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//TEST_IGNORE_FILE:
//--------------------------------------------------------------------------------------
// File: Tutorial14.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;
};
cbuffer cbConstant
{
float3 vLightDir = float3(-0.577,0.577,-0.577);
};
cbuffer cbChangesEveryFrame
{
matrix World;
matrix View;
matrix Projection;
};
struct VS_INPUT
{
float3 Pos : POSITION; //position
float3 Norm : NORMAL; //normal
float2 Tex : TEXCOORD0; //texture coordinate
};
struct PS_INPUT
{
float4 Pos : SV_POSITION;
float3 Norm : TEXCOORD0;
float2 Tex : TEXCOORD1;
};
struct QUADVS_INPUT
{
float4 Pos : POSITION;
float2 Tex : TEXCOORD0;
};
struct QUADVS_OUTPUT
{
float4 Pos : SV_POSITION; // Transformed position
float2 Tex : TEXCOORD0;
};
//--------------------------------------------------------------------------------------
// Blending States
//--------------------------------------------------------------------------------------
BlendState NoBlending
{
BlendEnable[0] = FALSE;
};
BlendState SrcAlphaBlendingAdd
{
BlendEnable[0] = TRUE;
SrcBlend = SRC_ALPHA;
DestBlend = ONE;
BlendOp = ADD;
SrcBlendAlpha = ZERO;
DestBlendAlpha = ZERO;
BlendOpAlpha = ADD;
RenderTargetWriteMask[0] = 0x0F;
};
BlendState SrcAlphaBlendingSub
{
BlendEnable[0] = TRUE;
SrcBlend = SRC_ALPHA;
DestBlend = ONE;
BlendOp = SUBTRACT;
SrcBlendAlpha = ZERO;
DestBlendAlpha = ZERO;
BlendOpAlpha = ADD;
RenderTargetWriteMask[0] = 0x0F;
};
BlendState SrcColorBlendingAdd
{
BlendEnable[0] = TRUE;
SrcBlend = SRC_COLOR;
DestBlend = ONE;
BlendOp = ADD;
SrcBlendAlpha = ZERO;
DestBlendAlpha = ZERO;
BlendOpAlpha = ADD;
RenderTargetWriteMask[0] = 0x0F;
};
BlendState SrcColorBlendingSub
{
BlendEnable[0] = TRUE;
SrcBlend = SRC_COLOR;
DestBlend = ONE;
BlendOp = SUBTRACT;
SrcBlendAlpha = ZERO;
DestBlendAlpha = ZERO;
BlendOpAlpha = ADD;
RenderTargetWriteMask[0] = 0x0F;
};
//--------------------------------------------------------------------------------------
// Depth/Stencil States
//--------------------------------------------------------------------------------------
DepthStencilState RenderWithStencilState
{
DepthEnable = false;
DepthWriteMask = ZERO;
DepthFunc = Less;
// Setup stencil states
StencilEnable = true;
StencilReadMask = 0xFF;
StencilWriteMask = 0x00;
FrontFaceStencilFunc = Not_Equal;
FrontFaceStencilPass = Keep;
FrontFaceStencilFail = Zero;
BackFaceStencilFunc = Not_Equal;
BackFaceStencilPass = Keep;
BackFaceStencilFail = Zero;
};
//--------------------------------------------------------------------------------------
// Scene Vertex Shader
//--------------------------------------------------------------------------------------
PS_INPUT VS( VS_INPUT input )
{
PS_INPUT output = (PS_INPUT)0;
output.Pos = mul( float4(input.Pos,1), World );
output.Pos = mul( output.Pos, View );
output.Pos = mul( output.Pos, Projection );
output.Norm = mul( input.Norm, World );
output.Tex = input.Tex;
return output;
}
//-----------------------------------------------------------------------------
// Quad Vertex Shaders
//-----------------------------------------------------------------------------
QUADVS_OUTPUT QuadVS( QUADVS_INPUT Input )
{
QUADVS_OUTPUT Output;
Output.Pos = mul( Input.Pos, World );
Output.Pos = mul( Output.Pos, View );
Output.Pos = mul( Output.Pos, Projection );
Output.Tex = Input.Tex;
return Output;
}
QUADVS_OUTPUT ScreenQuadVS( QUADVS_INPUT Input )
{
QUADVS_OUTPUT Output;
Output.Pos = Input.Pos;
Output.Tex = Input.Tex;
return Output;
}
//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------
float4 PS( PS_INPUT input) : SV_Target
{
// Calculate lighting assuming light color is <1,1,1,1>
float fLighting = saturate( dot( input.Norm, vLightDir ) );
float4 outputColor = g_txDiffuse.Sample( samLinear, input.Tex ) * fLighting;
outputColor.a = 1;
return outputColor;
}
//--------------------------------------------------------------------------------------
// Quad Pixel Shader
//--------------------------------------------------------------------------------------
float4 QuadPS( QUADVS_OUTPUT input) : SV_Target
{
return g_txDiffuse.Sample( samLinear, input.Tex );
}
//--------------------------------------------------------------------------------------
// Scene Techniques
//--------------------------------------------------------------------------------------
technique11 RenderScene
{
pass P0
{
SetVertexShader( CompileShader( vs_4_0, VS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0, PS() ) );
SetBlendState( NoBlending, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
}
}
//--------------------------------------------------------------------------------------
// RenderWithStencil - set the depth stencil state inside of the technique
//--------------------------------------------------------------------------------------
technique11 RenderWithStencil
{
pass P0
{
SetVertexShader( CompileShader( vs_4_0, ScreenQuadVS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0, QuadPS() ) );
SetBlendState( NoBlending, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetDepthStencilState( RenderWithStencilState, 0 );
}
}
//--------------------------------------------------------------------------------------
// Quad Techniques: Alpha blending state is set inside the technique
//--------------------------------------------------------------------------------------
technique11 RenderQuadSolid
{
pass P0
{
SetVertexShader( CompileShader( vs_4_0, QuadVS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0, QuadPS() ) );
SetBlendState( NoBlending, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
}
}
//--------------------------------------------------------------------------------------
technique11 RenderQuadSrcAlphaAdd
{
pass P0
{
SetVertexShader( CompileShader( vs_4_0, QuadVS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0, QuadPS() ) );
SetBlendState( SrcAlphaBlendingAdd, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
}
}
//--------------------------------------------------------------------------------------
technique11 RenderQuadSrcAlphaSub
{
pass P0
{
SetVertexShader( CompileShader( vs_4_0, QuadVS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0, QuadPS() ) );
SetBlendState( SrcAlphaBlendingSub, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
}
}
//--------------------------------------------------------------------------------------
technique11 RenderQuadSrcColorAdd
{
pass P0
{
SetVertexShader( CompileShader( vs_4_0, QuadVS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0, QuadPS() ) );
SetBlendState( SrcColorBlendingAdd, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
}
}
//--------------------------------------------------------------------------------------
technique11 RenderQuadSrcColorSub
{
pass P0
{
SetVertexShader( CompileShader( vs_4_0, QuadVS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0, QuadPS() ) );
SetBlendState( SrcColorBlendingSub, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
}
}
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