1 #include "..\include\raMain.h" 6 LPCSTR techniquename,
int colorsSelection) :
raMaterial(dx,
7 "raEffects\\Noise.fx", techniquename)
23 int frequenz, LPCSTR effectFilename,
24 LPCSTR techniquename,
int colorsSelection):
raMaterial(dx,
25 effectFilename, techniquename)
42 for(
int i = 0; i < 256; i++)
56 GetVariableByName(
"g_freq")->AsScalar();
59 GetVariableByName(
"g_bias")->AsScalar();
62 GetVariableByName(
"g_indices" )->AsScalar();
67 GetVariableByName(
"g_txColorsFromHeight" )->AsShaderResource();
96 data[0] =
raColor(1.0f, 1.0f, 1.0f, 1.0f);
97 data[1] =
raColor(1.0f, 1.0f, 1.0f, 1.0f);
98 data[2] =
raColor(1.0f, 1.0f, 1.0f, 1.0f);
99 data[3] =
raColor(1.0f, 1.0f, 1.0f, 1.0f);
100 data[4] =
raColor(1.0f, 1.0f, 1.0f, 1.0f);
106 data[0] =
raColor(0.6f, 0.5f, 0.4f, 1.0f);
107 data[1] =
raColor(0.6f, 0.25f, 0.2f, 1.0f);
108 data[2] =
raColor(0.6f, 0.4f, 0.05f, 1.0f);
109 data[3] =
raColor(0.6f, 0.4f, 0.4f, 1.0f);
110 data[4] =
raColor(0.9f, 0.8f, 0.7f, 1.0f);
116 data[0] =
raColor(0.1f, 0.0f, 0.9f, 1.0f);
117 data[1] =
raColor(0.0f, 0.0f, 0.9f, 1.0f);
118 data[2] =
raColor(0.9f, 0.9f, 1.0f, 1.0f);
119 data[3] =
raColor(0.9f, 0.9f, 0.9f, 1.0f);
120 data[4] =
raColor(0.7f, 0.7f, 0.7f, 1.0f);
126 data[0] =
raColor(0.0f, 0.0f, 0.8f, 1.0f);
127 data[1] =
raColor(0.0f, 0.2f, 0.6f, 1.0f);
128 data[2] =
raColor(0.0f, 0.5f, 0.05f, 1.0f);
129 data[3] =
raColor(0.5f, 0.4f, 0.4f, 1.0f);
130 data[4] =
raColor(0.9f, 0.9f, 0.9f, 1.0f);
134 D3D11_TEXTURE1D_DESC dstex;
137 dstex.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
138 dstex.Usage = D3D11_USAGE_DEFAULT;
139 dstex.BindFlags = D3D11_BIND_SHADER_RESOURCE;
140 dstex.CPUAccessFlags = 0;
143 D3D11_SUBRESOURCE_DATA InitData;
144 InitData.pSysMem = (
float*) data;
145 InitData.SysMemPitch = 4 * 4 *
sizeof(float);
146 InitData.SysMemSlicePitch = 4 * 4 *
sizeof(float);
149 D3D11_SHADER_RESOURCE_VIEW_DESC SRVDesc;
150 ZeroMemory( &SRVDesc,
sizeof(SRVDesc) );
151 SRVDesc.Format = dstex.Format;
152 SRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE1D;
153 SRVDesc.Texture2D.MipLevels = dstex.MipLevels;
ID3D11ShaderResourceView * m_pHeightTextureSRV
void CreatePermutations()
virtual void CreateHeightTexture()
raProceduralMaterial(raSmartPointer< raDirectX > dx, int frequenz, LPCSTR techniquename, int colorsSelection=5)
ID3D11Device * GetDevice(void)
ID3DX11Effect * m_pEffect
ID3DX11EffectScalarVariable * m_pFreqVariable
ID3DX11EffectScalarVariable * m_pPermutationsVariable
ID3DX11EffectShaderResourceVariable * m_ptxHeight
ID3D11Texture1D * m_pHeightTexture
raSmartPointer< raDirectX > m_dx
ID3DX11EffectScalarVariable * m_pBiasVariable