Esempio n. 1
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        public RenderMeshPass(IDevice device, ID3DCompiler compiler)
        {
            using var vertexShaderBlob = new Blob(compiler.CompileShaderFromFile(@"F:\Git\GameDev\src\Titan.D3D11.Bindings\VertexShader.hlsl", "main", "vs_5_0"));
            using var pixelShaderBlob  = new Blob(compiler.CompileShaderFromFile(@"F:\Git\GameDev\src\Titan.D3D11.Bindings\PixelShader.hlsl", "main", "ps_5_0"));

            _vertexShader = device.CreateVertexShader(vertexShaderBlob);
            _pixelShader  = device.CreatePixelShader(pixelShaderBlob);

            _inputLayout             = device.CreateInputLayout(new VertexLayout(4).Append("Position", VertexLayoutTypes.Position3D).Append("Normal", VertexLayoutTypes.Position3D).Append("Texture", VertexLayoutTypes.Texture2D).Append("Color", VertexLayoutTypes.Float4Color), vertexShaderBlob);
            _perFrameConstantBuffer  = device.CreateConstantBuffer <PerFrameContantBuffer>(BufferUsage.Dynamic, BufferAccessFlags.Write);
            _lightsConstantBuffer    = device.CreateConstantBuffer <LightsConstantBuffer>(BufferUsage.Dynamic, BufferAccessFlags.Write);
            _perObjectConstantBuffer = device.CreateConstantBuffer <PerObjectContantBuffer>(BufferUsage.Dynamic, BufferAccessFlags.Write);
            _sampler = device.CreateSampler();
        }
Esempio n. 2
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        public RenderToBackbufferPass(IDevice device, ID3DCompiler compiler)
        {
            _backBuffer   = device.BackBuffer;
            _depthStencil = device.DepthStencil;

            _indexBuffer  = device.CreateIndexBuffer(new int[] { 0, 3, 1, 3, 2, 1 });
            _vertexBuffer = device.CreateVertexBuffer(CreateCube());

            using var pixelShaderBlob = new Blob(compiler.CompileShaderFromFile(@"F:\Git\GameDev\resources\shaders\BackBufferPixelShader.hlsl", "main", "ps_5_0"));
            _pixelShader = device.CreatePixelShader(pixelShaderBlob);
            using var vertexShaderBlob = new Blob(compiler.CompileShaderFromFile(@"F:\Git\GameDev\resources\shaders\BackBufferVertexShader.hlsl", "main", "vs_5_0"));
            _vertexShader = device.CreateVertexShader(vertexShaderBlob);
            _inputLayout  = device.CreateInputLayout(new VertexLayout(2).Append("POSITION", VertexLayoutTypes.Position2D).Append("TEXCOORD", VertexLayoutTypes.Position2D), vertexShaderBlob);
            _sampler      = device.CreateSampler();
        }