Пример #1
0
void EffectSystemD3D11::ApplySampler(int effectID, const char *samplerName, int samplerID, int slot)
{
	ASSERT_EFFECT(effectID);
	ID3DX11EffectSamplerVariable *variable = mEffects[effectID]->GetVariableByName(samplerName)->AsSampler();
	ID3D11SamplerState *sampler = mSamplers[samplerID];
	variable->SetSampler(slot, sampler);
}
Пример #2
0
void EndOfDirectX11::Render()
{
	if( d3dContext_ == 0 )
	{
		return;
	}

	float clearColor[] = { 0.0f, 0.0f, 0.25f, 1.0f };
	d3dContext_->ClearRenderTargetView( backBufferTarget_, clearColor );
	d3dContext_->ClearDepthStencilView( depthStencilView_, D3D11_CLEAR_DEPTH, 1.0f, 0 );     

	unsigned int stride = sizeof( VertexPos );
	unsigned int offset = 0;

	d3dContext_->IASetInputLayout( inputLayout_ );
	d3dContext_->IASetVertexBuffers( 0, 1, &vertexBuffer_, &stride, &offset );
	d3dContext_->IASetIndexBuffer( indexBuffer_, DXGI_FORMAT_R16_UINT, 0 );
	d3dContext_->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );

	ID3DX11EffectShaderResourceVariable * colorMap = 0;
	colorMap = effect_->GetVariableByName( "colorMap" )->AsShaderResource();
	colorMap->SetResource( colorMap_ );

	ID3DX11EffectShaderResourceVariable* colorMap2;
    colorMap2 = effect_->GetVariableByName( "secondMap" )->AsShaderResource( );
    colorMap2->SetResource( secondMap_ );

	ID3DX11EffectSamplerVariable * samplerState = 0;
	samplerState = effect_->GetVariableByName( "colorSampler" )->AsSampler();
	samplerState->SetSampler( 0, samplerState_ );

	ID3DX11EffectMatrixVariable * worldMatrix = 0;
	worldMatrix = effect_->GetVariableByName( "worldMatrix" )->AsMatrix();
	worldMatrix->SetMatrix( ( float * )&worldMat_ );

	ID3DX11EffectMatrixVariable * viewMatrix = 0;
	viewMatrix = effect_->GetVariableByName( "viewMatrix" )->AsMatrix();
	viewMatrix->SetMatrix( ( float * )&viewMatrix_ );

	ID3DX11EffectMatrixVariable * projMatrix = 0;
	projMatrix = effect_->GetVariableByName( "projMatrix" )->AsMatrix();
	projMatrix->SetMatrix( ( float * )&projMatrix_ );

	ID3DX11EffectTechnique * colorInvTechnique = 0;
	colorInvTechnique = effect_->GetTechniqueByName( "MultiTexture" );

	D3DX11_TECHNIQUE_DESC techDesc;
	colorInvTechnique->GetDesc( &techDesc );

	for( unsigned int p = 0; p < techDesc.Passes; ++p )
	{
		ID3DX11EffectPass * pass = colorInvTechnique->GetPassByIndex( p );

		if( pass != 0 )
		{
			pass->Apply( 0, d3dContext_ );
			d3dContext_->DrawIndexed( 36, 0, 0 );
		}
	}

	swapChain_->Present( 0, 0 );
}