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