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briantsim

RenderMonkey fx file Problem

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hi all, i tried use RenderMonkey example fx file. Below is Example fx code. //**************************************************************// // Effect File exported by RenderMonkey // // - Although many improvements were made to RenderMonkey FX // file export, there are still situations that may cause // compilation problems once the file is exported, such as // occasional naming conflicts for methods, since FX format // does not support any notions of name spaces. You need to // try to create workspaces in such a way as to minimize // potential naming conflicts on export. // // - Note that to minimize resulting name collisions in the FX // file, RenderMonkey will mangle names for passes, shaders // and function names as necessary to reduce name conflicts. //**************************************************************// //--------------------------------------------------------------// // BubbleShader_ASM //--------------------------------------------------------------// //--------------------------------------------------------------// // Front Faces //--------------------------------------------------------------// string BubbleShader_ASM_Front_Faces_Torus : ModelData = "../../../Program Files/ATI Research Inc/RenderMonkey 1.5/Examples/Media/Models/Torus.3ds"; //--------------------------------------------------------------// // Vertex Shader //--------------------------------------------------------------// VertexShader BubbleShader_ASM_Front_Faces_Vertex_Shader_ = asm { vs.1.1 dcl_position v0 dcl_normal v1 dcl_texcoord v2 dcl_tangent v3 // c0 - { 0.0, 0.5, 1.0, 2.0} // c1 - { 4.0, .5pi, pi, 2pi} // c2 - {1, -1/3!, 1/5!, -1/7!} for sin (1.0f, -1.0f/6.0f, 1.0f/120.0f, -1.0f/5040.0f) // c3 - {1/2!, -1/4!, 1/6!, -1/8!} for cos (1.0f/2.0f, -1.0f/24.0f, 1.0f/720.0f, -1.0f/40320.0f) // c4-7 - Composite World-View-Projection Matrix // c8 - Model Space Camera Position // c10 - {1.02, 0.04, 0, 0} fixup factor for Taylor series imprecision // c11 - {0.5, 0.5, 0.25, 0.25} waveHeight0, waveHeight1, waveHeight2, waveHeight3 // c12 - {0.0, 0.0, 0.0, 0.0} waveOffset0, waveOffset1, waveOffset2, waveOffset3 // c13 - {0.6, 0.7, 1.2, 1.4} waveSpeed0, waveSpeed1, waveSpeed2, waveSpeed3 // c14 - {0.0, 2.0, 0.0, 4.0} waveDirX0, waveDirX1, waveDirX2, waveDirX3 // c15 - {2.0, 0.0, 4.0, 0.0} waveDirY0, waveDirY1, waveDirY2, waveDirY3 // c16 - { time } // c17 - {-0.00015, 1.0, 0.0, 0.0} base texcoord distortion x0, y0, x1, y1 // c18 - World Martix mul r0, c14, v2.x // use tex coords as inputs to sinusoidal warp mad r0, c15, v2.y, r0 // use tex coords as inputs to sinusoidal warp mov r1, c16.x // time... mad r0, r1, c13, r0 // add scaled time to move bumps according to frequency add r0, r0, c12 frc r0.xy, r0 // take frac of all 4 components frc r1.xy, r0.zwzw mov r0.zw, r1.xyxy mul r0, r0, c10.x // multiply by fixup factor (due to inaccuracy of taylor series) sub r0, r0, c0.y // subtract .5 mul r0, r0, c1.w // mult tex coords by 2pi coords range from(-pi to pi) mul r5, r0, r0 // (wave vec)^2 mul r1, r5, r0 // (wave vec)^3 mul r6, r1, r0 // (wave vec)^4 mul r2, r6, r0 // (wave vec)^5 mul r7, r2, r0 // (wave vec)^6 mul r3, r7, r0 // (wave vec)^7 mul r8, r3, r0 // (wave vec)^8 mad r4, r1, c2.y, r0 // (wave vec) - ((wave vec)^3)/3! mad r4, r2, c2.z, r4 // + ((wave vec)^5)/5! mad r4, r3, c2.w, r4 // - ((wave vec)^7)/7! mov r0, c0.z // 1 mad r5, r5, c3.x ,r0 // -(wave vec)^2/2! mad r5, r6, c3.y, r5 // +(wave vec)^4/4! mad r5, r7, c3.z, r5 // -(wave vec)^6/6! mad r5, r8, c3.w, r5 // +(wave vec)^8/8! dp4 r0, r4, c11 // multiply wave heights by waves mul r0, r0, v1 // apply deformation in direction of normal add r0.xyz, r0, v0 // add to position mov r0.w, c0.z // homogenous component m4x4 oPos, r0, c4 // OutPos = WorldSpacePos * Composite View-Projection Matrix mov oT0, v2 // Pass along texture coordinates ;This is where the shader starts to diverge a bit from the Ocean shader. First the binormal is computed mov r3, v1 mul r4, v3.yzxw, r3.zxyw mad r4, v3.zxyw, -r3.yzxw, r4 // cross product to find binormal ;Then the normal is warped based on the tangent space basis vectors (tangent and binormal). mul r1, r5, c11 // cos * waveheight dp4 r9.x, -r1, c14 // amount of normal warping in direction of binormal dp4 r9.y, -r1, c15 // amount of normal warping in direction of tangent mul r1, r4, r9.x // normal warping in direction of binormal mad r1, v3, r9.y, r1 // normal warping in direction of tangent mad r5, r1, c10.y, v1 // warped normal move nx, ny: cos * wavedir * waveheight ;The normal is then renormalized. mov r10, r5 m3x3 r5, r10, c18 // transform normal dp3 r10.x, r5, r5 rsq r10.y, r10.x mul r5, r5, r10.y // normalize warped normal ; Next the view vector is computed: mov r10, r0 m4x4 r0, r10, c18 // transform vertex position sub r2, c8, r0 // view vector dp3 r10.x, r2, r2 rsq r10.y, r10.x mul r2, r2, r10.y // normalized view vector ; Then the dot product of the view vector and the warped normal is computed: dp3 r7, r5, r2 // N.V mov oT2, r7 // Pass along N.V ; This is used to compute the reflection vector. add r6, r7, r7 // 2N.V mad r6, r6, r5, -r2 // 2N(N.V)-V mov oT1, r6 // reflection vector }; //--------------------------------------------------------------// // Pixel Shader //--------------------------------------------------------------// PixelShader BubbleShader_ASM_Front_Faces_Pixel_Shader_ = asm { // c0 - (0.0, 0.5, 1.0, -0.75) // c1 - (0.6, 0.1, 0.0, 0.0) Alpha Scale and bias ps.1.4 texld r0, t0 texld r1, t1 texcrd r2.rgb, t2 cmp r2.r, r2.r, r2.r, -r2.r // abs(V.N) +mad_x4_sat r1.a, r1.a, r1.a, c0.a // 4 * (a^2 - .75), clamped mul_x2_sat r2.rgb, r0, r1 // base * env (may change scale factor later) +mad r2.a, 1-r2.r, c1.x, c1.y // alphascale * abs(V.N) + alphabias lrp r0.rgb, r1.a, r1, r2 // Lerp between Env and Base*Env based on glow map +add r0.a, r2.a, r1.a // Add glow map to Fresnel term for alpha }; //--------------------------------------------------------------// // Back Faces //--------------------------------------------------------------// string BubbleShader_ASM_Back_Faces_Torus : ModelData = "../../../Program Files/ATI Research Inc/RenderMonkey 1.5/Examples/Media/Models/Torus.3ds"; //--------------------------------------------------------------// // Technique Section for BubbleShader_ASM //--------------------------------------------------------------// technique BubbleShader_ASM { pass Front_Faces { ZENABLE = FALSE; SRCBLEND = SRCALPHA; DESTBLEND = INVSRCALPHA; CULLMODE = CW; ALPHABLENDENABLE = TRUE; LIGHTING = FALSE; VertexShader = (BubbleShader_ASM_Front_Faces_Vertex_Shader_); PixelShader = (BubbleShader_ASM_Front_Faces_Pixel_Shader_); } pass Back_Faces { ZENABLE = FALSE; SRCBLEND = SRCALPHA; DESTBLEND = INVSRCALPHA; CULLMODE = CCW; ALPHABLENDENABLE = TRUE; LIGHTING = FALSE; VertexShader = NULL; PixelShader = NULL; } } How to import in my dirextX programmer(c#)? for Example what value should be set in my programmer? Thanks, Brian Tsim

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