示例#1
0
void CUITextureMaster::GetTextureShader(LPCSTR texture_name, ref_shader& sh){
	xr_map<shared_str, TEX_INFO>::iterator	it;
	it = m_textures.find(texture_name);

	R_ASSERT3(it != m_textures.end(), "can't find texture", texture_name);

	sh.create("hud\\default", *((*it).second.file));	
}
示例#2
0
void draw_rect(Frect& r, u32 color)
{

	if(!dbg_draw_sh){
		dbg_draw_sh.create("hud\\default","ui\\ui_pop_up_active_back");
		dbg_draw_gm.create(FVF::F_TL, RCache.Vertex.Buffer(), 0);
	}
	RCache.set_Shader			(dbg_draw_sh);
	u32							vOffset;
	FVF::TL* pv					= (FVF::TL*)RCache.Vertex.Lock	(5,dbg_draw_gm.stride(),vOffset);

	pv->set(r.lt.x, r.lt.y, color, 0,0); ++pv;
	pv->set(r.rb.x, r.lt.y, color, 0,0); ++pv;
	pv->set(r.rb.x, r.rb.y, color, 0,0); ++pv;
	pv->set(r.lt.x, r.rb.y, color, 0,0); ++pv;
	pv->set(r.lt.x, r.lt.y, color, 0,0); ++pv;

	RCache.Vertex.Unlock		(5,dbg_draw_gm.stride());
	RCache.set_Geometry			(dbg_draw_gm);
	RCache.Render				(D3DPT_LINESTRIP,vOffset,4);

}