Game Development Community

Shader Semantics

by Robert Stewart · in Torque Game Engine Advanced · 11/24/2005 (11:22 am) · 6 replies

I'm just wondering if anyone can tell me what the equivelant of these FX Composer Semantics would be in Torque?

float3 g_LightDir : Direction;             // Light's direction in world space
float4 g_LightDiffuse : Diffuse;         // Light's diffuse color
float4 g_LightAmbient : Ambient;     // Light's ambient color

float4x4 g_mWorld   : World;           // World matrix for object
float4x4 g_mWorldIT : worldinversetranspose;
float4x4 g_mWorldView : WorldView;
float4x4 g_mViewProj : ViewProjection;
float4x4 g_mProjection : Projection;
float4x4 g_mWorldViewProjection : WorldViewProjection;  // World * View * Projection matrix
float4x4 g_mViewInverse : ViewInverse;
float3 g_upObjectSpace;

Here is what I know so far..

float3 g_LightDir : register(VC_LIGHT_DIR1);

#1
11/24/2005 (11:44 am)
There's a resource on converting from RenderMonkey, I believe, to TSE's shader system... There might be some useful tea leaves in there.
#2
11/24/2005 (12:54 pm)
Yea I am playing with Nvidia's FX composer now too it's sweet.
#3
11/24/2005 (4:07 pm)
What should I do if I have a shader that needs the worldinversetranspose. I'm thinking I need to hook it up in shdrconsts.h somehow.

I'm so confused about TSE's shader system right now.
#4
11/24/2005 (4:39 pm)
Have you read through Brian's conversion resource? I can't imagine that RenderMonkey is all that different from any other solution out there.
#5
11/24/2005 (5:53 pm)
Yes I have, although it only covers the viewprojection and eyepos.

Also I have no problem converting my code to be used in a basic DirectX example, I also have no problem converting from rendermonkey to fx composer and vice versa.
#6
11/29/2005 (8:06 am)
You'll need to grab a good shader book or find a site that explains what each of these matrices actually are..

Some you wont need. If you post the whole shader(s), Im sure someone can talk you through porting it..