我正在尝试设置一些 DX9 代码来渲染着色器,因为我希望更深入地研究它们。我有一个非常基本的着色器,可以在 FX Composer 中很好地编译和显示,但是在设置我的代码以在我的程序中渲染后,由于某种原因纹理不显示,网格只是深灰色。我认为这可能与 DirectX 处理网格的方式有关,但我不太确定。这是相关的代码片段,一如既往,提前感谢!
.fx 文件
float4x4 world_m : WORLD;
float4x4 view_m : VIEW;
float4x4 projection_m : PROJECTION;
Texture gWorldTexture;
sampler2D image =
sampler_state
{
Texture = <gWorldTexture>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
};
struct VertexIn
{
float4 pos : POSITION;
float2 texco : TEXCOORD;
};
struct VertexOut
{
float4 pos : POSITION;
float2 texco : TEXCOORD;
};
struct pixelInput
{
float2 texco : TEXCOORD0;
};
VertexOut mainVS(VertexIn input)
{
VertexOut output = (VertexOut)0;
float4x4 worldview_m = mul(world_m, view_m);
float4x4 worldViewProj_m = mul(worldview_m, projection_m);
output.pos = mul( input.pos, worldViewProj_m );
output.texco = input.texco;
return output;
}
float4 mainPS(pixelInput input) : COLOR0
{
return tex2D( image, input.texco );
}
technique technique0
{
pass p0
{
VertexShader = compile vs_2_0 mainVS();
PixelShader = compile ps_2_0 mainPS();
}
}
声明
LPD3DXMESH meshSphere;
IDirect3DTexture9 *texture;
LPD3DXEFFECT effect;
D3DXHANDLE gWorldTexture;
D3DXHANDLE technique;
gfx_init 函数
LPD3DXBUFFER errorlog;
D3DXCreateTextureFromFile(d3ddev, "earth.png", &texture);
D3DXCreateEffectFromFile(d3ddev, "dxtshader.fx", 0, 0, D3DXSHADER_ENABLE_BACKWARDS_COMPATIBILITY, 0, &effect, &errorlog);
D3DXCreateSphere(d3ddev, 5.0f, 25, 25, &meshSphere, NULL);
渲染帧函数
void render_frame(void)
{
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
d3ddev->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
d3ddev->BeginScene();
D3DXMATRIX matView;
D3DXMatrixLookAtLH(&matView,
&D3DXVECTOR3 (0.0f, 3.0f, 15.0f),
&D3DXVECTOR3 (0.0f, 0.0f, 0.0f),
&D3DXVECTOR3 (0.0f, 1.0f, 0.0f));
effect->SetMatrix("view_m", &matView);
D3DXMATRIX matProjection;
D3DXMatrixPerspectiveFovLH(&matProjection,
D3DXToRadian(45),
(FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT,
1.0f,
100.0f);
effect->SetMatrix("projection_m", &matProjection);
static float index = 0.0f; index+=0.03f;
D3DXMATRIX matRotateY;
D3DXMatrixRotationY(&matRotateY, index);
effect->SetMatrix("world_m", &matRotateY);
effect->Begin(NULL, NULL);
effect->BeginPass(0);
effect->SetTexture("gWorldTexture", texture);
meshSphere->DrawSubset(0);
effect->EndPass();
effect->End();
d3ddev->EndScene();
d3ddev->Present(NULL, NULL, NULL, NULL);
return;
}