Esempio n. 1
0
ShaderManager::ShaderManager(ID3D12Device *device)
{
	mDevice = device;

	ShaderPipelineStateCreator::BuildPipelineStates();
	mRootSignatureManager = new RootSignatureManager(mDevice);
	
    LoadAllShaders(mDevice);
}
Esempio n. 2
0
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");

}