《精通DirectX 3D》第十八章 HLSL顶点渲染 04_HLSLSpecular

《精通DirectX 3D》第十八章 HLSL顶点渲染 04_HLSLSpecular

《精通DirectX 3D》第十八章 HLSL顶点渲染 04_HLSLSpecular_第1张图片

// =============================================================================
//  Desc: 主程序源文件
// =============================================================================
#include  " dxstdafx.h "
#include 
" resource.h "


// -----------------------------------------------------------------------------
//  全局变量
// -----------------------------------------------------------------------------
ID3DXFont *                  g_pFont  =  NULL;           // ID3DXFont字体对象
ID3DXSprite *                g_pTextSprite  =  NULL;     // ID3DXSprite文本精灵对象
bool                        g_bShowHelp  =   true ;       // 标识是否显示简单说明文本

CDXUTDialogResourceManager g_DialogResourceManager; 
// 对话框资源管理器
CD3DSettingsDlg            g_SettingsDlg;            // Direct3D设备设置对话框
CDXUTDialog                g_HUD;                    // 对话框
CDXUTDialog                g_SampleUI;               // 对话框

LPDIRECT3DVERTEXBUFFER9      g_pVB                
=  NULL;   // 顶点缓冲区
LPDIRECT3DVERTEXSHADER9      g_pVertexShader       =  NULL;   // 顶点渲染器
LPD3DXCONSTANTTABLE          g_pConstantTable_VS   =  NULL;   // 顶点渲染器常量表

// 定义顶点结构和灵活顶点格式
struct  CUSTOMVERTEX
{
    D3DXVECTOR3 position;   
// 顶点位置坐标
    D3DXVECTOR3 normal;      // 顶点法线
};
#define  D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL)

// -----------------------------------------------------------------------------
//  控件ID
// -----------------------------------------------------------------------------
#define  IDC_TOGGLEFULLSCREEN      1
#define  IDC_TOGGLEREF             2
#define  IDC_CHANGEDEVICE          3


// -----------------------------------------------------------------------------
//  Desc: 函数声明
// ------------------------------------------------------------------------------
bool     CALLBACK IsDeviceAcceptable( D3DCAPS9 *  pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat,  bool  bWindowed,  void *  pUserContext );
bool     CALLBACK ModifyDeviceSettings( DXUTDeviceSettings *  pDeviceSettings,  const  D3DCAPS9 *  pCaps,  void *  pUserContext );
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9
*  pd3dDevice,  const  D3DSURFACE_DESC *  pBackBufferSurfaceDesc,  void *  pUserContext );
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9
*  pd3dDevice,  const  D3DSURFACE_DESC *  pBackBufferSurfaceDesc,  void *  pUserContext );
void     CALLBACK OnFrameMove( IDirect3DDevice9 *  pd3dDevice,  double  fTime,  float  fElapsedTime,  void *  pUserContext );
void     CALLBACK OnFrameRender( IDirect3DDevice9 *  pd3dDevice,  double  fTime,  float  fElapsedTime,  void *  pUserContext );
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, 
bool *  pbNoFurtherProcessing,  void *  pUserContext );
void     CALLBACK KeyboardProc( UINT nChar,  bool  bKeyDown,  bool  bAltDown,  void *  pUserContext );
void     CALLBACK OnGUIEvent( UINT nEvent,  int  nControlID, CDXUTControl *  pControl,  void *  pUserContext );
void     CALLBACK OnLostDevice(  void *  pUserContext );
void     CALLBACK OnDestroyDevice(  void *  pUserContext );

void     InitApp();
void     RenderText();


// -----------------------------------------------------------------------------
//  Desc: 入口函数
// -----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR,  int  )
{
    
// 为Debug配置启用运行时内存检查功能
#if  defined(DEBUG) | defined(_DEBUG)
    _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF 
|  _CRTDBG_LEAK_CHECK_DF );
#endif

    
// 设置回调函数
    DXUTSetCallbackDeviceCreated( OnCreateDevice );
    DXUTSetCallbackDeviceReset( OnResetDevice );
    DXUTSetCallbackDeviceLost( OnLostDevice );
    DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
    DXUTSetCallbackMsgProc( MsgProc );
    DXUTSetCallbackKeyboard( KeyboardProc );
    DXUTSetCallbackFrameRender( OnFrameRender );
    DXUTSetCallbackFrameMove( OnFrameMove );

    
// 应用程序相关的初始化
    InitApp();

    
// 初始化DXUT, 创建窗口, 创建Direct3D设备对象
    DXUTInit(  true true true  );
    DXUTSetCursorSettings( 
true true  );
    DXUTCreateWindow( L
" HLSLSpecular "  );
    DXUTCreateDevice( D3DADAPTER_DEFAULT, 
true 640 480
        IsDeviceAcceptable, ModifyDeviceSettings );

    
// 进入消息循环和场景渲染
    DXUTMainLoop();

    
// 在此进行应用程序相关的清除工作

    
return  DXUTGetExitCode();
}


// -----------------------------------------------------------------------------
//  Desc: 应用程序相关初始化
// -----------------------------------------------------------------------------
void  InitApp()
{
    
// 初始化对话框
    g_SettingsDlg.Init(  & g_DialogResourceManager );
    g_HUD.Init( 
& g_DialogResourceManager );
    g_SampleUI.Init( 
& g_DialogResourceManager );

    
// 为g_HUD对话框设置消息处理函数,添加控件
    g_HUD.SetCallback( OnGUIEvent );  int  iY  =   10
    g_HUD.AddButton( IDC_TOGGLEFULLSCREEN, L
" Toggle full screen " 35 , iY,  125 22  );
    g_HUD.AddButton( IDC_TOGGLEREF, L
" Toggle REF (F3) " 35 , iY  +=   24 125 22  );
    g_HUD.AddButton( IDC_CHANGEDEVICE, L
" Change device (F2) " 35 , iY  +=   24 125 22 , VK_F2 );
}


// -----------------------------------------------------------------------------
//  Desc: 设备能力检查
// -----------------------------------------------------------------------------
bool  CALLBACK IsDeviceAcceptable( D3DCAPS9 *  pCaps, D3DFORMAT AdapterFormat, 
                                  D3DFORMAT BackBufferFormat, 
bool  bWindowed, 
                                  
void *  pUserContext )
{
    
// 检查后台缓冲区格式是否支持Alpha混合等操作(post pixel blending operations)
    IDirect3D9 *  pD3D  =  DXUTGetD3DObject(); 
    
if ( FAILED( pD3D -> CheckDeviceFormat( pCaps -> AdapterOrdinal, pCaps -> DeviceType,
                    AdapterFormat, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, 
                    D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
        
return   false ;

    
// 检查当前设备支持的顶点渲染器版本
     if ( pCaps -> VertexShaderVersion  <  D3DVS_VERSION( 2 , 0 ) )
        
return  FALSE;

    
return   true ;
}


// -----------------------------------------------------------------------------
//  Desc: 修改Direct3D渲染设备设置
// -----------------------------------------------------------------------------
bool  CALLBACK ModifyDeviceSettings( DXUTDeviceSettings *  pDeviceSettings, 
                                    
const  D3DCAPS9 *  pCaps,  void *  pUserContext )
{
    
// 如果不支持硬件顶点处理则使用软件顶点处理
     if ( (pCaps -> DevCaps  &  D3DDEVCAPS_HWTRANSFORMANDLIGHT)  ==   0 )
    {
        pDeviceSettings
-> BehaviorFlags  =  D3DCREATE_SOFTWARE_VERTEXPROCESSING;
    }

    
// 如果使用参考设备,则弹出警告对话框
     static   bool  s_bFirstTime  =   true ;
    
if ( s_bFirstTime )
    {
        s_bFirstTime 
=   false ;
        
if ( pDeviceSettings -> DeviceType  ==  D3DDEVTYPE_REF )
            DXUTDisplaySwitchingToREFWarning();
    }

    
return   true ;
}


// -----------------------------------------------------------------------------
//  Desc: 在此创建管理内存资源对象
// -----------------------------------------------------------------------------
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9 *  pd3dDevice, 
                                
const  D3DSURFACE_DESC *  pBackBufferSurfaceDesc, 
                                
void *  pUserContext )
{
    HRESULT hr;

    V_RETURN( g_DialogResourceManager.OnCreateDevice( pd3dDevice ) );
    V_RETURN( g_SettingsDlg.OnCreateDevice( pd3dDevice ) );
    
    
// 创建字体
    V_RETURN( D3DXCreateFont( pd3dDevice,  15 0 , FW_BOLD,  1 , FALSE, DEFAULT_CHARSET, 
                         OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH 
|  FF_DONTCARE, 
                         L
" Arial " & g_pFont ) );

    
// 创建顶点缓冲区
    V_RETURN( pd3dDevice -> CreateVertexBuffer(  50 * 2 * sizeof (CUSTOMVERTEX),  0
                                             D3DFVF_CUSTOMVERTEX, D3DPOOL_MANAGED,
                                             
& g_pVB, NULL ) );
    
// 填充顶点缓冲区
    CUSTOMVERTEX *  pVertices;
    
if ( FAILED( g_pVB -> Lock(  0 0 , ( void ** ) & pVertices,  0  ) ) )
        
return  E_FAIL;
    
for ( DWORD i = 0 ; i < 50 ; i ++  )
    {
        FLOAT theta 
=  ( 2 * D3DX_PI * i) / ( 50 - 1 );
        pVertices[
2 * i + 0 ].position  =  D3DXVECTOR3( sinf(theta), - 1.0f , cosf(theta) );
        pVertices[
2 * i + 0 ].normal    =  D3DXVECTOR3( sinf(theta),  0.0f , cosf(theta) );
        pVertices[
2 * i + 1 ].position  =  D3DXVECTOR3( sinf(theta),  1.0f , cosf(theta) );
        pVertices[
2 * i + 1 ].normal    =  D3DXVECTOR3( sinf(theta),  0.0f , cosf(theta) );
    }
    g_pVB
-> Unlock();

    
// 创建顶点渲染器
    LPD3DXBUFFER pCode_VS;
    DWORD dwShaderFlags 
=  D3DXSHADER_SKIPOPTIMIZATION | D3DXSHADER_DEBUG;
    V_RETURN( D3DXCompileShaderFromFile( L
" HLSLSpecular.vsh " , NULL, NULL,  " VS " ,
                                         
" vs_2_0 " , dwShaderFlags,  & pCode_VS,
                                         NULL, 
& g_pConstantTable_VS ) );
    V_RETURN(pd3dDevice
-> CreateVertexShader( (DWORD * )pCode_VS -> GetBufferPointer(),  & g_pVertexShader));
    pCode_VS
-> Release();

    
return  S_OK;
}


// -----------------------------------------------------------------------------
//  Desc: 在此创建默认内存类型资源对象
// -----------------------------------------------------------------------------
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9 *  pd3dDevice, 
                                
const  D3DSURFACE_DESC *  pBackBufferSurfaceDesc, 
                                
void *  pUserContext )
{
    HRESULT hr;

    V_RETURN( g_DialogResourceManager.OnResetDevice() );
    V_RETURN( g_SettingsDlg.OnResetDevice() );

    
// 设置对话框位置和尺寸
    g_HUD.SetLocation( pBackBufferSurfaceDesc -> Width - 170 0  );
    g_HUD.SetSize( 
170 170  );
    g_SampleUI.SetLocation( pBackBufferSurfaceDesc
-> Width - 170
                            pBackBufferSurfaceDesc
-> Height - 350  );
    g_SampleUI.SetSize( 
170 300  );

    
// 恢复字体
     if ( g_pFont )
        V_RETURN( g_pFont
-> OnResetDevice() );
   
    
// 创建ID3DXSprite接口对象
    V_RETURN( D3DXCreateSprite( pd3dDevice,  & g_pTextSprite ) );

    
// 构造观察矩阵
    D3DXMATRIXA16 matView;
    D3DXVECTOR3 vEyePt( 
0.0f 3.0f , - 5  );
    D3DXVECTOR3 vLookatPt( 
0.0f 0.0f 0.0f  );
    D3DXVECTOR3 vUpVec( 
0.0f 1.0f 0.0f  );
    D3DXMatrixLookAtLH( 
& matView,  & vEyePt,  & vLookatPt,  & vUpVec );

    
// 构造投影矩阵
    D3DXMATRIXA16 matProj;
    
float  fAspectRatio  =  ( float )pBackBufferSurfaceDesc -> Width  /  pBackBufferSurfaceDesc -> Height;
    D3DXMatrixPerspectiveFovLH( 
& matProj, D3DX_PI / 4 , fAspectRatio,  1.0f 100.0f  );

    
// 构造世界矩阵
    D3DXMATRIXA16 matWorld;
    D3DXMatrixIdentity( 
& matWorld );

    
// 设置坐标变换矩阵
    D3DXMATRIXA16 matWorldViewProj;
    matWorldViewProj 
=  matWorld  *  matView  *  matProj;
    V_RETURN(g_pConstantTable_VS
-> SetMatrix( pd3dDevice,  " matWorldViewProj " & matWorldViewProj ));
    V_RETURN(g_pConstantTable_VS
-> SetMatrix(pd3dDevice,  " matWorld " & matWorld ));
    V_RETURN(g_pConstantTable_VS
-> SetVector( pd3dDevice,  " vecEye "
                                    
& D3DXVECTOR4(vEyePt.x, vEyePt.y, vEyePt.z,  0 ) ));

    
// 设置剔出模式,为不剔出任何面
    pd3dDevice -> SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );

    
// 设置材质
    D3DMATERIAL9 mtrl;
    ZeroMemory( 
& mtrl,  sizeof (D3DMATERIAL9) );
    mtrl.Ambient.r 
=   1.0f ;
    mtrl.Ambient.g 
=   1.0f ;
    mtrl.Ambient.b 
=   0.0f ;
    mtrl.Ambient.a 
=   1.0f ;
    V_RETURN(g_pConstantTable_VS
-> SetVector( pd3dDevice,  " materialAmbient " ,
                                    
& D3DXVECTOR4(mtrl.Ambient.r, mtrl.Ambient.g, 
                                    mtrl.Ambient.b, mtrl.Ambient.a)));

    mtrl.Diffuse.r 
=   1.0f ;
    mtrl.Diffuse.g 
=   1.0f ;
    mtrl.Diffuse.b 
=   0.0f ;
    mtrl.Diffuse.a 
=   1.0f ;
    V_RETURN(g_pConstantTable_VS
-> SetVector( pd3dDevice,  " materialDiffuse "
                                             
& D3DXVECTOR4(mtrl.Diffuse.r, mtrl.Diffuse.g, 
                                             mtrl.Diffuse.b, mtrl.Diffuse.a)));

    mtrl.Specular.r 
=   1.0f ;
    mtrl.Specular.g 
=   1.0f ;
    mtrl.Specular.b 
=   1.0f ;
    mtrl.Specular.a 
=   1.0f ;
    V_RETURN(g_pConstantTable_VS
-> SetVector( pd3dDevice,  " materialSpecular " ,
                                            
& D3DXVECTOR4(mtrl.Specular.r, mtrl.Specular.g, 
                                             mtrl.Specular.b, mtrl.Specular.a)));

    
return  S_OK;
}


// -----------------------------------------------------------------------------
//  Desc: 更新场景
// -----------------------------------------------------------------------------
void  CALLBACK OnFrameMove( IDirect3DDevice9 *  pd3dDevice,  double  fTime, 
                           
float  fElapsedTime,  void *  pUserContext )
{
    
// 设置光的方向 
    D3DXVECTOR4 LightDirection;
    LightDirection 
=  D3DXVECTOR4( cosf(timeGetTime() / 350.0f ),  1.0f ,
                                  sinf(timeGetTime()
/ 350.0f ),  1.0f );
    g_pConstantTable_VS
-> SetVector( pd3dDevice,  " vecLightDir " & LightDirection);
}


// -----------------------------------------------------------------------------
//  Desc: 渲染场景
// -----------------------------------------------------------------------------
void  CALLBACK OnFrameRender( IDirect3DDevice9 *  pd3dDevice,  double  fTime, 
                            
float  fElapsedTime,  void *  pUserContext )
{
    HRESULT hr;
  
    
// 如果正在利用Direct3D设备设置对话框进行设置, 则不渲染场景
     if ( g_SettingsDlg.IsActive() )
    {
        g_SettingsDlg.OnRender( fElapsedTime );
        
return ;
    }

    
// 清除后台颜色缓冲区和深度缓冲区
    V( pd3dDevice -> Clear( 0 , NULL, D3DCLEAR_TARGET  |  D3DCLEAR_ZBUFFER, 
                         D3DCOLOR_ARGB(
0 45 50 170 ),  1.0f 0 ) );

    
// 渲染场景
     if ( SUCCEEDED( pd3dDevice -> BeginScene() ) )
    {
        
// 设置顶点渲染器
        pd3dDevice -> SetVertexShader( g_pVertexShader );
        pd3dDevice
-> SetStreamSource(  0 , g_pVB,  0 sizeof (CUSTOMVERTEX) );
        pd3dDevice
-> SetFVF( D3DFVF_CUSTOMVERTEX );
        pd3dDevice
-> DrawPrimitive( D3DPT_TRIANGLESTRIP,  0 2 * 50 - 2  );

        
// 渲染文本和控件
        DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L " HUD / Stats "  ); 
        RenderText();
        V( g_HUD.OnRender( fElapsedTime ) );
        V( g_SampleUI.OnRender( fElapsedTime ) );
        DXUT_EndPerfEvent();

        V( pd3dDevice
-> EndScene() );
    }
}


// -----------------------------------------------------------------------------
//  Desc: 渲染文本
// -----------------------------------------------------------------------------
void  RenderText()
{
    CDXUTTextHelper txtHelper( g_pFont, g_pTextSprite, 
15  );

    
// 显示当前Direct3D设备状态和渲染帧速率
    txtHelper.Begin();
    txtHelper.SetInsertionPos( 
5 5  );
    txtHelper.SetForegroundColor( D3DXCOLOR( 
1.0f 1.0f 0.0f 1.0f  ) );
    txtHelper.DrawTextLine( DXUTGetFrameStats(
true ) );
    txtHelper.DrawTextLine( DXUTGetDeviceStats() );

    
// 显示其他简要信息
    txtHelper.SetForegroundColor( D3DXCOLOR(  1.0f 1.0f 1.0f 1.0f  ) );
    txtHelper.DrawTextLine( L
" 使用HLSL顶点渲染器实现镜面反射光照模型 "  );
    
    
// 显示简单帮助文本
     const  D3DSURFACE_DESC *  pd3dsdBackBuffer  =  DXUTGetBackBufferSurfaceDesc();
    
if ( g_bShowHelp )
    {
        txtHelper.SetInsertionPos( 
10 , pd3dsdBackBuffer -> Height - 15 * 6  );
        txtHelper.SetForegroundColor( D3DXCOLOR( 
1.0f 0.75f 0.0f 1.0f  ) );
        txtHelper.DrawTextLine( L
" Controls (F1 to hide): "  );

        txtHelper.SetInsertionPos( 
40 , pd3dsdBackBuffer -> Height - 15 * 5  );
        txtHelper.DrawTextLine( L
" Quit: ESC "  );
    }
    
else
    {
        txtHelper.SetInsertionPos( 
10 , pd3dsdBackBuffer -> Height - 15 * 2  );
        txtHelper.SetForegroundColor( D3DXCOLOR( 
1.0f 1.0f 1.0f 1.0f  ) );
        txtHelper.DrawTextLine( L
" Press F1 for help "  );
    }
    txtHelper.End();
}


// -----------------------------------------------------------------------------
//  Desc: 消息处理
// -----------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, 
                         
bool *  pbNoFurtherProcessing,  void *  pUserContext )
{
    
* pbNoFurtherProcessing  =  g_DialogResourceManager.MsgProc( hWnd, uMsg, wParam, lParam );
    
if * pbNoFurtherProcessing )
        
return   0 ;

    
if ( g_SettingsDlg.IsActive() )
    {
        g_SettingsDlg.MsgProc( hWnd, uMsg, wParam, lParam );
        
return   0 ;
    }

    
* pbNoFurtherProcessing  =  g_HUD.MsgProc( hWnd, uMsg, wParam, lParam );
    
if * pbNoFurtherProcessing )
        
return   0 ;
   
    
* pbNoFurtherProcessing  =  g_SampleUI.MsgProc( hWnd, uMsg, wParam, lParam );
    
if * pbNoFurtherProcessing )
        
return   0 ;

    
return   0 ;
}


// -----------------------------------------------------------------------------
//  Desc: 键盘消息处理
// -----------------------------------------------------------------------------
void  CALLBACK KeyboardProc( UINT nChar,  bool  bKeyDown,  bool  bAltDown,  void *  pUserContext )
{
    
if ( bKeyDown )
    {
        
switch ( nChar )
        {
            
case  VK_F1: g_bShowHelp  =   ! g_bShowHelp;  break ;
        }
    }
}


// -----------------------------------------------------------------------------
//  Desc: 处理各种控件消息
// -----------------------------------------------------------------------------
void  CALLBACK OnGUIEvent( UINT nEvent,  int  nControlID, CDXUTControl *  pControl, 
                         
void *  pUserContext )
{
    
switch ( nControlID )
    {
        
case  IDC_TOGGLEFULLSCREEN:
            DXUTToggleFullScreen(); 
            
break ;

        
case  IDC_TOGGLEREF:
            DXUTToggleREF(); 
            
break ;

        
case  IDC_CHANGEDEVICE:
            g_SettingsDlg.SetActive( 
! g_SettingsDlg.IsActive() ); 
            
break ;
    }
}


// -----------------------------------------------------------------------------
//  Desc: 释放在OnResetDevice()中创建的资源
// -----------------------------------------------------------------------------
void  CALLBACK OnLostDevice(  void *  pUserContext )
{
    g_DialogResourceManager.OnLostDevice();
    g_SettingsDlg.OnLostDevice();
    
if ( g_pFont )
        g_pFont
-> OnLostDevice();
    SAFE_RELEASE( g_pTextSprite );
}


// ------------------------------------------------------------------------------
//  Desc: 释放在OnCreateDevice()中创建的资源
// ------------------------------------------------------------------------------
void  CALLBACK OnDestroyDevice(  void *  pUserContext )
{
    g_DialogResourceManager.OnDestroyDevice();
    g_SettingsDlg.OnDestroyDevice();
    SAFE_RELEASE( g_pFont );

    SAFE_RELEASE( g_pVB );
    SAFE_RELEASE( g_pVertexShader );
    SAFE_RELEASE( g_pConstantTable_VS );
}

HLSLSpecular.vsh

//==============================================================
// Desc: 定点渲染器代码
//==============================================================


//--------------------------------------------------------------
// 全局变量
//--------------------------------------------------------------
float4x4 matWorldViewProj;       //复合变换矩阵
float4x4 matWorld;               //世界矩阵
float4   vecLightDir;          //灯光方向
float4   vecEye;               //观察点位置

float4   materialAmbient;     
//材质反射环境光系数
float4   materialDiffuse;      //材质漫反射系数
float4   materialSpecular;     //材质镜面反射系数

//--------------------------------------------------------------
// 输出结构
//--------------------------------------------------------------
struct  VS_OUTPUT
{
   float4 Pos: POSITION;
   float4 Color: COLOR;
};


//--------------------------------------------------------------
// 顶点渲染器主函数
//--------------------------------------------------------------
VS_OUTPUT VS( float4 pos: POSITION, float3 normal: NORMAL )
{
    
//计算顶点位置
   VS_OUTPUT Out   = (VS_OUTPUT) 0; 
   Out.Pos         = mul(pos, matWorldViewProj); 
// transform Position
   
   //计算灯光方向和观察方向
   float3 lightDir = normalize( vecLightDir );
   float3 posWorld = normalize( mul(pos, matWorld) );
   float3 viewDir  = normalize( vecEye - posWorld );
   
   
//计算法向量方向和漫反射强度
   float3 normalWorld = normalize( mul(normal, matWorld) );
   float4 diff = saturate( dot(normalWorld, lightDir) );
   
   
//计算反射光方向( R = 2 * (N.L) * N - L)和镜面反射强度
   float3 Reflect = normalize( 2 * diff * normalWorld - lightDir );
   float4 specu = pow( saturate(dot(Reflect, viewDir)), 0.5 );
  
   
//计算顶点颜色 
   float4 diffuseColor  = { 1.0f, 1.0f, 1.0f, 1.0f};   
   float4 ambientColor  = { 0.5f, 0.5f, 0.5f, 1.0f}; 
   float4 specularColor = { 0.0f, 0.0f, 1.0f, 1.0f};  
   Out.Color = ambientColor * materialAmbient + 
               diffuseColor * diff * materialDiffuse + 
               specularColor * specu * materialSpecular; 
   
   
return  Out;
}

















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