technique TGlowOnly { pass PGlow in .NET framework

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technique TGlowOnly { pass PGlow
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(continued)
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{ // glow shader VertexShader = compile vs_1_1 VSGlow(); PixelShader = NULL; // no texture Texture[0] = NULL; // enable alpha blending AlphaBlendEnable = TRUE; SrcBlend = ONE; DestBlend = ONE; // set up texture stage states to use the diffuse color ColorOp[0] = SELECTARG2; ColorArg2[0] = DIFFUSE; AlphaOp[0] = SELECTARG2; AlphaArg2[0] = DIFFUSE; ColorOp[1] = DISABLE; AlphaOp[1] = DISABLE; } }
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Because the TGlowOnly technique draws only the glow, this technique implements the PGlow pass that we ve already seen. To experiment with either of these techniques or either of the passes in the first technique, simply modify the render loop to call whichever technique you prefer and recompile the application. The render loop is the standard mesh rendering loop that has been used on a number of the examples in this book. Here it is once again:
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// Begin the scene. if( SUCCEEDED( m_pd3dDevice->BeginScene() ) ) { // Draw the solid tiger and the glow. if(m_pEffect) { m_pEffect->SetMatrix("WorldView", &m_matView); m_pEffect->SetMatrix("Projection", &m_matProj); m_pEffect->SetTechnique(m_pEffect->GetTechnique(0)); HRESULT hr; UINT numPasses, iPass; hr = m_pEffect->Begin( &numPasses, 0 ); for( iPass = 0; iPass < numPasses; iPass ++ ) // all passes { hr = m_pEffect->Pass( iPass ); // Render the tiger with a mesh drawing loop. for( DWORD I=0; I < m_dwNumMaterials; I++ ) { // Set the material and texture for this subset. m_pd3dDevice->SetMaterial( &m_pMeshMaterials[i] );
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m_pd3dDevice->SetTexture( 0, m_pMeshTextures[i] ); // Draw the mesh subset. m_pMesh->DrawSubset( I ); } } hr = m_pEffect->End(); } // End the scene. m_pd3dDevice->EndScene(); }
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As we ve seen before, the render code sets the effect global variables (WorldView and Projection), sets the current technique with SetTechnique, and calls a loop to draw all the passes. To modify the loop to render either technique, use the following code:
hr = m_pEffect->SetTechnique("TGlowAndTexture"); // or hr = m_pEffect->SetTechnique("TGlowOnly");
Effects render a single technique. Here s the code that controls the passes that get rendered:
HRESULT hr; UINT numPasses, iPass; hr = m_pEffect->Begin( &numPasses, 0 ); for( iPass = 0; iPass < numPasses; iPass ++ ) // all passes { hr = m_pEffect->Pass( iPass ); // Render the mesh. ... } hr = m_pEffect->End();
To render all passes, run the code as it is. To render only one of the passes in a technique that has multiple passes, you can modify the start and end conditions of the for loop or you can replace the for loop with an explicit call to the Pass that you want rendered. This example implements two HLSL vertex shaders. The first one applies a texture; the second one applies a glow. The shaders are implemented in two techniques. The first technique renders both of the shaders and the second technique renders the glow only. The glow requires render states and texture stage states to be set to enable alpha blending with the frame buffer.
Part III
Programming Effects
EffectEdit: Interactive Effect Development
The EffectEdit SDK sample provides a convenient application for shader development using effects. The application allows you to load an effect into an interactive editing environment for developing shader code. Sample code can be copied and pasted into a text editing window, which can be compiled on the fly. The render results can be automatically updated. EffectEdit takes advantage of semantics and annotations to decide what to do with certain types of parameters. Let s see what EffectEdit looks like running a generic effect that s built into the application. (See Color Plate 29.) This default effect uses the fixed-function pipeline to blend the diffuse lighting with a solid textured object. The model is in the tiger.x file. To adjust the view in the render window, use the mouse to move or rotate the object or to move the light direction. EffectEdit renders four panes, which are listed here in clockwise order:
Code pane (upper left) Render pane (upper right) Rendering options pane (lower right) Compile results pane (lower left)
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