本文整理汇总了C++中CPUTAssetLibraryDX11::SetFontDirectoryName方法的典型用法代码示例。如果您正苦于以下问题:C++ CPUTAssetLibraryDX11::SetFontDirectoryName方法的具体用法?C++ CPUTAssetLibraryDX11::SetFontDirectoryName怎么用?C++ CPUTAssetLibraryDX11::SetFontDirectoryName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类CPUTAssetLibraryDX11
的用法示例。
在下文中一共展示了CPUTAssetLibraryDX11::SetFontDirectoryName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: ASSERT
//.........这里部分代码省略.........
// 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();
mpControlTextureAtlasView->AddRef();
// restore the asset library's texture directory
pAssetLibrary->SetTextureDirectoryName(OriginalAssetLibraryDirectory);
// 6. Load the font atlas
// store the existing asset library font directory
OriginalAssetLibraryDirectory = pAssetLibrary->GetFontDirectory();
// set font directory to the resource directory
pAssetLibrary->SetFontDirectoryName(ResourceDirectory);
mpFont = (CPUTFontDX11*) pAssetLibrary->GetFont(DefaultFontFilename);
if(NULL==mpFont)
{
return CPUT_TEXTURE_LOAD_ERROR;
}
mpTextTextureAtlas = mpFont->GetAtlasTexture();
mpTextTextureAtlas->AddRef();
mpTextTextureAtlasView = mpFont->GetAtlasTextureResourceView();
mpTextTextureAtlasView->AddRef();
// restore the asset library's font directory
pAssetLibrary->SetTextureDirectoryName(OriginalAssetLibraryDirectory);
// 7. Set up the DirectX uber-buffers that the controls draw into
int maxSize = max(CPUT_GUI_BUFFER_STRING_SIZE, CPUT_GUI_BUFFER_SIZE);
maxSize = max(maxSize, CPUT_GUI_VERTEX_BUFFER_SIZE);
maxSize *= sizeof( CPUTGUIVertex );
char *pZeroedBuffer= new char[maxSize];
memset(pZeroedBuffer, 0, maxSize);
// set up buffer description
ZeroMemory( &bd, sizeof(bd) );
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = sizeof( CPUTGUIVertex ) * CPUT_GUI_VERTEX_BUFFER_SIZE; //mUberBufferIndex;
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0;
// initialization data (all 0's for now)
D3D11_SUBRESOURCE_DATA InitData;
ZeroMemory( &InitData, sizeof(InitData) );
InitData.pSysMem = mpMirrorBuffer;
示例2: center
//-----------------------------------------------------------------------------
CPUTResult CPUTModelDX11::LoadModel(CPUTConfigBlock *pBlock, int *pParentID, CPUTModel *pMasterModel)
{
CPUTResult result = CPUT_SUCCESS;
CPUTAssetLibraryDX11 *pAssetLibrary = (CPUTAssetLibraryDX11*)CPUTAssetLibrary::GetAssetLibrary();
cString modelSuffix = ptoc(this);
// set the model's name
mName = pBlock->GetValueByName(_L("name"))->ValueAsString();
mName = mName + _L(".mdl");
// resolve the full path name
cString modelLocation;
cString resolvedPathAndFile;
modelLocation = ((CPUTAssetLibraryDX11*)CPUTAssetLibrary::GetAssetLibrary())->GetModelDirectory();
modelLocation = modelLocation+mName;
CPUTOSServices::GetOSServices()->ResolveAbsolutePathAndFilename(modelLocation, &resolvedPathAndFile);
// Get the parent ID. Note: the caller will use this to set the parent.
*pParentID = pBlock->GetValueByName(_L("parent"))->ValueAsInt();
LoadParentMatrixFromParameterBlock( pBlock );
// Get the bounding box information
float3 center(0.0f), half(0.0f);
pBlock->GetValueByName(_L("BoundingBoxCenter"))->ValueAsFloatArray(center.f, 3);
pBlock->GetValueByName(_L("BoundingBoxHalf"))->ValueAsFloatArray(half.f, 3);
mBoundingBoxCenterObjectSpace = center;
mBoundingBoxHalfObjectSpace = half;
mMeshCount = pBlock->GetValueByName(_L("meshcount"))->ValueAsInt();
mpMesh = new CPUTMesh*[mMeshCount];
mpMaterial = new CPUTMaterial*[mMeshCount];
memset( mpMaterial, 0, mMeshCount * sizeof(CPUTMaterial*) );
cString materialName;
char pNumber[4];
cString materialValueName;
CPUTModelDX11 *pMasterModelDX = (CPUTModelDX11*)pMasterModel;
for(UINT ii=0; ii<mMeshCount; ii++)
{
if(pMasterModelDX)
{
// Reference the master model's mesh. Don't create a new one.
mpMesh[ii] = pMasterModelDX->mpMesh[ii];
mpMesh[ii]->AddRef();
}
else
{
mpMesh[ii] = new CPUTMeshDX11();
}
}
if( !pMasterModelDX )
{
// Not a clone/instance. So, load the model's binary payload (i.e., vertex and index buffers)
// TODO: Change to use GetModel()
result = LoadModelPayload(resolvedPathAndFile);
ASSERT( CPUTSUCCESS(result), _L("Failed loading model") );
}
#if 0
cString assetSetDirectoryName = pAssetLibrary->GetAssetSetDirectoryName();
cString modelDirectory = pAssetLibrary->GetModelDirectory();
cString materialDirectory = pAssetLibrary->GetMaterialDirectory();
cString textureDirectory = pAssetLibrary->GetTextureDirectory();
cString shaderDirectory = pAssetLibrary->GetShaderDirectory();
cString fontDirectory = pAssetLibrary->GetFontDirectory();
cString up2MediaDirName = assetSetDirectoryName + _L("..\\..\\");
pAssetLibrary->SetMediaDirectoryName( up2MediaDirName );
mpShadowCastMaterial = pAssetLibrary->GetMaterial( _L("shadowCast"), false, this, -2 ); // -2 signifies shadow material. TODO: find a clearer way (e.g., enum?)
pAssetLibrary->SetAssetSetDirectoryName( assetSetDirectoryName );
pAssetLibrary->SetModelDirectoryName( modelDirectory );
pAssetLibrary->SetMaterialDirectoryName( materialDirectory );
pAssetLibrary->SetTextureDirectoryName( textureDirectory );
pAssetLibrary->SetShaderDirectoryName( shaderDirectory );
pAssetLibrary->SetFontDirectoryName( fontDirectory );
#endif
for(UINT ii=0; ii<mMeshCount; ii++)
{
// get the right material number ('material0', 'material1', 'material2', etc)
materialValueName = _L("material");
_itoa_s(ii, pNumber, 4, 10);
materialValueName.append(s2ws(pNumber));
materialName = pBlock->GetValueByName(materialValueName)->ValueAsString();
// Get/load material for this mesh
CPUTMaterialDX11 *pMaterial = (CPUTMaterialDX11*)pAssetLibrary->GetMaterial(materialName, false, this, ii);
ASSERT( pMaterial, _L("Couldn't find material.") );
// set the material on this mesh
// TODO: Model owns the materials. That allows different models to share meshes (aka instancing) that have different materials
SetMaterial(ii, pMaterial);
// Release the extra refcount we're holding from the GetMaterial operation earlier
// now the asset library, and this model have the only refcounts on that material
pMaterial->Release();
//.........这里部分代码省略.........