Files
Xune/UIX.RenderApi.Skia/Microsoft/Iris/Render/Graphics/Dx9LightShaftElement.cs
T
2021-07-11 23:04:40 -05:00

78 lines
5.5 KiB
C#

// Decompiled with JetBrains decompiler
// Type: Microsoft.Iris.Render.Graphics.Dx9LightShaftElement
// 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 Dx9LightShaftElement
{
internal static void Generate(
LightShaftElement efoLightShaft,
ref Dx9EffectBuilder effectBuilder)
{
Dx9TextureInfo textureInfo = effectBuilder.GetTextureInfo(effectBuilder.ImageCount - 1);
effectBuilder.AddRequirement(textureInfo, Dx9TextureRequirements.TexUVSize, (object)null);
effectBuilder.AddRequirement(textureInfo, Dx9TextureRequirements.TexUVRefPoint, (object)null);
VariableInfo variableInfo1 = new VariableInfo()
{
ID = (int)efoLightShaft.PositionID,
Type = Dx9VariableType.Vector3,
IsDynamic = efoLightShaft.IsDynamicProperty("Position")
};
variableInfo1.Name = variableInfo1.IsDynamic ? effectBuilder.GenerateGlobalVariable(variableInfo1.Type, efoLightShaft.Name + "Position") : effectBuilder.GenerateGlobalConstant(variableInfo1.Type, efoLightShaft.Name + "Position");
variableInfo1.DefaultValue = (object)efoLightShaft.Position;
effectBuilder.AddPropertyVariable(variableInfo1);
VariableInfo variableInfo2 = new VariableInfo()
{
ID = (int)efoLightShaft.DecayID,
Type = Dx9VariableType.Float,
IsDynamic = efoLightShaft.IsDynamicProperty("Decay")
};
variableInfo2.Name = variableInfo2.IsDynamic ? effectBuilder.GenerateGlobalVariable(variableInfo2.Type, efoLightShaft.Name + "Decay") : effectBuilder.GenerateGlobalConstant(variableInfo2.Type, efoLightShaft.Name + "Decay");
variableInfo2.DefaultValue = (object)efoLightShaft.Decay;
effectBuilder.AddPropertyVariable(variableInfo2);
VariableInfo variableInfo3 = new VariableInfo()
{
ID = (int)efoLightShaft.DensityID,
Type = Dx9VariableType.Float,
IsDynamic = efoLightShaft.IsDynamicProperty("Density")
};
variableInfo3.Name = variableInfo3.IsDynamic ? effectBuilder.GenerateGlobalVariable(variableInfo3.Type, efoLightShaft.Name + "Density") : effectBuilder.GenerateGlobalConstant(variableInfo3.Type, efoLightShaft.Name + "Density");
variableInfo3.DefaultValue = (object)efoLightShaft.Density;
effectBuilder.AddPropertyVariable(variableInfo3);
VariableInfo variableInfo4 = new VariableInfo()
{
ID = (int)efoLightShaft.FallOffID,
Type = Dx9VariableType.Float,
IsDynamic = efoLightShaft.IsDynamicProperty("FallOff")
};
variableInfo4.Name = variableInfo4.IsDynamic ? effectBuilder.GenerateGlobalVariable(variableInfo4.Type, efoLightShaft.Name + "FallOff") : effectBuilder.GenerateGlobalConstant(variableInfo4.Type, efoLightShaft.Name + "FallOff");
variableInfo4.DefaultValue = (object)efoLightShaft.FallOff;
effectBuilder.AddPropertyVariable(variableInfo4);
VariableInfo variableInfo5 = new VariableInfo()
{
ID = (int)efoLightShaft.IntensityID,
Type = Dx9VariableType.Float,
IsDynamic = efoLightShaft.IsDynamicProperty("Intensity")
};
variableInfo5.Name = variableInfo5.IsDynamic ? effectBuilder.GenerateGlobalVariable(variableInfo5.Type, efoLightShaft.Name + "Intensity") : effectBuilder.GenerateGlobalConstant(variableInfo5.Type, efoLightShaft.Name + "Intensity");
variableInfo5.DefaultValue = (object)efoLightShaft.Intensity;
effectBuilder.AddPropertyVariable(variableInfo5);
VariableInfo variableInfo6 = new VariableInfo()
{
ID = (int)efoLightShaft.WeightID,
Type = Dx9VariableType.Float,
IsDynamic = efoLightShaft.IsDynamicProperty("Weight")
};
variableInfo6.Name = variableInfo6.IsDynamic ? effectBuilder.GenerateGlobalVariable(variableInfo6.Type, efoLightShaft.Name + "Weight") : effectBuilder.GenerateGlobalConstant(variableInfo6.Type, efoLightShaft.Name + "Weight");
variableInfo6.DefaultValue = (object)efoLightShaft.Weight;
effectBuilder.AddPropertyVariable(variableInfo6);
effectBuilder.EmitPixelFragment(InvariantString.Format(" {{\r\n float2 diff = {2} - ({4} + {3}.xy * {5});\r\n float2 rayStep = diff / 15 * {6};\r\n float4 color = tex2D({1}, {2});\r\n float fadeFactor = 1.0f;\r\n for (int i=0; i<15; i++)\r\n {{\r\n {2} -= rayStep;\r\n float4 sample = tex2D({1}, {2});\r\n sample *= fadeFactor * {7};\r\n color += sample;\r\n fadeFactor *= {8};\r\n }}\r\n color.rgb *= {9};\r\n {0} = color * ({10} - length(diff));\r\n }}\r\n", (object)effectBuilder.PixelShaderOutput, (object)textureInfo.Sampler, (object)textureInfo.TexCoordInput, (object)variableInfo1.Name, (object)textureInfo.TexUVRefPoint, (object)textureInfo.TexUVSize, (object)variableInfo3.Name, (object)variableInfo6.Name, (object)variableInfo2.Name, (object)variableInfo5.Name, (object)variableInfo4.Name));
}
}
}