本文整理汇总了C++中ConstantBuffer::ApplyChanges方法的典型用法代码示例。如果您正苦于以下问题:C++ ConstantBuffer::ApplyChanges方法的具体用法?C++ ConstantBuffer::ApplyChanges怎么用?C++ ConstantBuffer::ApplyChanges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ConstantBuffer
的用法示例。
在下文中一共展示了ConstantBuffer::ApplyChanges方法的4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: UpdateCBuffer
void UpdateCBuffer(ID3D11DeviceContext* context)
{
CBuffer.Data.MSAAMode = MSAAMode;
CBuffer.Data.ResolveFilterType = ResolveFilterType;
CBuffer.Data.ResolveFilterDiameter = ResolveFilterDiameter;
CBuffer.Data.GaussianSigma = GaussianSigma;
CBuffer.Data.CubicB = CubicB;
CBuffer.Data.CubicC = CubicC;
CBuffer.Data.UseStandardResolve = UseStandardResolve;
CBuffer.Data.InverseLuminanceFiltering = InverseLuminanceFiltering;
CBuffer.Data.UseExposureFiltering = UseExposureFiltering;
CBuffer.Data.ExposureFilterOffset = ExposureFilterOffset;
CBuffer.Data.UseGradientMipLevel = UseGradientMipLevel;
CBuffer.Data.EnableTemporalAA = EnableTemporalAA;
CBuffer.Data.TemporalAABlendFactor = TemporalAABlendFactor;
CBuffer.Data.UseTemporalColorWeighting = UseTemporalColorWeighting;
CBuffer.Data.NeighborhoodClampMode = NeighborhoodClampMode;
CBuffer.Data.VarianceClipGamma = VarianceClipGamma;
CBuffer.Data.LowFreqWeight = LowFreqWeight;
CBuffer.Data.HiFreqWeight = HiFreqWeight;
CBuffer.Data.SharpeningAmount = SharpeningAmount;
CBuffer.Data.DilationMode = DilationMode;
CBuffer.Data.MipBias = MipBias;
CBuffer.Data.ReprojectionFilter = ReprojectionFilter;
CBuffer.Data.UseStandardReprojection = UseStandardReprojection;
CBuffer.Data.CurrentScene = CurrentScene;
CBuffer.Data.LightDirection = LightDirection;
CBuffer.Data.LightColor = LightColor;
CBuffer.Data.EnableDirectLighting = EnableDirectLighting;
CBuffer.Data.EnableAmbientLighting = EnableAmbientLighting;
CBuffer.Data.RenderBackground = RenderBackground;
CBuffer.Data.EnableShadows = EnableShadows;
CBuffer.Data.EnableNormalMaps = EnableNormalMaps;
CBuffer.Data.NormalMapIntensity = NormalMapIntensity;
CBuffer.Data.DiffuseIntensity = DiffuseIntensity;
CBuffer.Data.Roughness = Roughness;
CBuffer.Data.SpecularIntensity = SpecularIntensity;
CBuffer.Data.ModelOrientation = ModelOrientation;
CBuffer.Data.ModelRotationSpeed = ModelRotationSpeed;
CBuffer.Data.DoubleSyncInterval = DoubleSyncInterval;
CBuffer.Data.ExposureScale = ExposureScale;
CBuffer.Data.EnableZoom = EnableZoom;
CBuffer.Data.BloomExposure = BloomExposure;
CBuffer.Data.BloomMagnitude = BloomMagnitude;
CBuffer.Data.BloomBlurSigma = BloomBlurSigma;
CBuffer.Data.ManualExposure = ManualExposure;
CBuffer.ApplyChanges(context);
CBuffer.SetVS(context, 7);
CBuffer.SetHS(context, 7);
CBuffer.SetDS(context, 7);
CBuffer.SetGS(context, 7);
CBuffer.SetPS(context, 7);
CBuffer.SetCS(context, 7);
}
示例2: UpdateCBuffer
void UpdateCBuffer(ID3D11DeviceContext* context)
{
CBuffer.Data.EnableSun = EnableSun;
CBuffer.Data.SunAreaLightApproximation = SunAreaLightApproximation;
CBuffer.Data.SunTintColor = SunTintColor;
CBuffer.Data.SunIntensityScale = SunIntensityScale;
CBuffer.Data.SunSize = SunSize;
CBuffer.Data.SunDirType = SunDirType;
CBuffer.Data.SunDirection = SunDirection;
CBuffer.Data.SunAzimuth = SunAzimuth;
CBuffer.Data.SunElevation = SunElevation;
CBuffer.Data.MSAAMode = MSAAMode;
CBuffer.Data.FilterSize = FilterSize;
CBuffer.Data.EnableAlbedoMaps = EnableAlbedoMaps;
CBuffer.Data.EnableNormalMaps = EnableNormalMaps;
CBuffer.Data.NormalMapIntensity = NormalMapIntensity;
CBuffer.Data.DiffuseIntensity = DiffuseIntensity;
CBuffer.Data.Roughness = Roughness;
CBuffer.Data.SpecularIntensity = SpecularIntensity;
CBuffer.Data.NumParticles = NumParticles;
CBuffer.Data.EmitRadius = EmitRadius;
CBuffer.Data.EmitCenterX = EmitCenterX;
CBuffer.Data.EmitCenterY = EmitCenterY;
CBuffer.Data.EmitCenterZ = EmitCenterZ;
CBuffer.Data.AbsorptionScale = AbsorptionScale;
CBuffer.Data.EnableParticleAlbedoMap = EnableParticleAlbedoMap;
CBuffer.Data.BillboardParticles = BillboardParticles;
CBuffer.Data.RenderLowRes = RenderLowRes;
CBuffer.Data.LowResRenderMode = LowResRenderMode;
CBuffer.Data.ResolveSubPixelThreshold = ResolveSubPixelThreshold;
CBuffer.Data.CompositeSubPixelThreshold = CompositeSubPixelThreshold;
CBuffer.Data.NearestDepthThreshold = NearestDepthThreshold;
CBuffer.Data.BloomExposure = BloomExposure;
CBuffer.Data.BloomMagnitude = BloomMagnitude;
CBuffer.Data.BloomBlurSigma = BloomBlurSigma;
CBuffer.Data.ShowMSAAEdges = ShowMSAAEdges;
CBuffer.ApplyChanges(context);
CBuffer.SetVS(context, 7);
CBuffer.SetHS(context, 7);
CBuffer.SetDS(context, 7);
CBuffer.SetGS(context, 7);
CBuffer.SetPS(context, 7);
CBuffer.SetCS(context, 7);
}
示例3: DrawScene
void HillsApp::DrawScene()
{
md3dImmediateContext->ClearRenderTargetView(mRenderTargetView, reinterpret_cast<const float*>(&Colors::LightSteelBlue));
md3dImmediateContext->ClearDepthStencilView(mDepthStencilView, D3D11_CLEAR_DEPTH|D3D11_CLEAR_STENCIL, 1.0f, 0);
md3dImmediateContext->IASetInputLayout(mInputLayout);
md3dImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
md3dImmediateContext->PSSetShader(mPixelShader, NULL, 0);
md3dImmediateContext->VSSetShader(mVertexShader, NULL, 0);
UINT stride = sizeof(Vertex);
UINT offset = 0;
md3dImmediateContext->IASetVertexBuffers(0, 1, &mVB, &stride, &offset);
md3dImmediateContext->IASetIndexBuffer(mIB, DXGI_FORMAT_R32_UINT, 0);
// Set constants
XMMATRIX view = XMLoadFloat4x4(&mView);
XMMATRIX proj = XMLoadFloat4x4(&mProj);
XMMATRIX world = XMLoadFloat4x4(&mGridWorld);
XMMATRIX worldViewProj = XMMatrixTranspose(world*view*proj);
cbPerObject mPerObjectCB;
XMStoreFloat4x4(&mPerObjectCB.mWorldViewProj, worldViewProj);
mObjectConstantBuffer.Data = mPerObjectCB;
mObjectConstantBuffer.ApplyChanges(md3dImmediateContext);
auto buffer = mObjectConstantBuffer.Buffer();
md3dImmediateContext->VSSetConstantBuffers(0, 1, &buffer);
// Set raster state
md3dImmediateContext->RSSetState(mRasterState);
// Draw
md3dImmediateContext->DrawIndexed(mGridIndexCount, 0, 0);
HR(mSwapChain->Present(0, 0));
}
示例4: DrawScene
void LightingApp::DrawScene()
{
md3dImmediateContext->ClearRenderTargetView(mRenderTargetView, reinterpret_cast<const float*>(&Colors::LightSteelBlue));
md3dImmediateContext->ClearDepthStencilView(mDepthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
md3dImmediateContext->IASetInputLayout(mInputLayout);
md3dImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
md3dImmediateContext->PSSetShader(mPixelShader, NULL, 0);
md3dImmediateContext->VSSetShader(mVertexShader, NULL, 0);
UINT stride = sizeof(Vertex);
UINT offset = 0;
XMMATRIX view = XMLoadFloat4x4(&mView);
XMMATRIX proj = XMLoadFloat4x4(&mProj);
XMMATRIX viewProj = view*proj;
// Set per frame constants.
mFrameConstantBuffer.Data.mDirLight = mDirLight;
mFrameConstantBuffer.Data.mPointLight = mPointLight;
mFrameConstantBuffer.Data.mSpotLight = mSpotLight;
mFrameConstantBuffer.Data.mEyePosW = mEyePosW;
//
// Draw the hills.
//
md3dImmediateContext->IASetVertexBuffers(0, 1, &mLandVB, &stride, &offset);
md3dImmediateContext->IASetIndexBuffer(mLandIB, DXGI_FORMAT_R32_UINT, 0);
// Set per object constants.
XMMATRIX world = XMLoadFloat4x4(&mLandWorld);
XMMATRIX worldInvTranspose = MathHelper::InverseTranspose(world);
XMMATRIX worldViewProj = XMMatrixTranspose(world*view*proj);
mObjectConstantBuffer.Data.mWorld = mLandWorld;
XMStoreFloat4x4(&mObjectConstantBuffer.Data.mWorldInvTranspose, worldInvTranspose);
XMStoreFloat4x4(&mObjectConstantBuffer.Data.mWorldViewProj, worldViewProj);
mObjectConstantBuffer.Data.mMaterial = mLandMat;
mObjectConstantBuffer.ApplyChanges(md3dImmediateContext);
mFrameConstantBuffer.ApplyChanges(md3dImmediateContext);
ID3D11Buffer* buffer[2] = { mObjectConstantBuffer.Buffer(), mFrameConstantBuffer.Buffer() };
md3dImmediateContext->VSSetConstantBuffers(0, 1, &buffer[0]);
md3dImmediateContext->PSSetConstantBuffers(0, 2, buffer);
md3dImmediateContext->DrawIndexed(mLandIndexCount, 0, 0);
//
// Draw the waves.
//
md3dImmediateContext->IASetVertexBuffers(0, 1, &mWavesVB, &stride, &offset);
md3dImmediateContext->IASetIndexBuffer(mWavesIB, DXGI_FORMAT_R32_UINT, 0);
// Set per object constants.
world = XMLoadFloat4x4(&mWavesWorld);
worldInvTranspose = MathHelper::InverseTranspose(world);
worldViewProj = XMMatrixTranspose(world*view*proj);
mObjectConstantBuffer.Data.mWorld = mWavesWorld;
XMStoreFloat4x4(&mObjectConstantBuffer.Data.mWorldInvTranspose, worldInvTranspose);
XMStoreFloat4x4(&mObjectConstantBuffer.Data.mWorldViewProj, worldViewProj);
mObjectConstantBuffer.Data.mMaterial = mWavesMat;
mObjectConstantBuffer.ApplyChanges(md3dImmediateContext);
mFrameConstantBuffer.ApplyChanges(md3dImmediateContext);
md3dImmediateContext->VSSetConstantBuffers(0, 1, &buffer[0]);
md3dImmediateContext->PSSetConstantBuffers(0, 2, buffer);
md3dImmediateContext->DrawIndexed(3 * mWaves.TriangleCount(), 0, 0);
HR(mSwapChain->Present(0, 0));
}