DX shader根据顶点设置颜色

时间:2022-04-22 10:27:04

DX shader根据顶点设置颜色

matrix ViewProjMatrix;
vector Blue = {0.0f, 0.0f, 1.0f, 0.0f}; struct VS_INPUT
{
vector position : POSITION;
}; struct VS_OUTPUT
{
vector position : POSITION;
vector diffuse : COLOR;
}; VS_OUTPUT Main(VS_INPUT input)
{
VS_OUTPUT output = (VS_OUTPUT);
output.position = mul(input.position, ViewProjMatrix);
output.diffuse = output.position;
return output;
}
#ifndef QD3DWIDGET_H
#define QD3DWIDGET_H #include <QtGui/QtGui>
#include <d3d9.h>
#include <d3dx9.h>
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")
extern LPDIRECT3D9 g_pD3D;
extern LPDIRECT3DDEVICE9 g_pDevice;
extern LPDIRECT3DVERTEXBUFFER9 g_pVertexBuffer;
extern LPDIRECT3DINDEXBUFFER9 g_pIndexBuffer;
HRESULT Init3D(HWND hWnd); struct CUSTOMVERTEX
{
float x,y,z;
DWORD color;
}; #define D3DFVF_CUSTOMVERTEXT (D3DFVF_XYZ|D3DFVF_DIFFUSE) class QD3DWidget : public QWidget
{
Q_OBJECT public:
QD3DWidget(QWidget *parent = NULL);
~QD3DWidget();
QPaintEngine *paintEngine()const;
protected:
void paintEvent(QPaintEvent *ev);
virtual void initialize3D();
virtual bool initGemetry();
private:
void setupMatrices();
private:
int fRotateY;
}; #endif // QD3DWIDGET_H
#include "MyFrame.h"
#include <iostream>
LPDIRECT3D9 g_pD3D = NULL;
LPDIRECT3DDEVICE9 g_pDevice = NULL;
LPDIRECT3DVERTEXBUFFER9 g_pVertexBuffer = NULL;
LPDIRECT3DINDEXBUFFER9 g_pIndexBuffeer = NULL;
LPD3DXMESH g_teapot = NULL;
IDirect3DVertexShader9 * g_pVertexShader = NULL;
ID3DXConstantTable * g_pConstantTable = NULL;
D3DXHANDLE ViewProjMatrixHandle = ; bool PrepareShader()
{
ID3DXBuffer * shader;
ID3DXBuffer * errorBuffer; HRESULT hr = D3DXCompileShaderFromFileA("my.fx", , , "Main", "vs_1_1",
D3DXSHADER_ENABLE_BACKWARDS_COMPATIBILITY, &shader, &errorBuffer, &g_pConstantTable
); if (errorBuffer)
{
std::cout << errorBuffer->GetBufferPointer() << std::endl;
errorBuffer->Release();
} if (FAILED(hr))
{
std::cout << "CompileShader FAILED" << std::endl;
exit(-);
} hr = g_pDevice->CreateVertexShader((DWORD *)shader->GetBufferPointer(), &g_pVertexShader);
if (FAILED(hr))
{
std::cout << "Create Shader FAILED" << std::endl;
}
shader->Release();
ViewProjMatrixHandle = g_pConstantTable->GetConstantByName(, "ViewProjMatrix");
}
HRESULT Init3D(HWND hWnd)
{
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;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16; if(FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,hWnd,D3DCREATE_HARDWARE_VERTEXPROCESSING,&d3dpp,&g_pDevice)))
return E_FAIL; g_pDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_NONE); g_pDevice->SetRenderState(D3DRS_LIGHTING,FALSE);
g_pDevice->SetRenderState(D3DRS_ANTIALIASEDLINEENABLE,TRUE);
g_pDevice->SetRenderState(D3DRS_ZENABLE,D3DZB_TRUE);
return S_OK;
} QD3DWidget::QD3DWidget(QWidget *parent)
: QWidget(parent)
, fRotateY()
{ setAttribute(Qt::WA_PaintOnScreen , true);
setGeometry(, , , );
initialize3D();
} QD3DWidget::~QD3DWidget()
{ g_pDevice->Release();
g_pD3D->Release();
} QPaintEngine * QD3DWidget::paintEngine()const
{
return NULL;
} void QD3DWidget::initialize3D()
{
Init3D(winId());
initGemetry();
D3DXCreateTeapot(g_pDevice, &g_teapot, NULL);
PrepareShader();
} void QD3DWidget::paintEvent(QPaintEvent *ev)
{ g_pDevice->Clear(,NULL,D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,D3DCOLOR_XRGB(,,),1.0f,);
setupMatrices();
g_pDevice->BeginScene();
g_pDevice->SetVertexShader(g_pVertexShader);
g_teapot->DrawSubset();
g_pDevice->EndScene();
g_pDevice->Present(NULL,NULL,NULL,NULL); update(); } bool QD3DWidget::initGemetry()
{ return true;
} void QD3DWidget::setupMatrices()
{
static float angle = 0.0f; D3DXMATRIX worldMatrix;
D3DXMatrixRotationY(&worldMatrix, angle);
g_pDevice->SetTransform(D3DTS_WORLD, &worldMatrix);
angle += 0.1f; D3DXMATRIX viewMatrix;
D3DXVECTOR3 eye(0.0f, 0.0f, -5.0f);
D3DXVECTOR3 center(0.0f, 0.0f, 0.0f);
D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);
D3DXMatrixLookAtLH(&viewMatrix, &eye, &center, &up);
g_pDevice->SetTransform(D3DTS_VIEW, &viewMatrix); D3DXMATRIX projMatrix;
D3DXMatrixPerspectiveFovLH(&projMatrix, D3DX_PI/4.0f, (float)width()/(float)height(), 1.0f, 1000.0f);
g_pDevice->SetTransform(D3DTS_PROJECTION, &projMatrix); D3DXMATRIX viewproj = worldMatrix * viewMatrix * projMatrix;
g_pConstantTable->SetMatrix(g_pDevice, ViewProjMatrixHandle, &viewproj);
g_pConstantTable->SetDefaults(g_pDevice);
}