灯光状态如何在DirectX的效果文件中工作
我正在学习DirectX效果,我知道所有固定的管线渲染状态都可以在.fx文件中设置,当我想在.fx文件中设置点光源时,如何计算最终像素颜色?光[0]从何而来?下面是.fx文件的代码,我不知道如何编写像素着色器部分(BasicPS)来计算最终颜色灯光状态如何在DirectX的效果文件中工作,directx,Directx,我正在学习DirectX效果,我知道所有固定的管线渲染状态都可以在.fx文件中设置,当我想在.fx文件中设置点光源时,如何计算最终像素颜色?光[0]从何而来?下面是.fx文件的代码,我不知道如何编写像素着色器部分(BasicPS)来计算最终颜色 // World, View and Projection Matrix uniform extern float4x4 gWVP; // Output Vertex structure struct Outpu
// World, View and Projection Matrix
uniform extern float4x4 gWVP;
// Output Vertex structure
struct OutputVS
{
float4 posH : POSITION0;
};
OutputVS BasicVS(float4 posL : POSITION0)
{
// Zero out our output.
OutputVS outVS = (OutputVS)0;
// Transform to homogeneous clip space.
outVS.posH = mul(posL, gWVP);
// Done--return the output.
return outVS;
}
float4 BasicPS() : COLOR
{
//What to write here?
}
technique Tech1
{
pass p0
{
vertexShader = compile vs_2_0 BasicVS();
pixelShader = compile ps_2_0 BasicPS();
Lighting = True;
LightEnable[0] = True;
LightType[0] = POINT;
// Light color is white
LightAmbient[0] = {0.6f, 0.6f, 0.6f, 0.0f};
LightDiffuse[0] = {1.0f, 1.0f, 1.0f, 0.0f};
LightSpecular[0] = {0.6f, 0.6f, 0.6f, 0.0f};
// Light position
LightPosition[0] = {10.0f, 10.0f, -5.0f};
// Light range
LightRange[0] = 1000.0f;
// Light falloff
LightFalloff[0] = 1.0f;
// Attenuations
LightAttenuation0[0] = 1.0f;
LightAttenuation1[0] = 0.0f;
LightAttenuation2[0] = 0.0f;
}
}
the cpp file of this program as below
#include <d3dx9.h>
#include <MMSystem.h>
LPDIRECT3D9 g_pD3D = NULL ; // Used to create the D3DDevice
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL ; // Our rendering device
ID3DXMesh* g_pTeapotMesh = NULL ; // Hold the teapot
ID3DXEffect* g_pEffect = NULL ; // Effect interface
bool g_bActive = true ; // Is window active?
// Handles for effects
D3DXHANDLE g_hWVP; // world, view and projection matrix handle.
D3DXHANDLE g_hTech; // Technique handle
#define SAFE_RELEASE(P) if(P){ P->Release(); P = NULL;}
HRESULT BuildEffect()
{
char* effectFile = "./PointLight.fx";
ID3DXBuffer* errors = 0;
// Create Effect from file
HRESULT hr = D3DXCreateEffectFromFile(
g_pd3dDevice,
effectFile,
NULL,
NULL,
D3DXSHADER_DEBUG,
NULL,
&g_pEffect,
&errors);
if( errors )
MessageBox(0, (char*)errors->GetBufferPointer(), 0, 0);
g_hWVP = g_pEffect->GetParameterByName(0, "gWVP");
g_hTech = g_pEffect->GetTechniqueByName("Tech1");
return D3D_OK;
}
HRESULT SetupPointLight()
{
D3DLIGHT9 pointLight;
ZeroMemory(&pointLight, sizeof(pointLight));
// Set light
g_pd3dDevice->SetLight(0, &pointLight);
return D3D_OK;
}
HRESULT SetupMaterial()
{
D3DMATERIAL9 material;
ZeroMemory(&material, sizeof(material));
D3DXCOLOR red = D3DCOLOR_XRGB(255, 0, 0);
material.Ambient = red;
material.Diffuse = red;
material.Specular = red;
material.Emissive = D3DXCOLOR(0, 0, 0, 0);
material.Power = 2.0f; // only affect specular color
g_pd3dDevice->SetMaterial(&material);
return D3D_OK;
}
HRESULT InitD3D( HWND hWnd )
{
// Create the D3D object, which is needed to create the D3DDevice.
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
{
MessageBoxA(NULL, "Create D3D9 object failed!", "Error", 0) ;
return E_FAIL;
}
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE; // use window mode, not full screen
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 ) ) )
{
MessageBoxA(NULL, "Create D3D9 device failed!", "Error", 0) ;
return E_FAIL;
}
// Create teapot
D3DXCreateTeapot(g_pd3dDevice, &g_pTeapotMesh, NULL) ;
// Build effect
BuildEffect();
return S_OK;
}
void DrawTeapot()
{
// translate model to origin
D3DXMATRIX world ;
D3DXMatrixTranslation(&world, 0.0f, 0.0f, 0.0f) ;
g_pd3dDevice->SetTransform(D3DTS_WORLD, &world) ;
// set view
D3DXVECTOR3 eyePt(0.0f, 0.0f, -10.0f) ;
D3DXVECTOR3 upVec(0.0f, 1.0f, 0.0f) ;
D3DXVECTOR3 lookCenter(0.0f, 0.0f, 0.0f) ;
D3DXMATRIX view ;
D3DXMatrixLookAtLH(&view, &eyePt, &lookCenter, &upVec) ;
g_pd3dDevice->SetTransform(D3DTS_VIEW, &view) ;
// set projection
D3DXMATRIX proj ;
D3DXMatrixPerspectiveFovLH(&proj, D3DX_PI / 4, 1.0f, 1.0f, 1000.0f) ;
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &proj) ;
D3DXMATRIX worldviewproj = world * view * proj;
// Set matrix
g_pEffect->SetMatrix(g_hWVP, &worldviewproj);
// Set technique
g_pEffect->SetTechnique(g_hTech);
// Render pass
UINT numPass = 0;
g_pEffect->Begin(&numPass, 0);
g_pEffect->BeginPass(0);
g_pTeapotMesh->DrawSubset(0);
g_pEffect->EndPass();
g_pEffect->End();
}
VOID Cleanup()
{
SAFE_RELEASE(g_pTeapotMesh) ;
SAFE_RELEASE(g_pd3dDevice) ;
SAFE_RELEASE(g_pD3D) ;
}
void Render(float timeDelta)
{
if (!g_bActive)
{
Sleep(50) ;
}
SetupMaterial();
SetupPointLight();
// 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() ) )
{
// Draw teapot
DrawTeapot();
// 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 ;
}
}
return 0 ;
case WM_SIZE:
if(wParam == SIZE_MAXHIDE || wParam == SIZE_MINIMIZED)
g_bActive = false;
else
g_bActive = true;
return 0;
case WM_ACTIVATEAPP:
if(wParam == TRUE)
g_bActive = true ;
else
g_bActive = false ;
return 0 ;
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 = "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 = LoadCursor(NULL, IDC_ARROW) ;
winClass.hbrBackground = NULL ;
winClass.lpszMenuName = NULL ;
winClass.cbClsExtra = 0;
winClass.cbWndExtra = 0;
RegisterClassEx (&winClass) ;
HWND hWnd = CreateWindowEx(NULL,
winClass.lpszClassName, // window class name
"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 );
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(timeDelta) ;
// Update last time to current time for next loop
lastTime = currTime;
}
}
}
UnregisterClass(winClass.lpszClassName, hInstance) ;
return 0;
}
//世界、视图和投影矩阵
统一外部浮动4x4 gWVP;
//输出顶点结构
结构输出
{
浮动4豪华:位置0;
};
输出VS基本CV(浮动4位置:位置0)
{
//把我们的产量归零。
OutputVS-outVS=(OutputVS)0;
//变换到齐次剪辑空间。
outVS.posH=mul(posL,gWVP);
//完成——返回输出。
返回outVS;
}
float4 BasicPS():颜色
{
//在这里写什么?
}
技术技术1
{
通过p0
{
vertexShader=编译vs_2_0 BasicVS();
pixelShader=编译ps_2_0 BasicPS();
照明=真实;
可减轻的[0]=真;
LightType[0]=点;
//浅色是白色的
光环境[0]={0.6f,0.6f,0.6f,0.0f};
光漫反射[0]={1.0f,1.0f,1.0f,0.0f};
光反射[0]={0.6f,0.6f,0.6f,0.0f};
//灯位
光位置[0]={10.0f,10.0f,-5.0f};
//光范围
光照范围[0]=1000.0f;
//光衰减
光衰减[0]=1.0f;
//衰减
光衰减0[0]=1.0f;
光衰减1[0]=0.0f;
光衰减2[0]=0.0f;
}
}
该程序的cpp文件如下所示
#包括
#包括
LPDIRECT3D9 g_pD3D=NULL;//用于创建D3DDevice
LPDIRECT3DDEVICE9 g_pd3dDevice=NULL;//我们的渲染设备
ID3DXMesh*g_pTeapotMesh=NULL;//拿着茶壶
ID3DXEffect*g_peeffect=NULL;//效果界面
bool g_bActive=true;//窗口是否处于活动状态?
//效果句柄
D3DXHANDLE g_hWVP;//世界、视图和投影矩阵控制柄。
D3DXHANDLE g_hTech;//技术手柄
#如果(P){P->RELEASE();P=NULL;}
HRESULT BuildEffect()
{
char*effectFile=“./PointLight.fx”;
ID3DXBuffer*错误=0;
//从文件创建效果
HRESULT hr=D3DXCreateEffectFromFile(
g_PD3D设备,
效应文件,
无效的
无效的
D3DXU调试,
无效的
&g_pEffect,
&错误);
如果(错误)
MessageBox(0,(char*)错误->GetBufferPointer(),0,0);
g_hWVP=g_pEffect->GetParameterByName(0,“gWVP”);
g_hTech=g_pEffect->GetTechniqueByName(“Tech1”);
返回D3D_OK;
}
HRESULT设置点光源()
{
D3DLIGHT9点光源;
零内存(&pointLight,sizeof(pointLight));
//点燃
g_pd3dDevice->SetLight(0和pointLight);
返回D3D_OK;
}
HRESULT SetupMaterial()
{
D3D材料9材料;
零内存(&material,sizeof(material));
D3DXCOLOR red=D3DCOLOR_XRGB(255,0,0);
材料。环境温度=红色;
材质:漫反射=红色;
材料:镜面反射=红色;
材料.发射=D3DXCOLOR(0,0,0,0);
material.Power=2.0f;//仅影响镜面反射颜色
g_pd3dDevice->SetMaterial(&material);
返回D3D_OK;
}
HRESULT InitD3D(HWND HWND)
{
//创建创建D3D设备所需的D3D对象。
如果(NULL==(g_pD3D=Direct3DCreate9(D3D_SDK_版本)))
{
MessageBoxA(NULL,“创建D3D9对象失败!”,“错误”,0);
返回E_失败;
}
D3D当前参数d3dpp;
零内存(&d3dpp,sizeof(d3dpp));
d3dpp.Windowed=TRUE;//使用窗口模式,而不是全屏模式
d3dpp.SwapEffect=d3dswapeeffect_DISCARD;
d3dpp.BackBufferFormat=D3DFMT_未知;
//创建设备
如果(失败)(g_pD3D->CreateDevice(D3DAAPTER_默认值,D3DDEVTYPE_HAL,hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp和g_PD3D设备)
{
MessageBoxA(NULL,“创建D3D9设备失败!”,“错误”,0);
返回E_失败;
}
//制作茶壶
D3DXCreateTeapot(g_pd3dDevice和g_pTeapotMesh,空);
//建筑效应
BuildEffect();
返回S_OK;
}
空茶壶()
{
//将模型转换为原点
d3dx矩阵世界;
D3DX矩阵翻译(和世界,0.0f,0.0f,0.0f);
g_pd3dDevice->SetTransform(D3DTS_WORLD和WORLD);
//设置视图
D3DXVECTOR3眼点(0.0f,0.0f,-10.0f);
D3DXVECTOR3 upVec(0.0f、1.0f、0.0f);
D3DXVECTOR3 lookCenter(0.0f、0.0f、0.0f);
d3dx矩阵视图;
D3DXMatrixLookAtLH(视图、眼睛、注视中心和upVec);
g_pd3dDevice->SetTransform(D3DTS_视图和视图);
//集合投影
d3dx矩阵项目;
D3DX矩阵透视图(和项目,D3DX_PI/4,1.0f,1.0f,1000.0f);
g_pd3dDevice->SetTransform(D3DTS_投影和项目);
D3DXMATRIX worldviewproj=世界*视图*项目;
//集合矩阵
g_pEffect->SetMatrix(g_hWVP和worldviewproj);
//成套技术
g_pEffect->SetTechnique(g_hTech);
//渲染过程
UINT numPass=0;
g_pEffect->Begin(&numPass,0);
g_pEffect->BeginPass(0);
g_pTeapotMesh->DrawSubset(0);
g_pEffect->EndPass();
g_pEffect->End();
}
空洞清理()
{
安全释放(g_pTeapotMesh);
安全释放(g\U pd)
pixelShader = null;
pixelShader = null;