port from perforce

This commit is contained in:
2026-04-18 22:31:51 +02:00
commit 8d0ab5b7cc
8409 changed files with 3972376 additions and 0 deletions

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#pragma once
#ifdef _DEBUG
#define COMPILE_SHADER(entry, profile, buffer) \
{ \
ID3DXBuffer* errors = 0; \
D3DXCompileShader(shaderCode, shaderSize, 0, 0, entry, profile, D3DXSHADER_DEBUG, buffer, &errors, 0); \
if (errors != 0) \
{ \
OutputDebugStringA((char*)errors->GetBufferPointer()); \
errors->Release(); \
DebugBreak(); \
} \
}
#else
#define COMPILE_SHADER(entry, profile, buffer) D3DXCompileShader(shaderCode, shaderSize, 0, 0, entry, profile, 0, buffer, 0, 0);
#endif

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#define WIN32_LEAN_AND_MEAN
#define WIN32_EXTRA_LEAN
#include <windows.h>
#include <d3d9.h>
#include <d3dx9.h>
#include "variables.h"
#include "debug.h"
#pragma bss_seg("._fltused")
extern "C" int _fltused = 0;
#define RENDER(c) \
{\
unsigned int passes;\
effect->Begin(&passes, 0);\
effect->BeginPass(0);\
c;\
effect->EndPass();\
effect->End();\
}
#pragma code_seg(".main")
void main(void)
{
d3d = Direct3DCreate9(D3D_SDK_VERSION);
devParams.hDeviceWindow = CreateWindowExA(0, "static", 0, WS_POPUP | WS_VISIBLE, 0, 0, screenX, screenY, 0, 0, 0, 0);
d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, devParams.hDeviceWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING, &devParams, &d3dDevice);
IDirect3DTexture9* texture;
D3DXCreateTextureFromFile(d3dDevice, L"grass.png", &texture);
IDirect3DTexture9* backgroundTexture;
D3DXCreateTextureFromFile(d3dDevice, L"Lighthouse.jpg", &backgroundTexture);
ID3DXEffect* effect = NULL;
ID3DXBuffer* errors = NULL;
DWORD hr = ::D3DXCreateEffectFromFile(d3dDevice, L"shader.hlsl", NULL, NULL, D3DXSHADER_DEBUG, NULL, &effect, &errors);
if (errors != 0 && hr != 0)
{
OutputDebugStringA((char*)errors->GetBufferPointer());
errors->Release();
DebugBreak();
}
if (effect == NULL)
DebugBreak();
ShowCursor(0);
D3DVERTEXELEMENT9 decl[] =
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0},
{1, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
{1, 16, D3DDECLTYPE_FLOAT1, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
D3DDECL_END()
};
IDirect3DVertexDeclaration9* vertexDecl;
d3dDevice->CreateVertexDeclaration(decl, &vertexDecl);
D3DVERTEXELEMENT9 quadDecl[] =
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
D3DDECL_END() // this macro is needed as the last item!
};
IDirect3DVertexDeclaration9* quadVertexDecl;
d3dDevice->CreateVertexDeclaration(quadDecl, &quadVertexDecl);
const unsigned int instanceCount = 5000;
IDirect3DVertexBuffer9* instanceDataBuffer;
InstanceData* instanceData;
d3dDevice->CreateVertexBuffer(sizeof(InstanceData) * instanceCount, D3DUSAGE_WRITEONLY, D3DFVF_TEX1, D3DPOOL_MANAGED, &instanceDataBuffer, NULL);
instanceDataBuffer->Lock(0, sizeof(InstanceData) * instanceCount, (void**)&instanceData, 0);//D3DLOCK_DISCARD);
const float posFactor = 2.0f;
for (int i = 0; i < instanceCount; ++i)
{
float r = (((rand() % 1000) / 1000.0f - 0.5f) + 2 ) * posFactor;
float h = ((rand() % 1000) / 1000.0f - 0.5f) * posFactor * 0.5;
float d = ((rand() % 1000) / 1000.0f - 0.5f) * 3.141 * 2;
float x = sin(d) * r;
float y = cos(d) * r;
float z = h;
instanceData[i].pos[0] = x;
instanceData[i].pos[1] = y;
instanceData[i].pos[2] = z;
instanceData[i].pos[3] = (r - 1.5) * 3 * (rand() % 900) / 900.0f + 0.1f; // scale
instanceData[i].intensity = (((rand() % 1000) / 1000.0f)*0.2 + 0.01) * 0.1;
}
instanceDataBuffer->Unlock();
LPD3DXMESH sphereMesh;
IDirect3DVertexBuffer9* sphereVertexBuffer;
IDirect3DIndexBuffer9* sphereIndexBuffer;
::D3DXCreateSphere(d3dDevice, 0.05f, 6, 6, &sphereMesh, NULL);
sphereMesh->GetVertexBuffer(&sphereVertexBuffer);
sphereMesh->GetIndexBuffer(&sphereIndexBuffer);
const int renderTextureCount = 4; // pos, normal, density, ballpos
static LPDIRECT3DTEXTURE9 renderTexture[renderTextureCount];
static LPDIRECT3DSURFACE9 renderSurface[renderTextureCount];
static LPDIRECT3DTEXTURE9 renderTexturePingPong[renderTextureCount * 2];
static LPDIRECT3DSURFACE9 renderSurfacePingPong[renderTextureCount * 2];
const int renderTargetWidth = screenX;
const int renderTargetHeight = screenY;
const float pingPongDevider = 2.0f;
const D3DXVECTOR4 renderTargetDDX( 1.0f / renderTargetWidth, 1.0f / renderTargetHeight, 0.00f, 0.0f );
const D3DXVECTOR4 renderTargetPingPongDDX( 1.0f / (renderTargetWidth / pingPongDevider), 1.0f / (renderTargetHeight / pingPongDevider), 0.00f, 0.0f );
for (int i = 0; i < renderTextureCount; ++i)
{
d3dDevice->CreateTexture(renderTargetWidth,
renderTargetHeight,
1,
D3DUSAGE_RENDERTARGET,
D3DFMT_A16B16G16R16F,
D3DPOOL_DEFAULT,
&renderTexture[i],
NULL);
renderTexture[i]->GetSurfaceLevel(0, &renderSurface[i]);
for (int k = 0; k < 2; ++k)
{
d3dDevice->CreateTexture(renderTargetWidth / pingPongDevider,
renderTargetHeight / pingPongDevider,
1,
D3DUSAGE_RENDERTARGET,
D3DFMT_A16B16G16R16F,
D3DPOOL_DEFAULT,
&renderTexturePingPong[i * 2 + k],
NULL);
renderTexturePingPong[i * 2 + k]->GetSurfaceLevel(0, &renderSurfacePingPong[i * 2 + k]);
}
}
IDirect3DSurface9* pongPongDepthBuffer;
hr = d3dDevice->CreateDepthStencilSurface(renderTargetWidth / pingPongDevider,
renderTargetHeight / pingPongDevider, D3DFMT_D24S8, D3DMULTISAMPLE_NONE, 0, false, &pongPongDepthBuffer, NULL);
LPDIRECT3DSURFACE9 backBuffer = NULL;
d3dDevice->GetRenderTarget(0, &backBuffer);
IDirect3DSurface9* backBufferDepthBuffer;
d3dDevice->GetDepthStencilSurface(&backBufferDepthBuffer);
d3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
effect->SetTexture("diffuseTexture", texture);
effect->SetTexture("backgroundTexture", backgroundTexture);
do
{
const float t = GetTickCount() / 1000.0f;
// Fill pos/depth and normal/matId
D3DXMATRIX view;
D3DXMATRIX proj;
D3DXMATRIX viewProj;
//D3DXVECTOR3 eye(0, 0, 10.0f);
D3DXVECTOR3 eye(cos(t) * 10, sin(t) * 10, sin(t) * 10);
//D3DXVECTOR3 eye(cos(t) * 10, sin(t) * 5, 5.0f);
D3DXVECTOR4 eye4(eye.x, eye.y, eye.z, 0.0f);
D3DXVECTOR3 at(0.0f, 0.0f, 0.0f);
D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);
D3DXVECTOR3 right, direction;
D3DXVec3Subtract(&direction, &at, &eye);
D3DXVec3Normalize(&direction, &direction);
D3DXVec3Cross(&right, &direction, &up);
D3DXVec3Cross(&up, &right, &direction);
D3DXMatrixLookAtLH(&view, &eye, &at, &up);
D3DXMatrixPerspectiveFovLH(&proj, D3DX_PI / 4.0f, 4.0f/3.0f, 1.0f, 100.0f);
D3DXMatrixMultiply(&viewProj, &view, &proj);
D3DXVECTOR4 direction4(direction.x, direction.y, direction.z, 0.0f);
effect->SetMatrix("viewProj", &viewProj);
effect->SetVector("eye", &eye4);
effect->SetVector("eyeDir", &direction4);
d3dDevice->SetStreamSource(0, sphereVertexBuffer, 0, sphereMesh->GetNumBytesPerVertex());
d3dDevice->SetStreamSourceFreq(0, D3DSTREAMSOURCE_INDEXEDDATA | instanceCount);
d3dDevice->SetStreamSource(1, instanceDataBuffer, 0, sizeof(InstanceData));
d3dDevice->SetStreamSourceFreq(1, D3DSTREAMSOURCE_INSTANCEDATA | 1ul);
d3dDevice->SetVertexDeclaration(vertexDecl);
d3dDevice->SetIndices(sphereIndexBuffer);
// Begin
{
effect->SetTechnique("Deferred");
effect->SetTexture("positionTexture", NULL);
effect->SetTexture("normalTexture", NULL);
d3dDevice->SetRenderTarget(0, renderSurface[0]);
d3dDevice->SetRenderTarget(1, renderSurface[1]);
d3dDevice->BeginScene();
d3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x0, 1.0f, 0);
RENDER(d3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, sphereMesh->GetNumVertices(), 0, sphereMesh->GetNumFaces()));
d3dDevice->EndScene();
/*d3dDevice->Present(NULL, NULL, NULL, NULL);
continue;*/
}
{
effect->SetTechnique("Density");
d3dDevice->SetRenderTarget(0, renderSurface[2]);
d3dDevice->SetRenderTarget(1, NULL);
d3dDevice->BeginScene();
d3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x0, 1.0f, 0);
RENDER(d3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, sphereMesh->GetNumVertices(), 0, sphereMesh->GetNumFaces()));
d3dDevice->EndScene();
}
{
effect->SetTechnique("ParticlePosition");
d3dDevice->SetRenderTarget(0, renderSurface[3]);
d3dDevice->SetRenderTarget(1, NULL);
d3dDevice->BeginScene();
d3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x0, 1.0f, 0);
RENDER(d3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, sphereMesh->GetNumVertices(), 0, sphereMesh->GetNumFaces()));
d3dDevice->EndScene();
}
d3dDevice->SetStreamSourceFreq(0, 1);
d3dDevice->SetStreamSourceFreq(1, 1);
d3dDevice->SetVertexDeclaration(quadVertexDecl);
effect->SetVector("quadddx", &renderTargetPingPongDDX);
// blur
{
effect->SetTechnique("Blur");
for (int k = 0; k < 8; ++k)
{
d3dDevice->SetRenderTarget(0, renderSurfacePingPong[0 + ((k+1)%2)]);
d3dDevice->SetRenderTarget(1, renderSurfacePingPong[2 + ((k+1)%2)]);
d3dDevice->SetRenderTarget(2, renderSurfacePingPong[4 + ((k+1)%2)]);
d3dDevice->SetRenderTarget(3, renderSurfacePingPong[6 + ((k+1)%2)]);
effect->SetVector("ddx", k == 0 ? &renderTargetDDX : &renderTargetPingPongDDX);
effect->SetTexture("positionTexture", k == 0 ? renderTexture[0] : renderTexturePingPong[0 + k%2]);
effect->SetTexture("normalTexture", k == 0 ? renderTexture[1] : renderTexturePingPong[2 + k%2]);
effect->SetTexture("densityTexture", k == 0 ? renderTexture[2] : renderTexturePingPong[4 + k%2]);
effect->SetTexture("particlePositionTexture", k == 0 ? renderTexture[3] : renderTexturePingPong[6 + k%2]);
d3dDevice->BeginScene();
d3dDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, 0x0, 1.0f, 0);
RENDER(d3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, 2, quadVerts, 20));
d3dDevice->EndScene();
}
}
// Compose
{
if (GetAsyncKeyState(VK_SPACE))
effect->SetTechnique("ComposeDebug");
else
effect->SetTechnique("Compose");
effect->SetTexture("positionTexture", renderTexturePingPong[1]);
effect->SetTexture("normalTexture", renderTexturePingPong[3]);
effect->SetTexture("densityTexture", renderTexturePingPong[5]);
effect->SetTexture("particlePositionTexture", renderTexturePingPong[7]);
d3dDevice->SetRenderTarget(0, backBuffer);
d3dDevice->SetRenderTarget(1, NULL);
d3dDevice->SetRenderTarget(2, NULL);
d3dDevice->SetRenderTarget(3, NULL);
d3dDevice->BeginScene();
d3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xFFFF0000, 1.0f, 0);
RENDER(d3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, 2, quadVerts, 20));
d3dDevice->EndScene();
}
d3dDevice->Present(NULL, NULL, NULL, NULL);
// move particle
instanceDataBuffer->Lock(0, sizeof(InstanceData) * instanceCount, (void**)&instanceData, 0);
for (int i = 0; i < instanceCount; ++i)
{
D3DXVECTOR2 pos(instanceData[i].pos[0], instanceData[i].pos[1]);
float r = D3DXVec2Length(&pos);
float d = atan2(pos.x, pos.y);
d += (r - 1.5) / 2.0 * 0.001;
float x = sin(d) * r;
float y = cos(d) * r;
instanceData[i].pos[0] = x;
instanceData[i].pos[1] = y;
}
instanceDataBuffer->Unlock();
} while (!GetAsyncKeyState(VK_ESCAPE));
ExitProcess(0);
}

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<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9,00"
Name="ice"
ProjectGUID="{D91DFF9F-B3F5-4F75-AD44-19AD5F1DEB00}"
RootNamespace="ice"
Keyword="Win32Proj"
TargetFrameworkVersion="196613"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Debug|Win32"
OutputDirectory="$(SolutionDir)bin"
IntermediateDirectory="$(SolutionDir)obj\$(ConfigurationName)"
ConfigurationType="1"
CharacterSet="1"
>
<Tool
Name="VCPreBuildEventTool"
CommandLine=""
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
MinimalRebuild="true"
BasicRuntimeChecks="3"
RuntimeLibrary="3"
WarningLevel="3"
DebugInformationFormat="4"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalDependencies="d3d9.lib d3dx9.lib"
OutputFile="$(OutDir)\$(ProjectName)D.exe"
LinkIncremental="2"
GenerateDebugInformation="true"
ProgramDatabaseFile="$(TargetDir)$(TargetName).pdb"
SubSystem="1"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
UseFAT32Workaround="true"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Release|Win32"
OutputDirectory="$(SolutionDir)bin"
IntermediateDirectory="$(SolutionDir)obj\$(ConfigurationName)"
ConfigurationType="1"
CharacterSet="1"
WholeProgramOptimization="1"
>
<Tool
Name="VCPreBuildEventTool"
CommandLine=""
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="1"
EnableIntrinsicFunctions="true"
FavorSizeOrSpeed="2"
OmitFramePointers="true"
WholeProgramOptimization="false"
PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
ExceptionHandling="0"
RuntimeLibrary="2"
BufferSecurityCheck="false"
EnableFunctionLevelLinking="false"
FloatingPointModel="2"
ForceConformanceInForLoopScope="false"
RuntimeTypeInfo="false"
WarningLevel="0"
DebugInformationFormat="0"
CallingConvention="1"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalOptions="/CRINKLER /COMPMODE:SLOW /ORDERTRIES:1000 /HASHSIZE:200 /HASHTRIES:100 /REPORT:report.html"
AdditionalDependencies="d3d9.lib d3dx9.lib"
SuppressStartupBanner="false"
GenerateManifest="false"
GenerateDebugInformation="false"
SubSystem="2"
LinkTimeCodeGeneration="0"
EntryPointSymbol="main"
RandomizedBaseAddress="0"
DataExecutionPrevention="0"
TargetMachine="0"
ErrorReporting="0"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
EmbedManifest="false"
UseFAT32Workaround="true"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<Filter
Name="Source Files"
Filter="cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx"
UniqueIdentifier="{4FC737F1-C7A5-4376-A066-2A32D752A2FF}"
>
<File
RelativePath=".\ice.cpp"
>
</File>
</Filter>
<Filter
Name="Header Files"
Filter="h;hpp;hxx;hm;inl;inc;xsd"
UniqueIdentifier="{93995380-89BD-4b04-88EB-625FBE52EBFB}"
>
<File
RelativePath=".\debug.h"
>
</File>
<File
RelativePath=".\variables.h"
>
</File>
</Filter>
<Filter
Name="Resource Files"
Filter="rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav"
UniqueIdentifier="{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}"
>
<File
RelativePath=".\Lighthouse.jpg"
>
</File>
<File
RelativePath=".\texture.png"
>
</File>
</Filter>
<File
RelativePath=".\shader.hlsl"
>
</File>
<File
RelativePath=".\Test.txt"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

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texture positionTexture;
texture particlePositionTexture;
texture normalTexture;
texture densityTexture;
texture diffuseTexture;
texture backgroundTexture;
float4x4 viewProj;
float2 ddx;
float2 quadddx;
float3 eye;
float3 eyeDir;
sampler samplerPosition = sampler_state
{
Texture = <positionTexture>;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
sampler samplerParticlePosition = sampler_state
{
Texture = <particlePositionTexture>;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
sampler samplerNormal = sampler_state
{
Texture = <normalTexture>;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
sampler samplerDensity = sampler_state
{
Texture = <densityTexture>;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
sampler samplerDiffuse = sampler_state
{
Texture = <diffuseTexture>;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
};
sampler samplerBackground = sampler_state
{
Texture = <backgroundTexture>;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
struct SphereInput
{
float4 p:position;
float3 n:normal;
float4 i:texcoord0;
float k:texcoord1;
};
struct SphereOutput
{
float4 q:position;
float3 n:normal;
float4 p:texcoord0;
float4 k:texcoord1;
};
struct QuadInput
{
float4 p:position;
float2 t:texcoord0;
};
struct QuadOutput
{
float4 p:position;
float2 t:texcoord0;
float4 q:texcoord1;
};
struct DeferredResult
{
float4 position : color0;
float4 normal : color1;
};
struct BlurResult
{
float4 position : color0;
float4 normal : color1;
float4 density : color2;
float4 particlePosition : color3;
};
DeferredResult psDeferred(SphereOutput i)
{
DeferredResult result;
result.normal = float4(i.n.xyz, 1);
result.position = abs(float4(i.p.xyz, 1));
return result;
}
float4 psDensity(SphereOutput i) : color0
{
return i.k.a;
}
float4 psParticlePosition(SphereOutput i) : color0
{
return i.k;
}
void vsDeferred(SphereInput i, out SphereOutput o)
{
o.k.xyz = i.p.xyz * (1/0.05);
o.k.a = i.k;
i.p.xyz *= i.i.w;
i.p.x += i.i.x;
i.p.y += i.i.y;
i.p.z += i.i.z;
o.q = mul(i.p,viewProj);
o.p = i.p;
o.n = i.n;
}
BlurResult psBlur(QuadOutput input)
{
float2 SamplePos;
int strength = 8;
float thickness = 4;
float pi4 = 3.141 * 2.0 / strength;
float4 resultNormal = 0;
float4 resultPosition = 0;
float4 resultDensity = 0;
float4 resultParticlePosition = 0;
int cnt = 0;
for (int i = 0; i < strength; i++)
{
SamplePos = input.t + ddx * thickness * float2(sin(pi4 * i), cos(pi4 * i));
resultDensity += tex2D(samplerDensity, SamplePos);
resultPosition += tex2D(samplerPosition, SamplePos);
resultParticlePosition += tex2D(samplerParticlePosition, SamplePos);
float4 normal = tex2D(samplerNormal, SamplePos);
resultNormal.a += normal.a;
if (length(normal.xyz) > 0)
{
resultNormal.xyz += normal.xyz;
cnt ++;
}
}
resultNormal.a /= strength;
if (cnt > 0)
resultNormal.xyz = normalize(resultNormal.xyz / cnt);
resultPosition /= strength;
resultDensity /= strength;
resultParticlePosition /= strength;
BlurResult result;
result.normal = resultNormal;
result.position = resultPosition;
result.density = resultDensity;
result.particlePosition = resultParticlePosition;
return result;
}
float4 psComposeDebug(QuadOutput i):color0
{
float4 a = tex2D(samplerPosition, i.t);
float4 b = tex2D(samplerNormal, i.t);
float4 c = tex2D(samplerDensity, i.t);
float4 d = tex2D(samplerParticlePosition, i.t);
if (i.t.y > 0.5)
{
float len = length(b.xyz);
if (len > 0)
b.xyz /= len;
if (i.t.x > 0.5)
return b * a.a;
if (b.a > 0)
return float4(d.xyz, 1.0);
return float4(1,0,0,1);
}
if (i.t.x > 0.5)
return c;
return a;
}
QuadOutput vsCompose(QuadInput i)
{
QuadOutput o;
i.p.xy *= 1.0 + quadddx;
o.p = i.p;
o.q = i.p;
o.t = i.t;
return o;
}
float4 psCompose(QuadOutput i):color0
{
float4 density = tex2D(samplerDensity, i.t);
float optDensity = min(1.0, max(0, density.a - 0.1) * 10);
float4 particlePosition = tex2D(samplerParticlePosition, i.t);
float4 a = tex2D(samplerPosition, i.t);
float4 b = tex2D(samplerNormal, i.t);
float3 lightPos = float3(10,10,10);
float3 lightDir = normalize(float3(1,1,0));
float3 normal = normalize(b.xyz);
float3 position = a.xyz;
float3 vLightDir = normalize(lightPos - position); // calc LightDirection
float fDiffuse = dot(normal, vLightDir); // get diffuse
float3 viewDir = normalize(a.xyz - eye);
float3 vReflect = reflect(normal, lightDir);
float fSpecular = dot(vReflect, normalize(viewDir));
if (fSpecular > 0)
fSpecular = pow( fSpecular, 4.0) * 4;
else
fSpecular = 0;
float fAtten = 10.0f;
float LD = length(position - lightPos);
fAtten *= 1.f/(0 +
1*LD +
0*LD*LD);
fAtten = min(1.0f, fAtten);
float lighttransfer = 0.5;
float4 diffuse = (tex2D(samplerDiffuse, particlePosition.xy / 10) + tex2D(samplerDiffuse, particlePosition.xz / 10)) * 0.5;
diffuse = fAtten * lerp(fDiffuse, 1.0, min(1.0, 1.0 - optDensity + lighttransfer)) * diffuse + fAtten * fSpecular;
float2 tex = i.t;
tex += normal.xy * optDensity * 0.05;
float4 background = tex2D(samplerBackground, tex);
return lerp(diffuse, background, 1.0-optDensity);
}
//////////////////////////////////////////////////////////////////////////////
technique Deferred
{
pass P0
{
VertexShader = compile vs_3_0 vsDeferred();
PixelShader = compile ps_3_0 psDeferred();
}
}
technique Density
{
pass P0
{
VertexShader = compile vs_3_0 vsDeferred();
PixelShader = compile ps_3_0 psDensity();
AlphaBlendEnable= TRUE;
SrcBlend = ONE;
DestBlend = ONE;
CullMode = CCW;
ZEnable = true;
ZFunc = ALWAYS;
ZWriteEnable = false;
}
}
technique ParticlePosition
{
pass P0
{
VertexShader = compile vs_3_0 vsDeferred();
PixelShader = compile ps_3_0 psParticlePosition();
AlphaBlendEnable= TRUE;
SrcBlend = ONE;
DestBlend = ZERO;
CullMode = CCW;
ZEnable = true;
ZFunc = LESSEQUAL ;
ZWriteEnable = true;
}
}
technique Blur
{
pass P0
{
VertexShader = compile vs_3_0 vsCompose();
PixelShader = compile ps_3_0 psBlur();
}
}
technique Compose
{
pass P0
{
VertexShader = compile vs_3_0 vsCompose();
PixelShader = compile ps_3_0 psCompose();
}
}
technique ComposeDebug
{
pass P0
{
VertexShader = compile vs_3_0 vsCompose();
PixelShader = compile ps_3_0 psComposeDebug();
}
}

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@@ -0,0 +1,46 @@
#pragma once
#pragma bss_seg(".nothing")
static IDirect3DDevice9* d3dDevice;
static IDirect3D9* d3d;
static ID3DXBuffer* buffer[4];
static IDirect3DVertexShader9* vShader[4];
static IDirect3DPixelShader9* pShader[4];
#pragma data_seg(".screenX")
static const int screenX = 640;
#pragma data_seg(".screenY")
static const int screenY = 480;
#pragma data_seg(".quadVerts")
static const float quadVerts[30] =
{
-1.0f,-1.0f, 1.0f,
0.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 1.0f, 1.0f,
1.0f, 0.0f,
1.0f, 1.0f, 1.0f,
1.0f, 0.0f,
-1.0f,-1.0f, 1.0f,
0.0f, 1.0f,
1.0f, -1.0f, 1.0f,
1.0f, 1.0f
};
struct InstanceData
{
float pos[4];
float intensity;
};
#pragma data_seg(".devParams")
static D3DPRESENT_PARAMETERS devParams = {screenX, screenY, D3DFMT_A8R8G8B8, 0, D3DMULTISAMPLE_NONE, 0, D3DSWAPEFFECT_DISCARD, 0, true, true, D3DFMT_D24S8, 0, 0, D3DPRESENT_INTERVAL_IMMEDIATE};