private void SetInputLayout(VertexTypeD11 type) { inputlayout_ = new InputLayout( ApplicationDX11.Instance.Device, vertexsignature_, AbstractVertex.Infos(type) ); }
/// <summary> /// Retourne la taille en octet d'un sommet /// </summary> public static int Size(VertexTypeD11 type) { switch (type) { case VertexTypeD11.COLOR_VERTEX: return(ColoredVertex.GetSize()); case VertexTypeD11.STANDARD_VERTEX: return(StandardVertex.GetSize()); } return(-1); }
// Public // Static Methods /// <summary> /// Retourne les informations concernant le type sommet nécessaire à DirectX /// </summary> public static InputElement[] Infos(VertexTypeD11 type) { switch (type) { case VertexTypeD11.COLOR_VERTEX: return(ColoredVertex.GetInfos()); case VertexTypeD11.STANDARD_VERTEX: return(StandardVertex.GetInfos()); } return(null); }
public LineMesh(VertexTypeD11 type = VertexTypeD11.STANDARD_VERTEX) : base(type) { indexes = new List <int>(); m_type = MeshType.LINE_MESH; }
public MaterialDX11(string vs = "vDefault.cso", string ps = "pUnlit.cso", string gs = "gDefault.cso", VertexTypeD11 type = VertexTypeD11.STANDARD_VERTEX) { LoadShaders(vs, ps, gs); SetInputLayout(type); m_TextureConstantBufferDesc = new TextureConstantBufferDesc() { TilingHeight = 1.0f, TilingWidth = 1.0f, XOffset = 0.0f, YOffset = 0.0f, HasTexture = false, MainColor = new Vector4(0.7f, 0.7f, 0.7f, 1.0f) }; m_MaterialDesc = new MaterialDesc(0.1f, 0.5f, 0.5f); m_TextureConstantBuffer = new CBuffer <TextureConstantBufferDesc>(5, m_TextureConstantBufferDesc); m_MaterialCBufferDesc = new CBuffer <MaterialDesc>(4, m_MaterialDesc); }
public Mesh(VertexTypeD11 type = VertexTypeD11.STANDARD_VERTEX) { m_VertexType = type; m_type = MeshType.TRIANGLE_MESH; }
// Public // Lifecycle public PointMesh(VertexTypeD11 vertextype = VertexTypeD11.STANDARD_VERTEX) : base(vertextype) { }