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C++ Path::getRootAndPath方法代码示例

本文整理汇总了C++中torque::Path::getRootAndPath方法的典型用法代码示例。如果您正苦于以下问题:C++ Path::getRootAndPath方法的具体用法?C++ Path::getRootAndPath怎么用?C++ Path::getRootAndPath使用的例子?那么恭喜您, 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torque::Path的用法示例。


在下文中一共展示了Path::getRootAndPath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: String

HRESULT _gfxD3DXInclude::Open(THIS_ D3DXINCLUDE_TYPE IncludeType, LPCSTR pFileName, 
                              LPCVOID pParentData, LPCVOID *ppData, UINT *pBytes, 
                              LPSTR pFullPath, DWORD cbFullPath)
{
   // First try making the path relative to the parent.
   Torque::Path path = Torque::Path::Join( mLastPath.last(), '/', pFileName );
   path = Torque::Path::CompressPath( path );

   if ( !Torque::FS::ReadFile( path, (void *&)*ppData, *pBytes, true ) )
   {
      // Ok... now try using the path as is.
      path = String( pFileName );
      path = Torque::Path::CompressPath( path );

      if ( !Torque::FS::ReadFile( path, (void *&)*ppData, *pBytes, true ) )
      {
         AssertISV(false, avar( "Failed to open include '%s'.", pFileName));
         return E_FAIL;
      }
   }

   // If the data was of zero size then we cannot recurse
   // into this file and DX won't call Close() below.
   //
   // So in this case don't push on the path.
   if ( *pBytes > 0 )
      mLastPath.push_back( path.getRootAndPath() );

   return S_OK;
}
开发者ID:AlkexGas,项目名称:Torque3D,代码行数:30,代码来源:gfxD3D9Shader.cpp

示例2: sHLSLStr

bool GFXD3D9Shader::_compileShader( const Torque::Path &filePath, 
                                    const String& target,                                  
                                    const D3DXMACRO *defines, 
                                    GenericConstBufferLayout* bufferLayoutF, 
                                    GenericConstBufferLayout* bufferLayoutI,
                                    Vector<GFXShaderConstDesc> &samplerDescriptions )
{
   PROFILE_SCOPE( GFXD3D9Shader_CompileShader );

   HRESULT res = D3DERR_INVALIDCALL;
   LPD3DXBUFFER code = NULL;
   LPD3DXBUFFER errorBuff = NULL;

#ifdef TORQUE_DEBUG
   U32 flags = D3DXSHADER_DEBUG;
#else
   U32 flags = 0;
#endif

#ifdef TORQUE_OS_XENON
   flags |= D3DXSHADER_PREFER_FLOW_CONTROL;
#endif

#ifdef D3DXSHADER_USE_LEGACY_D3DX9_31_DLL
   if( D3DX_SDK_VERSION >= 32 )
   {
      // will need to use old compiler for 1_1 shaders - check for pixel
      // or vertex shader with appropriate version.
      if ((target.compare("vs1", 3) == 0) || (target.compare("vs_1", 4) == 0))      
         flags |= D3DXSHADER_USE_LEGACY_D3DX9_31_DLL;

      if ((target.compare("ps1", 3) == 0) || (target.compare("ps_1", 4) == 0))
         flags |= D3DXSHADER_USE_LEGACY_D3DX9_31_DLL;
   }
#endif

#if !defined(TORQUE_OS_XENON) && (D3DX_SDK_VERSION <= 40)
#error This version of the DirectX SDK is too old. Please install a newer version of the DirectX SDK: http://msdn.microsoft.com/en-us/directx/default.aspx
#endif

   ID3DXConstantTable* table = NULL;

   static String sHLSLStr( "hlsl" );
   static String sOBJStr( "obj" );

   // Is it an HLSL shader?
   if ( filePath.getExtension().equal(sHLSLStr, String::NoCase) )   
   {
      FrameAllocatorMarker fam;
      char *buffer = NULL;

      // Set this so that the D3DXInclude::Open will have this 
      // information for relative paths.
      smD3DXInclude->setPath( filePath.getRootAndPath() );

      FileStream s;
      if ( !s.open( filePath, Torque::FS::File::Read ) )
      {
         AssertISV(false, avar("GFXD3D9Shader::initShader - failed to open shader '%s'.", filePath.getFullPath().c_str()));

         if ( smLogErrors )
            Con::errorf( "GFXD3D9Shader::_compileShader - Failed to open shader file '%s'.", 
               filePath.getFullPath().c_str() );

         return false;
      }

      // Convert the path which might have virtualized
      // mount paths to a real file system path.
      Torque::Path realPath;
      if ( !FS::GetFSPath( filePath, realPath ) )
         realPath = filePath;

      // Add a #line pragma so that error and warning messages
      // returned by the HLSL compiler report the right file.
      String linePragma = String::ToString( "#line 1 \"%s\"\r\n", realPath.getFullPath().c_str() );
      U32 linePragmaLen = linePragma.length();

      U32 bufSize = s.getStreamSize();
      buffer = (char *)fam.alloc( bufSize + linePragmaLen + 1 );
      dStrncpy( buffer, linePragma.c_str(), linePragmaLen );
      s.read( bufSize, buffer + linePragmaLen );
      buffer[bufSize+linePragmaLen] = 0;

      res = GFXD3DX.D3DXCompileShader( buffer, bufSize + linePragmaLen, defines, smD3DXInclude, "main", 
         target, flags, &code, &errorBuff, &table );
   }

   // Is it a precompiled obj shader?
   else if ( filePath.getExtension().equal( sOBJStr, String::NoCase ) )
   {     
      FileStream  s;
      if(!s.open(filePath, Torque::FS::File::Read))
      {
         AssertISV(false, avar("GFXD3D9Shader::initShader - failed to open shader '%s'.", filePath.getFullPath().c_str()));

         if ( smLogErrors )
            Con::errorf( "GFXD3D9Shader::_compileShader - Failed to open shader file '%s'.", 
               filePath.getFullPath().c_str() );

//.........这里部分代码省略.........
开发者ID:AlkexGas,项目名称:Torque3D,代码行数:101,代码来源:gfxD3D9Shader.cpp


注:本文中的torque::Path::getRootAndPath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。