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Use vertex shader.doc
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Vertex Definitions

Using the "quad" from the Base sample as a starting point, let's expand the vertex definitions for several simple shaders. We again will render a quad:

//a quad

#define NUM_VERTS 4

#define NUM_TRIS 2

Here we will use four different shaders for our quad:

// A structure for vertex shader0 vertex type

struct VERTEXSHADER0VERTEX

{

FLOAT x, y, z; // The untransformed position for the vertex

DWORD color; // The vertex color

};

// Our custom FVF, which describes our vertex shader0 vertex structure

#define D3DFVF_VERTEXSHADER0VERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)

// Initialize vertices for rendering a quad

VERTEXSHADER0VERTEX g_VertexShaderVertices0[] =

{

// x y z diffuse

{ -1.0f,-1.0f, 0.0f, 0xff00ff00, },//bl

{ 1.0f,-1.0f, 0.0f, 0xff00ff00, },//br

{ 1.0f, 1.0f, 0.0f, 0xffff0000, },//tr

{ -1.0f, 1.0f, 0.0f, 0xff0000ff, },//tl

};

// A structure for vertex shader1 vertex type

struct VERTEXSHADER1VERTEX

{

FLOAT x, y, z; // The untransformed position for the vertex

DWORD color; // The vertex color

};

// Our custom FVF, which describes our vertex shader1 vertex structure

#define D3DFVF_VERTEXSHADER1VERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)

// Initialize vertices for rendering a quad

VERTEXSHADER1VERTEX g_VertexShaderVertices1[] =

{

// x y z diffuse

{ -1.0f,-1.0f, 0.0f, 0xff00ff00, },//bl

{ 1.0f,-1.0f, 0.0f, 0xff00ff00, },//br

{ 1.0f, 1.0f, 0.0f, 0xffff0000, },//tr

{ -1.0f, 1.0f, 0.0f, 0xff0000ff, },//tl

};

// A structure for vertex shader2 vertex type

struct VERTEXSHADER2VERTEX

{

FLOAT x, y, z; // The untransformed position for the vertex

DWORD color; // The vertex color

FLOAT tu, tv; // the texture coords

};

// Our custom FVF, which describes our vertex shader2 vertex structure

#define D3DFVF_VERTEXSHADER2VERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)

// Initialize vertices for rendering a quad

VERTEXSHADER2VERTEX g_VertexShaderVertices2[] =

{

// x y z diffuse u1 v1

{ -1.0f,-1.0f, 0.0f, 0xff00ff00, 1.0f, 1.0f,},//bl

{ 1.0f,-1.0f, 0.0f, 0xff00ff00, 0.0f, 1.0f,},//br

{ 1.0f, 1.0f, 0.0f, 0xffff0000, 0.0f, 0.0f,},//tr

{ -1.0f, 1.0f, 0.0f, 0xff0000ff, 1.0f, 0.0f,},//tl

};

// A structure for vertex shader3 vertex type

struct VERTEXSHADER3VERTEX

{

FLOAT x, y, z; // The untransformed position for the vertex

FLOAT nx, ny, nz; // The normal for the vertex

DWORD color; // The vertex color

FLOAT tu, tv; // the texture coords

};

// Our custom FVF, which describes our vertex shader2 vertex structure

#define D3DFVF_VERTEXSHADER3VERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_DIFFUSE|D3DFVF_TEX1)

// Initialize vertices for rendering a quad

VERTEXSHADER3VERTEX g_VertexShaderVertices3[] =

{

// x y z nx ny nz diffuse u1 v1

{ -1.0f,-1.0f, 0.0f, 0.0f,0.0f, 1.0f, 0xff00ff00, 1.0f, 1.0f,},//bl

{ 1.0f,-1.0f, 0.0f, 0.0f,0.0f, 1.0f, 0xff00ff00, 0.0f, 1.0f,},//br

{ 1.0f, 1.0f, 0.0f, 0.0f,0.0f, 1.0f, 0xffff0000, 0.0f, 0.0f,},//tr

{ -1.0f, 1.0f, 0.0f, 0.0f,0.0f, 1.0f, 0xff0000ff, 1.0f, 0.0f,},//tl

};

Note we have defined four vertex types:

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