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C++ CPUTAssetLibraryDX11::GetPixelShader方法代码示例

本文整理汇总了C++中CPUTAssetLibraryDX11::GetPixelShader方法的典型用法代码示例。如果您正苦于以下问题:C++ CPUTAssetLibraryDX11::GetPixelShader方法的具体用法?C++ CPUTAssetLibraryDX11::GetPixelShader怎么用?C++ CPUTAssetLibraryDX11::GetPixelShader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CPUTAssetLibraryDX11的用法示例。


在下文中一共展示了CPUTAssetLibraryDX11::GetPixelShader方法的2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: CPUTComputeHash

//-----------------------------------------------------------------------------
CPUTResult CPUTMaterialDX11::LoadMaterial(const cString &fileName, const CPUTModel *pModel, int meshIndex)
{
    CPUTResult result = CPUT_SUCCESS;

    mMaterialName = fileName;
    mMaterialNameHash = CPUTComputeHash( mMaterialName );

    // Open/parse the file
    CPUTConfigFile file;
    result = file.LoadFile(fileName);
    if(CPUTFAILED(result))
    {
        return result;
    }

    // Make a local copy of all the parameters
    mConfigBlock = *file.GetBlock(0);

    // get necessary device and AssetLibrary pointers
    ID3D11Device *pD3dDevice = CPUT_DX11::GetDevice();
    CPUTAssetLibraryDX11 *pAssetLibrary = (CPUTAssetLibraryDX11*)CPUTAssetLibrary::GetAssetLibrary();

    // TODO:  The following code is very repetitive.  Consider generalizing so we can call a function instead.
    // see if there are any pixel/vertex/geo shaders to load
    CPUTConfigEntry *pValue, *pEntryPointName, *pProfileName;
    pValue   = mConfigBlock.GetValueByName(_L("VertexShaderFile"));
    if( pValue->IsValid() )
    {
        pEntryPointName = mConfigBlock.GetValueByName(_L("VertexShaderMain"));
        pProfileName    = mConfigBlock.GetValueByName(_L("VertexShaderProfile"));
        pAssetLibrary->GetVertexShader(pValue->ValueAsString(), pD3dDevice, pEntryPointName->ValueAsString(), pProfileName->ValueAsString(), &mpVertexShader );
        ReadShaderSamplersAndTextures( mpVertexShader->GetBlob(), &mVertexShaderParameters );
    }

    // load and store the pixel shader if it was specified
    pValue  = mConfigBlock.GetValueByName(_L("PixelShaderFile"));
    if( pValue->IsValid() )
    {
        pEntryPointName = mConfigBlock.GetValueByName(_L("PixelShaderMain"));
        pProfileName    = mConfigBlock.GetValueByName(_L("PixelShaderProfile"));
        pAssetLibrary->GetPixelShader(pValue->ValueAsString(), pD3dDevice, pEntryPointName->ValueAsString(), pProfileName->ValueAsString(), &mpPixelShader);
        ReadShaderSamplersAndTextures( mpPixelShader->GetBlob(), &mPixelShaderParameters );
    }

    // load and store the compute shader if it was specified
    pValue = mConfigBlock.GetValueByName(_L("ComputeShaderFile"));
    if( pValue->IsValid() )
    {
        pEntryPointName = mConfigBlock.GetValueByName(_L("ComputeShaderMain"));
        pProfileName = mConfigBlock.GetValueByName(_L("ComputeShaderProfile"));
        pAssetLibrary->GetComputeShader(pValue->ValueAsString(), pD3dDevice, pEntryPointName->ValueAsString(), pProfileName->ValueAsString(), &mpComputeShader);
        ReadShaderSamplersAndTextures( mpComputeShader->GetBlob(), &mComputeShaderParameters );
    }

    // load and store the geometry shader if it was specified
    pValue = mConfigBlock.GetValueByName(_L("GeometryShaderFile"));
    if( pValue->IsValid() )
    {
        pEntryPointName = mConfigBlock.GetValueByName(_L("GeometryShaderMain"));
        pProfileName = mConfigBlock.GetValueByName(_L("GeometryShaderProfile"));
        pAssetLibrary->GetGeometryShader(pValue->ValueAsString(), pD3dDevice, pEntryPointName->ValueAsString(), pProfileName->ValueAsString(), &mpGeometryShader);
        ReadShaderSamplersAndTextures( mpGeometryShader->GetBlob(), &mGeometryShaderParameters );
    }

    // load and store the hull shader if it was specified
    pValue = mConfigBlock.GetValueByName(_L("HullShaderFile"));
    if( pValue->IsValid() )
    {
        pEntryPointName = mConfigBlock.GetValueByName(_L("HullShaderMain"));
        pProfileName = mConfigBlock.GetValueByName(_L("HullShaderProfile"));
        pAssetLibrary->GetHullShader(pValue->ValueAsString(), pD3dDevice, pEntryPointName->ValueAsString(), pProfileName->ValueAsString(), &mpHullShader);
        ReadShaderSamplersAndTextures( mpHullShader->GetBlob(), &mHullShaderParameters );
    }

    // load and store the domain shader if it was specified
    pValue = mConfigBlock.GetValueByName(_L("DomainShaderFile"));
    if( pValue->IsValid() )
    {
        pEntryPointName = mConfigBlock.GetValueByName(_L("DomainShaderMain"));
        pProfileName = mConfigBlock.GetValueByName(_L("DomainShaderProfile"));
        pAssetLibrary->GetDomainShader(pValue->ValueAsString(), pD3dDevice, pEntryPointName->ValueAsString(), pProfileName->ValueAsString(), &mpDomainShader);
        ReadShaderSamplersAndTextures( mpDomainShader->GetBlob(), &mDomainShaderParameters );
    }

    // load and store the render state file if it was specified
    pValue = mConfigBlock.GetValueByName(_L("RenderStateFile"));
    if( pValue->IsValid() )
    {
        mpRenderStateBlock = pAssetLibrary->GetRenderStateBlock(pValue->ValueAsString());
    }

    // For each of the shader stages, bind shaders and buffers
    for( CPUTShaderParameters **pCur = mpShaderParametersList; *pCur; pCur++ ) // Bind textures and buffersfor each shader stage
    {
        BindTextures(        **pCur, pModel, meshIndex );
        BindBuffers(         **pCur, pModel, meshIndex );
        BindUAVs(            **pCur, pModel, meshIndex );
        BindConstantBuffers( **pCur, pModel, meshIndex );
    }
//.........这里部分代码省略.........
开发者ID:GameTechDev,项目名称:OcclusionCulling,代码行数:101,代码来源:CPUTMaterialDX11.cpp

示例2: ASSERT

// Load and register all the resources needed by the GUI system
//-----------------------------------------------------------------------------
CPUTResult CPUTGuiControllerDX11::RegisterGUIResources(ID3D11DeviceContext *pImmediateContext, cString VertexShaderFilename, cString PixelShaderFilename, cString RenderStateFile, cString DefaultFontFilename, cString ControlAtlasTexture)
{
    if(NULL==pImmediateContext)
    {
        return CPUT_ERROR_INVALID_PARAMETER;
    }
    CPUTResult result;
    HRESULT hr;
    ID3D11Device *pD3dDevice = NULL;
    CPUTOSServices *pServices = NULL;
    CPUTAssetLibraryDX11 *pAssetLibrary = NULL;
    cString ErrorMessage;

    // Get the services/resource pointers we need
    pServices = CPUTOSServices::GetOSServices();
    pImmediateContext->GetDevice(&pD3dDevice);
    pAssetLibrary = (CPUTAssetLibraryDX11*)CPUTAssetLibraryDX11::GetAssetLibrary();

    // Get the resource directory
    cString ResourceDirectory;
    CPUTGuiControllerDX11::GetController()->GetResourceDirectory(ResourceDirectory);

    // 1. Load the renderstate configuration for the GUI system
    mpGUIRenderStateBlock = (CPUTRenderStateBlockDX11*) pAssetLibrary->GetRenderStateBlock(ResourceDirectory+RenderStateFile); 
    ASSERT(mpGUIRenderStateBlock, _L("Error loading the render state file (.rs) needed for the CPUT GUI system"));
    

    // 2. Store the shader path from AssetLibrary, change it to OUR resource directory
    cString OriginalAssetLibraryDirectory = pAssetLibrary->GetShaderDirectory();
    pAssetLibrary->SetShaderDirectoryName(ResourceDirectory);
    

    // 3. load the shaders for gui drawing
    // Load the GUI Vertex Shader
    cString FullPath, FinalPath;
    FullPath = mResourceDirectory + VertexShaderFilename;
    pServices->ResolveAbsolutePathAndFilename(FullPath, &FinalPath);
    result = pAssetLibrary->GetVertexShader(FinalPath, pD3dDevice, _L("VS"), _L("vs_4_0"), &mpGUIVertexShader, true);
    CPUTSetDebugName( mpGUIVertexShader->GetNativeVertexShader(), _L("GUIVertexShader"));
    if(CPUTFAILED(result))
    {
        ASSERT(CPUTSUCCESS(result), _L("Error loading the vertex shader needed for the CPUT GUI system."));
    }
    ID3DBlob *pVertexShaderBlob = mpGUIVertexShader->GetBlob();

    // Load the GUI Pixel Shader
    FullPath = mResourceDirectory + PixelShaderFilename;
    pServices->ResolveAbsolutePathAndFilename(FullPath, &FinalPath);
    result = pAssetLibrary->GetPixelShader(FinalPath, pD3dDevice, _L("PS"), _L("ps_4_0"), &mpGUIPixelShader, true);
    CPUTSetDebugName( mpGUIPixelShader->GetNativePixelShader(), _L("GUIPixelShader"));
    if(CPUTFAILED(result))
    {
        ASSERT(CPUTSUCCESS(result), _L("Error loading the pixel shader needed for the CPUT GUI system."));
    }

    // Restore the previous shader directory
    pAssetLibrary->SetShaderDirectoryName(OriginalAssetLibraryDirectory);
    

    // 4. Create the vertex layout description for all the GUI controls we'll draw
    // set vertex shader as active so we can configure it
    ID3D11VertexShader *pVertexShader = mpGUIVertexShader->GetNativeVertexShader();
    pImmediateContext->VSSetShader( pVertexShader, NULL, 0 );

    D3D11_INPUT_ELEMENT_DESC layout[] =
    {
        { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },		
        { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
    };
    UINT numElements = ARRAYSIZE( layout );

    // Create the input layout
    hr = pD3dDevice->CreateInputLayout( layout, numElements, pVertexShaderBlob->GetBufferPointer(), pVertexShaderBlob->GetBufferSize(), &mpVertexLayout );
    ASSERT( SUCCEEDED(hr), _L("Error creating CPUT GUI system input layout" ));
    CPUTSetDebugName( mpVertexLayout, _L("CPUT GUI InputLayout object"));
    

    // 5. create the vertex shader constant buffer pointers
    D3D11_BUFFER_DESC bd;
    ZeroMemory( &bd, sizeof(bd) );
    bd.Usage = D3D11_USAGE_DEFAULT;
    bd.ByteWidth = sizeof(GUIConstantBufferVS);
    bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
    bd.CPUAccessFlags = 0;
    hr = pD3dDevice->CreateBuffer( &bd, NULL, &mpConstantBufferVS );
    ASSERT( SUCCEEDED(hr), _L("Error creating constant buffer VS" ));
    CPUTSetDebugName( mpConstantBufferVS, _L("GUI ConstantBuffer"));
      
    // Set the texture directory for loading the control texture atlas
    pAssetLibrary->SetTextureDirectoryName(ResourceDirectory);

    // load the control atlas
    mpControlTextureAtlas = (CPUTTextureDX11*) pAssetLibrary->GetTexture(ControlAtlasTexture); 
    if(NULL==mpControlTextureAtlas)
    {
        return CPUT_TEXTURE_LOAD_ERROR;
    }
    mpControlTextureAtlasView = mpControlTextureAtlas->GetShaderResourceView();
//.........这里部分代码省略.........
开发者ID:yumingsam,项目名称:OcclusionCulling,代码行数:101,代码来源:CPUTGuiControllerDX11.cpp


注:本文中的CPUTAssetLibraryDX11::GetPixelShader方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。