Part III in .NET

Draw QR Code JIS X 0510 in .NET Part III

Part III
Make Quick Response Code In Visual Studio .NET
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Programming Effects
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// shader state settings VertexShader = compile vs_1_1 VertexShaderFunction(); CullMode = None; }
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In this case, the shader contains an inline compile call. The HLSL shader function, VertexShaderFunction, is declared (outside of the pass) and then the compile statement compiles the shader and assigns the shader state (inside the pass). The shader is compiled each time the effect is created. A pass is performed once each time the render code is called. A pass resides inside a technique:
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technique T0 { pass P0 { ... } }
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Effects can be created with additional passes to facilitate more complex rendering effects. A technique supports n passes.
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technique T0 { pass P0 { ... } pass P1 { ... } ... pass Pn { ... } }
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Effects can also be created with one or more techniques. An effect supports n techniques.
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technique T0 { pass P0 { ... }
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9
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Effect Introduction
} technique T1 { pass P0 { ... } pass P1 { ... } } ... technique Tn { pass P0 { ... } } technique TVertexShaderOnly_Asm { pass P0 { // shader state goes here ... VertexShader = asm { // assembly-language shader code goes here ... }; } }
The techniques and passes can be given arbitrary names. An effect can contain one or more techniques, each containing one or more passes. We ll see examples of this in the next chapter.
Share Parameters
Effect parameters are all the non-static variables declared in an effect, which can include global variables and annotations. Effect parameters can be shared between different effects by declaring parameters with the shared keyword and then creating the effect with an effect pool.
Part III
Programming Effects
An effect pool is an object that links the shared effect parameters. The pool is created by calling D3DXCr eateEffectPool, which returns an ID3DXEffectPool interface. The interface is supplied as an input to any of the D3DXCreateEffectxxx functions when an effect is created. For a parameter to be shared across multiple effects, the parameter must have the same name, type, and semantic in each of the shared effects. (Semantics will be covered in the next section.) Effects that share parameters must use the same device, to prevent the sharing of device-dependent parameters (such as shaders or textures) across different devices. Parameters are deleted from the pool whenever the effects that contain the shared parameters are released. If sharing parameters is not necessary, supply NULL for the effect pool when an effect is created. Cloned effects use the same effect pool as the effect they are cloned from. Cloning an effect makes an exact copy of an effect, including global variables, techniques, passes, and annotations.
Use Semantics to Find Parameters
A semantic is an identifier that is attached to an effect parameter to allow an application to search for the parameter. A parameter can have at most one semantic. The semantic is located following a colon (:) after the parameter name. The examples in this chapter use the WORLDVIEWPROJ semantic.
float4x4 matWorldViewProj : WORLDVIEWPROJ;
If you declared the effect global variable without using a semantic, it would look like this instead:
float4x4 matWorldViewProj;
The effect interface can use a semantic to get a handle to a particular effect parameter, as shown in this example:
D3DXHANDLE handle = m_pEffect->GetParameterBySemantic(NULL, "WORLDVIEWPROJ");
This code returns the handle of the matWorldViewProj matrix. In addition to searching by semantic name, the effect interface has many other API methods to search for parameters.
Use Handles to Get and Set Parameters
Handles provide an efficient means of referencing effect parameters, techniques, passes, and annotations with ID3DXEffectCompiler or ID3DXEffect. They are generated dynamically when you call functions of the form
9
Effect Introduction
Get[Parameter|Annotation|Function|Technique|Pass][ByName|BySemantic|Element]. Handles (which are of type D3DXHANDLE) are string pointers. The handles that are passed into functions such as GetParameter[ByName|Element|BySemantic] or GetAnnotation[ByName] can be in one of the following three forms:
A handle returned by a function such as GetParameter[ByName|Element|BySemantic] A string containing the name of the parameter, technique, pass, or annotation A handle set to NULL. (For more information about setting handles to NULL, see Appendix D.)
This example returns a handle to the parameter that has the WORLDVIEWPROJ semantic attached to it:
D3DXHANDLE handle = m_pEffect->GetParameterBySemantic(NULL, "WORLDVIEWPROJ");
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