Basic DirectX 9 shader tutorial
#1 Members - Reputation: 164
Posted 03 March 2011 - 08:57 AM
does anyone know where I can find some tutorial about implementing DirectX pixel shaders ?
Or maybe some example code or project I could see?
I don't know nothing about it, just that it uses some .fx files.
I would like to use it in a 2D game (that uses LPD3DXSPRITE to draw textures).
Thanks!
#2 Members - Reputation: 164
Posted 29 March 2011 - 02:31 PM
I basically just want to do something simple, like increasing or reducing brightness of the whole scene, like you can see in the link below.
facewound shader examples
#3 Members - Reputation: 108
Posted 30 March 2011 - 08:21 PM
Get Programming with DX9: A Shader Approach, by Frank Luna. It's very well done, and takes you from the verys basics to some pretty interesting effects.
If you can't get the book, I don't have any web resources handy. I've never searched extensively, but I'm sure you could find something.
#6 Members - Reputation: 164
Posted 31 March 2011 - 07:57 AM
I was actually looking for something way simpler, written in "common english" since english is not my native tongue.
I found it last night here: http://www.two-kings...graphics18.html
So I used their method, and those "facewound" shaders, and it worked.
I was even able to figure out how "render to texture" works so I can apply a shader on the whole backbuffer / texture.
I will post some images later.
#7 Members - Reputation: 164
Posted 31 March 2011 - 06:01 PM
Also I managed to write my own two simple shaders: "simplify colors" and "flash light".
Credits go to Garry Newman : http://www.facewound...orials/shader1/
and Two-Kings: http://www.two-kings...als/dxgraphics/
Here are some pics:
NEGATIVE

EMBOSSED

BLACK AND WHITE

SIMPLIFY COLORS (mine)

FLASHLIGHT (mine)
#8 Members - Reputation: 108
Posted 01 April 2011 - 07:54 PM
You mentioned in your first post that you wanted to use the D3DXSprite interface with shaders... Is that the approach you used in your screenshots? If so, I'm curious about any hoops you needed to jump through to render your sprites with shaders. In the book I mentioned, the author introduces the interface but does not give any specifics about using the interface with shaders (...yet, I have not completed the book). I have not had the time to write tests myself, so I thought I'd take the easy way out...
So, is it as simple setting the shader and rendering the sprites?
#9 Members - Reputation: 164
Posted 03 April 2011 - 12:22 PM
Yes, I use D3DXSprite to draw everything.
It ended up being really straight forward. This is the sprite draw method that I updated to use shaders. Sprite has a string "shader" which is used to set shader technique, if ShaderOn==true.
This way I can apply a different shader on every sprite I draw.
All sprites are drawn on the texture using this method, then that texture is drawn on the backbuffer (using the sprite handler (D3DXSprite) with a shader applied or not ) , and then I call Present.
void Sprite::draw()
{
//sprite transformation stuff
int fx = (this->curframe % this->animcolumns) * this->width;
int fy = (this->curframe / this->animcolumns) * this->height;
RECT srcRect = {fx,fy, fx+this->width, fy+this->height};
this->transform();
//
if (this->ShaderOn)
{
g_engine->p_effect->SetTechnique(this->shader.c_str());
UINT passes = 0;
g_engine->p_effect->Begin(&passes, 0);
g_engine->p_sprite_handler->Begin(D3DXSPRITE_ALPHABLEND);
if (passes>0)
{
g_engine->p_effect->BeginPass(i);
g_engine->getSpriteHandler()->Draw(this->image->GetTexture(),&srcRect,NULL,NULL,color);
}
g_engine->p_sprite_handler->End();
g_engine->p_effect->EndPass();
g_engine->p_effect->End();
}
else
{
g_engine->p_sprite_handler->Begin(D3DXSPRITE_ALPHABLEND);
g_engine->getSpriteHandler()->Draw(this->image->GetTexture(),&srcRect,NULL,NULL,color);
g_engine->p_sprite_handler->End();
}
}
#16 Members - Reputation: 164
Posted 20 April 2011 - 06:54 AM
There is definately some great work going on here... Am I mistaken or do I recognize that level from somewhere???
Yes, the level design is not very original, but I am making a new one.
nice work done...can u share the code..i am a starter of direct x programming and this would be a very good tutorial for me..
Which code do you need, pixel shaders (.fx files) or the engine ?
#17 Members - Reputation: 100
Posted 20 April 2011 - 11:43 PM
There is definately some great work going on here... Am I mistaken or do I recognize that level from somewhere???
Yes, the level design is not very original, but I am making a new one.
nice work done...can u share the code..i am a starter of direct x programming and this would be a very good tutorial for me..
Which code do you need, pixel shaders (.fx files) or the engine ?
well i would really appreciate if you share the engine code..cause i want to learn from the starting..
if you want my personal communication:
rays_kk@yahoo.com
#18 Members - Reputation: 164
Posted 21 April 2011 - 04:28 AM
well i would really appreciate if you share the engine code..cause i want to learn from the starting..
if you want my personal communication:
rays_kk@yahoo.com
Oh, this is not my engine. I am just playing around with J.S. Harbour's Advanced2D engine.
It is a simple engine that uses DirectX for graphics and input, and Fmod for sound.
More info here: Advanced 2D Game Development
You can get the source code and some examples (DevC++ and Visual Studio) on his forum: J.S. Harbour forum
You can also download my example game. The archive has two DevC++ projects (not compiled), one is the engine, the other is my game which I commented in English, so it is very easy to understand how to use the engine and some of its methods . Split Horizon
http://www.megaupload.com/?d=VA853IOH or http://hotfile.com/dl/98011154/b9ec1ce/SplitHorizon_eng.rar.html
The only thing I forgot to put in the archive are some FMOD libraries, but you can find them on the forum with the source code, or I can upload them.
Be free to PM me for more info.






