I wanted to add a normal map information for my shader. I was using tutorial 5 from DirectX 11 C++ SDK as a base.
The code for shader creating is (I'm putting it just to be sure I have posted every important information, but I think that only the D3D11_INPUT_ELEMENT_DESC layout[] matters):
// Compile the vertex shader
ID3DBlob* pVSBlob = NULL;
HRESULT hr = CompileShaderFromFile( strToWchart(vertexShaderFileName), "VS", "vs_4_0", &pVSBlob );
// Create the vertex shader
hr = device->CreateVertexShader( pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), NULL, &vertexShader );
if( FAILED( hr ) )
{
pVSBlob->Release();
}
// Define the input layout
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 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 12, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
UINT numElements = ARRAYSIZE( layout );
// Create the input layout
hr = device->CreateInputLayout( layout, numElements, pVSBlob->GetBufferPointer(),
pVSBlob->GetBufferSize(), &*vertexLayout );
pVSBlob->Release();
// Set the input layout
context->IASetInputLayout( *vertexLayout );
// Compile the pixel shader
ID3DBlob* pPSBlob = NULL;
hr = CompileShaderFromFile( strToWchart(pixelShaderFileName), "PS", "ps_4_0", &pPSBlob );
// Create the pixel shader
hr = device->CreatePixelShader( pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), NULL, &pixelShader );
pPSBlob->Release();
}
So simply I have changed D3D11_INPUT_ELEMENT_DESC layout[] to (adding "NORMAL" row):
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 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 12, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
Than I have changed few lines in the box creating method:
// Create vertex buffer
SimpleVertex vertices[] =
{
{ XMFLOAT3( - halfSize.getX(), + halfSize.getY(), - halfSize.getZ() ), XMFLOAT4( 0.0f, 0.0f, 1.0f, 1.0f ), XMFLOAT4( 0.0f, 0.0f, 1.0f, 1.0f ) },
{ XMFLOAT3( + halfSize.getX(), + halfSize.getY(), - halfSize.getZ() ), XMFLOAT4( 0.0f, 1.0f, 0.0f, 1.0f ), XMFLOAT4( 0.0f, 1.0f, 1.0f, 1.0f ) },
{ XMFLOAT3( + halfSize.getX(), + halfSize.getY(), + halfSize.getZ() ), XMFLOAT4( 0.0f, 1.0f, 1.0f, 1.0f ), XMFLOAT4( 0.0f, 0.0f, 1.0f, 1.0f ) },
{ XMFLOAT3( - halfSize.getX(), + halfSize.getY(), + halfSize.getZ() ), XMFLOAT4( 1.0f, 0.0f, 0.0f, 1.0f ), XMFLOAT4( 0.0f, 0.0f, 1.0f, 1.0f ) },
{ XMFLOAT3( - halfSize.getX(), - halfSize.getY(), - halfSize.getZ() ), XMFLOAT4( 1.0f, 0.0f, 1.0f, 1.0f ), XMFLOAT4( 0.0f, 1.0f, 1.0f, 1.0f ) },
{ XMFLOAT3( + halfSize.getX(), - halfSize.getY(), - halfSize.getZ() ), XMFLOAT4( 1.0f, 1.0f, 0.0f, 1.0f ), XMFLOAT4( 0.0f, 0.0f, 1.0f, 1.0f ) },
{ XMFLOAT3( + halfSize.getX(), - halfSize.getY(), + halfSize.getZ() ), XMFLOAT4( 1.0f, 1.0f, 1.0f, 1.0f ), XMFLOAT4( 1.0f, 0.0f, 1.0f, 0.0f ) },
{ XMFLOAT3( - halfSize.getX(), - halfSize.getY(), + halfSize.getZ() ), XMFLOAT4( 0.0f, 0.0f, 0.0f, 1.0f ), XMFLOAT4( 0.0f, 0.0f, 1.0f, 1.0f ) },
};
So the last XMFLOAT4 in all rows are normal (not important that these are wrong normals, now I just want to make it visible in vertex shader).
I have also changed SimpleVertex:
struct SimpleVertex
{
XMFLOAT3 Pos;
XMFLOAT4 Color;
XMFLOAT4 Normal;
};
And my shader to check if the normals exists:
cbuffer ConstantBuffer : register( b0 )
{
matrix World;
matrix View;
matrix Projection;
}
struct VS_INPUT
{
float4 Pos : POSITION;
float4 Color : COLOR;
float4 Normal : NORMAL;
};
struct PS_INPUT
{
float4 Pos : SV_POSITION;
float4 Color : COLOR;
};
PS_INPUT VS( VS_INPUT input )
{
PS_INPUT output = (PS_INPUT)0;
output.Pos = mul( input.Pos, World );
output.Pos = mul( output.Pos, View );
output.Pos = mul( output.Pos, Projection );
output.Color = input.Normal; //just to know if I have a normals
return output;
}
float4 PS( PS_INPUT input) : SV_Target
{
return input.Color;
}
But the effect was just a black box (even with output.Color = input.Normal).
So, what's the problem? I have to change something else to get normals info in the shader?