将值传递给着色器的问题

时间:2010-05-26 17:16:08

标签: c++ directx shader hlsl direct3d10

我在向着色器传递值时遇到问题。我的应用程序编译得很好,但我的立方体对象不会阴影。以下是我的大部分代码。

我与着色器通信的大部分代码都在createObject方法

myGame.cpp

#include "MyGame.h"
#include "OneColorCube.h"
/* This code sets a projection and shows a turning cube. What has been added is the project, rotation and
a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file
which was causing the vertices not to be rendered correctly.*/
typedef struct 
{
    ID3D10Effect* pEffect;
    ID3D10EffectTechnique* pTechnique;

    //vertex information
    ID3D10Buffer* pVertexBuffer;
    ID3D10Buffer* pIndicesBuffer;
    ID3D10InputLayout* pVertexLayout;

    UINT numVertices;
    UINT numIndices;
}ModelObject;

ModelObject modelObject;
// World Matrix
D3DXMATRIX                  WorldMatrix;
// View Matrix
D3DXMATRIX                  ViewMatrix;
// Projection Matrix
D3DXMATRIX                  ProjectionMatrix;
ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL;
ID3D10EffectVectorVariable* pLightVarible = NULL;


bool MyGame::InitDirect3D()
{
    if(!DX3dApp::InitDirect3D())
    {
        return false;
    }

    D3D10_RASTERIZER_DESC rastDesc;
    rastDesc.FillMode = D3D10_FILL_WIREFRAME;
    rastDesc.CullMode = D3D10_CULL_FRONT;
    rastDesc.FrontCounterClockwise = true;
    rastDesc.DepthBias = false;
    rastDesc.DepthBiasClamp = 0;
    rastDesc.SlopeScaledDepthBias = 0;
    rastDesc.DepthClipEnable = false;
    rastDesc.ScissorEnable = false;
    rastDesc.MultisampleEnable = false;
    rastDesc.AntialiasedLineEnable = false;

    ID3D10RasterizerState *g_pRasterizerState;
    mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState);
    //mpD3DDevice->RSSetState(g_pRasterizerState);

    // Set up the World Matrix
    D3DXMatrixIdentity(&WorldMatrix);
    D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f));
    // Set up the projection matrix
    D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f);

    if(!CreateObject())
    {
        return false;
    }

    return true;
}

//These are actions that take place after the clearing of the buffer and before the present
void MyGame::GameDraw()
{

    static float rotationAngleY = 15.0f;
    static float rotationAngleX = 0.0f;

    static D3DXMATRIX rotationXMatrix;
    static D3DXMATRIX rotationYMatrix;

    // create the rotation matrix using the rotation angle
    D3DXMatrixRotationY(&rotationYMatrix, rotationAngleY);
    D3DXMatrixRotationX(&rotationXMatrix, rotationAngleX);


    //rotationAngleY += (float)D3DX_PI * 0.002f;
    //rotationAngleX += (float)D3DX_PI * 0.001f;

    WorldMatrix = rotationYMatrix * rotationXMatrix;

    // Set the input layout
    mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout);

    // Set vertex buffer
    UINT stride = sizeof(VertexPos);
    UINT offset = 0;
    mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset);

    // Set primitive topology
    mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
    //ViewMatrix._43 += 0.005f;

    // Combine and send the final matrix to the shader
    D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix);
    pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix);


    // make sure modelObject is valid


    // Render a model object
    D3D10_TECHNIQUE_DESC techniqueDescription;
    modelObject.pTechnique->GetDesc(&techniqueDescription);

    // Loop through the technique passes
    for(UINT p=0; p < techniqueDescription.Passes; ++p)
    {
        modelObject.pTechnique->GetPassByIndex(p)->Apply(0);

        // draw the cube using all 36 vertices and 12 triangles
        mpD3DDevice->Draw(36,0);
    }
}

//Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you 
//present data
void MyGame::Render()
{
    DX3dApp::Render();
}

bool MyGame::CreateObject()
{

    //Create Layout
    D3D10_INPUT_ELEMENT_DESC layout[] = {
        {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
        {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0},
        {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0}
    };

    UINT numElements = (sizeof(layout)/sizeof(layout[0]));
    modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos);

    for(int i = 0; i < modelObject.numVertices; i += 3)
    {
        D3DXVECTOR3 out;

        D3DXVECTOR3 v1 = vertices[0 + i].pos;
        D3DXVECTOR3 v2 = vertices[1 + i].pos;
        D3DXVECTOR3 v3 = vertices[2 + i].pos;

        D3DXVECTOR3 u = v2 - v1;
        D3DXVECTOR3 v = v3 - v1;

        D3DXVec3Cross(&out, &u, &v);
        D3DXVec3Normalize(&out, &out);

        vertices[0 + i].normal = out;
        vertices[1 + i].normal = out;
        vertices[2 + i].normal = out;
    }

    //Create buffer desc
    D3D10_BUFFER_DESC bufferDesc;
    bufferDesc.Usage = D3D10_USAGE_DEFAULT;
    bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices;
    bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
    bufferDesc.CPUAccessFlags = 0;
    bufferDesc.MiscFlags = 0;

    D3D10_SUBRESOURCE_DATA initData;
    initData.pSysMem = vertices;
    //Create the buffer

    HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer);
    if(FAILED(hr))
        return false;

    /*
    //Create indices
    DWORD indices[] =
    {
        0,1,3,
        1,2,3
    };

    ModelObject.numIndices = sizeof(indices)/sizeof(DWORD);

    bufferDesc.ByteWidth = sizeof(DWORD) * ModelObject.numIndices;
    bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER;

    initData.pSysMem = indices;

    hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &ModelObject.pIndicesBuffer);
    if(FAILED(hr))
        return false;*/


    /////////////////////////////////////////////////////////////////////////////
    //Set up fx files
    LPCWSTR effectFilename = L"effect.fx";
    modelObject.pEffect = NULL;

     hr = D3DX10CreateEffectFromFile(effectFilename,
        NULL,
        NULL,
        "fx_4_0",
        D3D10_SHADER_ENABLE_STRICTNESS,
        0,
        mpD3DDevice,
        NULL,
        NULL,
        &modelObject.pEffect,
        NULL,
        NULL);

    if(FAILED(hr))
        return false;

    pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix();
    pLightVarible = modelObject.pEffect->GetVariableByName("lightSource")->AsVector();
    //Dont sweat the technique. Get it!
    LPCSTR effectTechniqueName = "Render";

    D3DXVECTOR3 vLight(10.0f, 10.0f, 10.0f);
    pLightVarible->SetFloatVector(vLight);

    modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName);
    if(modelObject.pTechnique == NULL)
        return false;


    //Create Vertex layout
    D3D10_PASS_DESC passDesc;
    modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc);

    hr = mpD3DDevice->CreateInputLayout(layout, numElements,
        passDesc.pIAInputSignature,
        passDesc.IAInputSignatureSize,
        &modelObject.pVertexLayout);
    if(FAILED(hr))
        return false;

    return true;
}

以下是我的着色器

effect.fx

matrix Projection;
float3 lightSource;
float4 lightColor = {0.5, 0.5, 0.5, 0.5};

// PS_INPUT - input variables to the pixel shader
// This struct is created and fill in by the 
// vertex shader
struct PS_INPUT
{
    float4 Pos : SV_POSITION;
    float4 Color : COLOR0;
    float4 Normal : NORMAL;
};

////////////////////////////////////////////////
// Vertex Shader - Main Function
///////////////////////////////////////////////
PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float4 Normal : NORMAL)
{
    PS_INPUT psInput;

    // Pass through both the position and the color
        psInput.Pos = mul( Pos, Projection );
    psInput.Color = Color;
    psInput.Normal = Normal;

    return psInput;
}

///////////////////////////////////////////////
// Pixel Shader
///////////////////////////////////////////////
float4 PS(PS_INPUT psInput) : SV_Target
{
    float4 finalColor = 0; 
    finalColor = saturate(dot(lightSource, psInput.Normal) * lightColor);

    return finalColor;
}

// Define the technique
technique10 Render
{
    pass P0
    {
        SetVertexShader( CompileShader( vs_4_0, VS() ) );
        SetGeometryShader( NULL );
        SetPixelShader( CompileShader( ps_4_0, PS() ) );
    }
}

1 个答案:

答案 0 :(得分:1)

“我的立方体对象不会遮挡”,这究竟是什么意思?什么是最终颜色?白?

根据你发布的内容,有些东西看起来不对劲。首先,定义光矢量的方式:

D3DXVECTOR3 vLight(10.0f, 10.0f, 10.0f);

这是错误的,因为它没有规范化并且必须(在hlsl或c ++代码中),否则点积是没有意义的(参见wikipedia page on Dot product, Geometric interpretation)。您还可以使用已经规范化的向量,例如: [-0.577f, 0.577f, -0.577f][0.0f, 0.0f, -1.0f]并不关心规范化。

第二件事,在VS中,你不会根据World矩阵变换顶点法线。这很糟糕,特别是如果您的光线方向已在世界空间中定义且您的立方体法线保留在模型空间中。 这可能不是造成阴影的原因,但重要的是要提到你不能对属于不同空间的向量进行数学运算。

第三点是初始化立方体颜色的c ++代码(我找不到它,以及顶点位置)。对我来说,您的代码看起来很糟糕,因为每个属性至少应该在同一CreateObject函数中初始化。

关于着色器编码样式,我建议像这样声明PS_INPUT

struct PS_INPUT
{
    float4 Pos : SV_Position;
    float4 Col : TEXCOORD0;
    float3 Norm : TEXCOORD1;
};

因此COLORSV_Target之间没有混淆。所有非SV_*属性都应使用TEXCOORDN