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1、inputLayoutD3D11_INPUT_ELEMENT_DESC meshLayout[] = { {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD0", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24 阅读全文
posted @ 2012-09-09 14:38
ActionFG
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例程来自于DXSDK sample——simpleBezier11原始顶点64个,float3格式,分为4个quad(平均每个Quad有16个控制点)// Control point for a Bezier patch struct BEZIER_CONTROL_POINT { float m_vPosition[3]; }; // Simple Bezier patch for a Mobius strip // 4 patches with 16 control points each const BEZIER_CONTROL_POINT g_... 阅读全文
posted @ 2012-09-09 14:37
ActionFG
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(参照例子DXSDK sample:DynamicShaderLinkage11)一、preprocessor实现shader静态分支的经典方法,代码示例如下shader中(如果显卡不支持DX11,则STATIC_PERMUTE为True):#if !defined( STATIC_PERMUTE ) iBaseLight g_abstractAmbientLighting; ... iBaseMaterial g_abstractMaterial;#else ... #define g_abstractAmbientLighting g_ambientL... 阅读全文
posted @ 2012-09-09 14:34
ActionFG
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例子见:Microsoft DirectX SDK basic compute11shader代码:struct BufType{ int i; float f;};StructuredBuffer<BufType> Buffer0 : register(t0);StructuredBuffer<BufType> Buffer1 : register(t1);RWStructuredBuffer<BufType> BufferOut : register(u0);[numthreads(1, 1, 1)]void CSMain( uint3 DTid : S 阅读全文
posted @ 2012-09-09 14:30
ActionFG
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