Ejemplo n.º 1
0
        public Background(Vector3DF color, Vector3DF light)
        {
            byte[] shader_code =
                Engine.Graphics.GraphicsDeviceType == GraphicsDeviceType.OpenGL
                ? Engine.File.CreateStaticFile("Shaders/BackEffect.glsl").Buffer
                : Engine.Graphics.GraphicsDeviceType == GraphicsDeviceType.DirectX11
                ? Engine.File.CreateStaticFile("Shaders/BackEffect.hlsl").Buffer
                : new byte[0];

            // マテリアルを作成する
            material = Engine.Graphics.CreateMaterial2D(
                Engine.Graphics.CreateShader2D(
                    new UTF8Encoding().GetString(shader_code)
                    )
                );

            // ストップウォッチを作成する
            stopwatch = new Stopwatch();

            // マテリアル内の変数を設定する
            material.SetVector2DF("resolution", Engine.WindowSize.To2DF());
            material.SetVector3DF("color", color);
            material.SetVector3DF("light", light);

            // ストップウォッチを起動させる
            stopwatch.Start();
        }
Ejemplo n.º 2
0
        public BackGround(string path)
        {
            // マテリアルの生成
            Material = Graphics.CreateMaterial(path);

            // ストップウォッチの生成・開始
            Stopwatch = new Stopwatch();
            Stopwatch.Start();
        }
Ejemplo n.º 3
0
            public PostEffect(asd.Graphics g)
            {
                if (g.GraphicsDeviceType == GraphicsDeviceType.DirectX11)
                {
                    m_shader = g.CreateShader2D(
                        shader2d_dx_ps
                        );
                }
                else if (g.GraphicsDeviceType == GraphicsDeviceType.OpenGL)
                {
                    m_shader = g.CreateShader2D(
                        shader2d_gl_ps
                        );
                }
                else
                {
                    throw new Exception();
                }

                m_material2d = g.CreateMaterial2D(m_shader);
            }
Ejemplo n.º 4
0
            public PostEffect(ace.Graphics g)
            {
                List <ace.ShaderVariableProperty> props = new List <ShaderVariableProperty>();
                var prop_tex = new ace.ShaderVariableProperty();

                prop_tex.Name   = "g_texture";
                prop_tex.Offset = 0;
                prop_tex.Type   = ace.ShaderVariableType.Texture2D;
                props.Add(prop_tex);

                var prop_v = new ace.ShaderVariableProperty();

                prop_v.Name   = "g_values";
                prop_v.Offset = 0;
                prop_v.Type   = ace.ShaderVariableType.Vector3DF;
                props.Add(prop_v);

                if (g.GraphicsType == GraphicsType.DirectX11)
                {
                    m_shader = g.CreateShader2D(
                        shader2d_dx_ps,
                        props.ToArray()
                        );
                }
                else if (g.GraphicsType == GraphicsType.OpenGL)
                {
                    m_shader = g.CreateShader2D(
                        shader2d_gl_ps,
                        props.ToArray()
                        );
                }
                else
                {
                    throw new Exception();
                }

                m_material2d = g.CreateMaterial2D(m_shader);
            }