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Table 8-5. Number of Instruction Slots on the Shader Models Shader Version
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VS_1_1 VS_2_0 VS_2_A VS_3_0 PS_1_1 PS_2_0 PS_2_A PS_3_0
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Instruction Slots
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128 256 256 >= 512 12 (4 texture and 8 arithmetic) 96 (32 texture and 64 arithmetic) 512 >= 512
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Using Effects with XNA
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Effects in XNA are treated as game assets, just like models and textures. All the effects are processed through the XNA Content Pipeline, generating manageable objects that the content manager can load at runtime. You use XNA s Effect class to represent an effect. This class allows you to configure the effect s parameters, select the current effect technique, and use the effect for rendering. The following code illustrates how to load and configure an effect with XNA:
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CHAPTER 8 s RENDERING PIPELINE, SHADERS, AND EFFECTS
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// XNA Effect object Effect effect; // Load the effect effect = content.Load<Effect>("/effects/lightEffect"); // Set the technique effect.CurrentTechnique = lightEffect.Techniques["basicLight"]; // Configure effect parameters effect.Parameters["lightPosition"].SetValue(new Vector3(0.0f, 40.0f, 0.0f)); effect.Parameters["lightColor"].SetValue(Vector3.One);
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In the previous code, you initially load the lightEffect effect using the content manager. Then you define which technique of the effect will be used in this case, the basicLight technique. Finally, you set the effect parameters: lightPosition and lightColor. The following code shows how to draw an object using the loaded effect:
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// First begin the effect effect.Begin(); // Remember that the effect can have many passes foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Begin(); // PUT YOUR DRAWING CODE HERE pass.End(); } // Finally, end the effect effect.End();
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To draw a model using an effect, you first need to begin its effect and then go through all the passes of its technique. For each pass, you need to begin the pass, draw the model, and end the pass. Finally, you need to end the effect. The effect pass is represented by XNA s EffectPass class, and is accessed through the CurrentTechnique property of the Effect class. If you want to change an effect parameter after the beginning of a pass, you need to call the CommitChanges method of the Effect class to update the changes. The steps previously shown are only necessary if you re going to draw a model by yourself. If you use one of the XNA classes, such as the ModelMesh class, it will automatically draw the model using its associated effect.
CHAPTER 8 s RENDERING PIPELINE, SHADERS, AND EFFECTS
Helper Effects
When an effect is loaded through the content manager, you don t know what parameters or techniques it has. Also, to modify an effect parameter you must first query this parameter inside the effect, and then modify it. To ease the management of custom-created effects, you re going to create a unique helper class for each of them. Each effect helper class will store a reference for all the effect parameters, avoiding the overhead of constant querying for the parameters. Also, all effect parameters will be visible through the effect class s properties, avoiding trying to query invalid parameters. You use the following code to configure the effect parameter lightPosition:
effect.Parameters["lightPosition"].SetValue(new Vector3(0.0f, 40.0f, 0.0f));
In the previous code, when you alter the lightPosition parameter, a query is made inside the effect for the lightPosition paramenter. Here you have two problems: an overhead to query for this parameter, and a possible query for an invalid parameter. Using helper classes, you can avoid these problems. The following code shows how to store a reference for the effect parameter and change its value:
EffectParameter param1 = effect.Parameters["lightPosition"]; // Render loop { param1.SetValue(new Vector3(0.0f, 40.0f, 0.0f)); // Draw model ... ... }
Futhermore, you can create a Visual Studio plug-in to generate the effect helper classes automatically.
Materials
Materials store the parameters used to configure an effect. For example, you can render two surfaces using an effect that applies a texture to each of them. In this case, the material of each surface is its texture, which you use to configure the effect used to render the surfaces. So, if the two surfaces share the same material, you could set the desired effect and the desired material, and render both surfaces in sequence by avoiding changing the effect that is currently set or its parameters.
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