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, ¢er, &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);
- }
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