顶点着色器例子——Diffuse Lighting(《龙书》)
#include "d3dUtility.h"
//
// Globals
//
IDirect3DDevice9* Device = 0;
const int Width = 640;
const int Height = 480;
IDirect3DVertexShader9* DiffuseShader = 0; //顶点着色器
ID3DXConstantTable* DiffuseConstTable = 0; //shader的常量表
ID3DXMesh* Teapot = 0;
//常量表中shader变量句柄,用于设置shader中对应变量的值
D3DXHANDLE ViewMatrixHandle = 0;
D3DXHANDLE ViewProjMatrixHandle = 0;
D3DXHANDLE AmbientMtrlHandle = 0;
D3DXHANDLE DiffuseMtrlHandle = 0;
D3DXHANDLE LightDirHandle = 0;
D3DXMATRIX Proj;
//
// Framework functions
//
bool Setup()
{
HRESULT hr = 0;
//
// Create geometry:
//
D3DXCreateTeapot(Device, &Teapot, 0);
//
// 编译着色器
//
ID3DXBuffer* shader = 0;
ID3DXBuffer* errorBuffer = 0;
hr = D3DXCompileShaderFromFile(
"diffuse.txt",//shader文件名
0,
0,
"Main", // entry point function name
"vs_1_1",
D3DXSHADER_DEBUG | D3DXSHADER_ENABLE_BACKWARDS_COMPATIBILITY,
&shader,//编译后的着色器代码
&errorBuffer,//存储错误代码
&DiffuseConstTable);//获取常量表
// output any error messages
if( errorBuffer )
{
::MessageBox(0, (char*)errorBuffer->GetBufferPointer(), 0, 0);
d3d::Release<ID3DXBuffer*>(errorBuffer);
}
if(FAILED(hr))
{
::MessageBox(0, "D3DXCompileShaderFromFile() - FAILED", 0, 0);
return false;
}
//
// 创建着色器
//
hr = Device->CreateVertexShader(
(DWORD*)shader->GetBufferPointer(),//前面得到的编译后的着色器代码
&DiffuseShader);//创建的着色器
if(FAILED(hr))
{
::MessageBox(0, "CreateVertexShader - FAILED", 0, 0);
return false;
}
d3d::Release<ID3DXBuffer*>(shader);
//
// Get Handles,根据shader变量名获取句柄(关联变量,以便于外部设置shader变量的值)
//
ViewMatrixHandle = DiffuseConstTable->GetConstantByName(0, "ViewMatrix");
ViewProjMatrixHandle= DiffuseConstTable->GetConstantByName(0, "ViewProjMatrix");
AmbientMtrlHandle = DiffuseConstTable->GetConstantByName(0, "AmbientMtrl");
DiffuseMtrlHandle = DiffuseConstTable->GetConstantByName(0, "DiffuseMtrl");
LightDirHandle = DiffuseConstTable->GetConstantByName(0, "LightDirection");
//
// Set shader constants:(设置shader变量的值,有些shader变量需要在C++代码中初始化,即外部初始化)
//
// Light direction:
D3DXVECTOR4 directionToLight(-0.57f, 0.57f, -0.57f, 0.0f);
DiffuseConstTable->SetVector(Device, LightDirHandle, &directionToLight);
// Materials:
D3DXVECTOR4 ambientMtrl(0.0f, 0.0f, 1.0f, 1.0f);
D3DXVECTOR4 diffuseMtrl(0.0f, 0.0f, 1.0f, 1.0f);
DiffuseConstTable->SetVector(Device,AmbientMtrlHandle,&ambientMtrl);
DiffuseConstTable->SetVector(Device,DiffuseMtrlHandle,&diffuseMtrl);
DiffuseConstTable->SetDefaults(Device); //此方法在应用程序的设置用应调用一次,设置常量的默认值
// Compute projection matrix.计算投影矩阵
D3DXMatrixPerspectiveFovLH(
&Proj, D3DX_PI * 0.25f,
(float)Width / (float)Height, 1.0f, 1000.0f);
//固定管线:Device->SetTransform(D3DTS_PROJECTION, &Proj);
return true;
}
void Cleanup()
{
d3d::Release<ID3DXMesh*>(Teapot);
d3d::Release<IDirect3DVertexShader9*>(DiffuseShader);
d3d::Release<ID3DXConstantTable*>(DiffuseConstTable);
}
bool Display(float timeDelta)
{
if( Device )
{
//
// Update the scene: Allow user to rotate around scene.
//
static float angle = (3.0f * D3DX_PI) / 2.0f;
static float height = 3.0f;
if( ::GetAsyncKeyState(VK_LEFT) & 0x8000f )
angle -= 0.5f * timeDelta;
if( ::GetAsyncKeyState(VK_RIGHT) & 0x8000f )
angle += 0.5f * timeDelta;
if( ::GetAsyncKeyState(VK_UP) & 0x8000f )
height += 5.0f * timeDelta;
if( ::GetAsyncKeyState(VK_DOWN) & 0x8000f )
height -= 5.0f * timeDelta;
D3DXVECTOR3 position( cosf(angle) * 7.0f, height, sinf(angle) * 7.0f );
D3DXVECTOR3 target(0.0f, 0.0f, 0.0f);
D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);
D3DXMATRIX V;
D3DXMatrixLookAtLH(&V, &position, &target, &up);
//固定管线:Device->SetTransform(D3DTS_VIEW, &V);//设置照相机的位置
DiffuseConstTable->SetMatrix(Device, ViewMatrixHandle, &V);
D3DXMATRIX ViewProj = V * Proj;
DiffuseConstTable->SetMatrix(Device, ViewProjMatrixHandle, &ViewProj);
//
// Render
//
Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0);
Device->BeginScene();
//启用定点着色器
//Device->SetVertexShader(DiffuseShader);
Teapot->DrawSubset(0);
Device->EndScene();
Device->Present(0, 0, 0, 0);
}
return true;
}
//
// WndProc
//
LRESULT CALLBACK d3d::WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch( msg )
{
case WM_DESTROY:
::PostQuitMessage(0);
break;
case WM_KEYDOWN:
if( wParam == VK_ESCAPE )
::DestroyWindow(hwnd);
break;
}
return ::DefWindowProc(hwnd, msg, wParam, lParam);
}
//
// WinMain
//
int WINAPI WinMain(HINSTANCE hinstance,
HINSTANCE prevInstance,
PSTR cmdLine,
int showCmd)
{
if(!d3d::InitD3D(hinstance,
Width, Height, true, D3DDEVTYPE_HAL, &Device))
{
::MessageBox(0, "InitD3D() - FAILED", 0, 0);
return 0;
}
if(!Setup())
{
::MessageBox(0, "Setup() - FAILED", 0, 0);
return 0;
}
d3d::EnterMsgLoop( Display );
Cleanup();
Device->Release();
return 0;
}
// File: diffuse.txt
matrix ViewMatrix;
matrix ViewProjMatrix;
vector AmbientMtrl;
vector DiffuseMtrl
vector LightDirection;
vector DiffuseLightIntensity = {0.0f, 0.0f, 1.0f, 1.0f};
vector AmbientLightIntensity = {0.0f, 0.0f, 0.2f, 1.0f};
struct VS_INPUT
{
vector position : POSITION;
vector normal : NORMAL;
};
struct VS_OUTPUT
{
vector position : POSITION;
vector diffuse : COLOR;
};
VS_OUTPUT Main(VS_INPUT input)
{
VS_OUTPUT output = (VS_OUTPUT)0;
// Transform position to homogeneous clip space(齐次裁剪空间)
// and store in the output.position member.
output.position = mul(input.position, ViewProjMatrix);
// Transform lights and normals to view space(视口空间). Set w
// componentes to zero since we're transforming vectors
// here and not points.
LightDirection.w = 0.0f;
input.normal.w = 0.0f;
LightDirection = mul(LightDirection, ViewMatrix);
input.normal = mul(input.normal, ViewMatrix);
// Compute cosine of the angle between light and normal.
float s = dot(LightDirection, input.normal);
if( s < 0.0f )
s = 0.0f;
output.diffuse = (AmbientMtrl * AmbientLightIntensity) + (s * (DiffuseLightIntensity * DiffuseMtrl));
return output;
}

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