Beispiel #1
0
void Screen::createEffect()
{
	ID3D10Blob *pErrorMsgs = NULL;
	//get the compiled shader from the program resources
	AMResource shaderRes(":/shaders/shaders/AMShader.fxo");
	if (!shaderRes.Open())
	{
		MessageBox(NULL,"3. Error loading shader", "Error", MB_OK);
		exit(0);
	}
	shaderRes.Read();

	HRESULT hr = D3DX10CreateEffectFromMemory(shaderRes.GetData(), shaderRes.GetSize(), "AM SHADER", NULL, NULL, "fx_4_0", NULL, 0,
		d3ddev, NULL, NULL, &effect, &pErrorMsgs, NULL);

	shaderRes.Close();
	shaderRes.Free();
	
	
	if(FAILED(hr) && (pErrorMsgs != NULL))		//Failed to create Effect
	{
		char* msg = (char*)pErrorMsgs->GetBufferPointer();
		MessageBox(NULL, msg, "", MB_OK);
		exit(0);
	}
}
Beispiel #2
0
//----------------------------------------------------------------------------//
Direct3D10Renderer::Direct3D10Renderer(ID3D10Device* device) :
    d_device(device),
    d_displaySize(getViewportSize()),
    d_displayDPI(96, 96),
    d_defaultTarget(0),
    d_effect(0),
    d_normalClippedTechnique(0),
    d_normalUnclippedTechnique(0),
    d_premultipliedClippedTechnique(0),
    d_premultipliedUnclippedTechnique(0),
    d_inputLayout(0),
    d_boundTextureVariable(0),
    d_worldMatrixVariable(0),
    d_projectionMatrixVariable(0)
{
    // create the main effect from the shader source.
    ID3D10Blob* errors = 0;
    if (FAILED(D3DX10CreateEffectFromMemory(shaderSource, sizeof(shaderSource),
                                            0, 0, 0, "fx_4_0", 0, 0, d_device,
                                            0, 0, &d_effect, &errors, 0)))
    {
        std::string msg(static_cast<const char*>(errors->GetBufferPointer()),
                        errors->GetBufferSize());
        errors->Release();
        CEGUI_THROW(RendererException(msg));
    }

    // extract the rendering techniques
    d_normalClippedTechnique =
            d_effect->GetTechniqueByName("BM_NORMAL_Clipped_Rendering");
    d_normalUnclippedTechnique =
            d_effect->GetTechniqueByName("BM_NORMAL_Unclipped_Rendering");
    d_premultipliedClippedTechnique =
            d_effect->GetTechniqueByName("BM_RTT_PREMULTIPLIED_Clipped_Rendering");
    d_premultipliedClippedTechnique =
            d_effect->GetTechniqueByName("BM_RTT_PREMULTIPLIED_Unclipped_Rendering");

    // Get the variables from the shader we need to be able to access
    d_boundTextureVariable =
            d_effect->GetVariableByName("BoundTexture")->AsShaderResource();
    d_worldMatrixVariable =
            d_effect->GetVariableByName("WorldMatrix")->AsMatrix();
    d_projectionMatrixVariable =
            d_effect->GetVariableByName("ProjectionMatrix")->AsMatrix();

    // Create the input layout
    const D3D10_INPUT_ELEMENT_DESC vertex_layout[] =
    {
        { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0,  0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
        { "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM,  0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 },
        { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,	  0, 16, D3D10_INPUT_PER_VERTEX_DATA, 0 },
    };

    const UINT element_count = sizeof(vertex_layout) / sizeof(vertex_layout[0]);

    D3D10_PASS_DESC pass_desc;
    if (FAILED(d_normalClippedTechnique->GetPassByIndex(0)->GetDesc(&pass_desc)))
        CEGUI_THROW(RendererException(
            "failed to obtain technique description for pass 0."));

    if (FAILED(d_device->CreateInputLayout(vertex_layout, element_count,
                                            pass_desc.pIAInputSignature,
                                            pass_desc.IAInputSignatureSize,
                                            &d_inputLayout)))
    {
        CEGUI_THROW(RendererException("failed to create D3D 10 input layout."));
    }

    d_defaultTarget = new Direct3D10ViewportTarget(*this);
}