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);、
Effect的更多相关文章
- GooglePlay 首页效果----tab的揭示效果(Reveal Effect) (1)
GooglePlay 首页效果----tab的揭示效果(Reveal Effect) (1) 前言: 无意打开GooglePlay app来着,然后发现首页用了揭示效果,连起来用着感觉还不错. 不清楚 ...
- Material Design Reveal effect(揭示效果) 你可能见过但是叫不出名字的小效果
Material Design Reveal effect(揭示效果) 你可能见过但是叫不出名字的小效果 前言: 每次写之前都会来一段(废)话.{心塞...} Google Play首页两个tab背景 ...
- 数据分析 - 斯特鲁普效应(Stroop effect)
数据分析 - 斯特鲁普效应(Stroop effect) Reinhard得到了一份斯特鲁普效应试验的数据,我们来分析下,文字的颜色,是否会影响受试者的反应. 这里先看看什么是斯特鲁普效应: 斯特鲁普 ...
- My Tornado Particle Effect
These animations are more able to demostrate this plugin than the following static images. :) test 1 ...
- 3D Grid Effect – 使用 CSS3 制作网格动画效果
今天我们想与大家分享一个小的动画概念.这个梦幻般的效果是在马库斯·埃克特的原型应用程序里发现的.实现的基本思路是对网格项目进行 3D 旋转,扩展成全屏,并呈现内容.我们试图模仿应用程序的行为,因此 ...
- CF 405B Domino Effect(想法题)
题目链接: 传送门 Domino Effect time limit per test:1 second memory limit per test:256 megabytes Descrip ...
- Material Design风格的水波涟漪效果(Ripple Effect)的实现
Material Design是Google在2014年Google I/O大会上推出的一套全新的设计语言,经过接近两年的发展,可谓是以燎原之势影响着整个设计交互生态,和Material Design ...
- [ACM_图论] Domino Effect (POJ1135 Dijkstra算法 SSSP 单源最短路算法 中等 模板)
Description Did you know that you can use domino bones for other things besides playing Dominoes? Ta ...
- How to create water Ripple effect using HTML5 canvas
https://www.script-tutorials.com/how-to-create-water-drops-effect-using-html5-canvas/ https://www.sc ...
- PHPExcel中open_basedir restriction in effect的解决方法
用PHPExcel做导出execl的时候发现在本地没有问题,但是把网站传到租用的服务器的时候就报错,具体如下: Warning: realpath() [function.realpath]: ope ...
随机推荐
- bug生命周期和bug状态处理
首先,测试人员发现 BUG ,做好记录并上报至 BUG 数据库.接着,开发组长或经理确定该 BUG 是否有效 之后指定 BUG 的优先级并安排给相关开发人员.否则拒绝该 BUG 的修复. 然后,该 B ...
- C语言基础:二维数组 分类: iOS学习 c语言基础 2015-06-10 21:42 16人阅读 评论(0) 收藏
二维数组和一位数组类似. 定义: 数据类型 数组名[行][列]={{ },{ }....}; 定义时,一维(行)的长度可以省略,但是二维(列)的长度不可以省略.但是访问时,一定使用双下标. 二维数组的 ...
- ListBox item Sort
将Rss内容读取到Listbox control中, 然后实现按照标题或发布日期进行排序. private void ListItemSort(string type) { if (type == & ...
- SVN 将主干的代码合并到分支上
来源:http://blog.csdn.net/u012701023/article/details/50978154 问题:开发有了项目主干,再次基础上起了一个分支,开发新的功能:因为业务需要,在上 ...
- HttpWebRequest.Connection的问题
HttpWebRequest request = (HttpWebRequest)WebRequest.Create("http://localhost/");request.Co ...
- 51Nod:活动安排问题之二(贪心)
有若干个活动,第i个开始时间和结束时间是[Si,fi),同一个教室安排的活动之间不能交叠,求要安排所有活动,最少需要几个室? 输入 第一行一个正整数n (n <= 10000)代表活动的个数. ...
- Webform---母版页(Master Pages)
母版页(Master Pages)为网站内的其他页面提供模版. Master Page 使您有能力为 web 应用程序中的所有页面(或页面组)创建一致的外观和行为. Master Page 为其他页面 ...
- gitlab操作
一.初始设置 在某一个具体的project下: 1.gitlab中删除一个工程Setting-->General-->Advanced settings-->RemoveProjec ...
- GPG key retrieval failed: [Errno 14] Could not open/read file:///etc/pki/rpm-gpg/RPM-GPG-KEY-CentOS-
今天更新为163的源后,yum的时候报错:GPG key retrieval failed: [Errno 14] Could not open/read file:///etc/pki/rpm-gp ...
- 破解UltraEdit(Ver20.00.0.1040),无限试用
因为是第一次破解较大型的商业软件,所以有必要记录一下,另外UE的价格也实在太贵了... 第零步:准备 准备好破解常用软件.我常用的工具有IDA(用于静态分析).Ollydbg(动态调试).PEiD(用 ...