Download e-book for iPad: Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks by Wolfgang F. Engel

By Wolfgang F. Engel

ISBN-10: 1556220413

ISBN-13: 9781556220418

ISBN-10: 2002006571

ISBN-13: 9782002006570

The easiest a part of the e-book is the thing by means of Dean Calver on vertex compression. many of the different fabric are strong practial methods on shaders plus tutorials. Dean's article not just supplies a smart method to compress and decompress vertex place - by means of concating the version view matrix together with his decompression matrix. His use of eigen vectors to discover the primary axis is fresh. He additionally confirmed us find out how to expand the tactic to address geometry which are better and can't be dealt with in the precision of the elemental approach.

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Extra info for Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks with CDROM

Example text

D3DVSDT_FLOAT3 value should be placed in the first input register, and a D3DVSDT_D3DCOLOR color value should be placed in the sixth input register. For example, the position data could be processed by the input register 0 (v0) with D3DVSD_REG(0, D3DVSDT_FLOAT3) and the normal data could be processed by input register 3 (v3) with D3DVSD_REG(3, D3DVSDT_FLOAT3). How a developer maps each input vertex property to a specific input register is only important if one wants to use N-Patches because the N-Patch tessellator needs the position data in v0 and the normal data in v3.

Vertex Shader Architecture Let’s get deeper into vertex shader programming by looking at a graphical representation of the vertex shader architecture: Figure 13: Vertex shader architecture Team LRN Fundamentals of Vertex Shaders 17 All data in a vertex shader is represented by 128-bit quad-floats (4x32-bit): Figure 14: 128 bits A hardware vertex shader can be seen as a typical SIMD (Single Instruction Multiple Data) processor, as you are applying one instruction and affecting a set of up to four 32-bit variables.

Specific vertex elements such as position or normal must be placed in specified registers located in the vertex input memory. For example, the vertex position is bound by D3DVSDE_POSITION to Register 0, the diffuse color is bound by D3DVSDE_DIFFUSE to Register 5, etc. h: #define #define #define #define #define #define #define #define #define #define #define #define #define #define #define #define #define D3DVSDE_POSITION 0 D3DVSDE_BLENDWEIGHT 1 D3DVSDE_BLENDINDICES 2 D3DVSDE_NORMAL 3 D3DVSDE_PSIZE 4 D3DVSDE_DIFFUSE 5 D3DVSDE_SPECULAR 6 D3DVSDE_TEXCOORD0 7 D3DVSDE_TEXCOORD1 8 D3DVSDE_TEXCOORD2 9 D3DVSDE_TEXCOORD3 10 D3DVSDE_TEXCOORD4 11 D3DVSDE_TEXCOORD5 12 D3DVSDE_TEXCOORD6 13 D3DVSDE_TEXCOORD7 14 D3DVSDE_POSITION2 15 D3DVSDE_NORMAL2 16 The second parameter of D3DVSD_REG specifies the dimensionality and arithmetic data type.

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Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks with CDROM by Wolfgang F. Engel


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