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Microsoft DirectX 9 Programmable Graphics Pipeline
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Microsoft DirectX 9 Programmable Graphics Pipeline
Mixed media product ISBN: 9780735616530
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You can use vertex shaders to deform geometry, apply procedural textures with pixel and texture shaders, and use effects to encapsulate shader and pipeline state making code reuse a snap. CD features: Sample programs that demonstrate: Vertex shader transformations, lighting, fog, vertex displacement, and vertex blending Pixel shader texturing, 2-D image processing, and lighting Texture shader generation of procedural textures Encapsulating assembly-language and HLSL shaders into an effect Interactive development of an effect using EffectEdit DirectX 9 SDK Fully searchable eBook
| ISBN | 735616531 |
| ISBN13 | 9780735616530 |
| Publisher | Microsoft Press,U.S. |
| Format | Mixed media product |
| Publication date | 01/06/2003 |
| Pages | 440 |
| Weight (grammes) | 967 |
| Published in | United States |
| Height (mm) | 230 |
| Width (mm) | 185 |
Foreword xiii
Acknowledgments xvii
Introduction xix
PART I
PROGRAMMING ASSEMBLY-LANGUAGE SHADERS
1
Vertex Shader Introduction 3
Vertex Processing
4
Vertex Shader Tutorial 1: Transforming Vertices 6
Vertex Shader Tutorial 1a: Adding a Diffuse Color
19
Summary 23
2
Vertex Shader Virtual Machine
25
Virtual Machine Block Diagram
25
Shader Layout
27
Registers
28
Instructions 32
Setup Instructions
33
Arithmetic Instructions
34
Macro-Op Instructions
35
Texture Instructions 36
Flow-Control Instructions
36
Modifiers Extend the Virtual Machine 37
Vertex Shader Version Differences 39
Summary
41
3
Vertex Shader Examples 43
Example 1: Vertex Shader Fog
43
Example 2: Vertex Shader SDK Sample
47
Example 3: Vertex Blend SDK Sample
56
Summary 65
4
Pixel Shader Virtual Machine
67
Pixel Processing 67
Pixel Shader Virtual Machine Block Diagram
72
Shader Layout
74
Registers 75
Input Registers for Versions 1_1 to 1_4 76
Output Register for Versions 1_1 to 1_4
77
Input Registers for Version ps_2_0 and Later
77
Instructions 80
Setup Instructions
82
Arithmetic Instructions
83
Macro-Op Instructions
84
Texture Instructions
85
Flow-Control Instructions 87
Instruction Set Summary
89
Modifiers Extend the Virtual Machine
89
Modifiers for Versions 1_1 to 1_4
90
Modifiers for ps_2_0 and Later
92
Pixel Shader Version Differences 92
Summary 93
5
Pixel Shader Examples
95
Example 1: 2-D Image Processing 95
Example 2: Multilayered Textures
101
PART II
PROGRAMMING HLSL SHADERS
6
HLSL Introduction
109
Tutorial 1: Start with a Vertex Shader: Hello World 110
Add a Diffuse Color 113
Tutorial 2: Add a Pixel Shader
115
Complementing
118
Darkening
118
Masking the Red Out
119
Displaying Red Only
119
Tutorial 3: Add a Procedural Texture 120
Building the Tutorials 122
Creating Resources
123
Rendering
129
Summary
130
7
The Language
131
Data Types
131
Scalar Types
131
Variable Declaration
132
Type Modifiers
132
Storage Class Modifiers 134
Semantics
135
Annotations 135
Vector Types 135
Matrix Types
138
Constructors 142
Casting
143
Integer Math
144
Complex Data Types
144
Expressions and Statements
149
Statements
155
Functions
160
Function Declaration
160
Function Body
167
Intrinsic Functions
168
Summary
169
8
HLSL Examples
171
Glow Example
171
Apply a Texture
173
Add the Glow 183
Sparkle Example 192
Vertex Shader 195
Texture Shader
198
Pixel Shader
199
Diffuse Only
201
Diffuse and Gloss
201
Diffuse, Gloss, and Sparkle
201
Vertex and Pixel Shader Creation
202
Procedural Texture Creation 204
Environment Map Creation
205
Mesh Creation
206
Render 210
HLSL Experimentation in EffectEdit
211
Summary
212
PART III
PROGRAMMING EFFECTS
9
Effect Introduction
215
Effects and the 3-D Pipeline
215
An Effect with an Assembly-Language Vertex Shader
217
Effect Global Variables 218
Effect State
219
HLSL Vertex Shader
222
Characteristics of Effects
225
Save and Restore State 225
Use Multiple Techniques and Passes
227
Share Parameters 229
Use Semantics to Find Parameters
230
Use Handles to Get and Set Parameters
230
Add Parameter Information with Annotations 231
Building an Effect
232
Create an Effect
232
Validate an Effect
234
Render an Effect
234
Summary
236
10
Assembly-Language Effect Examples
237
Example 1: Asm Vertex Shader with Lighting
237
Example 2: Asm Vertex Shader and Pixel Shader with Texturing
243
Example 3: Asm Vertex Shader Environment Map
249
11
HLSL Effect Examples 259
Example 1: Vertex and Pixel Shader with Per-Pixel Lighting
259
Example 2: Multiple-Pass Rendering with Alpha Blending
265
EffectEdit: Interactive Effect Development 274
The Code Pane 274
The Render Pane
275
The Rendering Options Pane
275
The Compile Results Pane 275
Getting an Effect to Run in EffectEdit
276
Example 3: Hemispheric Lighting 278
PART IV
APPENDIXES
A
Vertex Processing 287
Transformations
287
Affine Transform
289
Left-to-Right Order
290
World Transform
291
View Transform
292
Projection Transform
294
Vertex Fog
297
Lights and Materials
299
Ambient Light 300
Diffuse Light
300
Specular Light 301
Emissive Light
302
Light Attenuation
302
Spotlight Cone 303
B
Asm Shader Instructions
305
Instructions
305
C
HLSL Reference
347
1: Data Types 347
1.1 Intrinsic Types 347
1.2 User-Defined Types 348
1.3 Type Casts 349
2: Operators 351
3: User-Defined Functions 353
3.1 Vertex Shader Semantics 355
3.2 Pixel Shader Semantics 356
3.3 Procedural Texture Shader Semantics 357
4: Intrinsic Functions 357
5: Pixel Shader 1_x Considerations 386
5.1 ps_1_1, ps_1_2, and ps_1_3 387
5.2 ps_1_4 387
5.3 Modifiers 388
5.4 Texture Instructions 391
6: Keywords 397
7: Directives 398
8: Lexical Conventions 398
8.1 White Space 398
8.2 Floating-Point Numbers 399
8.3 Integer Numbers 399
8.4 Characters 400
8.5 Identifiers 401
8.6 Strings 400
9: Grammar 400
9.1 Program 400
9.2 Declarations 400
9.3 Usages 401
9.4 Types 401
9.5 Structures 402
9.6 Annotations 403
9.7 Variables 403
9.8 Initializers 403
9.9 Functions 403
9.10 Techniques 404
9.11 Statements 405
9.12 Expressions 405
9.13 Tokens 407
D
Effect Reference
409
1: Effect Format
409
1.1 Variables
409
1.2 Techniques 411
1.3 Passes 411
1.4 Expressions
411
1.5 Annotations
413
1.6 Cloning and Sharing
414
1.7 Handles
415
1.8 IDs and Semantics
416
1.9 Usages
417
1.10 Literals
417
1.11 Validation
418
2: Effect States
418
2.1 Light States 419
2.2 Material States
420
2.3 Render States: Vertex Pipeline vs. Pixel Pipeline 421
2.4 Sampler States
426
2.5 Sampler Stage States
426
2.6 Shader States
428
2.7 Shader Constant States
429
2.8 Texture States
431
2.9 Texture Stage States 431
2.10 Transform States 433
Summary
433
INDEX 435
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