Standard Annotations and Semantics

Softimage’s DXFx2, DX10FX, and CgFX shaders support a subset of SAS 0.8 and SAS 1.0 for scene data binding. You must declare your variables with the appropriate semantics.

CG example

float4x4 simodelviewproj : WORLDVIEWPROJECTION;
float4 lightpos0 : Sas.PointLights[0].Position;

HLSL example

float4x4 simodelviewproj : WORLDVIEWPROJECTION;
float4 lightpos0
<
   string SasBindAddress = "Sas.PointLights[0].Position";
>;

The tables below list the supported semantics, including the Softimage semantics.

Model Transformation (float 4x4)

Normal

Inverse

Transpose

Inverse & Transpose

WORLD

WORLDI

WORLDINVERSE

WORLDT

WORLDTRANSPOSE

WORLDIT

WORLDINVERSETRANSPOSE

MODEL

MODELI

MODELINVERSE

MODELT

MODELTRANSPOSE

MODELIT

MODELINVERSETRANSPOSE

SIMODEL

SIMODELI

SIMODELT

SIMODELIT

View Transformation (float 4x4)

Normal

Inverse

Transpose

Inverse & Transpose

VIEW

VIEWI

VIEWINVERSE

VIEWT

VIEWTRANSPOSE

VIEWIT

VIEWINVERSETRANSPOSE

SIVIEW

SIVIEWI

SIVIEWT

SIVIEWIT

Projection Transformation (float 4x4)

Normal

Inverse

Transpose

Inverse & Transpose

PROJECTION

PROJECTIONI

PROJECTIONINVERSE

PROJECTIONT

PROJECTIONTRANSPOSE

PROJECTIONIT

PROJECTIONINVERSETRANSPOSE

SIPROJ

SIPROJI

SIPROJT

SIPROJIT

Model X View (float 4x4)

Normal

Inverse

Transpose

Inverse & Transpose

WORLDVIEW

WORLDVIEWI

WORLDVIEWINVERSE

WORLDVIEWT

WORLDVIEWTRANSPOSE

WORLDVIEWIT

WORLDVIEWINVERSETRANSPOSE

MODELVIEW

MODELVIEWI

MODELVIEWINVERSE

MODELVIEWT

MODELVIEWTRANSPOSE

MODELVIEWIT

MODELVIEWINVERSETRANSPOSE

SIMODELVIEW

SIMODELVIEWI

SIMODELVIEWT

SIMODELVIEWIT

Model X View X Projection (float 4x4)

Normal

Inverse

Transpose

Inverse & Transpose

WORLDVIEWPROJECTION

WORLDVIEWPROJECTIONI

WORLDVIEWPROJECTIONINVERSE

WORLDVIEWPROJECTIONT

WORLDVIEWPROJECTIONTRANSPOSE

WORLDVIEWPROJECTIONIT

WORLDVIEWPROJECTIONINVERSETRANSPOSE

MODELVIEWPROJECTION

MODELVIEWPROJECTIONI

MODELVIEWPROJECTIONINVERSE

MODELVIEWPROJECTIONT

MODELVIEWPROJECTIONTRANSPOSE

MODELVIEWPROJECTIONIT

MODELVIEWPROJECTIONINVERSETRANSPOSE

SIMODELVIEWPROJ

SIMODELVIEWPROJI

SIMODELVIEWPROJT

SIMODELVIEWPROJIT

Camera

Semantic

Description

Type

SAS.CAMERA

The camera currently being rendered.

sas.camera

CAMERAPOSITION

SISEYEPOS

SAS.CAMERA.POSITION

Position of the camera.

float 3

SAS.CAMERA.PROJECTION

Projection matrix of the camera.

float 4x4

SAS.CAMERA.WORLDTOVIEW

Modelview matrix of the camera.

float 4x4

SAS.CAMERA.NEARFARCLIPPING

Near and far clipping plane of the camera.

X = near plane

y = far plane

float 2

Time

Semantic

Description

Type

SAS.TIME.NOW

Current time in seconds.

float

SAS.TIME.LAST

Time of the last frame in seconds.

float

SAS.TIME.FRAMENUMBER

Current frame index.

float

Light Information

Semantic

Description

Type

SAS.NUMAMBIENTLIGHTS

SAS.NUMDIRECTIONALLIGHTS

SAS.NUMPOINTLIGHTS

SAS.NUMSPOTLIGHTS

Number of lights.

INT

SAS.AMBIENTLIGHT[N].COLOR

SAS.DIRECTIONALLIGHT[N].COLOR

SAS.POINTLIGHT[N].COLOR

SAS.SPOTLIGHT[N].COLOR

Light color.

float 3

SAS.DIRECTIONALLIGHT[N].DIRECTION

SAS.SPOTLIGHT[N].DIRECTION

Light direction (directional and spot lights).

float 3

SAS.POINTLIGHT[N].POSITION

SAS.SPOTLIGHT[N].POSITION

Light position (point and spot lights).

float 3

SAS.POINTLIGHT[N].RANGE

SAS.SPOTLIGHT[N].RANGE

The distance from the light where the light rays have no effect on the scene (point and spot lights).

float

SAS.SPOTLIGHT[N].PHI

SAS.SPOTLIGHT[N].THETA

Spot light cone angle.

Theta is the inner cone angle of a spotlight, measured in radians. Phi is the outer cone angle of a spotlight, measured in radians.

float



Autodesk Softimage v.7.5