DX默认绘制顺时针 ,cull逆时针.
参考: http://blog.csdn.net/diyer2002/article/details/1655146
绘制东西时,还是在纸上画画比较好,脑袋想容易出错。
顺时针的判断:根据三角形的法线和摄像机方向向量乘积的值,小零则为顺时针。(左手坐标系下) 其实把自己想象成摄像机,对着三角形,顶点顺时针绘制 。
其中:三角形法线:(v0,v1,v2): (v1-v0)*(v2-v0)得到法线方向(左手)
注意:输入的顶点法线做光照计算等,和三角形中心法线两码事。
结果:在环境光和漫反射光下不同纹理的两三角形。
//-------------------------------------------------------------------------------------- // File: Tutorial03.cpp // // This application displays a triangle using Direct3D 11 // // Copyright (c) Microsoft Corporation. All rights reserved. //-------------------------------------------------------------------------------------- #include <windows.h> #include <d3d11.h> #include <d3dx11.h> #include <d3dcompiler.h> #include <xnamath.h> #include "resource.h" #include<winstring.h> #include <string.h> #include <cstring> #include <tchar.h> #include <wchar.h> using namespace std; //-------------------------------------------------------------------------------------- // Structures //-------------------------------------------------------------------------------------- struct SimpleVertex { XMFLOAT3 Pos; XMFLOAT2 Tex;//add texture position XMFLOAT3 Nor; }; struct SimpleMatrix { XMMATRIX mWorld; XMMATRIX mView; XMMATRIX mProject; }; //-------------------------------------------------------------------------------------- // Global Variables //-------------------------------------------------------------------------------------- HINSTANCE g_hInst = NULL; HWND g_hWnd = NULL; D3D_DRIVER_TYPE g_driverType = D3D_DRIVER_TYPE_NULL; D3D_FEATURE_LEVEL g_featureLevel = D3D_FEATURE_LEVEL_11_0; ID3D11Device* g_pd3dDevice = NULL; ID3D11DeviceContext* g_pImmediateContext = NULL; IDXGISwapChain* g_pSwapChain = NULL; ID3D11RenderTargetView* g_pRenderTargetView = NULL; ID3D11VertexShader* g_pVertexShader = NULL; ID3D11PixelShader* g_pPixelShader = NULL; ID3D11InputLayout* g_pVertexLayout = NULL; ID3D11Buffer* g_pVertexBuffer = NULL; ID3D11Buffer* g_pIndexBuffer = NULL; //BEGIN 添加纹理 ID3D11ShaderResourceView *g_pTextureRV[2] ={NULL,NULL}; ID3D11SamplerState *g_pSamplerLinear = NULL; //end //constant buffer ID3D11Buffer *g_pConstantMatrixBuffer = NULL; XMMATRIX g_pWorld; XMMATRIX g_View; XMMATRIX g_Project; // //BEGIN 添加depthStencil buffer和view ID3D11Texture2D *g_pDepthStencilBuffer = NULL;// ID3D11DepthStencilView *g_pDepthStencilView = NULL; //end //添加光照 ID3D11Buffer *g_pConstantLightBuffer = NULL; struct LightStruct { XMFLOAT4 lightAmbientColor; XMFLOAT4 lightDiffuseColor; XMFLOAT3 lightDir; float ss;//我擦!!!!!!!!!!!! }; XMFLOAT4 lightAmbientColor = XMFLOAT4(0.15f,0.15f,0.15f,1.0f); XMFLOAT4 lightDiffuseColor =XMFLOAT4(1.0f,1.0f,1.0f,1.0f); XMFLOAT3 lightDir = XMFLOAT3(1.f,-1.0f,1.0f); //END //-------------------------------------------------------------------------------------- // Forward declarations //-------------------------------------------------------------------------------------- HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow ); HRESULT InitDevice(); void CleanupDevice(); LRESULT CALLBACK WndProc( HWND, UINT, WPARAM, LPARAM ); void Render(); //-------------------------------------------------------------------------------------- // Entry point to the program. Initializes everything and goes into a message processing // loop. Idle time is used to render the scene. //-------------------------------------------------------------------------------------- int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow ) { UNREFERENCED_PARAMETER( hPrevInstance ); UNREFERENCED_PARAMETER( lpCmdLine ); if( FAILED( InitWindow( hInstance, nCmdShow ) ) ) return 0; if( FAILED( InitDevice() ) ) { CleanupDevice(); return 0; } // Main message loop MSG msg = {0}; while( WM_QUIT != msg.message ) { if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) ) { TranslateMessage( &msg ); DispatchMessage( &msg ); } else { Render(); } } CleanupDevice(); return ( int )msg.wParam; } //-------------------------------------------------------------------------------------- // Register class and create window //-------------------------------------------------------------------------------------- HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow ) { // Register class WNDCLASSEX wcex; wcex.cbSize = sizeof( WNDCLASSEX ); wcex.style = CS_HREDRAW | CS_VREDRAW; wcex.lpfnWndProc = WndProc; wcex.cbClsExtra = 0; wcex.cbWndExtra = 0; wcex.hInstance = hInstance; wcex.hIcon = LoadIcon( hInstance, ( LPCTSTR )IDI_TUTORIAL1 ); wcex.hCursor = LoadCursor( NULL, IDC_ARROW ); wcex.hbrBackground = ( HBRUSH )( COLOR_WINDOW + 1 ); wcex.lpszMenuName = NULL; wcex.lpszClassName = L"TutorialWindowClass"; wcex.hIconSm = LoadIcon( wcex.hInstance, ( LPCTSTR )IDI_TUTORIAL1 ); if( !RegisterClassEx( &wcex ) ) return E_FAIL; // Create window g_hInst = hInstance; RECT rc = { 0, 0, 640, 480 }; AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE ); g_hWnd = CreateWindow( L"TutorialWindowClass", L"Direct3D 11 Tutorial 3: Shaders", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, rc.right - rc.left, rc.bottom - rc.top, NULL, NULL, hInstance, NULL ); if( !g_hWnd ) return E_FAIL; ShowWindow( g_hWnd, nCmdShow ); return S_OK; } //-------------------------------------------------------------------------------------- // Helper for compiling shaders with D3DX11 //-------------------------------------------------------------------------------------- HRESULT CompileShaderFromFile( WCHAR* szFileName, LPCSTR szEntryPoint, LPCSTR szShaderModel, ID3DBlob** ppBlobOut ) { HRESULT hr = S_OK; DWORD dwShaderFlags = D3DCOMPILE_ENABLE_STRICTNESS; #if defined( DEBUG ) || defined( _DEBUG ) // Set the D3DCOMPILE_DEBUG flag to embed debug information in the shaders. // Setting this flag improves the shader debugging experience, but still allows // the shaders to be optimized and to run exactly the way they will run in // the release configuration of this program. dwShaderFlags |= D3DCOMPILE_DEBUG; #endif ID3DBlob* pErrorBlob; hr = D3DX11CompileFromFile( szFileName, NULL, NULL, szEntryPoint, szShaderModel, dwShaderFlags, 0, NULL, ppBlobOut, &pErrorBlob, NULL ); if( FAILED(hr) ) { if( pErrorBlob != NULL ) OutputDebugStringA( (char*)pErrorBlob->GetBufferPointer() ); if( pErrorBlob ) pErrorBlob->Release(); return hr; } if( pErrorBlob ) pErrorBlob->Release(); return S_OK; } //-------------------------------------------------------------------------------------- // Create Direct3D device and swap chain //-------------------------------------------------------------------------------------- HRESULT InitDevice() { HRESULT hr = S_OK; RECT rc; GetClientRect( g_hWnd, &rc ); UINT width = rc.right - rc.left; UINT height = rc.bottom - rc.top; UINT createDeviceFlags = 0; #ifdef _DEBUG createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; #endif //int sizeLight = sizeof(LightStruct);//测试LightStruct的大小 ////int sizeLight = sizeof(float); //wchar_t bufferT[256]; //wsprintfW(bufferT,L"%d",sizeLight); //MessageBox(NULL,bufferT,bufferT,MB_OK); D3D_DRIVER_TYPE driverTypes[] = { D3D_DRIVER_TYPE_HARDWARE, D3D_DRIVER_TYPE_WARP, D3D_DRIVER_TYPE_REFERENCE, }; UINT numDriverTypes = ARRAYSIZE( driverTypes ); D3D_FEATURE_LEVEL featureLevels[] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0, }; UINT numFeatureLevels = ARRAYSIZE( featureLevels ); DXGI_SWAP_CHAIN_DESC sd; ZeroMemory( &sd, sizeof( sd ) ); sd.BufferCount = 1; sd.BufferDesc.Width = width; sd.BufferDesc.Height = height; sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.BufferDesc.RefreshRate.Numerator = 60; sd.BufferDesc.RefreshRate.Denominator = 1; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.OutputWindow = g_hWnd; sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.Windowed = TRUE; for( UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++ ) { g_driverType = driverTypes[driverTypeIndex]; hr = D3D11CreateDeviceAndSwapChain( NULL, g_driverType, NULL, createDeviceFlags, featureLevels, numFeatureLevels, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext ); if( SUCCEEDED( hr ) ) break; } if( FAILED( hr ) ) return hr; // Create a render target view ID3D11Texture2D* pBackBuffer = NULL; hr = g_pSwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), ( LPVOID* )&pBackBuffer ); if( FAILED( hr ) ) return hr; hr = g_pd3dDevice->CreateRenderTargetView( pBackBuffer, NULL, &g_pRenderTargetView ); pBackBuffer->Release(); if( FAILED( hr ) ) return hr; //BEGIN 添加深度蒙版buffer D3D11_TEXTURE2D_DESC descDepth;//为什么不用D3D11_BUFFER_DESC ZeroMemory( &descDepth, sizeof(descDepth) ); descDepth.Width = width; descDepth.Height = height; descDepth.MipLevels = 1; descDepth.ArraySize = 1; descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; descDepth.SampleDesc.Count = 1; descDepth.SampleDesc.Quality = 0; descDepth.Usage = D3D11_USAGE_DEFAULT; descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL; descDepth.CPUAccessFlags = 0; descDepth.MiscFlags = 0; hr = g_pd3dDevice->CreateTexture2D(&descDepth,NULL,&g_pDepthStencilBuffer); if (FAILED(hr)) { return hr; } D3D11_DEPTH_STENCIL_VIEW_DESC descDSV; ZeroMemory( &descDSV, sizeof(descDSV) ); descDSV.Format = descDepth.Format; descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; descDSV.Texture2D.MipSlice = 0; hr = g_pd3dDevice->CreateDepthStencilView(g_pDepthStencilBuffer,&descDSV,&g_pDepthStencilView); if( FAILED( hr ) ) return hr; g_pImmediateContext->OMSetRenderTargets( 1, &g_pRenderTargetView, g_pDepthStencilView ); //END // Setup the viewport D3D11_VIEWPORT vp; vp.Width = (FLOAT)width; vp.Height = (FLOAT)height; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; vp.TopLeftX = 0; vp.TopLeftY = 0; g_pImmediateContext->RSSetViewports( 1, &vp ); // Compile the vertex shader ID3DBlob* pVSBlob = NULL; hr = CompileShaderFromFile( L"Tutorial03.fx", "VS", "vs_4_0", &pVSBlob ); if( FAILED( hr ) ) { MessageBox( NULL, L"VS Error.", L"Error", MB_OK ); return hr; } // Create the vertex shader hr = g_pd3dDevice->CreateVertexShader( pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), NULL, &g_pVertexShader ); if( FAILED( hr ) ) { pVSBlob->Release(); return hr; } // Define the input layout D3D11_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }, {"NORMAL" , 0, DXGI_FORMAT_R32G32B32_FLOAT,0,20,D3D11_INPUT_PER_VERTEX_DATA,0}, }; UINT numElements = ARRAYSIZE( layout ); // Create the input layout hr = g_pd3dDevice->CreateInputLayout( layout, numElements, pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), &g_pVertexLayout ); pVSBlob->Release(); if( FAILED( hr ) ) return hr; // Set the input layout g_pImmediateContext->IASetInputLayout( g_pVertexLayout ); // Compile the pixel shader ID3DBlob* pPSBlob = NULL; hr = CompileShaderFromFile( L"Tutorial03.fx", "PS", "ps_4_0", &pPSBlob ); if( FAILED( hr ) ) { MessageBox( NULL, L"PS Error.", L"Error", MB_OK ); return hr; } // Create the pixel shader hr = g_pd3dDevice->CreatePixelShader( pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), NULL, &g_pPixelShader ); pPSBlob->Release(); if( FAILED( hr ) ) return hr; // Create vertex buffer SimpleVertex vertices[] = { {XMFLOAT3( -1.0f, 1.0f, -1.0f ),XMFLOAT2(0.0f,0.0f),XMFLOAT3(0.0f,0.0f,-1.0f)}, {XMFLOAT3( 1.0f, -1.0f, -1.0f ),XMFLOAT2(1.0f,0.0f),XMFLOAT3(0.0f,0.0f,-1.0f)}, {XMFLOAT3( -1.0f, -1.0f, -1.0f ),XMFLOAT2(1.0f,1.0f),XMFLOAT3(0.0f,0.0f,-1.0f)}, {XMFLOAT3( -1.5f, -2.5f, -0.8f ),XMFLOAT2(0.0f,0.0f),XMFLOAT3(0.0f,1.0f,0.0f)}, {XMFLOAT3( 1.5f, -2.5f, -1.6f ),XMFLOAT2(1.0f,0.0f),XMFLOAT3(0.0f,1.0f,0.0f)}, {XMFLOAT3( 1.5f, -2.5f, 0.8f ),XMFLOAT2(1.0f,1.0f),XMFLOAT3(0.0f,1.0f,0.0f)}, //{XMFLOAT3( -0.5f, 1.5f, -0.8f ),XMFLOAT2(0.0f,0.0f),XMFLOAT3(0.0f,0.0f,-1.0f)}, //{XMFLOAT3( 1.5f, -0.5f, -0.8f ),XMFLOAT2(1.0f,0.0f),XMFLOAT3(0.0f,0.0f,-1.0f)}, //{XMFLOAT3( -0.5f, -0.5f, -0.8f ),XMFLOAT2(1.0f,1.0f),XMFLOAT3(0.0f,0.0f,-1.0f)}, }; D3D11_BUFFER_DESC bd; ZeroMemory( &bd, sizeof(bd) ); bd.Usage = D3D11_USAGE_DEFAULT; bd.ByteWidth = sizeof( SimpleVertex ) * 6; bd.BindFlags = D3D11_BIND_VERTEX_BUFFER; bd.CPUAccessFlags = 0; D3D11_SUBRESOURCE_DATA InitData; ZeroMemory( &InitData, sizeof(InitData) ); InitData.pSysMem = vertices; hr = g_pd3dDevice->CreateBuffer( &bd, &InitData, &g_pVertexBuffer ); if( FAILED( hr ) ) return hr; // Set vertex buffer UINT stride = sizeof( SimpleVertex ); UINT offset = 0; g_pImmediateContext->IASetVertexBuffers( 0, 1, &g_pVertexBuffer, &stride, &offset ); WORD indices[]= { 0,1,2, 3,5,4 }; bd.Usage = D3D11_USAGE_DEFAULT; bd.ByteWidth = sizeof( WORD ) * 6; bd.BindFlags = D3D11_BIND_INDEX_BUFFER; bd.CPUAccessFlags = 0; InitData.pSysMem = indices; hr = g_pd3dDevice->CreateBuffer( &bd, &InitData, &g_pIndexBuffer ); if( FAILED( hr ) ) return hr; // Set index buffer g_pImmediateContext->IASetIndexBuffer( g_pIndexBuffer, DXGI_FORMAT_R16_UINT, 0 ); // Set primitive topology g_pImmediateContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST ); bd.Usage = D3D11_USAGE_DEFAULT; bd.ByteWidth = sizeof(SimpleMatrix); bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER; bd.CPUAccessFlags = 0; hr = g_pd3dDevice->CreateBuffer( &bd, NULL, &g_pConstantMatrixBuffer ); if( FAILED( hr ) ) return hr; //创建light的constantBuffer bd.ByteWidth = sizeof(LightStruct); hr = g_pd3dDevice->CreateBuffer(&bd,NULL,&g_pConstantLightBuffer); if (FAILED(hr)) { MessageBox(NULL,L"Error",L"error",MB_OK); } //end //BEGIN //载入纹理资源 hr = D3DX11CreateShaderResourceViewFromFile(g_pd3dDevice,L"seafloor.dds",NULL,NULL,&g_pTextureRV[0],NULL); if (FAILED(hr)) { return hr; } //载入第二个纹理 hr = D3DX11CreateShaderResourceViewFromFile(g_pd3dDevice,L"grass.dds",NULL,NULL,&g_pTextureRV[1],NULL); if (FAILED(hr)) { return hr; } //创建纹理采样状态 D3D11_SAMPLER_DESC sampDesc; ZeroMemory(&sampDesc,sizeof(sampDesc)); sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER; sampDesc.MinLOD = 0; sampDesc.MaxLOD = D3D11_FLOAT32_MAX; hr = g_pd3dDevice->CreateSamplerState(&sampDesc,&g_pSamplerLinear); if( FAILED( hr ) ) return hr; //END // Initialize the world matrix g_pWorld = XMMatrixIdentity(); // Initialize the view matrix XMVECTOR Eye = XMVectorSet( 0.0f, 1.0f, -5.0f, 0.0f ); XMVECTOR At = XMVectorSet( 0.0f, 0.0f, 0.0f, 0.0f ); XMVECTOR Up = XMVectorSet( 0.0f, 1.0f, 0.0f, 0.0f ); g_View = XMMatrixLookAtLH( Eye, At, Up ); // Initialize the projection matrix g_Project = XMMatrixPerspectiveFovLH( XM_PIDIV2, width / (FLOAT)height, 0.01f, 100.0f ); return S_OK; } //-------------------------------------------------------------------------------------- // Clean up the objects we've created //-------------------------------------------------------------------------------------- void CleanupDevice() { if (g_pSamplerLinear) { g_pSamplerLinear->Release(); } if (g_pConstantMatrixBuffer) { g_pConstantMatrixBuffer->Release(); } if( g_pImmediateContext ) g_pImmediateContext->ClearState(); if( g_pVertexBuffer ) g_pVertexBuffer->Release(); if( g_pVertexLayout ) g_pVertexLayout->Release(); if( g_pVertexShader ) g_pVertexShader->Release(); if( g_pPixelShader ) g_pPixelShader->Release(); if( g_pRenderTargetView ) g_pRenderTargetView->Release(); if( g_pSwapChain ) g_pSwapChain->Release(); if( g_pImmediateContext ) g_pImmediateContext->Release(); if( g_pd3dDevice ) g_pd3dDevice->Release(); } //-------------------------------------------------------------------------------------- // Called every time the application receives a message //-------------------------------------------------------------------------------------- LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam ) { PAINTSTRUCT ps; HDC hdc; switch( message ) { case WM_PAINT: hdc = BeginPaint( hWnd, &ps ); EndPaint( hWnd, &ps ); break; case WM_DESTROY: PostQuitMessage( 0 ); break; default: return DefWindowProc( hWnd, message, wParam, lParam ); } return 0; } //-------------------------------------------------------------------------------------- // Render a frame //-------------------------------------------------------------------------------------- void Render() { // Clear the back buffer float ClearColor[4] = { 0.0f, 0.125f, 0.3f, 1.0f }; // red,green,blue,alpha g_pImmediateContext->ClearRenderTargetView( g_pRenderTargetView, ClearColor ); g_pImmediateContext->ClearDepthStencilView(g_pDepthStencilView,D3D11_CLEAR_DEPTH,1.0f,0); // // Update variables // SimpleMatrix cb; cb.mWorld = XMMatrixTranspose( g_pWorld ); cb.mView = XMMatrixTranspose( g_View ); cb.mProject = XMMatrixTranspose( g_Project ); g_pImmediateContext->UpdateSubresource( g_pConstantMatrixBuffer, 0, NULL, &cb, 0, 0 ); LightStruct g_Light ; g_Light.lightAmbientColor = lightAmbientColor; g_Light.lightDiffuseColor = lightDiffuseColor; g_Light.lightDir = lightDir; g_pImmediateContext->UpdateSubresource(g_pConstantLightBuffer,0,NULL,&g_Light,0,0); // Render a triangle g_pImmediateContext->VSSetShader( g_pVertexShader, NULL, 0 ); g_pImmediateContext->VSSetConstantBuffers(0,1,&g_pConstantMatrixBuffer); g_pImmediateContext->PSSetShader( g_pPixelShader, NULL, 0 ); //BEGIN 提供纹理资源和采样状态给PixelShader使用 g_pImmediateContext->PSSetConstantBuffers(1,1,&g_pConstantLightBuffer); g_pImmediateContext->PSSetShaderResources(0,1,&g_pTextureRV[0]); g_pImmediateContext->PSSetSamplers(0,1,&g_pSamplerLinear); //END g_pImmediateContext->DrawIndexed( 3, 0 , 0 ); g_pImmediateContext->PSSetShaderResources(0,1,&g_pTextureRV[1]); g_pImmediateContext->DrawIndexed(3,3,0); // Present the information rendered to the back buffer to the front buffer (the screen) g_pSwapChain->Present( 0, 0 ); }
fx:
Texture2D texDiffuse : register(t0); SamplerState samLiner : register(s0); cbuffer cbMatrix : register(b0) { matrix World; matrix View; matrix Projection; }; cbuffer cbLight : register(b1) { float4 ambientColor; float4 diffuseColor; float3 lightDir; float padding; }; struct VS_INPUT { float4 Pos : POSITION; float2 tex : TEXCOORD0; float3 nor : NORMAL; }; struct PS_INPUT { float4 Pos : SV_POSITION; float2 tex : TEXCOORD0; float4 nor : NORMAL ; }; PS_INPUT VS( VS_INPUT input ) { PS_INPUT output=(PS_INPUT)0; output.Pos = mul(input.Pos,World); output.Pos = mul(output.Pos,View); output.Pos = mul(output.Pos,Projection); output.tex = input.tex; output.nor = mul(input.nor,World); output.nor = normalize(output.nor); return output; } //-------------------------------------------------------------------------------------- // Pixel Shader //-------------------------------------------------------------------------------------- float4 PS( PS_INPUT input) : SV_Target { float4 textureColor; float3 ps_lightDir; float lightIntensity; float4 color; textureColor = texDiffuse.Sample(samLiner,input.tex); color = ambientColor; ps_lightDir = - lightDir; lightIntensity = saturate(dot(input.nor,ps_lightDir)); color += (diffuseColor * lightIntensity); color = saturate(color); color = color*textureColor; return color; }