HRESULT ManagementLight::init(ID3D11Device* p_device) { HRESULT hr = S_OK; initLights(); hr = initLightBuffer(p_device); if(SUCCEEDED(hr)) hr = initLightSRV(p_device); return hr; }
bool LightShader::initializeShader(ID3D11Device * device, HWND hwnd, const WCHAR * vsFilename, const WCHAR * psFilename) { ID3D10Blob* errorBlob; ID3D10Blob* vertexShaderBlob; ID3D10Blob* pixelShaderBlob; UINT flags = D3DCOMPILE_ENABLE_STRICTNESS; #if _DEBUG flags |= D3DCOMPILE_DEBUG; #endif // Compile the vertex shader code. if (FAILED(D3DCompileFromFile(vsFilename, NULL, D3D_COMPILE_STANDARD_FILE_INCLUDE, "DiffuseLightVertexShader", Globals::VERTEX_SHADER_VERSION, flags, 0, &vertexShaderBlob, &errorBlob))) { if (errorBlob) { outputShaderErrorMessage(errorBlob, hwnd, vsFilename); } else { MessageBox(hwnd, vsFilename, L"Missing Vertex Shader File", MB_OK); } return false; } if (FAILED(D3DCompileFromFile(psFilename, NULL, D3D_COMPILE_STANDARD_FILE_INCLUDE, "DiffuseLightPixelShader", Globals::PIXEL_SHADER_VERSION, flags, 0, &pixelShaderBlob, &errorBlob))) { if (errorBlob) { outputShaderErrorMessage(errorBlob, hwnd, psFilename); } else { MessageBox(hwnd, psFilename, L"Missing Pixel Shader File", MB_OK); } return false; } // Create the vertex shader from the buffer. if (FAILED(device->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), NULL, &vertexShader))) { MessageBox(NULL, L"Error creating Vertex Shader", L"ERROR", MB_OK); return false; } // Create the pixel shader from the buffer. if (FAILED(device->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), NULL, &pixelShader))) { MessageBox(NULL, L"Error creating Pixel Shader", L"ERROR", MB_OK); return false; } if (FAILED(initInputLayout(device, vertexShaderBlob))) { MessageBox(NULL, L"Error creating Input Layout Buffer", L"ERROR", MB_OK); return false; } safeRelease(vertexShaderBlob); safeRelease(pixelShaderBlob); if (FAILED(initMatrixBuffer(device))) { MessageBox(NULL, L"Error creating Constant (Matrix) Buffer", L"ERROR", MB_OK); return false; } if (FAILED(initSamplerState(device))) { MessageBox(NULL, L"Error creating Sampler Shader", L"ERROR", MB_OK); return false; } if (FAILED(initLightBuffer(device))) { return false; } return true; }