Example #1
0
bool COpenGL::ApplyDisplayChanges(void)
{
	if(wglSwapIntervalEXT) {
		wglSwapIntervalEXT(GUI.Vsync?1:0);
	}
	if(GUI.shaderEnabled && GUI.OGLshaderFileName)
		SetShaders(GUI.OGLshaderFileName);
	else
		SetShaders(NULL);

	ChangeRenderSize(0,0);
	return true;
}
Example #2
0
void COpenGL::DeInitialize()
{
	initDone = false;
	SetShaders(NULL);
	DestroyDrawSurface();
	wglMakeCurrent(NULL,NULL);
	if(hRC) {
		wglDeleteContext(hRC);
		hRC = NULL;
	}
	if(hDC) {
		ReleaseDC(hWnd,hDC);
		hDC = NULL;
	}
	hWnd = NULL;
	initDone = false;
	quadTextureSize = 0;
	filterScale = 0;
	afterRenderWidth = 0;
	afterRenderHeight = 0;
	shaderFunctionsLoaded = false;
	shader_type = OGL_SHADER_NONE;
	if(cgShader) {
		delete cgShader;
		cgShader = NULL;
	}
	if(cgAvailable)
		unloadCgLibrary();
	cgAvailable = false;
}
GravityPlane::GravityPlane(const std::string& label, const std::string& texturePath) : PlaneObj(label, "")
{
	SetShaders("gravityPlane.glslv", "gravityPlane.glslf", texturePath);
	glUniform1f(glGetUniformLocation(programId, "G"), gravitationalConst);

	SetTickTock(UpdateContainedPlanets);
}
Example #4
0
ShaderGroup::ShaderGroup(BaseShader* pMainPass, BaseShader* pMainPassNoShadow, BaseShader* pShadowCastRGBAPass, char* name)
: m_Name(name)
{
    SetShaders( pMainPass, pMainPassNoShadow, pShadowCastRGBAPass );
    g_pShaderGroupManager->AddShaderGroup( this );

#if MYFW_USING_WX
    g_pPanelMemory->AddShaderGroup( this, "ShaderGroups", name, StaticOnDrag );
#endif
}
Example #5
0
ShaderGroup::ShaderGroup(char* name)
: m_Name(name)
{
    SetShaders( 0, 0, 0 );
    g_pShaderGroupManager->AddShaderGroup( this );

#if MYFW_USING_WX
    g_pPanelMemory->AddShaderGroup( this, "ShaderGroups", name, StaticOnDrag );
#endif
}
Example #6
0
/**
 * AppSetup()
 */
int AppSetup()
{
	SetGUIStyle();
	SetCamera();
	SetShaders();
	SetMaterials();
	SetTerrain();
	SetMeshes();
	SetLights();
	SetSky();
	scene.backgroundColor = 0xff1e90ff;

	return 1;
}
bool ColorReplacerShader_D3D::init()
{
	D3D11_BUFFER_DESC desc;
	ZeroMemory(&desc, sizeof(desc));
	desc.ByteWidth = sizeof(ReplaceValues);
	desc.Usage = D3D11_USAGE_DYNAMIC;
	desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
	desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;

	g_context.m_pDevice->CreateBuffer(&desc, nullptr, &m_pConstantBuffer);

	FragmentShader_D3D *shader = g_context.m_pShaderManager->GetShader(ShaderManager_D3D::SHADER_INSTANCING_COLOR_REPLACE);
	SetShaders(shader);

	return true;
}
Example #8
0
//---------------------------------------
Effect::Effect( const Shader& vs, const Shader& fs )
{
	SetShaders( vs, fs );
}
Example #9
0
void Shader::set_shaders()
{
	SetShaders(vertex_shader, geometry_shader, pixel_shader);
	SetComputeShader(compute_shader);
}