public RenderSystem(PresentationParameters parameters) { Adapters = GraphicsAdapter.EnumerateGraphicsAdapter(); Device = new GraphicsDevice(Adapters[0]); SwapChain = new GraphicsSwapChain(parameters, Device); CommandList = new CommandList(Device); Texture = new Texture(Device, SwapChain); Shaders = new Shaders(Device, "Shaders/VertexShader.hlsl", "Shaders/PixelShader.hlsl"); StateWireframe = new PipelineState(Device, FillMode.Wireframe, CullMode.None); StateSolid = new PipelineState(Device, FillMode.Solid, CullMode.None); Grid = new Grid(1, 1, 8, 8); VertexBuffer = new Buffer(Grid.SizeInBytes, Grid.Size, Device, ResourceInfo.VertexBuffer); IndexBuffer = new Buffer(Grid.IndexSizeInBytes, Grid.IndexSize, Device, ResourceInfo.IndexBuffer); ConstantBuffer = new Buffer(Utilities.SizeOf <Transform>(), Utilities.SizeOf <Transform>(), Device, ResourceInfo.ConstantBuffer); Camera = new Camera(CameraType.Static); Camera.Position = new Vector3(0.0f, 0.0f, -2.5f); Camera.SetLens((float)Math.PI / 4, 1.2f, 1.0f, 1000.0f); World = new Matrix[2]; }
public RenderSystem(PresentationParameters parameters) { Adapters = GraphicsAdapter.EnumerateGraphicsAdapter(); Device = new GraphicsDevice(Adapters[0]); SwapChain = new GraphicsSwapChain(parameters, Device); CommandList = new CommandList(Device); Texture = new Texture(Device, SwapChain); Shaders = new Shaders(Device, "Shaders/VertexShader.hlsl", "Shaders/PixelShader.hlsl"); Mesh = new Mesh(); VertexBuffer = new Buffer(Mesh.SizeInBytes, Mesh.Size, Device, ResourceInfo.VertexBuffer); IndexBuffer = new Buffer(Mesh.IndexSizeInBytes, Mesh.IndexSize, Device, ResourceInfo.IndexBuffer); ConstantBuffer = new Buffer(Utilities.SizeOf <Transform>(), Utilities.SizeOf <Transform>(), Device, ResourceInfo.ConstantBuffer); Camera = new Camera(CameraType.Static); Camera.SetLens((float)Math.PI / 4, 1.2f, 1.0f, 1000.0f); }
public RenderSystem(PresentationParameters parameters) { Adapters = GraphicsAdapter.EnumerateGraphicsAdapter(); Device = new GraphicsDevice(Adapters[0]); SwapChain = new GraphicsSwapChain(parameters, Device); CommandList = new CommandList(Device); Texture = new Texture(Device, SwapChain); Shaders = new Shaders(Device, "Shaders/VertexShader.hlsl", "Shaders/PixelShader.hlsl"); StateSolid = new PipelineState(Device, FillMode.Solid, CullMode.None); Mesh = new Mesh("Models/mitsuba-sphere.obj"); VertexBuffer = new Buffer[1]; IndexBuffer = new Buffer[1]; ConstantBuffer = new Buffer[2]; VertexBuffer[0] = new Buffer(Mesh.SizeInBytes, Mesh.Size, Device, ResourceInfo.VertexBuffer); IndexBuffer[0] = new Buffer(Mesh.IndexSizeInBytes, Mesh.IndexSize, Device, ResourceInfo.IndexBuffer); ConstantBuffer[0] = new Buffer(Utilities.SizeOf <Transform>(), Utilities.SizeOf <Transform>(), Device, ResourceInfo.ConstantBuffer); ConstantBuffer[1] = new Buffer(Utilities.SizeOf <LightBuffer>(), Utilities.SizeOf <LightBuffer>(), Device, ResourceInfo.ConstantBuffer); TextureAddressMode Wrap = TextureAddressMode.Wrap; SamplerState = new SamplerState(Device, Wrap, Wrap, Wrap, Filter.MinMagMipLinear); Camera = new Camera(CameraType.Static); Camera.Position = new Vector3(0.0f, 1.2f, -8.0f); Camera.SetLens((float)Math.PI / 4, 1.2f, 1.0f, 1000.0f); World = new Matrix[3]; Textures = new ShaderResourceView[3]; Textures[0] = Texture.LoadFromFile(Device, "Text/cracked_c.png"); Textures[1] = Texture.LoadFromFile(Device, "Text/mtl01_c.png"); Textures[2] = Texture.LoadFromFile(Device, "Text/wall_stone04_c2.png"); }
public RenderSystem(PresentationParameters parameters) { Adapters = GraphicsAdapter.EnumerateGraphicsAdapter(); Device = new GraphicsDevice(Adapters[0]); SwapChain = new GraphicsSwapChain(parameters, Device); CommandList = new CommandList(Device); Texture = new Texture(Device, SwapChain); Shaders = new Shaders(Device, "Shaders/VertexShader.hlsl", "Shaders/PixelShader.hlsl"); StateWireframe = new PipelineState(Device, FillMode.Wireframe, CullMode.None); StateSolid = new PipelineState(Device, FillMode.Solid, CullMode.None); Grid = new Grid(1, 1, 8, 8); Mesh = new Mesh("suzanne.obj"); VertexBuffer = new Buffer[2]; IndexBuffer = new Buffer[2]; VertexBuffer[0] = new Buffer(Grid.SizeInBytes, Grid.Size, Device, ResourceInfo.VertexBuffer); IndexBuffer[0] = new Buffer(Grid.IndexSizeInBytes, Grid.IndexSize, Device, ResourceInfo.IndexBuffer); VertexBuffer[1] = new Buffer(Mesh.SizeInBytes, Mesh.Size, Device, ResourceInfo.VertexBuffer); IndexBuffer[1] = new Buffer(Mesh.IndexSizeInBytes, Mesh.IndexSize, Device, ResourceInfo.IndexBuffer); ConstantBuffer = new Buffer(Utilities.SizeOf <Transform>(), Utilities.SizeOf <Transform>(), Device, ResourceInfo.ConstantBuffer); TextureAddressMode Wrap = TextureAddressMode.Wrap; SamplerState = new SamplerState(Device, Wrap, Wrap, Wrap, Filter.MinMagMipLinear); Camera = new Camera(CameraType.Static); Camera.Position = new Vector3(0.0f, 0.15f, -1.5f); Camera.SetLens((float)Math.PI / 4, 1.2f, 1.0f, 1000.0f); World = new Matrix[2]; Textures = new ShaderResourceView[2]; Textures[0] = Texture.LoadFromFile(Device, "Text/UV_Grid_Sm.jpg"); Textures[1] = Texture.LoadFromFile(Device, "Text/UV_Grid_Lrg.jpg"); }
public RenderSystem(PresentationParameters parameters) { Adapters = GraphicsAdapter.EnumerateGraphicsAdapter(); Device = new GraphicsDevice(Adapters[0]); SwapChain = new GraphicsSwapChain(parameters, Device); CommandList = new CommandList(Device); Texture = new Texture(Device, SwapChain); Shaders = new Shaders(Device, "Shaders/VertexShader.hlsl", "Shaders/PixelShader.hlsl"); Triangle = new Mesh(); VertexBuffer = new Buffer(Triangle.SizeInBytes, Triangle.Size, Device, ResourceInfo.VertexBuffer()); }