DX默认绘制顺时针 ,cull逆时针.
参考: http://blog.csdn.net/diyer2002/article/details/1655146
绘制东西时,还是在纸上画画比较好,脑袋想容易出错。
顺时针的判断:根据三角形的法线和摄像机方向向量乘积的值,小零则为顺时针。(左手坐标系下) 其实把自己想象成摄像机,对着三角形,顶点顺时针绘制 。
其中:三角形法线:(v0,v1,v2): (v1-v0)*(v2-v0)得到法线方向(左手)
注意:输入的顶点法线做光照计算等,和三角形中心法线两码事。
结果:在环境光和漫反射光下不同纹理的两三角形。
//--------------------------------------------------------------------------------------
// File: Tutorial03.cpp
//
// This application displays a triangle using Direct3D 11
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#include <windows.h>
#include <d3d11.h>
#include <d3dx11.h>
#include <d3dcompiler.h>
#include <xnamath.h>
#include "resource.h"
#include<winstring.h>
#include <string.h>
#include <cstring>
#include <tchar.h>
#include <wchar.h>
using namespace std;
//--------------------------------------------------------------------------------------
// Structures
//--------------------------------------------------------------------------------------
struct SimpleVertex
{
XMFLOAT3 Pos;
XMFLOAT2 Tex;//add texture position
XMFLOAT3 Nor;
};
struct SimpleMatrix
{
XMMATRIX mWorld;
XMMATRIX mView;
XMMATRIX mProject;
};
//--------------------------------------------------------------------------------------
// Global Variables
//--------------------------------------------------------------------------------------
HINSTANCE g_hInst = NULL;
HWND g_hWnd = NULL;
D3D_DRIVER_TYPE g_driverType = D3D_DRIVER_TYPE_NULL;
D3D_FEATURE_LEVEL g_featureLevel = D3D_FEATURE_LEVEL_11_0;
ID3D11Device* g_pd3dDevice = NULL;
ID3D11DeviceContext* g_pImmediateContext = NULL;
IDXGISwapChain* g_pSwapChain = NULL;
ID3D11RenderTargetView* g_pRenderTargetView = NULL;
ID3D11VertexShader* g_pVertexShader = NULL;
ID3D11PixelShader* g_pPixelShader = NULL;
ID3D11InputLayout* g_pVertexLayout = NULL;
ID3D11Buffer* g_pVertexBuffer = NULL;
ID3D11Buffer* g_pIndexBuffer = NULL;
//BEGIN 添加纹理
ID3D11ShaderResourceView *g_pTextureRV[2] ={NULL,NULL};
ID3D11SamplerState *g_pSamplerLinear = NULL;
//end
//constant buffer
ID3D11Buffer *g_pConstantMatrixBuffer = NULL;
XMMATRIX g_pWorld;
XMMATRIX g_View;
XMMATRIX g_Project;
//
//BEGIN 添加depthStencil buffer和view
ID3D11Texture2D *g_pDepthStencilBuffer = NULL;//
ID3D11DepthStencilView *g_pDepthStencilView = NULL;
//end
//添加光照
ID3D11Buffer *g_pConstantLightBuffer = NULL;
struct LightStruct
{
XMFLOAT4 lightAmbientColor;
XMFLOAT4 lightDiffuseColor;
XMFLOAT3 lightDir;
float ss;//我擦!!!!!!!!!!!!
};
XMFLOAT4 lightAmbientColor = XMFLOAT4(0.15f,0.15f,0.15f,1.0f);
XMFLOAT4 lightDiffuseColor =XMFLOAT4(1.0f,1.0f,1.0f,1.0f);
XMFLOAT3 lightDir = XMFLOAT3(1.f,-1.0f,1.0f);
//END
//--------------------------------------------------------------------------------------
// Forward declarations
//--------------------------------------------------------------------------------------
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow );
HRESULT InitDevice();
void CleanupDevice();
LRESULT CALLBACK WndProc( HWND, UINT, WPARAM, LPARAM );
void Render();
//--------------------------------------------------------------------------------------
// Entry point to the program. Initializes everything and goes into a message processing
// loop. Idle time is used to render the scene.
//--------------------------------------------------------------------------------------
int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow )
{
UNREFERENCED_PARAMETER( hPrevInstance );
UNREFERENCED_PARAMETER( lpCmdLine );
if( FAILED( InitWindow( hInstance, nCmdShow ) ) )
return 0;
if( FAILED( InitDevice() ) )
{
CleanupDevice();
return 0;
}
// Main message loop
MSG msg = {0};
while( WM_QUIT != msg.message )
{
if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
{
Render();
}
}
CleanupDevice();
return ( int )msg.wParam;
}
//--------------------------------------------------------------------------------------
// Register class and create window
//--------------------------------------------------------------------------------------
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow )
{
// Register class
WNDCLASSEX wcex;
wcex.cbSize = sizeof( WNDCLASSEX );
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon( hInstance, ( LPCTSTR )IDI_TUTORIAL1 );
wcex.hCursor = LoadCursor( NULL, IDC_ARROW );
wcex.hbrBackground = ( HBRUSH )( COLOR_WINDOW + 1 );
wcex.lpszMenuName = NULL;
wcex.lpszClassName = L"TutorialWindowClass";
wcex.hIconSm = LoadIcon( wcex.hInstance, ( LPCTSTR )IDI_TUTORIAL1 );
if( !RegisterClassEx( &wcex ) )
return E_FAIL;
// Create window
g_hInst = hInstance;
RECT rc = { 0, 0, 640, 480 };
AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE );
g_hWnd = CreateWindow( L"TutorialWindowClass", L"Direct3D 11 Tutorial 3: Shaders",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT, rc.right - rc.left, rc.bottom - rc.top, NULL, NULL, hInstance,
NULL );
if( !g_hWnd )
return E_FAIL;
ShowWindow( g_hWnd, nCmdShow );
return S_OK;
}
//--------------------------------------------------------------------------------------
// Helper for compiling shaders with D3DX11
//--------------------------------------------------------------------------------------
HRESULT CompileShaderFromFile( WCHAR* szFileName, LPCSTR szEntryPoint, LPCSTR szShaderModel, ID3DBlob** ppBlobOut )
{
HRESULT hr = S_OK;
DWORD dwShaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;
#if defined( DEBUG ) || defined( _DEBUG )
// Set the D3DCOMPILE_DEBUG flag to embed debug information in the shaders.
// Setting this flag improves the shader debugging experience, but still allows
// the shaders to be optimized and to run exactly the way they will run in
// the release configuration of this program.
dwShaderFlags |= D3DCOMPILE_DEBUG;
#endif
ID3DBlob* pErrorBlob;
hr = D3DX11CompileFromFile( szFileName, NULL, NULL, szEntryPoint, szShaderModel,
dwShaderFlags, 0, NULL, ppBlobOut, &pErrorBlob, NULL );
if( FAILED(hr) )
{
if( pErrorBlob != NULL )
OutputDebugStringA( (char*)pErrorBlob->GetBufferPointer() );
if( pErrorBlob ) pErrorBlob->Release();
return hr;
}
if( pErrorBlob ) pErrorBlob->Release();
return S_OK;
}
//--------------------------------------------------------------------------------------
// Create Direct3D device and swap chain
//--------------------------------------------------------------------------------------
HRESULT InitDevice()
{
HRESULT hr = S_OK;
RECT rc;
GetClientRect( g_hWnd, &rc );
UINT width = rc.right - rc.left;
UINT height = rc.bottom - rc.top;
UINT createDeviceFlags = 0;
#ifdef _DEBUG
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
//int sizeLight = sizeof(LightStruct);//测试LightStruct的大小
int sizeLight = sizeof(float);
//wchar_t bufferT[256];
//wsprintfW(bufferT,L"%d",sizeLight);
//MessageBox(NULL,bufferT,bufferT,MB_OK);
D3D_DRIVER_TYPE driverTypes[] =
{
D3D_DRIVER_TYPE_HARDWARE,
D3D_DRIVER_TYPE_WARP,
D3D_DRIVER_TYPE_REFERENCE,
};
UINT numDriverTypes = ARRAYSIZE( driverTypes );
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
};
UINT numFeatureLevels = ARRAYSIZE( featureLevels );
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory( &sd, sizeof( sd ) );
sd.BufferCount = 1;
sd.BufferDesc.Width = width;
sd.BufferDesc.Height = height;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = g_hWnd;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
for( UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++ )
{
g_driverType = driverTypes[driverTypeIndex];
hr = D3D11CreateDeviceAndSwapChain( NULL, g_driverType, NULL, createDeviceFlags, featureLevels, numFeatureLevels,
D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext );
if( SUCCEEDED( hr ) )
break;
}
if( FAILED( hr ) )
return hr;
// Create a render target view
ID3D11Texture2D* pBackBuffer = NULL;
hr = g_pSwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), ( LPVOID* )&pBackBuffer );
if( FAILED( hr ) )
return hr;
hr = g_pd3dDevice->CreateRenderTargetView( pBackBuffer, NULL, &g_pRenderTargetView );
pBackBuffer->Release();
if( FAILED( hr ) )
return hr;
//BEGIN 添加深度蒙版buffer
D3D11_TEXTURE2D_DESC descDepth;//为什么不用D3D11_BUFFER_DESC
ZeroMemory( &descDepth, sizeof(descDepth) );
descDepth.Width = width;
descDepth.Height = height;
descDepth.MipLevels = 1;
descDepth.ArraySize = 1;
descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
descDepth.SampleDesc.Count = 1;
descDepth.SampleDesc.Quality = 0;
descDepth.Usage = D3D11_USAGE_DEFAULT;
descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
descDepth.CPUAccessFlags = 0;
descDepth.MiscFlags = 0;
hr = g_pd3dDevice->CreateTexture2D(&descDepth,NULL,&g_pDepthStencilBuffer);
if (FAILED(hr))
{
return hr;
}
D3D11_DEPTH_STENCIL_VIEW_DESC descDSV;
ZeroMemory( &descDSV, sizeof(descDSV) );
descDSV.Format = descDepth.Format;
descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
descDSV.Texture2D.MipSlice = 0;
hr = g_pd3dDevice->CreateDepthStencilView(g_pDepthStencilBuffer,&descDSV,&g_pDepthStencilView);
if( FAILED( hr ) )
return hr;
g_pImmediateContext->OMSetRenderTargets( 1, &g_pRenderTargetView, g_pDepthStencilView );
//END
// Setup the viewport
D3D11_VIEWPORT vp;
vp.Width = (FLOAT)width;
vp.Height = (FLOAT)height;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
g_pImmediateContext->RSSetViewports( 1, &vp );
// Compile the vertex shader
ID3DBlob* pVSBlob = NULL;
hr = CompileShaderFromFile( L"Tutorial03.fx", "VS", "vs_4_0", &pVSBlob );
if( FAILED( hr ) )
{
MessageBox( NULL,
L"VS Error.", L"Error", MB_OK );
return hr;
}
// Create the vertex shader
hr = g_pd3dDevice->CreateVertexShader( pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), NULL, &g_pVertexShader );
if( FAILED( hr ) )
{
pVSBlob->Release();
return hr;
}
// Define the input layout
D3D11_INPUT_ELEMENT_DESC layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{"NORMAL" , 0, DXGI_FORMAT_R32G32B32_FLOAT,0,20,D3D11_INPUT_PER_VERTEX_DATA,0},
};
UINT numElements = ARRAYSIZE( layout );
// Create the input layout
hr = g_pd3dDevice->CreateInputLayout( layout, numElements, pVSBlob->GetBufferPointer(),
pVSBlob->GetBufferSize(), &g_pVertexLayout );
pVSBlob->Release();
if( FAILED( hr ) )
return hr;
// Set the input layout
g_pImmediateContext->IASetInputLayout( g_pVertexLayout );
// Compile the pixel shader
ID3DBlob* pPSBlob = NULL;
hr = CompileShaderFromFile( L"Tutorial03.fx", "PS", "ps_4_0", &pPSBlob );
if( FAILED( hr ) )
{
MessageBox( NULL,
L"PS Error.", L"Error", MB_OK );
return hr;
}
// Create the pixel shader
hr = g_pd3dDevice->CreatePixelShader( pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), NULL, &g_pPixelShader );
pPSBlob->Release();
if( FAILED( hr ) )
return hr;
// Create vertex buffer
SimpleVertex vertices[] =
{
{XMFLOAT3( -1.0f, 1.0f, -1.0f ),XMFLOAT2(0.0f,0.0f),XMFLOAT3(0.0f,0.0f,-1.0f)},
{XMFLOAT3( 1.0f, -1.0f, -1.0f ),XMFLOAT2(1.0f,0.0f),XMFLOAT3(0.0f,0.0f,-1.0f)},
{XMFLOAT3( -1.0f, -1.0f, -1.0f ),XMFLOAT2(1.0f,1.0f),XMFLOAT3(0.0f,0.0f,-1.0f)},
{XMFLOAT3( -1.5f, -2.5f, -0.8f ),XMFLOAT2(0.0f,0.0f),XMFLOAT3(0.0f,1.0f,0.0f)},
{XMFLOAT3( 1.5f, -2.5f, -1.6f ),XMFLOAT2(1.0f,0.0f),XMFLOAT3(0.0f,1.0f,0.0f)},
{XMFLOAT3( 1.5f, -2.5f, 0.8f ),XMFLOAT2(1.0f,1.0f),XMFLOAT3(0.0f,1.0f,0.0f)},
//{XMFLOAT3( -0.5f, 1.5f, -0.8f ),XMFLOAT2(0.0f,0.0f),XMFLOAT3(0.0f,0.0f,-1.0f)},
//{XMFLOAT3( 1.5f, -0.5f, -0.8f ),XMFLOAT2(1.0f,0.0f),XMFLOAT3(0.0f,0.0f,-1.0f)},
//{XMFLOAT3( -0.5f, -0.5f, -0.8f ),XMFLOAT2(1.0f,1.0f),XMFLOAT3(0.0f,0.0f,-1.0f)},
};
D3D11_BUFFER_DESC bd;
ZeroMemory( &bd, sizeof(bd) );
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = sizeof( SimpleVertex ) * 6;
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0;
D3D11_SUBRESOURCE_DATA InitData;
ZeroMemory( &InitData, sizeof(InitData) );
InitData.pSysMem = vertices;
hr = g_pd3dDevice->CreateBuffer( &bd, &InitData, &g_pVertexBuffer );
if( FAILED( hr ) )
return hr;
// Set vertex buffer
UINT stride = sizeof( SimpleVertex );
UINT offset = 0;
g_pImmediateContext->IASetVertexBuffers( 0, 1, &g_pVertexBuffer, &stride, &offset );
WORD indices[]=
{
0,1,2,
3,5,4
};
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = sizeof( WORD ) * 6;
bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
bd.CPUAccessFlags = 0;
InitData.pSysMem = indices;
hr = g_pd3dDevice->CreateBuffer( &bd, &InitData, &g_pIndexBuffer );
if( FAILED( hr ) )
return hr;
// Set index buffer
g_pImmediateContext->IASetIndexBuffer( g_pIndexBuffer, DXGI_FORMAT_R16_UINT, 0 );
// Set primitive topology
g_pImmediateContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = sizeof(SimpleMatrix);
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
bd.CPUAccessFlags = 0;
hr = g_pd3dDevice->CreateBuffer( &bd, NULL, &g_pConstantMatrixBuffer );
if( FAILED( hr ) )
return hr;
//创建light的constantBuffer
bd.ByteWidth = sizeof(LightStruct);
hr = g_pd3dDevice->CreateBuffer(&bd,NULL,&g_pConstantLightBuffer);
if (FAILED(hr))
{
MessageBox(NULL,L"Error",L"error",MB_OK);
}
//end
//BEGIN
//载入纹理资源
hr = D3DX11CreateShaderResourceViewFromFile(g_pd3dDevice,L"seafloor.dds",NULL,NULL,&g_pTextureRV[0],NULL);
if (FAILED(hr))
{
return hr;
}
//载入第二个纹理
hr = D3DX11CreateShaderResourceViewFromFile(g_pd3dDevice,L"grass.dds",NULL,NULL,&g_pTextureRV[1],NULL);
if (FAILED(hr))
{
return hr;
}
//创建纹理采样状态
D3D11_SAMPLER_DESC sampDesc;
ZeroMemory(&sampDesc,sizeof(sampDesc));
sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
sampDesc.MinLOD = 0;
sampDesc.MaxLOD = D3D11_FLOAT32_MAX;
hr = g_pd3dDevice->CreateSamplerState(&sampDesc,&g_pSamplerLinear);
if( FAILED( hr ) )
return hr;
//END
// Initialize the world matrix
g_pWorld = XMMatrixIdentity();
// Initialize the view matrix
XMVECTOR Eye = XMVectorSet( 0.0f, 1.0f, -5.0f, 0.0f );
XMVECTOR At = XMVectorSet( 0.0f, 0.0f, 0.0f, 0.0f );
XMVECTOR Up = XMVectorSet( 0.0f, 1.0f, 0.0f, 0.0f );
g_View = XMMatrixLookAtLH( Eye, At, Up );
// Initialize the projection matrix
g_Project = XMMatrixPerspectiveFovLH( XM_PIDIV2, width / (FLOAT)height, 0.01f, 100.0f );
return S_OK;
}
//--------------------------------------------------------------------------------------
// Clean up the objects we've created
//--------------------------------------------------------------------------------------
void CleanupDevice()
{
if (g_pSamplerLinear)
{
g_pSamplerLinear->Release();
}
if (g_pConstantMatrixBuffer)
{
g_pConstantMatrixBuffer->Release();
}
if( g_pImmediateContext ) g_pImmediateContext->ClearState();
if( g_pVertexBuffer ) g_pVertexBuffer->Release();
if( g_pVertexLayout ) g_pVertexLayout->Release();
if( g_pVertexShader ) g_pVertexShader->Release();
if( g_pPixelShader ) g_pPixelShader->Release();
if( g_pRenderTargetView ) g_pRenderTargetView->Release();
if( g_pSwapChain ) g_pSwapChain->Release();
if( g_pImmediateContext ) g_pImmediateContext->Release();
if( g_pd3dDevice ) g_pd3dDevice->Release();
}
//--------------------------------------------------------------------------------------
// Called every time the application receives a message
//--------------------------------------------------------------------------------------
LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam )
{
PAINTSTRUCT ps;
HDC hdc;
switch( message )
{
case WM_PAINT:
hdc = BeginPaint( hWnd, &ps );
EndPaint( hWnd, &ps );
break;
case WM_DESTROY:
PostQuitMessage( 0 );
break;
default:
return DefWindowProc( hWnd, message, wParam, lParam );
}
return 0;
}
//--------------------------------------------------------------------------------------
// Render a frame
//--------------------------------------------------------------------------------------
void Render()
{
// Clear the back buffer
float ClearColor[4] = { 0.0f, 0.125f, 0.3f, 1.0f }; // red,green,blue,alpha
g_pImmediateContext->ClearRenderTargetView( g_pRenderTargetView, ClearColor );
g_pImmediateContext->ClearDepthStencilView(g_pDepthStencilView,D3D11_CLEAR_DEPTH,1.0f,0);
//
// Update variables
//
SimpleMatrix cb;
cb.mWorld = XMMatrixTranspose( g_pWorld );
cb.mView = XMMatrixTranspose( g_View );
cb.mProject = XMMatrixTranspose( g_Project );
g_pImmediateContext->UpdateSubresource( g_pConstantMatrixBuffer, 0, NULL, &cb, 0, 0 );
LightStruct g_Light ;
g_Light.lightAmbientColor = lightAmbientColor;
g_Light.lightDiffuseColor = lightDiffuseColor;
g_Light.lightDir = lightDir;
g_pImmediateContext->UpdateSubresource(g_pConstantLightBuffer,0,NULL,&g_Light,0,0);
// Render a triangle
g_pImmediateContext->VSSetShader( g_pVertexShader, NULL, 0 );
g_pImmediateContext->VSSetConstantBuffers(0,1,&g_pConstantMatrixBuffer);
g_pImmediateContext->PSSetShader( g_pPixelShader, NULL, 0 );
//BEGIN 提供纹理资源和采样状态给PixelShader使用
g_pImmediateContext->PSSetConstantBuffers(1,1,&g_pConstantLightBuffer);
g_pImmediateContext->PSSetShaderResources(0,1,&g_pTextureRV[0]);
g_pImmediateContext->PSSetSamplers(0,1,&g_pSamplerLinear);
//END
g_pImmediateContext->DrawIndexed( 3, 0 , 0 );
g_pImmediateContext->PSSetShaderResources(0,1,&g_pTextureRV[1]);
g_pImmediateContext->DrawIndexed(3,3,0);
// Present the information rendered to the back buffer to the front buffer (the screen)
g_pSwapChain->Present( 0, 0 );
}
fx:
Texture2D texDiffuse : register(t0);
SamplerState samLiner : register(s0);
cbuffer cbMatrix : register(b0)
{
matrix World;
matrix View;
matrix Projection;
};
cbuffer cbLight : register(b1)
{
float4 ambientColor;
float4 diffuseColor;
float3 lightDir;
float padding;
};
struct VS_INPUT
{
float4 Pos : POSITION;
float2 tex : TEXCOORD0;
float3 nor : NORMAL;
};
struct PS_INPUT
{
float4 Pos : SV_POSITION;
float2 tex : TEXCOORD0;
float4 nor : NORMAL ;
};
PS_INPUT VS( VS_INPUT input )
{
PS_INPUT output=(PS_INPUT)0;
output.Pos = mul(input.Pos,World);
output.Pos = mul(output.Pos,View);
output.Pos = mul(output.Pos,Projection);
output.tex = input.tex;
output.nor = mul(input.nor,World);
output.nor = normalize(output.nor);
return output;
}
//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------
float4 PS( PS_INPUT input) : SV_Target
{
float4 textureColor;
float3 ps_lightDir;
float lightIntensity;
float4 color;
textureColor = texDiffuse.Sample(samLiner,input.tex);
color = ambientColor;
ps_lightDir = - lightDir;
lightIntensity = saturate(dot(input.nor,ps_lightDir));
color += (diffuseColor * lightIntensity);
color = saturate(color);
color = color*textureColor;
return color;
}