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Table Of Contents

Introduction
A Simple Example
Assembly Language and Compile Targets
Data Types
Type Modifiers
Storage Class Modifiers
Initializers
Working with Vectors
Constructors
Type Casting
Structures
Samplers
Intrinsics
Math Intrinsics
Texture Sampling Intrinsics
Shader Inputs
Uniform Input
Varying Input
Shader Outputs
An Example Shader
Optimization
Matrix Data Type Usage
Integer Data Type Usage
Flow Control and Performance
Importance of Input Type Declarations
Precision Issues (logp, expp, lit)
Using the ps_1_x Compile Targets
the ps_1_x compile targets
Strategy for Targeting ps_1_x
Integration into an Engine Using D3DX Effects
Effect Files
The Effect API
The Constant Table
SDK Updates
Conclusion
Acknowledgments
Features Common to vs_3_0 and ps_3_0
Flexible Input and Output Declarations
Predication
Static and Dynamic Flow Control
Arbitrary Swizzle
Destination Write Masks on Texture Instructions
vs_3_0 Features
Registers
Instructions
Texture Sampling
Vertex Stream Frequency
ps_3_0 Features
Unlimited Texture Samples and Dependent Reads
References
Vertex and Pixel Shaders 2.0
Vertex and Pixel Shaders 3.0
Mathematical Background
Vertex Shader
Pixel Shader 1.4
Pixel Shader 2.0
HLSL Version
Background for Advanced Models
Spherical Coordinates
Roughness of a Surface
Masking and Shadowing
The Oren-Nayar Model
Shaders
Cook-Torrance Model
Shaders 2.0
Shaders 1.4
Quality Comparison
The Theory behind Fog Calculations
Technique One: Linear Fog
Implementation
Technique Two: Exponential Fog
Fog Equation
Technique Three: Exponential Squared Fog
Technique Four: Layered Fog
Theory and Equations
Technique Five: Animated Fog
Shadow Algorithm
Depth Bias Problem
Shadow Map Filtering
Shaders for Shadow Map Creation
Shaders for Final Rendering
Shadow Volume Concept
Depth-pass (z-pass)
Depth-fail (z-fail)
Problems and Solutions
Finite Shadow Cover
Ghost Shadow
View Frustum Clipping
Implementation on CPU
How It Is Done
Silhouette Determination
Forming the Shadow Volume
Shadow Volume Capping
Depth-pass Stenciling Operations (DepthPassCPU)
Depth-fail Stenciling Operations (DepthFailCPU)
Rendering Shadow Volume Capping
Implementation on GPU (Shaders)
Preprocessing of Data
Forming Shadow Volume in Shaders
Vertex Shader Implementation (FiniteGPU)
Vertex Shader Implementation (InfiniteGPU)
Better with Shaders?
DirectX 9 HLSL Samples
Efficiency and Robustness
Use Less for More
Cheat Whenever You Can
Fighting the Invisible
Scene Management Inside and Out
Always a Good Switch
Mix and Match
The End
Variable Creation and Management
Predefined RenderMonkey Variables
Stream Mapping Module
Model Management
Managing Effects
Pixel and Vertex Shaders
Editing Shaders
Vertex Shader Setup and Editing
Compiling Your Shaders
Output Window
Shader Assembly or Compilation Errors
Editing Assembly
Pixel Shader Setup and Editing
Preview Window
Editing Variables
Render State Block Management
Texturing in RenderMonkey
Texture Objects
Using Textures with HLSL Shaders
Rendering to a Texture
Render Passes
Renderable Texture Support
Editing a Renderable Texture
Editing a Render Target
Artist Editor
Editing Variables in the Artist Editor Module
Summary
Generating Suitable Texture Coordinates
The Influence of “Vertex Weight”
Problems with Non-Convex Surfaces
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Introductions and Tutorials With DirectX 9

Introductions and Tutorials With DirectX 9

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Published by: RayTracer57 on Oct 26, 2011
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11/29/2012

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