DirectX11-Sample-Tutorial06-光照

本文主要是对旋转立方体加光照。完整代码看这里



Tutorial06.fx

//--------------------------------------------------------------------------------------
// Constant Buffer Variables
//--------------------------------------------------------------------------------------
cbuffer ConstantBuffer : register( b0 )
{
	matrix World;
	matrix View;
	matrix Projection;
	float4 vLightDir[2];
	float4 vLightColor[2];
	float4 vOutputColor;
}


//--------------------------------------------------------------------------------------
struct VS_INPUT
{
    float4 Pos : POSITION;
    float3 Norm : NORMAL;
};

struct PS_INPUT
{
    float4 Pos : SV_POSITION;
    float3 Norm : TEXCOORD0;
};


//--------------------------------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------------------------------
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.Norm = mul( input.Norm, World );
    
    return output;
}


//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------
float4 PS( PS_INPUT input) : SV_Target
{
    float4 finalColor = 0;
    
    //do NdotL lighting for 2 lights
    for(int i=0; i<2; i++)
    {
        finalColor += saturate( dot( (float3)vLightDir[i],input.Norm) * vLightColor[i] );
    }
    finalColor.a = 1;
    return finalColor;
}


//--------------------------------------------------------------------------------------
// PSSolid - render a solid color
//--------------------------------------------------------------------------------------
float4 PSSolid( PS_INPUT input) : SV_Target
{
    return vOutputColor;
}

main.cpp

#include <Windows.h>
#include <d3d11.h>
#include <D3DX11.h>
#include <D3Dcompiler.h>
#include <xnamath.h>
#include <tchar.h>

//顶点结构
struct SimpleVertex 
{
	XMFLOAT3 Pos;
	XMFLOAT3 Normal;
};

//常缓存结构,包括相机矩阵,和光照等
struct ConstantBuffer
{
	XMMATRIX world;
	XMMATRIX view;
	XMMATRIX projection;//相机矩阵

	XMFLOAT4 vLightDir[2];//光照方向
	XMFLOAT4 vLightColor[2];//光照颜色
	XMFLOAT4 vOutputColor;//输出颜色
};

//全局变量
HINSTANCE g_hInstance	=	NULL;//进程句柄
HWND g_hWnd	=	NULL;//窗口句柄

D3D_DRIVER_TYPE g_driverType	=	D3D_DRIVER_TYPE_HARDWARE;//驱动类型
D3D_FEATURE_LEVEL g_featureLevel	=	D3D_FEATURE_LEVEL_11_0;//SDK版本

ID3D11Device* g_device	=	NULL;//设备,显卡
ID3D11DeviceContext* g_deviceContext	=	NULL;//设备上下文
IDXGISwapChain* g_swapChain	=	NULL;//交换链
ID3D11RenderTargetView* g_renderTargetView	=	NULL;//渲染目标视图

ID3D11Texture2D* g_depthBuffer	=	NULL;//深度缓存
ID3D11DepthStencilView* g_depthStencilView	=	NULL;//深度模板视图

ID3D11VertexShader* g_vertexShader	=	NULL;//顶点着色器
ID3D11PixelShader* g_pixelShader	=	NULL;//像素着色器
ID3D11PixelShader* g_pixelShaderSolid	=	NULL;

ID3D11InputLayout* g_inputLayout	=	NULL;//输入布局
ID3D11Buffer* g_vertexBuffer	=	NULL;//顶点缓存
ID3D11Buffer* g_indexBuffer	=	NULL;//索引缓存

ID3D11Buffer* g_constantBuffer	=	NULL;//常缓存
XMMATRIX g_world;
XMMATRIX g_view;
XMMATRIX g_projection;

//全局函数
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow );//初始化窗口
HRESULT InitDevice();//初始化d3d设备
HRESULT CompileFromFile( WCHAR* filename, LPCSTR entrypoint, LPCSTR shaderModel, ID3DBlob** ppBlob );//编译着色器文件
LRESULT CALLBACK WndProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );//窗口过程函数
void Render();//渲染
void ShutdownDevice();//关闭设备

//主函数
int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPreI
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