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No commits in common. "96e0a3ab7b63c4b1e50a0f4e561c207cae7bb7d2" and "98804d9ee4598c47b6d359a86b04ede453113cef" have entirely different histories.
96e0a3ab7b
...
98804d9ee4
192
main.cpp
192
main.cpp
@ -12,8 +12,7 @@ ID3D10Texture2D * g_pDepthStencil = NULL;
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ID3D10RenderTargetView * g_pRenderTargetView = NULL;
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ID3D10RenderTargetView * g_pRenderTargetView = NULL;
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ID3D10DepthStencilView * g_pDepthStencilView = NULL;
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ID3D10DepthStencilView * g_pDepthStencilView = NULL;
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ID3D10Effect * g_pEffect = NULL;
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ID3D10Effect * g_pEffect = NULL;
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ID3D10EffectTechnique * g_pTechniqueRender = NULL;
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ID3D10EffectTechnique * g_pTechnique = NULL;
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ID3D10EffectTechnique * g_pTechniqueRenderLight = NULL;
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ID3D10InputLayout * g_pVertexLayout = NULL;
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ID3D10InputLayout * g_pVertexLayout = NULL;
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ID3D10Buffer * g_pVertexBuffer = NULL;
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ID3D10Buffer * g_pVertexBuffer = NULL;
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ID3D10Buffer * g_pIndexBuffer = NULL;
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ID3D10Buffer * g_pIndexBuffer = NULL;
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@ -21,9 +20,6 @@ ID3D10Buffer * g_pIndexBuffer = NULL;
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ID3D10EffectMatrixVariable * g_pWorldVariable = NULL;
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ID3D10EffectMatrixVariable * g_pWorldVariable = NULL;
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ID3D10EffectMatrixVariable * g_pViewVariable = NULL;
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ID3D10EffectMatrixVariable * g_pViewVariable = NULL;
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ID3D10EffectMatrixVariable * g_pProjectionVariable = NULL;
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ID3D10EffectMatrixVariable * g_pProjectionVariable = NULL;
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ID3D10EffectVectorVariable * g_pLightDirVariable = NULL;
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ID3D10EffectVectorVariable * g_pLightColorVariable = NULL;
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ID3D10EffectVectorVariable * g_pOutputColorVariable = NULL;
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D3DXMATRIX g_World1;
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D3DXMATRIX g_World1;
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D3DXMATRIX g_World2;
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D3DXMATRIX g_World2;
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D3DXMATRIX g_View;
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D3DXMATRIX g_View;
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@ -36,7 +32,7 @@ void Render();
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struct SimpleVertex {
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struct SimpleVertex {
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D3DXVECTOR3 Pos;
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D3DXVECTOR3 Pos;
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D3DXVECTOR3 Normal;
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D3DXVECTOR4 Color;
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};
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};
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void print(LPCSTR fmt, ...)
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void print(LPCSTR fmt, ...)
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@ -249,47 +245,48 @@ HRESULT InitDirect3DDevice()
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// effect
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// effect
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HRSRC hRes = FindResource(NULL, L"RES_MAIN_FXO", RT_RCDATA);
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ID3D10Blob * pBlobErrors = NULL;
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if (hRes == NULL) {
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DWORD dwShaderFlags = D3D10_SHADER_ENABLE_STRICTNESS | D3D10_SHADER_DEBUG;
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print("FindResource\n");
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hr = D3DX10CreateEffectFromResource(NULL,
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return -1;
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L"RES_MAIN_FXO",
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}
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L"main.fxo",
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DWORD dwResSize = SizeofResource(NULL, hRes);
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NULL,
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HGLOBAL hData = LoadResource(NULL, hRes);
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NULL,
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void * pData = LockResource(hData);
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"fx_4_0",
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hr = D3D10CreateEffectFromMemory(pData,
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dwShaderFlags,
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dwResSize,
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0,
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0,
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g_pd3dDevice,
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g_pd3dDevice,
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NULL,
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NULL,
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NULL,
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&g_pEffect
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&g_pEffect,
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);
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&pBlobErrors,
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NULL);
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if (FAILED(hr)) {
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if (FAILED(hr)) {
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print("D3D10CreateEffectFromMemory\n");
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print("D3DX10CreateEffectFromResource\n");
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if (pBlobErrors != NULL) {
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const char * pError = (const char *)pBlobErrors->GetBufferPointer();
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print("pError: %p\n", pError);
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}
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return hr;
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return hr;
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}
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}
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g_pTechniqueRender = g_pEffect->GetTechniqueByName("Render");
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g_pTechnique = g_pEffect->GetTechniqueByName("Render");
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g_pTechniqueRenderLight = g_pEffect->GetTechniqueByName("RenderLight");
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// variables
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// variables
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g_pWorldVariable = g_pEffect->GetVariableByName("World")->AsMatrix();
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g_pWorldVariable = g_pEffect->GetVariableByName("World")->AsMatrix();
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g_pViewVariable = g_pEffect->GetVariableByName("View")->AsMatrix();
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g_pViewVariable = g_pEffect->GetVariableByName("View")->AsMatrix();
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g_pProjectionVariable = g_pEffect->GetVariableByName("Projection")->AsMatrix();
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g_pProjectionVariable = g_pEffect->GetVariableByName("Projection")->AsMatrix();
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g_pLightDirVariable = g_pEffect->GetVariableByName("vLightDir")->AsVector();
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g_pLightColorVariable = g_pEffect->GetVariableByName("vLightColor")->AsVector();
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g_pOutputColorVariable = g_pEffect->GetVariableByName("vOutputColor")->AsVector();
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// input layout
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// input layout
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D3D10_INPUT_ELEMENT_DESC layout[] = {
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D3D10_INPUT_ELEMENT_DESC layout[] = {
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{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0 , D3D10_INPUT_PER_VERTEX_DATA, 0},
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{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT , 0, 0 , D3D10_INPUT_PER_VERTEX_DATA, 0},
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{"NORMAL" , 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0},
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{"COLOR" , 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0},
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};
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};
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UINT numElements = (sizeof (layout)) / (sizeof (layout[0]));
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UINT numElements = (sizeof (layout)) / (sizeof (layout[0]));
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D3D10_PASS_DESC passDesc;
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D3D10_PASS_DESC passDesc;
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g_pTechniqueRender->GetPassByIndex(0)->GetDesc(&passDesc);
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g_pTechnique->GetPassByIndex(0)->GetDesc(&passDesc);
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print("pass desc: `%s`\n", passDesc.Name);
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print("pass desc: `%s`\n", passDesc.Name);
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hr = g_pd3dDevice->CreateInputLayout(layout, numElements,
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hr = g_pd3dDevice->CreateInputLayout(layout, numElements,
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@ -309,39 +306,17 @@ HRESULT InitDirect3DDevice()
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// vertex buffer
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// vertex buffer
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SimpleVertex vertices[] = {
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SimpleVertex vertices[] = {
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{ D3DXVECTOR3(-1.0f, 1.0f, -1.0f), D3DXVECTOR3( 0.0f, 1.0f, 0.0f) },
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{ D3DXVECTOR3(-1.0f, 1.0f, -1.0f), D3DXVECTOR4(0.0f, 0.0f, 1.0f, 1.0f) },
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{ D3DXVECTOR3( 1.0f, 1.0f, -1.0f), D3DXVECTOR3( 0.0f, 1.0f, 0.0f) },
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{ D3DXVECTOR3( 1.0f, 1.0f, -1.0f), D3DXVECTOR4(0.0f, 1.0f, 0.0f, 1.0f) },
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{ D3DXVECTOR3( 1.0f, 1.0f, 1.0f), D3DXVECTOR3( 0.0f, 1.0f, 0.0f) },
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{ D3DXVECTOR3( 1.0f, 1.0f, 1.0f), D3DXVECTOR4(0.0f, 1.0f, 1.0f, 1.0f) },
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{ D3DXVECTOR3(-1.0f, 1.0f, 1.0f), D3DXVECTOR3( 0.0f, 1.0f, 0.0f) },
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{ D3DXVECTOR3(-1.0f, 1.0f, 1.0f), D3DXVECTOR4(1.0f, 0.0f, 0.0f, 1.0f) },
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{ D3DXVECTOR3(-1.0f, -1.0f, -1.0f), D3DXVECTOR4(1.0f, 0.0f, 1.0f, 1.0f) },
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{ D3DXVECTOR3(-1.0f, -1.0f, -1.0f), D3DXVECTOR3( 0.0f, -1.0f, 0.0f) },
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{ D3DXVECTOR3( 1.0f, -1.0f, -1.0f), D3DXVECTOR4(1.0f, 1.0f, 0.0f, 1.0f) },
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{ D3DXVECTOR3( 1.0f, -1.0f, -1.0f), D3DXVECTOR3( 0.0f, -1.0f, 0.0f) },
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{ D3DXVECTOR3( 1.0f, -1.0f, 1.0f), D3DXVECTOR4(1.0f, 1.0f, 1.0f, 1.0f) },
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{ D3DXVECTOR3( 1.0f, -1.0f, 1.0f), D3DXVECTOR3( 0.0f, -1.0f, 0.0f) },
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{ D3DXVECTOR3(-1.0f, -1.0f, 1.0f), D3DXVECTOR4(0.0f, 0.0f, 0.0f, 1.0f) },
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{ D3DXVECTOR3(-1.0f, -1.0f, 1.0f), D3DXVECTOR3( 0.0f, -1.0f, 0.0f) },
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{ D3DXVECTOR3(-1.0f, -1.0f, 1.0f), D3DXVECTOR3(-1.0f, 0.0f, 0.0f) },
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{ D3DXVECTOR3(-1.0f, -1.0f, -1.0f), D3DXVECTOR3(-1.0f, 0.0f, 0.0f) },
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{ D3DXVECTOR3(-1.0f, 1.0f, -1.0f), D3DXVECTOR3(-1.0f, 0.0f, 0.0f) },
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{ D3DXVECTOR3(-1.0f, 1.0f, 1.0f), D3DXVECTOR3(-1.0f, 0.0f, 0.0f) },
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{ D3DXVECTOR3( 1.0f, -1.0f, 1.0f), D3DXVECTOR3( 1.0f, 0.0f, 0.0f) },
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{ D3DXVECTOR3( 1.0f, -1.0f, -1.0f), D3DXVECTOR3( 1.0f, 0.0f, 0.0f) },
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{ D3DXVECTOR3( 1.0f, 1.0f, -1.0f), D3DXVECTOR3( 1.0f, 0.0f, 0.0f) },
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{ D3DXVECTOR3( 1.0f, 1.0f, 1.0f), D3DXVECTOR3( 1.0f, 0.0f, 0.0f) },
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{ D3DXVECTOR3(-1.0f, -1.0f, -1.0f), D3DXVECTOR3( 0.0f, 0.0f, -1.0f) },
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{ D3DXVECTOR3( 1.0f, -1.0f, -1.0f), D3DXVECTOR3( 0.0f, 0.0f, -1.0f) },
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{ D3DXVECTOR3( 1.0f, 1.0f, -1.0f), D3DXVECTOR3( 0.0f, 0.0f, -1.0f) },
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{ D3DXVECTOR3(-1.0f, 1.0f, -1.0f), D3DXVECTOR3( 0.0f, 0.0f, -1.0f) },
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{ D3DXVECTOR3(-1.0f, -1.0f, 1.0f), D3DXVECTOR3( 0.0f, 0.0f, 1.0f) },
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{ D3DXVECTOR3( 1.0f, -1.0f, 1.0f), D3DXVECTOR3( 0.0f, 0.0f, 1.0f) },
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{ D3DXVECTOR3( 1.0f, 1.0f, 1.0f), D3DXVECTOR3( 0.0f, 0.0f, 1.0f) },
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{ D3DXVECTOR3(-1.0f, 1.0f, 1.0f), D3DXVECTOR3( 0.0f, 0.0f, 1.0f) },
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};
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};
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int vertices_length = (sizeof (vertices)) / (sizeof (vertices[0]));
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bd.Usage = D3D10_USAGE_DEFAULT;
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bd.Usage = D3D10_USAGE_DEFAULT;
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bd.ByteWidth = (sizeof (SimpleVertex)) * vertices_length;
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bd.ByteWidth = (sizeof (SimpleVertex)) * 8;
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bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
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bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
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bd.CPUAccessFlags = 0;
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bd.CPUAccessFlags = 0;
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bd.MiscFlags = 0;
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bd.MiscFlags = 0;
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@ -360,24 +335,23 @@ HRESULT InitDirect3DDevice()
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3,1,0,
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3,1,0,
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2,1,3,
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2,1,3,
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0,5,4,
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1,5,0,
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3,4,7,
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0,4,3,
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1,6,5,
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2,6,1,
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2,7,6,
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3,7,2,
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6,4,5,
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6,4,5,
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7,4,6,
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7,4,6,
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11,9,8,
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10,9,11,
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14,12,13,
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15,12,14,
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19,17,16,
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18,17,19,
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22,20,21,
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23,20,22
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};
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};
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int indices_length = (sizeof (indices)) / (sizeof (indices[0]));
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bd.Usage = D3D10_USAGE_DEFAULT;
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bd.Usage = D3D10_USAGE_DEFAULT;
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bd.ByteWidth = (sizeof (DWORD)) * indices_length;
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bd.ByteWidth = (sizeof (DWORD)) * 36;
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bd.BindFlags = D3D10_BIND_INDEX_BUFFER;
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bd.BindFlags = D3D10_BIND_INDEX_BUFFER;
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bd.CPUAccessFlags = 0;
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bd.CPUAccessFlags = 0;
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bd.MiscFlags = 0;
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bd.MiscFlags = 0;
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@ -415,7 +389,7 @@ HRESULT InitDirect3DDevice()
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void Render()
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void Render()
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{
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{
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static float t = 0.0f;
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static float t = 0.0f;
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if (1) {
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if (0) {
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t += (float)D3DX_PI * 0.0125f;
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t += (float)D3DX_PI * 0.0125f;
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} else {
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} else {
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static DWORD dwTimeStart = 0;
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static DWORD dwTimeStart = 0;
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@ -428,66 +402,44 @@ void Render()
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// first cube
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// first cube
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D3DXMatrixRotationY(&g_World1, t);
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D3DXMatrixRotationY(&g_World1, t);
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// lights
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// second cube
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D3DXVECTOR4 vLightDirs[2] = {
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D3DXMATRIX mTranslate;
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D3DXVECTOR4(-0.577f, 0.577f, -0.577f, 1.0f),
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D3DXMATRIX mOrbit;
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D3DXVECTOR4(0.0f, 0.0f, -1.0f, 1.0f),
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D3DXMATRIX mSpin;
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};
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D3DXMATRIX mScale;
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D3DXVECTOR4 vLightColors[2] = {
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D3DXMatrixRotationZ(&mSpin, -t);
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D3DXVECTOR4(0.0f, 0.5f, 0.5f, 1.0f),
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D3DXMatrixRotationY(&mOrbit, -t * 2.0f);
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D3DXVECTOR4(0.5f, 0.0f, 0.0f, 1.0f)
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D3DXMatrixTranslation(&mTranslate, -4.0f, 0.0f, 0.0f);
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};
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D3DXMatrixScaling(&mScale, 0.3f, 0.3f, 0.3f);
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// rotate the second light around the origin
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D3DXMatrixMultiply(&g_World2, &mScale, &mSpin);
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D3DXMATRIX mRotate;
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D3DXMatrixMultiply(&g_World2, &g_World2, &mTranslate);
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D3DXVECTOR4 vOutDir;
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D3DXMatrixMultiply(&g_World2, &g_World2, &mOrbit);
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D3DXMatrixRotationY(&mRotate, -2.0f * t);
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D3DXVec3Transform(&vLightDirs[1], (D3DXVECTOR3 *)&vLightDirs[1], &mRotate);
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D3DXMatrixRotationY(&mRotate, 0.4f * t);
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D3DXVec3Transform(&vLightDirs[0], (D3DXVECTOR3 *)&vLightDirs[0], &mRotate);
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// clear
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float ClearColor[4] = { 0.0f, 0.125f, 0.6f, 1.0f };
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float ClearColor[4] = { 0.0f, 0.125f, 0.6f, 1.0f };
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g_pd3dDevice->ClearRenderTargetView(g_pRenderTargetView, ClearColor);
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g_pd3dDevice->ClearRenderTargetView(g_pRenderTargetView, ClearColor);
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g_pd3dDevice->ClearDepthStencilView(g_pDepthStencilView, D3D10_CLEAR_DEPTH, 1.0f, 0);
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g_pd3dDevice->ClearDepthStencilView(g_pDepthStencilView, D3D10_CLEAR_DEPTH, 1.0f, 0);
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// matrices
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g_pViewVariable->SetMatrix((float *)&g_View);
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g_pViewVariable->SetMatrix((float *)&g_View);
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g_pProjectionVariable->SetMatrix((float *)&g_Projection);
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g_pProjectionVariable->SetMatrix((float *)&g_Projection);
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g_pWorldVariable->SetMatrix((float *)&g_World1);
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// lights
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D3D10_TECHNIQUE_DESC techDesc;
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g_pLightDirVariable->SetFloatVectorArray((float *)vLightDirs, 0, 2);
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g_pTechnique->GetDesc(&techDesc);
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g_pLightColorVariable->SetFloatVectorArray((float *)vLightColors, 0, 2);
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// render first cube
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// render first cube
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D3D10_TECHNIQUE_DESC techDesc;
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g_pWorldVariable->SetMatrix((float *)&g_World1);
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g_pTechniqueRender->GetDesc(&techDesc);
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for(UINT p = 0; p < techDesc.Passes; p++) {
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for (UINT p = 0; p < techDesc.Passes; p++) {
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g_pTechnique->GetPassByIndex(p)->Apply(0);
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g_pTechniqueRender->GetPassByIndex(p)->Apply(0);
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|
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g_pd3dDevice->DrawIndexed(36, 0, 0);
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g_pd3dDevice->DrawIndexed(36, 0, 0);
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}
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}
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|
|
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// render the lights
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// render second cube
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for (int m = 0; m < 2; m++) {
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g_pWorldVariable->SetMatrix((float *)&g_World2);
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D3DXMATRIX mLight;
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for(UINT p = 0; p < techDesc.Passes; p++) {
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||||||
D3DXMATRIX mLightScale;
|
g_pTechnique->GetPassByIndex(p)->Apply(0);
|
||||||
D3DXVECTOR3 vLightPos = vLightDirs[m] * 4.0f;
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g_pd3dDevice->DrawIndexed(36, 0, 0);
|
||||||
D3DXMatrixTranslation( &mLight, vLightPos.x, vLightPos.y, vLightPos.z );
|
|
||||||
D3DXMatrixScaling( &mLightScale, 0.2f, 0.2f, 0.2f );
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|
||||||
mLight = mLightScale * mLight;
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|
||||||
|
|
||||||
g_pWorldVariable->SetMatrix((float *)&mLight);
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|
||||||
g_pOutputColorVariable->SetFloatVector((float *)&vLightColors[m]);
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|
||||||
|
|
||||||
g_pTechniqueRenderLight->GetDesc( &techDesc );
|
|
||||||
for (UINT p = 0; p < techDesc.Passes; p++) {
|
|
||||||
g_pTechniqueRenderLight->GetPassByIndex(p)->Apply(0);
|
|
||||||
g_pd3dDevice->DrawIndexed(36, 0, 0);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// present
|
|
||||||
g_pSwapChain->Present(0, 0);
|
g_pSwapChain->Present(0, 0);
|
||||||
}
|
}
|
||||||
|
|||||||
50
main.fx
50
main.fx
@ -2,47 +2,25 @@ matrix World;
|
|||||||
matrix View;
|
matrix View;
|
||||||
matrix Projection;
|
matrix Projection;
|
||||||
|
|
||||||
float4 vLightDir[2];
|
struct VS_OUTPUT
|
||||||
float4 vLightColor[2];
|
|
||||||
float4 vOutputColor;
|
|
||||||
|
|
||||||
struct VS_INPUT
|
|
||||||
{
|
{
|
||||||
float4 Pos : POSITION;
|
float4 Pos: SV_POSITION;
|
||||||
float4 Normal : NORMAL;
|
float4 Color : COLOR0;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct PS_INPUT
|
VS_OUTPUT VS(float4 Pos : POSITION, float4 Color : COLOR)
|
||||||
{
|
{
|
||||||
float4 Pos : SV_POSITION;
|
VS_OUTPUT output = (VS_OUTPUT)0;
|
||||||
float4 Normal : TEXCOORD0;
|
output.Pos = mul(Pos, World);
|
||||||
};
|
|
||||||
|
|
||||||
PS_INPUT VS(VS_INPUT input)
|
|
||||||
{
|
|
||||||
PS_INPUT output = (PS_INPUT)0;
|
|
||||||
output.Pos = mul(input.Pos, World);
|
|
||||||
output.Pos = mul(output.Pos, View);
|
output.Pos = mul(output.Pos, View);
|
||||||
output.Pos = mul(output.Pos, Projection);
|
output.Pos = mul(output.Pos, Projection);
|
||||||
output.Normal = mul(input.Normal, World);
|
output.Color = Color;
|
||||||
return output;
|
return output;
|
||||||
}
|
}
|
||||||
|
|
||||||
float4 PS(PS_INPUT input) : SV_Target
|
float4 PS(VS_OUTPUT input) : SV_Target
|
||||||
{
|
{
|
||||||
float4 finalColor = 0;
|
return input.Color;
|
||||||
|
|
||||||
for (int i = 0; i < 2; i++) {
|
|
||||||
finalColor += saturate(dot((float3)vLightDir[i], input.Normal) * vLightColor[i]);
|
|
||||||
}
|
|
||||||
finalColor.a = 1;
|
|
||||||
|
|
||||||
return finalColor;
|
|
||||||
}
|
|
||||||
|
|
||||||
float4 PSSolid(PS_INPUT input) : SV_Target
|
|
||||||
{
|
|
||||||
return vOutputColor;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
technique10 Render
|
technique10 Render
|
||||||
@ -54,13 +32,3 @@ technique10 Render
|
|||||||
SetPixelShader(CompileShader(ps_4_0, PS()));
|
SetPixelShader(CompileShader(ps_4_0, PS()));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
technique10 RenderLight
|
|
||||||
{
|
|
||||||
pass P0
|
|
||||||
{
|
|
||||||
SetVertexShader(CompileShader(vs_4_0, VS()));
|
|
||||||
SetGeometryShader(NULL);
|
|
||||||
SetPixelShader(CompileShader(ps_4_0, PSSolid()));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user