Commit 3d3d5e78 authored by Administrator's avatar Administrator
Browse files

texture testing is working

parent 7864abdd
......@@ -144,10 +144,12 @@
<FxCompile Include="TexturePS.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.0</ShaderModel>
<ObjectFileOutput Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(ProjectDir)%(Filename).cso</ObjectFileOutput>
</FxCompile>
<FxCompile Include="TextureVS.hlsl">
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
<ObjectFileOutput Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(ProjectDir)%(Filename).cso</ObjectFileOutput>
</FxCompile>
<FxCompile Include="VertexShader.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
......
......@@ -187,7 +187,12 @@ Microsoft::WRL::ComPtr<ID3D11PixelShader> pPixelShader;
ID3D11InputLayout* pInputLayout;
/************************************
* 2.13 DefineSampler
* 2.13 DefineTexture
************************************/
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> pTextureView;
/************************************
* 2.14 DefineSampler
************************************/
Microsoft::WRL::ComPtr<ID3D11SamplerState> pSampler;
......@@ -310,7 +315,8 @@ void DefineColorConstBuffer()
void DefineVertexShader()
{
// Load pixel shader file into BLOB, and create COM object of vertex shader
D3DReadFileToBlob(L"VertexShader.cso", &pCompiledVertexBlob);
//D3DReadFileToBlob(L"VertexShader.cso", &pCompiledVertexBlob);
D3DReadFileToBlob(L"TextureVS.cso", &pCompiledVertexBlob);
dev->CreateVertexShader(pCompiledVertexBlob->GetBufferPointer(), pCompiledVertexBlob->GetBufferSize(), nullptr, &pVertexShader);
// bind vertex shader
......@@ -323,7 +329,8 @@ void DefineVertexShader()
void DefinePixelShader()
{
// Load vertex shader file into BLOB, and create COM object of pixel shader
D3DReadFileToBlob(L"PixelShader.cso", &pCompiledPixelBlob);
//D3DReadFileToBlob(L"PixelShader.cso", &pCompiledPixelBlob);
D3DReadFileToBlob(L"TexturePS.cso", &pCompiledPixelBlob);
dev->CreatePixelShader(pCompiledPixelBlob->GetBufferPointer(), pCompiledPixelBlob->GetBufferSize(), nullptr, &pPixelShader);
// bind pixel shader
......@@ -339,9 +346,12 @@ void DefineInputLayout()
const D3D11_INPUT_ELEMENT_DESC ied[] =
{
//{ "Position",0,DXGI_FORMAT_R32G32_FLOAT,0,0,D3D11_INPUT_PER_VERTEX_DATA,0 },
{ "Position",0,DXGI_FORMAT_R32G32B32_FLOAT,0,0,D3D11_INPUT_PER_VERTEX_DATA,0 },
//{ "Position",0,DXGI_FORMAT_R32G32B32_FLOAT,0,0,D3D11_INPUT_PER_VERTEX_DATA,0 },
//{ "Color",0,DXGI_FORMAT_R32G32B32_FLOAT,0,8,D3D11_INPUT_PER_VERTEX_DATA,0 },
//{ "Color",0,DXGI_FORMAT_R32G32B32_FLOAT,0,12,D3D11_INPUT_PER_VERTEX_DATA,0 },
{ "Position",0,DXGI_FORMAT_R32G32B32_FLOAT,0,0,D3D11_INPUT_PER_VERTEX_DATA,0 },
{ "TexCoord",0,DXGI_FORMAT_R32G32_FLOAT,0,12,D3D11_INPUT_PER_VERTEX_DATA,0 },
};
// Create input layout, using the description Defined above
......@@ -397,8 +407,17 @@ void DrawPrimitive()
devcon->DrawIndexed((UINT)std::size(indices), 0u, 0u);
}
/************************************
* 2.13 DefineTexture
************************************/
void DefineTexture()
{
}
/************************************
* 2.13 DefineSampler
* 2.14 DefineSampler
************************************/
void DefineSampler()
{
......
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