Example #1
0
            public QuadShaderDeviceData(DX11RenderContext context)
            {
                string basepath = "VVVV.DX11.Nodes.effects.quad.fx";
                DX11Effect effect = DX11Effect.FromResource(Assembly.GetExecutingAssembly(), basepath);

                quadshader = new DX11ShaderInstance(context, effect);
                texturevariable = quadshader.Effect.GetVariableBySemantic("INPUTTEXTURE").AsResource();
                samplervariable = quadshader.Effect.GetVariableBySemantic("SAMPLERSTATE").AsSampler();

                Quad quad = new Quad();
                quad.Size = new Vector2(1.0f);

                quadgeometry = context.Primitives.QuadNormals(quad);

                quadlayouts = new List<InputLayout>();
                for (int i = 0; i < 4; i++)
                {
                    InputLayout layout;
                    quadshader.SelectTechnique(i);

                    bool res = quadgeometry.ValidateLayout(quadshader.GetPass(0), out layout);
                    quadlayouts.Add(layout);
                }
            }
Example #2
0
        public void Update(IPluginIO pin, DX11RenderContext context)
        {
            if (quadshader == null)
            {
                string basepath = "VVVV.DX11.Nodes.effects.quad.fx";
                DX11Effect effect = DX11Effect.FromResource(Assembly.GetExecutingAssembly(), basepath);

                quadshader = new DX11ShaderInstance(context, effect);
                texturevariable = quadshader.Effect.GetVariableBySemantic("INPUTTEXTURE").AsResource();
                samplervariable = quadshader.Effect.GetVariableBySemantic("SAMPLERSTATE").AsSampler();

                Quad quad = new Quad();
                quad.Size = new Vector2(1.0f);

                quadgeometry = context.Primitives.QuadNormals(quad);

                quadlayouts = new List<InputLayout>();
                for (int i = 0; i < 4; i++)
                {
                    InputLayout layout;
                    quadshader.SelectTechnique(i);

                    bool res = quadgeometry.ValidateLayout(quadshader.GetPass(0), out layout);
                    quadlayouts.Add(layout);
                }
            }

            if (this.spmax > 0)
            {
                if (!this.FOutLayer[0].Contains(context))
                {
                    this.FOutLayer[0][context] = new DX11Layer();
                    this.FOutLayer[0][context].Render = this.Render;
                }
            }
        }