ShaderManager::ShaderManager(ID3D12Device *device) { mDevice = device; ShaderPipelineStateCreator::BuildPipelineStates(); mRootSignatureManager = new RootSignatureManager(mDevice); LoadAllShaders(mDevice); }
void initProgrRenderer(renderer_t* renderer) { /* int numAttVert; int numUnifVert, numUnifFrag; int numVary; */ SCR_CheckErrorsF("initProgrRenderer","438"); renderer->type = GL_20_RENDERER ; renderer->props |= PROP_BUMP; renderer->props |= PROP_SPEC; renderer->props |= PROP_DIFF; renderer->props |= PROP_SHADOW; renderer->Set3D = Set3D; renderer->StopRendition = StopRendition; // renderer->PushMatrix = PushMatrix; // renderer->PopMatrix = PopMatrix; renderer->SetTexture = SetTexture; renderer->RenderEntities = RenderEntities; renderer->UpLoadTextureToGpu = UpLoadTextureToGPU; renderer->Set2D = Set2D; renderer->RenderString = RenderString; renderer->GetColorBuffer = GetColorBuffer; renderer->RenderSprite = RenderSprite; glViewport(0, 0, renderWidth, renderHeight); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glDisable(GL_BLEND); glClearColor(0, 0, 0,1.0f); //Need to load all shaders here /* glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &numAttVert); glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS, &numUnifVert); glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &numUnifFrag); glGetIntegerv(GL_MAX_VARYING_VECTORS, &numVary); printf("GL_MAX_VERTEX_ATTRIBS = %d \n",numAttVert); printf("GL_MAX_VERTEX_UNIFORM_VECTORS = %d \n",numUnifVert); printf("GL_MAX_FRAGMENT_UNIFORM_VECTORS = %d \n",numUnifFrag); printf("GL_MAX_VARYING_VECTORS = %d \n",numVary); */ LoadAllShaders(); //Create shadowMap and FBO CreateFBOandShadowMap(); SCR_CheckErrorsF("End of initProgrRenderer", "no details"); }