ShaderErrors LightShader::Initialize(ID3D11Device* device, HWND hwnd, IShaderParams* params) { if(!InitializeShader(device,hwnd,params,L"../../Core/Engine/Shaders/LightShader/VertexShader.hlsl",L"../../Core/Engine/Shaders/LightShader/PixelShader.hlsl")) return SHDR_COMPILATION_FAILED; return SHDR_OK; }
bool ReflectionShaderClass::Initialize(ID3D11Device* device, HWND hwnd) { bool result; result = InitializeShader(device, hwnd, L"../Engine/reflectionvs.hlsl", L"../Engine/reflectionps.hlsl"); return result; }
bool TranslateShaderClass::Initialize(ID3D11Device* device, HWND hwnd) { bool result; result = InitializeShader(device, hwnd, L"../Engine/translatevs.hlsl", L"../Engine/translateps.hlsl"); return result; }
bool LightingShaderClass::Initialize(ID3D11Device* device, HWND hwnd) { bool result; // Initialize the vertex and pixel shaders. //result = InitializeShader(device, hwnd, L"./DirectionalLight/LightingAmbient.fx", L"./DirectionalLight/LightingAmbient.fx"); //result = InitializeShader(device, hwnd, L"./DirectionalLight/LightingDiffuse.fx", L"./DirectionalLight/LightingDiffuse.fx"); result = InitializeShader(device, hwnd, L"./DirectionalLight/LightingPhongDiffuse.fx", L"./DirectionalLight/LightingPhongDiffuse.fx"); //result = InitializeShader(device, hwnd, L"./DirectionalLight/LightingPhongSpecular.fx", L"./DirectionalLight/LightingPhongSpecular.fx"); //result = InitializeShader(device, hwnd, L"./DirectionalLight/LightingSpecular.fx", L"./DirectionalLight/LightingSpecular.fx"); //result = InitializeShader(device, hwnd, L"./PointLight/LightingDiffuse.fx", L"./PointLight/LightingDiffuse.fx"); //result = InitializeShader(device, hwnd, L"./PointLight/LightingPhongDiffuse.fx", L"./PointLight/LightingPhongDiffuse.fx"); //result = InitializeShader(device, hwnd, L"./PointLight/LightingPhongSpecular.fx", L"./PointLight/LightingPhongSpecular.fx"); //result = InitializeShader(device, hwnd, L"./PointLight/LightingSpecular.fx", L"./PointLight/LightingSpecular.fx"); //result = InitializeShader(device, hwnd, L"./SpotLight/LightingDiffuse.fx", L"./SpotLight/LightingDiffuse.fx"); //result = InitializeShader(device, hwnd, L"./SpotLight/LightingPhongDiffuse.fx", L"./SpotLight/LightingPhongDiffuse.fx"); //result = InitializeShader(device, hwnd, L"./SpotLight/LightingPhongSpecular.fx", L"./SpotLight/LightingPhongSpecular.fx"); //result = InitializeShader(device, hwnd, L"./SpotLight/LightingSpecular.fx", L"./SpotLight/LightingSpecular.fx"); if(!result) { return false; } return true; }
bool AlphaMapShader::Initialize(Graphics* graphics) { if(!InitializeShader(graphics,L"Content/Shaders/AlphaMapVS.cso",L"Content/Shaders/AlphaMapPS.cso")) return false; return true; }
bool FontShader::Initialize(ID3D11Device* device, HWND hwnd) { bool result; result = InitializeShader(device, hwnd, "FontVertexShader.hlsl", "FontPixelShader.hlsl"); if (!result) return false; return true; }
bool FontShaderClass::Initialize(ID3D11Device* device, HWND hwnd) { if (!InitializeShader(device, hwnd, L"../GameGame/font.vs", L"../GameGame/font.ps")) return false; return true; }
bool FoliageShaderClass::Initialize(ID3D10Device* device) { bool result; result = InitializeShader(device, L"../ModellingInThreeDimensions/data/foliage/foliage.fx"); return true; }
Shader::Shader(std::string vpFile, std::string fpFile) { m_vp.assign(LoadShaderProgram(vpFile)); m_gp.clear(); m_fp.assign(LoadShaderProgram(fpFile)); InitializeShader(); }
bool MultiTextureShader::Initialize(Graphics* graphics) { // initialize our shaders if(!InitializeShader(graphics,L"Content/Shaders/MultiTextureVS.cso", L"Content/Shaders/MultiTexturePS.cso")) return false; return true; }
bool BumpMapShader::Initialize(ID3D11Device* device, HWND hwnd) { bool result; // Initialize the vertex and pixel shaders. result = InitializeShader(device, hwnd, L"bumpmap.vs.hlsl", L"bumpmap.ps.hlsl"); if(!result) return false; return true; }
bool ProjectionLightMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd){ bool result; // Initialize the vertex and pixel shaders. result = InitializeShader(device, hwnd, L"projection_lightmap_vert.hlsl", L"projection_lightmap_pix.hlsl"); if (!result) return false; return true; }
bool TextureShaderClass::Initialize(ID3D10Device* device, HWND hWnd) { bool result; result = InitializeShader(device, hWnd, L"../DX10/texture.fx"); if (!result) { return false; } return true; }
bool ColorShaderClass::Initialize(ID3D11Device* device, HWND hwnd) { bool result; //Initialize the vertex and pixel shaders result = InitializeShader(device, hwnd, L"../Engine/color.vs", L"../Engine/color.ps"); if(!result) return false; return true; }
bool ColorShaderClass::Initialize(ID3D11Device* device, HWND hwnd) { bool result; result = InitializeShader(device, hwnd, L"ColorVertex.vs", L"ColorPixel.ps"); if (!result) { return false; } return true; }
// Initializes the light.fx shader file bool LightShaderClass::Initialize(ID3D10Device* device, HWND hwnd){ bool result; result = InitializeShader(device, hwnd, L"../ModellingInThreeDimensions/data/light.fx"); if(!result) { return false; } return true; }
bool ParticleShaderClass::Initialize(ID3D11Device* device, HWND hwnd) { bool result; result = InitializeShader(device, hwnd, L".\\Shader\\particle.fx", L".\\Shader\\particle.fx"); if (!result) { return false; } return true; }
bool MultiShadowShaderClass::Initialize(ID3D11Device* device, HWND hwnd) { bool result; result = InitializeShader(device, hwnd, L"Shader\\shadow.fx", L"Shader\\shadow.fx"); if (!result) { return false; } return true; }
bool ShadowShaderClass::Initialize(ID3D11Device* device, HWND hwnd) { bool result; // Initialize the vertex and pixel shaders. result = InitializeShader(device, hwnd, L"Data/Shaders/shadow.vs", L"Data/Shaders/shadow.ps"); if (!result) return false; return true; }
bool SpecmapShaderClass::Initialize(ID3D11Device* device, HWND hwnd) { bool result; result = InitializeShader(device, hwnd, L"specmap.fx", L"specmap.fx"); if (!result) { return false; } return true; }
bool RefractionShaderClass::Initialize(ID3D11Device* device, HWND hwnd) { bool result; result = InitializeShader(device, hwnd, L"refraction.fx", L"refraction.fx"); if (!result) { return false; } return true; }
bool TextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd){ WCHAR currentDir[256]; DWORD const buffer_chars = sizeof(currentDir) / sizeof(currentDir[0]); DWORD a = GetCurrentDirectory(buffer_chars, currentDir); std::wstring dirVSWStr = std::wstring(currentDir) + L"\\Data\\texture.vs"; std::wstring dirPSWStr = std::wstring(currentDir) + L"\\Data\\texture.ps"; return InitializeShader(device, hwnd, (WCHAR*)dirVSWStr.c_str(), (WCHAR*)dirPSWStr.c_str()); }
bool LightShaderClass::Initialize(ID3D11Device* device, HWND hwnd){ bool result; //Initialize the vertex and pixel shaders result = InitializeShader(device, hwnd, L"light.vs", L"light.ps"); if (!result) return false; return true; }
bool FontShaderClass::Initialize(ID3D11Device* device, HWND hwnd) { bool result; // Initialize the vertex and pixel shaders. result = InitializeShader(device, hwnd, L"../Engine/font.vs", L"../Engine/font.ps"); if(!result) { return false; } return true; }
bool MultiTextureShader::Initialize(ID3D11Device* device) { bool result; result = InitializeShader(device, "Shaders\\MultiTextureVertexShader.cso", "Shaders\\MultiTexturePixelShader.cso"); if (!result) { return false; } return true; }
bool ColorShaderClass::Initialize( ID3D11Device* device, HWND hwnd ) { bool result; result = InitializeShader(device, hwnd, L"./Effect/color.vs", L"./Effect/color.ps"); if(!result) { return false; } return true; }
bool ColorShader::Initialize(ID3D11Device* device, HWND hwnd) { bool result; result = InitializeShader(device, hwnd, "../3D2-Project/ColorVS.hlsl", "../3D2-Project/ColorPS.hlsl"); if (!result) { return false; } return true; }
/*The Initialize function will call the initialization function for the shader. We pass in the name of the HLSL shader file*/ bool Shader::Initialize(ID3D10Device* device, HWND hwnd) { bool result; // Initialize the shader that will be used to draw the triangle. result = InitializeShader(device, hwnd, L"assets/color2.fx"); if(!result){ return false; } return true; }
bool TransparentShaderClass::Initialize(ID3D11Device* device, HWND hwnd) { bool result; // Initialize the vertex and pixel shaders. result = InitializeShader(device, hwnd, L"../DMArcadeInterface/transparent.vs", L"../DMArcadeInterface/transparent.ps"); if (!result) { return false; } return true; }
bool CLightShader::Initialize(ID3D11Device* device, HWND hwnd) { bool result; result = InitializeShader(device, hwnd, "Shaders/specularlight.vs", "Shaders/specularlight.ps"); if (!result) { CLog::Write("CLightShader::Initialize() : could not initialize the shader"); return false; } return true; }