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Copy pathcolourshaderclass.cpp
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735 lines (585 loc) · 22.8 KB
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////////////////////////////////////////////////////////////////////////////////
// Filename: colorshaderclass.cpp
////////////////////////////////////////////////////////////////////////////////
#include "colourshaderclass.h"
ColorShaderClass::ColorShaderClass()
{
m_vertexShader = 0;
m_pixelShader = 0;
m_layout = 0;
m_matrixBuffer = 0;
m_sampleState = 0;
m_lightBuffer = 0;
}
ColorShaderClass::ColorShaderClass(const ColorShaderClass& other)
{
}
ColorShaderClass::~ColorShaderClass()
{
}
bool ColorShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
bool result;
// Initialize the vertex and pixel shaders.
result = InitializeShader(device, hwnd, L"data\\shaders\\colour.vs", L"data\\shaders\\colour.ps");
if (!result)
{
return false;
}
return true;
}
void ColorShaderClass::Shutdown()
{
// Shutdown the vertex and pixel shaders as well as the related objects.
ShutdownShader();
return;
}
bool ColorShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor, XMFLOAT4 color)
{
bool result;
// Set the shader parameters that it will use for rendering.
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, diffuseColor, color);
if (!result)
{
return false;
}
// Now render the prepared buffers with the shader.
RenderShader(deviceContext, indexCount);
return true;
}
bool ColorShaderClass::RenderTexture(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor, XMFLOAT4 color)
{
bool result;
// Set the shader parameters that it will use for rendering.
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, diffuseColor, color);
if (!result)
{
return false;
}
// Now render the prepared buffers with the shader.
RenderTextureShader(deviceContext, indexCount);
return true;
}
bool ColorShaderClass::RenderSolid(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor)
{
bool result;
XMFLOAT4 colour = XMFLOAT4(1.f, 1.f, 1.f, 1.f);
// Set the shader parameters that it will use for rendering.
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, diffuseColor, colour);
if (!result)
{
return false;
}
// Now render the prepared buffers with the shader.
RenderShaderSolid(deviceContext, indexCount);
return true;
}
bool ColorShaderClass::RenderTAD(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
XMFLOAT3 apex, XMMATRIX II_ap_mat, XMMATRIX II_lat_mat)
{
//set shader parameters
//world, view, project -> matrices.
//ignore colours / textures, lights
HRESULT result;
D3D11_MAPPED_SUBRESOURCE mappedResource;
MatrixBufferType* dataPtr;
LightBufferType* dataPtr2;
MaterialBufferType* dataPtr3;
TADBufferType* dataPtr4;
unsigned int bufferNumber;
// Transpose the matrices to prepare them for the shader.
worldMatrix = XMMatrixTranspose(worldMatrix);
viewMatrix = XMMatrixTranspose(viewMatrix);
projectionMatrix = XMMatrixTranspose(projectionMatrix);
//II_ap_mat = XMMatrixTranspose(II_ap_mat);
//II_lat_mat = XMMatrixTranspose(II_lat_mat);
// Lock the constant buffer so it can be written to.
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
return false;
}
// Get a pointer to the data in the constant buffer.
dataPtr = (MatrixBufferType*)mappedResource.pData;
// Copy the matrices into the constant buffer.
dataPtr->world = worldMatrix;
dataPtr->view = viewMatrix;
dataPtr->projection = projectionMatrix;
// Unlock the constant buffer.
deviceContext->Unmap(m_matrixBuffer, 0);
// Set the position of the constant buffer in the vertex shader.
bufferNumber = 0;
// Now set the constant buffer in the vertex shader with the updated values.
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
//and in pixel shader
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
result = deviceContext->Map(m_TADBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
return false;
dataPtr4 = (TADBufferType*)mappedResource.pData;
dataPtr4->II_ap = II_ap_mat;
dataPtr4->II_lat = II_lat_mat;
dataPtr4->apex = XMFLOAT4(apex.x, apex.y, apex.z, 1.f); //bad way to copy float3->float4 homogenous!
deviceContext->Unmap(m_TADBuffer, 0);
bufferNumber = 1;
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_TADBuffer);
//then run shader
// Now render the prepared buffers with the shader.
RenderTADColour(deviceContext, indexCount);
}
bool ColorShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
HRESULT result;
ID3D10Blob* errorMessage;
ID3D10Blob* vertexShaderBuffer;
ID3D10Blob* vertexTADShaderBuffer;
ID3D10Blob* pixelShaderBuffer;
ID3D10Blob* pixelTextureShaderBuffer;
ID3D10Blob* pixelSolidShaderBuffer;
ID3D10Blob* pixelTADShaderBuffer;
D3D11_INPUT_ELEMENT_DESC polygonLayout[3];
unsigned int numElements;
D3D11_SAMPLER_DESC samplerDesc;
D3D11_BUFFER_DESC matrixBufferDesc;
D3D11_BUFFER_DESC lightBufferDesc;
D3D11_BUFFER_DESC materialBufferDesc;
D3D11_BUFFER_DESC TADBufferDesc;
// Initialize the pointers this function will use to null.
errorMessage = 0;
vertexShaderBuffer = 0;
pixelShaderBuffer = 0;
// Compile the vertex shader code.
result = D3DCompileFromFile(vsFilename, NULL, NULL, "LightVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0,
&vertexShaderBuffer, &errorMessage);
if (FAILED(result))
{
// If the shader failed to compile it should have writen something to the error message.
if (errorMessage)
{
OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
}
// If there was nothing in the error message then it simply could not find the shader file itself.
else
{
MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
}
return false;
}
// Compile the pixel shader code.
result = D3DCompileFromFile(psFilename, NULL, NULL, "LightPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0,
&pixelShaderBuffer, &errorMessage);
if (FAILED(result))
{
// If the shader failed to compile it should have writen something to the error message.
if (errorMessage)
{
OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
}
// If there was nothing in the error message then it simply could not find the file itself.
else
{
MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
}
return false;
}
// Compile the pixel texture shader code.
result = D3DCompileFromFile(psFilename, NULL, NULL, "TexturePixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0,
&pixelTextureShaderBuffer, &errorMessage);
if (FAILED(result))
{
// If the shader failed to compile it should have writen something to the error message.
if (errorMessage)
{
OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
}
// If there was nothing in the error message then it simply could not find the file itself.
else
{
MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
}
return false;
}
//compile solid shader
result = D3DCompileFromFile(psFilename, NULL, NULL, "SolidPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0,
&pixelSolidShaderBuffer, &errorMessage);
if (FAILED(result))
{
// If the shader failed to compile it should have writen something to the error message.
if (errorMessage)
{
OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
}
// If there was nothing in the error message then it simply could not find the file itself.
else
{
MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
}
return false;
}
//compile TAD vertex shaderL"data\\shaders\\colour.vs",
result = D3DCompileFromFile(L"data\\shaders\\TAD.vs", NULL, NULL, "TADVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &vertexTADShaderBuffer, &errorMessage);
if (FAILED(result))
{
// If the shader failed to compile it should have writen something to the error message.
if (errorMessage)
{
OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
}
// If there was nothing in the error message then it simply could not find the file itself.
else
{
MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
}
return false;
}
//compile TAD pixel shader
result = D3DCompileFromFile(L"data/shaders/TAD.ps", NULL, NULL, "TADPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &pixelTADShaderBuffer, &errorMessage);
if (FAILED(result))
{
// If the shader failed to compile it should have writen something to the error message.
if (errorMessage)
{
OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
}
// If there was nothing in the error message then it simply could not find the file itself.
else
{
MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
}
return false;
}
// Create the vertex shader from the buffer.
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
if (FAILED(result))
{
return false;
}
// Create the colour pixel shader from the buffer.
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
if (FAILED(result))
{
return false;
}
// Create the texture pixel shader from the buffer.
result = device->CreatePixelShader(pixelTextureShaderBuffer->GetBufferPointer(), pixelTextureShaderBuffer->GetBufferSize(), NULL, &m_pixelTextureShader);
if (FAILED(result))
{
return false;
}
//Create solid white pixel shader
result = device->CreatePixelShader(pixelSolidShaderBuffer->GetBufferPointer(), pixelSolidShaderBuffer->GetBufferSize(), NULL, &m_pixelSolidShader);
if (FAILED(result))
{
return false;
}
//Create TAD Shaders
result = device->CreateVertexShader(vertexTADShaderBuffer->GetBufferPointer(), vertexTADShaderBuffer->GetBufferSize(), NULL, &m_vertexTADShader);
if (FAILED(result))
{
return false;
}
result = device->CreatePixelShader(pixelTADShaderBuffer->GetBufferPointer(), pixelTADShaderBuffer->GetBufferSize(), NULL, &m_pixelTADShader);
if (FAILED(result))
{
return false;
}
// Create the vertex input layout description.
// This setup needs to match the VertexType stucture in the ModelClass and in the shader.
polygonLayout[0].SemanticName = "POSITION";
polygonLayout[0].SemanticIndex = 0;
polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
polygonLayout[0].InputSlot = 0;
polygonLayout[0].AlignedByteOffset = 0;
polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
polygonLayout[0].InstanceDataStepRate = 0;
polygonLayout[1].SemanticName = "TEXCOORD";
polygonLayout[1].SemanticIndex = 0;
polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT;
polygonLayout[1].InputSlot = 0;
polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
polygonLayout[1].InstanceDataStepRate = 0;
polygonLayout[2].SemanticName = "NORMAL";
polygonLayout[2].SemanticIndex = 0;
polygonLayout[2].Format = DXGI_FORMAT_R32G32B32_FLOAT;
polygonLayout[2].InputSlot = 0;
polygonLayout[2].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
polygonLayout[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
polygonLayout[2].InstanceDataStepRate = 0;
// Get a count of the elements in the layout.
numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);
// Create the vertex input layout.
result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(),
vertexShaderBuffer->GetBufferSize(), &m_layout);
if (FAILED(result))
{
return false;
}
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
vertexShaderBuffer->Release();
vertexShaderBuffer = 0;
pixelShaderBuffer->Release();
pixelShaderBuffer = 0;
//Create texture sampler state description
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.MipLODBias = 0.0f;
samplerDesc.MaxAnisotropy = 1;
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
samplerDesc.BorderColor[0] = 0;
samplerDesc.BorderColor[1] = 0;
samplerDesc.BorderColor[2] = 0;
samplerDesc.BorderColor[3] = 0;
samplerDesc.MinLOD = 0;
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
// Create the texture sampler state.
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
if (FAILED(result))
{
return false;
}
//this is the sampler from the volume class
D3D11_SAMPLER_DESC sampDesc;
ZeroMemory(&sampDesc, sizeof(sampDesc));
sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_BORDER;
sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_BORDER;
sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_BORDER;
sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
sampDesc.MinLOD = 0;
sampDesc.MaxLOD = D3D11_FLOAT32_MAX;
//device->CreateSamplerState(&sampDesc, &m_sampleState);
// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
matrixBufferDesc.MiscFlags = 0;
matrixBufferDesc.StructureByteStride = 0;
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
if (FAILED(result))
{
return false;
}
// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
materialBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
materialBufferDesc.ByteWidth = sizeof(MatrixBufferType);
materialBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
materialBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
materialBufferDesc.MiscFlags = 0;
materialBufferDesc.StructureByteStride = 0;
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
result = device->CreateBuffer(&materialBufferDesc, NULL, &m_materialBuffer);
if (FAILED(result))
{
return false;
}
// Setup the description of the light dynamic constant buffer that is in the pixel shader.
// Note that ByteWidth always needs to be a multiple of 16 if using D3D11_BIND_CONSTANT_BUFFER or CreateBuffer will fail.
lightBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
lightBufferDesc.ByteWidth = sizeof(LightBufferType);
lightBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
lightBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
lightBufferDesc.MiscFlags = 0;
lightBufferDesc.StructureByteStride = 0;
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
result = device->CreateBuffer(&lightBufferDesc, NULL, &m_lightBuffer);
if (FAILED(result))
{
return false;
}
TADBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
TADBufferDesc.ByteWidth = sizeof(TADBufferType);
TADBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
TADBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
TADBufferDesc.MiscFlags = 0;
TADBufferDesc.StructureByteStride = 0;
result = device->CreateBuffer(&TADBufferDesc, NULL, &m_TADBuffer);
if (FAILED(result))
return false;
return true;
}
void ColorShaderClass::ShutdownShader()
{
// Release the light constant buffer.
if (m_lightBuffer)
{
m_lightBuffer->Release();
m_lightBuffer = 0;
}
// Release the matrix constant buffer.
if (m_matrixBuffer)
{
m_matrixBuffer->Release();
m_matrixBuffer = 0;
}
// Release the sampler state.
if (m_sampleState)
{
m_sampleState->Release();
m_sampleState = 0;
}
// Release the layout.
if (m_layout)
{
m_layout->Release();
m_layout = 0;
}
// Release the pixel shader.
if (m_pixelShader)
{
m_pixelShader->Release();
m_pixelShader = 0;
}
// Release the vertex shader.
if (m_vertexShader)
{
m_vertexShader->Release();
m_vertexShader = 0;
}
return;
}
void ColorShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
{
char* compileErrors;
unsigned long long bufferSize, i;
ofstream fout;
// Get a pointer to the error message text buffer.
compileErrors = (char*)(errorMessage->GetBufferPointer());
// Get the length of the message.
bufferSize = errorMessage->GetBufferSize();
// Open a file to write the error message to.
fout.open("shader-error.txt");
// Write out the error message.
for (i = 0; i<bufferSize; i++)
{
fout << compileErrors[i];
}
// Close the file.
fout.close();
// Release the error message.
errorMessage->Release();
errorMessage = 0;
// Pop a message up on the screen to notify the user to check the text file for compile errors.
MessageBox(hwnd, L"Error compiling shader. Check shader-error.txt for message.", shaderFilename, MB_OK);
return;
}
bool ColorShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor, XMFLOAT4 colour)
{
HRESULT result;
D3D11_MAPPED_SUBRESOURCE mappedResource;
MatrixBufferType* dataPtr;
LightBufferType* dataPtr2;
MaterialBufferType* dataPtr3;
unsigned int bufferNumber;
// Transpose the matrices to prepare them for the shader.
worldMatrix = XMMatrixTranspose(worldMatrix);
viewMatrix = XMMatrixTranspose(viewMatrix);
projectionMatrix = XMMatrixTranspose(projectionMatrix);
// Lock the constant buffer so it can be written to.
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
return false;
}
// Get a pointer to the data in the constant buffer.
dataPtr = (MatrixBufferType*)mappedResource.pData;
// Copy the matrices into the constant buffer.
dataPtr->world = worldMatrix;
dataPtr->view = viewMatrix;
dataPtr->projection = projectionMatrix;
// Unlock the constant buffer.
deviceContext->Unmap(m_matrixBuffer, 0);
// Set the position of the constant buffer in the vertex shader.
bufferNumber = 0;
// Now set the constant buffer in the vertex shader with the updated values.
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
// Set shader texture resource in the pixel shader.
deviceContext->PSSetShaderResources(0, 1, &texture);
// Lock the light constant buffer so it can be written to.
result = deviceContext->Map(m_lightBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
return false;
}
// Get a pointer to the data in the constant buffer.
dataPtr2 = (LightBufferType*)mappedResource.pData;
// Copy the lighting variables into the constant buffer.
dataPtr2->diffuseColor = diffuseColor;
dataPtr2->lightDirection = lightDirection;
dataPtr2->padding = 0.0f;
// Unlock the constant buffer.
deviceContext->Unmap(m_lightBuffer, 0);
// Set the position of the light constant buffer in the pixel shader.
bufferNumber = 0;
// Finally set the light constant buffer in the pixel shader with the updated values.
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_lightBuffer);
//material buffer - 1st lock
if (FAILED(deviceContext->Map(m_materialBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource))) return false;
//get pointer
dataPtr3 = (MaterialBufferType*)mappedResource.pData;
dataPtr3->colour = colour; // XMFLOAT4(1.f, 0.f, 0.f, 1.f);// colour;
deviceContext->Unmap(m_materialBuffer, 0);
bufferNumber = 1;
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_materialBuffer);
return true;
}
void ColorShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
{
// Set the vertex input layout.
deviceContext->IASetInputLayout(m_layout);
// Set the vertex and pixel shaders that will be used to render this triangle.
deviceContext->VSSetShader(m_vertexShader, NULL, 0);
deviceContext->PSSetShader(m_pixelShader, NULL, 0);
// Set the sampler state in the pixel shader.
deviceContext->PSSetSamplers(0, 1, &m_sampleState);
// Render the triangle(s).
deviceContext->DrawIndexed(indexCount, 0, 0);
return;
}
void ColorShaderClass::RenderTextureShader(ID3D11DeviceContext* deviceContext, int indexCount)
{
// Set the vertex input layout.
deviceContext->IASetInputLayout(m_layout);
// Set the vertex and pixel shaders that will be used to render this triangle.
deviceContext->VSSetShader(m_vertexShader, NULL, 0);
deviceContext->PSSetShader(m_pixelTextureShader, NULL, 0);
// Set the sampler state in the pixel shader.
deviceContext->PSSetSamplers(0, 1, &m_sampleState);
// Render the triangle(s).
deviceContext->DrawIndexed(indexCount, 0, 0);
return;
}
void ColorShaderClass::RenderShaderSolid(ID3D11DeviceContext* deviceContext, int indexCount)
{
// Set the vertex input layout.
deviceContext->IASetInputLayout(m_layout);
// Set the vertex and pixel shaders that will be used to render this triangle.
deviceContext->VSSetShader(m_vertexShader, NULL, 0);
deviceContext->PSSetShader(m_pixelSolidShader, NULL, 0);
// Set the sampler state in the pixel shader.
deviceContext->PSSetSamplers(0, 1, &m_sampleState);
// Render the triangle(s).
deviceContext->DrawIndexed(indexCount, 0, 0);
return;
}
void ColorShaderClass::RenderTADColour(ID3D11DeviceContext* deviceContext, int indexCount)
{
// Set the vertex input layout.
deviceContext->IASetInputLayout(m_layout);
// Set the vertex and pixel shaders that will be used to render this triangle.
deviceContext->VSSetShader(m_vertexTADShader, NULL, 0);
deviceContext->PSSetShader(m_pixelTADShader, NULL, 0);
// Set the sampler state in the pixel shader.
//deviceContext->PSSetSamplers(0, 1, &m_sampleState);
// Render the triangle(s).
deviceContext->DrawIndexed(indexCount, 0, 0);
return;
}