void TessellationShader::InitShader(WCHAR* vsFilename, WCHAR* hsFilename, WCHAR* dsFilename, WCHAR* psFilename) { // InitShader must be overwritten and it will load both vertex and pixel shaders + setup buffers InitShader(vsFilename, psFilename); // Load other required shaders. loadHullShader(hsFilename); loadDomainShader(dsFilename); }
void LightAlphaMapShader::InitShader(sz::ConstBufManager &buf_man, WCHAR* vsFilename, WCHAR* psFilename, WCHAR *hsFilename, WCHAR *dsFilename, unsigned int lights_num) { D3D11_BUFFER_DESC matrixBufferDesc; D3D11_SAMPLER_DESC samplerDesc; D3D11_BUFFER_DESC lightBufferDesc; D3D11_BUFFER_DESC camBufferDesc; D3D11_INPUT_ELEMENT_DESC polygon_layout[4]; // Create the vertex input layout description. // This setup needs to match the VertexType stucture in the MeshClass and in the shader. polygon_layout[0].SemanticName = "POSITION"; polygon_layout[0].SemanticIndex = 0; polygon_layout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT; polygon_layout[0].InputSlot = 0; polygon_layout[0].AlignedByteOffset = 0; polygon_layout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; polygon_layout[0].InstanceDataStepRate = 0; polygon_layout[1].SemanticName = "TEXCOORD"; polygon_layout[1].SemanticIndex = 0; polygon_layout[1].Format = DXGI_FORMAT_R32G32_FLOAT; polygon_layout[1].InputSlot = 0; polygon_layout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT; polygon_layout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; polygon_layout[1].InstanceDataStepRate = 0; polygon_layout[2].SemanticName = "NORMAL"; polygon_layout[2].SemanticIndex = 0; polygon_layout[2].Format = DXGI_FORMAT_R32G32B32_FLOAT; polygon_layout[2].InputSlot = 0; polygon_layout[2].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT; polygon_layout[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; polygon_layout[2].InstanceDataStepRate = 0; polygon_layout[3].SemanticName = "TANGENT"; polygon_layout[3].SemanticIndex = 0; polygon_layout[3].Format = DXGI_FORMAT_R32G32B32A32_FLOAT; polygon_layout[3].InputSlot = 0; polygon_layout[3].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT; polygon_layout[3].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; polygon_layout[3].InstanceDataStepRate = 0; // Load (+ compile) shader files loadVertexShader(polygon_layout, 4, vsFilename); loadVertexShader(L"../shaders/tessellation_vs.hlsl", &vertexshader_tessellation); loadDomainShader(dsFilename); loadHullShader(hsFilename); loadPixelShader(psFilename); // Setup the description of the dynamic matrix constant buffer that is in the vertex shader. matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC; matrixBufferDesc.ByteWidth = sizeof(sz::MatrixBufferType); matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; matrixBufferDesc.MiscFlags = 0; matrixBufferDesc.StructureByteStride = 0; // Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class. m_matrixBuffer = buf_man.CreateD3D11ConstBuffer("mvp_buffer", matrixBufferDesc, m_device); assert(m_matrixBuffer != nullptr); // Create a texture sampler state description. samplerDesc.Filter = D3D11_FILTER_ANISOTROPIC; samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_MIRROR; samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_MIRROR; samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_MIRROR; 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. m_device->CreateSamplerState(&samplerDesc, &m_sampleState); // Create the constant buffer for materials D3D11_BUFFER_DESC mat_buff_desc; // Setup material buffer mat_buff_desc.Usage = D3D11_USAGE_DYNAMIC; mat_buff_desc.ByteWidth = sizeof(sz::MaterialBufferType); mat_buff_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; mat_buff_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; mat_buff_desc.MiscFlags = 0; mat_buff_desc.StructureByteStride = 0; // Create the buffer material_buf_ = buf_man.CreateD3D11ConstBuffer("mat_buffer", mat_buff_desc, m_device); assert(material_buf_ != nullptr); }