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/*
* Copyright (c) 2013, Oracle and/or its affiliates. All rights reserved.
* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
*
* This code is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License version 2 only, as
* published by the Free Software Foundation. Oracle designates this
* particular file as subject to the "Classpath" exception as provided
* by Oracle in the LICENSE file that accompanied this code.
*
* This code is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
* version 2 for more details (a copy is included in the LICENSE file that
* accompanied this code).
*
* You should have received a copy of the GNU General Public License version
* 2 along with this work; if not, write to the Free Software Foundation,
* Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
*
* Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
* or visit www.oracle.com if you need additional information or have any
* questions.
*/
#include "psMath.h"
#ifndef SType
#define SType 0
#endif
#define SpecNone 0
#define SpecAuto 1
#define SpecAlpha 2
static const int specType = SType;
// sampler mapping see
sampler mapDiffuse : register(s0);
sampler mapSpecular : register(s1);
sampler mapBumpHeight : register(s2);
sampler mapSelfIllum : register(s3);
float autoSpecular (float3 diffuseRGB, float3 specRGB) {
return NTSC_Gray(specRGB);
}
float4 debug() {
return float4(0,0,1,1);
}
float4 main(ObjectPsIn objAttr, LocalBump lSpace) : color {
if (0) return debug();
// return retNormal(lSpace.debug);
float3 nEye = normalize(lSpace.eye);
float3 n = float3(0,0,1);
if (bump) {
float4 BumpSpec = tex2D(mapBumpHeight, objAttr.texD);
n = normalize(BumpSpec.xyz*2-1);
}
float4 ambColor = objAttr.ambient;
float4 tDiff = tex2D(mapDiffuse, objAttr.texD);
tDiff = tDiff * gConstantColor;
// return gConstantColor.aaaa;
float4 tSpec = float4(0,0,0,0);
float sLevel = 0;
if ( specType > 0 ) {
tSpec = tex2D(mapSpecular, objAttr.texD);
sLevel = (specType==SpecAuto) ? autoSpecular(tDiff.xyz, tSpec.rgb) : tSpec.a;
}
// return sLevel.xxxx;
float3 diff = 0;
float3 spec = 0;
phong(n, nEye, sLevel, lSpace.lights, diff, spec, 0, nSpecular);
float3 rez = (ambColor.xyz+diff)*tDiff.xyz + spec*tSpec.rgb;
if (isIlluminated)
rez += tex2D(mapSelfIllum, objAttr.texD).xyz;
return float4( saturate(rez), tDiff.a);
}