/// <inheritdoc/> protected override void InitializeCore() { base.InitializeCore(); renderEffectKey = ((RootEffectRenderFeature)RootRenderFeature).RenderEffectKey; fog = ((RootEffectRenderFeature)RootRenderFeature).CreateDrawCBufferOffsetSlot(FogEffectKeys.FogColor.Name); bend = ((RootEffectRenderFeature)RootRenderFeature).CreateDrawCBufferOffsetSlot(TransformationBendWorldKeys.DeformFactorX.Name); uvChange = ((RootEffectRenderFeature)RootRenderFeature).CreateDrawCBufferOffsetSlot(TransformationTextureUVKeys.TextureRegion.Name); }
/// <inheritdoc/> protected override void InitializeCore() { base.InitializeCore(); renderEffectKey = RenderEffectKey; view = CreateViewCBufferOffsetSlot(ParticleBaseKeys.MatrixTransform.Name); perMaterialDescriptorSetSlot = GetOrCreateEffectDescriptorSetSlot("PerMaterial"); }
/// <inheritdoc/> protected override void InitializeCore() { base.InitializeCore(); perLightingDescriptorSetSlot = GetOrCreateEffectDescriptorSetSlot("PerLighting"); matrixTransform = CreateDrawCBufferOffsetSlot(SpriteBaseKeys.MatrixTransform.Name); transformRenderFeature.AttachRootRenderFeature(this); transformRenderFeature.Initialize(Context); }
/// <inheritdoc/> protected override void InitializeCore() { base.InitializeCore(); perLightingDescriptorSetSlot = GetOrCreateEffectDescriptorSetSlot("PerLighting"); matrixTransform = CreateDrawCBufferOffsetSlot(SpriteBaseKeys.MatrixTransform.Name); transformRenderFeature.AttachRootRenderFeature(this); transformRenderFeature.Initialize(Context); }
/// <inheritdoc/> protected override void InitializeCore() { base.InitializeCore(); renderEffectKey = RenderEffectKey; // The offset starts with the first element in the buffer perViewCBufferOffset = CreateViewCBufferOffsetSlot(ParticleUtilitiesKeys.ViewMatrix.Name); perMaterialDescriptorSetSlot = GetOrCreateEffectDescriptorSetSlot("PerMaterial"); }
protected override void InitializeCore() { _objectInfoPropertyKey = RootRenderFeature.RenderData.CreateObjectKey <ObjectInfoData>(); _objectInfoDataBuffer = ((RootEffectRenderFeature)RootRenderFeature).CreateDrawCBufferOffsetSlot(ObjectInfoOutputShaderKeys.ObjectInfo.Name); // Note that I am unsure why we need to create our own BlendMatrixArray key rather than // reuse TransformationSkinningKeys.BlendMatrixArray. // When I tried to reuse TransformationSkinningKeys.BlendMatrixArray, the skinned model had graphical glitches, // but creating our own key does not have this issue. _blendMatricesPropertyKey = RootRenderFeature.RenderData.CreateObjectKey <Matrix[]>(); _blendMatricesDataBuffer = ((RootEffectRenderFeature)RootRenderFeature).CreateDrawCBufferOffsetSlot(OioTransformationSkinningKeys.BlendMatrixArray.Name); }
/// <inheritdoc/> protected override void InitializeCore() { perDrawData = ((RootEffectRenderFeature)RootRenderFeature).CreateDrawCBufferOffsetSlot(MaterialFrontBackBlendShaderKeys.ColorFront.Name); renderEffectKey = ((RootEffectRenderFeature)RootRenderFeature).RenderEffectKey; }
/// <inheritdoc/> protected override void InitializeCore() { base.InitializeCore(); materialIndexConstantBufferOffsetReference = ((RootEffectRenderFeature)RootRenderFeature).CreateDrawCBufferOffsetSlot(GBufferOutputSubsurfaceScatteringMaterialIndexKeys.MaterialIndex.Name); }
/// <inheritdoc/> protected override void InitializeCore() { renderModelObjectInfoKey = RootRenderFeature.RenderData.CreateObjectKey <Color4>(); color = ((RootEffectRenderFeature)RootRenderFeature).CreateDrawCBufferOffsetSlot(HighlightShaderKeys.HighlightColor.Name); }
/// <inheritdoc/> protected override void InitializeCore() { renderObjectInfoKey = RootRenderFeature.RenderData.CreateObjectKey <PickingObjectInfo>(); pickingData = ((RootEffectRenderFeature)RootRenderFeature).CreateDrawCBufferOffsetSlot(PickingShaderKeys.PickingData.Name); }