This tutorial is part of a Collection: 03. DirectX 11 - Braynzar Soft Tutorials
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05. Color!
This is a short lesson on how we can modify our shaders, vertex structure, and input layout to include color. The color we specify for each vertex will be "interpolated" across the triangle.
DX11_Lesson_05_Color...zip 13.66 kb
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##Introduction## This lesson builds directly off the last lesson. Here we will include four extra floats into our vertex structure which will define the color of a vertex, RGBA. Then we will add another element to the input layout which will tell the IA in the pipeline that our vertex structure has color values. After that we modify the effect file to include the vertices color. When specifying color at the vertex level, the Rasterizer Stage (RS) will interpolate the color across the triangle for each pixel. We will still not do any calculations in the pixel shader, as the RS will do the calculations for us. Lets get started. ##Effects File## Let's look at the Effect file first, where we create our vertex and pixel shaders. First we create a new structure. This structure will be the return type from the VS, and the input type for the PS. We do this so we can return more than one type, since now we have a position and a color for our vertex, we need to be able to return more than just a position. All we do in the VS is pass down the values recieved for the vertex to the next stage in the pipeline. The color values will eventually come to the RS before it gets to the PS, where the vertex colors will be interpolated across the triangles surface, and each pixel, after the color interpolation calculations done, will be sent to the PS, where all we do is pass the color value of the pixel to the OM to be put onto the render target (Backbuffer). VS_OUTPUT VS(float4 inPos : POSITION, float4 inColor : COLOR) { VS_OUTPUT output; output.Pos = inPos; output.Color = inColor; return output; } float4 PS(VS_OUTPUT input) : SV_TARGET { return input.Color; } ##Vertex Structure## We have modified our Vertex structure to include four float values representing the color of our vertex. Not much to be said here. struct Vertex //Overloaded Vertex Structure { Vertex(){} Vertex(float x, float y, float z, float cr, float cg, float cb, float ca) : pos(x,y,z), color(cr, cg, cb, ca){} XMFLOAT3 pos; XMFLOAT4 color; }; ##Input Layout## Now we have added a new element to our input layout array. This element says the next 16 bytes after the first 12 bytes are to be sent to the first COLOR variable in the VS. You might think it sounds wierd talking about bytes, but that is how the input layout works. The first element is our position, whose format is of the DXGI_FORMAT_R32G32B32_FLOAT enumerated type, this reserves 32 bits, or 4 bytes for the R, G, and B each. That makes 12 bytes. So the offset for the position element will be 0, since it is the first element in the array. The color is the second, and is located 12 bytes after the position element. Since the color uses the DXGI_FORMAT_R32G32B32A32_FLOAT enumerated type for the format, thats 16 bytes, so if we were to add another element to the input layout, the next element would have to put 28 for the 5th parameter, since it would be located 28 bytes from the beginning of the array. D3D11_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; ##Initializing the Scene## Like I said, this is a short lesson. All thats left to do now is add the color values to our vertex array before creating our buffer. We made the first one red, second green, and third blue! These colors will be interpolated across the triangle. bool InitScene() Vertex v[] = { Vertex( 0.0f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f ), Vertex( 0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f ), Vertex( -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f ), }; Well thats it for this lesson, hope you understand whats going on here! See you next time! float4 PS() : SV_TARGET { return float4(0.0f, 0.0f, 1.0f, 1.0f); } ##Exercise:## 1. Make a purple triangle. HINT -->> (Vertex Array) 2. Add another element called COLOR2 and multiply it with the first color. HINT -->> (VS, Input Layout (third element's 5th param should be 28)) Heres the full code: main.cpp //Include and link appropriate libraries and headers// #pragma comment(lib, "d3d11.lib") #pragma comment(lib, "d3dx11.lib") #pragma comment(lib, "d3dx10.lib") #include <windows.h> #include <d3d11.h> #include <d3dx11.h> #include <d3dx10.h> #include <xnamath.h> //Global Declarations - Interfaces// IDXGISwapChain* SwapChain; ID3D11Device* d3d11Device; ID3D11DeviceContext* d3d11DevCon; ID3D11RenderTargetView* renderTargetView; ID3D11Buffer* triangleVertBuffer; ID3D11VertexShader* VS; ID3D11PixelShader* PS; ID3D10Blob* VS_Buffer; ID3D10Blob* PS_Buffer; ID3D11InputLayout* vertLayout; //Global Declarations - Others// LPCTSTR WndClassName = L"firstwindow"; HWND hwnd = NULL; HRESULT hr; const int Width = 300; const int Height = 300; //Function Prototypes// bool InitializeDirect3d11App(HINSTANCE hInstance); void CleanUp(); bool InitScene(); void UpdateScene(); void DrawScene(); bool InitializeWindow(HINSTANCE hInstance, int ShowWnd, int width, int height, bool windowed); int messageloop(); LRESULT CALLBACK WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); ///////////////**************new**************//////////////////// //Vertex Structure and Vertex Layout (Input Layout)// struct Vertex //Overloaded Vertex Structure { Vertex(){} Vertex(float x, float y, float z, float cr, float cg, float cb, float ca) : pos(x,y,z), color(cr, cg, cb, ca){} XMFLOAT3 pos; XMFLOAT4 color; }; D3D11_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; UINT numElements = ARRAYSIZE(layout); ///////////////**************new**************//////////////////// int WINAPI WinMain(HINSTANCE hInstance, //Main windows function HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) { if(!InitializeWindow(hInstance, nShowCmd, Width, Height, true)) { MessageBox(0, L"Window Initialization - Failed", L"Error", MB_OK); return 0; } if(!InitializeDirect3d11App(hInstance)) //Initialize Direct3D { MessageBox(0, L"Direct3D Initialization - Failed", L"Error", MB_OK); return 0; } if(!InitScene()) //Initialize our scene { MessageBox(0, L"Scene Initialization - Failed", L"Error", MB_OK); return 0; } messageloop(); CleanUp(); return 0; } bool InitializeWindow(HINSTANCE hInstance, int ShowWnd, int width, int height, bool windowed) { typedef struct _WNDCLASS { UINT cbSize; UINT style; WNDPROC lpfnWndProc; int cbClsExtra; int cbWndExtra; HANDLE hInstance; HICON hIcon; HCURSOR hCursor; HBRUSH hbrBackground; LPCTSTR lpszMenuName; LPCTSTR lpszClassName; } WNDCLASS; WNDCLASSEX wc; wc.cbSize = sizeof(WNDCLASSEX); wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = WndProc; wc.cbClsExtra = NULL; wc.cbWndExtra = NULL; wc.hInstance = hInstance; wc.hIcon = LoadIcon(NULL, IDI_APPLICATION); wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = (HBRUSH)(COLOR_WINDOW + 2); wc.lpszMenuName = NULL; wc.lpszClassName = WndClassName; wc.hIconSm = LoadIcon(NULL, IDI_APPLICATION); if (!RegisterClassEx(&wc)) { MessageBox(NULL, L"Error registering class", L"Error", MB_OK | MB_ICONERROR); return 1; } hwnd = CreateWindowEx( NULL, WndClassName, L"Lesson 4 - Begin Drawing", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, width, height, NULL, NULL, hInstance, NULL ); if (!hwnd) { MessageBox(NULL, L"Error creating window", L"Error", MB_OK | MB_ICONERROR); return 1; } ShowWindow(hwnd, ShowWnd); UpdateWindow(hwnd); return true; } bool InitializeDirect3d11App(HINSTANCE hInstance) { //Describe our Buffer DXGI_MODE_DESC bufferDesc; ZeroMemory(&bufferDesc, sizeof(DXGI_MODE_DESC)); bufferDesc.Width = Width; bufferDesc.Height = Height; bufferDesc.RefreshRate.Numerator = 60; bufferDesc.RefreshRate.Denominator = 1; bufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; bufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED; bufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; //Describe our SwapChain DXGI_SWAP_CHAIN_DESC swapChainDesc; ZeroMemory(&swapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC)); swapChainDesc.BufferDesc = bufferDesc; swapChainDesc.SampleDesc.Count = 1; swapChainDesc.SampleDesc.Quality = 0; swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swapChainDesc.BufferCount = 1; swapChainDesc.OutputWindow = hwnd; swapChainDesc.Windowed = TRUE; swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; //Create our SwapChain hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, NULL, NULL, NULL, D3D11_SDK_VERSION, &swapChainDesc, &SwapChain, &d3d11Device, NULL, &d3d11DevCon); //Create our BackBuffer ID3D11Texture2D* BackBuffer; hr = SwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), (void**)&BackBuffer ); //Create our Render Target hr = d3d11Device->CreateRenderTargetView( BackBuffer, NULL, &renderTargetView ); BackBuffer->Release(); //Set our Render Target d3d11DevCon->OMSetRenderTargets( 1, &renderTargetView, NULL ); return true; } void CleanUp() { //Release the COM Objects we created SwapChain->Release(); d3d11Device->Release(); d3d11DevCon->Release(); renderTargetView->Release(); triangleVertBuffer->Release(); VS->Release(); PS->Release(); VS_Buffer->Release(); PS_Buffer->Release(); vertLayout->Release(); } bool InitScene() { //Compile Shaders from shader file hr = D3DX11CompileFromFile(L"Effects.fx", 0, 0, "VS", "vs_4_0", 0, 0, 0, &VS_Buffer, 0, 0); hr = D3DX11CompileFromFile(L"Effects.fx", 0, 0, "PS", "ps_4_0", 0, 0, 0, &PS_Buffer, 0, 0); //Create the Shader Objects hr = d3d11Device->CreateVertexShader(VS_Buffer->GetBufferPointer(), VS_Buffer->GetBufferSize(), NULL, &VS); hr = d3d11Device->CreatePixelShader(PS_Buffer->GetBufferPointer(), PS_Buffer->GetBufferSize(), NULL, &PS); //Set Vertex and Pixel Shaders d3d11DevCon->VSSetShader(VS, 0, 0); d3d11DevCon->PSSetShader(PS, 0, 0); //Create the vertex buffer Vertex v[] = { ///////////////**************new**************//////////////////// Vertex( 0.0f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f ), Vertex( 0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f ), Vertex( -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f ), ///////////////**************new**************//////////////////// }; D3D11_BUFFER_DESC vertexBufferDesc; ZeroMemory( &vertexBufferDesc, sizeof(vertexBufferDesc) ); vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT; vertexBufferDesc.ByteWidth = sizeof( Vertex ) * 3; vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexBufferDesc.CPUAccessFlags = 0; vertexBufferDesc.MiscFlags = 0; D3D11_SUBRESOURCE_DATA vertexBufferData; ZeroMemory( &vertexBufferData, sizeof(vertexBufferData) ); vertexBufferData.pSysMem = v; hr = d3d11Device->CreateBuffer( &vertexBufferDesc, &vertexBufferData, &triangleVertBuffer); //Set the vertex buffer UINT stride = sizeof( Vertex ); UINT offset = 0; d3d11DevCon->IASetVertexBuffers( 0, 1, &triangleVertBuffer, &stride, &offset ); //Create the Input Layout hr = d3d11Device->CreateInputLayout( layout, numElements, VS_Buffer->GetBufferPointer(), VS_Buffer->GetBufferSize(), &vertLayout ); //Set the Input Layout d3d11DevCon->IASetInputLayout( vertLayout ); //Set Primitive Topology d3d11DevCon->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST ); //Create the Viewport D3D11_VIEWPORT viewport; ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT)); viewport.TopLeftX = 0; viewport.TopLeftY = 0; viewport.Width = Width; viewport.Height = Height; //Set the Viewport d3d11DevCon->RSSetViewports(1, &viewport); return true; } void UpdateScene() { } void DrawScene() { //Clear our backbuffer float bgColor[4] = {(0.0f, 0.0f, 0.0f, 0.0f)}; d3d11DevCon->ClearRenderTargetView(renderTargetView, bgColor); //Draw the triangle d3d11DevCon->Draw( 3, 0 ); //Present the backbuffer to the screen SwapChain->Present(0, 0); } int messageloop(){ MSG msg; ZeroMemory(&msg, sizeof(MSG)); while(true) { BOOL PeekMessageL( LPMSG lpMsg, HWND hWnd, UINT wMsgFilterMin, UINT wMsgFilterMax, UINT wRemoveMsg ); if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { if (msg.message == WM_QUIT) break; TranslateMessage(&msg); DispatchMessage(&msg); } else{ // run game code UpdateScene(); DrawScene(); } } return msg.wParam; } LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { switch( msg ) { case WM_KEYDOWN: if( wParam == VK_ESCAPE ){ DestroyWindow(hwnd); } return 0; case WM_DESTROY: PostQuitMessage(0); return 0; } return DefWindowProc(hwnd, msg, wParam, lParam); } Effects.fx struct VS_OUTPUT { float4 Pos : SV_POSITION; float4 Color : COLOR; }; VS_OUTPUT VS(float4 inPos : POSITION, float4 inColor : COLOR) { VS_OUTPUT output; output.Pos = inPos; output.Color = inColor; return output; } float4 PS(VS_OUTPUT input) : SV_TARGET { return input.Color; }
<p>1. Make a purple triangle. HINT -->> (Vertex Array)</p>
<p><pre>
// Create the vertex buffer (vertices must be in clock-wise order)
Vertex vertices_a[] =
{
// left triangle
Vertex(-0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f), // upper left corner
Vertex(0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f), // lower right corner
Vertex(-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f), // lower left corner
// right triangle
Vertex(-0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f, 1.0f), // upper left corner (purple r:1.0f, g:0.0f, b:1.0f)
Vertex(0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f, 1.0f), // upper right corner (purple r:1.0f, g:0.0f, b:1.0f)
Vertex(0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 1.0f, 1.0f), // lower right corner (purple r:1.0f, g:0.0f, b:1.0f)
};
</pre></p>
<p>2. Add another element called COLOR2 and multiply it with the first color. HINT -->> (VS, Input Layout (third element's 5th param should be 28))</p>
<p>Instead of naming the 2nd color COLOR2 I changed the names in COLOR_ZERO and COLOR_ONE. A name containing a number results in an error on g_pDevice->CreateInputLayout. Without any numbers all works fine.</p>
<p><pre>
D3D11_INPUT_ELEMENT_DESC g_layout_a[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR_ZERO", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR_ONE", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 28, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
typedef struct Vertex
{
Vertex() {}
Vertex(float x, float y, float z, float cr, float cg, float cb, float ca, float cr2, float cg2, float cb2, float ca2)
: pos(x, y, z), color(cr, cg, cb, ca), color2(cr2, cg2, cb2, ca2) {}
XMFLOAT3 pos;
XMFLOAT4 color;
XMFLOAT4 color2; // 2nd color to multiply it in shader
} Vertex;
bool InitScene(void)
{
// Create the vertex buffer (vertices must be in clock-wise order)
Vertex vertices_a[] =
{
// left triangle
Vertex(-0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f), // upper left corner, 2nd color is black
Vertex(0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f), // lower right corner
Vertex(-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f), // lower left corner
// right triangle
Vertex(-0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f), // upper left corner
Vertex(0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f), // upper right corner
Vertex(0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f), // lower right corner
};
}
</pre></p>
<p>Vertex shader:</p>
<p><pre>
VS_OUTPUT VS( float4 pos : POSITION, float4 color : COLOR_ZERO, float4 color2 : COLOR_ONE )
{
VS_OUTPUT output;
output.Pos = pos;
output.Color.r = color.r * color2.r;
output.Color.g = color.g * color2.g;
output.Color.b = color.b * color2.b;
output.Color.a = color.a * color2.a;
return output;
}
</pre></p>
on Feb 15 `16
wlasar64
What if in D3D11_INPUT_ELEMENT_DESC instead of 0, 12 or 28 AlignedBytes we use D3D11_APPEND_ALIGNED_ELEMENT? Is there any difference?
on Jul 12 `16
Kavarna
Just like wlasar64 said, the name should not contain a number. Otherwise, we will meet an error on d3d11Device->CreateInputLayout
D3D11_INPUT_ELEMENT_DESC layout[] = {
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"COLOR_ZERO", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"COLOR_ONE", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 28, D3D11_INPUT_PER_VERTEX_DATA, 0},
};
on Jan 16 `19
RogerAlex
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