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