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  • hlsl之multi texture.

    D3DXCOLOR colorMtrlDiffuse(0.4f, 0.4f, 0.4f, 1.0f);
        D3DXCOLOR colorMtrlAmbient(0.4f, 0.4f, 0.4f, 1.0f);
        D3DXCOLOR colorMtrlSpecular(0.5f, 0.5f, 0.5f, 1.0f);
    
        D3DXCOLOR colorLightAmbient(1.0f, 0.5f, 0.1f, 1.0f);
        D3DXCOLOR colorLightDiffuse(1.0f, 1.0f, 1.0f, 1.0f);
        D3DXCOLOR colorLightSpecular(1.0f, 1.0f, 1.0f, 1.0f);
    
        D3DXVECTOR3 lightDir(0.0f, 0.0f, 1.0f);
        D3DXVECTOR4 eyePos(0.0f, 8.0f, -20.0f, 1.0f);
    
    
        V_RETURN( g_pEffect9->SetValue( "g_MaterialAmbientColor", &colorMtrlAmbient, sizeof( D3DXCOLOR ) ) );
        V_RETURN( g_pEffect9->SetValue( "g_MaterialDiffuseColor", &colorMtrlDiffuse, sizeof( D3DXCOLOR ) ) );
        V_RETURN( g_pEffect9->SetValue( "g_MaterialSpecularColor", &colorMtrlSpecular, sizeof( D3DXCOLOR ) ) );
    
        V_RETURN( g_pEffect9->SetValue( "g_LightAmbient", &colorLightAmbient, sizeof( D3DXCOLOR ) ) );
        V_RETURN( g_pEffect9->SetValue( "g_LightDiffuse", &colorLightDiffuse, sizeof( D3DXCOLOR ) ) );
        V_RETURN( g_pEffect9->SetValue( "g_LightSpecular", &colorLightSpecular, sizeof( D3DXCOLOR ) ) );
    
        V_RETURN( g_pEffect9->SetValue( "g_LightDir", &lightDir, sizeof( D3DXVECTOR3 ) ) );
    
        V_RETURN( g_pEffect9->SetValue( "g_eyePos", &eyePos, sizeof( D3DXVECTOR4 ) ) );

    //--------------------------------------------------------------------------------------
    // File: SimpleSample.fx
    //
    // The effect file for the SimpleSample sample.  
    // 
    // Copyright (c) Microsoft Corporation. All rights reserved.
    //--------------------------------------------------------------------------------------
    
    
    //--------------------------------------------------------------------------------------
    // Global variables
    //--------------------------------------------------------------------------------------
    float4 g_MaterialAmbientColor;      // Material's ambient color
    float4 g_MaterialDiffuseColor;      // Material's diffuse color
    float4 g_MaterialSpecularColor;
    float4 g_LightAmbient;              // Light's diffuse color
    float3 g_LightDir;                  // Light's direction in world space
    float4 g_LightDiffuse;              // Light's diffuse color
    float4 g_LightSpecular;
    texture g_Texture1;              // Color texture for mesh
    texture g_Texture2;
    
    float4     g_eyePos;
    float    g_fTime;                   // App's time in seconds
    float4x4 g_mWorld;                  // World matrix for object
    float4x4 g_mWorldViewProjection;    // World * View * Projection matrix
    
    
    
    //--------------------------------------------------------------------------------------
    // Texture samplers
    //--------------------------------------------------------------------------------------
    sampler TextureSampler1 = 
    sampler_state
    {
        Texture = <g_Texture1>;
        MipFilter = LINEAR;
        MinFilter = LINEAR;
        MagFilter = LINEAR;
    };
    
    sampler TextureSampler2 = 
    sampler_state
    {
        Texture = <g_Texture2>;
        MipFilter = LINEAR;
        MinFilter = LINEAR;
        MagFilter = LINEAR;
    };
    
    
    //--------------------------------------------------------------------------------------
    // Vertex shader output structure
    //--------------------------------------------------------------------------------------
    struct VS_OUTPUT
    {
        float4 Position   : POSITION;   // vertex position 
        float2 TextureUV  : TEXCOORD0;  // vertex texture coords
        float3 L          : TEXCOORD1;
        float3 V          : TEXCOORD2;
        float3 N          : TEXCOORD3;
    };
    
    
    //--------------------------------------------------------------------------------------
    // This shader computes standard transform and lighting
    //--------------------------------------------------------------------------------------
    VS_OUTPUT RenderSceneVS( float4 vPos : POSITION, 
                             float3 vNormal : NORMAL,
                             float2 vTexCoord0 : TEXCOORD0 )
    {
        VS_OUTPUT Output;
        float3 vNormalWorldSpace;
        
        // Transform the position from object space to homogeneous projection space
        Output.Position = mul(vPos, g_mWorldViewProjection);
        
        // Transform the normal from object space to world space    
        vNormalWorldSpace = normalize(mul(vNormal, g_mWorld)); // normal (world space)
    
        float4 PosWorld = mul(vPos, g_mWorld);
        Output.L = g_LightDir;
        Output.V = g_eyePos - PosWorld;
        Output.N = vNormalWorldSpace;
        
        // Just copy the texture coordinate through
        Output.TextureUV = vTexCoord0; 
        
        return Output;    
    }
    
    
    //--------------------------------------------------------------------------------------
    // Pixel shader output structure
    //--------------------------------------------------------------------------------------
    struct PS_OUTPUT
    {
        float4 RGBColor : COLOR0;  // Pixel color    
    };
    
    
    //--------------------------------------------------------------------------------------
    // This shader outputs the pixel's color by modulating the texture's
    // color with diffuse material color
    //--------------------------------------------------------------------------------------
    PS_OUTPUT RenderScenePS( VS_OUTPUT In ) 
    { 
        PS_OUTPUT Output;
        
        float3 Normal = normalize(In.N);
        float3 LightDir = normalize(In.L);
        float3 ViewDir = normalize(In.V);
        
        float Diff = saturate(dot(Normal, LightDir));
        
        float3 Reflect = normalize(2 * Diff * Normal - LightDir);
        
        float4 specular = g_MaterialSpecularColor * g_LightSpecular * pow(saturate(dot(Reflect, ViewDir)), 15);
        float4 ambient = g_MaterialAmbientColor * g_LightAmbient;
        float4 diffuse = g_MaterialDiffuseColor * g_LightDiffuse * Diff;
    
        // Lookup mesh texture and modulate it with diffuse
        float4 tex1 = tex2D(TextureSampler1, In.TextureUV);
        float4 tex2 = tex2D(TextureSampler2, In.TextureUV);
        
        float4 tex = lerp(tex1, tex2, tex2.w);
        
        Output.RGBColor = tex * (ambient + diffuse + specular);
    
        return Output;
    }
    
    
    //--------------------------------------------------------------------------------------
    // Renders scene 
    //--------------------------------------------------------------------------------------
    technique RenderScene
    {
        pass P0
        {          
            VertexShader = compile vs_2_0 RenderSceneVS();
            PixelShader  = compile ps_2_0 RenderScenePS(); 
        }
    }
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  • 原文地址:https://www.cnblogs.com/zengqh/p/2576920.html
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