VertexShader入门

Shader与固定管线

顶点着色(Vertex Shader)是一段执行在GPU上的程序(一般用HLSL来编写),用来取代fixed pipeline中的transformation和lighting,Vertex Shader主要操作顶点。

有图则一目了然。

2010081317345951.jpg

Vertex Shader做了什么工作

由上图知,Vertex Shader对输入顶点完成了从local space到homogeneous clip space的变换过程,homogeneous clip space即projection space的下一个space。在这其间共有world transformation, view transformation和projection transformation及lighting几个过程。

优点(与fixed pipeline比较)

由于Vertex Shader是用户自定义程序,所以有很大的灵活性,不必再局限于D3D固定的算法,可以应用许多其他算法,比如可以操作顶点位置模拟衣服效果,操作顶点大小模拟例子系统及顶点混合,变形等,此外,顶点的数据结构也更加灵活。

Shader代码文件

Shader代码可以用纯文本文件来保存,比如记事本文件。我们来看一个最简单的Shader文件,该文件完成的功能是,将顶点由Local Space变换到Homogeneous Space,编辑Shader文件可以用DirectX的Effect Edit,不过新版SDK中没有这个工具了,另外显卡厂商也有自己的编辑器,NVIDIA 有FX Composer,ATI有Render Monkey。

ContractedBlock.gif ExpandedBlockStart.gif 代码
 
   
// World, View and Projection Matrix
uniform extern float4x4 gWVP;

// Output Vertex structure
struct OutputVS
{
float4 posH : POSITION0;
};

OutputVS Main(float3 posL : POSITION0)
{
// Zero out our output.
OutputVS outVS = (OutputVS) 0 ;

// Transform to homogeneous clip space.
outVS.posH = mul(float4(posL, 1.0f ), gWVP);

// Done--return the output.
return outVS;
}

简单解释一下上述代码

第一行定义了一个全局变量gWVP,这个变量的命名是有规则的,g表示global,即全局变量,W表示World,V表示View,P表示Projection,也就是说这是World,View和Projection矩阵的乘积。但是在程序中我们并没有用到World矩阵,所以实际上就是View矩阵和Projection矩阵的乘积。uniform表示这是个常量,也就是在Shader执行的过程中这个量是不能改变的,extern表示这是一个外部输入量,全局变量默认就是uniform extern的。

接下来的Struct定义了顶点的输出格式,所谓输出就是有VertexShader操作完以后,顶点以何种方式呈现给下一级处理器(一般是Pixel Shader)。这里的输出格式很简单,只包含一个信息,就是顶点的位置。

最后的Main函数就是主要的处理过程,需要注意的是这个函数的名字要和程序中指定的名字保持一致,否则编译会失败。首先定义一个输出结构并清零,然后就是顶点变换,使用mul函数将顶点从Local Space变换到 Homogeneous Space。注意输入顶点是三维的,而齐次坐标是四维的,所以需要转换一下。

如何使用Shader

有了上面的Shader文件,我们就可以在程序中使用它了,下面将以逐步添加代码的方式讲述如何使用Shader文件,为了简化程序,我们将着重讲述有关Shader的代码,其他代码简单带过。

1.定义一个VertexShader指针,该指针可以用来用来保存编译后的Shader

 
  
IDirect3DVertexShader9 * g_pVertexShader = NULL ; // vertex shader

2. 定义一个常量表指针,常量表用来保存Shader文件中的变量,这些变量是Shader文件与C++ code通讯的媒介,比如我们要设置某些渲染状态,那么首先要通过程序修改这些变量,然后Shader文件读取这些变量就可以得到修改后的值。

 
  
ID3DXConstantTable * g_pConstantTable = NULL ; // shader constant table

3. 定义一个函数PrepareVertexShader,该函数用来编译Shader文件并做一些必要的设置,这个函数主要做两件事,一是从编译Shader文件,二是在编译完成后创建相应的Shader,每个步骤后面都有对应的错误处理,如果编译有错误,则输出错误信息,如果创建Shader失败也通知用户。当创建完Shader以后,就释放codeBuffer和errorBuffer。

ContractedBlock.gif ExpandedBlockStart.gif 代码
 
   
bool PrepareShader()
{
// Buffer to hold the compiled code
ID3DXBuffer * codeBuffer = NULL;

// Buffer to hold the error message if complile failed
ID3DXBuffer * errorBuffer = NULL;

// Compile shader from file
HRESULT hr = D3DXCompileShaderFromFileA( " vertexshader.txt " , 0 , 0 , " Main " , " vs_1_1 " ,
D3DXSHADER_ENABLE_BACKWARDS_COMPATIBILITY,
& codeBuffer, & errorBuffer, & g_pConstantTable) ;

// output any error messages
if ( errorBuffer )
{
MessageBoxA(
0 , ( char * )errorBuffer -> GetBufferPointer(), 0 , 0 );
errorBuffer
-> Release() ;
return false ;
}

if (FAILED(hr))
{
MessageBox(
0 , L " D3DXCompileShaderFromFile() - FAILED " , 0 , 0 );
return false ;
}

// Create vertex shader
hr = g_pd3dDevice -> CreateVertexShader((DWORD * )codeBuffer -> GetBufferPointer(), & g_pVertexShader) ;

// handling error
if (FAILED(hr))
{
MessageBox(
0 , L " CreateVertexShader - FAILED " , 0 , 0 );
return false ;
}

// Release code buffer
if (codeBuffer != NULL)
{
codeBuffer
-> Release() ;
codeBuffer
= NULL ;
}

// Release DX buffer
if (errorBuffer != NULL)
{
errorBuffer
-> Release() ;
errorBuffer
= NULL ;
}

// Set handle
ViewProjMatrixHanle = g_pConstantTable -> GetConstantByName( 0 , " gWVP " ) ;

return true ;
}

4. 设置View Matrix和Projection Matrix。

单独定义一个函数用来设置矩阵,然后对View Matrix和Projection Matrix做乘积,最后通过常量表将乘积矩阵传递给Shader。Shader中通过这个矩阵来变换顶点,这就是本文的核心了。

ContractedBlock.gif ExpandedBlockStart.gif 代码
 
   
void SetupMatrix()
{
D3DXVECTOR3 eyePt(
0.0f , 0.0f , - 10.0f ) ;
D3DXVECTOR3 upVec(
0.0f , 1.0f , 0.0f ) ;
D3DXVECTOR3 lookCenter(
0.0f , 0.0f , 0.0f ) ;

// Set view matrix
D3DXMATRIX view ;
D3DXMatrixLookAtLH(
& view, & eyePt, & lookCenter, & upVec) ;

// Set projection matrix
D3DXMATRIX proj ;
D3DXMatrixPerspectiveFovLH(
& proj, D3DX_PI / 4 , 1.0f , 1.0f , 1000.0f ) ;

D3DXMATRIX viewproj
= view * proj ;
g_pConstantTable
-> SetMatrix(g_pd3dDevice, ViewProjMatrixHanle, & viewproj) ;

// this line is mandatory if you have used Constant table in your code
g_pConstantTable -> SetDefaults(g_pd3dDevice);
}

5 渲染,在Render函数中设置VertexShader,然后就可以渲染了。

ContractedBlock.gif ExpandedBlockStart.gif 代码
 
   
VOID Render()
{
// Clear the back-buffer to a red color
g_pd3dDevice -> Clear( 0 , NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB( 0 , 0 , 0 ), 1.0f , 0 );

// Begin the scene
if ( SUCCEEDED( g_pd3dDevice -> BeginScene() ) )
{
// Set Vertex Shader
g_pd3dDevice -> SetVertexShader(g_pVertexShader) ;

// Render teapot
g_pMesh -> DrawSubset( 0 ) ;

// End the scene
g_pd3dDevice -> EndScene();
}

// Present the back-buffer contents to the display
g_pd3dDevice -> Present( NULL, NULL, NULL, NULL );
}

下面是完整的代码

ContractedBlock.gif ExpandedBlockStart.gif 代码
 
   
/*
This is a simple vertex shader program which illustrate how to use vertex shader instead of fixed pipeline
to perform world, view and projection transform
*/

#include
< d3dx9.h >
#include
< MMSystem.h >

LPDIRECT3D9 g_pD3D
= NULL ; // Used to create the D3DDevice
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL ; // Our rendering device
ID3DXMesh * g_pMesh = NULL ; // Hold the sphere
IDirect3DVertexShader9 * g_pVertexShader = NULL ; // vertex shader
ID3DXConstantTable * g_pConstantTable = NULL ; // shader constant table

// Handle for world, view and projection matrix
// We use this variable to communicate between the effect file Shader.txt and the C++ code
D3DXHANDLE ViewProjMatrixHanle = 0 ;

void SetupMatrix() ;
bool PrepareShader() ;

HRESULT InitD3D( HWND hWnd )
{
// Create the D3D object, which is needed to create the D3DDevice.
if ( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;

D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(
& d3dpp, sizeof (d3dpp) );
d3dpp.Windowed
= TRUE;
d3dpp.SwapEffect
= D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat
= D3DFMT_UNKNOWN;

// Create device
if ( FAILED( g_pD3D -> CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
& d3dpp, & g_pd3dDevice ) ) )
{
return E_FAIL;
}

// Turn off culling, so we see the front and back of the triangle
g_pd3dDevice -> SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );

// g_pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
g_pd3dDevice -> SetRenderState( D3DRS_LIGHTING , FALSE );

// Create a teapot
D3DXCreateTeapot(g_pd3dDevice, & g_pMesh, NULL) ;

// Prepare Shader
PrepareShader() ;

// Setup matrix
SetupMatrix() ;

return S_OK;
}

VOID Cleanup()
{
if ( g_pd3dDevice != NULL)
g_pd3dDevice
-> Release();

if ( g_pD3D != NULL)
g_pD3D
-> Release();

if (g_pMesh != NULL)
g_pMesh
-> Release() ;
}

bool PrepareShader()
{
// Buffer to hold the compiled code
ID3DXBuffer * codeBuffer = NULL;

// Buffer to hold the error message if complile failed
ID3DXBuffer * errorBuffer = NULL;

// Compile shader from file
HRESULT hr = D3DXCompileShaderFromFileA( " vertexshader.txt " , 0 , 0 , " Main " , " vs_1_1 " ,
D3DXSHADER_ENABLE_BACKWARDS_COMPATIBILITY,
& codeBuffer, & errorBuffer, & g_pConstantTable) ;

// output any error messages
if ( errorBuffer )
{
MessageBoxA(
0 , ( char * )errorBuffer -> GetBufferPointer(), 0 , 0 );
errorBuffer
-> Release() ;
return false ;
}

if (FAILED(hr))
{
MessageBox(
0 , L " D3DXCompileShaderFromFile() - FAILED " , 0 , 0 );
return false ;
}

// Create vertex shader
hr = g_pd3dDevice -> CreateVertexShader((DWORD * )codeBuffer -> GetBufferPointer(), & g_pVertexShader) ;

// handling error
if (FAILED(hr))
{
MessageBox(
0 , L " CreateVertexShader - FAILED " , 0 , 0 );
return false ;
}

// Release code buffer
if (codeBuffer != NULL)
{
codeBuffer
-> Release() ;
codeBuffer
= NULL ;
}

// Release DX buffer
if (errorBuffer != NULL)
{
errorBuffer
-> Release() ;
errorBuffer
= NULL ;
}

// Set handle
ViewProjMatrixHanle = g_pConstantTable -> GetConstantByName( 0 , " gWVP " ) ;

return true ;
}

void SetupMatrix()
{
D3DXVECTOR3 eyePt(
0.0f , 0.0f , - 10.0f ) ;
D3DXVECTOR3 upVec(
0.0f , 1.0f , 0.0f ) ;
D3DXVECTOR3 lookCenter(
0.0f , 0.0f , 0.0f ) ;

// Set view matrix
D3DXMATRIX view ;
D3DXMatrixLookAtLH(
& view, & eyePt, & lookCenter, & upVec) ;

// Set projection matrix
D3DXMATRIX proj ;
D3DXMatrixPerspectiveFovLH(
& proj, D3DX_PI / 4 , 1.0f , 1.0f , 1000.0f ) ;

D3DXMATRIX viewproj
= view * proj ;
g_pConstantTable
-> SetMatrix(g_pd3dDevice, ViewProjMatrixHanle, & viewproj) ;

// this line is mandatory if you have used Constant table in your code
g_pConstantTable -> SetDefaults(g_pd3dDevice);
}

VOID Render()
{
// Clear the back-buffer to a red color
g_pd3dDevice -> Clear( 0 , NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB( 0 , 0 , 0 ), 1.0f , 0 );

// Begin the scene
if ( SUCCEEDED( g_pd3dDevice -> BeginScene() ) )
{
// Set Vertex Shader
g_pd3dDevice -> SetVertexShader(g_pVertexShader) ;

// Render teapot
g_pMesh -> DrawSubset( 0 ) ;

// End the scene
g_pd3dDevice -> EndScene();
}

// Present the back-buffer contents to the display
g_pd3dDevice -> Present( NULL, NULL, NULL, NULL );
}

LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch ( msg )
{
case WM_KEYDOWN:
{
switch ( wParam )
{
case VK_ESCAPE:
SendMessage( hWnd, WM_CLOSE,
0 , 0 );
break ;
default :
break ;
}
}
break ;

case WM_DESTROY:
Cleanup();
PostQuitMessage(
0 );
return 0 ;
}

return DefWindowProc( hWnd, msg, wParam, lParam );
}

INT WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR szCmdLine,
int iCmdShow)
{
WNDCLASSEX winClass ;

winClass.lpszClassName
= L " Teapot " ;
winClass.cbSize
= sizeof (WNDCLASSEX);
winClass.style
= CS_HREDRAW | CS_VREDRAW;
winClass.lpfnWndProc
= MsgProc;
winClass.hInstance
= hInstance;
winClass.hIcon
= NULL ;
winClass.hIconSm
= NULL ;
winClass.hCursor
= NULL ;
winClass.hbrBackground
= NULL ;
winClass.lpszMenuName
= NULL ;
winClass.cbClsExtra
= 0 ;
winClass.cbWndExtra
= 0 ;

RegisterClassEx (
& winClass) ;

HWND hWnd
= CreateWindowEx(NULL,
winClass.lpszClassName,
// window class name
L " Teapot " , // window caption
WS_OVERLAPPEDWINDOW, // window style
32 , // initial x position
32 , // initial y position
600 , // initial window width
600 , // initial window height
NULL, // parent window handle
NULL, // window menu handle
hInstance, // program instance handle
NULL) ; // creation parameters

// Create window failed
if (hWnd == NULL)
{
MessageBoxA(hWnd,
" Create Window failed! " , " Error " , 0 ) ;
return - 1 ;
}

// Initialize Direct3D
if ( SUCCEEDED(InitD3D(hWnd)))
{
// Show the window
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );

// Enter the message loop
MSG msg ;
ZeroMemory(
& msg, sizeof (msg) );
PeekMessage(
& msg, NULL, 0U , 0U , PM_NOREMOVE );

// Get last time
static DWORD lastTime = timeGetTime();

while (msg.message != WM_QUIT)
{
if ( PeekMessage( & msg, NULL, 0U , 0U , PM_REMOVE) != 0 )
{
TranslateMessage (
& msg) ;
DispatchMessage (
& msg) ;
}
else // Render the game if there is no message to process
{
// Get current time
DWORD currTime = timeGetTime();

// Calculate time elapsed
float timeDelta = (currTime - lastTime) * 0.001f ;

// Render
Render() ;

// Update last time to current time for next loop
lastTime = currTime;
}
}
}

UnregisterClass(winClass.lpszClassName, hInstance) ;
return 0 ;
}

 

如何查看显卡所支持的Vertex Shader版本

1 使用DirectX Caps Viewer查看

2 使用下面的代码查看

ContractedBlock.gif ExpandedBlockStart.gif 代码
 
   
1 // Check shader version
2   bool CheckShaderVersion(LPDIRECT3DDEVICE9 g_pd3dDevice)
3 {
4 // Get device capabilities
5   D3DCAPS9 caps ;
6 g_pd3dDevice -> GetDeviceCaps( & caps);
7
8 // Make sure vertex shader version greater than 2.0
9   if (caps.VertexShaderVersion < D3DVS_VERSION( 2 , 0 ))
10 {
11 return false ;
12 }
13
14 // Make sure pixel shader version greater than 2.0
15   if (caps.PixelShaderVersion < D3DPS_VERSION( 2 , 0 ))
16 {
17 return false ;
18 }
19
20 return true ;
21 };

 

 

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