最近我一直在关注rasertek的DirectX编程,在我的代码中,createinputlayout()
函数不起作用。我认为我的源代码具有相同的代码,但createinputlayout
不断返回false
。
textureShaderClass.cpp
#include "textureshaderclass.h"
TextureShaderClass::TextureShaderClass() : m_vertexShader(0), m_pixelShader(0), m_layout(0), m_matrixBuffer(0), m_sampleState(0)
{ }
TextureShaderClass::TextureShaderClass(const TextureShaderClass&)
{ }
TextureShaderClass::~TextureShaderClass()
{ }
bool TextureShaderClass::init(ID3D11Device* device, HWND hwnd)
{
bool result;
result = initializeShader(device, hwnd, L"../Engine/texture.vs", L"../Engine/texture.ps");
if (!result)
{
return false;
}
return true;
}
void TextureShaderClass::shutdown()
{
shutdownShader();
}
bool TextureShaderClass::render(ID3D11DeviceContext* deviceContext, int indexCount, D3DXMATRIX wordlMatrix, D3DXMATRIX viewMatrix, D3DXMATRIX projectionMatrix, ID3D11ShaderResourceView* texture)
{
if (!(setShaderParameters(deviceContext, wordlMatrix, viewMatrix, projectionMatrix, texture)))
{
return false;
}
renderShader(deviceContext, indexCount);
return true;
}
bool TextureShaderClass::initializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
ID3D10Blob* errorMessage = 0,
*vertexShaderBuffer = 0,
*pixelShaderBuffer = 0;
D3D11_INPUT_ELEMENT_DESC polygonLayout[2];
unsigned int numElements;
D3D11_BUFFER_DESC matrixBufferDesc;
D3D11_SAMPLER_DESC samplerDesc;
if (FAILED(D3DX11CompileFromFileW(vsFilename, 0, 0, "Texture Vertex Shader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, 0, &vertexShaderBuffer, &errorMessage, 0)))
{
if (errorMessage)
outputShaderErrorMessage(errorMessage, hwnd, vsFilename);
else
MessageBoxW(hwnd, vsFilename, L"Missing Shader File", MB_OK);
return false;
}
if (FAILED(D3DX11CompileFromFileW(psFilename, 0, 0, "Texture Pixel Shader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, 0, &pixelShaderBuffer, &errorMessage, 0)))
{
if (errorMessage)
outputShaderErrorMessage(errorMessage, hwnd, psFilename);
else
MessageBoxW(hwnd, psFilename, L"Missing Shader File", MB_OK);
return false;
}
if (FAILED(device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), 0, &m_vertexShader)))
{
return false;
}
if (FAILED(device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), 0, &m_pixelShader)))
{
return false;
}
polygonLayout[0].SemanticName = "POSITION";
polygonLayout[0].SemanticIndex = 0;
polygonLayout[0].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
polygonLayout[0].InputSlot = 0;
polygonLayout[0].AlignedByteOffset = 0;
polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
polygonLayout[0].InstanceDataStepRate = 0;
polygonLayout[1].SemanticName = "TEXCOORD";
polygonLayout[1].SemanticIndex = 0;
polygonLayout[1].Format - DXGI_FORMAT_R32G32_FLOAT;
polygonLayout[1].InputSlot = 0;
polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
polygonLayout[1].InstanceDataStepRate = 0;
numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);
if (FAILED(device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), &m_layout)))
{
return false;
}
m_vertexShader->Release();
m_vertexShader = 0;
m_pixelShader->Release();
m_pixelShader = 0;
matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
matrixBufferDesc.MiscFlags = 0;
matrixBufferDesc.StructureByteStride = 0;
if (FAILED(device->CreateBuffer(&matrixBufferDesc, 0, &m_matrixBuffer)))
{
return false;
}
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.MipLODBias = 0.0f;
samplerDesc.MaxAnisotropy = 1;
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
samplerDesc.BorderColor[0] = 0;
samplerDesc.BorderColor[1] = 0;
samplerDesc.BorderColor[2] = 0;
samplerDesc.BorderColor[3] = 0;
samplerDesc.MinLOD = 0;
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
if (FAILED(device->CreateSamplerState(&samplerDesc, &m_sampleState)))
{
return false;
}
return true;
}
void TextureShaderClass::shutdownShader()
{
if (m_vertexShader)
{
m_vertexShader->Release();
m_vertexShader = 0;
}
if (m_pixelShader)
{
m_pixelShader->Release();
m_pixelShader = 0;
}
if (m_layout)
{
m_layout->Release();
m_layout = 0;
}
if (m_matrixBuffer)
{
m_matrixBuffer->Release();
m_matrixBuffer = 0;
}
if (m_sampleState)
{
m_sampleState->Release();
m_sampleState = 0;
}
}
void TextureShaderClass::outputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* fileLocation)
{
char* compileErrors = static_cast<char*>(errorMessage->GetBufferPointer());;
unsigned long bufferSize = errorMessage->GetBufferSize();
std::ofstream fout;
fout.open("shader-errora.txt");
for (unsigned long i = 0; i < bufferSize; ++i)
{
fout << compileErrors[i];
}
fout.close();
errorMessage->Release();
errorMessage = 0;
MessageBoxW(hwnd, L"Error compiling shader check shader-errora.txt for more information.", fileLocation, MB_OK);
}
bool TextureShaderClass::setShaderParameters(ID3D11DeviceContext* deviceContext, D3DXMATRIX worldMatrix, D3DXMATRIX viewMatrix, D3DXMATRIX projectionMatrix, ID3D11ShaderResourceView* texture)
{
D3D11_MAPPED_SUBRESOURCE mappedResource;
MatrixBufferType* dataPtr;
unsigned int bufferNumber;
D3DXMatrixTranspose(&worldMatrix, &worldMatrix);
D3DXMatrixTranspose(&viewMatrix, &viewMatrix);
D3DXMatrixTranspose(&projectionMatrix, &projectionMatrix);
if (FAILED(deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource)))
{
return false;
}
dataPtr = static_cast<MatrixBufferType*>(mappedResource.pData);
dataPtr->world = worldMatrix;
dataPtr->view = viewMatrix;
dataPtr->projection = projectionMatrix;
deviceContext->Unmap(m_matrixBuffer, 0);
bufferNumber = 0;
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
deviceContext->PSSetShaderResources(0, 1, &texture);
return true;
}
void TextureShaderClass::renderShader(ID3D11DeviceContext* deviceContext, int indexCount)
{
deviceContext->IASetInputLayout(m_layout);
deviceContext->VSSetShader(m_vertexShader, 0, 0);
deviceContext->PSSetShader(m_pixelShader, 0, 0);
deviceContext->PSSetSamplers(0,1, &m_sampleState);
deviceContext->DrawIndexed(indexCount, 0, 0);
}
textureShaderClass.h
#ifndef TEXTURESHADERCLASS_H
#define TEXTURESHADERCLASS_H
#include <d3d11.h>
#include <d3dx10math.h>
#include <D3DX11async.h>
#include <fstream>
class TextureShaderClass
{
private:
struct MatrixBufferType
{
D3DXMATRIX world;
D3DXMATRIX view;
D3DXMATRIX projection;
};
public:
TextureShaderClass();
TextureShaderClass(const TextureShaderClass&);
~TextureShaderClass();
bool init(ID3D11Device*, HWND);
void shutdown();
bool render(ID3D11DeviceContext*, int, D3DXMATRIX, D3DXMATRIX, D3DXMATRIX, ID3D11ShaderResourceView*);
private:
bool initializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void shutdownShader();
void outputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool setShaderParameters(ID3D11DeviceContext*, D3DXMATRIX, D3DXMATRIX, D3DXMATRIX, ID3D11ShaderResourceView*);
void renderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11Buffer* m_matrixBuffer;
ID3D11SamplerState* m_sampleState;
};
#endif
答案 0 :(得分:3)
if ($_SERVER['REQUEST_METHOD'] == 'POST')
您正在使用另一个DXGI_FORMAT枚举减去DXGI_FORMAT类型的垃圾填充格式变量,从而产生一个整数值,该值不会随后存储在任何位置。这里:
polygonLayout[1].Format - DXGI_FORMAT_R32G32_FLOAT;
:)