hello everyone,

i wanna ask if someone can help me update the projection shader to DX9.

i wanted to do myself and went through the manual with all lines that are in there (i learned from it, but obviously not enough :P).
i came as far as to update 4 lines to DX9 code (which are stated in the code as a comment, you should see them ^_^ ).

anyone know what to update more on this code to get it to work, or does someone has me a HLSL code for this ??

hope someone can help.

Code:
 
bmap projectiontex = <attack.tga>;


var scan_radius=210;
var lighttimer=0;

var matTexProj[16];

var tempmatrix[16];


function mat_projection_init()
{

mtl.enable_render=on;

//set up the texture projection matrix

matTexProj[0]=my.skill80;
matTexProj[1]=my.skill81;
matTexProj[2]=my.skill82;
matTexProj[3]=my.skill83;

matTexProj[4]=my.skill84;
matTexProj[5]=my.skill85;
matTexProj[6]=my.skill86;
matTexProj[7]=my.skill87;

matTexProj[8]=my.skill88;
matTexProj[9]=my.skill89;
matTexProj[10]=my.skill90;
matTexProj[11]=my.skill91;

matTexProj[12]=my.skill92;
matTexProj[13]=my.skill93;
matTexProj[14]=my.skill94;
matTexProj[15]=my.skill95;

mat_set(mtl.matrix,matWorld);
mat_multiply(mtl.matrix,matTexProj);

}


material mat_projection
{

skin1 = projectiontex;

event = mat_projection_init;

flags = tangent;
effect =
"

texture mtlSkin1; //projector
texture entSkin1; //colormap
matrix matWorldViewProj;
matrix matWorld;
matrix matMtl;

technique projector
{

pass p0 //projector
{

//load matrices
VertexShaderConstant[0] = <matWorld>; //World Matrix
VertexShaderConstant[8] = <matWorldViewProj>; //World*View*Proj Matrix
VertexShaderConstant[95] = <matMtl>;


//range constant
VertexShaderConstant[33] = (0.01f, 0.5f, 0.05f, 0.0f);

Texture[0] = <mtlSkin1>; //projection tex
Texture[1] = <entSkin1>; //projection tex

AddressU[0] = Clamp; // don't wrap around edges
AddressV[0] = Clamp;
AddressU[1] = Clamp; // don't wrap around edges
AddressV[1] = Clamp;

zWriteEnable=true; // enables writing to the z-buffer
//AlphaBlendEnable=true; // disables alpha blending
//srcblend=destcolor;
//destblend=one;


VertexShader=
dcl_position v0 // updated from DX8
dcl_normal v3 // updated from DX8
dcl_texcoord0 v7 // updated from DX8
dcl_texcoord1 v8 // updated from DX8
asm
{
vs.1.1

; position in clip space
m4x4 oPos, v0, c8

; position in texture projection space
m4x4 r10,v0,c95

; Divide each component by the range value
mul r10, r10, c33.x

; multiply with 0.5 and add 0.5
mad r10, r10, c33.yyyy, c33.yyyy

; map the x and y components into the first texture
mov oT0.xy, r10.xy

mov oT1.xy, v7.xy; color

};

PixelShader=
asm
{

ps.1.1

tex t0
tex t1

mov r0,t0
mul r0,r0,t1
};
}

}
";
}

function light_data()
{

if event_type==event_detect && my.skill4 == 6666 //projector
{

your.material=mat_projection;
//you.skill100=6666;
//texture projection matrix
you.skill80=my.skill80;
you.skill81=my.skill81;
you.skill82=my.skill82;
you.skill83=my.skill83;

you.skill84=my.skill84;
you.skill85=my.skill85;
you.skill86=my.skill86;
you.skill87=my.skill87;

you.skill88=my.skill88;
you.skill89=my.skill89;
you.skill90=my.skill90;
you.skill91=my.skill91;

you.skill92=my.skill92;
you.skill93=my.skill93;
you.skill94=my.skill94;
you.skill95=my.skill95;

// return;
}

}

function light_view_matrix()
{

//temporary matrix to store view matrix
vec_set(camera.x,my.x);
vec_set(camera.pan,my.pan);

wait(1);

mat_set(tempmatrix,matView);

my.skill80=tempmatrix[0];
my.skill81=tempmatrix[1];
my.skill82=tempmatrix[2];
my.skill83=tempmatrix[3];

my.skill84=tempmatrix[4];
my.skill85=tempmatrix[5];
my.skill86=tempmatrix[6];
my.skill87=tempmatrix[7];

my.skill88=tempmatrix[8];
my.skill89=tempmatrix[9];
my.skill90=tempmatrix[10];
my.skill91=tempmatrix[11];

my.skill92=tempmatrix[12];
my.skill93=tempmatrix[13];
my.skill94=tempmatrix[14];
my.skill95=tempmatrix[15];

}

ACTION lightobject
{
MY.passable=ON;
MY.shadow=OFF;
my.flare=off;
my.transparent=off;
my.invisible=on;
my.enable_detect=on;
my.event=light_data;

my.skill100=lighttimer;
lighttimer+=1;

if my.skill4==6666 //is a projector
{
wait(my.skill100);

light_view_matrix();

while(1)
{

temp.pan = 360;
temp.tilt = 360;
temp.z = 220;
//indicator=NULL;
scan_entity(my.x,temp);
wait(1);
}
}
}




with kind regards and TIA,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/