protected override ITexturesProvider InitializeTextures(IDeviceContextHolder contextHolder)
 {
     return(_loader);
 }
 protected abstract IRenderableTexture CreateTexture(IDeviceContextHolder contextHolder, string key);
Example #3
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 public void Refresh(IDeviceContextHolder contextHolder)
 {
     // Because Dispose() is empty, we can just re-initialize shader
     Initialize(contextHolder);
 }
Example #4
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 public void Draw(IDeviceContextHolder contextHolder, ICamera camera, SpecialRenderMode mode, Func <IRenderableObject, bool> filter = null)
 {
 }
Example #5
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 public void DrawAo(IDeviceContextHolder contextHolder, int indices)
 {
     _effect.TechAo.DrawAllPasses(contextHolder.DeviceContext, indices);
 }
Example #6
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 public void PrepareAo(IDeviceContextHolder contextHolder, ShaderResourceView txNormal, float uvRepeat)
 {
     contextHolder.DeviceContext.InputAssembler.InputLayout = _effect.LayoutPNTG;
     _effect.FxNormalMap.SetResource(txNormal);
     _effect.FxNormalUvMult.Set(uvRepeat);
 }
Example #7
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 public bool Prepare(IDeviceContextHolder contextHolder, SpecialRenderMode mode)
 {
     contextHolder.DeviceContext.InputAssembler.InputLayout = _effect.LayoutPT;
     return(true);
 }