Assembly-Language Effect Examples in Visual Studio .NET

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10
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Assembly-Language Effect Examples
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assembly-language instructions are inside the brackets. This shader has the following instructions:
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vs_1_1 def c64, 0.25f, 0.5f, 1.0f, -1.0f dcl_position v0 dcl_normal v1 // r0: camera-space position // r1: camera-space normal // r2: camera-space vertex-eye vector // r3: camera-space reflection vector // r4: texture coordinates // Transform position and normal into camera-space m4x4 r0, v0, c0 m3x3 r1.xyz, v1, c0 mov r1.w, c64.z // Compute normalized view vector add r2, c8, -r0 dp3 r3, r2, r2 rsq r3, r3.w mul r2, r2, r3 // Compute camera-space reflection vector dp3 r3, r1, r2 mul r1, r1, r3 add r1, r1, r1 add r3, r1, -r2 // Compute sphere-map texture coords mad r4.w, -r3.z, c64.y, c64.y rsq r4, r4.w mul r4, r3, r4 mad r4, r4, c64.x, c64.y // Project position m4x4 oPos, r0, c4 mul oT0.xy, r4.xy, c64.zw mov oT0.zw, c64.z
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The shader assembly-language instructions accomplish the following:
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Declare the shader version Define constants (if any) Declare input registers. The dcl instructions bind vertex buffer data types with vertex shader input registers Transform the position data and normal data to view space
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Part III
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Programming Effects
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Compute the reflection vector in view space Compute the sphere map texture coordinates
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The effect state assignments for initializing constants and the multitexture blender look like this:
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VertexShaderConstant4[0] = (matWorld); VertexShaderConstant4[4] = (matViewProject); VertexShaderConstant1[8] = (vecPosition); // Multi-texture blender Texture[0] = (texSphereMap); ColorOp[0] = SelectArg1; ColorArg1[0] = Texture; // Sampler state AddressU[0] = Wrap; AddressV[0] = Wrap; MinFilter[0] = Linear; MagFilter[0] = Linear;
These vertex shader constant effect states are assigned using the global variables:
VertexShaderConstant4[0] = (matWorld); VertexShaderConstant4[4] = (matViewProject); VertexShaderConstant1[8] = (vecPosition);
Notice that the SDK sample uses angle brackets around global variables during assignment, for example:
VertexShaderConstant4[0] = <matWorld>;
The compiler has been updated to also use parentheses, as shown here:
VertexShaderConstant4[0] = (matWorld);
Effect global parameters are assigned to effect state by placing them in parentheses. The matWorld global variable will need to be initialized by the application and then assigned to the vertex shader constant effect state, VertexShaderConstant4[0]. The index 0 indicates the constant register number c0. VertexShaderConstant4 is an effect state that assigns four constant registers, in the default column-major format. In other words, VertexShaderConstant4 is actually assigning a 4-by-4 matrix to four vertex shader constant registers: c0, c1, c2, and c3. It s safer to use parentheses than angle brackets, especially if you cut and paste code from one window to another and HTML is involved (such as cutting code from a document page into an effect file, or vice versa). Parentheses are also more consistent with complex expressions.
10
Assembly-Language Effect Examples
The remaining effect state initializes the texture object, the sampler, and the multitexture blender. Three sets of statements are used. First, assign the sphere-map texture to the Texture0 effect state.
Texture[0] = (texSphereMap);
Second, set the sampler filter states:
AddressU[0] = Wrap; AddressV[0] = Wrap; MinFilter[0] = Linear; MagFilter[0] = Linear;
Third, identify the multitexture blender states for stage 1:
ColorOp[0] = SelectArg1; ColorArg1[0] = Texture;
So there you have it. The effect implements a vertex shader that transforms the position and calculates sphere-map texture coordinates. It also sets up the multitexture blender state to apply the texture samples. Let s move on to the application code for building the effect. Here s the code for loading the object from an .x file, loading the texture, and creating the effect:
// Load the file objects if( FAILED( m_pShinyTeapot->Create( m_pd3dDevice, _T("teapot.x") ) ) ) return D3DAPPERR_MEDIANOTFOUND; if( FAILED( m_pSkyBox->Create( m_pd3dDevice, _T("lobby_skybox.x") ) ) ) return D3DAPPERR_MEDIANOTFOUND; if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, _T("spheremap.bmp"), &m_pSphereMap ) ) ) return D3DAPPERR_MEDIANOTFOUND; // Set mesh properties m_pShinyTeapot->SetFVF( m_pd3dDevice, ENVMAPPEDVERTEX::FVF ); // Restore the device-dependent objects m_pFont->InitDeviceObjects( m_pd3dDevice ); // Create effect object if( FAILED( D3DXCreateEffect( m_pd3dDevice, g_szEffect, g_cchEffect, NULL, NULL, 0, NULL, &m_pEffect, NULL ) ) ) { SAFE_RELEASE(m_pEffect); return E_FAIL; }
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