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- #include <Shader.h>
- #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;
- }
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