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 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 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 Effects that work at the scene level Pre Effects – runs before any geometry is drawn Post Effects – runs after all geometry is drawn Useful for background images 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 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 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 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 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 Scripted Material Auto Generated UI Extending with MAXScript Scripted Material Parameters use the name defined in the effect file plugin material StandardFX name:"StandardFX" classID:#(692421,413582) extends:DirectX_9_Shader replaceUI:true version:1 (…) 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 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 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 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 Annotations are case sensitive The three built in parsers are very different, don’t mix up your annotations 3ds max is Z-up Type verses ResourceType name verses ResourceName 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 http://sparks.autodesk.com http://developer.nvidia.com http://www.ati.com/developer msdn.microsoft.com/directx Ben Cloward Sample parsers available and documentation http://www.monitorstudios.com/bcloward/resources.html neil.hazzard@autodesk.com