bool Shader::Initialize(ID3D11Device * device, HWND hwnd, LPCSTR shaderFileName, LPCSTR vertexFuncName, LPCSTR pixelFuncName) { bool result; int lenghFileName = strlen(shaderFileName) + 1; mp_name = new char[lenghFileName]; memcpy(mp_name, shaderFileName, lenghFileName); char * psFileName = new char[lenghFileName + 5]; strcpy_s(psFileName, lenghFileName + 5, shaderFileName); strcat_s(psFileName, lenghFileName + 5, ".ps\0"); char * vsFileName = new char[lenghFileName + 5]; strcpy_s(vsFileName, lenghFileName + 5, shaderFileName); strcat_s(vsFileName, lenghFileName + 5, ".vs\0"); result = initializeShader(device, hwnd, vsFileName, psFileName, vertexFuncName, pixelFuncName); delete[] psFileName; delete[] vsFileName; return result; }
bool ColorShaderClass::initialize( ID3D11Device *aD3DDevice, HWND aHwnd ) { bool result; result = initializeShader(aD3DDevice, aHwnd, L"color.vs", L"color.ps"); return result; }
void SpriteBatch::initialize() { initializeShader(); initializeBuffers(); //initializeProjectionTransform(); initializeSprites(); }
Ball::Ball(const int& width_, const int& height_, const float& lastXPos_) { width = width_; height = height_; xSize = 2.0f / width; ySize = 2.0f / height; lastXPos = lastXPos_; initialize(); initializeShader(); }
bool vprLightShader::initialize(ID3D11Device* device, HWND hwnd) { // Initialize the vertex and pixel shaders. if (!initializeShader(device, hwnd, "./lightVS.hlsl", "./lightPS.hlsl")) { return false; } return true; }
bool FontShader::initialize() { bool result; result = initializeShader("../Engine/Graphics/Shaders/fontVS.hlsl", "../Engine/Graphics/Shaders/fontPS.hlsl"); if (!result) { return false; } return true; }
bool LightShader::initialize(ID3D11Device* device, HWND hwnd) { bool result; // Initialize the vertex and pixel shaders. result = initializeShader(device, hwnd, L"Light.vs", L"Light.ps"); if (!result) { return false; } return true; }
bool LightShaderClass::initialize(ID3D11Device* aD3DDevice, HWND aHwnd) { bool result; result = initializeShader( aD3DDevice, aHwnd, L"./shader/light.vs", L"./shader/light.ps"); if(!result) { return false; } return true; }
bool TextureShaderClass::initialize(ID3D11Device* device, HWND hwnd) { bool result; result = initializeShader( device, hwnd, L"texture.vs", L"texture.ps"); if(!result) { return false; } return true; }
UITextBox::UITextBox(TEXTBOX_TYPES type){ if (!visible) return; switch (type) { case UITextBox::HUD: boxType = type; if (!UITextBox::HUDTextShader.initialized) initializeShader(type); scale = 0.05f; direction = vector3(1.0f, 0.0f, 0.0f); down = vector3(0.0f, -1.0f, 0.0f); break; case UITextBox::WORLD: boxType = type; if (!UITextBox::pvTextShader.initialized) initializeShader(type); break; case UITextBox::BILLBOARD: break; default: break; } }
bool ColorShaderClass::initialize(ID3D11Device* device, HWND hwnd) { bool result; // Initialize the vertex and pixel shaders. result = initializeShader(device, hwnd, L"color_vs.hlsl", L"color_ps.hlsl"); if (!result) { return false; } return true; }
void MusikQuadRender::initializeGL() { initializeOpenGLFunctions(); //glClearColor(0.0f, 0.0f, 0.0f, 1.0f); initializeShader(); initializeTexShader(); initializeGeometry(); initializeTexGeometry(); initializeFrameBuffer(); glEnable(GL_DEPTH_TEST); // timer->start(25,this); }
void TextureDisplayer::initialize(int sceneWidth, int sceneHeight, float nearPlane, float farPlane) { #ifdef _DEBUG if(isInitialized) { throw std::runtime_error("Display texture is already initialized."); } #endif initializeShader(nearPlane, farPlane); float minX, maxX, minY, maxY; if(fullScreen) { minX = 0.0; maxX = sceneWidth; minY = 0.0; maxY = sceneHeight; }else { switch(coordinateX) { case TextureDisplayer::LEFT: minX = sceneWidth*0.025; maxX = sceneWidth*0.325; break; case TextureDisplayer::CENTER_X: minX = sceneWidth*0.35; maxX = sceneWidth*0.65; break; case TextureDisplayer::RIGHT: minX = sceneWidth*0.675; maxX = sceneWidth*0.975; break; case TextureDisplayer::USER_DEFINED_X: minX = userMinX; maxX = userMaxX; break; default: throw std::domain_error("Unsupported coordinate X"); break; } switch(coordinateY) { case TextureDisplayer::BOTTOM: minY = sceneHeight*0.675; maxY = sceneHeight*0.975; break; case TextureDisplayer::CENTER_Y: minY = sceneHeight*0.35; maxY = sceneHeight*0.65; break; case TextureDisplayer::TOP: minY = sceneHeight*0.025; maxY = sceneHeight*0.325; break; case TextureDisplayer::USER_DEFINED_Y: minY = userMinY; maxY = userMaxY; break; default: throw std::domain_error("Unsupported coordinate Y"); break; } } //orthogonal matrix with origin at top left screen ShaderManager::instance()->bind(displayTextureShader); mProjection.setValues(2.0f/(float)sceneWidth, 0.0, -1.0, 0.0, -2.0f/(float)sceneHeight, 1.0, 0.0, 0.0, 1.0); glUniformMatrix3fv(mProjectionLoc, 1, false, (const float*)mProjection); //update the display quadDisplayer = std::make_unique<QuadDisplayerBuilder>() ->vertexData(GL_FLOAT, new float[8]{minX, minY, maxX, minY, maxX, maxY, minX, maxY}) ->build(); isInitialized = true; }