Пример #1
0
bool Prism::Surface::SetTexture(const std::string& aResourceName, const std::string& aFileName, bool aUseSRGB)
{
	aUseSRGB;

	DL_ASSERT_EXP(aFileName != ""
		, CU::Concatenate("Shader resource ( %s ) tried to use invalid filePath", aResourceName.c_str()));

	Texture* tex = Engine::GetInstance()->GetTextureContainer()->GetTexture(aFileName);
	ID3DX11EffectShaderResourceVariable* shaderVar = myEffect->GetEffect()->GetVariableByName(aResourceName.c_str())->AsShaderResource();

	if (shaderVar->IsValid() == false)
	{
		std::string errorMsg = "Failed to get ShaderResource: " + aResourceName;
		//DL_MESSAGE_BOX(errorMsg.c_str(), "Surface Error", MB_ICONWARNING);
		RESOURCE_LOG(errorMsg.c_str());
		return false;
	}

	if (aResourceName == "EmissiveTexture")
	{
		myEmissive = true;
	}

	myTextures.Add(tex);
	myShaderResources.Add(tex->GetShaderView());
	myShaderResourceViews.Add(shaderVar);
	myFilePaths.Add(aFileName);
	myShaderResourceNames.Add(aResourceName);

	return true;
}
Пример #2
0
void Prism::Surface::ReloadSurface()
{
	myTextures.RemoveAll();
	myShaderResourceViews.RemoveAll();
	myShaderResources.RemoveAll();

	for (int i = 0; i < myFilePaths.Size(); ++i)
	{
		Texture* tex = Engine::GetInstance()->GetTextureContainer()->GetTexture(myFilePaths[i]);
		ID3DX11EffectShaderResourceVariable* shaderVar = myEffect->GetEffect()->GetVariableByName(myShaderResourceNames[i].c_str())->AsShaderResource();

		if (shaderVar->IsValid() == false)
		{
			std::string errorMsg = "Failed to get ShaderResource: " + myShaderResourceNames[i];
			//DL_MESSAGE_BOX(errorMsg.c_str(), "Surface Error", MB_ICONWARNING);
			RESOURCE_LOG(errorMsg.c_str());
		}

		myTextures.Add(tex);
		myShaderResources.Add(tex->GetShaderView());
		myShaderResourceViews.Add(shaderVar);
	}
}