本文整理汇总了C++中InitializeShader函数的典型用法代码示例。如果您正苦于以下问题:C++ InitializeShader函数的具体用法?C++ InitializeShader怎么用?C++ InitializeShader使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了InitializeShader函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: Initialize
ShaderErrors LightShader::Initialize(ID3D11Device* device, HWND hwnd, IShaderParams* params)
{
if(!InitializeShader(device,hwnd,params,L"../../Core/Engine/Shaders/LightShader/VertexShader.hlsl",L"../../Core/Engine/Shaders/LightShader/PixelShader.hlsl"))
return SHDR_COMPILATION_FAILED;
return SHDR_OK;
}
示例2: InitializeShader
bool ReflectionShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
bool result;
result = InitializeShader(device, hwnd, L"../Engine/reflectionvs.hlsl", L"../Engine/reflectionps.hlsl");
return result;
}
示例3: InitializeShader
bool TranslateShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
bool result;
result = InitializeShader(device, hwnd, L"../Engine/translatevs.hlsl", L"../Engine/translateps.hlsl");
return result;
}
示例4: InitializeShader
bool LightingShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
bool result;
// Initialize the vertex and pixel shaders.
//result = InitializeShader(device, hwnd, L"./DirectionalLight/LightingAmbient.fx", L"./DirectionalLight/LightingAmbient.fx");
//result = InitializeShader(device, hwnd, L"./DirectionalLight/LightingDiffuse.fx", L"./DirectionalLight/LightingDiffuse.fx");
result = InitializeShader(device, hwnd, L"./DirectionalLight/LightingPhongDiffuse.fx", L"./DirectionalLight/LightingPhongDiffuse.fx");
//result = InitializeShader(device, hwnd, L"./DirectionalLight/LightingPhongSpecular.fx", L"./DirectionalLight/LightingPhongSpecular.fx");
//result = InitializeShader(device, hwnd, L"./DirectionalLight/LightingSpecular.fx", L"./DirectionalLight/LightingSpecular.fx");
//result = InitializeShader(device, hwnd, L"./PointLight/LightingDiffuse.fx", L"./PointLight/LightingDiffuse.fx");
//result = InitializeShader(device, hwnd, L"./PointLight/LightingPhongDiffuse.fx", L"./PointLight/LightingPhongDiffuse.fx");
//result = InitializeShader(device, hwnd, L"./PointLight/LightingPhongSpecular.fx", L"./PointLight/LightingPhongSpecular.fx");
//result = InitializeShader(device, hwnd, L"./PointLight/LightingSpecular.fx", L"./PointLight/LightingSpecular.fx");
//result = InitializeShader(device, hwnd, L"./SpotLight/LightingDiffuse.fx", L"./SpotLight/LightingDiffuse.fx");
//result = InitializeShader(device, hwnd, L"./SpotLight/LightingPhongDiffuse.fx", L"./SpotLight/LightingPhongDiffuse.fx");
//result = InitializeShader(device, hwnd, L"./SpotLight/LightingPhongSpecular.fx", L"./SpotLight/LightingPhongSpecular.fx");
//result = InitializeShader(device, hwnd, L"./SpotLight/LightingSpecular.fx", L"./SpotLight/LightingSpecular.fx");
if(!result)
{
return false;
}
return true;
}
示例5: Initialize
bool AlphaMapShader::Initialize(Graphics* graphics)
{
if(!InitializeShader(graphics,L"Content/Shaders/AlphaMapVS.cso",L"Content/Shaders/AlphaMapPS.cso"))
return false;
return true;
}
示例6: InitializeShader
bool FontShader::Initialize(ID3D11Device* device, HWND hwnd)
{
bool result;
result = InitializeShader(device, hwnd, "FontVertexShader.hlsl", "FontPixelShader.hlsl");
if (!result) return false;
return true;
}
示例7: Initialize
bool FontShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
if (!InitializeShader(device, hwnd, L"../GameGame/font.vs", L"../GameGame/font.ps"))
return false;
return true;
}
示例8: InitializeShader
bool FoliageShaderClass::Initialize(ID3D10Device* device)
{
bool result;
result = InitializeShader(device, L"../ModellingInThreeDimensions/data/foliage/foliage.fx");
return true;
}
示例9: InitializeShader
Shader::Shader(std::string vpFile, std::string fpFile)
{
m_vp.assign(LoadShaderProgram(vpFile));
m_gp.clear();
m_fp.assign(LoadShaderProgram(fpFile));
InitializeShader();
}
示例10: Initialize
bool MultiTextureShader::Initialize(Graphics* graphics)
{
// initialize our shaders
if(!InitializeShader(graphics,L"Content/Shaders/MultiTextureVS.cso", L"Content/Shaders/MultiTexturePS.cso"))
return false;
return true;
}
示例11: InitializeShader
bool BumpMapShader::Initialize(ID3D11Device* device, HWND hwnd) {
bool result;
// Initialize the vertex and pixel shaders.
result = InitializeShader(device, hwnd, L"bumpmap.vs.hlsl", L"bumpmap.ps.hlsl");
if(!result) return false;
return true;
}
示例12: InitializeShader
bool ProjectionLightMapShaderClass::Initialize(ID3D11Device* device, HWND hwnd){
bool result;
// Initialize the vertex and pixel shaders.
result = InitializeShader(device, hwnd, L"projection_lightmap_vert.hlsl", L"projection_lightmap_pix.hlsl");
if (!result) return false;
return true;
}
示例13: InitializeShader
bool TextureShaderClass::Initialize(ID3D10Device* device, HWND hWnd) {
bool result;
result = InitializeShader(device, hWnd, L"../DX10/texture.fx");
if (!result) {
return false;
}
return true;
}
示例14: InitializeShader
bool ColorShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
bool result;
//Initialize the vertex and pixel shaders
result = InitializeShader(device, hwnd, L"../Engine/color.vs", L"../Engine/color.ps");
if(!result)
return false;
return true;
}
示例15: InitializeShader
bool ColorShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
bool result;
result = InitializeShader(device, hwnd, L"ColorVertex.vs", L"ColorPixel.ps");
if (!result)
{
return false;
}
return true;
}