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自学教程:C++ D3DX11CompileFromFile函数代码示例

51自学网 2021-06-01 20:17:00
  C++
这篇教程C++ D3DX11CompileFromFile函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中D3DX11CompileFromFile函数的典型用法代码示例。如果您正苦于以下问题:C++ D3DX11CompileFromFile函数的具体用法?C++ D3DX11CompileFromFile怎么用?C++ D3DX11CompileFromFile使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。

在下文中一共展示了D3DX11CompileFromFile函数的30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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: D3DX11CompileFromFile

void Heightfield::SetupPipeline(){    // load and compile the two shaders	ID3D10Blob *VS, *PS;    D3DX11CompileFromFile("shaders.hlsl", 0, 0, "VShader", "vs_5_0", 0, 0, 0, &VS, 0, 0);    D3DX11CompileFromFile("shaders.hlsl", 0, 0, "PShader", "ps_5_0", 0, 0, 0, &PS, 0, 0);    // encapsulate both shaders into shader objects    mDev->CreateVertexShader(VS->GetBufferPointer(), VS->GetBufferSize(), NULL, &mVS);        mDev->CreatePixelShader(PS->GetBufferPointer(), PS->GetBufferSize(), NULL, &mPS);            // create the input layout object    D3D11_INPUT_ELEMENT_DESC ied[] =    {        {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},        {"NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},        {"TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0},        {"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 36, D3D11_INPUT_PER_VERTEX_DATA, 0}    };    mDev->CreateInputLayout(ied, 4, VS->GetBufferPointer(), VS->GetBufferSize(), &mLayout);   }
开发者ID:schulchr,项目名称:Olympus,代码行数:26,


示例2: D3DX11CompileFromFile

// this function loads and prepares the shadersvoid FRenderD3D11::InitPipeline(){	// load and compile the two shaders	ID3D10Blob *VertexShader, *PixelShader;	D3DX11CompileFromFile(TEXT("..//..//Resource//Shader//shader.shader"), 0, 0, "VShader", "vs_4_0", 0, 0, 0, &VertexShader, 0, 0);	D3DX11CompileFromFile(TEXT("..//..//Resource//Shader//shader.shader"), 0, 0, "PShader", "ps_4_0", 0, 0, 0, &PixelShader, 0, 0);	// encapsulate both shaders into shader objects	m_pDevice->CreateVertexShader(VertexShader->GetBufferPointer(), VertexShader->GetBufferSize(), NULL, &m_pVertexShader);	m_pDevice->CreatePixelShader(PixelShader->GetBufferPointer(), PixelShader->GetBufferSize(), NULL, &m_pPixelShader);	// set the shader objects	m_pDeviceContext->VSSetShader(m_pVertexShader, 0, 0);	m_pDeviceContext->PSSetShader(m_pPixelShader, 0, 0);	// create the input layout object	D3D11_INPUT_ELEMENT_DESC ied[] =	{		{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },		{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },	};	m_pDevice->CreateInputLayout(ied, _countof(ied), VertexShader->GetBufferPointer(), VertexShader->GetBufferSize(), &m_pLayout);	m_pDeviceContext->IASetInputLayout(m_pLayout);}
开发者ID:JeongHwanYim,项目名称:FEngine,代码行数:26,


示例3: HR

void BlendApp::BuildShaders(){	HR(D3DX11CompileFromFile(L"Blend.hlsl", 0, 0, "VS", "vs_4_0", 0, 0, 0, &mVsBlob, 0, 0));	HR(md3dDevice->CreateVertexShader(mVsBlob->GetBufferPointer(), mVsBlob->GetBufferSize(), 0, &mVertexShader));	HR(D3DX11CompileFromFile(L"Blend.hlsl", 0, 0, "PS", "ps_4_0", 0, 0, 0, &mPsBlob, 0, 0));	HR(md3dDevice->CreatePixelShader(mPsBlob->GetBufferPointer(), mPsBlob->GetBufferSize(), 0, &mPixelShader));}
开发者ID:fxyyoung,项目名称:HyperEngine,代码行数:8,


示例4: ARRAYSIZE

HRESULT CAniShader::Init(){	D3D11_INPUT_ELEMENT_DESC tInputLayout[] =	{		{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },		{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },		{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },		{ "BONES", 0, DXGI_FORMAT_R32G32B32A32_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },		{ "BONES", 1, DXGI_FORMAT_R32G32B32A32_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },		{ "WEIGHTS", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },		{ "WEIGHTS", 1, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },	};	UINT iElementNum = ARRAYSIZE(tInputLayout);	DWORD swFlag = D3DCOMPILE_ENABLE_STRICTNESS;#if defined( DEBUG ) || defined( _DEBUG )	swFlag |= D3D10_SHADER_DEBUG;#endif	ID3DBlob* pBlob = NULL, *pErrorBlob = NULL;	ID3D11Device* pDevice = m_pDevice->GetDevice();	if (SUCCEEDED(D3DX11CompileFromFile(L"../bin/Data/Fx/VertexAni.fx", NULL, NULL,		"VS", "vs_4_0", swFlag, 0, NULL, &pBlob, &pErrorBlob, NULL)))	{		pDevice->CreateVertexShader(pBlob->GetBufferPointer(), pBlob->GetBufferSize(), NULL, &m_pVertexShader);		pDevice->CreateInputLayout(			tInputLayout, iElementNum, pBlob->GetBufferPointer(), pBlob->GetBufferSize(), &m_pVertexLayout);	}	else	{		if (pErrorBlob) { FAILED_CHECK_MSG(E_FAIL, L"
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