how to create barcode in vb.net 2008 The Code Pane in .NET

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The Code Pane
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The code pane displays the effect code, which includes the effect global variables, the shader functions, techniques, and passes. You can use the scroll bars to navigate up and down in the code, or use the arrow keys to navigate. The nice thing about this pane is that you can enter new HLSL code here and after a few seconds it will automatically be recompiled and re-rendered for you, which makes it a handy test bed for code development.
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11
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HLSL Effect Examples
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The Render Pane
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The render pane displays the rendered output. Like all the SDK samples, EffectEdit can display the frame rate. Use the arrow keys to rotate the object and view it from different camera angles. Click on the arrow that represents the direction of the light to move the light and watch the rendered result change.
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The Rendering Options Pane
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The rendering options pane gives you control over what gets rendered. The options include choosing which techniques and passes will be rendered, setting the rendering mode (wireframe, solid, or textured), and enabling or disabling automatic compiling and rendering.
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The Compile Results Pane
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The compile results pane displays the results of compiling whatever is in the code pane. When stepping through the debugger, any error messages are displayed in this pane. The error messages also provide the line number of the compile failures and describe the shader validation rule that was violated.
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Part III
Programming Effects
Often, the validation restrictions are displayed in this pane. If you double-click on a line that fails to compile, the debugger will open to that line in the shader code.
Getting an Effect to Run in EffectEdit
The EffectEdit sample implements a tool that allows easy experimentation with effects. Effects provide a convenient way to package multiple techniques for rendering an object, where each technique includes render states, vertex shaders, pixel shaders, and multiple passes. Using EffectEdit, you can load effect files, edit them, and see an object rendered with the effect. Changes to the effect are reflected immediately on the rendered object. Effects are set up to take advantage of the following parameter combinations:
A parameter with a semantic attached to it A parameter with an annotation A string parameter with a particular name An integer parameter with a particular name Table 11-1 describes many of the semantics that are recognized by Effect-
Edit.
Table 11-1
Semantics Recognized by EffectEdit
EffectEdit Will Expect the Parameter to Contain World matrix View matrix Projection matrix World-view matrix View-projection matrix World-view-projection matrix
If the Parameter Has This Semantic Attached to It WORLD VIEW PROJECTION WORLDVIEW VIEWPROJECTION WORLDVIEWPROJECTION
11
HLSL Effect Examples
For example, the glow.fx effect uses the WORLDVIEW semantic to identify the composite world-view matrix:
float4x3 WorldView : WORLDVIEW;
Table 11-2 describes the annotations that are recognized by EffectEdit.
Table 11-2 Annotations Recognized by EffectEdit
If the Parameter Contains This Annotation NAME FUNCTION TARGET WIDTH HEIGHT
EffectEdit Will Use the Parameter for A texture file to load A procedural texture file to load A procedural texture version (default is tx_1_0) The texture width The texture height
Table 11-3 describes the string names that are recognized by EffectEdit.
Table 11-3 String Names Recognized by EffectEdit
If the Effect Contains a String with This Name BIMG XFile
EffectEdit Will Use the String as A background image for the scene The .x file containing the object
The default effect uses the XFile parameter to specify the tiger.x file:
string XFile = "tiger.x"; // model
Only one integer type is recognized by EffectEdit. If the effect contains a string named BCLR, EffectEdit will use the integer value as the background color of the scene. The default effect uses BCLR to specify the background color:
int BCLR = 0xff202080; // background
A hex color is read in ARGB order, so this example represents a color with full intensity alpha, whose blue component is four times the value of the red and green components. To see the color in EffectEdit, comment out the statement that defines the background image, BIMG, and the background will be cleared to this shade of blue. All of the semantics, annotations, and strings can be seen in renderview.cpp in the EffectEdit SDK sample.
Part III
Programming Effects
Example 3: Hemispheric Lighting
Now that we ve been introduced to the EffectEdit SDK sample, let s put it to use with another shader. This effect is called hemisphere.fx. It implements a hemispheric lighting algorithm, which approximates an area light. Area lights provide for the light reflections that occur when light rays that directly hit an object and reflect off other objects contribute to the surface lighting. Color Plate shows an example of hemisphere lighting. (See Color Plate 31.) The following figure shows what the hemisphere effect looks like running in the EffectEdit sample.
And here s a listing of the code that is in the edit pane of EffectEdit:
// // Hemisphere Lighting Model // Copyright ) Microsoft Corporation. All rights reserved. // // Note: This effect file works with EffectEdit. // string XFile = "SkullOcc.x"; // model int BCLR = 0xff202080; // background // light directions (view space) float3 DirFromLight < string UIDirectional = "Light Direction"; > = {0.577, -0.577, 0.577}; // direction of light from sky (view space) float3 DirFromSky < string UIDirectional = "Direction from Sky"; > = { 0.0f, -1.0f, 0.0f }; // light intensity
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