4.2用Effect实现多纹理化效果

    技术2022-05-11  71

    4.2Effect实现多纹理化效果

           前面我们介绍了一个使用像素着色器实现的多纹理化,这里用Effect框架重新给于实现,读者可以比较两者之间的异同,体会Effect框架给我们带来了哪些方面的改善。

    4.2.1着色器

           下面是着色器代码,该代码存储于Effect.txt中,代码中包含了一个顶点着色器和一个像素着色器和一个Effect效果框架。

    //---------------------------------------------

    //          顶点着色器

    //---------------------------------------------

    matrix WVPMatrix;

     

    struct VS_INPUT

    {

        vector position : POSITION;

        float2 uvCoords0 : TEXCOORD0;

        float2 uvCoords1 : TEXCOORD1;

    };

     

    struct VS_OUTPUT

    {

        vector position : POSITION;

        float2 uvCoords0 : TEXCOORD0;

        float2 uvCoords1 : TEXCOORD1;

    };

     

    VS_OUTPUT VS_Main(VS_INPUT input)

    {

           VS_OUTPUT output = (VS_OUTPUT)0;

          

           output.position = mul(input.position, WVPMatrix);

          

           output.uvCoords0 = input.uvCoords0;

           output.uvCoords1 = input.uvCoords1;

          

           return output;

    }

     

    //---------------------------------------------

    //          像素着色器

    //---------------------------------------------

    vector Scalar;

     

    texture Tex0;

    texture Tex1;

     

    sampler Samp0 =

    sampler_state

    {

        Texture = <Tex0>;

        MipFilter = LINEAR;

        MinFilter = LINEAR;

        MagFilter = LINEAR;

    };

     

    sampler Samp1 =

    sampler_state

    {

        Texture = <Tex1>;

        MipFilter = LINEAR;

        MinFilter = LINEAR;

        MagFilter = LINEAR;

    };

     

    struct PS_INPUT

    {

           float2 uvCoords0 : TEXCOORD0;

           float2 uvCoords1 : TEXCOORD1;

    };

     

    struct PS_OUTPUT

    {

           float4 Color : COLOR0;

    };

     

    PS_OUTPUT PS_Main(PS_INPUT input)

    {

           PS_OUTPUT output = (PS_OUTPUT)0;

           output.Color = tex2D(Samp0, input.uvCoords0)*Scalar.x + tex2D(Samp1, input.uvCoords1)*Scalar.y;

           return output;

    }

     

    //---------------------------------------------

    //          效果框架

    //---------------------------------------------

    technique T0

    {

           pass P0

           {

                  vertexShader = compile vs_1_1 VS_Main();

                  pixelShader = compile ps_1_1 PS_Main();

           }

    }

           注意程序中是如何使用效果框架将顶点着色器和像素着色器组织起来的:

           pass P0

           {

                  //着色器类型        版本号 入口函数名称

                  vertexShader = compile vs_1_1 VS_Main();

                  pixelShader = compile ps_1_1 PS_Main();

           }

           也可以直接将着色代码写在pass过程中,相关用法请读者参看DirectX文档:

           pass P0

           {

                  //这里书写着色器代码

                 

           }

           有了之前的基础,着色器代码读者应该很容易理解,下面具体介绍如何在应用程序中使用Effect

    4.2.2应用程序

    /*********************顶点格式定义*****************/

    struct CUSTOMVERTEX

    {

           //定点位置坐标

           float x,y,z;

           //两套纹理坐标;

           float tu0, tv0;

           float tu1, tv1;

    };

    #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ | D3DFVF_TEX2)

    /*********************声明变量*****************/

    //Effect效果指针

    ID3DXEffect *g_pEffect              = 0;

     

    //常量句柄

    D3DXHANDLE WVPMatrixHandle          = 0;

    D3DXHANDLE ScalarHandle             = 0;

    D3DXHANDLE Tex0Handle               = 0;

    D3DXHANDLE Tex1Handle               = 0;

    D3DXHANDLE TechHandle               = 0;

     

    //四边形顶点缓存

    LPDIRECT3DVERTEXBUFFER9 quadVB  = NULL;

    //两个纹理

    LPDIRECT3DTEXTURE9 quadTexture0 = NULL;

    LPDIRECT3DTEXTURE9 quadTexture1 = NULL;

     

    /********************初始化应用程序*****************/

    //定义四边顶点模型

    CUSTOMVERTEX quad[] =

    //  x      y      z    tu0   tv0   tu1   tv1

    {{-3.0f, -3.0f, 10.0f, 0.0f, 1.0f, 0.0f, 1.0f},

    { -3.0f,  3.0f, 10.0f, 0.0f, 0.0f, 0.0f, 0.0f},

    {  3.0f, -3.0f, 10.0f, 1.0f, 1.0f, 1.0f, 1.0f},

    {  3.0f,  3.0f, 10.0f, 1.0f, 0.0f, 1.0f, 0.0f}};

     

    //设置顶点缓存

    void *ptr = NULL;

    g_pd3dDevice->CreateVertexBuffer(sizeof(quad),

                                                             D3DUSAGE_WRITEONLY,

                                                             0,

                                                             D3DPOOL_MANAGED,

                                                             &quadVB,

                                                             NULL);

    quadVB->Lock(0, 0, (void**)&ptr, 0);

    memcpy((void*)ptr, (void*)quad, sizeof(quad));

    quadVB->Unlock();

     

    //创建纹理

    D3DXCreateTextureFromFile(g_pd3dDevice, "chopper.bmp", &quadTexture0);

    D3DXCreateTextureFromFile(g_pd3dDevice, "Bleach.jpg", &quadTexture1);

     

    //检测像素着色器是否被支持

    D3DCAPS9 caps;

    g_pd3dDevice->GetDeviceCaps(&caps);

    if(caps.PixelShaderVersion < D3DPS_VERSION(1, 1))

    {

           MessageBox(0, "NotSupport Pixel Shader - FAILED", 0, 0);

           exit(0);

    }

     

    //创建Effect效果

    ID3DXBuffer* errorBuffer       = 0;

     

    HRESULT hr = D3DXCreateEffectFromFile(g_pd3dDevice,

                                                                     "Effect.txt",

                                                                     0,

                                                                     0,

                                                                     D3DXSHADER_DEBUG,

                                                                     0,

                                                                     &g_pEffect,

                                                                     &errorBuffer);

     

    // output any error messages

    if(errorBuffer)

    {

           MessageBox(0, (char*)errorBuffer->GetBufferPointer(), 0, 0);

           ReleaseCOM(errorBuffer);

           exit(0);

    }

     

    if(FAILED(hr))

    {

           MessageBox(0, "D3DXCreateEffectFromFile() - FAILED", 0, 0);

           return false;

    }

     

    //得到各常量句柄

    WVPMatrixHandle = g_pEffect->GetParameterByName(0, "WVPMatrix");

    ScalarHandle = g_pEffect->GetParameterByName(0, "Scalar");

    Tex0Handle = g_pEffect->GetParameterByName(0, "Tex0");

    Tex1Handle = g_pEffect->GetParameterByName(0, "Tex1");

     

    //得到技术technique T0的句柄

    TechHandle = g_pEffect->GetTechniqueByName("T0");

     

    //设置纹理,注意这里设置纹理的方式比之前像素着色器简便很多

    g_pEffect->SetTexture(Tex0Handle, quadTexture0);

    g_pEffect->SetTexture(Tex1Handle, quadTexture1);

    /********************渲染*****************/

    g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(153,153,153), 1.0f, 0 );

    g_pd3dDevice->BeginScene();

     

    //为着色器变量WVPMatrix赋值

    D3DXMATRIX matWorld, matView, matProj;

    g_pd3dDevice->GetTransform(D3DTS_WORLD, &matWorld);

    g_pd3dDevice->GetTransform(D3DTS_VIEW, &matView);

    g_pd3dDevice->GetTransform(D3DTS_PROJECTION, &matProj);

     

    D3DXMATRIX matWVP = matWorld * matView * matProj;

    g_pEffect->SetMatrix(WVPMatrixHandle, &matWVP);

     

    //为着色器全局变量Scalar赋值

    D3DXVECTOR4 scalar(0.5f, 0.5f, 0.0f, 1.0f);

    g_pEffect->SetVector(ScalarHandle, &scalar);

     

    //设置定点格式、绑定数据流

    g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);

    g_pd3dDevice->SetStreamSource(0, quadVB, 0, sizeof(CUSTOMVERTEX));

     

    //注意下面使用effect框架进行渲染的方法

    //设置要使用的技术

    g_pEffect->SetTechnique(TechHandle);

     

    //遍历技术中包含的所有过程进行多次渲染

    UINT numPasses = 0;

    g_pEffect->Begin(&numPasses, 0);

    for(UINT i = 0; i<numPasses; ++i)

    {

           //开始过程

           g_pEffect->BeginPass(i);

           //绘制图形

           g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);

           //结束过程

           g_pEffect->EndPass();

    }

    //结束使用技术

    g_pEffect->End();

     

    g_pd3dDevice->EndScene();

    g_pd3dDevice->Present(NULL, NULL, NULL, NULL);

           以上是应用程序中使用Effect框架的代码,可以看到Effect在着色器加载、着色器变量赋值、顶点着色器和像素着色器配合使用等方面做出了简化,这里只是个简单的例子,当读者深入学习Effect的时候,会了解到更多Effect框架为着色器编程提供的方便。

           编译运行程序,运行效果如图4.1所示,这和第三章使用像素着色器实现的多纹理化效果是一样的。

     

    纹理一

    纹理二

    混合后纹理三

    4.1


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