Exemple #1
0
bool DirectxEngine::UpdateShader(const MeshData& mesh, 
                                 const IScene& scene,
                                 bool alphaBlend, 
                                 float timer)
{
    const int index = mesh.ShaderID();
    if (index != NO_INDEX)
    {
        auto& shader = m_data->shaders[index];
        if(index != m_data->selectedShader)
        {
            SetSelectedShader(index);
            SendLights(scene.Lights());
            shader->UpdateConstantMatrix("viewProjection", m_data->viewProjection);
            shader->UpdateConstantFloat("cameraPosition", &m_data->cameraPosition.x, 3);
            shader->UpdateConstantFloat("depthNear", &scene.Post().DepthNear(), 1);
            shader->UpdateConstantFloat("depthFar", &scene.Post().DepthFar(), 1);

            if (index == WATER_SHADER)
            {
                shader->UpdateConstantFloat("timer", &timer, 1);
            }
        }

        SendTextures(mesh.TextureIDs());
        SetRenderState(mesh.BackfaceCull(), m_data->isWireframe);
        EnableAlphaBlending(alphaBlend, false);
        return true;
    }
    return false;
}
Exemple #2
0
void DirectxEngine::Render(const IScene& scene, float timer)
{
    RenderSceneMap(scene, timer);
    RenderPreEffects(scene.Post());
    RenderBlur(scene.Post());
    RenderPostProcessing(scene.Post());
    m_data->swapchain->Present(0, 0);
}
Exemple #3
0
bool DirectxEngine::UpdateShader(const Emitter& emitter, const IScene& scene)
{
    const int index = emitter.ShaderID();
    if (index != NO_INDEX)
    {
        auto& shader = m_data->shaders[index];
        if (index != m_data->selectedShader)
        {
            SetSelectedShader(index);
            shader->UpdateConstantFloat("depthNear", &scene.Post().DepthNear(), 1);
            shader->UpdateConstantFloat("depthFar", &scene.Post().DepthFar(), 1);
        }

        shader->UpdateConstantFloat("tint", &emitter.Tint().r, 4);

        SetRenderState(false, m_data->isWireframe);
        EnableAlphaBlending(true, false);

        return true;
    }
    return false;
}