hlsl之diffuse
很简单的hlsl,真没有时间去写得详细。
方向光从(1, 1, 1)。
D3DXCOLOR colorMtrlDiffuse(0.5f, 0.5f, 0.5f, 1.0f); D3DXCOLOR colorMtrlAmbient(0.5f, 0.5f, 0.1f, 1.0f); D3DXCOLOR colorLightAmbient(1.0f, 0.5f, 0.1f, 1.0f); D3DXCOLOR colorLightDiffuse(1.0f, 1.0f, 1.0f, 1.0f); D3DXVECTOR3 lightDir(1.0f, 1.0f, 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_LightAmbient", &colorLightAmbient, sizeof( D3DXCOLOR ) ) ); V_RETURN( g_pEffect9->SetValue( "g_LightDiffuse", &colorLightDiffuse, sizeof( D3DXCOLOR ) ) ); V_RETURN( g_pEffect9->SetValue( "g_LightDir", &lightDir, sizeof( D3DXVECTOR3 ) ) );
hlsl:
//-------------------------------------------------------------------------------------- // 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_LightAmbient; // Light's diffuse color float3 g_LightDir; // Light's direction in world space float4 g_LightDiffuse; // Light's diffuse color texture g_MeshTexture; // Color texture for mesh 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 MeshTextureSampler = sampler_state { Texture = <g_MeshTexture>; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; }; //-------------------------------------------------------------------------------------- // Vertex shader output structure //-------------------------------------------------------------------------------------- struct VS_OUTPUT { float4 Position : POSITION; // vertex position float4 Diffuse : COLOR0; // vertex diffuse color (note that COLOR0 is clamped from 0..1) float2 TextureUV : TEXCOORD0; // vertex texture coords }; //-------------------------------------------------------------------------------------- // 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, (float3x3)g_mWorld)); // normal (world space) // Calc diffuse color float4 ambientColor = g_MaterialAmbientColor * g_LightAmbient; Output.Diffuse.rgb = ambientColor + g_LightDiffuse * saturate(dot(g_LightDir, vNormalWorldSpace)); Output.Diffuse.a = 1.0f; // 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; // Lookup mesh texture and modulate it with diffuse Output.RGBColor = tex2D(MeshTextureSampler, In.TextureUV) * In.Diffuse; return Output; } //-------------------------------------------------------------------------------------- // Renders scene //-------------------------------------------------------------------------------------- technique RenderScene { pass P0 { VertexShader = compile vs_2_0 RenderSceneVS(); PixelShader = compile ps_2_0 RenderScenePS(); } }