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);、
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