// Decompiled with JetBrains decompiler // Type: Microsoft.Iris.Render.Graphics.Dx9SpotLight2DElement // Assembly: UIX.RenderApi, Version=4.8.0.0, Culture=neutral, PublicKeyToken=ddd0da4d3e678217 // MVID: D47658B8-A8EA-43D6-8837-ECE823BFFFC1 // Assembly location: C:\Program Files\Zune\UIX.RenderApi.dll using Microsoft.Iris.Library; namespace Microsoft.Iris.Render.Graphics { internal class Dx9SpotLight2DElement { internal static void Generate( SpotLight2DElement efiSpotlight2D, ref Dx9EffectBuilder effectBuilder) { VariableInfo variableInfo1 = new VariableInfo() { ID = efiSpotlight2D.PositionID, Type = Dx9VariableType.Vector3, IsDynamic = efiSpotlight2D.IsDynamicProperty("Position") }; variableInfo1.Name = variableInfo1.IsDynamic ? effectBuilder.GenerateGlobalVariable(variableInfo1.Type, "Position") : effectBuilder.GenerateGlobalConstant(variableInfo1.Type, "Position"); variableInfo1.DefaultValue = efiSpotlight2D.Position; effectBuilder.AddPropertyVariable(variableInfo1); VariableInfo variableInfo2 = new VariableInfo() { ID = efiSpotlight2D.DirectionAngleID, Type = Dx9VariableType.Float, IsDynamic = efiSpotlight2D.IsDynamicProperty("DirectionAngle") }; variableInfo2.Name = variableInfo2.IsDynamic ? effectBuilder.GenerateGlobalVariable(variableInfo2.Type, "DirectionAngle") : effectBuilder.GenerateGlobalConstant(variableInfo2.Type, "DirectionAngle"); variableInfo2.DefaultValue = efiSpotlight2D.DirectionAngle; effectBuilder.AddPropertyVariable(variableInfo2); VariableInfo variableInfo3 = new VariableInfo() { ID = efiSpotlight2D.LightColorID, Type = Dx9VariableType.Vector4, IsDynamic = efiSpotlight2D.IsDynamicProperty("LightColor") }; variableInfo3.Name = variableInfo3.IsDynamic ? effectBuilder.GenerateGlobalVariable(variableInfo3.Type, "LightColor") : effectBuilder.GenerateGlobalConstant(variableInfo3.Type, "LightColor"); variableInfo3.DefaultValue = efiSpotlight2D.LightColor.ToVector4(); effectBuilder.AddPropertyVariable(variableInfo3); VariableInfo variableInfo4 = new VariableInfo() { ID = efiSpotlight2D.AmbientColorID, Type = Dx9VariableType.Vector4, IsDynamic = efiSpotlight2D.IsDynamicProperty("AmbientColor") }; variableInfo4.Name = variableInfo4.IsDynamic ? effectBuilder.GenerateGlobalVariable(variableInfo4.Type, "AmbientColor") : effectBuilder.GenerateGlobalConstant(variableInfo4.Type, "AmbientColor"); variableInfo4.DefaultValue = efiSpotlight2D.AmbientColor.ToVector4(); effectBuilder.AddPropertyVariable(variableInfo4); VariableInfo variableInfo5 = new VariableInfo() { ID = efiSpotlight2D.InnerConeAngleID, Type = Dx9VariableType.Float, IsDynamic = efiSpotlight2D.IsDynamicProperty("InnerConeAngle") }; variableInfo5.Name = variableInfo5.IsDynamic ? effectBuilder.GenerateGlobalVariable(variableInfo5.Type, "InnerConeAngle") : effectBuilder.GenerateGlobalConstant(variableInfo5.Type, "InnerConeAngle"); variableInfo5.DefaultValue = efiSpotlight2D.InnerConeAngle; effectBuilder.AddPropertyVariable(variableInfo5); VariableInfo variableInfo6 = new VariableInfo() { ID = efiSpotlight2D.OuterConeAngleID, Type = Dx9VariableType.Float, IsDynamic = efiSpotlight2D.IsDynamicProperty("OuterConeAngle") }; variableInfo6.Name = variableInfo6.IsDynamic ? effectBuilder.GenerateGlobalVariable(variableInfo6.Type, "OuterConeAngle") : effectBuilder.GenerateGlobalConstant(variableInfo6.Type, "OuterConeAngle"); variableInfo6.DefaultValue = efiSpotlight2D.OuterConeAngle; effectBuilder.AddPropertyVariable(variableInfo6); VariableInfo variableInfo7 = new VariableInfo() { ID = efiSpotlight2D.IntensityID, Type = Dx9VariableType.Float, IsDynamic = efiSpotlight2D.IsDynamicProperty("Intensity") }; variableInfo7.Name = variableInfo7.IsDynamic ? effectBuilder.GenerateGlobalVariable(variableInfo7.Type, "Intensity") : effectBuilder.GenerateGlobalConstant(variableInfo7.Type, "Intensity"); variableInfo7.DefaultValue = efiSpotlight2D.Intensity; effectBuilder.AddPropertyVariable(variableInfo7); VariableInfo variableInfo8 = new VariableInfo() { ID = efiSpotlight2D.AttenuationID, Type = Dx9VariableType.Vector3, IsDynamic = efiSpotlight2D.IsDynamicProperty("Attenuation") }; variableInfo8.Name = variableInfo8.IsDynamic ? effectBuilder.GenerateGlobalVariable(variableInfo8.Type, "Attenuation") : effectBuilder.GenerateGlobalConstant(variableInfo8.Type, "Attenuation"); variableInfo8.DefaultValue = efiSpotlight2D.Attenuation; effectBuilder.AddPropertyVariable(variableInfo8); effectBuilder.AddRequirement(EffectRequirements.ViewPosition); effectBuilder.PixelShaderOutput = effectBuilder.GenerateLocalVariable(Dx9VariableType.Vector4, efiSpotlight2D.Name); string str = InvariantString.Format(" float4 {0} = {3};\r\n {{\r\n // Compute the direction of the spotlight and the distance from the current pixel\r\n // 0.0001 prevents div by zero while using smoothstep interpolation\r\n float flCosOuterCone = cos(radians(({4}+{5}+0.0001)/2.0f));\r\n float flCosInnerCone = cos(radians({4}/2.0f));\r\n float flDirectionAngle = radians({2});\r\n float2 vLightDir = {{cos(flDirectionAngle), -sin(flDirectionAngle)}};\r\n float2 vLightPosition = {1}.xy - vLightDir;\r\n float2 vPositionDelta = Input.ViewPos.xy - vLightPosition;\r\n\r\n // Compute the cone region, attenuation and falloff\r\n float flDist = length(vPositionDelta);\r\n float flFalloff = {6} / ({7}.x + flDist*{7}.y + flDist*flDist*{7}.z);\r\n float flCone = dot(normalize(vPositionDelta), vLightDir);\r\n\r\n {0} *= smoothstep(flCosOuterCone, flCosInnerCone, flCone) * flFalloff;\r\n", effectBuilder.PixelShaderOutput, variableInfo1.Name, variableInfo2.Name, variableInfo3.Name, variableInfo5.Name, variableInfo6.Name, variableInfo7.Name, variableInfo8.Name); if (variableInfo4.IsDynamic || !efiSpotlight2D.AmbientColor.ToVector4().IsApproximate(Vector4.Zero)) effectBuilder.EmitPixelFragment(InvariantString.Format("{0} {1} += {2};\r\n }}\r\n", str, effectBuilder.PixelShaderOutput, variableInfo4.Name)); else effectBuilder.EmitPixelFragment(InvariantString.Format("{0} }}\r\n", str)); } } }