I'm using vs2015 and studying dx11. I'll show you code first.
cbuffer cbperobject {
float4x4 gWorldViewProj;
};
struct VertexIn {
float3 Pos : POSITION;
float4 Color : COLOR;
};
struct VertexOut {
float4 PosH : SV_POSITION;
float4 Color : COLOR;
};
VertexOut main( VertexIn vin )
{
VertexOut vOut;
vOut.PosH = mul(float4(vin.Pos, 1.0f), gWorldViewProj);
vOut.Color = vin.Color;
return vOut;
}
This is my vertex shader code. I rahter copied it from internet.
HRESULT result;
D3D11_MAPPED_SUBRESOURCE mappedResource;
XMMATRIX* dataPtr;
UINT bufferNumber;
// Transpose the matrices to prepare them for the shader.
// Lock the constant buffer so it can be written to.
result = mD3dDContext->Map(contantBuff, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
return false;
}
// Get a pointer to the data in the constant buffer.
dataPtr = (XMMATRIX*)mappedResource.pData;
// Copy the matrices into the constant buffer.
XMMATRIX world = XMLoadFloat4x4(&mWorld); // 버텍스의 월드변환
XMMATRIX view = XMLoadFloat4x4(&mView); // 카메라
XMMATRIX proj = XMLoadFloat4x4(&mProj); // 직교투영
XMMATRIX worldViewProj = world*view*proj;
worldViewProj = XMMatrixTranspose(worldViewProj);
*dataPtr = worldViewProj;
// Unlock the constant buffer.
mD3dDContext->Unmap(contantBuff, 0);
// Set the position of the constant buffer in the vertex shader.
bufferNumber = 0;
// Finanly set the constant buffer in the vertex shader with the updated values.
mD3dDContext->VSSetConstantBuffers(bufferNumber, 1, &contantBuff);
return true;
This is my setting constant buffer in shader code.
First, what is difference between POSITION and SV_POSITION semantic? Would you recommend good HLSL tutorial book? I'm Korean and I'm living in Korea. There is no good book in here; I don't know why, all good book is out of print. What a bad country for studying programming.
Second, why should I transpose my camera matrix(worldviewproj matrix) before CPU gives data to GPU? It's Vertex * matrix = processed Vertex. Why should I transpose it?