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).
- Instance Buffer with [n] instances of type Square and/or Triangle, etc.
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);