void sfRenderTexture_drawPrimitives(sfRenderTexture* renderTexture, const void* vertices, DUint vertexCount, DInt type, DInt colorSrcFactor, DInt colorDstFactor, DInt colorEquation, DInt alphaSrcFactor, DInt alphaDstFactor, DInt alphaEquation, const float* transform, const sfTexture* texture, const sfShader* shader) { renderTexture->This.draw(reinterpret_cast<const sf::Vertex*>(vertices), vertexCount, static_cast<sf::PrimitiveType>(type), createRenderStates(colorSrcFactor, colorDstFactor, colorEquation, alphaSrcFactor, alphaDstFactor, alphaEquation, transform, texture, shader)); }
// Init HRESULT CFW1GlyphRenderStates::initRenderResources( IFW1Factory *pFW1Factory, ID3D11Device *pDevice, bool wantGeometryShader, bool anisotropicFiltering ) { HRESULT hResult = initBaseObject(pFW1Factory); if(FAILED(hResult)) return hResult; if(pDevice == NULL) return E_INVALIDARG; pDevice->AddRef(); m_pDevice = pDevice; m_featureLevel = m_pDevice->GetFeatureLevel(); // D3DCompiler #ifdef FW1_DELAYLOAD_D3DCOMPILER_XX_DLL HMODULE hD3DCompiler = LoadLibrary(D3DCOMPILER_DLL); if(hD3DCompiler == NULL) { DWORD dwErr = GetLastError(); dwErr; m_lastError = std::wstring(L"Failed to load ") + D3DCOMPILER_DLL_W; hResult = E_FAIL; } else { m_pfnD3DCompile = reinterpret_cast<pD3DCompile>(GetProcAddress(hD3DCompiler, "D3DCompile")); if(m_pfnD3DCompile == NULL) { DWORD dwErr = GetLastError(); dwErr; m_lastError = std::wstring(L"Failed to load D3DCompile from ") + D3DCOMPILER_DLL_W; hResult = E_FAIL; } else { hResult = S_OK; } } #else m_pfnD3DCompile = D3DCompile; hResult = S_OK; #endif // Create all needed resources if(SUCCEEDED(hResult)) hResult = createQuadShaders(); if(SUCCEEDED(hResult)) hResult = createPixelShaders(); if(SUCCEEDED(hResult)) hResult = createConstantBuffer(); if(SUCCEEDED(hResult)) hResult = createRenderStates(anisotropicFiltering); if(SUCCEEDED(hResult) && wantGeometryShader) { hResult = createGlyphShaders(); if(FAILED(hResult)) hResult = S_OK; } if(SUCCEEDED(hResult)) hResult = S_OK; #ifdef FW1_DELAYLOAD_D3DCOMPILER_XX_DLL FreeLibrary(hD3DCompiler); #endif return hResult; }
void sfRenderWindow_drawPrimitives(sfRenderWindow* renderWindow, const void* vertices, DUint vertexCount, DInt type, DInt blendMode,const float* transform, const sfTexture* texture, const sfShader* shader) { renderWindow->This.draw(static_cast<const sf::Vertex*>(vertices), vertexCount, static_cast<sf::PrimitiveType>(type), createRenderStates(blendMode, transform, texture, shader)); }