Esempio n. 1
0
        protected override void _Render(DXCamera camera)
        {
            EffectTechnique technique = _shader.DXEffect.GetTechniqueByIndex(0);

            for (int i = 0; i < 5; i++)
            {
                if (_vertexBuffer2[i] != null && Program.DXSceneOptions.LevelVisibility[i])
                {
                    DXContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(_vertexBuffer2[i], Marshal.SizeOf(typeof(DXMEV)), 0));
                    DXContext.InputAssembler.SetIndexBuffer(_indexBuffer2[i], Format.R32_UInt, 0);
                    DXContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
                    DXContext.InputAssembler.InputLayout       = _inputLayout;

                    _shader.SetParameter("worldMatrix", Matrix.Identity);
                    _shader.SetParameter("viewMatrix", camera.ViewMatrix);
                    _shader.SetParameter("projectionMatrix", camera.ProjMatrix);
                    _shader.SetParameter("wvp", Matrix.Identity * camera.ViewMatrix * camera.ProjMatrix);


                    EffectPass usePass = technique.GetPassByIndex(0);
                    usePass.Apply(DXContext);
                    DXContext.DrawIndexed(IndexCount2[i], 0, 0);
                    usePass.Dispose();


                    usePass = technique.GetPassByIndex(1);
                    usePass.Apply(DXContext);
                    DXContext.DrawIndexed(IndexCount2[i], 0, 0);
                    usePass.Dispose();
                }
            }
            technique.Dispose();
        }
Esempio n. 2
0
        private void InitShaders()
        {
            _shader = Program.DXShaderManager.MakeShader("TreeSkeleton");

            // Create the InputElement
            _inputElements = new InputElement[]
            {
                new InputElement("POSITION", 0, SharpDX.DXGI.Format.R32G32B32_Float, 0, 0),
                new InputElement("COLOR", 0, SharpDX.DXGI.Format.R32G32B32_Float, 12, 0)
            };

            // Create the InputLayout
            EffectTechnique technique = _shader.DXEffect.GetTechniqueByIndex(0);
            EffectPass      usePass   = technique.GetPassByIndex(0);

            _inputLayout = new InputLayout(DXDevice, usePass.Description.Signature, _inputElements);
            technique.Dispose();
            usePass.Dispose();
        }
Esempio n. 3
0
        private void InitShaders()
        {
            _shader = Program.DXShaderManager.MakeShader("SolidWireframe");

            // Create the InputElement
            _inputElements = new InputElement[]
            {
                new InputElement("POSITION", 0, SharpDX.DXGI.Format.R32G32B32A32_Float, 0, 0),
                new InputElement("TEXCOORD", 0, SharpDX.DXGI.Format.R32G32_Float, 16, 0),
                new InputElement("NORMAL", 0, SharpDX.DXGI.Format.R32G32B32_Float, 24, 0),
                new InputElement("TANGENT", 0, SharpDX.DXGI.Format.R32G32B32_Float, 36, 0)
            };

            // Create the InputLayout
            EffectTechnique technique = _shader.DXEffect.GetTechniqueByIndex(0);
            EffectPass      usePass   = technique.GetPassByIndex(0);

            _inputLayout = new InputLayout(DXDevice, usePass.Description.Signature, _inputElements);
            technique.Dispose();
            usePass.Dispose();
        }