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//get dir
using namespace std;
#include <fstream>
char dlldir[320];
char *GetDirectoryFile(char *filename)
{
static char path[320];
strcpy_s(path, dlldir);
strcat_s(path, filename);
return path;
}
//log
void Log(const char *fmt, ...)
{
if (!fmt) return;
char text[4096];
va_list ap;
va_start(ap, fmt);
vsprintf_s(text, fmt, ap);
va_end(ap);
ofstream logfile(GetDirectoryFile("log.txt"), ios::app);
if (logfile.is_open() && text) logfile << text << endl;
logfile.close();
}
//==========================================================================================================================
//generate shader func
HRESULT GenerateShader(ID3D11Device* pD3DDevice, ID3D11PixelShader** pShader, float r, float g, float b)
{
char szCast[] = "struct VS_OUT"
"{"
" float4 Position : SV_Position;"
" float4 Color : COLOR0;"
"};"
"float4 main( VS_OUT input ) : SV_Target"
"{"
" float4 fake;"
" fake.a = 1.0f;"
" fake.r = %f;"
" fake.g = %f;"
" fake.b = %f;"
" return fake;"
"}";
ID3D10Blob* pBlob;
char szPixelShader[1000];
sprintf_s(szPixelShader, szCast, r, g, b);
ID3DBlob* d3dErrorMsgBlob;
HRESULT hr = D3DCompile(szPixelShader, sizeof(szPixelShader), "shader", NULL, NULL, "main", "ps_4_0", NULL, NULL, &pBlob, &d3dErrorMsgBlob);
if (FAILED(hr))
return hr;
hr = pD3DDevice->CreatePixelShader((DWORD*)pBlob->GetBufferPointer(), pBlob->GetBufferSize(), NULL, pShader);
if (FAILED(hr))
return hr;
return S_OK;
}
//==========================================================================================================================
//wh
char *state;
ID3D11RasterizerState * rwState;
ID3D11RasterizerState * rsState;
enum eDepthState
{
ENABLED,
DISABLED,
READ_NO_WRITE,
NO_READ_NO_WRITE,
_DEPTH_COUNT
};
ID3D11DepthStencilState* myDepthStencilStates[static_cast<int>(eDepthState::_DEPTH_COUNT)];
void SetDepthStencilState(eDepthState aState)
{
pContext->OMSetDepthStencilState(myDepthStencilStates[aState], 1);
}
//==========================================================================================================================
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