Reputation: 303
How do you implement per instance textures, vertex shaders, and pixel shaders, in the same Vertex Buffer and/or DeviceContext?
I am just trying to find the most efficient way to have different pixel shaders used by the same type of mesh, but colored differently. For example, I would like square and triangle models in the vertex buffer, and for the vertex/pixel/etc shaders to act differently based on instance data.... (If the instance data includes "dead" somehow, the shaders used to draw opaque shapes with solid colors rather than gradients are used.
Given: 1. Different model templates in Vertex Buffer, Square & Triangl, (more eventually).
Guesses: Things I am trying to Research to do this:
A: Can I add a Texture, VertexShader or PixelShader ID to the buffer data so that HLSL or the InputAssembly can determine which Shader to use at draw time?
B. Can I "Set" multiple Pixel and Vertex Shaders into the DeviceContext, and how do I tell DirectX to "switch" the Vertex Shader that is loaded at render time?
C. How many Shaders of each type, (Vertex, Pixel, Hull, etc), can I associate with model definitions/meshes in the default Vertex Buffer?
D. Can I use some sort of Shader Selector in HLSL?
Related C++ Code
When I create an input layout, can I do this without specifying an actual Vertex Shader, or somehow specify more than one?
NS::ThrowIfFailed(
result = NS::DeviceManager::Device->CreateInputLayout(
NS::ModelRenderer::InitialElementDescription,
2,
vertexShaderFile->Data,
vertexShaderFile->Length,
& NS::ModelRenderer::StaticInputLayout
)
);
When I set the VertexShader and PixelShader, how do I associate them with a particular model in my VertexBuffer? Is it possible to set more than one of each?
DeviceManager::DeviceContext->IASetInputLayout(ModelRenderer::StaticInputLayout.Get());
DeviceManager::DeviceContext->VSSetShader(ModelRenderer::StaticVertexShader.Get(), nullptr, 0);
DeviceManager::DeviceContext->PSSetShader(ModelRenderer::StaticPixelShader.Get(), nullptr, 0);
Upvotes: 0
Views: 1620
Reputation: 8963
How do I add a Texture, VertexShader or PixelShader ID to the buffer data so that HLSL or the InputAssembly can determine which Shader to use at draw time?
You can't assign a Pixel Shader ID to a buffer, that's not how the pipeline works.
A / You can bind only one Vertex/Pixel Shader in a Device context at a time, which defines your pipeline, draw your geometry using this shader, then switch to another Vertex/Pixel shader as needed, draw next geometry...
B/ you can use different shaders using the same model, but that's done on cpu using VSSetShader, PSSetShader....
C/No, for same reason as in B (shaders are set on the CPU)
When I create an input layout, can I do this without specifying an actual Vertex Shader, or somehow specify more than one?
if you don't specify a vertex shader, the pipeline will consider that you draw "null" geometry, which is actually possible (and very fun), but bit out of context, if you provide geometry you need to send the vertex shader data so the runtime can match your geometry layout to the vertex input layout. You can of course create several input layouts by calling the function several times (once per vertex shader/geometry in worst case, but if two models/vertex shaders have the same layout you can omit it).
When I set the VertexShader and PixelShader, how do I associate them with a particular model in my VertexBuffer? Is it possible to set more than one of each?
You bind everything you need (Vertex/Pixel shaders, Vertex/IndexBuffer,Input layout) and call draw (or drawinstanced).
Upvotes: 0