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Microsoft DirectX 9.0

Constant Float Register


Vertex shader input register for a 4-D floating-point constant.

They can be set using def or IDirect3DDevice9::SetVertexShaderConstantF.

Examples

Here is an example declaring two floating-point constants within a shader.

def c40, 0.0f,0.0f,0.0f,0.0f;

These constants are loaded every time IDirect3DDevice9::SetVertexShader is called.

Here is an example using the application programming interface (API).

    // Set up the vertex shader constants.
    {
        D3DXMATRIXA16 mat;
        D3DXMatrixMultiply( &mat, &m_matView, &m_matProj );
        D3DXMatrixTranspose( &mat, &mat );

        D3DXVECTOR4 vA( sinf(m_fTime)*15.0f, 0.0f, 0.5f, 1.0f );
        D3DXVECTOR4 vD( D3DX_PI, 1.0f/(2.0f*D3DX_PI), 2.0f*D3DX_PI, 0.05f );

        // Taylor series coefficients for sin and cos.
        D3DXVECTOR4 vSin( 1.0f, -1.0f/6.0f, 1.0f/120.0f, -1.0f/5040.0f );
        D3DXVECTOR4 vCos( 1.0f, -1.0f/2.0f, 1.0f/ 24.0f, -1.0f/ 720.0f );

        m_pd3dDevice->SetVertexShaderConstantF(  0, (float*)&mat,  4 );
        m_pd3dDevice->SetVertexShaderConstantF(  4, (float*)&vA,   1 );
        m_pd3dDevice->SetVertexShaderConstantF(  7, (float*)&vD,   1 );
        m_pd3dDevice->SetVertexShaderConstantF( 10, (float*)&vSin, 1 );
        m_pd3dDevice->SetVertexShaderConstantF( 11, (float*)&vCos, 1 );
    }

If you are setting constant values with the API, there is no shader declaration required. For a more complete code sample, see the VertexShader software development kit (SDK) sample.



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