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📄 像素着色器 (pixel shaders).htm

📁 此文件是微软MSDN中d3d部分资料的翻译文件
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lang=EN-US 
style="FONT-SIZE: 10pt; FONT-FAMILY: 宋体; mso-fareast-language: ZH-CN; mso-bidi-font-family: 宋体">// 
声明顶点位置和漫反射色数据。<o:p></o:p></SPAN></P>
<P class=MsoNormal 
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lang=EN-US 
style="FONT-SIZE: 10pt; FONT-FAMILY: 宋体; mso-fareast-language: ZH-CN; mso-bidi-font-family: 宋体">CUSTOMVERTEX 
g_Vertices[]=<o:p></o:p></SPAN></P>
<P class=MsoNormal 
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lang=EN-US 
style="FONT-SIZE: 10pt; FONT-FAMILY: 宋体; mso-fareast-language: ZH-CN; mso-bidi-font-family: 宋体">{<o:p></o:p></SPAN></P>
<P class=MsoNormal 
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lang=EN-US 
style="FONT-SIZE: 10pt; FONT-FAMILY: 宋体; mso-fareast-language: ZH-CN; mso-bidi-font-family: 宋体">//<SPAN 
style="mso-spacerun: yes">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </SPAN>x<SPAN 
style="mso-spacerun: yes">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </SPAN>y<SPAN 
style="mso-spacerun: yes">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </SPAN>z<SPAN 
style="mso-spacerun: yes">&nbsp;&nbsp; </SPAN>漫反射色<o:p></o:p></SPAN></P>
<P class=MsoNormal 
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lang=EN-US 
style="FONT-SIZE: 10pt; FONT-FAMILY: 宋体; mso-fareast-language: ZH-CN; mso-bidi-font-family: 宋体"><SPAN 
style="mso-spacerun: yes">&nbsp;&nbsp;&nbsp; </SPAN>{ -1.0f, -1.0f, 0.0f, 
0xffff0000 },<SPAN style="mso-spacerun: yes">&nbsp; </SPAN>// 红 – 
左下<o:p></o:p></SPAN></P>
<P class=MsoNormal 
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lang=EN-US 
style="FONT-SIZE: 10pt; FONT-FAMILY: 宋体; mso-fareast-language: ZH-CN; mso-bidi-font-family: 宋体"><SPAN 
style="mso-spacerun: yes">&nbsp;&nbsp;&nbsp; </SPAN>{ +1.0f, -1.0f, 0.0f, 
0xff00ff00 },<SPAN style="mso-spacerun: yes">&nbsp; </SPAN>// 绿 – 
右下<o:p></o:p></SPAN></P>
<P class=MsoNormal 
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lang=EN-US 
style="FONT-SIZE: 10pt; FONT-FAMILY: 宋体; mso-fareast-language: ZH-CN; mso-bidi-font-family: 宋体"><SPAN 
style="mso-spacerun: yes">&nbsp;&nbsp;&nbsp; </SPAN>{ +1.0f, +1.0f, 0.0f, 
0xff0000ff },<SPAN style="mso-spacerun: yes">&nbsp; </SPAN>// 蓝 – 
右上<o:p></o:p></SPAN></P>
<P class=MsoNormal 
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lang=EN-US 
style="FONT-SIZE: 10pt; FONT-FAMILY: 宋体; mso-fareast-language: ZH-CN; mso-bidi-font-family: 宋体"><SPAN 
style="mso-spacerun: yes">&nbsp;&nbsp;&nbsp; </SPAN>{ -1.0f, +1.0f, 0.0f, 
0xffffffff },<SPAN style="mso-spacerun: yes">&nbsp; </SPAN>// 白 – 
左上<o:p></o:p></SPAN></P>
<P class=MsoNormal 
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lang=EN-US 
style="FONT-SIZE: 10pt; FONT-FAMILY: 宋体; mso-fareast-language: ZH-CN; mso-bidi-font-family: 宋体">};<o:p></o:p></SPAN></P>
<H2><SPAN style="mso-fareast-language: ZH-CN">第<SPAN 
lang=EN-US>3步<o:p></o:p></SPAN></SPAN></H2>
<P><SPAN 
style="mso-fareast-language: ZH-CN">这个着色器把经过高洛德插值的漫反射色数据复制到输出像素。着色器文件<SPAN 
lang=EN-US>PixelShader.txt如下所示:<o:p></o:p></SPAN></SPAN></P>
<P class=MsoNormal 
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lang=EN-US 
style="FONT-SIZE: 10pt; FONT-FAMILY: 宋体; mso-fareast-language: ZH-CN; mso-bidi-font-family: 宋体">ps_1_1<SPAN 
style="mso-spacerun: yes">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
</SPAN><SPAN style="COLOR: blue">//</SPAN><SPAN style="COLOR: green"> 
版本指令</SPAN><o:p></o:p></SPAN></P>
<P class=MsoNormal 
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lang=EN-US 
style="FONT-SIZE: 10pt; FONT-FAMILY: 宋体; mso-fareast-language: ZH-CN; mso-bidi-font-family: 宋体">mov 
r0,v0<SPAN style="mso-spacerun: yes">&nbsp;&nbsp;&nbsp;&nbsp; </SPAN><SPAN 
style="COLOR: blue">//</SPAN><SPAN style="COLOR: green"> 
把顶点的漫反射色复制到输出寄存器。</SPAN><o:p></o:p></SPAN></P>
<P><SPAN style="mso-fareast-language: ZH-CN">像素着色器文件的第一条指令声明了像素着色器的版本,此处为<SPAN 
lang=EN-US>1.1。<o:p></o:p></SPAN></SPAN></P>
<P><SPAN style="mso-fareast-language: ZH-CN">第二条指令把颜色寄存器<SPAN 
lang=EN-US>(v0)的内容复制到输出寄存器(r0)。因为在第1步中声明的顶点数据已经包含了经过插值的漫反射色,所以颜色寄存器包含了顶点的漫反射色。输出寄存器决定渲染目标使用的像素颜色(因为本例中没有更多的处理,如雾,所以输出寄存器就是最终的像素颜色)。<o:p></o:p></SPAN></SPAN></P>
<H2><A name=Step_4></A><SPAN style="mso-fareast-language: ZH-CN">第<SPAN 
lang=EN-US>4步<o:p></o:p></SPAN></SPAN></H2>
<P><SPAN 
style="mso-fareast-language: ZH-CN">像素着色器由像素着色器指令创建。本例中,指令被包含在一个单独的文件中。指令也可以被包含在一个文本字符串中。<SPAN 
lang=EN-US><o:p></o:p></SPAN></SPAN></P>
<P class=MsoNormal 
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lang=EN-US 
style="FONT-SIZE: 10pt; FONT-FAMILY: 宋体; mso-fareast-language: ZH-CN; mso-bidi-font-family: 宋体">LPD3DXBUFFER 
pCode;<SPAN 
style="mso-spacerun: yes">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
</SPAN><SPAN style="COLOR: blue">//</SPAN><SPAN style="COLOR: green"> 
存放经过汇编的着色器代码的缓存</SPAN><o:p></o:p></SPAN></P>
<P class=MsoNormal 
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lang=EN-US 
style="FONT-SIZE: 10pt; FONT-FAMILY: 宋体; mso-fareast-language: ZH-CN; mso-bidi-font-family: 宋体">LPD3DXBUFFER 
pErrorMsgs;<SPAN 
style="mso-spacerun: yes">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
</SPAN><SPAN style="COLOR: blue">//</SPAN><SPAN style="COLOR: green"> 
存放错误信息的缓存</SPAN><o:p></o:p></SPAN></P>
<P class=MsoNormal 
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lang=EN-US 
style="FONT-SIZE: 10pt; FONT-FAMILY: 宋体; mso-fareast-language: ZH-CN; mso-bidi-font-family: 宋体">TCHAR<SPAN 
style="mso-spacerun: yes">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
</SPAN>strPixelShaderPath[512];<SPAN style="COLOR: blue">//</SPAN><SPAN 
style="COLOR: green"> 用来定位着色器文件</SPAN><o:p></o:p></SPAN></P>
<P class=MsoNormal 
style="tab-stops: 45.8pt 91.6pt 137.4pt 183.2pt 229.0pt 274.8pt 320.6pt 366.4pt 412.2pt 458.0pt 503.8pt 549.6pt 595.4pt 641.2pt 687.0pt 732.8pt"><SPAN 
lang=EN-US 
style="FONT-SIZE: 10pt; FONT-FAMILY: 宋体; mso-fareast-language: ZH-CN; mso-bidi-font-family: 宋体">DXUtil_FindMediaFileCb( 
strPixelShaderPath, sizeof(strPixelShaderPath), <o:p></o:p></SPAN></P>
<P class=MsoNormal 
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lang=EN-US 
style="FONT-SIZE: 10pt; FONT-FAMILY: 宋体; mso-fareast-language: ZH-CN; mso-bidi-font-family: 宋体"><SPAN 
style="mso-spacerun: yes">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
</SPAN>_T("PixelShader.txt") );<o:p></o:p></SPAN></P>
<P><SPAN style="mso-fareast-language: ZH-CN">这个函数是示例框架使用的一个辅助函数,许多示例都以它为基础。<SPAN 
lang=EN-US><o:p></o:p></SPAN></SPAN></P>
<P class=MsoNormal 
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lang=EN-US 
style="FONT-SIZE: 10pt; FONT-FAMILY: 宋体; mso-fareast-language: ZH-CN; mso-bidi-font-family: 宋体">LPDIRECT3DPIXELSHADER9 
m_pPixelShader;<o:p></o:p></SPAN></P>
<P class=MsoNormal 
style="tab-stops: 45.8pt 91.6pt 137.4pt 183.2pt 229.0pt 274.8pt 320.6pt 366.4pt 412.2pt 458.0pt 503.8pt 549.6pt 595.4pt 641.2pt 687.0pt 732.8pt"><SPAN 
lang=EN-US 
style="FONT-SIZE: 10pt; FONT-FAMILY: 宋体; mso-fareast-language: ZH-CN; mso-bidi-font-family: 宋体">D3DXAssembleShaderFromFile( 
strPixelShaderPath, NULL, NULL, 0,<SPAN style="mso-spacerun: yes">&nbsp; 
</SPAN><o:p></o:p></SPAN></P>
<P class=MsoNormal 
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lang=EN-US 
style="FONT-SIZE: 10pt; FONT-FAMILY: 宋体; mso-fareast-language: ZH-CN; mso-bidi-font-family: 宋体"><SPAN 
style="mso-spacerun: yes">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
</SPAN>&amp;pCode, &amp;pErrorMsgs, NULL );<SPAN 
style="mso-spacerun: yes">&nbsp;&nbsp; </SPAN><o:p></o:p></SPAN></P>
<P class=MsoNormal 
style="tab-stops: 45.8pt 91.6pt 137.4pt 183.2pt 229.0pt 274.8pt 320.6pt 366.4pt 412.2pt 458.0pt 503.8pt 549.6pt 595.4pt 641.2pt 687.0pt 732.8pt"><SPAN 
lang=EN-US 
style="FONT-SIZE: 10pt; FONT-FAMILY: 宋体; mso-fareast-language: ZH-CN; mso-bidi-font-family: 宋体">m_pd3dDevice-&gt;CreatePixelShader( 
(DWORD*)pCode-&gt;GetBufferPointer(), <o:p></o:p></SPAN></P>
<P class=MsoNormal 
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lang=EN-US 
style="FONT-SIZE: 10pt; FONT-FAMILY: 宋体; mso-fareast-language: ZH-CN; mso-bidi-font-family: 宋体"><SPAN 
style="mso-spacerun: yes">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
</SPAN><SPAN 
style="mso-spacerun: yes">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</SPAN>&amp;m_pPixelShader 
);<o:p></o:p></SPAN></P>
<P><SPAN style="mso-fareast-language: ZH-CN">着色器创建完成后,指针<I><SPAN 
lang=EN-US>m_pPixelShader</SPAN></I>用来对它进行引用。<SPAN 
lang=EN-US><o:p></o:p></SPAN></SPAN></P>
<H2><A name=Step_5></A><SPAN style="mso-fareast-language: ZH-CN">第<SPAN 
lang=EN-US>5步<o:p></o:p></SPAN></SPAN></H2>
<P><SPAN 
style="mso-fareast-language: ZH-CN">除了用像素着色器句柄来设置着色器外,渲染输出像素的过程和使用固定功能流水线类似。<SPAN 
lang=EN-US><o:p></o:p></SPAN></SPAN></P>
<P class=MsoNormal 
style="tab-stops: 45.8pt 91.6pt 137.4pt 183.2pt 229.0pt 274.8pt 320.6pt 366.4pt 412.2pt 458.0pt 503.8pt 549.6pt 595.4pt 641.2pt 687.0pt 732.8pt"><SPAN 
lang=EN-US 
style="FONT-SIZE: 10pt; COLOR: blue; FONT-FAMILY: 宋体; mso-fareast-language: ZH-CN; mso-bidi-font-family: 宋体">//</SPAN><SPAN 
lang=EN-US 
style="FONT-SIZE: 10pt; COLOR: green; FONT-FAMILY: 宋体; mso-fareast-language: ZH-CN; mso-bidi-font-family: 宋体"> 
在本例中关闭关照。它不会对最终像素的颜色产生影响。</SPAN><SPAN lang=EN-US 
style="FONT-SIZE: 10pt; FONT-FAMILY: 宋体; mso-fareast-language: ZH-CN; mso-bidi-font-family: 宋体"><o:p></o:p></SPAN></P>
<P class=MsoNormal 
style="tab-stops: 45.8pt 91.6pt 137.4pt 183.2pt 229.0pt 274.8pt 320.6pt 366.4pt 412.2pt 458.0pt 503.8pt 549.6pt 595.4pt 641.2pt 687.0pt 732.8pt"><SPAN 
lang=EN-US 
style="FONT-SIZE: 10pt; COLOR: blue; FONT-FAMILY: 宋体; mso-fareast-language: ZH-CN; mso-bidi-font-family: 宋体">//</SPAN><SPAN 
lang=EN-US 
style="FONT-SIZE: 10pt; COLOR: green; FONT-FAMILY: 宋体; mso-fareast-language: ZH-CN; mso-bidi-font-family: 宋体"> 
像素颜色完全由经过插值的顶点颜色决定。</SPAN><SPAN lang=EN-US 
style="FONT-SIZE: 10pt; FONT-FAMILY: 宋体; mso-fareast-language: ZH-CN; mso-bidi-font-family: 宋体"><o:p></o:p></SPAN></P>

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