public SharpDXDrawing(SharpDXDevice device) : base(device) { this.device = device; solidColorBrush = new SolidColorBrush(device.RenderTarget, Colors.Black); device.RenderTarget.Transform = Matrix3x2.Identity; }
public SharpDXDrawing(SharpDXDevice device) : base(device) { this.device = device; solidColorBrush = new SolidColorBrush(device.RenderTarget, Colors.Black); device.RenderTarget.Transform = Matrix3x2.Identity; }
public SharpDXShader(ShaderCreationData customShader, SharpDXDevice device) : base(customShader) { this.device = device; nativeDevice = device.NativeDevice; context = device.NativeDevice.ImmediateContext; TryCreateShader(); }
public SharpDXShader(ShaderCreationData customShader, SharpDXDevice device) : base(customShader) { this.device = device; nativeDevice = device.NativeDevice; context = device.NativeDevice.ImmediateContext; TryCreateShader(); }
public SharpDXDrawing(SharpDXDevice device, Window window) : base(device) { this.device = device; brush = new SolidColorBrush(device.RenderTarget, new Color4(lastColor.PackedRgba)); device.RenderTarget.Transform = Matrix3x2.Identity; drawShader = new SharpDXDrawShader(device); Reset(window.ViewportPixelSize); window.ViewportSizeChanged += Reset; device.Context.OutputMerger.BlendState = device.GetAlphaBlendStateLazy(); }
private SharpDXImage(ImageCreationData data, SharpDXDevice device) : base(data) { this.device = device; }
protected SharpDXImage(string contentName, SharpDXDevice device) : base(contentName) { this.device = device; }
private SharpDXShader(ShaderWithFormatCreationData creationData, SharpDXDevice device) : this((ShaderCreationData)creationData, device) {}
public SharpDXImage(string filename, SharpDXDrawing drawing, SharpDXDevice device) : base(filename, drawing) { this.device = device; TryLoadTexture("Content/" + filename + ".png"); }
private SharpDXShader(ShaderWithFormatCreationData creationData, SharpDXDevice device) : this((ShaderCreationData)creationData, device) { }
public SharpDXDrawShader(SharpDXDevice device) { this.device = device; CreateVertexShader(); CreateInputLayout(); CreatePixelShader(); CreateConstantBuffer(); }