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Effects.cpp
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Effects.cpp
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#include "Effects.h"
#include "Utility.h"
SelfReleaseEffect::SelfReleaseEffect()
{
effect = NULL;
techs.clear();
}
SelfReleaseEffect::~SelfReleaseEffect()
{
techs.clear();
SafeRelease(effect);
}
BOOL SelfReleaseEffect::Init(ID3D11Device* device, const string& filename)
{
ID3DBlob *pTechBlob = NULL;
ID3DBlob *pErrorBlob = NULL;
wstring exchange;
exchange = CA2W(filename.c_str());
LPCWSTR file = exchange.c_str();
if(FAILED(D3DX11CompileFromFile(file,
NULL,
NULL,
NULL,
"fx_5_0",
D3DCOMPILE_ENABLE_STRICTNESS,
0,
NULL,
&pTechBlob,
&pErrorBlob,
NULL)))
{
string ttmp = filename + "编译着色器失败";
exchange = CA2W(ttmp.c_str());
LPCWSTR temp = exchange.c_str();
MessageBox(NULL, temp, TEXT("ERROR"), MB_OK);
return FALSE;
}
if( FAILED( D3DX11CreateEffectFromMemory(pTechBlob->GetBufferPointer(),
pTechBlob->GetBufferSize(),
0,
device,
&effect)))
{
string ttmp = filename + "创建渲染效果失败";
exchange = CA2W(ttmp.c_str());
LPCWSTR temp = exchange.c_str();
MessageBox(NULL, temp, TEXT("ERROR"), MB_OK);
return FALSE;
}
D3DX11_EFFECT_DESC effDesc;
effect->GetDesc(&effDesc);
for(int i = 0; i < effDesc.Techniques; ++i)
{
ID3DX11EffectTechnique *tech = effect->GetTechniqueByIndex(i);
D3DX11_TECHNIQUE_DESC techDesc;
tech->GetDesc(&techDesc);
techs.insert(make_pair<string, ID3DX11EffectTechnique*>
(string(techDesc.Name), move(tech)));
}
return TRUE;
}
void SelfReleaseEffect::Release()
{
techs.clear();
SafeRelease(effect);
}
EffectMgr::EffectMgr()
{
currentEffect = NULL;
currentTech = NULL;
effects.clear();
}
EffectMgr::~EffectMgr()
{
SafeRelease(currentEffect);
effects.clear();
}
BOOL EffectMgr::Init(ID3D11Device* device, const string& path, const vector<string>& filenames)
{
for(auto it = filenames.begin(); it != filenames.end(); ++it)
{
SelfReleaseEffect *temp = new SelfReleaseEffect;
if(temp->Init(device, path + *it) != FALSE)
{
effects.insert(make_pair<string, shared_ptr<SelfReleaseEffect> >
(string(*it), shared_ptr<SelfReleaseEffect>(temp)));
}
else
{
return FALSE;
}
}
return TRUE;
}
void EffectMgr::Release()
{
SafeRelease(currentEffect);
effects.clear();
}
ID3DX11Effect* EffectMgr::GetEffectByName(const string& name)
{
if(effects.find(name) == effects.end())
{
currentEffect = NULL;
return currentEffect;
}
currentEffect = effects[name]->effect;
return currentEffect;
}
ID3DX11EffectTechnique* EffectMgr::GetTechByName(const string& name)
{
ID3DX11EffectTechnique *temp = currentEffect->GetTechniqueByName(name.c_str());
if(temp == NULL)
{
currentTech = NULL;
return currentTech;
}
currentTech = temp;
return currentTech;
}