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)); }
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)); }
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; }
public DefaultRasteriserState(FearGraphicsDevice dev) { device = dev.Device; state = null; }
public TextureLoader(FearGraphicsDevice dev) { device = dev.Device; }
public MaterialLoader(FearGraphicsDevice dev) { device = dev.Device; }
public MeshLoader(FearGraphicsDevice dev, ColladaMeshLoader formatLoader, VertexBufferFactory vertBufferFactory) { device = dev.Device; loader = formatLoader; vertBuffFactory = vertBufferFactory; }
public ShadowBiasedDepthRasteriserState(FearGraphicsDevice dev) { device = dev.Device; state = null; }
public IrradianceCubeMapGenerator(FearGraphicsDevice dev, Material compShader) { device = dev.Device; computeShader = compShader; }