我是DirectX11的新手,对于一个沉闷的问题感到抱歉。 我有一个像素着色器:
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 texCoord : TEXCOORD0;
};
Texture2D s_texture : register(t0);
SamplerState s_sampleParams
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
};
float4 main(PixelShaderInput input) : SV_TARGET
{
float4 t = s_texture.Sample(s_sampleParams, input.texCoord);
return t;
}
现在我想为着色器添加一种颜色:
struct PixelShaderInput
{
float4 pos : SV_POSITION;
float2 texCoord : TEXCOORD0;
};
Texture2D s_texture : register(t0);
float4 s_color;
SamplerState s_sampleParams
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
};
float4 main(PixelShaderInput input) : SV_TARGET
{
float4 t = s_texture.Sample(s_sampleParams, input.texCoord);
return t * s_color;
}
如何从C ++代码设置s_color
?我必须使用m_d3dContext->PSSetConstantBuffers
吗?在这种情况下,我应该改变
`float4 s_color;`
到
cbuffer ColorOnlyConstantBuffer : register(b0)
{
float4 m_color;
};
,对吧?
或者我可以保持简单的定义float4 s_color;
并以其他方式从C ++设置它?
答案 0 :(得分:0)
据我记忆,您可以使用特定结构指定顶点着色器的输入项:
D3D11_INPUT_ELEMENT_DESC inputLayoutDesc[2] =
{
{ "Position",
0,
DXGI_FORMAT_R32G32B32_FLOAT,
0,
D3D11_APPEND_ALIGNED_ELEMENT,
D3D11_INPUT_PER_VERTEX_DATA,
0
},
{ "Color",
0,
DXGI_FORMAT_R32G32B32_FLOAT,
0,
D3D11_APPEND_ALIGNED_ELEMENT,
D3D11_INPUT_PER_VERTEX_DATA,
0
}
};
此结构用于创建ID3D11InputLayout
:
const UINT inputLayoutDescCount = 2;
hr = device->CreateInputLayout(
inputLayoutDesc,
inputLayoutDescCount,
compiledVsShader->GetBufferPointer(),
compiledVsShader->GetBufferSize(),
&inputLayout);
然后,您可以使用语义来指定哪个元素表示哪个条目:
struct VS_INPUT
{
float4 Pos : POSITION;
float4 Col : COLOR;
};
编辑:以回应评论。
抱歉,没有得到。你需要一个恒定的缓冲区。代码的相关(样本)部分如下。只需根据您的需要进行修改:
struct PixelConstantBuffer
{
XMFLOAT4 lightPos;
XMFLOAT4 observerPos;
};
// ***
D3D11_BUFFER_DESC pixelConstantBufferDesc;
pixelConstantBufferDesc.ByteWidth = sizeof(PixelConstantBuffer);
pixelConstantBufferDesc.Usage = D3D11_USAGE_DEFAULT;
pixelConstantBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
pixelConstantBufferDesc.CPUAccessFlags = 0;
pixelConstantBufferDesc.MiscFlags = 0;
pixelConstantBufferDesc.StructureByteStride = 0;
hr = device->CreateBuffer(&pixelConstantBufferDesc, nullptr, &pixelConstantBuffer);
// ***
context->PSSetConstantBuffers(1, 1, &pixelConstantBuffer);
context->PSSetShader(pixelShader, nullptr, 0);
// ***
PixelConstantBuffer pcBuffer;
pcBuffer.lightPos = XMFLOAT4(lightPos.m128_f32[0], lightPos.m128_f32[1], lightPos.m128_f32[2], lightPos.m128_f32[3]);
pcBuffer.observerPos = XMFLOAT4(camPos.m128_f32[0], camPos.m128_f32[1], camPos.m128_f32[2], camPos.m128_f32[3]);
context->UpdateSubresource(pixelConstantBuffer, 0, nullptr, &pcBuffer, 0, 0);
// *** (hlsl)
cbuffer PixelConstantBuffer : register(b1)
{
float4 LightPos;
float4 ObserverPos;
}