コード例 #1
0
ファイル: LightDemo.cpp プロジェクト: madmaurice/sandbox
void LightDemo::InitFX()
{
    std::ifstream fin("fx/Lighting.fxo", std::ios::binary);
    OC_ASSERT(fin.good());

	fin.seekg(0, std::ios_base::end);
	int size = (int)fin.tellg();
	fin.seekg(0, std::ios_base::beg);
	std::vector<char> compiledShader(size);

	fin.read(&compiledShader[0], size);
	fin.close();
	
	HR(D3DX11CreateEffectFromMemory(&compiledShader[0], size, 
		0, m_dxDevice.Get(), m_fx.GetAddressOf()));

	m_tech    = m_fx->GetTechniqueByName("LightTech");
	m_fxWorldViewProj = m_fx->GetVariableByName("gWorldViewProj")->AsMatrix();
    m_fxWorld             = m_fx->GetVariableByName("gWorld")->AsMatrix();
	m_fxWorldInvTranspose = m_fx->GetVariableByName("gWorldInvTranspose")->AsMatrix();
	m_fxEyePosW           = m_fx->GetVariableByName("gEyePosW")->AsVector();
	m_fxDirLight          = m_fx->GetVariableByName("gDirLight");
	m_fxPointLight        = m_fx->GetVariableByName("gPointLight");
	m_fxSpotLight         = m_fx->GetVariableByName("gSpotLight");
	m_fxMaterial          = m_fx->GetVariableByName("gMaterial");
}
コード例 #2
0
ファイル: Effect.cpp プロジェクト: Shadow864/DirectX11
HRESULT Effect::CreateEffectFromMemory(ID3D11Device* device, const std::wstring& filename)
{
	std::ifstream fin(filename.c_str(), std::ios::binary);

	fin.seekg(0, std::ios_base::end);
	int size = (int)fin.tellg();
	fin.seekg(0, std::ios_base::beg);

	if (size == -1)
		return STG_E_FILENOTFOUND;

	std::vector<char> compiledShader(size);

	fin.read(&compiledShader[0], size);
	fin.close();

	DWORD dwShaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;
#if defined( DEBUG ) || defined( _DEBUG )
	// Set the D3DCOMPILE_DEBUG flag to embed debug information in the shaders.
	// Setting this flag improves the shader debugging experience, but still allows 
	// the shaders to be optimized and to run exactly the way they will run in 
	// the release configuration of this program.
	dwShaderFlags |= D3DCOMPILE_DEBUG;
#endif

	return D3DX11CreateEffectFromMemory(&compiledShader[0], size, dwShaderFlags, device, &(m_Effect));
}
コード例 #3
0
ファイル: BoxApp.cpp プロジェクト: winston321/dx11
void BoxApp::buildShaders()
{
    //
    // Read compiled vertex and pixel shaders and create them.
    //
    std::ifstream fin;
    fin.open("HLSL/VertexShader.cso", std::ios::binary);
    fin.seekg(0, std::ios_base::end);
    size_t size = static_cast<size_t> (fin.tellg());
    fin.seekg(0, std::ios_base::beg); ;
    std::vector<char> compiledShader(size);
    fin.read(&compiledShader[0], size);
    fin.close();

    buildVertexLayout(compiledShader);

    HRESULT result = mDevice->CreateVertexShader(&compiledShader[0], size, nullptr, &mVertexShader);
    DxErrorChecker(result);

    fin.open("HLSL/PixelShader.cso", std::ios::binary);
    fin.seekg(0, std::ios_base::end);
    size = static_cast<size_t> (fin.tellg());
    fin.seekg(0, std::ios_base::beg);
    compiledShader.resize(size);
    fin.read(&compiledShader[0], size);
    fin.close();

    result = mDevice->CreatePixelShader(&compiledShader[0], size, nullptr, &mPixelShader);
    DxErrorChecker(result);

    // Bind shaders to the rendering pipeline
    mImmediateContext->VSSetShader(mVertexShader, nullptr, 0);
    mImmediateContext->PSSetShader(mPixelShader, nullptr, 0);
}
コード例 #4
0
ファイル: Renderable.cpp プロジェクト: s0n4m/desert-island
void Renderable::createEffect(const char* filename, ID3D11Device* _dxDev, ID3DX11Effect** fx)
{
	std::vector<char> compiledShader(0);
	
	// shaders
	if (!loadEffect(filename, compiledShader))
		MessageBoxA(0, "Error Loading Effect", 0, 0);
	
	HRESULT hr = D3DX11CreateEffectFromMemory(&compiledShader[0], compiledShader.size(), 0, _dxDev, fx);
	if (FAILED(hr)) MessageBoxA(0, "Error creating FX", 0, 0);

}
コード例 #5
0
ファイル: Effect.cpp プロジェクト: SeungMinChoi/Jaraffe
JF::Effect::Effect(ID3D11Device* device, const std::wstring& filename)
	: mFX(0)
{
	auto fin = JFAPI::FILE::Open(filename.c_str(), eFILE_OPERATION::READ);
	size_t size = JFAPI::FILE::GetLength(fin);

	std::vector<char> compiledShader(size);

	JFAPI::FILE::Read(fin, size, &compiledShader[0]);
	JFAPI::FILE::Close(fin);

	HR(D3DX11CreateEffectFromMemory(&compiledShader[0], size,
		0, device, &mFX));
}
コード例 #6
0
ファイル: SpriteGame.cpp プロジェクト: mohitm1991/OODirect3DX
CComPtr<ID3DBlob> SpriteGame::compileShader(const char* filename, const char* entryPoint, const char* shaderVersion)
{
	CComPtr<ID3DBlob> compiledShader(nullptr);
	CComPtr<ID3DBlob> compileErrors(nullptr);

	HRESULT result = D3DX11CompileFromFile(filename, nullptr, nullptr, entryPoint, shaderVersion, 0, 0, nullptr, &compiledShader, &compileErrors, nullptr);
	
	if(compileErrors != nullptr)
		MessageBox(nullptr, static_cast<char*>(compileErrors->GetBufferPointer()), "Shader Compile Error", MB_OK);
	
	if(FAILED(result))
		return nullptr;

	return compiledShader;
}
コード例 #7
0
ファイル: Effects.cpp プロジェクト: Garrowni/ARevenge
Effect::Effect(ID3D11Device* device, const std::wstring& filename)
    : mFX(0)
{
    std::ifstream fin(filename, std::ios::binary);

    fin.seekg(0, std::ios_base::end);
    int size = (int)fin.tellg();
    fin.seekg(0, std::ios_base::beg);
    std::vector<char> compiledShader(size);

    fin.read(&compiledShader[0], size);
    fin.close();

    HR(D3DX11CreateEffectFromMemory(&compiledShader[0], size, 0, device, &mFX));
}
コード例 #8
0
ファイル: MyApp.cpp プロジェクト: s0n4m/hlsl-rendering
bool MyApp::createEffect(const char* filename, ID3DX11Effect** fx)
{
	// Load and create the pre-compiled shader code
	std::vector<char> compiledShader(0);
	if (!loadEffects(filename, compiledShader)) {
		OutputDebugStringA("Error: effect file not loaded");
		return false;
	}

	HRESULT hr = D3DX11CreateEffectFromMemory(&compiledShader[0], compiledShader.size(), 0, _dxDev, fx);
	if (FAILED(hr))
		return false;

	return true;
	
}
コード例 #9
0
ファイル: effects.cpp プロジェクト: madmaurice/sandbox
Effect::Effect(ID3D11Device* device, const std::string& filename)
: m_fx(nullptr)
{
	std::ifstream fin(filename, std::ios::binary);
    OC_ASSERT(fin.good());

	fin.seekg(0, std::ios_base::end);
	int size = (int)fin.tellg();
	fin.seekg(0, std::ios_base::beg);
	std::vector<char> compiledShader(size);

	fin.read(&compiledShader[0], size);
	fin.close();
	
	HR(D3DX11CreateEffectFromMemory(&compiledShader[0], size, 
        0, device, m_fx.GetAddressOf()));
}
コード例 #10
0
ファイル: Shape.cpp プロジェクト: Vampire-Z-V/D3D11_Demo
void Shape::LoadFX()
{
	std::ifstream fin("fx/color.fxo", std::ios::binary);

	fin.seekg(0, std::ios_base::end);
	int size = (int)fin.tellg();
	fin.seekg(0, std::ios_base::beg);
	std::vector<char> compiledShader(size);

	fin.read(&compiledShader[0], size);
	fin.close();

	HR(D3DX11CreateEffectFromMemory(&compiledShader[0], size,
									0, mD3DDevice, &mFX));

	mTech = mFX->GetTechniqueByName("ColorTech");
	mfxWorldViewProj = mFX->GetVariableByName("gWorldViewProj")->AsMatrix();
}
コード例 #11
0
ファイル: ShaderCompiler.cpp プロジェクト: kuscsik/libdfmc
  const CompiledShaderPtr ShaderCompiler::Compile(const char*const pszShader, const GLint shaderType)
  {
    const char* shaderCode[1] = { pszShader };

    CompiledShaderPtr compiledShader(new CompiledShader(shaderType));

    GL_CHECKERR(glShaderSource(compiledShader->GetShaderHandle(), 1, shaderCode, nullptr));
    shaderCode[0] = nullptr;

    // Lets compile the shader
    GL_CHECKERR(glCompileShader(compiledShader->GetShaderHandle()));

    GLint status;
    GL_CHECKERR(glGetShaderiv(compiledShader->GetShaderHandle(), GL_COMPILE_STATUS, &status));

    // Dump debug info (source and log) if compilation failed.
    if (status != GL_TRUE && mbVerbose)
      DumpDebugInfo(compiledShader->GetShaderHandle());
    return compiledShader;
  }
コード例 #12
0
BillboardEffect::BillboardEffect(ID3D11Device* device, const std::wstring& filename, ID3DX11Effect* effect = 0)
{
	if(effect == 0)
	{
	std::ifstream fin(filename, std::ios::binary);

	fin.seekg(0, std::ios_base::end);
	int size = (int)fin.tellg();
	fin.seekg(0, std::ios_base::beg);
	std::vector<char> compiledShader(size);

	fin.read(&compiledShader[0], size);
	fin.close();
	
	HR(D3DX11CreateEffectFromMemory(&compiledShader[0], size, 
		0, device, &mFX));
	}
	else
		mFX = effect;
	Light1Tech    = mFX->GetTechniqueByName("Light1");
	Light2Tech    = mFX->GetTechniqueByName("Light2");
	Light3Tech    = mFX->GetTechniqueByName("Light3");

	Light0TexTech = mFX->GetTechniqueByName("Light0Tex");
	Light1TexTech = mFX->GetTechniqueByName("Light1Tex");
	Light2TexTech = mFX->GetTechniqueByName("Light2Tex");
	Light3TexTech = mFX->GetTechniqueByName("Light3Tex");

	Light0TexAlphaClipTech = mFX->GetTechniqueByName("Light0TexAlphaClip");
	Light1TexAlphaClipTech = mFX->GetTechniqueByName("Light1TexAlphaClip");
	Light2TexAlphaClipTech = mFX->GetTechniqueByName("Light2TexAlphaClip");
	Light3TexAlphaClipTech = mFX->GetTechniqueByName("Light3TexAlphaClip");

	Light1FogTech    = mFX->GetTechniqueByName("Light1Fog");
	Light2FogTech    = mFX->GetTechniqueByName("Light2Fog");
	Light3FogTech    = mFX->GetTechniqueByName("Light3Fog");

	Light0TexFogTech = mFX->GetTechniqueByName("Light0TexFog");
	Light1TexFogTech = mFX->GetTechniqueByName("Light1TexFog");
	Light2TexFogTech = mFX->GetTechniqueByName("Light2TexFog");
	Light3TexFogTech = mFX->GetTechniqueByName("Light3TexFog");

	Light0TexAlphaClipFogTech = mFX->GetTechniqueByName("Light0TexAlphaClipFog");
	Light1TexAlphaClipFogTech = mFX->GetTechniqueByName("Light1TexAlphaClipFog");
	Light2TexAlphaClipFogTech = mFX->GetTechniqueByName("Light2TexAlphaClipFog");
	Light3TexAlphaClipFogTech = mFX->GetTechniqueByName("Light3TexAlphaClipFog");

	Light1ReflectTech    = mFX->GetTechniqueByName("Light1Reflect");
	Light2ReflectTech    = mFX->GetTechniqueByName("Light2Reflect");
	Light3ReflectTech    = mFX->GetTechniqueByName("Light3Reflect");

	Light0TexReflectTech = mFX->GetTechniqueByName("Light0TexReflect");
	Light1TexReflectTech = mFX->GetTechniqueByName("Light1TexReflect");
	Light2TexReflectTech = mFX->GetTechniqueByName("Light2TexReflect");
	Light3TexReflectTech = mFX->GetTechniqueByName("Light3TexReflect");

	Light0TexAlphaClipReflectTech = mFX->GetTechniqueByName("Light0TexAlphaClipReflect");
	Light1TexAlphaClipReflectTech = mFX->GetTechniqueByName("Light1TexAlphaClipReflect");
	Light2TexAlphaClipReflectTech = mFX->GetTechniqueByName("Light2TexAlphaClipReflect");
	Light3TexAlphaClipReflectTech = mFX->GetTechniqueByName("Light3TexAlphaClipReflect");

	Light1FogReflectTech    = mFX->GetTechniqueByName("Light1FogReflect");
	Light2FogReflectTech    = mFX->GetTechniqueByName("Light2FogReflect");
	Light3FogReflectTech    = mFX->GetTechniqueByName("Light3FogReflect");

	Light0TexFogReflectTech = mFX->GetTechniqueByName("Light0TexFogReflect");
	Light1TexFogReflectTech = mFX->GetTechniqueByName("Light1TexFogReflect");
	Light2TexFogReflectTech = mFX->GetTechniqueByName("Light2TexFogReflect");
	Light3TexFogReflectTech = mFX->GetTechniqueByName("Light3TexFogReflect");

	Light0TexAlphaClipFogReflectTech = mFX->GetTechniqueByName("Light0TexAlphaClipFogReflect");
	Light1TexAlphaClipFogReflectTech = mFX->GetTechniqueByName("Light1TexAlphaClipFogReflect");
	Light2TexAlphaClipFogReflectTech = mFX->GetTechniqueByName("Light2TexAlphaClipFogReflect");
	Light3TexAlphaClipFogReflectTech = mFX->GetTechniqueByName("Light3TexAlphaClipFogReflect");

	WorldViewProj     = mFX->GetVariableByName("gWorldViewProj")->AsMatrix();
	World             = mFX->GetVariableByName("gWorld")->AsMatrix();
	WorldInvTranspose = mFX->GetVariableByName("gWorldInvTranspose")->AsMatrix();
	TexTransform      = mFX->GetVariableByName("gTexTransform")->AsMatrix();
	EyePosW           = mFX->GetVariableByName("gEyePosW")->AsVector();
	FogColor          = mFX->GetVariableByName("gFogColor")->AsVector();
	FogStart          = mFX->GetVariableByName("gFogStart")->AsScalar();
	FogRange          = mFX->GetVariableByName("gFogRange")->AsScalar();
	DirLights         = mFX->GetVariableByName("gDirLights");
	Mat               = mFX->GetVariableByName("gMaterial");
	DiffuseMap        = mFX->GetVariableByName("gDiffuseMap")->AsShaderResource();
	CubeMap           = mFX->GetVariableByName("gCubeMap")->AsShaderResource();
	NormalMap        = mFX->GetVariableByName("gNormalMap")->AsShaderResource();
	ssflag           = mFX->GetVariableByName("SSFlag")->AsScalar();
	sobelflag           = mFX->GetVariableByName("SobelFlag")->AsScalar();
	toonflag	= mFX->GetVariableByName("ToonFlag")->AsScalar();
	fogflag	= mFX->GetVariableByName("FogFlag")->AsScalar();
	GlitterFlag	= mFX->GetVariableByName("GlitterFlag")->AsScalar();
	RandomNumber          = mFX->GetVariableByName("RandomNumber")->AsScalar();
	GlassFlag	= mFX->GetVariableByName("GlassFlag")->AsScalar();
}
コード例 #13
0
ファイル: SpriteGame.cpp プロジェクト: mohitm1991/OODirect3DX
bool SpriteGame::loadContent()
{
	CComPtr<ID3DBlob> compiledShader(compileShader("SpriteShader.fx", "VS_Main", "vs_4_0"));
	if(compiledShader == nullptr)
		return false;

	HRESULT result = device->CreateVertexShader(compiledShader->GetBufferPointer(), compiledShader->GetBufferSize(), nullptr, &vertexShader);
	if(FAILED(result))
		return false;
	
	D3D11_INPUT_ELEMENT_DESC vertexProperties[] =	{
														{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
														{ "TEXEL", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }
													};
	result = device->CreateInputLayout(vertexProperties, 2, compiledShader->GetBufferPointer(), compiledShader->GetBufferSize(), &inputLayout);

	if(FAILED(result))
		return false;

	compiledShader = compileShader("SpriteShader.fx", "PS_Main", "ps_4_0");
	if(compiledShader == nullptr)
		return false;

	result = device->CreatePixelShader(compiledShader->GetBufferPointer(), compiledShader->GetBufferSize(), nullptr, &pixelShader);
	if(FAILED(result))
		return false;

	result = D3DX11CreateShaderResourceViewFromFile(device, "Resources/Sprite.dds", nullptr, nullptr, &texture, nullptr);
	if(FAILED(result))
		return false;

	D3D11_SAMPLER_DESC samplerDescriptor;
	ZeroMemory(&samplerDescriptor, sizeof(samplerDescriptor));
	samplerDescriptor.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
	samplerDescriptor.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
	samplerDescriptor.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
	samplerDescriptor.ComparisonFunc = D3D11_COMPARISON_NEVER;
	samplerDescriptor.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
	samplerDescriptor.MaxLOD = D3D11_FLOAT32_MAX;
	result = device->CreateSamplerState(&samplerDescriptor, &textureSampler);
	if(FAILED(result))
		return false;

	CComPtr<ID3D11Resource> textureResource;
	texture->GetResource(&textureResource);
	D3D11_TEXTURE2D_DESC textureDescriptor;
	((ID3D11Texture2D*)(textureResource.p))->GetDesc(&textureDescriptor);

	float halfWidth = textureDescriptor.Width/2.0f;
	float halfHeight = textureDescriptor.Height/2.0f;

	Vertex vertices[] = {
							{ XMFLOAT3(-halfWidth,  halfHeight, 1.0f), XMFLOAT2(0.0f, 0.0f) },
							{ XMFLOAT3( halfWidth,  halfHeight, 1.0f), XMFLOAT2(1.0f, 0.0f) },
							{ XMFLOAT3(-halfWidth, -halfHeight, 1.0f), XMFLOAT2(0.0f, 1.0f) },
							{ XMFLOAT3( halfWidth, -halfHeight, 1.0f), XMFLOAT2(1.0f, 1.0f) }
						};
	D3D11_BUFFER_DESC bufferDescriptor = {0};
	bufferDescriptor.Usage = D3D11_USAGE_DEFAULT;
	bufferDescriptor.BindFlags = D3D11_BIND_VERTEX_BUFFER;
	bufferDescriptor.ByteWidth = sizeof(vertices);

	D3D11_SUBRESOURCE_DATA vertexData = {0};
	vertexData.pSysMem = vertices;

	result = device->CreateBuffer(&bufferDescriptor, &vertexData, &vertexBuffer);
	if(FAILED(result))
		return false;

	D3D11_BUFFER_DESC matrixBufferDescriptor = {0};
	matrixBufferDescriptor.Usage = D3D11_USAGE_DEFAULT;
	matrixBufferDescriptor.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
	matrixBufferDescriptor.ByteWidth = sizeof(XMMATRIX);

	result = device->CreateBuffer(&matrixBufferDescriptor, nullptr, &mvpMatrixBuffer);
	if(FAILED(result))
		return false;
	
	sprites[0].setPosition(100, 300);
	sprites[1].setPosition(400, 100);
	
	vpMatrix = XMMatrixIdentity() * XMMatrixOrthographicOffCenterLH(0.0f, 600.0f, 0.0f, 600.0f, 0.1f, 100.0f);

	D3D11_BLEND_DESC blendDescriptor = {0};
	blendDescriptor.RenderTarget[0].BlendEnable = true;
	blendDescriptor.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
	blendDescriptor.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
	blendDescriptor.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
	blendDescriptor.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
	blendDescriptor.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ZERO;
	blendDescriptor.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
	blendDescriptor.RenderTarget[0].RenderTargetWriteMask = 0x0F;

	float blendFactor[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
	device->CreateBlendState(&blendDescriptor, &blendState);
	deviceContext->OMSetBlendState(blendState, blendFactor, 0xFFFFFFFF);

	return true;
}