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C++ IFileSystem::Write方法代码示例

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


在下文中一共展示了IFileSystem::Write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: Create

	bool CShaderHLSL::Create(P3D::sShaderDesc &desc)
	{
		const char *pData;
		ULONG fsize;
		IFileSystem* pFS = CRenderer::mEngine()->mFilesystem();
		wchar path[P3DMAX_PATH];
		wsprintf(path, P3DMAX_PATH-1, _W("shaders/%s.rshader"), desc.ShaderFile.Get());
		FSFILE *fp = pFS->Load(path, (BYTE *&)pData, fsize, true);
		if (!fp)
		{
			CON(MSG_ERR, _W("Can't open %s.hlsl shader file from data/shaders directory!"), desc.ShaderFile.Get());
			return false;
		}

		ID3D10Blob *pShaderBlob = NULL;
		ID3D10Blob *pErrors = NULL;
		UINT flags = D3D10_SHADER_DEBUG;  //D3D10_SHADER_OPTIMIZATION_LEVEL3

		char profile[128];
		switch(desc.ShaderType)
		{
		case SHADERTYPE_VERTEX_SHADER:
			strcpy(profile, D3D10GetVertexShaderProfile(g_pD3ddev));
			break;
		case SHADERTYPE_GEOMETRY_SHADER:
			strcpy(profile, D3D10GetGeometryShaderProfile(g_pD3ddev));
			break;
		case SHADERTYPE_PIXEL_SHADER:
			strcpy(profile, D3D10GetPixelShaderProfile(g_pD3ddev));
			break;
		default:
			CON(MSG_ERR, _W("Chader creation failed. No apropriate ShaderType given."));
			return false;
		}

		CIncludeHandler includeHandler;
		
		D3D10_SHADER_MACRO Shader_Macros[] = 
		{
			{ "DX10", NULL },
			{ "SM4", NULL },
			NULL
		};

		if(!CheckHRResult(D3DX10CompileFromMemory(
			pData, 
			fsize, 
			NULL, 
			Shader_Macros, 
			&includeHandler, 
			_W2A(desc.EntryFunction.Get()), 
			profile, 
			flags,
			0,
			NULL,
			&pShaderBlob, 
			&pErrors,
			NULL
			)))
		{
			if(pErrors) CON(MSG_ERR, _W("%s"), _A2W((char*)pErrors->GetBufferPointer()));
			else CON(MSG_ERR, _W("Error description not given"));
			CON(MSG_ERR, _W("Shader %s could not be compiled"), desc.ShaderFile.Get());
			SAFE_RELEASE(pErrors);
			return false;
		}

		pFS->UnLoad(fp, (BYTE *)pData);

		//save to cache
		fp = pFS->Open(_W("cache/shaders/hlsl"), _W("wb"));
		const char* cs = (const char*)pShaderBlob->GetBufferPointer();
		pFS->Write(cs, 1, pShaderBlob->GetBufferSize(), fp);
		pFS->Close(fp);

		bool shaderCreated = false;
		switch(desc.ShaderType)
		{
		case SHADERTYPE_VERTEX_SHADER:
			shaderCreated = CheckHRResult(g_pD3ddev->CreateVertexShader(pShaderBlob->GetBufferPointer(), pShaderBlob->GetBufferSize(), &m_pVS));
			break;
		case SHADERTYPE_GEOMETRY_SHADER:
			shaderCreated = CheckHRResult(g_pD3ddev->CreateGeometryShader(pShaderBlob->GetBufferPointer(), pShaderBlob->GetBufferSize(), &m_pGS));
			break;
		case SHADERTYPE_PIXEL_SHADER:
			shaderCreated = CheckHRResult(g_pD3ddev->CreatePixelShader(pShaderBlob->GetBufferPointer(), pShaderBlob->GetBufferSize(), &m_pPS));
			break;
		}
		
		if(!shaderCreated)
		{
			CON(MSG_ERR, _W("Shader creation error"));
			return false;
		}

		//if(!CheckHRResult(D3DReflect((DWORD*)pShaderBlob->GetBufferPointer(), pShaderBlob->GetBufferSize(), __uuidof(ID3D10ShaderReflection), &m_pReflection)))
		if(!CheckHRResult(D3D10ReflectShader(pShaderBlob->GetBufferPointer(), pShaderBlob->GetBufferSize(), &m_pReflection)))
		{
			CON(MSG_ERR, _W("Could not create a Shader reflection"));
			return false;
//.........这里部分代码省略.........
开发者ID:k3a,项目名称:Panther3D-2,代码行数:101,代码来源:ShaderHLSLDX10.cpp

示例2: Create

	bool CShaderHLSL::Create(P3D::sShaderDesc &desc)
	{
		const char *pData;
		ULONG fsize;
		IFileSystem* pFS = CRenderer::mEngine()->mFilesystem();
		wchar path[P3DMAX_PATH];
		wsprintf(path, P3DMAX_PATH-1, _W("shaders/%s.rshader"), desc.ShaderFile.Get());
		FSFILE *fp = pFS->Load(path, (BYTE *&)pData, fsize, true);
		if (!fp)
		{
			CON(MSG_ERR, _W("Can't open %s.hlsl shader file from data/shaders directory!"), desc.ShaderFile.Get());
			return false;
		}

		ID3DXBuffer *pShaderBlob = NULL;
		ID3DXBuffer *pErrors = NULL;
		DWORD flags = D3DXSHADER_DEBUG;  //D3DXSHADER_OPTIMIZATION_LEVEL3

		char profile[128];
		switch(desc.ShaderType)
		{
		case SHADERTYPE_VERTEX_SHADER:
			strcpy(profile, D3DXGetVertexShaderProfile(g_pD3ddev));
			break;
		case SHADERTYPE_PIXEL_SHADER:
			strcpy(profile, D3DXGetPixelShaderProfile(g_pD3ddev));
			break;
		case SHADERTYPE_GEOMETRY_SHADER:
			CON(MSG_ERR, _W("DX9 does not support geometry shaders."));
			return false;
		default:
			CON(MSG_ERR, _W("Chader creation failed. No apropriate ShaderType given."));
			return false;
		}

		CIncludeHandler includeHandler;
		
		D3DXMACRO Shader_Macros[] = 
		{
			{ "DX9", NULL },
			{ "SM3", NULL },
			NULL
		};

		if(FAILED(D3DXCompileShader(
			pData, 
			fsize, 
			Shader_Macros, 
			&includeHandler, 
			_W2A(desc.EntryFunction.Get()), 
			profile, 
			flags,
			&pShaderBlob, 
			&pErrors,
			&m_pConstTable
			)))
		{
			if(pErrors) CON(MSG_ERR, _W("%s"), _A2W((char*)pErrors->GetBufferPointer()));
			else CON(MSG_ERR, _W("Error description not given"));
			CON(MSG_ERR, _W("Shader %s could not be compiled"), desc.ShaderFile.Get());
			SAFE_RELEASE(pErrors);
			return false;
		}

		pFS->UnLoad(fp, (BYTE *)pData);

		//save to cache
		fp = pFS->Open(_W("cache/shaders/hlsl"), _W("wb"));
		const char* cs = (const char*)pShaderBlob->GetBufferPointer();
		pFS->Write(cs, 1, pShaderBlob->GetBufferSize(), fp);
		pFS->Close(fp);

		bool shaderCreated = false;
		switch(desc.ShaderType)
		{
		case SHADERTYPE_VERTEX_SHADER:
			shaderCreated = SUCCEEDED(g_pD3ddev->CreateVertexShader((const DWORD*)pShaderBlob->GetBufferPointer(), &m_pVS));
			break;
		case SHADERTYPE_PIXEL_SHADER:
			shaderCreated = SUCCEEDED(g_pD3ddev->CreatePixelShader((const DWORD*)pShaderBlob->GetBufferPointer(), &m_pPS));
			break;
		}

		if(!shaderCreated)
		{
			CON(MSG_ERR, _W("Shader creation error"));
			return false;
		}

		//set constant to their default values 
		m_pConstTable->SetDefaults(g_pD3ddev);

		//create vertex declaration
		if(desc.ShaderType == SHADERTYPE_VERTEX_SHADER)
			m_pVertDecl = new CVertexDeclaration(CRenderer::cGraphicsManager()->GetVertexDescByID(desc.VertexDescID), pShaderBlob);

		SAFE_RELEASE(pShaderBlob);

		m_desc = desc;

//.........这里部分代码省略.........
开发者ID:k3a,项目名称:Panther3D-2,代码行数:101,代码来源:ShaderHLSL.cpp


注:本文中的IFileSystem::Write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。