hlsl之multi texture.
D3DXCOLOR colorMtrlDiffuse(0.4f, 0.4f, 0.4f, 1.0f); D3DXCOLOR colorMtrlAmbient(0.4f, 0.4f, 0.4f, 1.0f); D3DXCOLOR colorMtrlSpecular(0.5f, 0.5f, 0.5f, 1.0f); D3DXCOLOR colorLightAmbient(1.0f, 0.5f, 0.1f, 1.0f); D3DXCOLOR colorLightDiffuse(1.0f, 1.0f, 1.0f, 1.0f); D3DXCOLOR colorLightSpecular(1.0f, 1.0f, 1.0f, 1.0f); D3DXVECTOR3 lightDir(0.0f, 0.0f, 1.0f); D3DXVECTOR4 eyePos(0.0f, 8.0f, -20.0f, 1.0f); V_RETURN( g_pEffect9->SetValue( "g_MaterialAmbientColor", &colorMtrlAmbient, sizeof( D3DXCOLOR ) ) ); V_RETURN( g_pEffect9->SetValue( "g_MaterialDiffuseColor", &colorMtrlDiffuse, sizeof( D3DXCOLOR ) ) ); V_RETURN( g_pEffect9->SetValue( "g_MaterialSpecularColor", &colorMtrlSpecular, sizeof( D3DXCOLOR ) ) ); V_RETURN( g_pEffect9->SetValue( "g_LightAmbient", &colorLightAmbient, sizeof( D3DXCOLOR ) ) ); V_RETURN( g_pEffect9->SetValue( "g_LightDiffuse", &colorLightDiffuse, sizeof( D3DXCOLOR ) ) ); V_RETURN( g_pEffect9->SetValue( "g_LightSpecular", &colorLightSpecular, sizeof( D3DXCOLOR ) ) ); V_RETURN( g_pEffect9->SetValue( "g_LightDir", &lightDir, sizeof( D3DXVECTOR3 ) ) ); V_RETURN( g_pEffect9->SetValue( "g_eyePos", &eyePos, sizeof( D3DXVECTOR4 ) ) );
//-------------------------------------------------------------------------------------- // File: SimpleSample.fx // // The effect file for the SimpleSample sample. // // Copyright (c) Microsoft Corporation. All rights reserved. //-------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------- // Global variables //-------------------------------------------------------------------------------------- float4 g_MaterialAmbientColor; // Material's ambient color float4 g_MaterialDiffuseColor; // Material's diffuse color float4 g_MaterialSpecularColor; float4 g_LightAmbient; // Light's diffuse color float3 g_LightDir; // Light's direction in world space float4 g_LightDiffuse; // Light's diffuse color float4 g_LightSpecular; texture g_Texture1; // Color texture for mesh texture g_Texture2; float4 g_eyePos; float g_fTime; // App's time in seconds float4x4 g_mWorld; // World matrix for object float4x4 g_mWorldViewProjection; // World * View * Projection matrix //-------------------------------------------------------------------------------------- // Texture samplers //-------------------------------------------------------------------------------------- sampler TextureSampler1 = sampler_state { Texture = <g_Texture1>; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; }; sampler TextureSampler2 = sampler_state { Texture = <g_Texture2>; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; }; //-------------------------------------------------------------------------------------- // Vertex shader output structure //-------------------------------------------------------------------------------------- struct VS_OUTPUT { float4 Position : POSITION; // vertex position float2 TextureUV : TEXCOORD0; // vertex texture coords float3 L : TEXCOORD1; float3 V : TEXCOORD2; float3 N : TEXCOORD3; }; //-------------------------------------------------------------------------------------- // This shader computes standard transform and lighting //-------------------------------------------------------------------------------------- VS_OUTPUT RenderSceneVS( float4 vPos : POSITION, float3 vNormal : NORMAL, float2 vTexCoord0 : TEXCOORD0 ) { VS_OUTPUT Output; float3 vNormalWorldSpace; // Transform the position from object space to homogeneous projection space Output.Position = mul(vPos, g_mWorldViewProjection); // Transform the normal from object space to world space vNormalWorldSpace = normalize(mul(vNormal, g_mWorld)); // normal (world space) float4 PosWorld = mul(vPos, g_mWorld); Output.L = g_LightDir; Output.V = g_eyePos - PosWorld; Output.N = vNormalWorldSpace; // Just copy the texture coordinate through Output.TextureUV = vTexCoord0; return Output; } //-------------------------------------------------------------------------------------- // Pixel shader output structure //-------------------------------------------------------------------------------------- struct PS_OUTPUT { float4 RGBColor : COLOR0; // Pixel color }; //-------------------------------------------------------------------------------------- // This shader outputs the pixel's color by modulating the texture's // color with diffuse material color //-------------------------------------------------------------------------------------- PS_OUTPUT RenderScenePS( VS_OUTPUT In ) { PS_OUTPUT Output; float3 Normal = normalize(In.N); float3 LightDir = normalize(In.L); float3 ViewDir = normalize(In.V); float Diff = saturate(dot(Normal, LightDir)); float3 Reflect = normalize(2 * Diff * Normal - LightDir); float4 specular = g_MaterialSpecularColor * g_LightSpecular * pow(saturate(dot(Reflect, ViewDir)), 15); float4 ambient = g_MaterialAmbientColor * g_LightAmbient; float4 diffuse = g_MaterialDiffuseColor * g_LightDiffuse * Diff; // Lookup mesh texture and modulate it with diffuse float4 tex1 = tex2D(TextureSampler1, In.TextureUV); float4 tex2 = tex2D(TextureSampler2, In.TextureUV); float4 tex = lerp(tex1, tex2, tex2.w); Output.RGBColor = tex * (ambient + diffuse + specular); return Output; } //-------------------------------------------------------------------------------------- // Renders scene //-------------------------------------------------------------------------------------- technique RenderScene { pass P0 { VertexShader = compile vs_2_0 RenderSceneVS(); PixelShader = compile ps_2_0 RenderScenePS(); } }