Microsoft DirectX 8.1 (C++)

Exercise 4: Texturing

//
// Effect File Workshop Solution for Exercise 4
// Copyright (c) 2001 Microsoft Corporation. All rights reserved.
//

vector lhtR;    // Light direction from app
vector matD;    // Object diffuse material color

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

texture tDif;   // Diffuse texture of object

// Load model
string XFile = "bust.x";

// Background color
DWORD  BCLR = 0xff000000;

// No pixel shader
pixelshader pNIL; 

// Technique names for display in viewer window
string tec0 = "Exercise 4: Texturing";

/////////////////////////////////////////////////////////////////////////////
///////        Exercise 4: Texturing                               //////////
///////     Set up texture to pass onto FF PS                      //////////
///////     Modulate between the texture and diffuse color args.   //////////
/////////////////////////////////////////////////////////////////////////////
technique tec0
{ 
    pass p0
    {
        // Load matrices
        VertexShaderConstant[0] = ;                   // World Matrix
        VertexShaderConstant[4] = ;                   // World*View*Proj Matrix
        
        // Material properties of object
        VertexShaderConstant[9]  = ;                  // Diffuse from object material diffuse
        VertexShaderConstant[10] = (0.0f,0.0f,0.0f,0.0f);   // Specular from constant color
        VertexShaderConstant[11] = (0.0f,0.0f,0.0f,0.0f);   // Ambient from constant color
        
        // Light Properties. lhtR is input from the shader app
        VertexShaderConstant[13] = (0.8f,0.8f,0.8f,0.8f);   // Diffuse
        VertexShaderConstant[14] = (0.0f,0.0f,0.0f,0.0f);   // Specular
        VertexShaderConstant[15] = (0.3f,0.3f,0.3f,1.0f);   // Ambient
        VertexShaderConstant[16] = ;	                // Light Direction
        
        // Useful constant(s)
        VertexShaderConstant[20] = (-1.0f, -1.0f, 0.5f, 1.0f);

        // Assign diffuse texture
        Texture[0]   = ;

        // Set up texture wrapping mode
        wrap0        = U | V;
        AddressU[0]  = Wrap; 
        AddressV[0]  = Wrap;

        // Assign texture color to be used
        ColorArg1[0] = Texture;
        ColorOp[0]   = Modulate;      // Modulate between args
        ColorArg2[0] = Diffuse;       // Add diffuse component as arg

        AlphaOp[0]   = SelectArg1;
        AlphaArg1[0] = Diffuse;
        
        // Ensure remaining stages are disabled
        ColorOp[1]   = Disable;
        AlphaOp[1]   = Disable;

        // Definition of the vertex shader, declarations then assembly
        VertexShader =
        decl
        {
            stream 0;
            float v0[3];        // Position
            float v3[3];        // Normal
            float v7[3];        // Texture Coord1
            float v8[3];        // Texture coord2
        }   
        asm
        {
            vs.1.1              // Version number

            m4x4 oPos, v0, c4   // Transform point to projection space
            m3x3 r0,v3,c0       // Transform Normal to World Space, put result into r0
            dp3  r0,r0,-c16     // Dot product against light, r0 now has lighting
                                //   constant in x,y and z components (r,g,b)

            mul  r0,r0,c13      // Modulate against diffuse light color
            mul  r0,r0,c9       // Modulate against diffuse material

            mov oD0,r0          // Output diffuse color

            //mov oT0,v7        // output texture coordinates 
                                // OR
            mov oT0.xy,v7.xy    // output only the xand y channels for better efficiency
        };
    }
}