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高级着色语言HLSL入门(2)

16.2 编译HLSL 着色器

16.2.1 常量表

每个着色器有一个常量表,用来保存它的变量。D3DX库通过ID3DXConstantTable接口,提供给应用程序访问着色器的常量表。通过这个接口我们能够在应用程序中设置着色器源代码中的变量。

我们现在描述ID3DXConstantTable接口的方法列表的实现,全部的列表请查阅Direct3D文档。

16.2.1.1 取得常量句柄

为了在应用程序中设置着色器中的一个特定变量,需要有一种方法去引用它,我们能够在应用程序中用D3DXHANDLE引用一个在着色器中的变量,下面的方法返回一个着色器中的变量的D3DXHANDLE,使用时,需要传递一个变量的名字作为参数:

D3DXHANDLE ID3DXConstantTable::GetConstantByName(

     D3DXHANDLE hConstant, // scope of constant

     LPCSTR pName          // name of constant

);

Hconstant——我们要取得的父结构中变量句柄的D3DXHANDLE标识。例如,如果我们想获得一个特定数据结构中单一数据成员的句柄,我们可以传递结构实例的句柄。如果我们获得一个顶级变量的句柄,给这个参数设为NULL。

PName——我们想获得的句柄的着色器代码中的变量的名字。

Gets a constant by looking up its name.

D3DXHANDLE GetConstantByName(
D3DXHANDLE hConstant,
LPCSTR pName
);

Parameters

hConstant
[in] Unique identifier to the parent data structure. If the constant is a top-level parameter (there is no parent data structure), use NULL.
pName
[in] Name of the constant.

Return Values

Returns a unique identifier to the constant.

例如,如果在着色器中变量的名字为ViewProjMatrix,并且这是顶级变量,我们这么写:

// 取得着色器中ViewProjMatrix变量的句柄

D3DXHANDLE h0;

h0 = ConstTable->GetConstantByName(0, "ViewProjMatrix");

 

16.2.1.2 设置常量

一旦应用程序有了一个D3DXHANDLE,要引用着色器代码中的具体变量,我们可以在应用程序中使用ID3DXConstantTable::SetXXX方法设置变量。如果我们想设置一个向量数组类型的变量,方法名是SetVectorArray。

ID3DXConstantTable::SetXXX的一般语法是:

HRESULT ID3DXConstantTable::SetXXX(

     LPDIRECT3DDEVICE9 pDevice,

     D3DXHANDLE hConstant,

     XXX value

);

PDevice:常量表所关联的设备的指针。

HConstant:我们正在设置的变量句柄的引用。

Value:我们要把变量设置成的值,XXX是我们设置的要替换的变量类型名,对于有些类型(bool, int, float),传递变量值的COPY,另外一些类型(vectors, matrices, structures),传递值的指针。

 

下面的列表描述了我们能用ID3DXConstantTable接口设置的类型列表。这里假定我们有一个有效的设备,和一个有效句柄。

SetBool—Used to set a Boolean value. Sample call:

bool b = true;

ConstTable->SetBool(Device, handle, b);

Sets a Boolean value.

HRESULT SetBool(
LPDIRECT3DDEVICE9 pDevice,
D3DXHANDLE hConstant,
BOOL b
);

Parameters

pDevice
[in] Pointer to an IDirect3DDevice9 interface, representing the device associated with the constant table.
hConstant
[in] Unique identifier to the constant. See D3DXHANDLE.
b
[in] Boolean value.

Return Values

If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be D3DERR_INVALIDCALL.


SetBoolArray—Used to set a Boolean array. Sample call:

bool b[3] = {true, false, true};

ConstTable->SetBoolArray(Device, handle, b, 3);

Sets an array of Boolean values.

HRESULT SetBoolArray(
LPDIRECT3DDEVICE9 pDevice,
D3DXHANDLE hConstant,
CONST BOOL* pB,
UINT Count
);

Parameters

pDevice
[in] Pointer to an IDirect3DDevice9 interface, representing the device associated with the constant table.
hConstant
[in] Unique identifier to the array of constants. See D3DXHANDLE.
pB
[in] Array of Boolean values.
Count
[in] Number of Boolean values in the array.

Return Values

If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be D3DERR_INVALIDCALL.


SetFloat—Used to set a float. Sample call:

float f = 3.14f;

ConstTable->SetFloat(Device, handle, f);

 

Sets a floating-point number.

HRESULT SetFloat(
LPDIRECT3DDEVICE9 pDevice,
D3DXHANDLE hConstant,
FLOAT f
);

Parameters

pDevice
[in] Pointer to an IDirect3DDevice9 interface, representing the device associated with the constant table.
hConstant
[in] Unique identifier to the constant. See D3DXHANDLE.
f
[in] Floating-point number.

Return Values

If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be D3DERR_INVALIDCALL.


SetFloatArray—Used to set a float array. Sample call:

float f[2] = {1.0f, 2.0f};

ConstTable->SetFloatArray(Device, handle, f, 2);

Sets an array of floating-point numbers.

HRESULT SetFloatArray(
LPDIRECT3DDEVICE9 pDevice,
D3DXHANDLE hConstant,
CONST FLOAT* pf,
UINT Count
);

Parameters

pDevice
[in] Pointer to an IDirect3DDevice9 interface, representing the device associated with the constant table.
hConstant
[in] Unique identifier to the array of constants. See D3DXHANDLE.
pf
[in] Array of floating-point numbers.
Count
[in] Number of floating-point values in the array.

Return Values

If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be D3DERR_INVALIDCALL.


SetInt—Used to set an integer. Sample call:

int x = 4;

ConstTable->SetInt(Device, handle, x);

Sets an integer value.

HRESULT SetInt(
LPDIRECT3DDEVICE9 pDevice,
D3DXHANDLE hConstant,
INT n
);

Parameters

pDevice
[in] Pointer to an IDirect3DDevice9 interface, representing the device associated with the constant table.
hConstant
[in] Unique identifier to the constant. See D3DXHANDLE.
n
[in] Integer.

Return Values

If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be D3DERR_INVALIDCALL.

 

SetMatrix—Used to set a 4 × 4 matrix. Sample call:

D3DXMATRIX M(…);

ConstTable->SetMatrix(Device, handle, &M);

Sets a nontransposed matrix.

HRESULT SetMatrix(
LPDIRECT3DDEVICE9 pDevice,
D3DXHANDLE hConstant,
CONST D3DXMATRIX* pMatrix
);

Parameters

pDevice
[in] Pointer to an IDirect3DDevice9 interface, representing the device associated with the constant table.
hConstant
[in] Unique identifier to the matrix of constants. See D3DXHANDLE.
pMatrix
[in] Pointer to a nontransposed matrix. See D3DXMATRIX.

Return Values

If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be D3DERR_INVALIDCALL.


SetMatrixArray—Used to set a 4 × 4 matrix array. Sample call:

D3DXMATRIX M[4];

// ...Initialize matrices

ConstTable->SetMatrixArray(Device, handle, M, 4);

Sets an array of nontransposed matrices.

HRESULT SetMatrixArray(
LPDIRECT3DDEVICE9 pDevice,
D3DXHANDLE hConstant,
CONST D3DXMATRIX* pMatrix,
UINT Count
);

Parameters

pDevice
[in] Pointer to an IDirect3DDevice9 interface, representing the device associated with the constant table.
hConstant
[in] Unique identifier to the array of constant matrices.
pMatrix
[in] Array of nontransposed matrices.
Count
[in] Number of matrices in the array.

Return Values

If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be D3DERR_INVALIDCALL.


SetMatrixPointerArray—Used to set an array of 4 × 4 matrix pointers. Sample call:

D3DXMATRIX* M[4];

// ...Allocate and initialize matrix pointers

ConstTable->SetMatrixPointerArray(Device, handle, M, 4);

Sets an array of pointers to nontransposed matrices.

HRESULT SetMatrixPointerArray(
LPDIRECT3DDEVICE9 pDevice,
D3DXHANDLE hConstant,
CONST D3DXMATRIX ** ppMatrix,
UINT Count
);

Parameters

pDevice
[in] Pointer to an IDirect3DDevice9 interface, representing the device associated with the constant table.
hConstant
[in] Unique identifier to an array of constant matrices.
ppMatrix
[in] Array of pointers to nontransposed matrices.
Count
[in] Number of matrices in the array.

Return Values

If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be D3DERR_INVALIDCALL.

Remarks

A nontransposed matrix contains row-major data; that is, each vector is contained in a row.


posted on 2008-04-05 16:18 lovedday 阅读(3803) 评论(4)  编辑 收藏 引用

评论

# re: 高级着色语言HLSL入门(2)[未登录] 2009-01-08 16:51 sam

写得不错,但有个问题,如果传大数据到像素作色器好像不行。

如一个float[12][256].的数据。好像ps_2_0只能设置最大30个成员的数组。有什么方法定义大常量数据吗?  回复  更多评论   

# re: 高级着色语言HLSL入门(2)[未登录] 2009-01-08 16:53 sam

QQ:36046869  回复  更多评论   

# re: 高级着色语言HLSL入门(2) 2009-02-02 11:37 笑笑

QQ:490861526  回复  更多评论   

# re: 高级着色语言HLSL入门(2) 2010-11-18 15:36 oppo

受教了~ 多谢天兄~  回复  更多评论   


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