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Posted: Tue Aug 16, 2005 10:50 am
by GanDHI
thats terefant !!! very nice omaremad!!! i think you must do a section in WIKI with yours tutorials about shader for beginners like me

Your work is very nice , you might teach to a lot of people

Posted: Tue Aug 16, 2005 11:57 am
by Myth
The download is down... :(

Posted: Thu Aug 18, 2005 11:53 am
by ilbuzzo
Hi omaremad,
I've created a debug version of loader with bumpmaps, but it's a little bit difficult to use in the way you suggested, I've implemented a new way in which you must set bumpmaps instead of lightmaps from within DeleD, but since new DeleD 1.31 has been released today with some new features I'll add some new features to loader before bumpmaps (alphamaps now works in DeleD Pro).
For now I've adjusted some things (you can specify texture paths,and you can use DeleD's path dir if wanted).
Another thing is that if you use bumpmaps I could not use oct tree node for DeleD level it's just dmf mesh or is it for all mesh loaded as octree?
Bye ;) and I think that these features will be included in the next Irrlicht release, I'll send to Niko once tested new versions.

Posted: Thu Aug 18, 2005 11:53 pm
by ilbuzzo
Hi All Guys,
I've finished shader implementation and it's integration in DeleD Level Preview (I've not released version with flashlight shader cause I want to add some other things ;) ), now it works really well look at this:
Image
I've spent a lot to obtain real light effects on surfaces and I think I've reached a good level.
User will also set some things (I'm adding light color ;) ):
Image

and finally what do you think of a laser pointer based on this effect?
Image

The bad new (not for me ;) ) is that I've last decided to go to Malta on monday so it means I'll probabily won't release a new version before September (I'll continue to work until Sunday but I'm not so sure I'll end it :) ).
Anyway I'll do my best to finish these features and then I'll pass to implement new trasparent materials in DMF loader.
Ah, someone asked me to have my shader code, I'll release soon as I'll release DeleD Level Preview new version (since your request I've changed my shader structure a thing like 20 times) anyway I'll put here my last code snapshot:

Code: Select all

REMOVED BECAUSE OF UPDATES.
A NEW SHADER WILL BE POSTED SOON IN THIS THREAD OR AT MY SITE.
This is all for now....Bye All ;)
Please do not use this code for anything else than your projects, if you like it and you want to include it in some commercial programs please contact me for details.

Posted: Fri Aug 19, 2005 8:13 pm
by Guest
@illbuzzo there is nothing that can stop u when u want to do some thing is there?

good work i really want this since it would make irrlicht comparable to the amp engine.

@ any one

any one have or know a permennant hosting service for free since they go down after exceeding the download limit

any way i will offer all my shaders here except the heat since i need to make it irrlicht compatible

water SHADER

//!???C++ MAIN FILE???!@///


Code: Select all

/*
This tutorial shows how to use shaders for D3D8, D3D9 and OpenGL 
with the engine and how to create new material types with them. It also
shows how to disable the generation of mipmaps at texture loading, and
how to use text scene nodes.

This tutorial does not explain how shaders work. I would recommend to read the D3D
or OpenGL  documentation, to search a tutorial, or to read a book about this.

At first, we need to include all headers and do the stuff we always do, like
in nearly all other tutorials:
*/
#include <irrlicht.h>
#include <iostream>


using namespace irr;

#pragma comment(lib, "Irrlicht.lib")


/*
Because we want to use some interesting shaders in this tutorials, we
need to set some data for them to make them able to compute nice
colors. In this example, we'll use a simple vertex shader which will 
calculate the color of the vertex based on the position of the camera.
For this, the shader needs the following data: The inverted world matrix
for transforming the normal, the clip matrix for transforming the position,
the camera position and the world position of the object for the calculation
of the angle of light, and the color of the light. To be able to tell the
shader all this data every frame, we have to derive a class from the
IShaderConstantSetCallBack interface and override its only method, 
namely OnSetConstants(). This method will be called every time the material
is set. 
The method setVertexShaderConstant() of the IMaterialRendererServices interface
is used to set the data the shader needs. If the user chose to use a High Level shader
language like HLSL instead of Assembler in this example, you have to set the 
variable name as parameter instead of the register index.
*/

IrrlichtDevice* device = 0;
bool UseHighLevelShaders = false;

class MyShaderCallBack : public video::IShaderConstantSetCallBack
{
public:

	virtual void OnSetConstants(video::IMaterialRendererServices* services)
	{
		video::IVideoDriver* driver = services->getVideoDriver();

		// set inverted world matrix
		// if we are using highlevel shaders (the user can select this when
		// starting the program), we must set the constants by name.

		core::matrix4 invWorld = driver->getTransform(video::ETS_WORLD);
		invWorld.makeInverse();

		if (UseHighLevelShaders)
			services->setVertexShaderConstant("mInvWorld", &invWorld.M[0], 16);
		else
			services->setVertexShaderConstant(&invWorld.M[0], 0, 4);

		// set clip matrix

		core::matrix4 worldViewProj;
		worldViewProj = driver->getTransform(video::ETS_PROJECTION);			
		worldViewProj *= driver->getTransform(video::ETS_VIEW);
		worldViewProj *= driver->getTransform(video::ETS_WORLD);

		if (UseHighLevelShaders)
			services->setVertexShaderConstant("mWorldViewProj", &worldViewProj.M[0], 16);
		else
			services->setVertexShaderConstant(&worldViewProj.M[0], 4, 4);		

		// set camera position

		core::vector3df pos = device->getSceneManager()->
			getActiveCamera()->getAbsolutePosition();

		if (UseHighLevelShaders)
			services->setVertexShaderConstant("mLightPos", reinterpret_cast<f32*>(&pos), 3);
		else
			services->setVertexShaderConstant(reinterpret_cast<f32*>(&pos), 8, 1);

		// set light color 

		video::SColorf col(0.0f,1.0f,1.0f,0.0f);
			float time = (float)device->getTimer()->getTime()/1000; 
			if (UseHighLevelShaders){
			services->setVertexShaderConstant("mLightColor", &time, 4);
			services->setPixelShaderConstant("mLightColor", &time, 4);}
		else
			services->setVertexShaderConstant(reinterpret_cast<f32*>(&col), 9, 1);

		// set transposed world matrix
			
		core::matrix4 world = driver->getTransform(video::ETS_WORLD);
		world = world.getTransposed();

		if (UseHighLevelShaders)
			services->setVertexShaderConstant("mTransWorld", &world.M[0], 16);
		else
			services->setVertexShaderConstant(&world.M[0], 10, 4);

	
     

	}
};

/*
	The next few lines start up the engine. Just like in most other tutorials
	before. But in addition, we ask the user if he wants this example to use
	high level shaders if he selected a driver which is capable of doing so.
*/
int main()
{
	// let user select driver type

	video::E_DRIVER_TYPE driverType = video::EDT_DIRECTX9;

	printf("Please select the driver you want for this example:\n"\
		" (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.2\n"\
		" (d) Software Renderer\n (e) NullDevice\n (otherKey) exit\n\n");

	char i;
	std::cin >> i;

	switch(i)
	{
		case 'a': driverType = video::EDT_DIRECTX9;	break;
		case 'b': driverType = video::EDT_DIRECTX8;	break;
		case 'c': driverType = video::EDT_OPENGL;   break;
		case 'd': driverType = video::EDT_SOFTWARE; break;
		case 'e': driverType = video::EDT_NULL;     break;
		default: return 0;
	}	

	// ask the user if we should use high level shaders for this example
	if (driverType == video::EDT_DIRECTX9)
	{
		printf("Please press 'y' if you want to use high level shaders.\n");
		std::cin >> i;
		if (i == 'y')
			UseHighLevelShaders = true;
	}

	// create device

	device = createDevice(driverType, core::dimension2d<s32>(800, 600));

	if (device == 0)
		return 1; // could not create selected driver.


	video::IVideoDriver* driver = device->getVideoDriver();
	scene::ISceneManager* smgr = device->getSceneManager();
	gui::IGUIEnvironment* gui = device->getGUIEnvironment();

	/*
	Now for the more interesting parts. 
	If we are using Direct3D, we want to load vertex and pixel shader programs, if we have
	OpenGL, we want to use ARB fragment and vertex programs. I wrote the 
	corresponding programs down into the files d3d8.ps, d3d8.vs, d3d9.ps, d3d9.vs, 
	opengl.ps and opengl.vs. We only need the right filenames now. This is done in the 
	following switch. Note, that it is not necessary to write the shaders into text
	files, like in this example. You can even write the shaders directly as strings
	into the cpp source file, and use later addShaderMaterial() instead of 
	addShaderMaterialFromFiles().
	*/
	
	c8* vsFileName = 0; // filename for the vertex shader
	c8* psFileName = 0; // filename for the pixel shader

	switch(driverType)
	{
	case video::EDT_DIRECTX8:
		psFileName = "../../media/d3d8.psh";
		vsFileName = "../../media/d3d8.vsh";
		break;
	case video::EDT_DIRECTX9:
		if (UseHighLevelShaders)
		{
			psFileName = "d3d9.hlsl";
			vsFileName = psFileName; // both shaders are in the same file
		}
		else
		{
			psFileName = "../../media/d3d9.psh";
			vsFileName = "../../media/d3d9.vsh";
		}
		break;

	case video::EDT_OPENGL:
		psFileName = "../../media/opengl.psh";
		vsFileName = "../../media/opengl.vsh";
		break;
	}

	/*
	In addition, we check if the hardware and the selected renderer is capable 
	of executing the shaders we want. If not, we simply set the filename string
	to 0. This is not necessary, but useful in this example: For example, if 
	the hardware is able to execute vertex shaders but not pixel shaders, we create
	a new material which only uses the vertex shader, and no pixel shader. 
	Otherwise, if we would tell the engine to create this material and the engine
	sees that the hardware wouldn't be able to fullfill the request completely,
	it would not create any new material at all. So in this example you would see
	at least the vertex shader in action, without the pixel shader.
	*/

	if (!driver->queryFeature(video::EVDF_PIXEL_SHADER_1_1) &&
		!driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1))
	{
		device->getLogger()->log("WARNING: Pixel shaders disabled "\
			"because of missing driver/hardware support.");
		psFileName = 0;
	}
	
	if (!driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1) &&
		!driver->queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1))
	{
		device->getLogger()->log("WARNING: Vertex shaders disabled "\
			"because of missing driver/hardware support.");
		vsFileName = 0;
	}

	/*
	Now lets create the new materials.
	As you maybe know from previous examples, a material type in the Irrlicht engine
	is set by simply changing the MaterialType value in the SMaterial struct. And this
	value is just a simple 32 bit value, like video::EMT_SOLID. So we only need the 
	engine to create a new value for us which we can set there. 
	To do this, we get a pointer to the IGPUProgrammingServices and call 
	addShaderMaterialFromFiles(), which returns such a new 32 bit value. That's all.
	The parameters to this method are the following:
	First, the names of the files containing the code of the vertex and the pixel shader.
	If you would use addShaderMaterial() instead, you would not need file names, then you 
	could write the code of the shader directly as string.
	The following parameter is a pointer to the IShaderConstantSetCallBack class we wrote
	at the beginning of this tutorial. If you don't want to set constants, set this to 0.
	The last paramter tells the engine which material it should use as base material. 
	To demonstrate this, we create two materials with a different base material, one
	with EMT_SOLID and one with EMT_TRANSPARENT_ADD_COLOR.
	*/

	// create materials

	video::IGPUProgrammingServices* gpu = driver->getGPUProgrammingServices();
	s32 newMaterialType1 = 0;
	s32 newMaterialType2 = 0;

	if (gpu)
	{
		MyShaderCallBack* mc = new MyShaderCallBack();

		// create the shaders depending on if the user wanted high level
		// or low level shaders:

		if (UseHighLevelShaders)
		{
			// create material from high level shaders (hlsl or glsl)

			newMaterialType1 = gpu->addHighLevelShaderMaterialFromFiles(
				vsFileName,	"vertexMain", video::EVST_VS_1_1,
				psFileName, "pixelMain", video::EPST_PS_2_0,
				mc, video::EMT_SOLID);

			newMaterialType2 = gpu->addHighLevelShaderMaterialFromFiles(
				vsFileName,	"vertexMain", video::EVST_VS_1_1,
				psFileName, "pixelMain", video::EPST_PS_2_0,
				mc, video::EMT_SOLID);
		}
		else
		{
			// create material from low level shaders (asm or arb_asm)

			newMaterialType1 = gpu->addShaderMaterialFromFiles(vsFileName,
				psFileName, mc, video::EMT_SOLID);

			newMaterialType2 = gpu->addShaderMaterialFromFiles(vsFileName,
				psFileName, mc, video::EMT_SOLID);
		}

		mc->drop();
	}

	/*
	Now time for testing out the materials. We create a test cube
	and set the material we created. In addition, we add a text scene node to
	the cube and a rotatation animator, to make it look more interesting and 
	important. 
	*/video::ITexture* rt = 0;
	rt = driver->createRenderTargetTexture(core::dimension2d<s32>(1000,1000));

	scene::ICameraSceneNode* cam = smgr->addCameraSceneNodeFPS(0, 100.0f, 100.0f);
	cam->setPosition(core::vector3df(-100,50,100));
	cam->setTarget(core::vector3df(0,0,0));

	// create test scene node 1, with the new created material type 1
scene::ISceneNode* node1=0;
scene::ISceneNode* node2=0;
scene::ISceneNode* node=0;
 node2 = smgr->addTestSceneNode(50);
	node2->setPosition(core::vector3df(0,0,0));
node2->setMaterialTexture(0, driver->getTexture("noise.bmp"));
	node2->setMaterialType((video::E_MATERIAL_TYPE)newMaterialType1);

	smgr->addTextSceneNode(gui->getBuiltInFont(), 
			L"PS & VS & EMT_SOLID", 
			video::SColor(255,255,255,255),	node2);

	scene::ISceneNodeAnimator* anim = smgr->createRotationAnimator(
			core::vector3df(0,0.3f,0));
	//node->addAnimator(anim);
	//anim->drop();

	/*
	Same for the second cube, but with the second material we created.
	*/

	// create test scene node 2, with the new created material type 2

		
	node = smgr->addTestSceneNode(50);

	scene::ICameraSceneNode* rcam = smgr->addCameraSceneNode();
	rcam->setPosition(core::vector3df(0,0,100));
	node->setPosition(core::vector3df(0,-20,50));
	//node->setScale(core::vector3df(100,0.25,100));
	//node->setMaterialTexture(0, driver->getTexture("../../media/irrlicht2_up.jpg"));
	node->setMaterialType((video::E_MATERIAL_TYPE)newMaterialType2);
node->setMaterialTexture(0, rt); // set material of cube to render target

	smgr->addTextSceneNode(gui->getBuiltInFont(), 
			L"PS & VS & EMT_TRANSPARENT", 
			video::SColor(255,255,255,255),	node);

	anim = smgr->createRotationAnimator(core::vector3df(0,0.3f,0));
	//node->addAnimator(anim);
	//anim->drop();

	/*
	Then we add a third cube without a shader on it, to be able to compare the
	cubes.
	*/

	// add a scene node with no shader 

	node1 = smgr->addTestSceneNode(50);
	node1->setPosition(core::vector3df(0,50,25));
	node1->setMaterialTexture(0, driver->getTexture("wall.bmp"));
	smgr->addTextSceneNode(gui->getBuiltInFont(), L"NO SHADER",
		video::SColor(255,255,255,255), node1);

	/*
	And last, we add a skybox and a user controlled camera to the scene.
	For the skybox textures, we disable mipmap generation, because we don't
	need mipmaps on it.
	*/

	// add a nice skybox

	driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);

	smgr->addSkyBoxSceneNode(
		driver->getTexture("irrlicht2_up.jpg"),
		driver->getTexture("irrlicht2_dn.jpg"),
		driver->getTexture("irrlicht2_lf.jpg"),
		driver->getTexture("irrlicht2_rt.jpg"),
		driver->getTexture("irrlicht2_ft.jpg"),
		driver->getTexture("irrlicht2_bk.jpg"));

	driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true);

	// add a camera and disable the mouse cursor

	device->getCursorControl()->setVisible(false);

	/*
	Now draw everything. That's all.
	*/

	int lastFPS = -1;

	while(device->run())
		if (device->isWindowActive())
	{
		driver->beginScene(true, true, video::SColor(255,0,0,0));
		// draw scene into render target
			
			// set render target texture
			driver->setRenderTarget(rt, true, true, video::SColor(0,0,0,255));     

			// make cube invisible and set fixed camera as active camera
			node->setVisible(false);
			//node2->setVisible(false);
			smgr->setActiveCamera(cam);

			// draw whole scene into render buffer
			smgr->drawAll();                 

			// set back old render target
			driver->setRenderTarget(0);      

			// make the cube visible and set the user controlled camera as active one
			node->setVisible(true);
			//node2->setVisible(true);
			smgr->setActiveCamera(cam);

		smgr->drawAll();
		driver->endScene();

		int fps = driver->getFPS();

		if (lastFPS != fps)
		{
		  core::stringw str = L"Irrlicht Engine - Vertex and pixel shader example [";
		  str += driver->getName();
		  str += "] FPS:";
		  str += fps;

		  device->setWindowCaption(str.c_str());
		  lastFPS = fps;
		}
	}

	device->drop();
	
	return 0;
}

////hlsl file///

Code: Select all

//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
//float fTime;       // Light color
float4x4 mWorldViewProj;  // World * View * Projection transformation
float4x4 mInvWorld;       // Inverted world matrix
float4x4 mTransWorld;     // Transposed world matrix
float3 mLightPos;         // Light position
float4 mLightColor;       // Light color


// Vertex shader output structure
struct VS_OUTPUT
{
	float4 Position   : POSITION;   // vertex position 
	float4 Diffuse    : COLOR0;     // vertex diffuse color
	float2 TexCoord   : TEXCOORD0;  // tex coords
};


VS_OUTPUT vertexMain( in float4 vPosition : POSITION,
                      in float3 vNormal   : NORMAL,
                      float2 texCoord     : TEXCOORD0 )
{
	VS_OUTPUT Output;

	// transform position to clip space 
	Output.Position = mul(vPosition, mWorldViewProj);
	
	// transform normal 
	float3 normal = mul(vNormal, mInvWorld);
	
	// renormalize normal 
	normal = normalize(normal);
	
	// position in world coodinates
	float3 worldpos = mul(mTransWorld, vPosition);
	
	// calculate light vector, vtxpos - lightpos
	float3 lightVector = worldpos - mLightPos;
	
	// normalize light vector 
	lightVector = normalize(lightVector);
	
	// calculate light color 
	float3 tmp = dot(-lightVector, normal);
	tmp = lit(tmp.x, tmp.y, 1.0);
	
	tmp = mLightColor * tmp.y;
	Output.Diffuse = float4(tmp.x, tmp.y, tmp.z, 0);
	Output.TexCoord = texCoord;
	
	return Output;
}



// Pixel shader output structure
struct PS_OUTPUT
{
    float4 RGBColor : COLOR0;  // Pixel color    
};


sampler2D tex0;
sampler2D tex1;
       // Light color
	
PS_OUTPUT pixelMain( float2 TexCoord : TEXCOORD0,
                     float4 Position : POSITION,
                     float4 Diffuse  : COLOR0 ) 
{ 
	PS_OUTPUT Output;
float fTime=0;
	//float4 col = tex2D( tex0, TexCoord );  // sample color map
	
mLightColor=sin(mLightColor*0.5);
	TexCoord.y = TexCoord.y + (sin(TexCoord.x*20)*mLightColor*0.05); 
	TexCoord.x = TexCoord.x + (cos(TexCoord.y*20)*mLightColor*0.05); 
//TexCoord.x  = (TexCoord.x  *mLightColor)-1000; 



	float4  col= tex2D( tex1, TexCoord.xy); 
	float4  col2= tex2D( tex1, TexCoord.yx); 
	// multiply with diffuse and do other senseless operations
	Output.RGBColor = lerp(col, col2, saturate(0.5 + pow(7, 7)));
	Output.RGBColor.z *= 5.43*0.1;// makes it blueish
	Output.RGBColor.y *= 2.75*0.1;// makes it blueish
Output.RGBColor.x *= 1.5*.1;// makes it blueish
	return Output;
}




========================================
toon shader
=======================================
c++ main file

Code: Select all

/*
This tutorial shows how to use shaders for D3D8, D3D9 and OpenGL 
with the engine and how to create new material types with them. It also
shows how to disable the generation of mipmaps at texture loading, and
how to use text scene nodes.

This tutorial does not explain how shaders work. I would recommend to read the D3D
or OpenGL  documentation, to search a tutorial, or to read a book about this.

At first, we need to include all headers and do the stuff we always do, like
in nearly all other tutorials:
*/
#include <irrlicht.h>
#include <iostream>


using namespace irr;

#pragma comment(lib, "Irrlicht.lib")


/*
Because we want to use some interesting shaders in this tutorials, we
need to set some data for them to make them able to compute nice
colors. In this example, we'll use a simple vertex shader which will 
calculate the color of the vertex based on the position of the camera.
For this, the shader needs the following data: The inverted world matrix
for transforming the normal, the clip matrix for transforming the position,
the camera position and the world position of the object for the calculation
of the angle of light, and the color of the light. To be able to tell the
shader all this data every frame, we have to derive a class from the
IShaderConstantSetCallBack interface and override its only method, 
namely OnSetConstants(). This method will be called every time the material
is set. 
The method setVertexShaderConstant() of the IMaterialRendererServices interface
is used to set the data the shader needs. If the user chose to use a High Level shader
language like HLSL instead of Assembler in this example, you have to set the 
variable name as parameter instead of the register index.
*/

IrrlichtDevice* device = 0;
bool UseHighLevelShaders = false;
class MyShaderCallBack : public video::IShaderConstantSetCallBack
{
public: 
virtual void OnSetConstants(video::IMaterialRendererServices* services)
{
video::IVideoDriver* driver = services->getVideoDriver();

// set inverted world matrix
// if we are using highlevel shaders (the user can select this when
// starting the program), we must set the constants by name.
core::matrix4 invWorld = driver->getTransform(video::ETS_WORLD);
invWorld.makeInverse();

if (UseHighLevelShaders)
services->setVertexShaderConstant("mInvWorld", &invWorld.M[0], 16);
else
services->setVertexShaderConstant(&invWorld.M[0], 0, 4);

// set clip matrix
core::matrix4 worldViewProj;
worldViewProj = driver->getTransform(video::ETS_PROJECTION); 
worldViewProj *= driver->getTransform(video::ETS_VIEW);
worldViewProj *= driver->getTransform(video::ETS_WORLD);

if (UseHighLevelShaders)
services->setVertexShaderConstant("mWorldViewProj", &worldViewProj.M[0], 16);
else
services->setVertexShaderConstant(&worldViewProj.M[0], 4, 4);

		    // set camera position 
   core::vector3df pos = device->getSceneManager()->    getActiveCamera()->getAbsolutePosition();   
   if (UseHighLevelShaders)      services->setVertexShaderConstant("mLightPos", reinterpret_cast<f32*>(&pos), 3);  
   else      services->setVertexShaderConstant(reinterpret_cast<f32*>(&pos), 8, 1);

// set transposed world matrix
core::matrix4 world = driver->getTransform(video::ETS_WORLD);
world = world.getTransposed();

if (UseHighLevelShaders)
services->setVertexShaderConstant("mTransWorld", &world.M[0], 16);
else
services->setVertexShaderConstant(&world.M[0], 10, 4);
}
};

/*
	The next few lines start up the engine. Just like in most other tutorials
	before. But in addition, we ask the user if he wants this example to use
	high level shaders if he selected a driver which is capable of doing so.
*/
int main()
{
	// let user select driver type

	video::E_DRIVER_TYPE driverType = video::EDT_DIRECTX9;

	printf("Please select the driver you want for this example:\n"\
		" (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.2\n"\
		" (d) Software Renderer\n (e) NullDevice\n (otherKey) exit\n\n");

	char i;
	std::cin >> i;

	switch(i)
	{
		case 'a': driverType = video::EDT_DIRECTX9;	break;
		case 'b': driverType = video::EDT_DIRECTX8;	break;
		case 'c': driverType = video::EDT_OPENGL;   break;
		case 'd': driverType = video::EDT_SOFTWARE; break;
		case 'e': driverType = video::EDT_NULL;     break;
		default: return 0;
	}	

	// ask the user if we should use high level shaders for this example
	if (driverType == video::EDT_DIRECTX9)
	{
		printf("Please press 'y' if you want to use high level shaders.\n");
		std::cin >> i;
		if (i == 'y')
			UseHighLevelShaders = true;
	}

	// create device

	device = createDevice(driverType, core::dimension2d<s32>(800, 600));

	if (device == 0)
		return 1; // could not create selected driver.


	video::IVideoDriver* driver = device->getVideoDriver();
	scene::ISceneManager* smgr = device->getSceneManager();
	gui::IGUIEnvironment* gui = device->getGUIEnvironment();

	/*
	Now for the more interesting parts. 
	If we are using Direct3D, we want to load vertex and pixel shader programs, if we have
	OpenGL, we want to use ARB fragment and vertex programs. I wrote the 
	corresponding programs down into the files d3d8.ps, d3d8.vs, d3d9.ps, d3d9.vs, 
	opengl.ps and opengl.vs. We only need the right filenames now. This is done in the 
	following switch. Note, that it is not necessary to write the shaders into text
	files, like in this example. You can even write the shaders directly as strings
	into the cpp source file, and use later addShaderMaterial() instead of 
	addShaderMaterialFromFiles().
	*/
	
	c8* vsFileName = 0; // filename for the vertex shader
	c8* psFileName = 0; // filename for the pixel shader

	switch(driverType)
	{
	case video::EDT_DIRECTX8:
		psFileName = "../../media/d3d8.psh";
		vsFileName = "../../media/d3d8.vsh";
		break;
	case video::EDT_DIRECTX9:
		if (UseHighLevelShaders)
		{
			psFileName = "d3d9.hlsl";
			vsFileName = psFileName; // both shaders are in the same file
		}
		else
		{
			psFileName = "../../media/d3d9.psh";
			vsFileName = "../../media/d3d9.vsh";
		}
		break;

	case video::EDT_OPENGL:
		psFileName = "../../media/opengl.psh";
		vsFileName = "../../media/opengl.vsh";
		break;
	}

	/*
	In addition, we check if the hardware and the selected renderer is capable 
	of executing the shaders we want. If not, we simply set the filename string
	to 0. This is not necessary, but useful in this example: For example, if 
	the hardware is able to execute vertex shaders but not pixel shaders, we create
	a new material which only uses the vertex shader, and no pixel shader. 
	Otherwise, if we would tell the engine to create this material and the engine
	sees that the hardware wouldn't be able to fullfill the request completely,
	it would not create any new material at all. So in this example you would see
	at least the vertex shader in action, without the pixel shader.
	*/

	if (!driver->queryFeature(video::EVDF_PIXEL_SHADER_1_1) &&
		!driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1))
	{
		device->getLogger()->log("WARNING: Pixel shaders disabled "\
			"because of missing driver/hardware support.");
		psFileName = 0;
	}
	
	if (!driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1) &&
		!driver->queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1))
	{
		device->getLogger()->log("WARNING: Vertex shaders disabled "\
			"because of missing driver/hardware support.");
		vsFileName = 0;
	}

	/*
	Now lets create the new materials.
	As you maybe know from previous examples, a material type in the Irrlicht engine
	is set by simply changing the MaterialType value in the SMaterial struct. And this
	value is just a simple 32 bit value, like video::EMT_SOLID. So we only need the 
	engine to create a new value for us which we can set there. 
	To do this, we get a pointer to the IGPUProgrammingServices and call 
	addShaderMaterialFromFiles(), which returns such a new 32 bit value. That's all.
	The parameters to this method are the following:
	First, the names of the files containing the code of the vertex and the pixel shader.
	If you would use addShaderMaterial() instead, you would not need file names, then you 
	could write the code of the shader directly as string.
	The following parameter is a pointer to the IShaderConstantSetCallBack class we wrote
	at the beginning of this tutorial. If you don't want to set constants, set this to 0.
	The last paramter tells the engine which material it should use as base material. 
	To demonstrate this, we create two materials with a different base material, one
	with EMT_SOLID and one with EMT_TRANSPARENT_ADD_COLOR.
	*/

	// create materials

	video::IGPUProgrammingServices* gpu = driver->getGPUProgrammingServices();
	s32 newMaterialType1 = 0;
	s32 newMaterialType2 = 0;

	if (gpu)
	{
		MyShaderCallBack* mc = new MyShaderCallBack();

		// create the shaders depending on if the user wanted high level
		// or low level shaders:

		if (UseHighLevelShaders)
		{
			// create material from high level shaders (hlsl or glsl)

			newMaterialType1 = gpu->addHighLevelShaderMaterialFromFiles(
				vsFileName,	"vertexMain", video::EVST_VS_1_1,
				psFileName, "pixelMain", video::EPST_PS_2_0,
				mc, video::EMT_SOLID_2_LAYER);

			newMaterialType2 = gpu->addHighLevelShaderMaterialFromFiles(
				vsFileName,	"vertexMain", video::EVST_VS_1_1,
				psFileName, "pixelMain", video::EPST_PS_2_0,
				mc, video::EMT_SOLID);
		}
		else
		{
			// create material from low level shaders (asm or arb_asm)

			newMaterialType1 = gpu->addShaderMaterialFromFiles(vsFileName,
				psFileName, mc, video::EMT_SOLID);

			newMaterialType2 = gpu->addShaderMaterialFromFiles(vsFileName,
				psFileName, mc, video::EMT_SOLID);
		}

		mc->drop();
	}
scene::ICameraSceneNode* cam = smgr->addCameraSceneNodeFPS(0, 100.0f, 100.0f);
	

	// create test scene node 1, with the new created material type 1	
scene::IAnimatedMesh* mesh = smgr->getMesh("gun.x");
scene::IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode(mesh);	
node->setPosition(core::vector3df(100,100,100));	node->setMaterialTexture(0, driver->getTexture("gun.jpg"));	node->setMaterialType((video::E_MATERIAL_TYPE)newMaterialType1);
node->setScale(core::vector3df(3,3,3));
	driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);

	smgr->addSkyBoxSceneNode(
		driver->getTexture("irrlicht2_up.jpg"),
		driver->getTexture("irrlicht2_dn.jpg"),
		driver->getTexture("irrlicht2_lf.jpg"),
		driver->getTexture("irrlicht2_rt.jpg"),
		driver->getTexture("irrlicht2_ft.jpg"),
		driver->getTexture("irrlicht2_bk.jpg"));

	driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true);


	// add terrain scene node
	scene::ITerrainSceneNode* terrain = smgr->addTerrainSceneNode(       "noise.bmp");terrain->setScale(core::vector3df(40, 1, 40));terrain->setMaterialType((video::E_MATERIAL_TYPE)newMaterialType1);terrain->setMaterialTexture(0, driver->getTexture(     "tex.jpg"));
	// add a camera and disable the mouse cursor

	device->getCursorControl()->setVisible(false);

	/*
	Now draw everything. That's all.
	*/

	int lastFPS = -1;

	while(device->run())
		if (device->isWindowActive())
	{
		driver->beginScene(true, true, video::SColor(255,0,0,0));
		// draw scene into render target
			
			

		smgr->drawAll();
		driver->endScene();

		int fps = driver->getFPS();

		if (lastFPS != fps)
		{
		  core::stringw str = L"Irrlicht Engine - Vertex and pixel shader example [";
		  str += driver->getName();
		  str += "] FPS:";
		  str += fps;

		  device->setWindowCaption(str.c_str());
		  lastFPS = fps;
		}
	}

	device->drop();
	
	return 0;
}


tooon shader hlsl

Code: Select all

//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
//float fTime;       // Light color
float4x4 mWorldViewProj;  // World * View * Projection transformation
float4x4 mInvWorld;       // Inverted world matrix
float4x4 mTransWorld;     // Transposed world matrix
float3 mLightPos;         // Light position
float4 mLightColor;       // Light color

struct VS_OUTPUT 
{
   float4 Position: POSITION0;
   float2 TexCoord: TEXCOORD0;
   float3 Normal:   TEXCOORD1;

   
};

VS_OUTPUT vertexMain( 
   float4 Position: POSITION0,
   float2 TexCoord: TEXCOORD0,
   float3 Normal:   NORMAL0)
{
   VS_OUTPUT Output;

   
   float4x4 matTransform = { 1.0f, 0.0f, 0.0f, 0.0f,
                             0.0f, 1.0f, 0.0f, 0.0f,
                             0.0f, 0.0f, 1.0f, 0.0f,
                             0.0f, 0.0f, 0.0f, 1.0f };

     matTransform = mWorldViewProj;
    

   Output.Position = mul(Position, mWorldViewProj); 
float3 worldpos = mul(mWorldViewProj, Position); 
   Output.TexCoord = TexCoord;
float3 normal = mul(Normal ,mInvWorld); 

   Output.Normal = ( mul( matTransform, Normal ) + 1.0f ) / 2.0f;
  //Output.Normal = normalize(Normal); 

   return( Output );
   
}


sampler2D tex0;

float4 pixelMain(
   float2 TexCoord: TEXCOORD0,
   float3 Normal:   TEXCOORD1,
   float3 Binormal: TEXCOORD2,
   float3 Tangent:  TEXCOORD3 ) : COLOR0
{
   //  Output constant color:
   //float4 color = float4( 0.0f, 0.0f, 0.0f, 0.0f );
 float3 lightDir=float3(0.5,0.3,0.5);
 
 float intensity=dot(lightDir,Normal); 
 float4 color=float4(1,1,1,1);
 
 if (intensity > 0.95) 
  color = float4(1.0,0.5,0.5,1.0); 
  else if (intensity > 0.65) 
  color = float4(0.6,0.3,0.3,1.0); 
  else if (intensity > 0.45) 
  color = float4(0.4,0.2,0.2,1.0); 
  else 
  color = float4(0,0,0,0); 
  
   float4 col = tex2D( tex0, TexCoord);  
   
   col*=2;
   return( color*col );
   
}


night vision and fake bumpmaps

c++


Code: Select all

/*
This tutorial shows how to use shaders for D3D8, D3D9 and OpenGL 
with the engine and how to create new material types with them. It also
shows how to disable the generation of mipmaps at texture loading, and
how to use text scene nodes.

This tutorial does not explain how shaders work. I would recommend to read the D3D
or OpenGL  documentation, to search a tutorial, or to read a book about this.

At first, we need to include all headers and do the stuff we always do, like
in nearly all other tutorials:
*/
#include <irrlicht.h>
#include <iostream>


using namespace irr;

#pragma comment(lib, "Irrlicht.lib")


/*
Because we want to use some interesting shaders in this tutorials, we
need to set some data for them to make them able to compute nice
colors. In this example, we'll use a simple vertex shader which will 
calculate the color of the vertex based on the position of the camera.
For this, the shader needs the following data: The inverted world matrix
for transforming the normal, the clip matrix for transforming the position,
the camera position and the world position of the object for the calculation
of the angle of light, and the color of the light. To be able to tell the
shader all this data every frame, we have to derive a class from the
IShaderConstantSetCallBack interface and override its only method, 
namely OnSetConstants(). This method will be called every time the material
is set. 
The method setVertexShaderConstant() of the IMaterialRendererServices interface
is used to set the data the shader needs. If the user chose to use a High Level shader
language like HLSL instead of Assembler in this example, you have to set the 
variable name as parameter instead of the register index.
*/

IrrlichtDevice* device = 0;
bool UseHighLevelShaders = false;

class MyShaderCallBack : public video::IShaderConstantSetCallBack
{
public:

	virtual void OnSetConstants(video::IMaterialRendererServices* services)
	{
		video::IVideoDriver* driver = services->getVideoDriver();

		// set inverted world matrix
		// if we are using highlevel shaders (the user can select this when
		// starting the program), we must set the constants by name.

		core::matrix4 invWorld = driver->getTransform(video::ETS_WORLD);
		invWorld.makeInverse();

		if (UseHighLevelShaders)
			services->setVertexShaderConstant("mInvWorld", &invWorld.M[0], 16);
		else
			services->setVertexShaderConstant(&invWorld.M[0], 0, 4);

		// set clip matrix

		core::matrix4 worldViewProj;
		worldViewProj = driver->getTransform(video::ETS_PROJECTION);			
		worldViewProj *= driver->getTransform(video::ETS_VIEW);
		worldViewProj *= driver->getTransform(video::ETS_WORLD);

		if (UseHighLevelShaders)
			services->setVertexShaderConstant("mWorldViewProj", &worldViewProj.M[0], 16);
		else
			services->setVertexShaderConstant(&worldViewProj.M[0], 4, 4);		

		// set camera position

		core::vector3df pos = device->getSceneManager()->
			getActiveCamera()->getAbsolutePosition();

		if (UseHighLevelShaders)
			services->setVertexShaderConstant("mLightPos", reinterpret_cast<f32*>(&pos), 3);
		else
			services->setVertexShaderConstant(reinterpret_cast<f32*>(&pos), 8, 1);

		// set light color 

		video::SColorf col(0.0f,1.0f,1.0f,0.0f);
			float time = (float)device->getTimer()->getTime()/1000; 
			if (UseHighLevelShaders){
			services->setVertexShaderConstant("mLightColor", &time, 4);
			services->setPixelShaderConstant("mLightColor", &time, 4);}
		else
			services->setVertexShaderConstant(reinterpret_cast<f32*>(&col), 9, 1);

		// set transposed world matrix
			
		core::matrix4 world = driver->getTransform(video::ETS_WORLD);
		world = world.getTransposed();

		if (UseHighLevelShaders)
			services->setVertexShaderConstant("mTransWorld", &world.M[0], 16);
		else
			services->setVertexShaderConstant(&world.M[0], 10, 4);

	
     

	}
};

/*
	The next few lines start up the engine. Just like in most other tutorials
	before. But in addition, we ask the user if he wants this example to use
	high level shaders if he selected a driver which is capable of doing so.
*/
int main()
{
	// let user select driver type

	video::E_DRIVER_TYPE driverType = video::EDT_DIRECTX9;

	printf("Please select the driver you want for this example:\n"\
		" (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.2\n"\
		" (d) Software Renderer\n (e) NullDevice\n (otherKey) exit\n\n");

	char i;
	std::cin >> i;

	switch(i)
	{
		case 'a': driverType = video::EDT_DIRECTX9;	break;
		case 'b': driverType = video::EDT_DIRECTX8;	break;
		case 'c': driverType = video::EDT_OPENGL;   break;
		case 'd': driverType = video::EDT_SOFTWARE; break;
		case 'e': driverType = video::EDT_NULL;     break;
		default: return 0;
	}	

	// ask the user if we should use high level shaders for this example
	if (driverType == video::EDT_DIRECTX9)
	{
		printf("Please press 'y' if you want to use high level shaders.\n");
		std::cin >> i;
		if (i == 'y')
			UseHighLevelShaders = true;
	}

	// create device

	device = createDevice(driverType, core::dimension2d<s32>(800, 600));

	if (device == 0)
		return 1; // could not create selected driver.


	video::IVideoDriver* driver = device->getVideoDriver();
	scene::ISceneManager* smgr = device->getSceneManager();
	gui::IGUIEnvironment* gui = device->getGUIEnvironment();

	/*
	Now for the more interesting parts. 
	If we are using Direct3D, we want to load vertex and pixel shader programs, if we have
	OpenGL, we want to use ARB fragment and vertex programs. I wrote the 
	corresponding programs down into the files d3d8.ps, d3d8.vs, d3d9.ps, d3d9.vs, 
	opengl.ps and opengl.vs. We only need the right filenames now. This is done in the 
	following switch. Note, that it is not necessary to write the shaders into text
	files, like in this example. You can even write the shaders directly as strings
	into the cpp source file, and use later addShaderMaterial() instead of 
	addShaderMaterialFromFiles().
	*/
	
	c8* vsFileName = 0; // filename for the vertex shader
	c8* psFileName = 0; // filename for the pixel shader

	switch(driverType)
	{
	case video::EDT_DIRECTX8:
		psFileName = "../../media/d3d8.psh";
		vsFileName = "../../media/d3d8.vsh";
		break;
	case video::EDT_DIRECTX9:
		if (UseHighLevelShaders)
		{
			psFileName = "d3d9.hlsl";
			vsFileName = psFileName; // both shaders are in the same file
		}
		else
		{
			psFileName = "../../media/d3d9.psh";
			vsFileName = "../../media/d3d9.vsh";
		}
		break;

	case video::EDT_OPENGL:
		psFileName = "../../media/opengl.psh";
		vsFileName = "../../media/opengl.vsh";
		break;
	}

	/*
	In addition, we check if the hardware and the selected renderer is capable 
	of executing the shaders we want. If not, we simply set the filename string
	to 0. This is not necessary, but useful in this example: For example, if 
	the hardware is able to execute vertex shaders but not pixel shaders, we create
	a new material which only uses the vertex shader, and no pixel shader. 
	Otherwise, if we would tell the engine to create this material and the engine
	sees that the hardware wouldn't be able to fullfill the request completely,
	it would not create any new material at all. So in this example you would see
	at least the vertex shader in action, without the pixel shader.
	*/

	if (!driver->queryFeature(video::EVDF_PIXEL_SHADER_1_1) &&
		!driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1))
	{
		device->getLogger()->log("WARNING: Pixel shaders disabled "\
			"because of missing driver/hardware support.");
		psFileName = 0;
	}
	
	if (!driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1) &&
		!driver->queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1))
	{
		device->getLogger()->log("WARNING: Vertex shaders disabled "\
			"because of missing driver/hardware support.");
		vsFileName = 0;
	}

	/*
	Now lets create the new materials.
	As you maybe know from previous examples, a material type in the Irrlicht engine
	is set by simply changing the MaterialType value in the SMaterial struct. And this
	value is just a simple 32 bit value, like video::EMT_SOLID. So we only need the 
	engine to create a new value for us which we can set there. 
	To do this, we get a pointer to the IGPUProgrammingServices and call 
	addShaderMaterialFromFiles(), which returns such a new 32 bit value. That's all.
	The parameters to this method are the following:
	First, the names of the files containing the code of the vertex and the pixel shader.
	If you would use addShaderMaterial() instead, you would not need file names, then you 
	could write the code of the shader directly as string.
	The following parameter is a pointer to the IShaderConstantSetCallBack class we wrote
	at the beginning of this tutorial. If you don't want to set constants, set this to 0.
	The last paramter tells the engine which material it should use as base material. 
	To demonstrate this, we create two materials with a different base material, one
	with EMT_SOLID and one with EMT_TRANSPARENT_ADD_COLOR.
	*/

	// create materials

	video::IGPUProgrammingServices* gpu = driver->getGPUProgrammingServices();
	s32 newMaterialType1 = 0;
	s32 newMaterialType2 = 0;

	if (gpu)
	{
		MyShaderCallBack* mc = new MyShaderCallBack();

		// create the shaders depending on if the user wanted high level
		// or low level shaders:

		if (UseHighLevelShaders)
		{
			// create material from high level shaders (hlsl or glsl)

			newMaterialType1 = gpu->addHighLevelShaderMaterialFromFiles(
				vsFileName,	"vertexMain", video::EVST_VS_1_1,
				psFileName, "pixelMain", video::EPST_PS_2_0,
				mc, video::EMT_SOLID);

			newMaterialType2 = gpu->addHighLevelShaderMaterialFromFiles(
				vsFileName,	"vertexMain", video::EVST_VS_1_1,
				psFileName, "pixelMain", video::EPST_PS_2_0,
				mc, video::EMT_SOLID);
		}
		else
		{
			// create material from low level shaders (asm or arb_asm)

			newMaterialType1 = gpu->addShaderMaterialFromFiles(vsFileName,
				psFileName, mc, video::EMT_SOLID);

			newMaterialType2 = gpu->addShaderMaterialFromFiles(vsFileName,
				psFileName, mc, video::EMT_SOLID);
		}

		mc->drop();
	}

	/*
	Now time for testing out the materials. We create a test cube
	and set the material we created. In addition, we add a text scene node to
	the cube and a rotatation animator, to make it look more interesting and 
	important. 
	*/video::ITexture* rt = 0;
	rt = driver->createRenderTargetTexture(core::dimension2d<s32>(1000,1000));

	scene::ICameraSceneNode* cam = smgr->addCameraSceneNodeFPS(0, 100.0f, 100.0f);
	cam->setPosition(core::vector3df(-100,50,100));
	cam->setTarget(core::vector3df(0,0,0));

	// create test scene node 1, with the new created material type 1
scene::ISceneNode* node1=0;
scene::ISceneNode* node2=0;
scene::ISceneNode* node=0;
 node2 = smgr->addTestSceneNode(50);
	node2->setPosition(core::vector3df(0,0,0));
node2->setMaterialTexture(0, driver->getTexture("noise.bmp"));
	node2->setMaterialType((video::E_MATERIAL_TYPE)newMaterialType1);

	smgr->addTextSceneNode(gui->getBuiltInFont(), 
			L"PS & VS & EMT_SOLID", 
			video::SColor(255,255,255,255),	node2);

	scene::ISceneNodeAnimator* anim = smgr->createRotationAnimator(
			core::vector3df(0,0.3f,0));
	//node->addAnimator(anim);
	//anim->drop();

	/*
	Same for the second cube, but with the second material we created.
	*/

	// create test scene node 2, with the new created material type 2
node = smgr->addBillboardSceneNode(cam, core::dimension2d<f32>(50, 50));
	node->setMaterialFlag(video::EMF_LIGHTING, false);

			node->setMaterialType((video::E_MATERIAL_TYPE)newMaterialType2);
node->setMaterialTexture(0, rt); // set material of cube to render target

	node->setPosition(core::vector3df(0,-20,50));
	//node->setScale(core::vector3df(100,0.25,100));
	//node->setMaterialTexture(0, driver->getTexture("../../media/irrlicht2_up.jpg"));


	smgr->addTextSceneNode(gui->getBuiltInFont(), 
			L"PS & VS & EMT_TRANSPARENT", 
			video::SColor(255,255,255,255),	node);

	anim = smgr->createRotationAnimator(core::vector3df(0,0.3f,0));
	//node->addAnimator(anim);
	//anim->drop();

	/*
	Then we add a third cube without a shader on it, to be able to compare the
	cubes.
	*/

	// add a scene node with no shader 

	node1 = smgr->addTestSceneNode(50);
	node1->setPosition(core::vector3df(0,50,25));
	node1->setMaterialTexture(0, driver->getTexture("wall.jpg"));
	smgr->addTextSceneNode(gui->getBuiltInFont(), L"NO SHADER",
		video::SColor(0,0,255,255), node1);
node1->setMaterialType((video::E_MATERIAL_TYPE)newMaterialType2);
	/*
	And last, we add a skybox and a user controlled camera to the scene.
	For the skybox textures, we disable mipmap generation, because we don't
	need mipmaps on it.
	*/

	// add a nice skybox

	driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);

	smgr->addSkyBoxSceneNode(
		driver->getTexture("up.png"),
		driver->getTexture("dn.png"),
		driver->getTexture("lf.png"),
		driver->getTexture("rt.png"),
		driver->getTexture("ft.png"),
		driver->getTexture("bk.png"));

	driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true);

	// add a camera and disable the mouse cursor

	device->getCursorControl()->setVisible(false);

	/*
	Now draw everything. That's all.
	*/

	int lastFPS = -1;

	while(device->run())
		if (device->isWindowActive())
	{
		driver->beginScene(true, true, video::SColor(255,0,0,0));
		// draw scene into render target
			
			// set render target texture
			driver->setRenderTarget(rt, true, true, video::SColor(0,0,0,255));     

			// make cube invisible and set fixed camera as active camera
			node->setVisible(false);
			//node2->setVisible(false);
			smgr->setActiveCamera(cam);

			// draw whole scene into render buffer
			smgr->drawAll();                 

			// set back old render target
			driver->setRenderTarget(0);      

			// make the cube visible and set the user controlled camera as active one
			node->setVisible(true);
			//node2->setVisible(true);
			smgr->setActiveCamera(cam);

		smgr->drawAll();
		driver->endScene();

		int fps = driver->getFPS();

		if (lastFPS != fps)
		{
		  core::stringw str = L"Irrlicht Engine - Vertex and pixel shader example [";
		  str += driver->getName();
		  str += "] FPS:";
		  str += fps;

		  device->setWindowCaption(str.c_str());
		  lastFPS = fps;
		}
	}

	device->drop();
	
	return 0;
}

.... hlsl

Code: Select all


//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
//float fTime;       // Light color
float4x4 mWorldViewProj;  // World * View * Projection transformation
float4x4 mInvWorld;       // Inverted world matrix
float4x4 mTransWorld;     // Transposed world matrix
float3 mLightPos;         // Light position
float4 mLightColor;       // Light color


// Vertex shader output structure
struct VS_OUTPUT
{
	float4 Position   : POSITION;   // vertex position 
	float4 Diffuse    : COLOR0;     // vertex diffuse color
	float2 TexCoord   : TEXCOORD0;  // tex coords
};


VS_OUTPUT vertexMain( in float4 vPosition : POSITION,
                      in float3 vNormal   : NORMAL,
                      float2 texCoord     : TEXCOORD0 )
{
	VS_OUTPUT Output;

	// transform position to clip space 
	Output.Position = mul(vPosition, mWorldViewProj);
	
	// transform normal 
	float3 normal = mul(vNormal, mInvWorld);
	
	// renormalize normal 
	normal = normalize(normal);
	
	// position in world coodinates
	float3 worldpos = mul(mTransWorld, vPosition);
	
	// calculate light vector, vtxpos - lightpos
	float3 lightVector = worldpos - mLightPos;
	
	// normalize light vector 
	lightVector = normalize(lightVector);
	
	// calculate light color 
	float3 tmp = dot(-lightVector, normal);
	tmp = lit(tmp.x, tmp.y, 1.0);
	
	tmp = mLightColor * tmp.y;
	Output.Diffuse = float4(tmp.x, tmp.y, tmp.z, 0);
	Output.TexCoord = texCoord;
	
	return Output;
}



// Pixel shader output structure
struct PS_OUTPUT
{
    float4 RGBColor : COLOR0;  // Pixel color    
};


sampler2D tex0;
sampler2D tex1;
PS_OUTPUT pixelMain( float2 TexCoord : TEXCOORD0,
                     float4 Position : POSITION,
                     float4 Diffuse  : COLOR0 ) 
{ 
	PS_OUTPUT Output;
float fTime=0;
	//float4 col = tex2D( tex0, TexCoord );  // sample color map
	
mLightColor=sin(mLightColor);//pulsating timer using timer in c++




	float4  col= tex2D( tex0, TexCoord.xy); 
	//float4  col2= tex2D( tex1, TexCoord.yx); 
	// multiply with diffuse and do other senseless operations

col.a = 1.0f;
col.rgb = 0.5f;
col -= tex2D( tex0, TexCoord.xy.xy)*mLightColor;
col += tex2D( tex0, TexCoord.xy.xy)*2.0f;
col.rgb = (col.r+col.g+col.b)/15.0f;

col.y=col.y*0.3;
col.x=col.z*0.1;
col.z=col.z*0.1;
	
	Output.RGBColor = (col*15);
	return Output;
}


heat shader not irrlicht ported yet

to change the transparency of the water compile with emt add color

bye

offer more ideas plz


the longest post in history

Posted: Sat Aug 20, 2005 5:16 am
by GanDHI
WOW, WOW; GREAT WORK!!!

i think you must put the tutorials in the wiki . and you can do a tutorial about the program for compile shader and one about architect of source code shaders , what is a sampler2D ?? (for example)

very nice shader !!!

Posted: Sat Aug 20, 2005 11:31 am
by omaremad
I put 1 shader tutorial on the wiki

sampler 2d is the code for the 2d texture

we should tell niko to add a "shader factory section" in the forums

Posted: Sun Aug 21, 2005 2:55 am
by bitplane
@ilbuzzo:
it sucks that you would license 50 lines of code like that. anyone can just rewrite your code with and steal the idea without asking for permission anyway,
all that license does is prevents it from ever being included in irrlicht.

Posted: Sun Aug 21, 2005 6:29 am
by Guest
bitplane wrote:@ilbuzzo:
it sucks that you would license 50 lines of code like that. anyone can just rewrite your code with and steal the idea without asking for permission anyway,
all that license does is prevents it from ever being included in irrlicht.
Uh where in it does it say that you can't use it in irrlicht?

Posted: Sun Aug 21, 2005 8:50 am
by ilbuzzo
Hi All,
just to be clear :

Code: Select all

*If you intend to use this code in other ways please contact*
 *the author at info@ilbuzzo.net.                                      *
 *The author reserve himself the right to change this license*
 *or create particular licensed versions.                              *
 ************************************************/
Maybe you should read well licenses, cause this is just a temporary license untill I'll decide a standard license (to be included in Irrlicht it must be zlib, I usually use GPL), in the meanwhile you can use this shader for your projects just reporting the author and license or modifications. It's not a problem of Irrlicht or other libraries, It's just what you want to do with it, if you want to use in a commercial product just contact me and I'll say if you can or can't use and what the conditions are.
I changed DMFLoader license (it was GPL) for inclusion in Irrlicht (it's an exception to main license) and so I'll do with this shader when ready.
If you not agree with this license do not use flashlight shader and write your own, it's simple, there are a lot of ways or wait for final release.
Bye all ;)

Posted: Sun Aug 21, 2005 3:04 pm
by bitplane
didnt mean to do a Midnight on you there, I do appriciate the code, just had to have a grumble about it... Enjoy Malta :)

Posted: Sun Aug 21, 2005 3:09 pm
by Guest
lol why dont you copy his code, change it a bit, remove all comments, rename some things and then use it yourself ? no one can tell that you didnt do it!

ok i wouldnt do it like this because i hate to copy&paste and i would have a bad concience but its a solution if you want to have it commercial...

Posted: Sun Aug 21, 2005 5:04 pm
by bitplane
yeah that was my point.. the letter of the law can't protect the code, you can legally have the shader in commercial wares for by rewriting it. the problem is that kind-hearted open source developers are stopped by the spirit, not the letter.
restricting snippets like this stops them from evolving, but it doesnt stop people from using without permission to make money. good suffers while evil prevails, so I had to comment.

Posted: Thu Aug 25, 2005 11:37 am
by GaraGanDHI
we should tell niko to add a "shader factory section" in the forums
Yeah, i think it must have a some subfolder:

HLSL , GLSL, PS1.1,PS2.0,PS3.0.......

and in each subfolder the people can put theirs shaders and tutorials

But one person must create the site and root

Posted: Thu Aug 25, 2005 10:58 pm
by Jedive
I accidentaly delted the zip file and the download link is broken. would somebody mirror it?