public Sprite3DBillBoardProc(ShaderResourceView texture, SamplerState SpriteSampler, Include sharedCBIncludeHandler, iCBuffer frameSharedCB) { _texture = texture; _spriteSampler = SpriteSampler; _sharedCBIncludeHandler = sharedCBIncludeHandler; _frameSharedCB = frameSharedCB; }
public Sprite3DTextProc(SpriteFont spriteFont, SamplerState SpriteSampler, Include sharedCBIncludeHandler, iCBuffer frameSharedCB, string EffectFilePath) { _spriteFont = spriteFont; _spriteSampler = SpriteSampler; _sharedCBIncludeHandler = sharedCBIncludeHandler; _frameSharedCB = frameSharedCB; _effectFilePath = EffectFilePath; }
public Sprite3DBillBoardProc(ShaderResourceView texture, SamplerState SpriteSampler, Include sharedCBIncludeHandler, iCBuffer frameSharedCB, string EffectFilePath) { _texture = texture; _spriteSampler = SpriteSampler; _sharedCBIncludeHandler = sharedCBIncludeHandler; _frameSharedCB = frameSharedCB; _effectFilePath = EffectFilePath; }
public ParticuleEngine(D3DEngine d3dEngine, iCBuffer sharedFrameBuffer) { _d3dEngine = d3dEngine; _sharedFrameBuffer = sharedFrameBuffer; _liveEmitter = new List <IEmitter>(); DrawOrders.UpdateIndex(0, 1059, "ParticuleEngine"); }
public void Initialize(DeviceContext context, iCBuffer sharedFrameBuffer) { //Create the processor that will be used by the Sprite3DRenderer Sprite3DBillBoardProc processor = ToDispose(new Sprite3DBillBoardProc(_textureParticules, _textureSampler, ToDispose(new DefaultIncludeHandler()), sharedFrameBuffer)); //Create a sprite3Drenderer that will use the previously created processor to accumulate text data for drawing. _particuleRenderer = ToDispose(new Sprite3DRenderer <Sprite3DBillBoardProc>(processor, _stateRasterId, _stateBlenderId, _stateDepthId, context)); }
public NoiseShader(Device device, iCBuffer PerFrameShared) : base(device, @"Visualisator3D\CustomShaders\NoiseShader.hlsl", VertexPosition4Color.VertexDeclaration, PerFrameShared) { //Create Constant Buffers interfaces ================================================== CBPerDraw = ToDispose(new CBuffer <CBPerDraw_Struct>(device, "PerDraw")); CBuffers.Add(CBPerDraw); //Create the resource interfaces (Textures, ...) ================================================== //Create the Sampler interface (Texture samplers, ...) ================================================== //Load the shaders only after the CBuffer have been defined base.LoadShaders(_shadersEntryPoint); }
public void Initialize(DeviceContext context, iCBuffer sharedFrameBuffer) { CreateColorsSetPerCubeTexture(); LoadBiomeColorsTexture(); //Create the processor that will be used by the Sprite3DRenderer CubeColorProc processor = ToDispose(new CubeColorProc(ToDispose(new DefaultIncludeHandler()), sharedFrameBuffer)); //Create a sprite3Drenderer that will use the previously created processor to accumulate text data for drawing. _particuleRenderer = ToDispose(new Sprite3DRenderer <CubeColorProc>(processor, DXStates.Rasters.Default, DXStates.Blenders.Disabled, DXStates.DepthStencils.DepthReadWriteEnabled, context)); }
public HLSLTerranShadow(Device device, string shaderPath, VertexDeclaration VertexDeclaration, iCBuffer CBPerFrame = null, EntryPoints shadersEntryPoint = null) : base(device, shaderPath, VertexDeclaration, new UtopiaIncludeHandler()) { //Create Contstant Buffers interfaces ================================================== CBPerDraw = ToDispose(new CBuffer <CBPerDraw_Struct>(device, "PerDrawShadow")); CBuffers.Add(CBPerDraw); //Load the shaders base.LoadShaders(shadersEntryPoint == null ? _shadersEntryPoint : shadersEntryPoint); }
public HLSLCubeColorParticule(Device device, string shaderPath, VertexDeclaration VertexDeclaration, iCBuffer CBPerFrame, Include includeHandler, EntryPoints shadersEntryPoint = null) : base(device, shaderPath, VertexDeclaration, includeHandler) { //Create Constant Buffers interfaces ================================================== CBuffers.Add(CBPerFrame.Clone()); //Load the shaders base.LoadShaders(shadersEntryPoint == null ? _shadersEntryPoint : shadersEntryPoint); }
public HLSLUtopiaPointSprite3DText(Device device, string shaderPath, VertexDeclaration VertexDeclaration, iCBuffer CBPerFrame, Include includeHandler, EntryPoints shadersEntryPoint = null) : base(device, shaderPath, VertexDeclaration, includeHandler) { //Create Constant Buffers interfaces ================================================== CBuffers.Add(CBPerFrame.Clone()); //Create the resource interfaces ================================================== DiffuseTexture = new ShaderResource("DiffuseTexture"); ShaderResources.Add(DiffuseTexture); //Create the Sampler interface ================================================== SamplerDiffuse = new ShaderSampler("SamplerDiffuse"); ShaderSamplers.Add(SamplerDiffuse); //Load the shaders base.LoadShaders(shadersEntryPoint == null ? _shadersEntryPoint : shadersEntryPoint); }
public Sprite3DColorBillBoardProc(Include sharedCBIncludeHandler, iCBuffer frameSharedCB, string EffectFilePath) { _sharedCBIncludeHandler = sharedCBIncludeHandler; _frameSharedCB = frameSharedCB; _effectFilePath = EffectFilePath; }
public HLSLLiquid(Device device, string shaderPath, VertexDeclaration VertexDeclaration, iCBuffer CBPerFrame = null, EntryPoints shadersEntryPoint = null) : base(device, shaderPath, VertexDeclaration, new UtopiaIncludeHandler()) { //Create Constant Buffers interfaces ================================================== CBPerDraw = ToDispose(new CBuffer <CBPerDraw_Struct>(device, "PerDraw")); CBuffers.Add(CBPerDraw); if (CBPerFrame != null) { CBuffers.Add(CBPerFrame.Clone()); } //Create the resource interfaces ================================================== TerraTexture = new ShaderResource("TerraTexture"); ShaderResources.Add(TerraTexture); SolidBackBuffer = new ShaderResource("SolidBackBuffer"); ShaderResources.Add(SolidBackBuffer); SkyBackBuffer = new ShaderResource("SkyBackBuffer"); ShaderResources.Add(SkyBackBuffer); BiomesColors = new ShaderResource("BiomesColors"); ShaderResources.Add(BiomesColors); AnimatedTextures = new ShaderResource("AnimatedTextures"); ShaderResources.Add(AnimatedTextures); //Create the Sampler interface ================================================== SamplerDiffuse = new ShaderSampler("SamplerDiffuse"); ShaderSamplers.Add(SamplerDiffuse); SamplerBackBuffer = new ShaderSampler("SamplerBackBuffer"); ShaderSamplers.Add(SamplerBackBuffer); SamplerOverlay = new ShaderSampler("SamplerOverlay"); ShaderSamplers.Add(SamplerOverlay); //Load the shaders base.LoadShaders(shadersEntryPoint == null ? _shadersEntryPoint : shadersEntryPoint); }
public CubeColorProc(Include sharedCBIncludeHandler, iCBuffer frameSharedCB) { _sharedCBIncludeHandler = sharedCBIncludeHandler; _frameSharedCB = frameSharedCB; }
public Sprite3DColorBillBoardProc(Include sharedCBIncludeHandler, iCBuffer frameSharedCB) { _sharedCBIncludeHandler = sharedCBIncludeHandler; _frameSharedCB = frameSharedCB; }
public HLSLStaticEntitySprite(Device device, string shaderPath, VertexDeclaration VertexDeclaration, iCBuffer CBPerFrame = null, EntryPoints shadersEntryPoint = null) : base(device, shaderPath, VertexDeclaration, new UtopiaIncludeHandler()) { //Create Constant Buffers interfaces ================================================== CBPerFrameLocal = ToDispose(new CBuffer <CBPerFrame_Struct>(device, "PerFrameLocal")); CBuffers.Add(CBPerFrameLocal); if (CBPerFrame != null) { CBuffers.Add(CBPerFrame.Clone()); } //Create the resource interfaces ================================================== DiffuseTexture = new ShaderResource("DiffuseTexture"); ShaderResources.Add(DiffuseTexture); BiomesColors = new ShaderResource("BiomesColors"); ShaderResources.Add(BiomesColors); //Create the Sampler interface ================================================== SamplerDiffuse = new ShaderSampler("SamplerDiffuse"); ShaderSamplers.Add(SamplerDiffuse); //Load the shaders base.LoadShaders(shadersEntryPoint == null ? _shadersEntryPoint : shadersEntryPoint); }
public HLSLPointSpriteColor3DBillBoard(Device device, string shaderPath, VertexDeclaration VertexDeclaration, iCBuffer CBPerFrame, Include includeHandler, EntryPoints shadersEntryPoint = null) : base(device, shaderPath, VertexDeclaration, includeHandler) { //Create Constant Buffers interfaces ================================================== CBuffers.Add(CBPerFrame.Clone()); PerFrame = ToDispose(new CBuffer <CBPerFrame_Struct>(device, "PerFrame")); CBuffers.Add(PerFrame); //Load the shaders base.LoadShaders(shadersEntryPoint == null ? _shadersEntryPoint : shadersEntryPoint); }