public void Create(Device1 device)
        {
            var shaderBytecode = ShaderBytecode.CompileFromFile("Resources\\PosNormTex3D.fx", "fx_4_0", shaderFlags: ShaderFlags.None);

            Effect = new Effect(device, shaderBytecode);

            Technique = Effect.GetTechniqueByIndex(0);

            var pass = Technique.GetPassByIndex(0);

            InputLayout = new InputLayout(device, pass.Description.Signature, InputLayouts.PosNormColTex);
        }
Beispiel #2
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        public void Create(Device1 device)
        {
            //Create effect
            var shaderSource   = File.ReadAllText("Resources/Effects/PosColNorm3DSkinned.fx");
            var shaderByteCode = ShaderBytecode.Compile(shaderSource, "fx_4_0", ShaderFlags.None, EffectFlags.None);

            Effect    = new SharpDX.Direct3D10.Effect(device, shaderByteCode);
            Technique = Effect.GetTechniqueByIndex(0);

            //Create inputLayout
            var pass = Technique.GetPassByIndex(0);

            InputLayout = new InputLayout(device, pass.Description.Signature, InputLayouts.SkinnedVertex);
        }
Beispiel #3
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        public void Create(Device1 device)
        {
            CompilationResult shaderByteCode = ShaderBytecode.CompileFromFile(FxFileName, "fx_4_0", ShaderFlags.None);

            if (shaderByteCode.Bytecode == null)
            {
                throw new Exception($"Failed to compile shader, message: {shaderByteCode.Message}");
            }
            InputParameters = CreateInputLayout(device);
            Effect          = new Effect(device, shaderByteCode);
            Technique       = Effect.GetTechniqueByIndex(0);

            var pass = Technique.GetPassByIndex(0);

            InputLayout = new InputLayout(device, pass.Description.Signature, InputParameters);
        }
        public void Create(Device1 device)
        {
            var filepath = System.AppDomain.CurrentDomain.BaseDirectory;

            filepath += "\\Resources\\Shaders\\PosNormTex3D.fx";
            var shaderBytecode = ShaderBytecode.CompileFromFile(filepath, "fx_4_0", shaderFlags: ShaderFlags.None);

            Effect = new Effect(device, shaderBytecode);

            Technique = Effect.GetTechniqueByIndex(0);

            var pass = Technique.GetPassByIndex(0);

            // InputLayout = new InputLayout(device, pass.Description.Signature, InputLayouts.PosNormTex);
            InputLayout = new InputLayout(device, pass.Description.Signature, InputLayouts.PosNormColTex);
        }
Beispiel #5
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        public override void Initialize()
        {
            CompilationResult result = ShaderBytecode.CompileFromFile("./Resources/Shaders/PhysicsDebug.fx", "fx_4_0");

            if (result.HasErrors)
            {
                return;
            }
            Effect    = new Effect(Context.Device, result.Bytecode);
            Technique = Effect.GetTechniqueByIndex(0);

            InputElement[] vertexLayout =
            {
                new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0, InputClassification.PerVertexData, 0)
            };
            InputLayout = new InputLayout(Context.Device, Technique.GetPassByIndex(0).Description.Signature,
                                          vertexLayout);

            LoadShaderVariables();
        }