public void GenerateIrradianceCubemapFromCubemap() { //Given FearGraphicsDevice device = new SharpDXGraphicsDevice(SharpDX.Toolkit.Graphics.GraphicsDevice.New(DeviceCreationFlags.Debug)); Material computeShader = LoadComputeShader(device); IrradianceCubeMapGenerator irrCubeGen = new IrradianceCubeMapGenerator(device, computeShader); TextureCube source = LoadOriginalCubemap(device); //When irrCubeGen.GenerateIrradianceCubemapFromTextureCube(source); }
public void Startup(FearEngineImpl engine) { cam = engine.GameObjectFactory.CreateGameObject("Camera"); device = engine.Device; scene = engine.SceneFactory.CreateSceneWithSingleLight( engine.CameraFactory.CreateDebugCamera(cam), engine.LightFactory.CreateDirectionalLight()); GameObject cube = new BaseGameObject("Cube"); Mesh mesh = engine.Resources.GetMesh("BOX"); Material material = engine.Resources.GetMaterial("NormalLit"); SceneObject litCube = new SceneObject(cube, mesh, material); scene.AddSceneObject(litCube); FearGraphicsDevice dev2 = new SharpDXGraphicsDevice(engine.Device); Material computeShader = LoadComputeShader(dev2); irrCubeGen = new IrradianceCubeMapGenerator(dev2, computeShader); source = LoadOriginalCubemap(dev2); }