c# generate 2d barcode RENDERING PIPELINE, SHADERS, AND EFFECTS in Font

Draw PDF 417 in Font RENDERING PIPELINE, SHADERS, AND EFFECTS

CHAPTER 9 RENDERING PIPELINE, SHADERS, AND EFFECTS
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As you can see, both shaders are encapsulated in what is called a pass. One pass reads in all vertices that should be drawn with the technique, processes them, processes the resulting pixels, and renders these pixels to the backbuffer, where they are waiting to be presented to the screen after all of the pixels have been processed. For some techniques, you may want to do this process twice during the same frame for all vertices. Therefore, such techniques will have two passes, each with a vertex shader and pixel shader. For some more advanced effects, you ll want to use multiple techniques. You ll use a first technique to transform your scene into an intermediate image, which can be used by another technique as input. The combination of all shaders and techniques used is called an effect. A simple effect will contain a vertex shader, a pixel shader, and a technique. A more advanced effect (such as shadow mapping or deferred rendering) will contain several of each. The differentiation between effect, techniques, and shaders facilitates the shaders programming, making it possible to reuse shader code in different techniques, and also to create different techniques targeting low-end and high-end GPUs. Since you will usually keep all shaders and techniques corresponding to the same effect in one file, XNA calls each HLSL code file an effect. This allows XNA to treat effects 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.
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Effect Class
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At this point, you have created and coded your first complete effect in an .fx file. This means you can close the .fx file and move to your XNA project. The next step is to load this effect into your XNA program, so you can use it to render something to the screen. In your XNA program, the effect should be loaded into an object of the Effect class (just as an image would be loaded into an object of the Texture2D class). This Effect class allows you to configure the effect s uniform 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: // XNA Effect object Effect effect; // Load the effect effect = content.Load<Effect>("/effects/simpleEffect"); // Set the technique effect.CurrentTechnique = lightEffect.Techniques["basicTechnique"]; // Configure uniform effect parameters effect.Parameters["matWVP "].SetValue(worldViewProjectionMatrix); This code initially loads the simpleEffect effect from the HLSL code file using the content manager s content.Load method. Then it defines which technique of the effect will be used; in this case, the basicTechnique technique you defined earlier. Finally, it sets the only uniform effect parameter defined in the HLSL code file: matWVP. The following code shows how to draw an object using the loaded effect:
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CHAPTER 9 RENDERING PIPELINE, SHADERS, AND EFFECTS
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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(); To draw a 3D object, you first need to begin the effect you want to use to render it, and then go through all the passes of the selected technique. For each pass, you need to begin the pass, draw the object, and end the pass. Finally, you need to end the effect. The effect pass is represented by XNA s EffectPass class, while its techniques are 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 necessary only if you re going to draw a model by yourself. When you load a 3D model from disk, the model comes with its effects stored inside its ModelMesh objects.
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