void RenderText(IText* pText) { _ASSERT(pText->GetFont()); _ASSERT(pText->GetFont()->GetShader()); RenderShader(pText->GetFont()->GetShader(), pText->GetTint(), CRender::RenderFacesText, pText); }
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 MultiTextureShader::Render(Graphics* graphics) { SetShaderParameters(graphics); // render the buffers RenderShader(graphics); }
void AlphaMapShader::Render(Graphics* graphics) { SetShaderParameters(graphics); RenderShader(graphics); }
bool OrthoColorShader::Render(ID3D11DeviceContext* context, int indexCount, Matrix *worldMatrix) { // setup matrix buffer D3D11_MAPPED_SUBRESOURCE mappedResource; unsigned int bufferNumber = 0; // Lock the constant buffer so it can be written to. HRESULT result = context->Map(mMatrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); if(FAILED(result)) { return false; } // Get a pointer to the data in the constant buffer. MatrixBufferType* dataPtr = (MatrixBufferType*)mappedResource.pData; // Transpose the matrix to prepare them for the shader. worldMatrix->Transpose(dataPtr->world); //D3DXMatrixTranspose(&dataPtr->world, worldMatrix); // Unlock the constant buffer. context->Unmap(mMatrixBuffer, 0); // Finally set the constant buffer in the vertex shader with the updated values. context->VSSetConstantBuffers(bufferNumber, 1, &(mMatrixBuffer.p)); // Render RenderShader(context,indexCount); return true; }
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; }
void FoliageShaderClass::Render(ID3D10Device* device, int vertexCount, int instanceCount, D3DXMATRIX viewMatrix, D3DXMATRIX projectionMatrix, ID3D10ShaderResourceView* texture) { SetShaderParameters(viewMatrix, projectionMatrix, texture); RenderShader(device, vertexCount, instanceCount); return; }
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 PreviewObject::Draw(const GameContext & context) { // Put the vertex and instance buffers on the graphics pipeline to prepare them for drawing. RenderBuffers(GraphicsDevice::GetInstance()->GetDevice()); m_pMaterial->SetPosition(m_Position); m_pMaterial->SetEffectVariables(context, nullptr); RenderShader(GraphicsDevice::GetInstance()->GetDevice()); }
void TextureShader::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX* worldMatrix, XMMATRIX* viewMatrix, XMMATRIX* projMatrix, ID3D11ShaderResourceView* texture, Light* light, XMFLOAT3 cameraPosition, float alpha) { SetShaderParams(deviceContext, worldMatrix, viewMatrix, projMatrix, texture, light, cameraPosition, alpha); RenderShader(deviceContext, indexCount); 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; }
// 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; }
/*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 TextureShaderClass::Render(ID3D10Device* device, int indexCount, D3DXMATRIX worldMatrix, D3DXMATRIX viewMatrix, D3DXMATRIX projectionMatrix, ID3D10ShaderResourceView* texture) { SetShaderParameters(worldMatrix, viewMatrix, projectionMatrix, texture); RenderShader(device, indexCount); return; }
void ColorShader::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMFLOAT4X4 worldMatrix, XMFLOAT4X4 viewMatrix, XMFLOAT4X4 projectionMatrix) { SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix); RenderShader(deviceContext, 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; }
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 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; }
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; }
////////////////////////////////////////////////////////////////////////////////////////// // 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; }
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; }
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 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 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 RenderCustomDraw(CCustomDraw* pCustomDraw) { _ASSERT(pCustomDraw->GetNumShaders()); for ( int iShader = 0 ; iShader < pCustomDraw->GetNumShaders() ; ++iShader ) { CDCB cdcb; cdcb.pCustomDraw = pCustomDraw; cdcb.iPiece = iShader; RenderShader(pCustomDraw->GetShader(iShader), pCustomDraw->GetTint(), RenderFacesCustomDraw, &cdcb); } }
bool TextureShader::Render(ID3D11DeviceContext* deviceContext, XMFLOAT4X4 worldMatrix, XMFLOAT4X4 viewMatrix, XMFLOAT4X4 projectionMatrix, int indexCount, ID3D11ShaderResourceView* texture, XMFLOAT4X4 lightViewMatrix, XMFLOAT4X4 lightProjectionMatrix, ID3D11ShaderResourceView* depthMapTexture) { if (!SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, lightViewMatrix, lightProjectionMatrix, depthMapTexture)) { return false; } RenderShader(deviceContext, indexCount); return true; }
bool FontShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, XMFLOAT4 pixelColor) { // 렌더링에 사용할 셰이더 매개 변수를 설정합니다. if (!SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, pixelColor)) { return false; } // 설정된 버퍼를 셰이더로 렌더링한다. RenderShader(deviceContext, 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; }