DirectX9 着色器学习(三)

像素着色器:Pixel Shader(PS),它替换了固定功能管线的多纹理化阶段(the multitexturing stage)。

1. 纹理设置:

        HRESULT IDirect3DDevice::SetTexture( DWORD stage,IDirect3DBaseTexture9  *pTexture);

    采样器状态:

       HRESULT IDirect3DDevice::SetSamplerState( DWORD sampler,D3DSAMPLERSTATETYPE  Type, DWORD value);

    可以一次使用多个纹理,stage分别设置为0,1,2,...

2.像素着色器的输入和输出

     INPUT:颜色和纹理坐标

             struct PS_INPUT

             {

                   vector c0:COLOR0;

                   vector c1:COLOR1;

                   float2 t0:TEXCOORD0;

                   float2 t1:TEXCOORD1;

                   float2 t2:TEXCOORD2;

             };

     OUTPUT:一个计算过的该像素的颜色值

              struct PS_OUTPUT

             {

                   vector  finalPixelColor:COLOR0;

             };     

3.   使用像素着色器的步骤

    (1)创建PS

         HRESULT IDirect3DDevice::CreatePixelShader( const DWORD *pFunction,IDirect3DPixelShader9  **ppShader);

         pFunction:已编码着色器代码的指针             ppShader:返回一个接口指针

    (2)建立PS

         HRESULT IDirect3DDevice::SetPixelShader(IDirect3DPixelShader9  *pShader);

    (3)销毁PS

         d3d::Release<IDirect3DPixelShader9 *>(MultiTexPS);

e.g. IDirect3DPixelShader9* MultiTexPS = 0;

     hr = Device->CreatePixelShader((DWORD*)shader->GetBufferPointer(),&MultiTexPS);

     Device->SetPixelShader(MultiTexPS);

     d3d::Release<IDirect3DPixelShader9 *>(MultiTexPS);

     

原文地址:https://www.cnblogs.com/italysue/p/9375698.html