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Questions about shaders

3 posts in this topic

OK, I've been trying to implement some simple shaders today, and I can't get it working. Here are my problems:


- Do fixed function things like SetRenderState, etc.. still work if I use a shader too? Say I want to enable specular lighting alongside my simple diffuse lighting shader - can't I just enable specular lighting via SetRenderState? Do I now have to do all this stuff with my shader? The same goes for transforms - do I still need to use SetTransform to make my objects appear in the right place, or should this be done in the shader?


- I don't really get vertex declarations - I've been using FVFs up until now, but they don't seem to be used for shaders. How do I know what I need to have in my vertex declaration? What happens if I don't provide the right declaration?



Edited by george7378

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1. Enable maximum debug level, and check all functions that returns HRESULT

2. You don't need SetTransform, you pass transformation matrices to shader

3. Forget about D3DMATERIAL9, D3DLIGHT9, SetTextureStageState...

4. If you are using id3dxeffect interface you can also forget about SetRenderState since you set them in technique block:


technique myTech
    pass myPass0
        VerttexShader = ...;
        PixelShader = ...;
        // this will call SetRenderState under the hood by id3dxeffect
        CULLMODE = CW;
        ...// and what not



...can't I just enable specular lighting via SetRenderState?

No, you are doing it "manually" since you wish to use shaders.



What happens if I don't provide the right declaration?

It may draw and it may not. There should be some error/warning in debug output (if you are using VS) about that (provided that you enabled some debug flags).



How do I know what I need to have in my vertex declaration?


It depends on your need. What vertex elements does your geometry have?

Edited by belfegor

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OK, I'm still thinking in terms of fixed function pipeline, clearly... I now see exactly what you mean about setting the render state in the block - it looks like pretty much the same thing.


By doing it manually do you mean creating it from scratch in a shader, or setting the render state via a shader? I don't mind creating my own shader to do it - it sounds like a good challenge!


OK, I read that I can still use FVFs if they can cover my geometry's needs. So by 'What vertex elements does my geometry have' are you talking about how it's defined in the vertex buffer/mesh file, or what the input structs in the shaders have? I'm still a little confused about that one.


Thanks for the great answer! You've actually just helped me to successfully implement my very first shader - a shadow mapping one.


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