コード例 #1
0
//==============================================================================================================================
bool MaterialShader::Initialize()
{
    ConstantBuffer<ZShadeSandboxLighting::cbMaterialShadingBuffer> shadingCB(m_pD3DSystem);
    shadingCB.Initialize(PAD16(sizeof(ZShadeSandboxLighting::cbMaterialShadingBuffer)));
    m_pShadingCB = shadingCB.Buffer();

    ConstantBuffer<cbMatrixBufferLight> matrixCB(m_pD3DSystem);
    matrixCB.Initialize(PAD16(sizeof(cbMatrixBufferLight)));
    m_pMatrixCB = matrixCB.Buffer();

    ConstantBuffer<ZShadeSandboxLighting::cbLightBuffer> lightCB(m_pD3DSystem);
    lightCB.Initialize(PAD16(sizeof(ZShadeSandboxLighting::cbLightBuffer)));
    m_pLightCB = lightCB.Buffer();

    ConstantBuffer<ZShadeSandboxLighting::cbSunLightBuffer> sunCB(m_pD3DSystem);
    sunCB.Initialize(PAD16(sizeof(ZShadeSandboxLighting::cbSunLightBuffer)));
    m_pSunCB = sunCB.Buffer();

    ClearInputLayout();

    LoadPixelShader("MaterialShaderPS");
    LoadPixelShader("MaterialShaderWireframePS");

    SetInputLayoutDesc("MaterialShader", ZShadeSandboxMesh::VertexLayout::mesh_layout_pos_normal_tex, 3);
    LoadVertexShader("MaterialShaderVS");
    AssignVertexShaderLayout("MaterialShader");

    SetInputLayoutDesc("MaterialShaderInstance", ZShadeSandboxMesh::VertexLayout::mesh_layout_pos_normal_tex_instance, 4);
    LoadVertexShader("MaterialShaderInstanceVS");
    AssignVertexShaderLayout("MaterialShaderInstance");

    return true;
}
コード例 #2
0
//==============================================================================================================================
bool DeferredShader::Initialize()
{
	ConstantBuffer<cbPackBuffer> packCB(m_pD3DSystem);
	packCB.Initialize(PAD16(sizeof(cbPackBuffer)));
	m_pPackCB = packCB.Buffer();
	
	ConstantBuffer<cbMatrixBuffer> matrixCB(m_pD3DSystem);
	matrixCB.Initialize(PAD16(sizeof(cbMatrixBuffer)));
	m_pMatrixCB = matrixCB.Buffer();
	
	ConstantBuffer<cbMatrixBuffer2> matrix2CB(m_pD3DSystem);
	matrix2CB.Initialize(PAD16(sizeof(cbMatrixBuffer2)));
	m_pMatrix2CB = matrix2CB.Buffer();
	
	ClearInputLayout();
	
	SetInputLayoutDesc("DeferredShader", ZShadeSandboxMesh::VertexLayout::mesh_layout_pos_normal_tex, 3);
	
	LoadVertexShader("DeferredShaderVS");
	LoadPixelShader("DeferredShaderPS");
	LoadPixelShader("DeferredShaderWireframePS");
	
	AssignVertexShaderLayout("DeferredShader");
	
	return true;
}
コード例 #3
0
//==============================================================================================================================
bool DebugGBufferDeferredShader::Initialize()
{
	ConstantBuffer<cbInvMatrixBuffer> matrixCB(m_pD3DSystem);
	matrixCB.Initialize(PAD16(sizeof(cbInvMatrixBuffer)));
	m_pMatrixCB = matrixCB.Buffer();

	LoadVertexShader("DebugGBufferDeferredVS");
	LoadPixelShader("DebugGBufferDeferredPS");
	LoadPixelShader("DebugGBufferDepthDeferredPS");
	LoadPixelShader("DebugGBufferDeferredWireframePS");
	
	return true;
}