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  • 原创D3D几何实例化的DEMO

    CUBE的几何实例化DEMO

    鼠标右键按下并拖动         旋转视角
    WSAD                         前后左右
    RF                              上下
    QE                              左右旋转
    上下左右键                   上下左右旋转

    -                                减少立方体
    =                               增加立方体

    shader代码:

     1 //--------------------------------------------------------------------------------------
     2 // Global variables
     3 //--------------------------------------------------------------------------------------
     4 
     5 float4x4 g_mWorld    : WORLD            : register(c0); // World matrix for object
     6 float4x4 g_mView    : VIEW            : register(c4);    // View matrix for object
     7 float4x4 g_mProj    : PROJECTION    : register(c8);    // Project matrix for object
     8 float4   g_params   : PARAMS        : register(c12); 
     9 
    10 //-----------------------------------------------------------------------------
    11 // Name: VS_HWInstancing
    12 // Type: Vertex shader (HW Instancing)
    13 //-----------------------------------------------------------------------------
    14 void VS_HWInstancing( 
    15     float4 vPos : POSITION,
    16     float3 vNormal : NORMAL,
    17     float4 vColor : COLOR0,
    18     float4 vColorInstance : COLOR1,
    19     float4 vBoxInstance : COLOR2,
    20     out float4 oPos : POSITION,
    21     out float4 oColor : COLOR0)
    22 {
    23     // Use the fourth component of the vBoxInstance to rotate the box:
    24     vBoxInstance.w *= 2 * 3.1415f;
    25     float4 vRotatedPos = vPos;
    26     vRotatedPos.x = vPos.x * cos(vBoxInstance.w) + vPos.z * sin(vBoxInstance.w);
    27     vRotatedPos.z = vPos.z * cos(vBoxInstance.w) - vPos.x * sin(vBoxInstance.w);
    28     
    29     // Use the instance position to offset the incoming box corner position:
    30     vRotatedPos += float4( (vBoxInstance.xyz) * g_params.x, 0 );
    31     vRotatedPos.x -= g_params.y;
    32     vRotatedPos.z -= g_params.y;
    33     vRotatedPos.w = 1.0f;
    34 
    35     // Transform the position from object space to homogeneous projection space
    36     oPos = mul( vRotatedPos, g_mWorld );
    37     oPos = mul( oPos, g_mView );
    38     oPos = mul( oPos, g_mProj );
    39     
    40     // color
    41     oColor = vColor * vColorInstance;
    42 }
    43 
    44 //-----------------------------------------------------------------------------
    45 // Name: PS
    46 // Type: Pixel shader
    47 //-----------------------------------------------------------------------------
    48 float4 PS(    float4 vColor : COLOR0 ) : COLOR0
    49 {
    50     return vColor;
    51 }
    52 
    53 //-----------------------------------------------------------------------------
    54 // Name: THW_Instancing
    55 // Type: Technique
    56 // Desc: Renders scene through Hardware instancing
    57 //-----------------------------------------------------------------------------
    58 technique THW_Instancing
    59 {
    60     pass P0
    61     {
    62         VertexShader = compile vs_2_0 VS_HWInstancing();
    63         PixelShader  = compile ps_2_0 PS();
    64     }
    65 }

    下载地址:

    http://pan.baidu.com/s/1wz8jH

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  • 原文地址:https://www.cnblogs.com/WhyEngine/p/3399993.html
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