Microsoft DirectX 8.1 (Visual Basic) |
This topic shows the steps necessary to initialize and use a simple vertex shader that uses a position and multiple texture coordinates for multiple textures.
The first step is to declare the structures that holds the position and color as shown in the code example below.
Private Type XYZBuffer x As Single y As Single z As Single End Type Private Type Tex0Buffer tu As Single tv As Single End Type Private Type Tex1Buffer tu2 As Single tv2 As Single End Type
The next step is to create a vertex shader declaration as shown in the code below.
Dim decl(7) As Long decl(0) = D3DVSD_STREAM(0) decl(1) = D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3) decl(2) = D3DVSD_STREAM(1) decl(3) = D3DVSD_REG(D3DVSDE_TEXCOORD0, D3DVSDT_FLOAT2) decl(4) = D3DVSD_STREAM(2) decl(5) = D3DVSD_REG(D3DVSDE_TEXCOORD1, D3DVSDT_FLOAT2) decl(6) = D3DVSD_END()
The next step is to call the Direct3DDevice8.CreateVertexShader method to create the vertex shader.
Call m_D3DDevice.CreateVertexShader( decl, ByVal 0, vShader, 0)
Passing ByVal 0 to the second parameter of CreateVertexShader tells Direct3D that this vertex shader will use a fixed function pipeline.
After creating the vertex buffer and vertex shader, they are ready to use. The code example below shows how to set the vertex shader, set the stream source, and then draw a triangle list that uses the new vertex shader.
Call m_D3DDevice.SetVertexShader(vShader) Call m_D3DDevice.SetStreamSource(0, xyzbuf, len(XYZBuffer)) Call m_D3DDevice.SetStreamSource(1, tex0buf, len(Tex0Buffer)) Call m_D3DDevice.SetStreamSource(2, tex0buf, len(Tex1Buffer)) Call m_D3DDevice.SetIndices(IB, 0) Call m_D3DDevice.DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, max - min + 1, 0, count / 3)