Written by Robert
Dunlop
Microsoft DirectX MVP |
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Computing Vertex Position
To render the vertices in a patch to a specified location using a vertex
shader, four basic steps will be involved in the calculation of the vertex
position:
- Calculate height (Y) based on input vertex X and Z, and compose a vector
x,y,z.
- Scale the vector to the specified dimensions of the patch.
- Translate the vector to the specified origin of the patch in world space.
- Transform the vector according to current view and projection matrices,
and output to screen.
The code for this portion of the shader looks like this:
Partial shader listing, showing computation of vertex
position
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//c0-c3 world/view/proj matrix
//c4 quad size
//c5 quad origin
//c6-c9 position spline matrix
// get coordinates x,x,z,1 -> r0
mov r0,v0.yyxx
mov r0.z,v1.y
// get height
m4x4 r3,v0,c[6]
dp4 r0.y,r3,v1
// scale vertex
mul r0,r0,c[4]
// translate vertex
add r0,r0,c[5]
// transform vertex to screen
m4x4 oPos,r0,c[0]
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Listing 7 |
Computing Vertex Color
Computation of the vertex color is potentially quite complex, and there are
many different ways that it could be applied. Since we are using a shared
vertex buffer and deriving the vertex location on the fly, we won't have
pre-defined normals to perform lighting with in the vertex format.
The method that is used in the demo is fairly simple. The application
pre-calculates amount of light at each control point, based on a single
directional light source plus an ambient offset. These scalar values are
then used to generate pre-calculated matrices in exactly the same way the
positional matrices were created, allowing us to compute an interpolated light
value at any point in each quad.
The vertex shader generates a material color based upon the height of each
vertex, ranging from green at lowest altitude to a reddish-brown at the highest
altitude. To facilitate this, the position splines are all scaled to the
range of 0.0 to 1.0, so that the height value derived from the quad can directly
be used as an interpolation weight for the vertex color. The height value
is scaled to (1-y)2 to provide a non-linear interpolation between the
two colors.
The diffuse color of each vertex is created by multiplying the computed color
by the interpolated light intensity.
Partial shader listing, showing computation of vertex
color
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//c16-c19 lighting spline matrix
// define color range
def c14,0.7,0.4,0.3,1.0
def c15,-0.6,0.3,-0.2,0.0
... r0.y derived in Listing
7 ...
// calc color
sub r7.y,v0.x,r0.y
mul r7.y,r7.y,r7.y
mul r4,c[15],r7.y
add r4,r4,c[14]
// calc light
m4x4 r7,v0,c[16]
dp4 r7.y,r7,v1
// calculate final diffuse
mul oD0,r4,r7.y
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Listing 8 |
For information on other ways to perform lighting in this shader, see
Potential Improvements.
The Completed Vertex Shader
Below is the listing of the completed shader, incorporating the elements
described above:
Complete shader listing
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vs.1.0
// --- shader input ---//
//c0-c3 world/view/proj matrix
//c4 quad size
//c5 quad origin
//c6-c9 position spline matrix
//c16-c19 lighting spline matrix
// --- shader constants --- //
// define color range
def c14,0.7,0.4,0.3,1.0
def c15,-0.6,0.3,-0.2,0.0
// --- shader code --- //
// get coordinates x,x,z,1 -> r0
mov r0,v0.yyxx
mov r0.z,v1.y
// get height
m4x4 r3,v0,c[6]
dp4 r0.y,r3,v1
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... continued ...
// calc color
sub r7.y,v0.x,r0.y
mul r7.y,r7.y,r7.y
mul r4,c[15],r7.y
add r4,r4,c[14]
// calc light
m4x4 r7,v0,c[16]
dp4 r7.y,r7,v1
// calculate final diffuse
mul oD0,r4,r7.y
// scale vertex
mul r0,r0,c[4]
// translate vertex
add r0,r0,c[5]
// transform vertex to screen
m4x4 oPos,r0,c[0] |
Listing 9 |
Downloadable demo for this article
landshader.zip
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