private Material LoadComputeShader(FearGraphicsDevice device)
        {
            MaterialLoader      loader = new MaterialLoader(device);
            ResourceInformation info   = new MaterialResourceInformation();

            info.UpdateInformation("Filepath", "C:\\Users\\Andy\\Documents\\Coding\\Visual Studio 2012\\Projects\\FearEngine\\Resources\\Shaders\\ComputeIrradiance.fx");
            info.UpdateInformation("Technique", "ComputeIrradianceMips");

            return((Material)loader.Load(info));
        }
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        public void CreateSingletonGraphicsDevice()
        {
            //Given
            IKernel dependencyKernel = new StandardKernel(new FearEngineNinjectModule(GraphicsDevice.New(DeviceCreationFlags.Debug), null, null));

            //When
            FearGraphicsDevice device = dependencyKernel.Get <FearGraphicsDevice>();

            //Then
            Assert.IsTrue(true);
        }
        private static TextureCube LoadOriginalCubemap(FearGraphicsDevice device)
        {
            TextureLoader loader = new TextureLoader(device);

            ResourceInformation cubeInfo = new TextureResourceInformation();

            cubeInfo.UpdateInformation("Filepath", "C:\\Users\\Andy\\Documents\\Coding\\Visual Studio 2012\\Projects\\FearEngine\\Resources\\Textures\\Cubemaps\\LancellottiChapel\\LancellottiChapelCube.dds");
            cubeInfo.UpdateInformation("IsCubemap", "true");

            return((TextureCube)loader.Load(cubeInfo));
        }
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        public BasicShadowTechnique(FearGraphicsDevice dev,
                                    FearResourceManager resMan,
                                    [Named("ShadowBiasedDepth")] RasteriserState depthRasState,
                                    [Named("ShadowMapComparison")] FearEngine.DeviceState.SamplerStates.SamplerState samp)
        {
            device = dev.Device;

            depthMaterial = resMan.GetMaterial("DepthWrite");

            depthRS = depthRasState;

            sampler = samp;
        }
 public ShadowMapComparisonSampler(FearGraphicsDevice dev)
 {
     device  = dev.Device;
     sampler = null;
 }
Esempio n. 6
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 public DefaultRasteriserState(FearGraphicsDevice dev)
 {
     device = dev.Device;
     state  = null;
 }
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 public TextureLoader(FearGraphicsDevice dev)
 {
     device = dev.Device;
 }
 public MaterialLoader(FearGraphicsDevice dev)
 {
     device = dev.Device;
 }
Esempio n. 9
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 public MeshLoader(FearGraphicsDevice dev, ColladaMeshLoader formatLoader, VertexBufferFactory vertBufferFactory)
 {
     device          = dev.Device;
     loader          = formatLoader;
     vertBuffFactory = vertBufferFactory;
 }
 public ShadowBiasedDepthRasteriserState(FearGraphicsDevice dev)
 {
     device = dev.Device;
     state  = null;
 }
Esempio n. 11
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 public IrradianceCubeMapGenerator(FearGraphicsDevice dev, Material compShader)
 {
     device        = dev.Device;
     computeShader = compShader;
 }