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本文整理汇总了C++中D3DX11CreateShaderResourceViewFromFile函数的典型用法代码示例。如果您正苦于以下问题:C++ D3DX11CreateShaderResourceViewFromFile函数的具体用法?C++ D3DX11CreateShaderResourceViewFromFile怎么用?C++ D3DX11CreateShaderResourceViewFromFile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D3DX11CreateShaderResourceViewFromFile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: ZeroMemoryvoid CloudShader::createBuffers(ID3D11Device* pd3dDevice){ // Create the 3 constant buffers, using the same buffer descriptor to create all three D3D11_BUFFER_DESC Desc; ZeroMemory(&Desc, sizeof(Desc)); Desc.Usage = D3D11_USAGE_DEFAULT; Desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; Desc.CPUAccessFlags = 0; Desc.MiscFlags = 0; Desc.ByteWidth = sizeof(CB_VS_PER_OBJECT); pd3dDevice->CreateBuffer(&Desc, NULL, &cbVSPerObject); DXUT_SetDebugName(cbVSPerObject, "CB_VS_PER_OBJECT_CLOUD"); Desc.ByteWidth = sizeof(CB_PS_PER_OBJECT); pd3dDevice->CreateBuffer(&Desc, NULL, &cbPSPerObject); DXUT_SetDebugName(cbPSPerObject, "CB_PS_PER_OBJECT_CLOUD"); // also initialize the wind textures D3DX11CreateShaderResourceViewFromFile(pd3dDevice, L"Media//Grass//Wind1.png", NULL, NULL, &txWind1, NULL); DXUT_SetDebugName(txWind1, "TEX_WIND1_CLOUD"); D3DX11CreateShaderResourceViewFromFile(pd3dDevice, L"Media//Grass//Wind2.png", NULL, NULL, &txWind2, NULL); DXUT_SetDebugName(txWind2, "TEX_WIND2_CLOUD");}
开发者ID:alcornwill,项目名称:directx_demo,代码行数:33,
示例2: D3DX11CreateShaderResourceViewFromFilebool TextureArrayClass::Initialize(ID3D11Device* device, WCHAR* filename1, WCHAR* filename2, WCHAR* filename3){ HRESULT result; // Load the first texture in. result = D3DX11CreateShaderResourceViewFromFile(device, filename1, NULL, NULL, &m_textures[0], NULL); if(FAILED(result)) { return false; } // Load the second texture in. result = D3DX11CreateShaderResourceViewFromFile(device, filename2, NULL, NULL, &m_textures[1], NULL); if(FAILED(result)) { return false; } // Load the third texture in. result = D3DX11CreateShaderResourceViewFromFile(device, filename3, NULL, NULL, &m_textures[2], NULL); if(FAILED(result)) { return false; } return true;}
开发者ID:kabzerek,项目名称:DX11_project,代码行数:27,
示例3: D3DX11CreateShaderResourceViewFromFilebool TextureClass::Initialize(ID3D11Device* device, WCHAR* filename, WCHAR* filename2){ HRESULT result; m_texture = new ID3D11ShaderResourceView*[2]; // Load the texture in. result = D3DX11CreateShaderResourceViewFromFile(device, filename, NULL, NULL, &(m_texture[0]), NULL); if(FAILED(result)) { return false; } if(filename2 != NULL) { result = D3DX11CreateShaderResourceViewFromFile(device, filename2, NULL, NULL, &(m_texture[1]), NULL); if(FAILED(result)) { return false; } } else { m_texture[1] = 0; } return true;}
开发者ID:liggxibbler,项目名称:FuzzyGraphicalTest,代码行数:27,
示例4: HRbool LightingDemo2::init(){ if (RenderCore::init() == false) { return false; } mWaves.Init(160, 160, 1.0f, 0.03f, 5.0f, 0.3f); // Must init Effects first since InputLayouts depend on shader signatures. EffectMgr::initAll(md3dDevice); InputLayoutMgr::initAll(md3dDevice); RenderStateMgr::initAll(md3dDevice); HR(D3DX11CreateShaderResourceViewFromFile(md3dDevice, L"../Textures/grass.dds", 0, 0, &mGrassMapSRV, 0 )); HR(D3DX11CreateShaderResourceViewFromFile(md3dDevice, L"../Textures/water2.dds", 0, 0, &mWavesMapSRV, 0 )); HR(D3DX11CreateShaderResourceViewFromFile(md3dDevice, L"../Textures/WireFence.dds", 0, 0, &mBoxMapSRV, 0 )); HR(D3DX11CreateShaderResourceViewFromFile(md3dDevice, L"../Textures/cig_texture2.dds", 0, 0, &mCigMapSRV, 0 )); //buildSceneBuffers(); buildSkull(); buildCigar(); buildBox(); buildLand(); buildWave(); return true;}
开发者ID:daniel-zhang,项目名称:render_demos,代码行数:28,
示例5: HRvoid TreeBillboardApp::InitFX(){ // Must init Effects first since InputLayouts depend on shader signatures. Effects::InitAll(m_dxDevice.Get()); InputLayouts::InitAll(m_dxDevice.Get()); RenderStates::InitAll(m_dxDevice.Get()); HR(D3DX11CreateShaderResourceViewFromFile(m_dxDevice.Get(), "Textures/grass.dds", 0, 0, m_grassMapSRV.GetAddressOf(), 0 )); HR(D3DX11CreateShaderResourceViewFromFile(m_dxDevice.Get(), "Textures/water2.dds", 0, 0, m_wavesMapSRV.GetAddressOf(), 0 )); HR(D3DX11CreateShaderResourceViewFromFile(m_dxDevice.Get(), "Textures/WireFence.dds", 0, 0, m_boxMapSRV.GetAddressOf(), 0 )); std::vector<std::string> treeFilenames; treeFilenames.push_back("Textures/tree0.dds"); treeFilenames.push_back("Textures/tree1.dds"); treeFilenames.push_back("Textures/tree2.dds"); treeFilenames.push_back("Textures/tree3.dds"); //Create texture array view m_treeTextureMapArraySRV = dxHelper::CreateTexture2DArraySRV( m_dxDevice.Get(), m_dxImmediateContext.Get(), treeFilenames, DXGI_FORMAT_R8G8B8A8_UNORM);}
开发者ID:madmaurice,项目名称:sandbox,代码行数:26,
示例6: BuildShadersbool BlendApp::Init(){ if(!D3DApp::Init()) return false; mWaves.Init(160, 160, 1.0f, 0.03f, 5.0f, 0.3f); // Must init Effects first since InputLayouts depend on shader signatures. BuildShaders(); BuildInputLayout(); RenderStates::InitAll(md3dDevice); HR(D3DX11CreateShaderResourceViewFromFile(md3dDevice, L"Textures/grass.dds", 0, 0, &mGrassMapSRV, 0 )); HR(D3DX11CreateShaderResourceViewFromFile(md3dDevice, L"Textures/water2.dds", 0, 0, &mWavesMapSRV, 0 )); HR(D3DX11CreateShaderResourceViewFromFile(md3dDevice, L"Textures/WireFence.dds", 0, 0, &mBoxMapSRV, 0 )); BuildLandGeometryBuffers(); BuildWaveGeometryBuffers(); BuildCrateGeometryBuffers(); BuildConstBuffer(); return true;}
开发者ID:fxyyoung,项目名称:HyperEngine,代码行数:28,
示例7: loadTextures//--------------------------------------------------------------------------------------// JPE: Load Texture//--------------------------------------------------------------------------------------HRESULT loadTextures(ID3D11Device* d3d11Device){ //LPCWSTR pathTexture = L"C://Users//yapjpe//Documents//Visual Studio 2010//Projects//DirectXSamples//Textures//images.dds"; LPCWSTR pathTexture = L"C://Users//yapjpe//Desktop//tmp//imagenes//HexagonTile_DIFF.png"; LPCWSTR pathNormalMap = L"C://Users//yapjpe//Desktop//tmp//imagenes//mono_norm.jpg"; LPCWSTR pathSpecularMap = NULL; // L"C://Users//yapjpe//Desktop//tmp//imagenes//HexagonTile_SPEC.png"; // jpg: circulo_norm mono_norm cara_norm formas_norm ice1_n sandbag-diff sandbag-nor // png: rabbit-june5_2006-img_0075_nm.png HexagonTile_NRM HexagonTile_DIFF HexagonTile_SPEC HRESULT hr; hr = D3DX11CreateShaderResourceViewFromFile(d3d11Device, pathTexture, NULL, NULL, &m_texture, NULL); if (FAILED(hr)) { return hr; } // Create a texture sampler state description. samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; samplerDesc.MipLODBias = 0.0f; samplerDesc.MaxAnisotropy = 1; samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; samplerDesc.BorderColor[0] = 0; samplerDesc.BorderColor[1] = 0; samplerDesc.BorderColor[2] = 0; samplerDesc.BorderColor[3] = 0; samplerDesc.MinLOD = 0; samplerDesc.MaxLOD = D3D11_FLOAT32_MAX; // Create the texture sampler state. hr = d3d11Device->CreateSamplerState(&samplerDesc, &m_sampleState); if (FAILED(hr)) { return hr; } // Carga el normal map. hr = D3DX11CreateShaderResourceViewFromFile(d3d11Device, pathNormalMap, NULL, NULL, &m_normalmap, NULL); if (FAILED(hr)) { return hr; } // Carga el normal map. hr = D3DX11CreateShaderResourceViewFromFile(d3d11Device, pathSpecularMap, NULL, NULL, &m_specularmap, NULL); if (FAILED(hr)) { return hr; } return hr;}
开发者ID:jpechevarria,项目名称:lab,代码行数:60,
示例8: BRR// конструктор модели с костямиAnimModel::AnimModel(wchar_t* binFilePath, wchar_t* textureFilePath, bool* result) { // инициализация переменных position = Const::spawnPoint; // координаты модели // загрузить модель из файла BRR(LoadAmimModelFromFile(binFilePath)); // инициализация элементов после загрузки std::fill(curFrame.begin(), curFrame.end(), 0); std::fill(accumulation.begin(), accumulation.end(), 0.0f); std::fill(blendFactors.begin(), blendFactors.end(), 0.0f); blendFactors[0] = 1.0f; // создать матрицу порядка умножения финальных костей BRR(BuildOrder()); // загрузить текстуру if (FAILED(D3DX11CreateShaderResourceViewFromFile(Mediator::pDev, textureFilePath, NULL, NULL, &pSRtexture, NULL))) { BRR(Mediator::errors->Push(textureFilePath)); *result = false; return; } *result = true;}
开发者ID:Zimogor,项目名称:boxes_and_spheres,代码行数:28,
示例9: XMFLOAT4void cPillar::Init(float x,float y,float z){ cFBXObject::Init(L"FX/Basic.fx"); vertices = LOADMANAGER->Pillar_Resource; mDirLights[0].Ambient = XMFLOAT4(0.3f, 0.3f, 0.3f, 1.0f); mDirLights[0].Diffuse = XMFLOAT4(0.8f, 0.8f, 0.8f, 1.0f); mDirLights[0].Specular = XMFLOAT4(0.6f, 0.6f, 0.6f, 16.0f); mDirLights[0].Direction = XMFLOAT3(0.707f, -0.707f, 0.0f); mDirLights[1].Ambient = XMFLOAT4(0.2f, 0.2f, 0.2f, 1.0f); mDirLights[1].Diffuse = XMFLOAT4(1.4f, 1.4f, 1.4f, 1.0f); mDirLights[1].Specular = XMFLOAT4(0.3f, 0.3f, 0.3f, 16.0f); mDirLights[1].Direction = XMFLOAT3(-0.707f, 0.0f, 0.707f); mDirLights[2].Ambient = XMFLOAT4(0.0f, 0.0f, 0.0f, 1.0f); mDirLights[2].Diffuse = XMFLOAT4(0.2f, 0.2f, 0.2f, 1.0f); mDirLights[2].Specular = XMFLOAT4(0.0f, 0.0f, 0.0f, 1.0f); mDirLights[2].Direction = XMFLOAT3(0.0f, -0.707f, -0.707f); mObjectMat.Ambient = XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f); mObjectMat.Diffuse = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f); mObjectMat.Specular = XMFLOAT4(0.2f, 0.2f, 0.2f, 16.0f); HR(D3DX11CreateShaderResourceViewFromFile(m_pD3dDevice, L"Textures/pillar.bmp", 0, 0, &mDiffuseMapSRV, 0)); //D3D11_BUFFER_DESC vbd; ZeroMemory(&vbd, sizeof(D3D11_BUFFER_DESC)); vbd.Usage = D3D11_USAGE_DEFAULT; vbd.ByteWidth = sizeof(PNT_Vertex)* vertices.size(); //vbd.ByteWidth = sizeof(PNT_Vertex)* m_Animations[0].keyframe_vertices.size(); vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER; //vbd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; vbd.MiscFlags = 0; vbd.StructureByteStride = 0; //D3D11_SUBRESOURCE_DATA vinitData; vinitData.pSysMem = &vertices[0]; //vinitData.pSysMem = &m_Animations[0].keyframe_vertices[0]; HR(m_pD3dDevice->CreateBuffer(&vbd, &vinitData, &m_VB)); D3D11_RASTERIZER_DESC Desc; ZeroMemory(&Desc, sizeof(D3D11_RASTERIZER_DESC)); Desc.FillMode = D3D11_FILL_SOLID; Desc.CullMode = D3D11_CULL_BACK; Desc.FrontCounterClockwise = true;//////////////////////////////////////////////////////////////////////////////////////////////////////// Desc.DepthClipEnable = true; HR(m_pD3dDevice->CreateRasterizerState(&Desc, &m_RS)); m_WorldMatrix._41 = x; m_WorldMatrix._42 = y; m_WorldMatrix._43 = z;}
开发者ID:kb7639,项目名称:Tower_of_Eternity,代码行数:60,
示例10: D3DX11CreateShaderResourceViewFromFileHRESULT GraphicsManager::CreateShaderResourceViewFromFile(ID3D11Device *device, ID3D11DeviceContext *dc, const wchar_t *filename, ID3D11ShaderResourceView **resourceView){ HRESULT result = E_FAIL;#ifdef OLD_DX_SDK //If not, then we have to load it! D3DX11_IMAGE_LOAD_INFO imageInfo; result = D3DX11CreateShaderResourceViewFromFile(device, filename, &imageInfo, NULL, resourceView, NULL);#else ID3D11Texture2D *tex; result = CreateWICTextureFromFile(device, dc, filename, (ID3D11Resource **)&tex, resourceView); if (FAILED(result)) { DirectX::TexMetadata md; DirectX::ScratchImage img; result = LoadFromDDSFile(filename, 0, &md, img); result = CreateShaderResourceView(device, img.GetImages(), img.GetImageCount(), md, resourceView); }#endif if (FAILED(result)) { printf("There was a problem loading /"%s/"/n", filename); } return result;}
开发者ID:wilkinj1,项目名称:CST8237-Assignments,代码行数:27,
示例11: TextureFinder//Initialise Particle Systembool CParticleSystem::Initialise(ID3D11Device* device, std::string mFileName, std::string mFileType, std::string textureLocation){ bool result; //Texture Location std::string textureRelativePath = TextureFinder(textureLocation, mFileName, mFileType); if (FAILED(D3DX11CreateShaderResourceViewFromFile(device, textureRelativePath.c_str(), NULL, NULL, &m_Texture[0], NULL))) { //Output Error Message OutputDebugString("Unable to Load Texture: "); OutputDebugString(textureRelativePath.c_str()); OutputDebugString("/n"); return false; } //Initialise Particles in System result = InitialiseParticleSystem(); if (!result) { return false; } //Initialise Buffers result = InitialiseBuffers(device); if (!result) { return false; } return true;}
开发者ID:Dan-Blackburn,项目名称:Final-Year-Project,代码行数:33,
示例12: D3DX11CreateShaderResourceViewFromFilebool Shader::loadTexture(const wchar_t* name, ID3D11Device* pDevice) { HRESULT hr = D3DX11CreateShaderResourceViewFromFile(pDevice, name, NULL, NULL, &m_pTexture, NULL); if(FAILED(hr)) { Log::get()->err("Не удалось загрузить текстуру %ls", name); return false; } D3D11_SAMPLER_DESC samplerDesc; samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; samplerDesc.MipLODBias = 0.0f; samplerDesc.MaxAnisotropy = 1; samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; samplerDesc.BorderColor[0] = 0; samplerDesc.BorderColor[1] = 0; samplerDesc.BorderColor[2] = 0; samplerDesc.BorderColor[3] = 0; samplerDesc.MinLOD = 0; samplerDesc.MaxLOD = D3D11_FLOAT32_MAX; hr = pDevice->CreateSamplerState(&samplerDesc, &m_pSampleState); if(FAILED(hr)) { Log::get()->err("Не удалось создать sample state"); return false; } return true;}
开发者ID:flair2005,项目名称:physx-app,代码行数:30,
示例13: sizeofbool Object::InitializeBuffers(ID3D11Device* device, ID3D11DeviceContext* deviceContext, vector<Vertex>* vertices, LPCSTR textureFilename){ vertexCount = vertices->size(); Vertex *verts = new Vertex[vertexCount]; for (int i = 0; i < vertexCount; i++) verts[i] = vertices->at(i); BUFFER_INIT_DESC vertexBufferDesc; vertexBufferDesc.ElementSize = sizeof(Vertex); vertexBufferDesc.InitData = verts; vertexBufferDesc.NumElements = vertices->size(); vertexBufferDesc.Type = VERTEX_BUFFER; vertexBufferDesc.Usage = BUFFER_DEFAULT; vertexBuffer = new ObjectBuffer(); if(FAILED(vertexBuffer->Init(device, deviceContext, vertexBufferDesc))) ::MessageBox(0, "Initializing vertex buffer failed! [ObjLoader]", "Error", MB_OK); D3D11_INPUT_ELEMENT_DESC inputDesc[] = { {"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}, {"TEXTURECOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0} }; if(D3DX11CreateShaderResourceViewFromFile(device, textureFilename, 0, 0, &mShaderResourceView, 0 )) ::MessageBox(0, "Failed to create shader resource! [Model->bthcolor]", "Error", MB_OK); Effects::Shader_ShadowFX->SetTexture(mShaderResourceView, "shaderTexture"); return true;}
开发者ID:timotii48,项目名称:TTEngine,代码行数:32,
示例14: HandleShaderFilesvoid HandleShaderFiles(const char* a_szFilename){ const char* pEnd = strchr(a_szFilename,'/0'); while((*pEnd) != '.') { pEnd--; } char szExtension[32]; strncpy_s(szExtension,pEnd,strlen(pEnd) + 1); if(strstr(szExtension,".hlsl")) { pkShader->LoadFromFile(a_szFilename); m_pScene->UpdateProperties(); } else if(strstr(szExtension,".jpg") || strstr(szExtension,".png") || strstr(szExtension,".bmp") || strstr(szExtension,".tif")) { ID3D11ShaderResourceView* NewTexture = nullptr; D3DX11CreateShaderResourceViewFromFile(lcRenderer::GetDevice(),a_szFilename,nullptr,nullptr,&NewTexture,nullptr); if(NewTexture) { CubeTexture = NewTexture; return; } }}
开发者ID:NathanChambers,项目名称:Labyrinth-Engine,代码行数:28,
示例15: GetWindowRectbool BoxApp::Init(){ if(!D3DApp::Init()) return false; GetWindowRect(mhMainWnd,&rc); int midX= (rc.right+rc.left)/2; int midY= (rc.top+rc.bottom)/2; mLastMousePos.x = midX; mLastMousePos.y = midY; SetCursorPos(midX,midY); ClipCursor(&rc); w = new World(); w->Init(md3dDevice,this); cam = new Camera(); cam->Init(&mView, w->playerShip); //SetCapture(mhMainWnd); ShowCursor(false); BuildGeometryBuffers(); BuildFX(); BuildVertexLayout(); HR(D3DX11CreateShaderResourceViewFromFile(md3dDevice,L"Assets/skybox.dds",0,0, &mCubeMapSRV,0)); CubeMap = mFX->GetVariableByName("gCubeMap")->AsShaderResource(); CubeMap->SetResource(mCubeMapSRV); return true;}
开发者ID:DuncanKeller,项目名称:3D-Proj-Space-Jam,代码行数:30,
示例16: Inventoryvoid EnemyTurnState::Init(){ mInventory = new Inventory(); mInventory->createItemVectors(); mInventory->CreateEnemyVectors(); mFont = ((InClassProj*)mStateMachine)->GetFont(); Next = false; md3dDevice = ((InClassProj*)mStateMachine)->GetDevice(); md3dImmediateContext = ((InClassProj*)mStateMachine)->GetContext(); mTransparentBS = ((InClassProj*)mStateMachine)->GetTransparentBS(); mFontDS = ((InClassProj*)mStateMachine)->GetFontDS(); mBattleScreen = new Sprite::Frame(); ID3D11ShaderResourceView* image; D3DX11CreateShaderResourceViewFromFile(md3dDevice, L"Textures/PostBattleScreen.png", 0, 0, &image, 0); mBattleScreen->imageWidth = 1900; mBattleScreen->imageHeight = 1000; mBattleScreen->x = 0; mBattleScreen->y = 0; mBattleScreen->image = image; mBattleScreen->Terrain = 1; mBattleScreen->Level = 1; mBattleScreen->Direction = 1; mBattleScreenVector.push_back(mBattleScreen); Sprite::Frame* test = mBattleScreenVector[0]; mScreenToDraw = new Tile(XMVectorSet(950.0f, 500.0f, 0.0f, 1.0f), XMVectorSet(1.0f, 1.0f, 1.0f, 1.0f), 1900, 1000, 0.0f, mBattleScreenVector, 1.0f, md3dDevice);}
开发者ID:Spyb0y,项目名称:The-Game-that-Shall....you-get-the-idea,代码行数:33,
示例17: D3DX11CreateShaderResourceViewFromFilebool TextureClass::Initialize(ID3D11Device * device,WCHAR *filename){ HRESULT result; result = D3DX11CreateShaderResourceViewFromFile(device,filename,NULL,NULL,&m_texture,NULL); if(FAILED(result)) { MessageBox(NULL,L"CreateShaderResource Failed!",L"Error - TextureClass",MB_OK); return false; } D3D11_SAMPLER_DESC sampDesc; ZeroMemory(&sampDesc,sizeof(D3D11_SAMPLER_DESC)); sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER; sampDesc.MinLOD = 0; sampDesc.MaxLOD = D3D11_FLOAT32_MAX; result = device->CreateSamplerState(&sampDesc,&m_SamplerState); if(FAILED(result)) { MessageBox(NULL,L"Create SamplerState Failed!",L"Error - TextureClass",MB_OK); return false; } return true;}
开发者ID:zzxchavo,项目名称:Minecraft_Direct11,代码行数:26,
示例18: TilePlacementStatevoid PlayerTurnState::Init(){ mPlace = new TilePlacementState(mStateMachine); col = mPlace->GetCurrCol(); row = mPlace->GetCurrRow(); Tile::Frame* playerTile = new Tile::Frame(); ID3D11ShaderResourceView* image; D3DX11CreateShaderResourceViewFromFile(mStateMachine->GetDevice(), L"Textures/playerTile.png", 0, 0, &image, 0); playerTile->imageWidth = 250; playerTile->imageHeight = 250; playerTile->x = 0; playerTile->y = 0; playerTile->image = image; playerTile->Terrain = 2; playerTile->Level = 5; playerTile->Direction = 24; playerTile->isUp = true; playerTile->isDown = true; playerTile->isLeft = true; playerTile->isRight = true; mPlayerTile.push_back(playerTile); PlayerPos.x = (col - 125) * 250; PlayerPos.y = (row - 125) * 250; PlayerTile = new Tile(XMVectorSet(PlayerPos.x, PlayerPos.y, 0.0f, 1.0f), XMVectorSet(1.0f, 1.0f, 1.0f, 1.0f), 250, 250, 0.0f, mPlayerTile, 1.0f, mStateMachine->GetDevice());}
开发者ID:Spyb0y,项目名称:The-Game-that-Shall....you-get-the-idea,代码行数:29,
示例19: HRvoid FBXObj::LoadNormal(ID3D11Device* dev, wchar_t* filename){ ID3D11ShaderResourceView* texture; HR(D3DX11CreateShaderResourceViewFromFile(dev, filename, 0, 0, &texture, 0 )); mNormalArray.push_back(texture);}
开发者ID:osu-capstone-nvidia-project-2013,项目名称:Zeus,代码行数:7,
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