public ModelSerializerVersion3(
     IModelRenderConfiguration[] modelRenderConfigurations,
     IRenderBatcher renderBatcher)
 {
     _modelRenderConfigurations = modelRenderConfigurations;
     _renderBatcher = renderBatcher;
 }
Beispiel #2
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        /// <summary>
        /// Initializes a new instance of the <see cref="Model"/> class.
        /// </summary>
        /// <param name="availableAnimations">
        /// The available animations.
        /// </param>
        /// <param name="rootBone">
        /// The root bone, or null if there's no skeletal information.
        /// </param>
        /// <param name="vertexes">
        /// The vertexes associated with this model.
        /// </param>
        /// <param name="indices">
        /// The indices associated with the model.
        /// </param>
        public Model(
            IModelRenderConfiguration[] modelRenderConfigurations,
            IRenderBatcher renderBatcher,
            string name,
            IAnimationCollection availableAnimations,
            IMaterial material,
            IModelBone rootBone,
            ModelVertex[] vertexes,
            int[] indices)
        {
            Name = name;
            AvailableAnimations = availableAnimations;
            Root = rootBone;
            Vertexes = vertexes;
            Indices = indices;
            Material = material;

            _cachedVertexBuffers = new Dictionary<object, VertexBuffer>();
            _modelRenderConfigurations = modelRenderConfigurations;
            _renderBatcher = renderBatcher;

            if (Root != null)
            {
                _flattenedBones = Root.Flatten();
                Bones = _flattenedBones.ToDictionary(k => k.Name, v => v);
            }
        }
 public GraphicsMetricsProfilerVisualiser(
     IAssetManagerProvider assetManagerProvider,
     I2DRenderUtilities renderUtilities,
     IRenderCache renderCache,
     IRenderAutoCache renderAutoCache,
     IRenderBatcher renderBatcher)
 {
     _renderUtilities = renderUtilities;
     _renderCache = renderCache;
     _renderAutoCache = renderAutoCache;
     _renderBatcher = renderBatcher;
     _defaultFont = assetManagerProvider.GetAssetManager().Get<FontAsset>("font.Default");
 }
 public Default3DDeferredRenderPass(
     IHierarchy hierarchy,
     IRenderTargetBackBufferUtilities renderTargetBackBufferUtilities,
     IGraphicsBlit graphicsBlit,
     IAssetManagerProvider assetManagerProvider,
     IRenderBatcher renderBatcher)
 {
     _hierarchy = hierarchy;
     _renderTargetBackBufferUtilities = renderTargetBackBufferUtilities;
     _graphicsBlit = graphicsBlit;
     _renderBatcher = renderBatcher;
     _gbufferClearEffect =
         assetManagerProvider.GetAssetManager().Get<EffectAsset>("effect.GBufferClear");
     _gbufferCombineEffect =
         assetManagerProvider.GetAssetManager().Get<EffectAsset>("effect.GBufferCombine");
 }
        public Render3DModelComponent(
            INode node,
            I3DRenderUtilities renderUtilities,
            IAssetManagerProvider assetManagerProvider,
            ITextureFromHintPath textureFromHintPath,
            IRenderBatcher renderBatcher)
        {
            _node = node;
            _renderUtilities = renderUtilities;
            _textureFromHintPath = textureFromHintPath;
            _renderBatcher = renderBatcher;
            _assetManager = assetManagerProvider.GetAssetManager();
            _animationTracker = new Stopwatch();

            Enabled = true;
            Transform = new DefaultTransform();
        }
        public Render3DModelComponent(
            INode node,
            I3DRenderUtilities renderUtilities,
            IAssetManager assetManager,
            ITextureFromHintPath textureFromHintPath,
            IRenderBatcher renderBatcher)
        {
            _node                = node;
            _renderUtilities     = renderUtilities;
            _textureFromHintPath = textureFromHintPath;
            _renderBatcher       = renderBatcher;
            _assetManager        = assetManager;
            _animationTracker    = new Stopwatch();

            Enabled   = true;
            Transform = new DefaultTransform();
        }
Beispiel #7
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        public Default3DDeferredRenderPass(
            IHierarchy hierarchy,
            IRenderTargetBackBufferUtilities renderTargetBackBufferUtilities,
            IGraphicsBlit graphicsBlit,
            IAssetManagerProvider assetManagerProvider,
            IRenderBatcher renderBatcher)
        {
            _hierarchy = hierarchy;
            _renderTargetBackBufferUtilities = renderTargetBackBufferUtilities;
            _graphicsBlit       = graphicsBlit;
            _renderBatcher      = renderBatcher;
            _gbufferClearEffect =
                assetManagerProvider.GetAssetManager().Get <EffectAsset>("effect.GBufferClear");
            _gbufferCombineEffect =
                assetManagerProvider.GetAssetManager().Get <EffectAsset>("effect.GBufferCombine");

            GBufferBlendState = BlendState.Opaque;
            ClearTarget       = true;
        }
 public Default3DRenderUtilities(I2DRenderUtilities renderUtilities, IRenderCache renderCache, IRenderBatcher renderBatcher)
 {
     _twoDimensionalRenderUtilities = renderUtilities;
     _renderCache = renderCache;
     _renderBatcher = renderBatcher;
 }
 public Default3DRenderUtilities(I2DRenderUtilities renderUtilities, IRenderCache renderCache, IRenderBatcher renderBatcher)
 {
     _twoDimensionalRenderUtilities = renderUtilities;
     _renderCache   = renderCache;
     _renderBatcher = renderBatcher;
 }
Beispiel #10
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 public ModelAssetCompiler(IModelRenderConfiguration[] modelRenderConfigurations, IRenderBatcher renderBatcher, IModelSerializer modelSerializer)
 {
     _modelRenderConfigurations = modelRenderConfigurations;
     _renderBatcher             = renderBatcher;
     _modelSerializer           = modelSerializer;
 }
Beispiel #11
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 public AssimpReader(IModelRenderConfiguration[] modelRenderConfigurations, IRenderBatcher renderBatcher)
 {
     _modelRenderConfigurations = modelRenderConfigurations;
     _renderBatcher             = renderBatcher;
 }
Beispiel #12
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 public AssimpReader(IModelRenderConfiguration[] modelRenderConfigurations, IRenderBatcher renderBatcher)
 {
     _modelRenderConfigurations = modelRenderConfigurations;
     _renderBatcher = renderBatcher;
 }