bool DeferredShader::RenderSkyBox(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX &worldMatrix, XMMATRIX &viewMatrix, XMMATRIX& projectionMatrix, ID3D11ShaderResourceView* texture, int Startlocation) { bool result; // Set the shader parameters that it will use for rendering. result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture); if (!result) { return false; } // Now render the prepared buffers with the shader. // Set the vertex and pixel shaders that will be used to render. deviceContext->VSSetShader(m_vertexShaderSkyBox, NULL, 0); deviceContext->PSSetShader(m_pixelShaderSkyBox, NULL, 0); // Set the sampler states in the pixel shader. deviceContext->PSSetSamplers(0, 1, &m_sampleStateWrap); // Render the geometry. deviceContext->DrawIndexed(indexCount, Startlocation, 0); return true; }
bool ProjectionLightMapShaderClass::Render( ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX &worldMatrix, XMMATRIX &viewMatrix, XMMATRIX &projectionMatrix, ID3D11ShaderResourceView* texture, XMFLOAT4 &ambientColour, XMFLOAT4 &diffuseColour, XMFLOAT3 &lightPosition, XMMATRIX &projTexViewMatrix, XMMATRIX &projTexProjectionMatrix, ID3D11ShaderResourceView* projectionTexture){ bool result; //set shader params result = SetShaderParameters( deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, ambientColour, diffuseColour, lightPosition, projTexViewMatrix, projTexProjectionMatrix, projectionTexture); if (!result) return false; //render prepped buffers with shader RenderShader(deviceContext, indexCount); return true; }
void FoliageShaderClass::Render(ID3D10Device* device, int vertexCount, int instanceCount, D3DXMATRIX viewMatrix, D3DXMATRIX projectionMatrix, ID3D10ShaderResourceView* texture) { SetShaderParameters(viewMatrix, projectionMatrix, texture); RenderShader(device, vertexCount, instanceCount); return; }
void MultiTextureShader::Render(Graphics* graphics) { SetShaderParameters(graphics); // render the buffers RenderShader(graphics); }
HRESULT LightShader::RenderOrdinary(ID3D11DeviceContext* deviceContext, int indexCount, D3DXMATRIX worldMatrix, D3DXMATRIX viewMatrix, D3DXMATRIX projectionMatrix) { HRESULT result; // Set the shader parameters that it will use for rendering. result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, false); if(FAILED(result)) { return result; } // Now render the prepared buffers with the shader. result = TextureShader::RenderOrdinary(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix); if(FAILED(result)) { return result; } return result; }
void Sprite::Render() { if (!ShouldDraw()) return; UpdateTexture(); SetBlendingMode(BlendingMode); // Assign our matrix. SetShaderParameters(ColorInvert, AffectedByLightning, Centered, false, BlackToTransparent); Mat4 Mat = GetMatrix(); WindowFrame.SetUniform(U_MVP, &(Mat[0][0])); // Set the color. WindowFrame.SetUniform(U_COLOR, Red, Green, Blue, Alpha); SetTexturedQuadVBO(UvBuffer); DoQuadDraw(); DrawLighten(); FinalizeDraw(); }
void Line::Render() { Mat4 Identity; UpdateVBO(); glDisable(GL_DEPTH_TEST); glBindTexture(GL_TEXTURE_2D, 0); // Set the color. SetShaderParameters(false, false, false, false, false, true); WindowFrame.SetUniform(U_COLOR, R, G, B, A); WindowFrame.SetUniform(U_MVP, &(Identity[0][0])); // Assign position attrib. pointer lnvbo->Bind(); glVertexAttribPointer(WindowFrame.EnableAttribArray(A_POSITION), 2, GL_FLOAT, GL_FALSE, 0, 0); ColorBuffer->Bind(); glVertexAttribPointer(WindowFrame.EnableAttribArray(A_COLOR), 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0); glDrawArrays(GL_LINES, 0, 2); WindowFrame.DisableAttribArray(A_POSITION); WindowFrame.DisableAttribArray(A_COLOR); Image::ForceRebind(); glEnable(GL_DEPTH_TEST); }
bool ParticleShaderClass::Render( ID3D11DeviceContext* deviceContext, int indexCount, D3DXMATRIX worldMatrix, D3DXMATRIX viewMatrix, D3DXMATRIX projectionMatrix, ID3D11ShaderResourceView* texture ) { bool result; result = SetShaderParameters( //set the shader parameters that it will use for rendering deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture ); if(!result) { return false; } RenderShader(deviceContext, indexCount); //render the prepared buffers with the shader return true; }
void AlphaMapShader::Render(Graphics* graphics) { SetShaderParameters(graphics); RenderShader(graphics); }
bool CSLightD::Render(ID3D11DeviceContext *devicecontext,int indexCount,XMMATRIX worldmat,XMMATRIX viewmat,XMMATRIX projmat,ID3D11ShaderResourceView *texture,XMFLOAT3 lightDir,XMFLOAT4 diffuseCol,XMFLOAT4 ambientCol) { if(!SetShaderParameters(devicecontext,worldmat,viewmat,projmat,texture,lightDir,diffuseCol,ambientCol)) return false; RenderShader(devicecontext,indexCount); return true; }
//------------------------------------------------------------------------------ /// Sets parameter values from configuration file. void SetShaderParametersFromFile( GLuint program, const char* fileName ) { std::ifstream in( fileName ); if( !in ) throw ShaderParameterException( std::string( "Cannot open file " ) + fileName ); ShaderParameters params = ReadShaderParameters( in ); SetShaderParameters( program, params ); }
bool DXFrame::ShadersDLights::Render(ID3D11DeviceContext* deviceContext, int indexCount, D3DXMATRIX worldMatrix, D3DXMATRIX viewMatrix, D3DXMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, D3DXVECTOR3 lightDirection, D3DXVECTOR4 diffuseColor) { if (!SetShaderParameters( deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, diffuseColor)) return false; deviceContext->IASetInputLayout(m_Layout); deviceContext->VSSetShader(m_VertexShader, NULL, 0); deviceContext->PSSetShader(m_PixelShader, NULL, 0); deviceContext->PSSetSamplers(0, 1, &m_SampleState); deviceContext->DrawIndexed(indexCount, 0, 0); return true; }
// Takes the required variables to set the shader parameters and render the buffers using the shader file void LightShaderClass::Render(ID3D10Device* device, int indexCount, int vertexCount, int instanceCount, D3DXMATRIX worldMatrix, D3DXMATRIX viewMatrix, D3DXMATRIX projectionMatrix, ID3D10ShaderResourceView** textureArray, D3DXVECTOR3 lightDirection, D3DXVECTOR4 ambientColor, D3DXVECTOR4 diffuseColor, D3DXVECTOR3 cameraPosition, D3DXVECTOR4 specularColor, float specularPower){ SetShaderParameters(worldMatrix, viewMatrix, projectionMatrix, textureArray, lightDirection, ambientColor, diffuseColor, cameraPosition, specularColor, specularPower); RenderShader(device, indexCount, vertexCount, instanceCount); return; }
bool ColorShader::Render(ID3D11DeviceContext *deviceContext, int indexCount, DirectX::XMMATRIX worldMatrix, DirectX::XMMATRIX viewMatrix, DirectX::XMMATRIX projectionMatrix) { if (!SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix)) return false; RenderShader(deviceContext, indexCount); return true; }
bool TextureShaderClass::Render(HWND hwnd, ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX& worldMatrix, XMMATRIX& viewMatrix, XMMATRIX& projectionMatrix, ID3D11ShaderResourceView* texture, float blend, XMFLOAT4 hueColor, bool xFlip, bool yFlip){ bool result = SetShaderParameters(hwnd, deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, blend, hueColor, xFlip, yFlip); if (!result){ return false; } RenderShader(deviceContext, indexCount); return true; }
/*Render will first set the parameters inside the shader using the SetShaderParameters function. Once the parameters are set it then calls RenderShader to draw using the HLSL shader.*/ void Shader::Render(ID3D10Device* device, int indexCount, D3DXMATRIX worldMatrix, D3DXMATRIX viewMatrix, D3DXMATRIX projectionMatrix) { // Set the shader parameters that it will use for rendering. SetShaderParameters(worldMatrix, viewMatrix, projectionMatrix); // Now render the prepared buffers with the shader. RenderShader(device, indexCount); }
void ColorShader::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMFLOAT4X4 worldMatrix, XMFLOAT4X4 viewMatrix, XMFLOAT4X4 projectionMatrix) { SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix); RenderShader(deviceContext, indexCount); return; }
void LightShader::Render(ID3D10Device* device, int indexCount, D3DXMATRIX worldMatrix, D3DXMATRIX viewMatrix, D3DXMATRIX projectionMatrix, D3DXVECTOR3 mEyePos, Light lightVar, int lightType){ // Set the shader parameters that it will use for rendering. SetShaderParameters(worldMatrix, viewMatrix, projectionMatrix, mEyePos, lightVar, lightType); // Now render the prepared buffers with the shader. RenderShader(device, indexCount); }
void TextureShaderClass::Render(ID3D10Device* device, int indexCount, D3DXMATRIX worldMatrix, D3DXMATRIX viewMatrix, D3DXMATRIX projectionMatrix, ID3D10ShaderResourceView* texture) { SetShaderParameters(worldMatrix, viewMatrix, projectionMatrix, texture); RenderShader(device, indexCount); return; }
bool FontShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, D3DXMATRIX worldMatrix, D3DXMATRIX viewMatrix, D3DXMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, D3DXVECTOR4 pixelColor) { if(!SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, pixelColor)) return false; RenderShader(deviceContext, indexCount); return true; }
////////////////////////////////////////////////////////////////////////////////////////// // Affichage // ////////////////////////////////////////////////////////////////////////////////////////// void CFontShader::Render(ID3D10Device* device, int indexCount, D3DXMATRIX worldMatrix, D3DXMATRIX viewMatrix, D3DXMATRIX projectionMatrix, ID3D10ShaderResourceView* texture, D3DXVECTOR4 pixelColor) { // Set the shader parameters that it will use for rendering. SetShaderParameters(worldMatrix, viewMatrix, projectionMatrix, texture, pixelColor); // Now render the prepared buffers with the shader. RenderShader(device, indexCount); return; }
bool LightShader::Update(ID3D11DeviceContext* deviceContext, int indexCount, D3DXMATRIX worldMatrix, D3DXMATRIX viewMatrix, D3DXMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, D3DXVECTOR3 lightDirection, D3DXVECTOR4 diffuseColor) { // Set the shader parameters that it will use for rendering. SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, diffuseColor); // Now render the prepared buffers with the shader. RenderShader(deviceContext, indexCount); return true; }
void TransparentDepthShaderClass::Render(ID3D10Device* device, int indexCount, D3DXMATRIX worldMatrix, D3DXMATRIX viewMatrix, D3DXMATRIX projectionMatrix, ID3D10ShaderResourceView* texture) { // Set the shader parameters that it will use for rendering. SetShaderParameters(worldMatrix, viewMatrix, projectionMatrix, texture); // Now render the prepared buffers with the shader. RenderShader(device, indexCount); return; }
void LightShaderClass::Render(ID3D10Device* device, int indexCount, D3DXMATRIX worldMatrix, D3DXMATRIX viewMatrix, D3DXMATRIX projectionMatrix, D3DXVECTOR4 ambientColor, D3DXVECTOR4 diffuseColor, D3DXVECTOR3 lightDirection) { // Set the shader parameters that it will use for rendering. SetShaderParameters(worldMatrix, viewMatrix, projectionMatrix); // Now render the prepared buffers with the shader. RenderShader(device, indexCount); return; }
void HorizontalBlurShaderClass::Render(ID3D10Device* device, int indexCount, D3DXMATRIX worldMatrix, D3DXMATRIX viewMatrix, D3DXMATRIX projectionMatrix, ID3D10ShaderResourceView* texture, float screenWidth) { // Set the shader parameters that it will use for rendering. SetShaderParameters(worldMatrix, viewMatrix, projectionMatrix, texture, screenWidth); // Now render the prepared buffers with the shader. RenderShader(device, indexCount); return; }
bool D3DTextureShader::Render(ID3D11DeviceContext* deviceContext, int indexCount, const XMMATRIX &worldMatrix, const XMMATRIX &viewMatrix, const XMMATRIX &projectionMatrix, ID3D11ShaderResourceView* texture) { // Set the shader parameters that it will use for rendering. bool result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture); if(!result) return false; RenderShader(deviceContext, indexCount); return true; }
void RefractionShaderClass::Render(ID3D10Device* device, int indexCount, D3DXMATRIX worldMatrix, D3DXMATRIX viewMatrix, D3DXMATRIX projectionMatrix, ID3D10ShaderResourceView* texture, D3DXVECTOR3 lightDirection, D3DXVECTOR4 ambientColor, D3DXVECTOR4 diffuseColor, D3DXVECTOR4 clipPlane) { // Set the shader parameters that it will use for rendering. SetShaderParameters(worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, ambientColor, diffuseColor, clipPlane); // Now render the prepared buffers with the shader. RenderShader(device, indexCount); return; }
bool XM_CALLCONV FogFX::Render(ID3D11DeviceContext* immediateContext, int indexCount, XMMATRIX world, XMMATRIX view, XMMATRIX projection, ID3D11ShaderResourceView* texture, float fogStart, float fogEnd) { bool result; result = SetShaderParameters(immediateContext, world, view, projection, texture, fogStart, fogEnd); if (FAILED(result)) return false; Draw(immediateContext, indexCount); return true; }
bool ModelMaterial::Render(ID3D11DeviceContext* a_pDeviceContext, int a_nIndexCount, XMFLOAT4X4 a_mWorldMatrix, XMFLOAT4X4 a_mViewMatrix, XMFLOAT4X4 a_mProjectionMatrix) { bool result; result = SetShaderParameters(a_pDeviceContext, a_mWorldMatrix, a_mViewMatrix, a_mProjectionMatrix); if(!result) { return false; } RenderShader(a_pDeviceContext, a_nIndexCount); return true; }
bool ColorShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, D3DXMATRIX worldMatrix, D3DXMATRIX viewMatrix, D3DXMATRIX projectionMatrix) { bool result; //Set the shader parameters that it will use for rendering result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix); if(!result) return false; //Now render the prepared buffers with the shader. RenderShader(deviceContext, indexCount); return true; }