• Effect


    /////////////////////////////////shader source/////////////////////////////////
    Texture2D colorMap : register( t0 );
    SamplerState colorSampler : register( s0 );


    cbuffer cbChangesEveryFrame : register( b0 )
    {
      matrix worldMatrix;
    };

    cbuffer cbNeverChanges : register( b1 )
    {
      matrix viewMatrix;
    };

    cbuffer cbChangeOnResize : register( b2 )
    {
      matrix projMatrix;
    };


    struct VS_Input
    {
      float4 pos : POSITION;
      float2 tex0 : TEXCOORD0;
    };

    struct PS_Input
    {
      float4 pos : SV_POSITION;
      float2 tex0 : TEXCOORD0;
    };


    PS_Input VS_Main( VS_Input vertex )
    {
      PS_Input vsOut = ( PS_Input )0;
      vsOut.pos = mul( vertex.pos, worldMatrix );
      vsOut.pos = mul( vsOut.pos, viewMatrix );
      vsOut.pos = mul( vsOut.pos, projMatrix );
      vsOut.tex0 = vertex.tex0;

      return vsOut;
    }


    float4 PS_Main( PS_Input frag ) : SV_TARGET
    {
      return 1.0f - colorMap.Sample( colorSampler, frag.tex0 );
    }


    technique11 ColorInversion
    {
      pass P0
      {
        SetVertexShader( CompileShader( vs_5_0, VS_Main() ) );
        SetGeometryShader( NULL );
        SetPixelShader( CompileShader( ps_5_0, PS_Main() ) );
      }
    }

    /////////////////////end shader source ////////////////////////

    ID3DBlob* buffer = 0;
    RESULT d3dResult;
    bool compileResult = CompileD3DShader( "ColorInversion.fx", 0, "fx_5_0", &buffer );

    ID3DX11Effect* effect_;
    D3DX11CreateEffectFromMemory(buffer->GetBufferPointer(),buffer->GetBufferSize(),0,d3dDevice_,&effect_);

    D3D11_INPUT_ELEMENT_DESC solidColorLayout[]=
    {
    {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT,0,0,D3D11_INPUT_PER_VERETEX_DATA,0},
    {"TEXCOORD",0,DCGI_FORMAT_R32G32_FLOAT,0,12,D3D11_INPUT_PER_VERETEX_DATA,0}
    };

    unsigned int totalLayoutElements = ARRAYSIZE(solidColorLayout);

    ID3DX11EffectTechnique* colorInvTechnique;
    colorInvTechnique = effect_->GetTechniqueByName("ColorInversion");
    ID3DX11EffectPass* effectPass = colorInvTechnique->GetPassByIndex(0);

    D3DX11_PASS_SHADER_DESC passDesc;
    D3DX11_EFFECT_SHADER_DESC shaderDesc;
    effectPass->GetVertexShaderDesc(&passDesc);
    passDesc.pShaderVatiable->GetShaderDesc(passDesc.ShaderIndex,&shaderDesc);

    d3dResult = d3dDevice_->CreateInputLayout(solidColorLayout,totalLayoutElements,shaderDesc.pBytecode,
    shaderDesc.BytecodeLength,&inputLayout_);

    buffer->Release();

    //render
    float clearColor[4] = { 0.0f, 0.0f, 0.25f,1.0f};
    d3dContex_->ClearRenderTargetView(backBufferTarget_,clearColor);
    d3dContex_-->ClearDepthStencilVIew(depthStencilView_,D3D11_CLEAT_DEPTH,1.0f,0);

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

    d3dContex_->IASetInputLayout(inputLayout_);
    d3dContex_->IASetVertexBuffers(0,1,&vertexBuffer_,&stride,&offset);
    d3dContex_->IASetIndexBuffer(indexBuffer_,DXGI_FORMAT_R16_UINT,0);
    d3dContex_->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

    XMMATRIX rotationMat = XMMatrixRotationRollPitchYaw(0.0f,0.7f,0.7f);
    XMMATRIX translationMat = XMMatrixTranslation(0.0f,0.0f,6.0f);
    XMMATRIX worldMat = rotationMat * translationMat;

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

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

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

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

    D3DX11_TECHNIQUE_DESC techDesc;
    colorInvTechnique->GetDws(&techDesc);
    for(unsigned int p = 0, p < techDesc.Passed;p++)
    {
    ID3DXEffectPass* pass = colorInvTechnique->GetPassByIndex(p);
    if(pass != 0)
    {
    pass->Apple(0,dedContext_);
    d3dContext_->DrawIndexed(36,0,0);
    }
    }

    swapChain_->Present(0,0);

    //创建Effect
    //CompileD3DShader(----------------------------)
    DWORD shaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;
    #if defined(DEBUG) || defined(_DEBUG)
    shaderFlags |= D3DCOMPILE_DEBUG;
    #endif
    ID3DBlob* errorBuffer = 0;
    HRSULT rsult;
    result = D3DX11CompileFromFile(filePath,0,0,0,"fx_5_0",shaderFlags,0,0,buffer,*errorBuffer,0);、




    作者:长风 Email:844064492@qq.com QQ群:607717453 Git:https://github.com/zhaohu19910409Dz 开源项目:https://github.com/OriginMEK/MEK 本文版权归作者和博客园共有,欢迎转载,但未经作者同意必须保留此段声明,且在文章页面明显位置给出原文连接,否则保留追究法律责任的权利. 感谢您的阅读。如果觉得有用的就请各位大神高抬贵手“推荐一下”吧!你的精神支持是博主强大的写作动力。 如果觉得我的博客有意思,欢迎点击首页左上角的“+加关注”按钮关注我!
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  • 原文地址:https://www.cnblogs.com/zhaohu/p/6995109.html
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