bool COpenGL::ApplyDisplayChanges(void) { if(wglSwapIntervalEXT) { wglSwapIntervalEXT(GUI.Vsync?1:0); } if(GUI.shaderEnabled && GUI.OGLshaderFileName) SetShaders(GUI.OGLshaderFileName); else SetShaders(NULL); ChangeRenderSize(0,0); return true; }
void COpenGL::DeInitialize() { initDone = false; SetShaders(NULL); DestroyDrawSurface(); wglMakeCurrent(NULL,NULL); if(hRC) { wglDeleteContext(hRC); hRC = NULL; } if(hDC) { ReleaseDC(hWnd,hDC); hDC = NULL; } hWnd = NULL; initDone = false; quadTextureSize = 0; filterScale = 0; afterRenderWidth = 0; afterRenderHeight = 0; shaderFunctionsLoaded = false; shader_type = OGL_SHADER_NONE; if(cgShader) { delete cgShader; cgShader = NULL; } if(cgAvailable) unloadCgLibrary(); cgAvailable = false; }
GravityPlane::GravityPlane(const std::string& label, const std::string& texturePath) : PlaneObj(label, "") { SetShaders("gravityPlane.glslv", "gravityPlane.glslf", texturePath); glUniform1f(glGetUniformLocation(programId, "G"), gravitationalConst); SetTickTock(UpdateContainedPlanets); }
ShaderGroup::ShaderGroup(BaseShader* pMainPass, BaseShader* pMainPassNoShadow, BaseShader* pShadowCastRGBAPass, char* name) : m_Name(name) { SetShaders( pMainPass, pMainPassNoShadow, pShadowCastRGBAPass ); g_pShaderGroupManager->AddShaderGroup( this ); #if MYFW_USING_WX g_pPanelMemory->AddShaderGroup( this, "ShaderGroups", name, StaticOnDrag ); #endif }
ShaderGroup::ShaderGroup(char* name) : m_Name(name) { SetShaders( 0, 0, 0 ); g_pShaderGroupManager->AddShaderGroup( this ); #if MYFW_USING_WX g_pPanelMemory->AddShaderGroup( this, "ShaderGroups", name, StaticOnDrag ); #endif }
/** * AppSetup() */ int AppSetup() { SetGUIStyle(); SetCamera(); SetShaders(); SetMaterials(); SetTerrain(); SetMeshes(); SetLights(); SetSky(); scene.backgroundColor = 0xff1e90ff; return 1; }
bool ColorReplacerShader_D3D::init() { D3D11_BUFFER_DESC desc; ZeroMemory(&desc, sizeof(desc)); desc.ByteWidth = sizeof(ReplaceValues); desc.Usage = D3D11_USAGE_DYNAMIC; desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; g_context.m_pDevice->CreateBuffer(&desc, nullptr, &m_pConstantBuffer); FragmentShader_D3D *shader = g_context.m_pShaderManager->GetShader(ShaderManager_D3D::SHADER_INSTANCING_COLOR_REPLACE); SetShaders(shader); return true; }
//--------------------------------------- Effect::Effect( const Shader& vs, const Shader& fs ) { SetShaders( vs, fs ); }
void Shader::set_shaders() { SetShaders(vertex_shader, geometry_shader, pixel_shader); SetComputeShader(compute_shader); }