Structures in .NET framework

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Structures
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The struct keyword defines a structure type.
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struct vertexData { float3 pos; float3 normal; };
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Part II
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Programming HLSL Shaders
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This structure contains two members: a position and a normal. Any of the HLSL basic data types can be used in a structure. The structure operator (.) is used to access members.
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struct vertexData data = { { 0.0, 0.0, 0.0 }, { 1.1, 1.1, 1.1 } }; data.pos = float3(1,2,3); data.pos = {1,2,3}; float3 temp = data.normal;
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Once a structure has been defined, it can be referenced by name with or without the struct keyword. Structure members can t have initializers or annotations. Members can t individually be declared with the scope keywords static, extern, volatile, or const.
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String parameters and annotations can be queried by effects, however, there are no HLSL operations that accept strings. Strings will be covered by effects in Part III.
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Vertex Shader Objects
A vertexshader data type represents a vertex shader object. The vertexshader data type can be assigned when an assembly-language vertex shader is assembled.
vertexshader vs = asm { vs_2_0 dcl_position v0 mov oPos, v0 };
The vertexshader type can also be assigned when an HLSL vertex shader is compiled.
vertexshader vs = compile vs_2_0 vsmain();
This effect topic will be covered more fully in Part III.
Pixel Shader Objects
A pixelshader data type represents a pixel shader object. The pixelshader data type can be assigned when an assembly-language pixel shader is assembled.
pixelshader ps = asm
7
The Language
{ ps_2_0 mov oC0, c0 };
The pixelshader type can also be assigned when an HLSL vertex shader is compiled:
pixelshader ps = compile ps_2_0 psmain();
This effect topic will be covered more fully in Part III.
Textures
The texture data type represents a texture object. The data type is used in an effect to set a texture in a device.
texture tex0 < string name = "tiger.bmp"; >;
This declaration can be broken into the following three parts:
The texture type The variable name, tex0 The annotation with the texture string name, < string name = tiger.bmp ; > Once the texture variable is declared, it can be referenced by a sampler.
texture tex0 < string name = "1D_Texture.bmp"; >; sampler 1D_sampler; { texture = (tex0); };
The texture name is in an annotation (inside of angle brackets). Annotations are user-supplied information that are used by effects, which will be covered in Part III. Annotations are ignored by HLSL.
Expressions and Statements
Expressions are sequences of variables and literals punctuated by operators. Statements determine the order in which expressions are evaluated. Expressions are composed of literals, variables, and operators. 1. Literals. A literal is an explicit data value, such as 1 for an integer or 2.1 for a floating-point number. Literals are often used to assign a value to a variable. Variables. See the Data Types section earlier in this chapter for information on variables.
Part II
Programming HLSL Shaders
Operators. Operators determine how variables and literals are combined, compared, selected, and so on. The operators include
Assignment: =, +=, -=, *=, and /= Unary: !, -, and + Additive and multiplicative: +, -, *, /, and % Boolean math: &&, ||, and : Comparison: <, >, ==, <=, >=, and != Prefix or postfix: ++ and -Cast: (type) Comma: , Structure member selection: . Array member selection: [i]
Many of the operators are per component, which means that the operation is performed independently for each component of each variable. For example, a single-component variable has one operation performed. On the other hand, a four-component variable has four operations performed, one for each component.
Assignment Operators
The assignment operators are =, +=, -=, *=, and /=. Variables can be assigned literal values, as shown here:
int i = 1; half h = 3.0; float f2 = 3.1f; bool b = false; string str = "string";
Variables can also be assigned the result of a mathematical operation, as shown here:
int i1 = 1; i1 += 2; // i1 = 1 + 2 = 3
A variable can be used on either side of the equals sign, as shown here:
float f3 = 0.5f; f3 *= f3; // f3 = 0.5 * 0.5 = 0.25
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