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Strategies and Techniques for Real-Time Shaders. Neil Hazzard Software Engineer Autodesk, Media and Entertainment. Overview. Recap from GDC 2005 What’s new in 3ds max 8 Scene Effects Extending effects with MAXscript Tips Lots of Demos…. Quick Recap from GDC 2005.

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slide2

Strategies and Techniques for Real-Time Shaders

Neil Hazzard

Software Engineer

Autodesk, Media and Entertainment

overview
Overview
  • Recap from GDC 2005
  • What’s new in 3ds max 8
  • Scene Effects
  • Extending effects with MAXscript
  • Tips
  • Lots of Demos…
quick recap from gdc 2005
Quick Recap from GDC 2005
  • 3ds max supports HLSL Effect files
  • Dynamic UI creation based on Semantic and Annotations in the file
  • Automatic update of changed file and bitmaps
  • Based on Parser Technology
    • Two Formats supported. 3ds max and DxSAS 0.8
  • MAXScript extendible
  • GDC 2005 session available
    • http://sparks.autodesk.com/downloads
what s new in 3ds max 8
What’s new in 3ds max 8
  • New Annotation “ColorChannel” specifies whether a Map Channel contains color information.
    • int texcoord1 : Texcoord
    • <
    • int Texcoord = 1;
    • int MapChannel = 10;
    • bool ColorChannel = true;
    • >;
  • #define support - _3DSMAX_, 3DSMAX, MAX & _MAX_

Easier support for max specific code, by using #ifdef _MAX_

  • Use of DiffuseMap semantic to provide better Material Editor sample slot rendering
  • Scene Effects
scene effects
Scene Effects
  • Effects that work at the scene level
    • Pre Effects – runs before any geometry is drawn
      • Useful for background images
    • Post Effects – runs after all geometry is drawn
      • Any “post production” work – blur, glow etc..
    • Environment Effects – special type that process the scene for use in per object rendering
      • Ideal for Shadow Maps or CubeMaps generation
      • Only work with the DirectX 9 Shader Material
using scene effects 1 4
Using Scene Effects - 1/4
  • Scene effects use a ParamID of 0x003
    • Tells the system to use the correct parser
    • Uses bool PreShader = true; to help the parser with usage.
  • Post effects receive the render target containing the scene in a texture parameter called SceneMap.
  • Pre Effects simply render into the current active render target.
  • Load the scene effects using the Scene Effect Loader Utility
using scene effects 2 4
Using Scene Effects - 2/4
  • Example of the post_output.fx file

#include "quad.fxh“ //helper file for drawing quads

string ParamID = "0x003"; //tells the system what parser

//Macro to define the Scene texture and sampler

DECLARE_QUAD_TEX(SceneMap,SceneSampler,"X8R8G8B8")

//Simple pixel shader that simply outputs the input scene data

float4 OutputPS(VertexOutput IN) : COLOR

{

float4 texCol = float4(tex2D(SceneSampler, IN.UV).xyz,1);

// Do anything else here

return texCol;

}

using scene effects 3 4
Using Scene Effects - 3/4
  • Environment Effects
    • Run before the main scene output starts
    • Should run in conjunction with object based shaders
      • Object shaders can then use specific transforms setup by the environment stage
        • An Example is light transforms for Shadow maps
      • Use multiple techniques, one for environment pass and another for final pass. Have a naming convention so the parser can set them dynamically
    • Can create maps that would be used by objects based effects
using scene effects 4 4
Using Scene Effects – 4/4
  • Developers can write their own scene parsers
  • Node sorting and filtering can be implemented
    • The utility simply sorts based on the GBuffer ID and filters non DirectX 9 Shader materials
  • New interfaces – see RTMax.h
    • IDxSceneManager, IValidateNodeCallback and IDxSceneTransformManager
extending with maxscript
Extending with MAXScript

Scripted Material

Auto Generated UI

extending with maxscript1
Extending with MAXScript
  • Scripted Material
    • plugin material StandardFX

name:"StandardFX"

classID:#(692421,413582)

extends:DirectX_9_Shader replaceUI:true version:1

(…)

  • Parameters use the name defined in the effect file
    • You could still use “showproperties meditmaterials[1]” to list the names
  • Simply use the delegate keyword to set the value
    • The texture used by effects is actually a bitmap type
extending with maxscript2
Extending with MAXScript
  • On Create Handler (Scripted_StandardFX.ms)

on create do

(

-- setup initial material

effectfile = GetDir #maxroot

effectfile = effectfile + "\\maps\\fx\\StandardFX.fx"

delegate.effectfile = effectfile

ambientlock = true

)

extending with maxscript3
Extending with MAXScript
  • Button Handler (Scripted_StandardFX.ms)

on b_topDiffuseClr pressed do

(

b = selectbitmap caption: "Top Diffuse Map"

if b != undefined then

(

delegate.g_TopTexture = b

b_topDiffuseClr.text = b.filename

topdiffuseMap = b --defined as type:#bitmap

)

)

extending with maxscript4
Extending with MAXScript
  • Generates custom and sophisticated UIs
  • Allows data validation and Access control
    • E.g. power of two textures, or textures no greater than a certain size.
  • Can provide workarounds for the UI widgets generated by the parsers
  • Scriptable values instead of UI generated can drive delegate values
    • E.g. UV clamping etc..
things to remember
Things to remember
  • Annotations are case sensitive
  • The three built in parsers are very different, don’t mix up your annotations
    • Type verses ResourceType
    • name verses ResourceName
  • 3ds max is Z-up
    • You soon find this out with cubemaps!!
    • Swap YZ around to make it work
  • Currently only camera based matrixes are support at the object level.
  • Use Scripted materials
    • Good to work around “Auto UI” look and feel
    • Data management/validation
resources
Resources
  • http://sparks.autodesk.com
    • Sample parsers available and documentation
  • http://developer.nvidia.com
  • http://www.ati.com/developer
  • msdn.microsoft.com/directx
  • Ben Cloward
    • http://www.monitorstudios.com/bcloward/resources.html
  • [email protected]
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