#include #include "CustomDX11API.h" #include "CustomUIDX11PixelShader.h" #include "CustomUIDX11VertexShader.h" using namespace Framework; CustomDX11API::CustomDX11API() : DirectX11(), vertexShaderLightBufferIndex(-1) {} Framework::DX11VertexShader* CustomDX11API::initializeVertexShader(unsigned char* byteCode, int size) { DX11VertexShader* shader = DirectX11::initializeVertexShader((unsigned char*)CustomUIDX11VertexShader, sizeof(CustomUIDX11VertexShader)); vertexShaderLightBufferIndex = shader->getFirstUninitializedBufferIndex(); shader->erstelleConstBuffer(4, vertexShaderLightBufferIndex); shader->erstelleConstBuffer(4 * 24, vertexShaderLightBufferIndex + 1); int count = 0; shader->füllConstBuffer((char*)&count, vertexShaderLightBufferIndex, 4); return shader; } Framework::DX11PixelShader* CustomDX11API::initializePixelShader(unsigned char* byteCode, int size) { DX11PixelShader* shader = DirectX11::initializePixelShader((unsigned char*)CustomUIDX11PixelShader, sizeof(CustomUIDX11PixelShader)); return shader; } int CustomDX11API::getVertexShaderLightBufferIndex() const { return vertexShaderLightBufferIndex; }