float4(ExplodeAmt,0); + output.Pos = mul( output.Pos, View ); + output.Pos = mul( output.Pos, Projection ); + output.Norm = -input[i].Norm; + output.Tex = input[i].Tex; + TriStream.Append( output ); + } + TriStream.RestartStrip(); +} + + +//-------------------------------------------------------------------------------------- +// Pixel Shader +//-------------------------------------------------------------------------------------- +float4 PS( GSPS_INPUT input) : SV_Target +{ + // Calculate lighting assuming light color is <1,1,1,1> + float fLighting = saturate( dot( input.Norm, vLightDir ) ); + + // Load the diffuse texture and multiply by the lighting amount + float4 cDiffuse = g_txDiffuse.Sample( samLinear, input.Tex ) * fLighting; + cDiffuse.a = 1; + + // return diffuse + return cDiffuse; +} + + +//-------------------------------------------------------------------------------------- +// Technique +//-------------------------------------------------------------------------------------- +technique11 Render +{ + pass P0 + { + SetVertexShader( CompileShader( vs_4_0, VS() ) ); + SetGeometryShader( CompileShader( gs_4_0, GS() ) ); + SetPixelShader( CompileShader( ps_4_0, PS() ) ); + + SetBlendState( NoBlending, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF ); + SetDepthStencilState( EnableDepth, 0 ); + } +} + + |
