青青草原综合久久大伊人导航_色综合久久天天综合_日日噜噜夜夜狠狠久久丁香五月_热久久这里只有精品

天行健 君子當自強而不息

D3D Animation Basis(4)

Loading Vertex Shaders

Moving on in the list of helper functions, you'll find load_vertex_shader. You'll use this function to help you load your vertex shaders, as well as prepare your vertex shader declarations.

The actual code to the load_vertex_shader function is short, so instead of breaking it up to explain it, I'll give it to you all at once.

HRESULT load_vertex_shader(IDirect3DVertexShader9** ret_vertex_shader,
                           IDirect3DDevice9
* device,
                           
const char* filename,
                           
const D3DVERTEXELEMENT9* vertex_elements,
                           IDirect3DVertexDeclaration9
** ret_vertex_decl)
{
    
// error checking
    if(ret_vertex_shader == NULL || device == NULL || filename == NULL)
        
return E_FAIL;

    
// load and assemble the shader
    ID3DXBuffer* shader_buffer;
    HRESULT hr 
= D3DXAssembleShaderFromFile(filename, NULL, NULL, 0&shader_buffer, NULL);

    
if(FAILED(hr))
        
return hr;

    hr 
= device->CreateVertexShader((DWORD*) shader_buffer->GetBufferPointer(), ret_vertex_shader);

    
if(FAILED(hr))
        
return hr;

    shader_buffer
->Release();

    
// create the declaration interface if needed
    if(vertex_elements && ret_vertex_decl)
        device
->CreateVertexDeclaration(vertex_elements, ret_vertex_decl);

    
return S_OK;
}

 

After first checking to make sure the parameters you have passed to the load_vertex_shader function are valid, execution continues by loading and assembling the vertex shader via a call to D3DXAssembleShaderFromFile.

Assemble a shader.

HRESULT D3DXAssembleShaderFromFile(
LPCTSTR pSrcFile,
CONST D3DXMACRO* pDefines,
LPD3DXINCLUDE pInclude,
DWORD Flags,
LPD3DXBUFFER* ppShader,
LPD3DXBUFFER * ppErrorMsgs
);

Parameters

pSrcFile
[in] Pointer to a string that specifies the filename. If the compiler settings require Unicode, the data type LPCTSTR resolves to LPCWSTR. Otherwise, the string data type resolves to LPCSTR. See Remarks.
pDefines
[in] An optional NULL terminated array of D3DXMACRO structures. This value may be NULL.
pInclude
[in] Optional interface pointer, ID3DXInclude, to use for handling #include directives. If this value is NULL, #includes will either be honored when compiling from a file or will cause an error when compiled from a resource or memory.
Flags
[in] Compile options identified by various flags. The Direct3D 10 HLSL compiler is now the default. See D3DXSHADER Flags for details.
ppShader
[out] Returns a buffer containing the created shader. This buffer contains the compiled shader code, as well as any embedded debug and symbol table information.
ppErrorMsgs
[out] Returns a buffer containing a listing of errors and warnings that were encountered during the compile. These are the same messages the debugger displays when running in debug mode. This value may be NULL.

Return Values

If the function succeeds, the return value is D3D_OK. If the function fails, the return value can be one of the following: D3DERR_INVALIDCALL, D3DXERR_INVALIDDATA, E_OUTOFMEMORY.

Remarks

The compiler setting also determines the function version. If Unicode is defined, the function call resolves to D3DXAssembleShaderFromFileW. Otherwise, the function call resolves to D3DXAssembleShaderFromFileA because ANSI strings are being used.

Using the D3DXBUFFER object returned from that function call, you then use the IDirect3DDevice::CreateVertexShader function to create your vertex shader object.

Finishing up load_vertex_shader, you'll see the call to CreateVertexDeclaration, which you use to create an IDirect3DVertexDeclaration9 interface from the supplied array of vertex elements (vertex_elements in the load_vertex_shader prototype). The vertex declaration object pointer is then stored in the ret_vertex_decl pointer you provide.

To use load_vertex_shader, pass it a pointer to an IDirect3DVertexShader9 object you want to create, along with a valid IDirect3DDevice9 object and file name of the vertex shader file. The last two parameters (vertex_elements and ret_vertex_decl) are optional. By passing a valid D3DVERTEXELEMENT9 array and the IDirect3DVertexDeclaration9 object pointer, you can prepare your vertex declarations for use with the vertex shader being loaded.

Let us see the define of D3DVERTEXELEMENT9:

Defines the vertex data layout. Each vertex can contain one or more data types, and each data type is described by a vertex element.

typedef struct D3DVERTEXELEMENT9 {
WORD Stream;
WORD Offset;
BYTE Type;
BYTE Method;
BYTE Usage;
BYTE UsageIndex;
} D3DVERTEXELEMENT9, *LPD3DVERTEXELEMENT9;

Members

Stream
Stream number.
Offset
Offset from the beginning of the vertex data to the data associated with the particular data type.
Type
The data type, specified as a D3DDECLTYPE. One of several predefined types that define the data size. Some methods have an implied type.
Method
The method specifies the tessellator processing, which determines how the tessellator interprets (or operates on) the vertex data. For more information, see D3DDECLMETHOD.
Usage
Defines what the data will be used for; that is, the interoperability between vertex data layouts and vertex shaders. Each usage acts to bind a vertex declaration to a vertex shader. In some cases, they have a special interpretation. For example, an element that specifies D3DDECLUSAGE_NORMAL or D3DDECLUSAGE_POSITION is used by the N-patch tessellator to set up tessellation. See D3DDECLUSAGE for a list of the available semantics. D3DDECLUSAGE_TEXCOORD can be used for user-defined fields (which don't have an existing usage defined).
UsageIndex
Modifies the usage data to allow the user to specify multiple usage types.

Remarks

Vertex data is defined using an array of D3DVERTEXELEMENT9 structures. Use D3DDECL_END to declare the last element in the declaration.

Defines a vertex declaration data type.

typedef enum D3DDECLTYPE
{
D3DDECLTYPE_FLOAT1 = 0,
D3DDECLTYPE_FLOAT2 = 1,
D3DDECLTYPE_FLOAT3 = 2,
D3DDECLTYPE_FLOAT4 = 3,
D3DDECLTYPE_D3DCOLOR = 4,
D3DDECLTYPE_UBYTE4 = 5,
D3DDECLTYPE_SHORT2 = 6,
D3DDECLTYPE_SHORT4 = 7,
D3DDECLTYPE_UBYTE4N = 8,
D3DDECLTYPE_SHORT2N = 9,
D3DDECLTYPE_SHORT4N = 10,
D3DDECLTYPE_USHORT2N = 11,
D3DDECLTYPE_USHORT4N = 12,
D3DDECLTYPE_UDEC3 = 13,
D3DDECLTYPE_DEC3N = 14,
D3DDECLTYPE_FLOAT16_2 = 15,
D3DDECLTYPE_FLOAT16_4 = 16,
D3DDECLTYPE_UNUSED = 17,
} D3DDECLTYPE, *LPD3DDECLTYPE;

Constants

D3DDECLTYPE_FLOAT1
One-component float expanded to (float, 0, 0, 1).
D3DDECLTYPE_FLOAT2
Two-component float expanded to (float, float, 0, 1).
D3DDECLTYPE_FLOAT3
Three-component float expanded to (float, float, float, 1).
D3DDECLTYPE_FLOAT4
Four-component float expanded to (float, float, float, float).
D3DDECLTYPE_D3DCOLOR
Four-component, packed, unsigned bytes mapped to 0 to 1 range. Input is a D3DCOLOR and is expanded to RGBA order.
D3DDECLTYPE_UBYTE4
Four-component, unsigned byte.
D3DDECLTYPE_SHORT2
Two-component, signed short expanded to (value, value, 0, 1).
D3DDECLTYPE_SHORT4
Four-component, signed short expanded to (value, value, value, value).
D3DDECLTYPE_UBYTE4N
Four-component byte with each byte normalized by dividing with 255.0f.
D3DDECLTYPE_SHORT2N
Normalized, two-component, signed short, expanded to (first short/32767.0, second short/32767.0, 0, 1).
D3DDECLTYPE_SHORT4N
Normalized, four-component, signed short, expanded to (first short/32767.0, second short/32767.0, third short/32767.0, fourth short/32767.0).
D3DDECLTYPE_USHORT2N
Normalized, two-component, unsigned short, expanded to (first short/65535.0, short short/65535.0, 0, 1).
D3DDECLTYPE_USHORT4N
Normalized, four-component, unsigned short, expanded to (first short/65535.0, second short/65535.0, third short/65535.0, fourth short/65535.0).
D3DDECLTYPE_UDEC3
Three-component, unsigned, 10 10 10 format expanded to (value, value, value, 1).
D3DDECLTYPE_DEC3N
Three-component, signed, 10 10 10 format normalized and expanded to (v[0]/511.0, v[1]/511.0, v[2]/511.0, 1).
D3DDECLTYPE_FLOAT16_2
Two-component, 16-bit, floating point expanded to (value, value, 0, 1).
D3DDECLTYPE_FLOAT16_4
Four-component, 16-bit, floating point expanded to (value, value, value, value).
D3DDECLTYPE_UNUSED
Type field in the declaration is unused. This is designed for use with D3DDECLMETHOD_UV and D3DDECLMETHOD_LOOKUPPRESAMPLED.

Remarks

Vertex data is declared with an array of D3DVERTEXELEMENT9 structures. Each element in the array contains a vertex declaration data type.

Use the DirectX Caps Viewer Tool tool to see which types are supported on your device.

Identifies the intended use of vertex data.

typedef enum D3DDECLUSAGE
{
D3DDECLUSAGE_POSITION = 0,
D3DDECLUSAGE_BLENDWEIGHT = 1,
D3DDECLUSAGE_BLENDINDICES = 2,
D3DDECLUSAGE_NORMAL = 3,
D3DDECLUSAGE_PSIZE = 4,
D3DDECLUSAGE_TEXCOORD = 5,
D3DDECLUSAGE_TANGENT = 6,
D3DDECLUSAGE_BINORMAL = 7,
D3DDECLUSAGE_TESSFACTOR = 8,
D3DDECLUSAGE_POSITIONT = 9,
D3DDECLUSAGE_COLOR = 10,
D3DDECLUSAGE_FOG = 11,
D3DDECLUSAGE_DEPTH = 12,
D3DDECLUSAGE_SAMPLE = 13,
} D3DDECLUSAGE, *LPD3DDECLUSAGE;

Constants

D3DDECLUSAGE_POSITION
Position data ranging from (-1,-1) to (1,1). Use D3DDECLUSAGE_POSITION with a usage index of 0 to specify untransformed position for fixed function vertex processing and the n-patch tessellator. Use D3DDECLUSAGE_POSITION with a usage index of 1 to specify untransformed position in the fixed function vertex shader for vertex tweening.
D3DDECLUSAGE_BLENDWEIGHT
Blending weight data. Use D3DDECLUSAGE_BLENDWEIGHT with a usage index of 0 to specify the blend weights used in indexed and nonindexed vertex blending.
D3DDECLUSAGE_BLENDINDICES
Blending indices data. Use D3DDECLUSAGE_BLENDINDICES with a usage index of 0 to specify matrix indices for indexed paletted skinning.
D3DDECLUSAGE_NORMAL
Vertex normal data. Use D3DDECLUSAGE_NORMAL with a usage index of 0 to specify vertex normals for fixed function vertex processing and the n-patch tessellator. Use D3DDECLUSAGE_NORMAL with a usage index of 1 to specify vertex normals for fixed function vertex processing for vertex tweening.
D3DDECLUSAGE_PSIZE
Point size data. Use D3DDECLUSAGE_PSIZE with a usage index of 0 to specify the point-size attribute used by the setup engine of the rasterizer to expand a point into a quad for the point-sprite functionality.
D3DDECLUSAGE_TEXCOORD
Texture coordinate data. Use D3DDECLUSAGE_TEXCOORD, n to specify texture coordinates in fixed function vertex processing and in pixel shaders prior to ps_3_0. These can be used to pass user defined data.
D3DDECLUSAGE_TANGENT
Vertex tangent data.
D3DDECLUSAGE_BINORMAL
Vertex binormal data.
D3DDECLUSAGE_TESSFACTOR
Single positive floating point value. Use D3DDECLUSAGE_TESSFACTOR with a usage index of 0 to specify a tessellation factor used in the tessellation unit to control the rate of tessellation. For more information about the data type, see D3DDECLTYPE_FLOAT1.
D3DDECLUSAGE_POSITIONT
Vertex data contains transformed position data ranging from (0,0) to (viewport width, viewport height). Use D3DDECLUSAGE_POSITIONT with a usage index of 0 to specify transformed position. When a declaration containing this is set, the pipeline does not perform vertex processing.
D3DDECLUSAGE_COLOR
Vertex data contains diffuse or specular color. Use D3DDECLUSAGE_COLOR with a usage index of 0 to specify the diffuse color in the fixed function vertex shader and pixel shaders prior to ps_3_0. Use D3DDECLUSAGE_COLOR with a usage index of 1 to specify the specular color in the fixed function vertex shader and pixel shaders prior to ps_3_0.
D3DDECLUSAGE_FOG
Vertex data contains fog data. Use D3DDECLUSAGE_FOG with a usage index of 0 to specify a fog blend value used after pixel shading finishes. This applies to pixel shaders prior to version ps_3_0.
D3DDECLUSAGE_DEPTH
Vertex data contains depth data.
D3DDECLUSAGE_SAMPLE
Vertex data contains sampler data. Use D3DDECLUSAGE_SAMPLE with a usage index of 0 to specify the displacement value to look up. It can be used only with D3DDECLUSAGE_LOOKUPPRESAMPLED or D3DDECLUSAGE_LOOKUP.

Remarks

Vertex data is declared with an array of D3DVERTEXELEMENT9 structures. Each element in the array contains a usage type.

For more information about vertex declarations, see Vertex Declaration (Direct3D 9).

Here's a small example of using load_vertex_shader. First, I declare an array of vertex elements that are used to create the vertex declaration object.

// Declare the vertex shader declaration elements
D3DVERTEXELEMENT9 Elements[] =
{
{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
{ 0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
{ 0, 24, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
D3DDECL_END()
};

Then I instance the vertex shader and vertex declaration objects and call load_vertex_shader.

// Instance objects
IDirect3DVertexShader9 *pShader = NULL;
IDirect3DVertexDeclaration9 *pDecl = NULL;

// Load the vertex shader and create declaration interface
load_vertex_shader(&pShader, pDevice, "Shader.vsh", &Elements, &pDecl);

As you can see, it's a quick and simple function that gets the job done. From here on out, you can set the vertex shader (represented by pShader) using the IDirect3DDevice9::SetVertexShader function. To set the vertex declaration (represented by pDecl), you would call IDirect3DDevice9::SetVertexDeclaration.

pD3DDevice−>SetFVF(NULL); // Clear FVF usages
pD3DDevice−>SetVertexShader(pShader);
pD3DDevice−>SetVertexDeclaration(pDecl);

Okay, enough of initializing and loading vertex shaders, let's move on to the cool stuff, like loading and rendering meshes.


posted on 2008-04-14 13:39 lovedday 閱讀(1391) 評論(0)  編輯 收藏 引用


只有注冊用戶登錄后才能發表評論。
網站導航: 博客園   IT新聞   BlogJava   博問   Chat2DB   管理


公告

導航

統計

常用鏈接

隨筆分類(178)

3D游戲編程相關鏈接

搜索

最新評論

青青草原综合久久大伊人导航_色综合久久天天综合_日日噜噜夜夜狠狠久久丁香五月_热久久这里只有精品
  • <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>
            亚洲人在线视频| 男人的天堂亚洲| 欧美日韩亚洲天堂| 最近中文字幕mv在线一区二区三区四区| 国产性天天综合网| 久久av最新网址| 久久综合狠狠综合久久综青草 | 欧美激情综合| 亚洲剧情一区二区| 亚洲永久免费| 国产欧美日韩在线| 亚洲影院色无极综合| 欧美一级午夜免费电影| 国产亚洲在线| 你懂的国产精品| 国产欧美日本| 久久一区二区视频| 激情久久影院| 鲁大师成人一区二区三区| 欧美国产日韩视频| 99精品国产热久久91蜜凸| 欧美日韩精品二区第二页| 一本色道久久综合亚洲精品不卡 | 欧美专区日韩视频| 国内久久婷婷综合| 欧美激情导航| 亚洲在线播放| 欧美黄色片免费观看| 宅男噜噜噜66国产日韩在线观看| 国产女主播一区| 免费观看在线综合| 亚洲第一区在线| 一区二区冒白浆视频| 国产视频在线一区二区| 久久久女女女女999久久| 91久久精品国产91性色tv| 亚洲韩国日本中文字幕| 国产亚洲一区二区三区| 蜜臀av性久久久久蜜臀aⅴ| 亚洲欧洲日本专区| 久久久99免费视频| 亚洲精品久久在线| 亚洲一区二区四区| 性欧美video另类hd性玩具| 亚洲国产成人精品久久| 国产一区二区av| 国产精品久久久久久久久久尿| 欧美国产日韩一区二区| 久久久欧美精品| 欧美一区影院| 亚洲欧美日韩一区二区在线 | 一区二区福利| 亚洲精品久久久久久下一站| 你懂的成人av| 巨乳诱惑日韩免费av| 久久丁香综合五月国产三级网站| 免费高清在线视频一区·| 欧美日韩1080p| 久久天天狠狠| 久久精品国产久精国产爱| 亚洲欧美成aⅴ人在线观看| 一区二区激情| 亚洲一区二区在线播放| 亚洲视频你懂的| 这里只有精品视频| 一区二区三区欧美在线| 中文亚洲欧美| 亚洲综合色丁香婷婷六月图片| 中文欧美日韩| 午夜精品av| 欧美一区国产一区| 久久国产精品一区二区三区| 欧美一区91| 久久亚洲二区| 欧美风情在线| 欧美日韩在线不卡| 国产精品乱码人人做人人爱| 国产精品自拍一区| 国产午夜精品视频免费不卡69堂| 国产亚洲观看| 亚洲国产成人在线播放| 91久久精品日日躁夜夜躁国产| 亚洲人成亚洲人成在线观看图片 | 一区二区三区自拍| 亚洲国产一区二区a毛片| 亚洲精品欧美专区| 亚洲天堂av图片| 久久国产精品亚洲va麻豆| 久久漫画官网| 亚洲国产精品一区二区久| 日韩午夜在线观看视频| 亚洲免费网址| 久久久久免费视频| 欧美久久久久中文字幕| 欧美视频观看一区| 国产午夜久久久久| 亚洲精品一区二区三区婷婷月| 在线视频精品一区| 久久福利影视| 91久久在线播放| 亚洲在线一区| 猫咪成人在线观看| 国产精品久久久爽爽爽麻豆色哟哟| 国产午夜久久| 一区二区三区www| 久久精品在线播放| 亚洲精品色图| 久久久久久久波多野高潮日日| 欧美精品亚洲精品| 国产亚洲欧美激情| 一本大道久久a久久精品综合| 欧美主播一区二区三区| 亚洲黄色免费| 久久国内精品视频| 国产精品vip| 91久久黄色| 久久激情五月丁香伊人| 亚洲免费电影在线观看| 久久久精品午夜少妇| 国产精品久久一卡二卡| 亚洲欧洲在线播放| 久久精品天堂| 国产精品99久久久久久久vr | 欧美激情亚洲自拍| 国产在线拍揄自揄视频不卡99| 日韩网站在线观看| 免费日韩精品中文字幕视频在线| 亚洲午夜精品一区二区| 欧美大片在线观看| 一区二区三区在线观看欧美 | 在线视频精品一区| 蜜桃av一区二区在线观看| 国产午夜精品理论片a级探花| 亚洲毛片在线看| 男人的天堂亚洲在线| 亚洲欧美一区二区激情| 欧美性片在线观看| 亚洲免费高清视频| 免费久久99精品国产自| 久久不射中文字幕| 国产日韩av一区二区| 亚洲欧美日韩直播| 99精品视频一区| 欧美日本中文字幕| 亚洲乱码精品一二三四区日韩在线| 久久在线播放| 久久久精品性| 精品二区视频| 鲁大师影院一区二区三区| 欧美亚洲视频在线看网址| 国产欧美亚洲精品| 欧美亚洲综合网| 亚洲欧美一区二区三区在线| 国产精品日韩精品欧美精品| 亚洲欧美国产制服动漫| 亚洲视频免费看| 国产精品一页| 欧美一区精品| 欧美在线视频导航| 黄色精品一区二区| 农村妇女精品| 欧美/亚洲一区| 亚洲精选在线观看| 亚洲精品国产精品乱码不99 | 亚洲欧洲综合| 亚洲国产mv| 欧美黄色日本| 在线亚洲一区| 亚洲影院免费观看| 国产亚洲精品久久久久婷婷瑜伽| 久久精品国产第一区二区三区| 欧美亚洲在线视频| 伊人久久大香线| 91久久综合| 欧美视频网址| 久久国产精品99久久久久久老狼 | 免费在线日韩av| 日韩亚洲国产欧美| 一区二区日韩精品| 国产亚洲成av人在线观看导航 | 亚洲欧美日韩人成在线播放| 国产一区二区三区av电影| 免费欧美高清视频| 欧美日韩精品久久久| 新67194成人永久网站| 欧美在线亚洲一区| 亚洲精品一区二区三区av| 亚洲免费电影在线| 国精品一区二区三区| 亚洲国产日韩欧美一区二区三区| 欧美午夜在线一二页| 久久久久国产精品麻豆ai换脸| 老**午夜毛片一区二区三区| 99精品视频一区| 性欧美8khd高清极品| 91久久精品国产91久久性色tv| 一区二区三区高清在线| 激情成人综合网| 99国产精品久久久久久久久久| 国产亚洲欧洲一区高清在线观看|