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source/graphics/MiniMapTexture.cpp
Show First 20 Lines • Show All 484 Lines • ▼ Show 20 Lines | deviceCommandContext->SetUniform( | ||||
shader->GetBindingSlot(str_transform), baseTransform.AsFloatArray()); | shader->GetBindingSlot(str_transform), baseTransform.AsFloatArray()); | ||||
deviceCommandContext->SetUniform( | deviceCommandContext->SetUniform( | ||||
shader->GetBindingSlot(str_textureTransform), | shader->GetBindingSlot(str_textureTransform), | ||||
territoryTexture.GetMinimapTextureMatrix().AsFloatArray()); | territoryTexture.GetMinimapTextureMatrix().AsFloatArray()); | ||||
DrawTexture(deviceCommandContext); | DrawTexture(deviceCommandContext); | ||||
deviceCommandContext->EndPass(); | deviceCommandContext->EndPass(); | ||||
pipelineStateDesc.blendState.enabled = false; | tech = g_Renderer.GetShaderManager().LoadEffect(str_minimap_los, CShaderDefines()); | ||||
pipelineStateDesc.blendState.colorWriteMask = | deviceCommandContext->SetGraphicsPipelineState( | ||||
Renderer::Backend::ColorWriteMask::ALPHA; | tech->GetGraphicsPipelineStateDesc()); | ||||
deviceCommandContext->SetGraphicsPipelineState(pipelineStateDesc); | |||||
deviceCommandContext->BeginPass(); | deviceCommandContext->BeginPass(); | ||||
shader = tech->GetShader(); | |||||
deviceCommandContext->SetTexture( | deviceCommandContext->SetTexture( | ||||
shader->GetBindingSlot(str_baseTex), losTexture.GetTexture()); | shader->GetBindingSlot(str_baseTex), losTexture.GetTexture()); | ||||
deviceCommandContext->SetUniform( | deviceCommandContext->SetUniform( | ||||
shader->GetBindingSlot(str_transform), baseTransform.AsFloatArray()); | shader->GetBindingSlot(str_transform), baseTransform.AsFloatArray()); | ||||
deviceCommandContext->SetUniform( | deviceCommandContext->SetUniform( | ||||
shader->GetBindingSlot(str_textureTransform), | shader->GetBindingSlot(str_textureTransform), | ||||
losTexture.GetMinimapTextureMatrix().AsFloatArray()); | losTexture.GetMinimapTextureMatrix().AsFloatArray()); | ||||
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Wildfire Games · Phabricator