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C++ CGutModel_DX10::ConvertToDX10Model方法代码示例

本文整理汇总了C++中CGutModel_DX10::ConvertToDX10Model方法的典型用法代码示例。如果您正苦于以下问题:C++ CGutModel_DX10::ConvertToDX10Model方法的具体用法?C++ CGutModel_DX10::ConvertToDX10Model怎么用?C++ CGutModel_DX10::ConvertToDX10Model使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在CGutModel_DX10的用法示例。


在下文中一共展示了CGutModel_DX10::ConvertToDX10Model方法的6个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: InitResourceDX10

bool InitResourceDX10(void)
{
	g_pDevice = GutGetGraphicsDeviceDX10();
	ID3D10Blob *pVSCode = NULL;

	for ( int i=0; i<NUM_FRAMEBUFFERS; i++ )
	{
		g_pTextures[i] = NULL;
		g_pSRView[i] = NULL;
		g_pRTView[i] = NULL;
	}

	// 載入Shader
	{
		g_pPostFX = GutLoadFXShaderDX10("../../shaders/Posteffect_dx10.fx");
		if ( NULL==g_pPostFX )
			return false;

		g_pExposureFX = GutLoadFXShaderDX10("../../shaders/Exposure_dx10.fx");
		if ( NULL==g_pExposureFX )
			return false;
	}

	// 設定Vertex資料格式
	{
		ID3D10EffectTechnique *pShader = g_pExposureFX->GetTechniqueByName("AutoExposure");

		D3D10_INPUT_ELEMENT_DESC layout[] =
		{
			{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0,  D3D10_INPUT_PER_VERTEX_DATA, 0 },
			{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 }
		};

		D3D10_PASS_DESC PassDesc;
		pShader->GetPassByIndex(0)->GetDesc(&PassDesc);

		if ( D3D_OK != g_pDevice->CreateInputLayout( layout, 2, PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &g_pVertexLayout ) )
			return false;

		SAFE_RELEASE(pVSCode);
	}

	if ( !ReInitResourceDX10() )
		return false;

	CGutModel_DX10::LoadDefaultShader("../../shaders/gmodel_dx10.hlsl");
	g_Model_DX10.ConvertToDX10Model(&g_Model);

	g_pVertexBuffer = GutCreateVertexBuffer_DX10(sizeof(Vertex_VT)*4, g_FullScreenQuad);

	return true;
}
开发者ID:chenbk85,项目名称:3dlearn,代码行数:52,代码来源:render_dx10.cpp

示例2: InitResourceDX10

bool InitResourceDX10(void)
{
	g_pDevice = GutGetGraphicsDeviceDX10();

	// 載入Shader
	{
		g_pRefractionFX = GutLoadFXShaderDX10("../../shaders/Refraction_dx10.fx");
		if ( NULL==g_pRefractionFX )
			return false;

		ID3D10EffectTechnique *pShader = g_pRefractionFX->GetTechniqueByName("Refraction");
		const sVertexDecl *pVertexDecl = g_Model.GetVertexFormat();

		D3D10_PASS_DESC PassDesc;
		pShader->GetPassByIndex(0)->GetDesc(&PassDesc);

		g_pRefractionLayout = GutCreateInputLayoutDX10(pVertexDecl, PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize);
	}

	g_pPostFX = GutLoadFXShaderDX10("../../shaders/Posteffect_dx10.fx");
	if ( NULL==g_pPostFX )
		return false;

	{
		g_pVertexBuffer = GutCreateVertexBuffer_DX10(sizeof(Vertex_VT)*4, g_FullScreenQuad);

		D3D10_INPUT_ELEMENT_DESC layout[] =
		{
			{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0,  D3D10_INPUT_PER_VERTEX_DATA, 0 },
			{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 }
		};

		ID3D10EffectTechnique *pShader = g_pPostFX->GetTechniqueByName("DrawIcon");

		D3D10_PASS_DESC PassDesc;
		pShader->GetPassByIndex(0)->GetDesc(&PassDesc);

		if ( D3D_OK != g_pDevice->CreateInputLayout( layout, 2, PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &g_pVertexLayout ) )
			return false;
	}

	if ( !ReInitResourceDX10() )
		return false;

	CGutModel_DX10::LoadDefaultShader("../../shaders/gmodel_dx10.hlsl");
	g_Model_DX10.ConvertToDX10Model(&g_Model);

	g_pTexture = GutLoadTexture_DX10("../../textures/lena.dds");

	return true;
}
开发者ID:as2120,项目名称:ZNginx,代码行数:51,代码来源:render_dx10.cpp

示例3: InitResourceDX10

bool InitResourceDX10(void)
{
	g_pDevice = GutGetGraphicsDeviceDX10();
	ID3D10Blob *pVSCode = NULL;


	// 計算投影矩陣
	g_proj_matrix = GutMatrixPerspectiveRH_DirectX(g_fFovW, 1.0f, g_fNear, g_fFar);

	if ( !CGutModel_DX10::LoadDefaultShader("../../shaders/gmodel_dx10.hlsl") )
		return false;
	g_Model_DX10.ConvertToDX10Model(&g_Model);

	return true;
}
开发者ID:as2120,项目名称:ZNginx,代码行数:15,代码来源:render_dx10.cpp

示例4: InitResourceDX10

bool InitResourceDX10(void)
{
	g_pDevice = GutGetGraphicsDeviceDX10();
	ID3D10Blob *pVSCode = NULL;

	{
		// 載入Vertex Shader
		g_pVertexShader = GutLoadVertexShaderDX10_HLSL("../../shaders/color_dx10.hlsl", "VS", "vs_4_0", &pVSCode);
		if ( NULL==g_pVertexShader )
			return false;
		// 載入Pixel Shader
		g_pPixelShader = GutLoadPixelShaderDX10_HLSL("../../shaders/color_dx10.hlsl", "PS", "ps_4_0");
		if ( NULL==g_pPixelShader )
			return false;
	}

	CGutModel_DX10::LoadDefaultShader("../../shaders/gmodel_dx10.hlsl");
	CGutModel::SetTexturePath("../../textures/");
	g_Model_DX10.ConvertToDX10Model(&g_Model);

	// 設定Vertex資料格式
	{
		D3D10_INPUT_ELEMENT_DESC layout[] =
		{
			{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0,  D3D10_INPUT_PER_VERTEX_DATA, 0 },
		};

		if ( D3D_OK != g_pDevice->CreateInputLayout( layout, sizeof(layout)/sizeof(D3D10_INPUT_ELEMENT_DESC), pVSCode->GetBufferPointer(), pVSCode->GetBufferSize(), &g_pVertexLayout ) )
			return false;

		SAFE_RELEASE(pVSCode);
	}

	// 配置Shader讀取參數的記憶體空間
	{
		D3D10_BUFFER_DESC cbDesc;
		ZeroMemory(&cbDesc, sizeof(cbDesc));

		cbDesc.ByteWidth = sizeof(ShaderConstant);
		cbDesc.Usage = D3D10_USAGE_DYNAMIC;
		cbDesc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
		cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
		cbDesc.MiscFlags = 0;

		if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, NULL, &g_pConstantBuffer ) )
			return false;
	}

	// 配置Vertex Buffer
	{
		D3D10_BUFFER_DESC cbDesc;
		ZeroMemory(&cbDesc, sizeof(cbDesc));

		cbDesc.ByteWidth = sizeof(Vertex_V) * 4;
		cbDesc.Usage = D3D10_USAGE_DYNAMIC ;
		cbDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
		cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
		cbDesc.MiscFlags = 0;

		D3D10_SUBRESOURCE_DATA subDesc;
		ZeroMemory(&subDesc, sizeof(subDesc));
		subDesc.pSysMem = g_Quad;

		if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, &subDesc, &g_pVertexBuffer ) )
			return false;
	}

	// rasterizer state物件
	{
		D3D10_RASTERIZER_DESC desc;

		GutSetDX10DefaultRasterizerDesc(desc);

		desc.CullMode = D3D10_CULL_NONE;
		desc.FrontCounterClockwise = true;

		if ( D3D_OK != g_pDevice->CreateRasterizerState(&desc, &g_pRasterizerNoCull) )
			return false;

		desc.CullMode = D3D10_CULL_BACK;
		desc.FrontCounterClockwise = true;

		if ( D3D_OK != g_pDevice->CreateRasterizerState(&desc, &g_pRasterizerCull) )
			return false;

		CGutModel_DX10::SetRasterizeState(g_pRasterizerCull, g_pRasterizerNoCull);

		g_pDevice->RSSetState(g_pRasterizerNoCull);
	}

	// depth stencil object
	{
		D3D10_DEPTH_STENCIL_DESC desc;
		GutSetDX10DefaultDepthStencilDesc(desc);

		desc.StencilEnable = TRUE;
		desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
		desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_INCR;
		desc.BackFace = desc.FrontFace;

//.........这里部分代码省略.........
开发者ID:chenbk85,项目名称:3dlearn,代码行数:101,代码来源:render_dx10.cpp

示例5: InitResourceDX10

bool InitResourceDX10(void)
{
	g_pDevice = GutGetGraphicsDeviceDX10();
	ID3D10Blob *pVSCode = NULL;

	// 載入Vertex Shader
	g_pVertexShader = GutLoadVertexShaderDX10_HLSL("../../shaders/texture_dx10.hlsl", "VS", "vs_4_0", &pVSCode);
	if ( NULL==g_pVertexShader )
		return false;
	// 載入Pixel Shader
	g_pPixelShader = GutLoadPixelShaderDX10_HLSL("../../shaders/texture_dx10.hlsl", "PS", "ps_4_0");
	if ( NULL==g_pPixelShader )
		return false;

	CGutModel_DX10::LoadDefaultShader("../../shaders/gmodel_dx10.hlsl");

	CGutModel::SetTexturePath("../../textures/");
	g_Model_DX10.ConvertToDX10Model(&g_Model);

	// 設定Vertex資料格式
	D3D10_INPUT_ELEMENT_DESC layout[] =
	{
		{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0,  D3D10_INPUT_PER_VERTEX_DATA, 0 },
		{ "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 16, D3D10_INPUT_PER_VERTEX_DATA, 0 }
	};

	if ( D3D_OK != g_pDevice->CreateInputLayout( layout, sizeof(layout)/sizeof(D3D10_INPUT_ELEMENT_DESC), 
		pVSCode->GetBufferPointer(), pVSCode->GetBufferSize(), &g_pVertexLayout ) )
		return false;

	SAFE_RELEASE(pVSCode);

	D3D10_BUFFER_DESC cbDesc;
	ZeroMemory(&cbDesc, sizeof(cbDesc));

	// 配置Vertex Buffer
	{
		cbDesc.ByteWidth = sizeof(Vertex_VT) * 4;
		cbDesc.Usage = D3D10_USAGE_DYNAMIC ;
		cbDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
		cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
		cbDesc.MiscFlags = 0;

		D3D10_SUBRESOURCE_DATA subDesc;
		ZeroMemory(&subDesc, sizeof(subDesc));
		subDesc.pSysMem = g_Quad;

		if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, &subDesc, &g_pVertexBuffer ) )
			return false;
	}

	// 配置Vertex Shader 常數記憶體
	{
		cbDesc.ByteWidth = sizeof(Matrix4x4);
		cbDesc.Usage = D3D10_USAGE_DYNAMIC;
		cbDesc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
		cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
		cbDesc.MiscFlags = 0;

		if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, NULL, &g_pVSConstBuffer ) )
			return false;
	}

	// 配置RGBA動態貼圖
	{
		D3D10_TEXTURE2D_DESC dstex;
		dstex.Width = 512;
		dstex.Height = 512;
		dstex.MipLevels = 1;
		dstex.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
		dstex.SampleDesc.Count = 1;
		dstex.SampleDesc.Quality = 0;
		dstex.Usage = D3D10_USAGE_DEFAULT;
		dstex.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE;
		dstex.CPUAccessFlags = 0;
		dstex.MiscFlags = 0;
		dstex.ArraySize = 1;

		g_pDevice->CreateTexture2D( &dstex, NULL, &g_pTexture );

		D3D10_SHADER_RESOURCE_VIEW_DESC SRVDesc;
		ZeroMemory( &SRVDesc, sizeof(SRVDesc) );
		SRVDesc.Format = dstex.Format;
		SRVDesc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
		SRVDesc.Texture2D.MipLevels = 1;
		// for shader
		g_pDevice->CreateShaderResourceView(g_pTexture, &SRVDesc, &g_pTextureView);

		D3D10_RENDER_TARGET_VIEW_DESC DescRT;
		DescRT.Format = dstex.Format;
		DescRT.ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D;
		DescRT.Texture2D.MipSlice = 0;
		// for rendertarget
		g_pDevice->CreateRenderTargetView(g_pTexture, &DescRT, &g_pRGBAView);
	}

	// 配置DepthStencil動態貼圖
	{
		D3D10_TEXTURE2D_DESC desc;
		ZeroMemory( &desc, sizeof(desc) );
//.........这里部分代码省略.........
开发者ID:chenbk85,项目名称:3dlearn,代码行数:101,代码来源:render_dx10.cpp

示例6: InitResourceDX10

bool InitResourceDX10(void)
{
	g_pDevice = GutGetGraphicsDeviceDX10();

	CGutModel_DX10::LoadDefaultShader("../../shaders/gmodel_dx10.hlsl");
	CGutModel::SetTexturePath("../../textures/");

	g_Model_DX10.ConvertToDX10Model(&g_Model);
	g_SpotLightModel_DX10.ConvertToDX10Model(&g_SpotLightModel);

	// depth stencil object
	{
		D3D10_DEPTH_STENCIL_DESC desc;
		GutSetDX10DefaultDepthStencilDesc(desc);

		desc.StencilEnable = TRUE;
		desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ZERO;
		desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
		desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_INCR;
		desc.BackFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
		desc.BackFace.StencilPassOp = D3D10_STENCIL_OP_DECR;

		g_pDevice->CreateDepthStencilState(&desc, &g_pZStencil_Mask);

		desc.FrontFace.StencilFunc = D3D10_COMPARISON_EQUAL;
		desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
		desc.BackFace = desc.FrontFace;

		g_pDevice->CreateDepthStencilState(&desc, &g_pZStencil_Test);
	}
	// disable rgba output
	{
		D3D10_BLEND_DESC desc;
		GutSetDX10DefaultBlendDesc(desc);

		desc.RenderTargetWriteMask[0] = 0;
		g_pDevice->CreateBlendState(&desc, &g_pBlendState_ColorWriteOff);
	}
	// material overwrite
	{
		g_material_stencilpass.m_bCullFace = false;
		g_material_stencilpass.m_pBlendState = g_pBlendState_ColorWriteOff;
		g_material_stencilpass.m_vDiffuse.Set(0.1f);

		g_material_spotlightpass.m_bCullFace = true;
		g_material_spotlightpass.m_pBlendState = CGutModel_DX10::s_pBlend_Add;
		g_material_spotlightpass.m_vDiffuse.Set(0.3f);
	}
	// sampler state / texture filter
	{
		D3D10_SAMPLER_DESC sampler_desc;
		ZeroMemory(&sampler_desc, sizeof(sampler_desc));

		sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
		sampler_desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP;
		sampler_desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP;
		sampler_desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP;

		g_pDevice->CreateSamplerState(&sampler_desc, &g_pSamplerState);

		for ( int i=0; i<4; i++ )
		{
			g_pDevice->PSSetSamplers(i, 1, &g_pSamplerState);
		}
	}
	// 投影矩陣
	g_proj_matrix = GutMatrixPerspectiveRH_DirectX(g_fFOV, 1.0f, 0.1f, 100.0f);

	return true;
}
开发者ID:as2120,项目名称:ZNginx,代码行数:70,代码来源:render_dx10.cpp


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