Shader 学习笔记 (1)
Assembly-Language shader:硬件汇编着色程序.
推荐读物:Microsoft® DirectX® 9 Programmable Graphics Pipeline
“好记性不如烂笔头,留给自己~方便他人!!” -- Baesky
使用汇编着色器的步骤为:
1.声明一个字符串形式的着色代码;
2.汇编该着色代码;
3.获得shader对象;
4.声明物体顶点;
5.填充顶点缓冲;
6.创建顶点结构声明对象;
7.设置渲染状态;
8.设置其他相关变量与变换矩阵。
----------------------------------------------------------------------------------------
★声明字符串形式的着色代码
const char* strVertexShader =
"vs_1_1 \n"
"dcl_position v0 \n"
"m4x4 v0, c0 \n"
";\n"
"";
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
★汇编该着色代码
LPD3DXBUFFER pShader = NULL;
hr = D3DXAssembleShader(
strVertexShader,
(UINT)strlen(strVertexShader),
NULL,
NULL,
D3DXSHADER_DEBUG,
&pShader,
NULL
);
if (FAILED(hr))
{
SAFE_RELEASE(pShader);
return hr;
}
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
★获得shader对象
d3dDevice->CreateVertexShader(
(DWORD*)pShader->GetBufferPoint(), &vsObj);
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
★声明物体顶点 & 填充顶点缓冲
struct CUSTOMVETEX
{
float x,y,z;
}
CUSTOMVETEX vertices[] =
{
{0,1,1},
{1,0,1},
{-1,0,1},
}
d3dDevice->CreateVertexBuffer(
3*sizeof(CUSTOMVETEX), 0, 0, D3DPOOL_DEFAULT,
&p_vb, NULL);
VOID* pVertex;
p_vb->Lock(0, sizeof(vertices), (VOID**)&pVertex, 0);
memcpy(pVertex, vertices, sizeof(vertices));
p_vb->Unlock();
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
★创建顶点结构声明对象
D3DVERTEXELEMENT9 decl[] =
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT,
D3DDECLUSAGE_POSITION, 0},
D3DDECL_END()
}
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
设置渲染状态与相关参数略。
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
下面是源代码:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 | #include <d3d9.h> #include <D3Dx9Shader.h> #define SAFE_RELEASE(p) { if ( (p) ) { (p)->Release(); (p) = 0; } } LPDIRECT3D9 g_pD3D = NULL; LPDIRECT3DDEVICE9 g_pD3dDevice = NULL; LPDIRECT3DVERTEXSHADER9 m_pAsm_VS; LPDIRECT3DVERTEXDECLARATION9 m_pVetexDel; D3DXMATRIX m_matWorld, m_matProj, m_matView; LPDIRECT3DVERTEXBUFFER9 vb; D3DXVECTOR3* eye; D3DXVECTOR3* at = new D3DXVECTOR3(0,0,0); D3DXVECTOR3* up = new D3DXVECTOR3(0,1,0); struct CUSTOMVERTEX { float x,y,z; }; HRESULT InitShader() { const char * strAssemblyShader = "vs_1_1 //version \n" "dcl_position v0 //define \n" "m4x4 oPos, v0, c0 //transform \n" ";\n" "" ; LPD3DXBUFFER pShader = NULL; HRESULT hr = D3DXAssembleShader(strAssemblyShader, ( UINT ) strlen (strAssemblyShader), NULL,NULL,D3DXSHADER_DEBUG, &pShader, NULL); if (FAILED(hr)) { SAFE_RELEASE(pShader); return hr; } hr = g_pD3dDevice->CreateVertexShader(( DWORD *)pShader->GetBufferPointer(), &m_pAsm_VS); if (FAILED(hr)) { SAFE_RELEASE(pShader); SAFE_RELEASE(m_pAsm_VS); return hr; } SAFE_RELEASE(pShader); CUSTOMVERTEX vertices[] = { {1,0,1}, {0,1,1}, {-1, 0,1}, }; if (FAILED(hr = g_pD3dDevice->CreateVertexBuffer(3* sizeof (CUSTOMVERTEX), 0, 0, D3DPOOL_DEFAULT, &vb, NULL))) { SAFE_RELEASE(vb); return hr; } VOID * pVertex; if (FAILED(hr = vb->Lock(0, sizeof (vertices), ( VOID **)&pVertex, 0))) { return hr; } memcpy (pVertex, vertices, sizeof (vertices)); vb->Unlock(); D3DVERTEXELEMENT9 decl[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, D3DDECL_END() }; if (FAILED(hr = g_pD3dDevice->CreateVertexDeclaration(decl, &m_pVetexDel))) { SAFE_RELEASE(m_pVetexDel); return hr; } g_pD3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); D3DXMatrixIdentity(&m_matWorld); D3DXMatrixPerspectiveFovLH(&m_matProj, D3DX_PI/4, 1.0f, 0.1f, 100.0f); return S_OK; } HRESULT InitD3D( HWND hWnd) { if ( (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL ) { return E_FAIL; } D3DPRESENT_PARAMETERS d3dpp; ZeroMemory(&d3dpp, sizeof (d3dpp)); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; if (FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pD3dDevice))) { return E_FAIL; } if (FAILED(InitShader())) { return E_FAIL; } return S_OK; } VOID CleanUp() { if (g_pD3D) { g_pD3D->Release(); g_pD3D = NULL; } if (g_pD3dDevice) { g_pD3dDevice->Release(); g_pD3dDevice = NULL; } } VOID Render() { if (NULL==g_pD3dDevice) return ; eye = new D3DXVECTOR3(0,0,-3); D3DXMatrixLookAtLH(&m_matView, eye,at, up); g_pD3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(128,128,180), 1.0f, 0); if (SUCCEEDED(g_pD3dDevice->BeginScene())) { //TODO:render scene if (vb) { D3DXMATRIX mat; D3DXMatrixMultiply(&mat, &m_matWorld, &m_matView); D3DXMatrixMultiply(&mat, &mat, &m_matProj); D3DXMatrixTranspose(&mat, &mat); g_pD3dDevice->SetVertexShaderConstantF(0, ( float *)&mat, 4); g_pD3dDevice->SetVertexDeclaration(m_pVetexDel); g_pD3dDevice->SetVertexShader(m_pAsm_VS); g_pD3dDevice->SetStreamSource(0, vb, 0, sizeof (CUSTOMVERTEX)); g_pD3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST,0,1); g_pD3dDevice->SetVertexShader(NULL); } g_pD3dDevice->EndScene(); } g_pD3dDevice->Present(NULL, NULL, NULL, NULL); } LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { switch (msg) { case WM_DESTROY: { PostQuitMessage(0); return 0; } break ; } return DefWindowProc(hWnd, msg, wParam, lParam); } INT WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR cmdLine, int ShowCmd) { WNDCLASSEX wc = { sizeof ( WNDCLASSEX ), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle( NULL ), NULL, NULL, NULL, NULL, L "baesky" , NULL }; RegisterClassEx( &wc ); // Create the application's window HWND hWnd = CreateWindow( L "baesky" , L "我写的很乱 >_<" , WS_OVERLAPPEDWINDOW, 100, 100, 300, 300, NULL, NULL, wc.hInstance, NULL ); if (SUCCEEDED(InitD3D(hWnd))) { ShowWindow(hWnd, SW_SHOWDEFAULT); UpdateWindow(hWnd); // Enter the message loop MSG msg; ZeroMemory( &msg, sizeof ( msg ) ); while ( msg.message != WM_QUIT ) { if ( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) ) { TranslateMessage( &msg ); DispatchMessage( &msg ); } else Render(); } } CleanUp(); UnregisterClass(L "baesky" , hInstance); return 0; } |
posted on 2010-11-20 00:44 Meta.Grfx 阅读(1727) 评论(0) 编辑 收藏 举报
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