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DirectX 10 Game Programming : 3D Introduction - A Small Shader Introduction

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Because Direct3D no longer supports the fixed function pipeline, it falls to you to designate the behavior of how vertices and pixels are handled. The fixed function pipeline previously had a set way of processing vertices as they passed through on their way to being drawn. This restricted the options you had to fully control the pipeline, limiting you to the functionality the pipeline supported. There was a single method for handling lighting and a set maximum value of textures you could work with. This severely limited the effects you could achieve using Direct3D. With Direct3D 10 that all changed. The fixed pipeline is no more and how objects are drawn is completely within your hands.

As each vertex is processed by the system, you get the opportunity to manipulate it or to allow it to pass through unchanged. The same can be said for pixels. Any pixel being rendered by the system also is provided to you to be changed before going to the screen. The functionality to change vertices and pixels is contained within Direct3D’s shader mechanism.

Shaders are Direct3D’s way of exposing pieces of the pipeline to be dynamically reprogrammed by you. Direct3D supports three types of shaders: vertex, pixel, and geometry.

Vertex shaders operate on just what you’d expect, vertices. Every vertex going through the pipeline is made available to the current vertex shader before being outputted. Likewise, any pixel being rendered must also pass through the pixel shaders. Geometry shaders are a new special type of shader introduced with Direct3D 10. Geometry shaders allow for multiple vertices to be manipulated simultaneously, giving the option of controlling entire pieces of geometry. Since shaders are required for even the simplest 3D drawing, I’ll explain how shaders are loaded and applied.

Loading an Effect File

Shaders are bundled together in what’s called an effect. Most of the time, you’ll be using a combination of vertex and pixel shaders together to create a certain behavior called a technique. Because the different types of shaders depend on each other, their functionality is combined into one file. The effect file contains the code for vertex and pixel shaders and now with Direct3D10, geometry shaders as well.

The simplest form of effect contains a technique with a vertex shader that allows the incoming data from the vertex structure to just pass through. This means the vertex position and other properties will not be changed in any way and are passed on to the next stage in the pipeline.

A simple pixel shader will perform no calculations and return only a single color. Geometry shaders are optional and can be NULL. The contents of a basic effect file are shown next.

// PS_INPUT - input variables to the pixel shader
// This struct is created and filled in by the
// vertex shader
struct PS_INPUT
{
    float4 Pos : SV_POSITION;
    float4 Color : COLOR0;
};

////////////////////////////////////////////////
// Vertex Shader - Main Function
///////////////////////////////////////////////
PS_INPUT VS (float4 Pos : POSITION)
{
    PS_INPUT psInput;

    psInput.Pos = Pos;
    psInput.Color = float4 (1.0f, 1.0f, 0.0f, 1.0f);

    return psInput;
}

///////////////////////////////////////////////
// Pixel Shader
///////////////////////////////////////////////
float4 PS(PS_INPUT psInput) : SV_Target
{
    return psInput.Color;
}

// Define the technique
technique10 Render
{
    pass P0
    {
        SetVertexShader( CompileShader( vs_4_0, VS() ) );
        SetGeometryShader( NULL );
        SetPixelShader( CompileShader( ps_4_0, PS() ) );
    }
}

					  

Go ahead and look at the code within the effect file. You probably won’t understand much of the syntax yet, but it should give you an idea as to what to expect.

Effects are usually loaded in from a file using the D3DX10CreateEffectFromFile function. I’ll only go over the use of the function now because effect files and their components will be explained in more detail later. An example of how to use the D3DX10CreateEffectFromFile function is shown next.

// The name of the effect file to load
LPCWSTR effectFilename = L"..\\simple.fx";
// The effect object
ID3D10Effect* pEffect = NULL;

// Load the effect file and create the effect object
HRESULT hr = D3DX10CreateEffectFromFile (effectFilename,
    NULL,
    NULL,
    "fx_4_0",
    D3D10_SHADER_ENABLE_STRICTNESS,
    0,
    pD3DDevice,
    NULL,
    NULL,
    &pEffect,
    NULL);

if (FAILED(hr))
{
    return false;
}

The file name contained in the effectFilename variable is loaded and the resulting effect is created and placed into the pEffect variable. If the loading of the effect was successful, the effect can now be used. One important parameter to take note of is the fourth parameter; this parameter specifies the shader model the shader should be compiled with upon load. Under Direct3D10, the new shader model 4.0 is used.

The Technique

Effects files also include a section called the technique. The technique is a way for the effect file to declare a method of shading behavior.

Each technique has a set of vertex and pixel shaders that it uses as vertices and pixels are passed through the pipeline. Effects allow for multiple techniques to be defined but you must have at least one technique defined. Each technique can also contain multiple passes. Most techniques you come across will contain only one pass but just be aware that multiple passes are possible for more complicated effects. Each pass uses the available shader hardware to perform different kinds of special effects.

After loading the effect file, you need to gain access to its technique in order to use it. The technique is then stored in an ID3D10EffectTechnique object for use later when rendering or defining a vertex layout. A small code sample showing how to create the technique object from an effect is shown here:

// The name of the technique in the effect file
LPCSTR effectTechniqueName = "Render";
// The technique object
ID3D10EffectTechnique*   pTechnique;

// Obtain the technique
pTechnique = pEffect->GetTechniqueByName( effectTechniqueName );

You now have a technique object ready to use when drawing your objects. Techniques are used by looping through the available passes and calling your draw functions. Before drawing using the shader technique in a pass, the technique is applied preparing the hardware for drawing. The Apply function is used to set the current technique.

// Render an object
D3D10_TECHNIQUE_DESC techniqueDescription;
pTechnique->GetDesc(&techniqueDescription);

// Loop through the technique passes
for(UINT p=0; p < techniqueDescription.Passes; ++p)
{
    pTechnique->GetPassByIndex(p)->Apply(0);

    // Draw function
}

Note

The Apply function takes only a single parameter that is currently unused for Direct3D. 0 is always passed in for this value.

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