📄 顶点着色器 (vertex shaders).htm
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<SPAN class=SpellE>oPos</SPAN>, v0, c0<SPAN
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用视/投影矩阵变换顶点<o:p></o:p></SPAN></P>
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oD0, v1<SPAN
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</SPAN>; 从寄存器1载入颜色并赋给漫反射色<o:p></o:p></SPAN></P>
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style="FONT-FAMILY: 宋体; mso-fareast-language: ZH-CN; mso-bidi-font-family: 宋体">这个着色器包含三条指令。第一条总是版本指令。第二条指令用来变换顶点。第三条指令用来把顶点寄存器中的颜色复制到输出漫反射色寄存器中。结果是输出顶点使用了顶点的颜色数据。<SPAN
lang=EN-US><o:p></o:p></SPAN></SPAN></P>
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style="FONT-FAMILY: 宋体; mso-fareast-language: ZH-CN; mso-bidi-font-family: 宋体">得到的输出看起来如下所示:<SPAN
lang=EN-US><o:p></o:p></SPAN></SPAN></P>
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<H1><A name=纹理></A><A name=_纹理></A><SPAN style="mso-bookmark: 纹理">纹理<SPAN
lang=EN-US><o:p></o:p></SPAN></SPAN></H1><SPAN style="mso-bookmark: 纹理"></SPAN>
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style="FONT-FAMILY: 宋体; mso-fareast-language: ZH-CN; mso-bidi-font-family: 宋体">本示例将一张纹理贴图应用于物体。<SPAN
lang=EN-US><o:p></o:p></SPAN></SPAN></P>
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style="FONT-FAMILY: 宋体; mso-fareast-language: ZH-CN; mso-bidi-font-family: 宋体">顶点数据包含了物体的位置和纹理坐标(<SPAN
class=SpellE><SPAN lang=EN-US>uv</SPAN></SPAN>)。这导致了顶点声明的改变。下面还显示了顶点数据。<SPAN
lang=EN-US><o:p></o:p></SPAN></SPAN></P><PRE><SPAN class=SpellE><SPAN class=GramE><SPAN lang=EN-US style="FONT-SIZE: 10pt">struct</SPAN></SPAN></SPAN><SPAN lang=EN-US style="FONT-SIZE: 10pt"> CUSTOMVERTEX_POS_TEX1<o:p></o:p></SPAN></PRE><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt">{<o:p></o:p></SPAN></PRE><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt"><SPAN style="mso-spacerun: yes"> </SPAN>float<SPAN style="mso-spacerun: yes"> </SPAN>x, y, z;<SPAN style="mso-tab-count: 2"> </SPAN>// 物体位置<o:p></o:p></SPAN></PRE><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt"><SPAN style="mso-spacerun: yes"> </SPAN>float<SPAN style="mso-spacerun: yes"> </SPAN>tu1, tv1;<SPAN style="mso-tab-count: 2"> </SPAN>// 纹理坐标<o:p></o:p></SPAN></PRE><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt">};<o:p></o:p></SPAN></PRE><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt"><o:p> </o:p></SPAN></PRE><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt">CUSTOMVERTEX_POS_TEX1 <SPAN class=SpellE>g_<SPAN class=GramE>Vertices</SPAN></SPAN><SPAN class=GramE>[</SPAN>]=<o:p></o:p></SPAN></PRE><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt">{<o:p></o:p></SPAN></PRE><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt"><SPAN style="mso-spacerun: yes"> </SPAN>/<SPAN class=GramE>/<SPAN style="mso-spacerun: yes"> </SPAN>x</SPAN><SPAN style="mso-spacerun: yes"> </SPAN>y<SPAN style="mso-spacerun: yes"> </SPAN>z<SPAN style="mso-spacerun: yes"> </SPAN>u1<SPAN style="mso-spacerun: yes"> </SPAN>v1<SPAN style="mso-spacerun: yes"> </SPAN><o:p></o:p></SPAN></PRE><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt"><SPAN style="mso-spacerun: yes"> </SPAN>{ -0.75f, -0.5f, 0.0f, 0.0f, 0.0f },<SPAN style="mso-tab-count: 1"> </SPAN>//<SPAN style="mso-spacerun: yes"> </SPAN>右下 – 红<o:p></o:p></SPAN></PRE><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt"><SPAN style="mso-spacerun: yes"> </SPAN>{<SPAN style="mso-spacerun: yes"> </SPAN>0.25f, -0.5f, 0.0f, 1.0f, 0.0f },<SPAN style="mso-tab-count: 1"> </SPAN>//<SPAN style="mso-spacerun: yes"> </SPAN>左下 – 绿<o:p></o:p></SPAN></PRE><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt"><SPAN style="mso-spacerun: yes"> </SPAN>{<SPAN style="mso-spacerun: yes"> </SPAN>0.25f,<SPAN style="mso-spacerun: yes"> </SPAN>0.5f, 0.0f, 1.0f, -1.0f },<SPAN style="mso-tab-count: 1"> </SPAN>//<SPAN style="mso-spacerun: yes"> </SPAN>左上 – 蓝<o:p></o:p></SPAN></PRE><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt"><SPAN style="mso-spacerun: yes"> </SPAN>{ -0.75f,<SPAN style="mso-spacerun: yes"> </SPAN>0.5f, 0.0f, 0.0f, -1.0f },<SPAN style="mso-tab-count: 1"> </SPAN>//<SPAN style="mso-spacerun: yes"> </SPAN>右上 – 白<o:p></o:p></SPAN></PRE><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt">};<o:p></o:p></SPAN></PRE><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt"><o:p> </o:p></SPAN></PRE><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt">D3DUtil_<SPAN class=GramE>CreateTexture(</SPAN> m_pd3dDevice, TEXT("<SPAN class=SpellE>earth.bmp</SPAN>"), <o:p></o:p></SPAN></PRE><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt"><SPAN style="mso-spacerun: yes"> </SPAN>&m_pTexture0, D3DFMT_<SPAN class=GramE>R5G6B5 )</SPAN>;<o:p></o:p></SPAN></PRE>
<P class=MsoNormal
style="mso-margin-top-alt: auto; mso-margin-bottom-alt: auto"><SPAN
style="FONT-FAMILY: 宋体; mso-fareast-language: ZH-CN; mso-bidi-font-family: 宋体">必须先载入纹理的图像。在本例中,文件<SPAN
lang=EN-US>"<SPAN
class=SpellE>earth.bmp</SPAN>"包含了地球的二维纹理贴图,并将被用来给物体着色。<o:p></o:p></SPAN></SPAN></P>
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style="FONT-FAMILY: 宋体; mso-fareast-language: ZH-CN; mso-bidi-font-family: 宋体">顶点着色器声明需要反映出顶点位置和纹理坐标数据。<SPAN
lang=EN-US><o:p></o:p></SPAN></SPAN></P><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt">// 创建着色器声明。<o:p></o:p></SPAN></PRE><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt">D3DVERTEXELEMENT9 <SPAN class=SpellE><SPAN class=GramE>decl</SPAN></SPAN><SPAN class=GramE>[</SPAN>] = <o:p></o:p></SPAN></PRE><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt">{<o:p></o:p></SPAN></PRE><PRE style="TEXT-INDENT: 20pt; mso-char-indent-count: 2.0"><SPAN class=GramE><SPAN lang=EN-US style="FONT-SIZE: 10pt">{ 0</SPAN></SPAN><SPAN lang=EN-US style="FONT-SIZE: 10pt">, 0,<SPAN style="mso-spacerun: yes"> </SPAN>D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },<o:p></o:p></SPAN></PRE><PRE style="TEXT-INDENT: 20pt; mso-char-indent-count: 2.0"><SPAN class=GramE><SPAN lang=EN-US style="FONT-SIZE: 10pt">{ 0</SPAN></SPAN><SPAN lang=EN-US style="FONT-SIZE: 10pt">, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },<o:p></o:p></SPAN></PRE><PRE style="TEXT-INDENT: 20pt; mso-char-indent-count: 2.0"><SPAN lang=EN-US style="FONT-SIZE: 10pt">D3DDECL_<SPAN class=GramE>END()</SPAN><o:p></o:p></SPAN></PRE><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt">};<o:p></o:p></SPAN></PRE>
<P class=MsoNormal
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style="FONT-FAMILY: 宋体; mso-fareast-language: ZH-CN; mso-bidi-font-family: 宋体">该声明声明了一个包含顶点位置和纹理坐标的数据流。<SPAN
lang=EN-US><o:p></o:p></SPAN></SPAN></P>
<P class=MsoNormal
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style="FONT-FAMILY: 宋体; mso-fareast-language: ZH-CN; mso-bidi-font-family: 宋体">渲染代码告诉<SPAN
lang=EN-US>Microsoft®
Direct3D®到何处去得到数据流和着色器,因为使用了纹理贴图,所以还要设置纹理层。<o:p></o:p></SPAN></SPAN></P><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt">m_pd3dDevice-><SPAN class=SpellE><SPAN class=GramE>SetStreamSource</SPAN></SPAN><SPAN class=GramE>(</SPAN> 0, <SPAN class=SpellE>m_pQuadVB</SPAN>, <SPAN class=SpellE>sizeof</SPAN>(CUSTOMVERTEX_POS_TEX1) );<o:p></o:p></SPAN></PRE><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt">m_pd3dDevice-><SPAN class=SpellE><SPAN class=GramE>SetVertexShader</SPAN></SPAN><SPAN class=GramE>(</SPAN> <SPAN class=SpellE>m_pVertexShader</SPAN> );<o:p></o:p></SPAN></PRE><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt"><o:p> </o:p></SPAN></PRE><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt">m_pd3dDevice-><SPAN class=SpellE><SPAN class=GramE>SetTextureStageState</SPAN></SPAN><SPAN class=GramE>(</SPAN> 0, D3DTSS_COLOROP, D3DTOP_MODULATE );<o:p></o:p></SPAN></PRE><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt">m_pd3dDevice-><SPAN class=SpellE><SPAN class=GramE>SetTextureStageState</SPAN></SPAN><SPAN class=GramE>(</SPAN> 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );<o:p></o:p></SPAN></PRE><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt">m_pd3dDevice-><SPAN class=SpellE><SPAN class=GramE>SetTextureStageState</SPAN></SPAN><SPAN class=GramE>(</SPAN> 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );<o:p></o:p></SPAN></PRE><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt">m_pd3dDevice-><SPAN class=SpellE><SPAN class=GramE>SetTexture</SPAN></SPAN><SPAN class=GramE>(</SPAN> 0, m_pTexture0 );<o:p></o:p></SPAN></PRE><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt">m_pd3dDevice-><SPAN class=SpellE><SPAN class=GramE>DrawPrimitive</SPAN></SPAN><SPAN class=GramE>(</SPAN> D3DPT_TRIANGLEFAN, 0, 2 );<o:p></o:p></SPAN></PRE><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt">m_pd3dDevice-><SPAN class=SpellE><SPAN class=GramE>SetTexture</SPAN></SPAN><SPAN class=GramE>(</SPAN> 0, NULL );<o:p></o:p></SPAN></PRE>
<P>因为使用了一个纹理,所以需要设置纹理层<SPAN
lang=EN-US>0的纹理层状态。上面调用的方法告诉Direct3D纹理的texel值用来给物体的顶点提供漫反射色。换句话说,二维纹理贴图的使用就象贴花纸一样。</SPAN></P>
<P>这里是着色器代码。</P><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt">vs_1_1<SPAN style="mso-spacerun: yes"> </SPAN>// 版本指令<o:p></o:p></SPAN></PRE><PRE><SPAN class=SpellE><SPAN lang=EN-US style="FONT-SIZE: 10pt">dcl_position</SPAN></SPAN><SPAN lang=EN-US style="FONT-SIZE: 10pt"> v0<SPAN style="mso-spacerun: yes"> </SPAN>// 声明位置寄存器<o:p></o:p></SPAN></PRE><PRE><SPAN class=SpellE><SPAN lang=EN-US style="FONT-SIZE: 10pt">dcl_texcoord</SPAN></SPAN><SPAN lang=EN-US style="FONT-SIZE: 10pt"> v8<SPAN style="mso-spacerun: yes"> </SPAN>// 声明纹理坐标寄存器<o:p></o:p></SPAN></PRE><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt">def c4, 1, 1, 1, 1<SPAN style="mso-spacerun: yes"> </SPAN>// 初始化常量<o:p></o:p></SPAN></PRE><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt">m4x4 <SPAN class=SpellE>oPos</SPAN>, v0, c0<SPAN style="mso-spacerun: yes"> </SPAN>// 用视/投影矩阵变换顶点<o:p></o:p></SPAN></PRE><PRE><SPAN class=SpellE><SPAN lang=EN-US style="FONT-SIZE: 10pt">mov</SPAN></SPAN><SPAN lang=EN-US style="FONT-SIZE: 10pt"> oD0, c4<SPAN style="mso-spacerun: yes"> </SPAN>// 把漫反射色赋给输出颜色寄存器<o:p></o:p></SPAN></PRE><PRE><SPAN class=SpellE><SPAN lang=EN-US style="FONT-SIZE: 10pt">mov</SPAN></SPAN><SPAN lang=EN-US style="FONT-SIZE: 10pt"> oT0, v8<SPAN style="mso-spacerun: yes"> </SPAN>// 把纹理的颜色赋给纹理寄存器<o:p></o:p></SPAN></PRE>
<P class=MsoNormal
style="mso-margin-top-alt: auto; mso-margin-bottom-alt: auto"><SPAN
style="FONT-FAMILY: 宋体; mso-fareast-language: ZH-CN; mso-bidi-font-family: 宋体">着色器文件包含的这些指令会产生一个贴上了纹理的物体,如下所示。<SPAN
lang=EN-US><o:p></o:p></SPAN></SPAN></P>
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<H1><A name=_带光照的纹理贴图></A>带光照的纹理贴图</H1>
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<P>本实例使用了一个顶点着色器,将纹理贴图和光照应用于场景。这里使用的物体是一个球体,示例代码把地球的纹理贴图应用于球体,并用漫反射光照来模拟昼夜。</P>
<P><SPAN
lang=EN-US>Shader3实例给贴上了纹理的物体添加了光照。关于如何载入纹理和设置纹理层状态的信息,请参阅Shader3。</SPAN></P>
<P>在<U>示例框架</U>中有关于框架的示例代码的详细说明。读者可以复制这里的示例代码并粘贴到示例框架中去,这样就可以很快得到一个能运行的示例。<SPAN
lang=EN-US><o:p></o:p></SPAN></P>
<H2><SPAN
style="FONT-FAMILY: 黑体; mso-fareast-language: ZH-CN; mso-ascii-font-family: Arial">顶点着色器的创建</SPAN><SPAN
lang=EN-US style="mso-fareast-language: ZH-CN"><o:p></o:p></SPAN></H2>
<P>为了包含顶点法向,需要修改<SPAN
lang=EN-US>Shader3实例中的顶点数据。要产生光照,物体必须有顶点法向。修改后的顶点数据的数据结构如下所示。</SPAN></P><PRE><SPAN class=SpellE><SPAN class=GramE><SPAN lang=EN-US style="FONT-SIZE: 10pt">struct</SPAN></SPAN></SPAN><SPAN lang=EN-US style="FONT-SIZE: 10pt"> CUSTOMVERTEX_POS_NORM_COLOR1_TEX1<o:p></o:p></SPAN></PRE><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt">{<o:p></o:p></SPAN></PRE><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt"><SPAN style="mso-spacerun: yes"> </SPAN>float<SPAN style="mso-spacerun: yes"> </SPAN>x, y, z;<SPAN style="mso-spacerun: yes"> </SPAN><SPAN style="COLOR: blue">//</SPAN><SPAN style="COLOR: green"> 位置</SPAN><o:p></o:p></SPAN></PRE><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt"><SPAN style="mso-spacerun: yes"> </SPAN>float<SPAN style="mso-spacerun: yes"> </SPAN><SPAN class=SpellE>nx</SPAN>, <SPAN class=SpellE>ny</SPAN>, <SPAN class=SpellE>nz</SPAN>;<SPAN style="mso-spacerun: yes"> </SPAN><SPAN style="COLOR: blue">//</SPAN><SPAN style="COLOR: green"> 法向</SPAN><o:p></o:p></SPAN></PRE><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt"><SPAN style="mso-spacerun: yes"> </SPAN>DWORD<SPAN style="mso-spacerun: yes"> </SPAN>color1;<SPAN style="mso-spacerun: yes"> </SPAN><SPAN style="COLOR: blue">//</SPAN><SPAN style="COLOR: green"> 漫反射色</SPAN><o:p></o:p></SPAN></PRE><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt"><SPAN style="mso-spacerun: yes"> </SPAN>float<SPAN style="mso-spacerun: yes"> </SPAN>tu1, tv1;<SPAN style="mso-spacerun: yes"> </SPAN><SPAN style="COLOR: blue">//</SPAN><SPAN style="COLOR: green"> 纹理坐标</SPAN><o:p></o:p></SPAN></PRE><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt">};<o:p></o:p></SPAN></PRE>
<P>着色器声明定义了输入顶点寄存器以及和它们关联的数据。</P><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt; COLOR: blue">//</SPAN><SPAN lang=EN-US style="FONT-SIZE: 10pt; COLOR: green"> 创建着色器声明。</SPAN><SPAN lang=EN-US style="FONT-SIZE: 10pt"><o:p></o:p></SPAN></PRE><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt">D3DVERTEXELEMENT9 <SPAN class=SpellE><SPAN class=GramE>decl</SPAN></SPAN><SPAN class=GramE>[</SPAN>] = <o:p></o:p></SPAN></PRE><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt">{<o:p></o:p></SPAN></PRE><PRE style="TEXT-INDENT: 20pt; mso-char-indent-count: 2.0"><SPAN class=GramE><SPAN lang=EN-US style="FONT-SIZE: 10pt">{ 0</SPAN></SPAN><SPAN lang=EN-US style="FONT-SIZE: 10pt">, 0,<SPAN style="mso-spacerun: yes"> </SPAN>D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },<o:p></o:p></SPAN></PRE><PRE style="TEXT-INDENT: 20pt; mso-char-indent-count: 2.0"><SPAN class=GramE><SPAN lang=EN-US style="FONT-SIZE: 10pt">{ 0</SPAN></SPAN><SPAN lang=EN-US style="FONT-SIZE: 10pt">, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL,<SPAN style="mso-spacerun: yes"> </SPAN>0 },<o:p></o:p></SPAN></PRE><PRE style="TEXT-INDENT: 20pt; mso-char-indent-count: 2.0"><SPAN class=GramE><SPAN lang=EN-US style="FONT-SIZE: 10pt">{ 0</SPAN></SPAN><SPAN lang=EN-US style="FONT-SIZE: 10pt">, 24, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR,<SPAN style="mso-spacerun: yes"> </SPAN>0 },<o:p></o:p></SPAN></PRE><PRE style="TEXT-INDENT: 20pt; mso-char-indent-count: 2.0"><SPAN class=GramE><SPAN lang=EN-US style="FONT-SIZE: 10pt">{ 0</SPAN></SPAN><SPAN lang=EN-US style="FONT-SIZE: 10pt">, 28, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },<o:p></o:p></SPAN></PRE><PRE style="TEXT-INDENT: 20pt; mso-char-indent-count: 2.0"><SPAN lang=EN-US style="FONT-SIZE: 10pt">D3DDECL_<SPAN class=GramE>END()</SPAN><o:p></o:p></SPAN></PRE><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt">};<o:p></o:p></SPAN></PRE>
<P>这里声明了一个数据流,其中包含了顶点位置,法向,漫反射色和纹理坐标。</P>
<P>下一步是创建着色器。可以用一个<SPAN
lang=EN-US>ASCII文本字符串创建着色器,也可以从包含相同指令的着色器文件中载入。本示例使用着色器文件。</SPAN></P><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt">// v7<SPAN style="mso-spacerun: yes"> </SPAN>用于光照的顶点漫反射色<o:p></o:p></SPAN></PRE><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt">// v8<SPAN style="mso-spacerun: yes"> </SPAN>纹理<o:p></o:p></SPAN></PRE><PRE><SPAN lang=EN-US style="FONT-SIZE: 10pt">// c4<SPAN style="mso-spacerun: yes"> </
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