Exemple #1
0
        private void SetupConstantBuffers()
        {
            perObjectConstantShaderBuffer = new D3D11.Buffer(deviceResources.Device, SharpDX.Utilities.SizeOf <PerObjectBuffer>(),
                                                             D3D11.ResourceUsage.Default,
                                                             D3D11.BindFlags.ConstantBuffer,
                                                             D3D11.CpuAccessFlags.None,
                                                             D3D11.ResourceOptionFlags.None, 0);

            perFrameConstantShaderBuffer = new D3D11.Buffer(deviceResources.Device, SharpDX.Utilities.SizeOf <PerFrameBuffer>(),
                                                            D3D11.ResourceUsage.Default,
                                                            D3D11.BindFlags.ConstantBuffer,
                                                            D3D11.CpuAccessFlags.None,
                                                            D3D11.ResourceOptionFlags.None, 0);

            perObjectBuffer = new PerObjectBuffer();
            perFrameBuffer  = new PerFrameBuffer();
        }
Exemple #2
0
        private void UpdatePerObjectBuffer(Matrix modelMatrix, Camera cam)
        {
            // Transpose to get Column Major matrixes for Shader
            Matrix world = Matrix.Transpose(modelMatrix);
            Matrix view  = Matrix.Transpose(cam.View);
            Matrix proj  = Matrix.Transpose(cam.Proj);

            Matrix mvp = proj * view * world;

            perObjectBuffer               = new PerObjectBuffer();
            perObjectBuffer.world         = world;
            perObjectBuffer.view          = view;
            perObjectBuffer.proj          = proj;
            perObjectBuffer.worldViewProj = mvp;
            perObjectBuffer.normalMatrix  = Matrix.Invert(Matrix.Transpose(world));
            perObjectBuffer.invProj       = Matrix.Invert(proj);

            deviceResources.DeviceContext.UpdateSubresource(ref perObjectBuffer, perObjectConstantShaderBuffer);
        }