protected override void OnRender(RenderContext context, DeviceContextProxy deviceContext) { modelCB.Upload(deviceContext, ref modelStruct); DefaultShaderPass.BindShader(deviceContext); DefaultShaderPass.BindStates(deviceContext, DefaultStateBinding); DrawIndexed(deviceContext, GeometryBuffer.IndexBuffer, InstanceBuffer); }
protected override void OnRender(IRenderContext context, DeviceContextProxy deviceContext) { DefaultShaderPass.BindShader(deviceContext); DefaultShaderPass.BindStates(deviceContext, StateType.BlendState | StateType.DepthStencilState); BindBillboardTexture(deviceContext, DefaultShaderPass.GetShader(ShaderStage.Pixel)); OnDraw(deviceContext, InstanceBuffer); }
/// <summary> /// Called when [render]. /// </summary> /// <param name="context">The context.</param> /// <param name="deviceContext">The device context.</param> protected override void OnRender(IRenderContext context, DeviceContextProxy deviceContext) { DefaultShaderPass.BindShader(deviceContext); DefaultShaderPass.BindStates(deviceContext, StateType.BlendState | StateType.DepthStencilState); DefaultShaderPass.GetShader(ShaderStage.Pixel).BindTexture(deviceContext, cubeTextureSlot, cubeTextureRes); DefaultShaderPass.GetShader(ShaderStage.Pixel).BindSampler(deviceContext, textureSamplerSlot, textureSampler); deviceContext.DeviceContext.Draw(GeometryBuffer.VertexBuffer[0].ElementCount, 0); }
/// <summary> /// Called when [render]. /// </summary> /// <param name="context">The context.</param> /// <param name="deviceContext">The device context.</param> protected override void OnRender(RenderContext context, DeviceContextProxy deviceContext) { if (context.Camera.CreateLeftHandSystem && RasterDescription.IsFrontCounterClockwise) { var desc = RasterDescription; desc.IsFrontCounterClockwise = false; RasterDescription = desc; InvalidateRenderer(); return; } DefaultShaderPass.BindShader(deviceContext); DefaultShaderPass.BindStates(deviceContext, StateType.BlendState | StateType.DepthStencilState); DefaultShaderPass.PixelShader.BindTexture(deviceContext, cubeTextureSlot, cubeTextureRes); DefaultShaderPass.PixelShader.BindSampler(deviceContext, textureSamplerSlot, textureSampler); deviceContext.Draw(GeometryBuffer.VertexBuffer[0].ElementCount, 0); }
protected override void OnRender(IRenderContext context, DeviceContextProxy deviceContext) { DefaultShaderPass.BindShader(deviceContext); DefaultShaderPass.BindStates(deviceContext, StateType.BlendState | StateType.DepthStencilState); if (!BindMaterialTextures(deviceContext, DefaultShaderPass)) { return; } if (context.RenderHost.IsShadowMapEnabled) { DefaultShaderPass.GetShader(ShaderStage.Pixel).BindTexture(deviceContext, shadowMapSlot, context.SharedResource.ShadowView); } OnDraw(deviceContext, InstanceBuffer); if (RenderWireframe && WireframePass != NullShaderPass.NullPass) { WireframePass.BindShader(deviceContext, false); WireframePass.BindStates(deviceContext, StateType.BlendState | StateType.DepthStencilState); deviceContext.SetRasterState(RasterStateWireframe); OnDraw(deviceContext, InstanceBuffer); } }
/// <summary> /// Called when [render]. /// </summary> /// <param name="context">The context.</param> /// <param name="deviceContext">The device context.</param> protected override void OnRender(IRenderContext context, DeviceContextProxy deviceContext) { DefaultShaderPass.BindShader(deviceContext); DefaultShaderPass.BindStates(deviceContext, StateType.BlendState | StateType.DepthStencilState); OnDraw(deviceContext, InstanceBuffer); }
protected override void OnRender(RenderContext context, DeviceContextProxy deviceContext) { DefaultShaderPass.BindShader(deviceContext); DefaultShaderPass.BindStates(deviceContext, DefaultStateBinding); OnDraw(deviceContext, InstanceBuffer); }