I am trying to create a shader where i have as input the positon of the vertex, some transformation matrixes and a float4 for the color of the vertex. The manipulation of the position works fine but i dont get the correct color out of it.
Okay so here is the Inputlayout of the shader:
D3D11_INPUT_ELEMENT_DESC solidColorLayout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }
};
And the shader itself does look like this:
cbuffer cbChangesEveryFrame : register(b0)
{
matrix worldMatrix;
};
cbuffer cbNeverChanges : register(b1)
{
matrix viewMatrix;
};
cbuffer cbChangeOnResize : register(b2)
{
matrix projMatrix;
};
struct VS_Input
{
float4 pos : POSITION;
float4 color : COLOR;
};
struct PS_Input
{
float4 pos: SV_POSITION;
float4 color: COLOR;
};
PS_Input VS_Main(VS_Input vert)
{
PS_Input vsout = (PS_Input)0;
vsout.color = vert.color;
float4 worldPos = mul(vert.pos, worldMatrix);
vsout.pos = mul(worldPos, viewMatrix);
vsout.pos = mul(vsout.pos, projMatrix);
return vsout;
}
float4 PS_Main(PS_Input psinput) : SV_TARGET
{
return psinput.color;
}
Dont get confuesed about the matrix those transformation are correct i do get the right vertexposition and so on but i dont get the color i define.
So for example i create vertexes like this:
struct VertexPos
{
XMFLOAT3 pos;
XMFLOAT4 color;
};
...
VertexPos vertices[] =
{
{ XMFLOAT3(-1.0f, 0.0f, -1.0f), XMFLOAT4(0.1f,0.1f, 0.1f, 0.1f)},
{ XMFLOAT3(1.0f, 0.0f, -1.0f), XMFLOAT4(0.1f, 0.1f, 0.1f, 0.1f) },
{ XMFLOAT3(1.0f, 0.0f, 1.0f), XMFLOAT4(0.1f, 0.1f, 0.1f, 0.1f) },
{ XMFLOAT3(-1.0f, 0.0f, 1.0f), XMFLOAT4(0.1f, 0.1f, 0.1f, 0.1f) },
};
With some indexbuffer and the drawcall itself is preaty simple:
unsigned int stride = sizeof(VertexPos);
unsigned int offset = 0;
//set inputlayout and topology for drawing the sprites
context->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset);
context->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R16_UINT, 0);
//calculate cube stuff
XMMATRIX worldMat = getWorldMatrix();
worldMat = XMMatrixTranspose(worldMat);
context->UpdateSubresource(worldBuffer, 0, 0, &worldMat, 0, 0);//update world matrix
//draw
context->DrawIndexed(6, 0, 0);
So i wonder whats wrong with it? (see the lines and the small faces at the site they should have the color)