DirectX9:第四部分 顶点着色器

一.简介

顶点着色器(Vertex Shader)是一段运行在图形卡GPU中的程序,它可取代固定流水线(渲染管线)中的变换光照环节

 

二.使用顶点着色器的步骤

(1)顶点声明的创建使用

在使用固定流水线(渲染管线)的时候,使用灵活的顶点格式(FVF)来描述顶点结构的分量

在可编程流水线中,顶点结构的描述为一个 D3DVERTEXELEMENT9 类型的结构数组,该结构数组中的每个元素都描述了顶点结构的一个分量

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D3DVERTEXELEMENT9 decl[] =
{
   {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
    {0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
  D3DDECL_END()
};
 
// 顶点声明的创建
g_pd3dDevice->CreateVertexDeclaration(decl, &VertexDecl);
 
// 顶点声明的启用
g_pd3dDevice->SetVertexDeclaration(VertexDecl);

 

(2)编写顶点着色器程序

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// Globals
matrix ViewProjMatrix;
 
// Structures
struct VS_INPUT
{
   vertor position : POSITION;
   vector color : COLOR;     
};   
 
struct VS_OUTPUT
{
   vector position : POSITION;
   vector diffuse : COLOR;     
};
 
VS_OUTPUT Main(VS_INPUT input)
{
  VS_OUTPUT output = (VS_OUTPUT)0;
  output.position = mul(input.position, ViewProjMatrix);
  output.diffuse = input.color;
 
  return output;  
}

 

 

(3)编译顶点着色器程序

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HRESULT hr = 0;
ID3DXBuffer* shader = 0;
ID3DXBuffer* errorBuffer =0;
 
hr = D3DXCompileShaderFromFile(
    L"shade.txt",
    0,
    0,
    "Main",
    "vs_1_1",
    D3DXSHADER_ENABLE_BACKWARDS_COMPATIBILITY,
    &shader,
    &errorBuffer,
    &VertexConstantTable);

 

 

(4)创建IDirect3DVertexShader9

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hr = g_pd3dDevice->CreateVertexShader((DWORD*)shader->GetBufferPointer(), &TriangleShader);

 

(5)绑定顶点着色器

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g_pd3dDevice->SetVertexShader(TriangleShader);

 

(6)释放顶点着色器

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if(TriangleShader != NULL)
    TriangleShader->Release();

 

三.例子

1.彩色三角形

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#include <Windows.h>
#include <mmsystem.h>
#include <d3dx9.h>
#pragma warning( disable : 4996 ) // disable deprecated warning
#include <strsafe.h>
#pragma warning( default : 4996 )
#include <d3dx9math.h>
  
LPDIRECT3D9             g_pD3D = NULL;
LPDIRECT3DDEVICE9       g_pd3dDevice = NULL;
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;
LPDIRECT3DVERTEXSHADER9 TriangleShader = NULL;
LPDIRECT3DVERTEXDECLARATION9 VertexDecl = NULL;
LPD3DXCONSTANTTABLE VertexConstantTable = NULL;
D3DXHANDLE ViewProjMatrixHandle = NULL;
  
struct CUSTOMVERTEX
{
    FLOAT x, y, z;
    DWORD color;
};
  
bool VertexShader()
{
    if(TriangleShader)
        return true;
  
    HRESULT hr = 0;
    ID3DXBuffer* shader = 0;
    ID3DXBuffer* errorBuffer = 0;
  
    hr = D3DXCompileShaderFromFile(
        L"shade.txt",
        0,
        0,
        "Main",
        "vs_1_1",
        D3DXSHADER_ENABLE_BACKWARDS_COMPATIBILITY,
        &shader,
        &errorBuffer,
        &VertexConstantTable);
  
    hr = g_pd3dDevice->CreateVertexShader(
        (DWORD*)shader->GetBufferPointer(),
        &TriangleShader);
  
    if(shader)
        shader->Release();
  
    if(errorBuffer)
        errorBuffer->Release();
    return true;
}
  
bool VertexBuffer()
{
    if(g_pVB)
        return true;
  
    g_pd3dDevice->CreateVertexBuffer(
        3 * sizeof(CUSTOMVERTEX),
        0,
        0,
        D3DPOOL_MANAGED,
        &g_pVB,
        0);
  
    CUSTOMVERTEX* v;
    g_pVB->Lock(0, 0, (void**)&v, 0);
  
    v[0].x = -1, v[0].y = -1, v[0].z = 0, v[0].color = D3DCOLOR_XRGB(255, 0, 0);
    v[1].x = 0, v[1].y = 1, v[1].z = 0, v[1].color = D3DCOLOR_XRGB(0, 255, 0);
    v[2].x = 1, v[2].y = -1, v[2].z = 0, v[2].color = D3DCOLOR_XRGB(0, 0, 255);
     
    g_pVB->Unlock();
    return true;
}
  
bool VertexDeclaration()
{
    if(VertexDecl)
        return true;
  
    D3DVERTEXELEMENT9 decl[] =
    {
        {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
        {0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
        D3DDECL_END()
    };
    g_pd3dDevice->CreateVertexDeclaration(decl, &VertexDecl);
    g_pd3dDevice->SetVertexDeclaration(VertexDecl);
  
    return true;
}
  
bool GetHandles()
{
    if(ViewProjMatrixHandle)
        return true;
  
    ViewProjMatrixHandle = VertexConstantTable->GetConstantByName(0, "ViewProjMatrix");
    VertexConstantTable->SetDefaults(g_pd3dDevice);
  
    return true;
}
  
HRESULT InitD3D(HWND hWnd)
{
    if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
        return E_FAIL;
  
    // Set up the structure used to create the D3DDevice
    D3DPRESENT_PARAMETERS d3dpp;
    ZeroMemory(&d3dpp, sizeof(d3dpp));
    d3dpp.Windowed = TRUE;
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
    d3dpp.EnableAutoDepthStencil = TRUE;
        d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
    // Create the D3DDevice
    if (FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
        D3DCREATE_SOFTWARE_VERTEXPROCESSING,
        &d3dpp, &g_pd3dDevice)))
    {
        return E_FAIL;
    }
    return S_OK;
}
  
VOID SetupMatrices()
{
    D3DXVECTOR3 vEyePt(0.0f, 0.0f, -5);
    D3DXVECTOR3 vLookatPt(0.0f, 0.0f, 0.0f);
    D3DXVECTOR3 vUpVec(0.0f, 1.0f, 0.0f);
    D3DXMATRIXA16 matView;
    D3DXMatrixLookAtLH(&matView, &vEyePt, &vLookatPt, &vUpVec);
  
    //D3DXMatrixPerspectiveFovLH()函数中的最远、最近距离为相对于视点的距离(即vEyePt中的距离)
    D3DXMATRIXA16 matProj;
    D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI / 4, 1.0f, 1.0f, 200.0f);
  
    D3DXMATRIX ViewProjMatrix = matView * matProj;
    VertexConstantTable->SetMatrix(g_pd3dDevice, ViewProjMatrixHandle, &ViewProjMatrix);
}
  
VOID Cleanup()
{
    if (g_pVB != NULL)
        g_pVB->Release();
  
    if (g_pd3dDevice != NULL)
        g_pd3dDevice->Release();
  
    if (g_pD3D != NULL)
        g_pD3D->Release();
  
    if (TriangleShader != NULL)
        TriangleShader->Release();
  
    if (VertexDecl != NULL)
        VertexDecl->Release();
  
    if (VertexConstantTable != NULL)
        VertexConstantTable->Release();
}
  
int Render()
{
    VertexBuffer();
    VertexShader();
    VertexDeclaration();
    GetHandles();
    SetupMatrices();
  
    g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(255, 255, 255), 1.0f, 0);
  
    if (SUCCEEDED(g_pd3dDevice->BeginScene()))
    {
        g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
        g_pd3dDevice->SetVertexShader(TriangleShader);
  
        g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
        g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
        g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
        g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST,0,1);
  
        g_pd3dDevice->EndScene();
    }
    g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
  
    return 0;
}
  
LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
    switch (msg)
    {
    case WM_DESTROY:
        Cleanup();
        PostQuitMessage(0);
        return 0;
    }
  
    return DefWindowProc(hWnd, msg, wParam, lParam);
}
  
INT WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, INT)
{
    UNREFERENCED_PARAMETER(hInst);
  
    // Register the window class
    WNDCLASSEX wc =
    {
        sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
        GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
        L"D3D Tutorial", NULL
    };
    RegisterClassEx(&wc);
  
    // Create the application's window
    HWND hWnd = CreateWindow(L"D3D Tutorial", L"D3D: VertexShader",
        WS_OVERLAPPEDWINDOW, 100, 100, 700, 700,
        NULL, NULL, wc.hInstance, NULL);
  
    if (SUCCEEDED(InitD3D(hWnd)))
    {
            ShowWindow(hWnd, SW_SHOWDEFAULT);
            UpdateWindow(hWnd);
  
            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();
            }
    }
  
    UnregisterClass(L"D3D Tutorial", wc.hInstance);
    return 0;
}

 

2.蓝色茶壶

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////////////////////////////////////////////////////////////////////////////
//
// File: transform.txt
//
// Author: Frank Luna (C) All Rights Reserved
//
// System: AMD Athlon 1800+ XP, 512 DDR, Geforce 3, Windows XP, MSVC++ 7.0
//
// Desc: Vertex shader that transforms a vertex by the view and
//       projection transformation, and sets the vertex color to blue.
//         
////////////////////////////////////////////////////////////////////////////
 
//
// Globals
//
 
// Global variable to store a combined view and projection
// transformation matrix.  We initialize this variable
// from the application.
matrix ViewProjMatrix;
 
// Initialize a global blue color vector.
vector Blue = {0.0f, 0.0f, 1.0f, 1.0f};
 
//
// Structures
//
 
// Input structure describes the vertex that is input
// into the shader.  Here the input vertex contains
// a position component only.
struct VS_INPUT
{
    vector position  : POSITION;
};
 
// Output structure describes the vertex that is
// output from the shader.  Here the output
// vertex contains a position and color component.
struct VS_OUTPUT
{
    vector position : POSITION;
    vector diffuse  : COLOR;
};
 
//
// Main Entry Point, observe the main function
// receives a copy of the input vertex through
// its parameter and returns a copy of the output
// vertex it computes.
//
 
VS_OUTPUT Main(VS_INPUT input)
{
    // zero out members of output
    VS_OUTPUT output = (VS_OUTPUT)0;
  
    // transform to view space and project
    output.position  = mul(input.position, ViewProjMatrix);
 
    // set vertex diffuse color to blue
    output.diffuse = Blue;
 
    return output;
}

 

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//////////////////////////////////////////////////////////////////////////////////////////////////
//
// File: colorTriangle.cpp
//
// Author: Frank Luna (C) All Rights Reserved
//
// System: AMD Athlon 1800+ XP, 512 DDR, Geforce 3, Windows XP, MSVC++ 7.0
//
// Desc: Renders two colored triangles, one shaded with flat shading and the
//       other shaded with Gouraud shading.  Demontrates vertex colors and,
//       the shading render states.
//         
//////////////////////////////////////////////////////////////////////////////////////////////////
 
#include "d3dUtility.h"
 
//
// Globals
//
 
IDirect3DDevice9* Device = 0;
 
const int Width  = 640;
const int Height = 480;
 
// 顶点着色器
IDirect3DVertexShader9* TransformShader = 0;
 
// 常量表
ID3DXConstantTable* TransformConstantTable = 0;
 
// 茶壶模型
ID3DXMesh* Teapot = 0;
 
//
D3DXHANDLE TransformViewProjHandle = 0;
 
// 投影矩阵
D3DXMATRIX ProjMatrix;
 
 
//
// Framework Functions
//
bool Setup()
{
    HRESULT hr = 0;
 
    //
    // 创建茶壶模型
    //
 
    D3DXCreateTeapot(Device, &Teapot, 0);
 
    //
    // 缓存
    //
 
    ID3DXBuffer* shader = 0;
    ID3DXBuffer* errorBuffer = 0;
 
 
    // 加载shader文件,设立缓存区
    hr = D3DXCompileShaderFromFile(
        "transform.txt",
        0,
        0,
        "Main",
        "vs_1_1",
        D3DXSHADER_DEBUG,
        &shader,
        &errorBuffer,
        &TransformConstantTable
        );
 
    // 如果shader文件错误
    if (errorBuffer)
    {
        ::MessageBox(0, (char*)errorBuffer->GetBufferPointer(), 0, 0);
        d3d::Release<ID3DXBuffer*>(errorBuffer);
    }
 
    // 如果加载出错
    if (FAILED(hr))
    {
        ::MessageBoxA(0, (char*)errorBuffer->GetBufferPointer(), 0, 0);
        d3d::Release<ID3DXBuffer*>(errorBuffer);
    }
 
    // 根据缓存区创建顶点着色器
    hr = Device->CreateVertexShader(
        (DWORD*)shader->GetBufferPointer(),
        &TransformShader);
 
    if (FAILED(hr))
    {
        ::MessageBox(0, "CreateVertexShader-FAILED", 0, 0);
        return false;
    }
 
    // 释放缓存区
    d3d::Release<ID3DXBuffer*>(shader);
 
    //
    // Get Handles
    //
 
    TransformViewProjHandle = TransformConstantTable->GetConstantByName(0, "ViewProjMatrix");
 
    //
    // Set shader contants
    //
 
    TransformConstantTable->SetDefaults(Device);
 
    //
    // 设置投影矩阵,设置一个圆锥体投影
    //
 
    D3DXMatrixPerspectiveFovLH(&ProjMatrix, D3DX_PI * 0.25f, (float)Width / (float)Height, 1.0f, 1000.0f);
 
    //
    // 设置线框模式
    //
 
    //Device->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
 
    return true;
}
 
void Cleanup()
{
    d3d::Release<ID3DXMesh*>(Teapot);
    d3d::Release<IDirect3DVertexShader9*>(TransformShader);
    d3d::Release<ID3DXConstantTable*>(TransformConstantTable);
}
 
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 = 5.0f;
 
        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) * 10.0f, height, sinf(angle) * 10.0f);
        D3DXVECTOR3 target(0.0f, 0.0f, 0.0f);
        D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);
        D3DXMATRIX V;
        D3DXMatrixLookAtLH(&V, &position, &target, &up);
 
        D3DXMATRIX ViewProj = V * ProjMatrix;
 
        TransformConstantTable->SetMatrix(Device, TransformViewProjHandle, &ViewProj);
 
        //
        // Render
        //
 
        Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0);
        Device->BeginScene();
 
        Device->SetVertexShader(TransformShader);
 
        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;
}

 

posted @   言午丶  阅读(796)  评论(0编辑  收藏  举报
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