public ModelSerializerVersion3( IModelRenderConfiguration[] modelRenderConfigurations, IRenderBatcher renderBatcher) { _modelRenderConfigurations = modelRenderConfigurations; _renderBatcher = renderBatcher; }
/// <summary> /// Initializes a new instance of the <see cref="Model"/> class. /// </summary> /// <param name="availableAnimations"> /// The available animations. /// </param> /// <param name="rootBone"> /// The root bone, or null if there's no skeletal information. /// </param> /// <param name="vertexes"> /// The vertexes associated with this model. /// </param> /// <param name="indices"> /// The indices associated with the model. /// </param> public Model( IModelRenderConfiguration[] modelRenderConfigurations, IRenderBatcher renderBatcher, string name, IAnimationCollection availableAnimations, IMaterial material, IModelBone rootBone, ModelVertex[] vertexes, int[] indices) { Name = name; AvailableAnimations = availableAnimations; Root = rootBone; Vertexes = vertexes; Indices = indices; Material = material; _cachedVertexBuffers = new Dictionary<object, VertexBuffer>(); _modelRenderConfigurations = modelRenderConfigurations; _renderBatcher = renderBatcher; if (Root != null) { _flattenedBones = Root.Flatten(); Bones = _flattenedBones.ToDictionary(k => k.Name, v => v); } }
public GraphicsMetricsProfilerVisualiser( IAssetManagerProvider assetManagerProvider, I2DRenderUtilities renderUtilities, IRenderCache renderCache, IRenderAutoCache renderAutoCache, IRenderBatcher renderBatcher) { _renderUtilities = renderUtilities; _renderCache = renderCache; _renderAutoCache = renderAutoCache; _renderBatcher = renderBatcher; _defaultFont = assetManagerProvider.GetAssetManager().Get<FontAsset>("font.Default"); }
public Default3DDeferredRenderPass( IHierarchy hierarchy, IRenderTargetBackBufferUtilities renderTargetBackBufferUtilities, IGraphicsBlit graphicsBlit, IAssetManagerProvider assetManagerProvider, IRenderBatcher renderBatcher) { _hierarchy = hierarchy; _renderTargetBackBufferUtilities = renderTargetBackBufferUtilities; _graphicsBlit = graphicsBlit; _renderBatcher = renderBatcher; _gbufferClearEffect = assetManagerProvider.GetAssetManager().Get<EffectAsset>("effect.GBufferClear"); _gbufferCombineEffect = assetManagerProvider.GetAssetManager().Get<EffectAsset>("effect.GBufferCombine"); }
public Render3DModelComponent( INode node, I3DRenderUtilities renderUtilities, IAssetManagerProvider assetManagerProvider, ITextureFromHintPath textureFromHintPath, IRenderBatcher renderBatcher) { _node = node; _renderUtilities = renderUtilities; _textureFromHintPath = textureFromHintPath; _renderBatcher = renderBatcher; _assetManager = assetManagerProvider.GetAssetManager(); _animationTracker = new Stopwatch(); Enabled = true; Transform = new DefaultTransform(); }
public Render3DModelComponent( INode node, I3DRenderUtilities renderUtilities, IAssetManager assetManager, ITextureFromHintPath textureFromHintPath, IRenderBatcher renderBatcher) { _node = node; _renderUtilities = renderUtilities; _textureFromHintPath = textureFromHintPath; _renderBatcher = renderBatcher; _assetManager = assetManager; _animationTracker = new Stopwatch(); Enabled = true; Transform = new DefaultTransform(); }
public Default3DDeferredRenderPass( IHierarchy hierarchy, IRenderTargetBackBufferUtilities renderTargetBackBufferUtilities, IGraphicsBlit graphicsBlit, IAssetManagerProvider assetManagerProvider, IRenderBatcher renderBatcher) { _hierarchy = hierarchy; _renderTargetBackBufferUtilities = renderTargetBackBufferUtilities; _graphicsBlit = graphicsBlit; _renderBatcher = renderBatcher; _gbufferClearEffect = assetManagerProvider.GetAssetManager().Get <EffectAsset>("effect.GBufferClear"); _gbufferCombineEffect = assetManagerProvider.GetAssetManager().Get <EffectAsset>("effect.GBufferCombine"); GBufferBlendState = BlendState.Opaque; ClearTarget = true; }
public Default3DRenderUtilities(I2DRenderUtilities renderUtilities, IRenderCache renderCache, IRenderBatcher renderBatcher) { _twoDimensionalRenderUtilities = renderUtilities; _renderCache = renderCache; _renderBatcher = renderBatcher; }
public Default3DRenderUtilities(I2DRenderUtilities renderUtilities, IRenderCache renderCache, IRenderBatcher renderBatcher) { _twoDimensionalRenderUtilities = renderUtilities; _renderCache = renderCache; _renderBatcher = renderBatcher; }
public ModelAssetCompiler(IModelRenderConfiguration[] modelRenderConfigurations, IRenderBatcher renderBatcher, IModelSerializer modelSerializer) { _modelRenderConfigurations = modelRenderConfigurations; _renderBatcher = renderBatcher; _modelSerializer = modelSerializer; }
public AssimpReader(IModelRenderConfiguration[] modelRenderConfigurations, IRenderBatcher renderBatcher) { _modelRenderConfigurations = modelRenderConfigurations; _renderBatcher = renderBatcher; }
public AssimpReader(IModelRenderConfiguration[] modelRenderConfigurations, IRenderBatcher renderBatcher) { _modelRenderConfigurations = modelRenderConfigurations; _renderBatcher = renderBatcher; }