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Using advanced shaders

Chuck Walbourn edited this page Aug 3, 2021 · 33 revisions

In this lesson we learn about other built-in shader types and some of their uses.

Setup

First create a new project using the instructions from the first two lessons: The basic game loop and Adding the DirectX Tool Kit which we will use for this lesson.

Environment mapping

Start by saving wood.dds and cubemap.dds into your new project's directory, and then from the top menu select Project / Add Existing Item.... Select "wood.dds" and click "OK". Repeat for "cubemap.dds"

In the Game.h file, add the following variables to the bottom of the Game class's private declarations:

DirectX::SimpleMath::Matrix m_world;
DirectX::SimpleMath::Matrix m_view;
DirectX::SimpleMath::Matrix m_proj;
std::unique_ptr<DirectX::CommonStates> m_states;
std::unique_ptr<DirectX::GeometricPrimitive> m_shape;
std::unique_ptr<DirectX::EnvironmentMapEffect> m_effect;
Microsoft::WRL::ComPtr<ID3D11InputLayout> m_inputLayout;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_texture;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_cubemap;

In Game.cpp, add to the TODO of CreateDevice:

m_states = std::make_unique<CommonStates>(m_d3dDevice.Get());

m_effect = std::make_unique<EnvironmentMapEffect>(m_d3dDevice.Get());
m_effect->EnableDefaultLighting();

m_shape = GeometricPrimitive::CreateTeapot(m_d3dContext.Get());
m_shape->CreateInputLayout(m_effect.get(),
    m_inputLayout.ReleaseAndGetAddressOf());

DX::ThrowIfFailed(
    CreateDDSTextureFromFile(m_d3dDevice.Get(), L"wood.dds", nullptr,
    m_texture.ReleaseAndGetAddressOf()));

m_effect->SetTexture(m_texture.Get());

DX::ThrowIfFailed(
    CreateDDSTextureFromFile(m_d3dDevice.Get(), L"cubemap.dds", nullptr,
    m_cubemap.ReleaseAndGetAddressOf()));

m_effect->SetEnvironmentMap(m_cubemap.Get());

m_world = Matrix::Identity;

In Game.cpp, add to the TODO of CreateResources:

m_view = Matrix::CreateLookAt(Vector3(2.f, 2.f, 2.f),
    Vector3::Zero, Vector3::UnitY);
m_proj = Matrix::CreatePerspectiveFieldOfView(XM_PI / 4.f,
    float(backBufferWidth) / float(backBufferHeight), 0.1f, 10.f);

m_effect->SetView(m_view);
m_effect->SetProjection(m_proj);

In Game.cpp, add to the TODO of OnDeviceLost:

m_states.reset();
m_shape.reset();
m_effect.reset();
m_inputLayout.Reset();
m_texture.Reset();
m_cubemap.Reset();

In Game.cpp, add to the TODO of Render:

m_effect->SetWorld(m_world);
m_shape->Draw(m_effect.get(), m_inputLayout.Get(), false, false, [=]{
    auto sampler = m_states->LinearWrap();
    m_d3dContext->PSSetSamplers( 1, 1, &sampler );
});

In Game.cpp, add to the TODO of Update:

float time = float(timer.GetTotalSeconds());

m_world = Matrix::CreateRotationZ(cosf(time) * 2.f);

Build and run to see the teapot rendered with a 'glossy' looking teapot:

Screenshot of teapot

In Game.cpp add the following to the TODO section of Update:

m_effect->SetFresnelFactor(cosf(time * 2.f));

Build and run to see the effect of animating the Fresnel factor.

Screenshot of teapot

Normal mapping

NormalMapEffect is similar to the BasicEffect with the addition of a normal texture map and an optional specular texture map.

Note that NormalMapEffect requires Direct3D hardware feature level 10.0 or higher. It won't run on 9.x feature levels.

Starting with the project from the exercise above, download normalMap.dds into your project's directory, and then from the top menu select Project / Add Existing Item.... Select "normalMap.dds" and click "OK".

In the Game.h file, add the following variables to the bottom of the Game class's private declarations:

Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_normalTexture;

Also change the definition of m_effect:

std::unique_ptr<DirectX::NormalMapEffect> m_effect;

In Game.cpp, add to the TODO of CreateDevice:

DX::ThrowIfFailed(
    CreateDDSTextureFromFile(m_d3dDevice.Get(), L"normalMap.dds", nullptr,
        m_normalTexture.ReleaseAndGetAddressOf()));

m_effect->SetNormalTexture(m_normalTexture.Get());

And change the creation of the effect:

m_effect = std::make_unique<NormalMapEffect>(m_d3dDevice.Get());

You'll also need to comment out the calls to SetEnvironmentMap and SetFresnelFactor.

In Game.cpp, add to the TODO of OnDeviceLost:

m_normalTexture.Reset();

Build and run to see the normal mapped effect rendering a bumpy teapot:

Screenshot of teapot

Hemisphere lighting

DebugEffect is intended primarily to visualize normals/tangents, but it also supports hemispherical ambient lighting. This basic form of lighting is useful for seeing 3D shapes, as well as providing a gradient color for skydomes, etc.

Note that DebugEffect requires Direct3D hardware feature level 10.0 or higher. It won't run on 9.x feature levels.

Once again, we start with the project from the previous excercises.

In the Game.h file, change the definition of m_effect:

std::unique_ptr<DirectX::DebugEffect> m_effect;

In Game.cpp, change the creation of the effect:

m_effect = std::make_unique<DebugEffect>(m_d3dDevice.Get());

m_effect->SetHemisphericalAmbientColor(Colors::DarkBlue, Colors::Purple);

You'll also need to comment out the calls to EnableDefaultLighting, SetTexture, SetNormalTexture, SetEnvironmentMap and SetFresnelFactor.

Build and run to see the debug effect rendering a blue/purple gradient teapot:

Screenshot of teapot

More to explore

  • The EnvironmentMapEffect also supports spherical environment maps (a DirectX 9 feature) and dual-parabolic environment maps.

  • PBREffect is a Disney-style Physically-Based Rendering effect which uses albedo maps, normal map, and roughness/metalness/ambient-occlusion map along with two cubemaps for Image-Based Lighting.

  • DualTextureEffect is used to render a material with two textures applied. This requires the input layout to contain a second set of texture coordinates. This does not perform vertex or per-pixel lighting, as the second texture is most often a lightmap with statically computed lighting information. .SDKMESH and the Content Exporter support exporting light-mapped models which utilize this effect (see -lightmaps).

  • The AlphaTestEffect is used to perform pixel rejection based on an alpha reference value and function selection. It's primarily to implement techniques that relied on legacy Direct3D 9 alpha testing render state. This effect is independent of the depth/stencil tests set in D3D11_DEPTH_STENCIL_DESC.DepthFunc and StencilFunc.

Next lesson: Creating custom shaders with DGSL

Further reading

DirectX Tool Kit docs Effects

For Use

  • Universal Windows Platform apps
  • Windows desktop apps
  • Windows 11
  • Windows 10
  • Windows 8.1
  • Windows 7 Service Pack 1
  • Xbox One

Architecture

  • x86
  • x64
  • ARM64

For Development

  • Visual Studio 2022
  • Visual Studio 2019 (16.11)
  • clang/LLVM v12 - v18
  • MinGW 12.2, 13.2
  • CMake 3.20

Related Projects

DirectX Tool Kit for DirectX 12

DirectXMesh

DirectXTex

DirectXMath

Win2D

Tools

Test Suite

Model Viewer

Content Exporter

DxCapsViewer

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