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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: D3DX11CompileFromFilevoid 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: HRvoid 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: ARRAYSIZEHRESULT 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" C++ D3DX11CreateShaderResourceViewFromFile函数代码示例 C++ D3DVS_VERSION函数代码示例
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