Exercise 10: Anisotropic Bump Mapping

DirectX8

Microsoft DirectX 8.1 (C++)

Exercise 10: Anisotropic Bump Mapping

//
// Effect File Workshop Exercise 10
// Copyright (c) 2000 Microsoft Corporation. All rights reserved.
//

vector lhtR;    // Light direction

matrix mWld;    // World
matrix mTot;    // Total

texture tDif;   // Diffuse texture of object
texture tDf4;   // Normal map for earth
texture tSt2;   // Anisotropic lighting table
vector vCPS;    // Camera position

// Background color
DWORD  BCLR = 0xFF0000FF;

pixelshader pNIL;

string XFile = "bust.x";

// Technique names for display in viewer window
string tec0 = "Exercise 10: Anisotropic Bump Mapping";

technique tec0
{ 
    pass p0
    {
        // Load matrices
        VertexShaderConstant[0] = <mWld>;                 // World Matrix
        VertexShaderConstant[4] = <mTot>;                 // World*View*Proj Matrix
 
        // Material properties of object
        VertexShaderConstant[9]  = (1.0f,1.0f,1.0f,1.0f); // Diffuse
        VertexShaderConstant[10] = (0.0f,0.0f,0.0f,0.0f); // Specular
        VertexShaderConstant[11] = (0.0f,0.0f,0.0f,0.0f); // Ambient

        // Properties of light
        VertexShaderConstant[13] = (1.0f,1.0f,1.0f,1.0f); // Diffuse
        VertexShaderConstant[14] = (0.0f,0.0f,0.0f,0.0f); // Specular
        VertexShaderConstant[15] = (0.0f,0.0f,0.0f,0.0f); // Ambient
        VertexShaderConstant[16] = ;                      // Light direction

        vertexShaderConstant[20] = (.5f,.5f,.5f,.5f);
        vertexShaderConstant[40] = (1.0f,1.0f,1.0f,1.0f);

        // Camera information
        VertexShaderConstant[24] = <vCPS>;
        PixelShaderConstant[0]   = (0.5f, 0.2f, 0.2f, 0.2f);

        Texture[0]  = <tDf4>;
        Texture[3]  = <tSt2>;

        wrap0        = U | V;
        wrap1        = 0;
        wrap2        = 0;
        wrap3        = 0;

        AddressU[0]  = wrap;
        AddressV[0]  = wrap;
        AddressU[1]  = wrap;
        AddressV[1]  = wrap;
        AddressU[3]  = wrap;
        AddressV[3]  = wrap;

        MinFilter[0] = Linear;
        MagFilter[0] = Linear;
        MinFilter[1] = Linear;
        MagFilter[1] = Linear;

        VertexShader = 
        decl
        {
            stream 0;
            float v0[3];              // Position
            float v3[3];              // Normal
            float v7[3];              // Texture Coord1
            float v8[3];              // Tangent
        }   
        asm 
        {
            vs.1.1

            // Transform position
            m4x4 oPos,v0,c4

            // Transform normal and tangent
            m3x3 r7,v8,c0
            m3x3 r8,v3,c0

            // Cross product
            mul r0,-r7.zxyw,r8.yzxw;
            mad r5,-r7.yzxw,r8.zxyw,-r0;
      
            // Transform position
            m4x4 r2,v0,c0

            // Get a vector toward the camera
            add r2,-r2,c24

            dp3 r11.x,r2.xyz,r2.xyz   // Load the square into r11
            rsq r11.xyz,r11.x         // Get the inverse of the square
            mul r2.xyz,r2.xyz,r11.xyz // Multiply, r0 = -(camera vector)

             // Transform the view angle vector
            dp3 r6.x,r7,r2
            dp3 r6.y,r5,r2
            dp3 r6.z,r8,r2
 
            // Transform the light vector
            dp3 r2.x,r7,-c16
            dp3 r2.y,r5,-c16
            dp3 r2.z,r8,-c16
            
            mov oT0.xy,v7.xy          // Coordinates to samp normal from
            mov oT1.xyz,r2            // Light 
            mov oT2.xyz,r6            // View angle
            mov oT3.xyz,c40           // Garbage in this register
        };     

        PixelShader = 
        asm
        {
           ps.1.1
           tex t0
           texm3x3pad t1, t0_bx2      // 3x3 transform
           texm3x3pad t2, t0_bx2      // These generate a texcoord which is
           texm3x3tex t3, t0_bx2      // u = dot(light,normal)
                                      // v = dot(view, normal)
                                      // w = some positive number

           mov r0,t3;
           mad r0,c0,t3.a,r0;         // Alpha has the diffuse, so add it 
                                      // to specular for final result
           };
    }
}