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Week 9 - Monday What did we talk about last time? Mipmapping - - PowerPoint PPT Presentation
Week 9 - Monday What did we talk about last time? Mipmapping - - PowerPoint PPT Presentation
Week 9 - Monday What did we talk about last time? Mipmapping Summed area tables Anisotropic filtering We have been using BasicEffect to achieve most of our shading BasicEffect gets so much done that it's tempting not to move
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We have been using BasicEffect to achieve most of our
shading
BasicEffect gets so much done that it's tempting not to move
any further
But more complex effects can be achieved by writing shader code
- urselves
To start, open up the MonoGame pipepline, right-click on the
Content folder, and choose Add > New Item
Choose Effect from the wizard and name it something that ends
with .fx
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We need to declare the variables we are going to use at the top of
the file
These usually include at least the following (which are already
given in the template)
We're also going to add an ambient and diffuse light
float4x4 World; float4x4 View; float4x4 Projection; float4x4 WorldInverseTranspose; float4 AmbientColor = float4(1, 1, 1, 1); float AmbientIntensity = 0.1; float4 DiffuseLightDirection = float4(0.7071f, 0.7071f, 0, 0); float4 DiffuseColor = float4(1, 1, 1, 1); float DiffuseIntensity = .5;
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We also have to define structures to take the input and the output These vary because different vertex formats include different data (position,
normals, colors, texture coordinates)
The simplest possible input and output would have position only The POSITION0 is called a semantic Semantics are used to tell the shader what the purpose of a variable is so that it
can pass the right data in and out
struct VertexShaderInput { float4 Position : POSITION0; float4 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float4 Color : COLOR0; };
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The job of the vertex shader is, at the very least, to transform a
vertex from model space to world space to view space to clip space
It can also do normal and color calculations
VertexShaderOutput VertexShaderFunction(VertexShaderInput input){ VertexShaderOutput output; float4 worldPosition = mul(input.Position, World); float4 viewPosition = mul(worldPosition, View);
- utput.Position = mul(viewPosition, Projection);
float4 normal = mul(input.Normal, WorldInverseTranspose); float lightIntensity = dot(normal, normalize(DiffuseLightDirection));
- utput.Color = saturate(DiffuseColor * DiffuseIntensity * lightIntensity);
return output; }
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The pixel shader must find the final color of the pixel fragment This pixel shader uses a diffuse shading model The computed lighting is added to the ambient lighting
float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { return saturate(input.Color + AmbientColor * AmbientIntensity); }
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You're allowed to name your vertex and pixel shaders anything you want You specify which you're going to use in a technique At this level, techniques only have one pass, but it is possible to use
multiple techniques to achieve interesting effects
technique Diffuse { pass Pass1 { VertexShader = compile VS_SHADERMODEL VertexShaderFunction(); PixelShader = compile PS_SHADERMODEL PixelShaderFunction(); } }
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You have to load the shader like other content Then, we run a loop similar to the earlier one, setting the parameters for the effect object effect = Content.Load<Effect>("Diffuse"); foreach( ModelMesh mesh in model.Meshes ) { foreach (ModelMeshPart part in mesh.MeshParts) { part.Effect = effect; effect.Parameters["World"]. SetValue(mesh.ParentBone.Transform * world); effect.Parameters["View"].SetValue(view); effect.Parameters["WorldInverseTranspose"]. SetValue(Matrix.Transpose(Matrix.Invert(mesh.ParentBone.Transform * world))); effect.Parameters["Projection"]. SetValue(projection); } mesh.Draw(); }
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Image textures are the most common, but 3D volume
textures can be used
These textures store data in a (u, v, w) coordinate space Even volume textures can be mipmapped
- Quadrilinear interpolation!
In practice, volume textures are usually used for fog, smoke,
- r explosions
- 3D effects that are inconsistent over the volume
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A cube map is a kind of texture map with
6 faces
Cube maps are used to texture surfaces
based on direction
They are commonly used in environment
mapping
A ray is made from the center of the cube
- ut to the surface
- The component with the largest magnitude
selects which of the 6 faces
- The other components are used for (u,v)
coordinates
Cube maps can cause awkward seams
when jumping between faces
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You will never need to worry about this in this class, but
texture memory space is a huge problem
There are many different caching strategies, similar ones used
for RAM:
- Least Recently Used (LRU): Swap out the least recently used
texture, very commonly used
- Most Recently Used (MRU): Swap out the most recently used
texture, use only during thrashing
Prefetching can be useful to maintain consistent frame rates
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JPEG and PNG are common compression techniques for regular
images
In graphics hardware, these are too complicated to be decoded on
the fly
- That's why the finished MonoGame projects have pre-processed.tkb
files
Most DirectX texture compression divides textures into 4 x 4 tiles
- Two 16-bit RGB values are recorded for each tile
- Each texel uses 2 bits to select one of the two colors or two interpolated
values between them
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Ericsson texture compression (ETC) is used in OpenGL
- It breaks texels into 2 x 4 blocks with a single color
- It uses per-pixel luminance information to add detail to the blocks
Normal maps (normals stored as textures) allow for interesting compression
approaches
- Only x and y components are needed since the z component can be calculated
- The x and y can then be stored using the BC5 format for two channels of color data
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A procedural texture is made by computing a function of u
and v instead of looking up a texel in an image
Noise functions are often used to give an appearance of
randomness
Volume textures can be generated on the fly Values can be returned based on distance to certain feature
points (redder colors near heat, for example)
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Textures don't have to be static The application can alter them over time Alternatively, u and v values can be remapped to make the
texture appear to move
Matrix transformations can be used for zoom, rotation,
shearing, etc.
Video textures can be used to play back a movie in a texture Blending between textures can allow an object to transform
like a chameleon
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The lighting we have discussed is based on material properties
- Diffuse color
- Specular color
- Smoothness coefficient m
A texture can be used to modify these values on a per-pixel basis A normal image texture can be considered a diffuse color map One that affects specular colors is a specular color map (usually
grayscale)
One that affects m is a gloss map
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Alpha values allow for interesting effects Decaling is when you apply a texture that is mostly
transparent to a (usually already textured) surface
Cutouts can be used to give the impression of a much
more complex underlying polygon
- 1-bit alpha doesn't require sorting
- Cutouts are not always convincing from every angle
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Bump mapping BRDFs
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Make sure you're solid on bump mapping from Chapter 6 Read Chapter 7 (at a high level) Finish Assignment 3
- Due tonight by midnight!