我有像素着色器
// fxc.exe tiles.fs /T ps_3_0 /Fotiles.fsc /Fctiles.fsl
struct PSInput
{
float4 Pos : TEXCOORD0;
float3 Normal : TEXCOORD1;
float2 TexcoordUV : TEXCOORD2;
float2 TexcoordST : TEXCOORD3;
};
sampler2D sampler0; //uniform
sampler2D sampler1; //uniform
sampler2D sampler2; //uniform
sampler2D sampler3; //uniform
sampler2D alphamap1;//uniform
sampler2D alphamap2;//uniform
sampler2D alphamap3;//uniform
uniform int tex_count = 0;
uniform float4 color_ambient = float4(0.75, 0.75, 0.75, 1.0);
uniform float4 color_diffuse = float4(0.25, 0.25, 0.25, 1.0);
uniform float4 color_specular = float4(1.0, 1.0, 1.0, 1.0);
uniform float shininess = 77.0f;
uniform float3 light_position = float3(12.0f, 32.0f, 560.0f);
float4 main(PSInput In) : COLOR
{
float3 light_direction = normalize(light_position - (float3)In.Pos);
float3 normal = normalize(In.Normal);
float3 half_vector = normalize(light_direction + normalize((float3)In.Pos));
float diffuse = max(0.0, dot(normal, light_direction));
float specular = pow(max(0.0, dot(In.Normal, half_vector)), shininess);
float4 color = tex2D(sampler0, In.TexcoordUV);
if (tex_count > 0){
float4 temp = tex2D(sampler1, In.TexcoordUV);
float4 amap = tex2D(alphamap1, In.TexcoordST);
color = lerp(color, temp, amap.a);
}
if (tex_count > 1){
float4 temp = tex2D(sampler2, In.TexcoordUV);
float4 amap = tex2D(alphamap2, In.TexcoordST);
color = lerp(color, temp, amap.a);
}
if (tex_count > 2){
float4 temp = tex2D(sampler3, In.TexcoordUV);
float4 amap = tex2D(alphamap3, In.TexcoordST);
color = lerp(color, temp, amap.a);
}
color = color * color_ambient + diffuse * color_diffuse + specular * color_specular;
return color;
}
顶点着色器
// fxc.exe tiles.vs /T vs_3_0 /Fotiles.vsc /Fctiles.vsl
struct VSInput
{
float3 Pos : POSITION;
float3 Normal : NORMAL;
float2 TexcoordUV : TEXCOORD0;
float2 TexcoordST : TEXCOORD1;
};
struct PSInput
{
float4 Pos : POSITION;
float3 Normal : TEXCOORD0;
float2 TexcoordUV : TEXCOORD1;
float2 TexcoordST : TEXCOORD2;
};
uniform matrix modelMatrix;
uniform matrix projectionMatrix;
uniform matrix lookAtMatrix;
PSInput main(VSInput In)
{
PSInput Out = (PSInput) 0;
//projectionMatrix * lookAtMatrix * modelMatrix;
matrix MVP = mul(modelMatrix, lookAtMatrix);
MVP = mul(MVP, projectionMatrix);
Out.Normal = mul(In.Normal, (float3x3)modelMatrix);
Out.Pos = mul(float4(In.Pos, 1.0), MVP);
Out.TexcoordUV = In.TexcoordUV;
Out.TexcoordST = In.TexcoordST;
return Out;
}
在 OpenGL + GLSL 下同样有效,除了mix
替换为lerp
(我希望它是正确的)。例如来自http://www.two-kings.de/tutorials/dxgraphics/dxgraphics18.html我传递纹理:
ps_pConstantTable.SetInt(m_pD3DDevice, texCountHandle, 0);
for i := 0 to texCount - 1 do begin
tBlp := texture_buf[cx, cy][i];
if tBlp = nil then
break;
m_pD3DDevice.SetTexture(i, tBlp.itex);
ps_pConstantTable.SetInt(m_pD3DDevice, texCountHandle, i);
if i > 0 then begin
// this time, use blending:
m_pD3DDevice.SetTexture(i + 3, AlphaMaps[cx, cy][i]);
end;
end;
所以序数纹理的索引为 0-3 和 alpha 4-6(最大 texCount 4)。问题是:我可以看到网格(地形),但它是纯黑色的。我是否需要设置其他东西(没有着色器,在我指定材质和灯光之前它也是黑色的)?我可以通过这样的纹理吗?我可以用sampler2D
as uniform
(how) 做到这一点吗?
编辑:带有源、着色器、几个使用的纹理和 alphamaps 的示例,添加了 filebeam http://fbe.am/nm4处的法线顶点数据。尽可能小。还包含 DXErr9ab.dll 以记录错误。