I need to be able to compile a shader ".hlsl, .fx" in my DirectX app but here is the issue I can only specify 6 textures by there default path directory I don't want this I want to be able to set one path for all textures all 50 of them and then compile them and see the shader effect on all textures all 50 of them that's my issue thanks? I am using DirectX June 2010 and using Direct3D11 and visual studio 2015.
#define NUM_TEXTURES 7
DETAIL_TESSELLATION_TEXTURE_STRUCT DetailTessellationTextures[NUM_TEXTURES +
1] =
{
// DiffuseMap NormalHeightMap DisplayName,
fHeightScale fBaseTextureRepeat fDensityScale fMeaningfulDifference
{ L"Textures\\rocks.jpg", L"Textures\\rocks_NM_height.dds", L"Rocks",
10.0f, 1.0f, 25.0f, 2.0f/255.0f },
{ L"Textures\\stones.bmp", L"Textures\\stones_NM_height.dds", L"Stones",
5.0f, 1.0f, 10.0f, 5.0f/255.0f },
{ L"Textures\\wall.jpg", L"Textures\\wall_NM_height.dds", L"Wall",
8.0f, 1.0f, 7.0f, 7.0f/255.0f },
{ L"Textures\\wood.jpg", L"Textures\\four_NM_height.dds", L"Four
shapes", 30.0f, 1.0f, 35.0f, 2.0f/255.0f },
{ L"Textures\\concrete.bmp", L"Textures\\bump_NM_height.dds", L"Bump",
10.0f, 4.0f, 50.0f, 2.0f/255.0f },
{ L"Textures\\concrete.bmp", L"Textures\\dent_NM_height.dds", L"Dent",
10.0f, 4.0f, 50.0f, 2.0f/255.0f },
{ L"Textures\\wood.jpg", L"Textures\\saint_NM_height.dds", L"Saints" ,
20.0f, 1.0f, 40.0f, 2.0f/255.0f },
{ L"", L"", L"Custom" ,
5.0f, 1.0f, 10.0f, 2.0f/255.0f },
};
DWORD g_dwNumTextures = 0;
ID3D11ShaderResourceView*
g_pDetailTessellationBaseTextureRV[NUM_TEXTURES+1];
ID3D11ShaderResourceView*
g_pDetailTessellationHeightTextureRV[NUM_TEXTURES+1];
ID3D11ShaderResourceView*
g_pDetailTessellationDensityTextureRV[NUM_TEXTURES+1];
ID3D11ShaderResourceView* g_pLightTextureRV = NULL;
WCHAR
g_pszCustomTextureDiffuseFilename[MAX_PATH] = L"";
WCHAR
g_pszCustomTextureNormalHeightFilename[MAX_PATH] = L"";
DWORD g_bRecreateCustomTextureDensityMap =
false;