Esempio n. 1
0
    public OcclusionSurrogateDebugRenderer(Device device, ShaderCache shaderCache, int occlusionInfoOffset)
    {
        surrogateFacesView = BufferUtilities.ToStructuredBufferView(device, OcclusionSurrogateCommon.Mesh.Faces.ToArray());

        meshBuffers = new MeshBuffers(device, DrawMesh);

        var vertexShaderAndBytecode = shaderCache.GetVertexShader <OcclusionSurrogateDebugRenderer>("figure/occlusion/debug/DebugVertex");

        vertexShader = vertexShaderAndBytecode;
        inputLayout  = new InputLayout(device, vertexShaderAndBytecode.Bytecode, MeshBuffers.InputElements);

        using (var texture = MonochromaticTextures.Make(device, Color.LightGray)) {
            var textureView = new ShaderResourceView(device, texture);
            material = new BasicSpecularMaterial(device, shaderCache, textureView);
        }
    }
Esempio n. 2
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            public void Init(Type type, BuilderData.Meta meta)
            {
                submitted = false;
                this.type = type;
                this.meta = meta;

                if (meshes == null)
                {
                    meshes = new List <MeshWithType>();
                }
                if (!temporaryMeshBuffers.IsCreated)
                {
                    temporaryMeshBuffers    = new NativeArray <MeshBuffers>(1, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
                    temporaryMeshBuffers[0] = new MeshBuffers(Allocator.Persistent);
                }
            }
        private void Update(EvaluationContext context)
        {
            var mesh = MeshBuffers.GetValue(context);

            if (mesh == null)
            {
                Vertices.Value = null;
                Indices.Value  = null;
                return;
            }

            Vertices.Value = mesh.VertexBuffer;
            Indices.Value  = mesh.IndicesBuffer;

            Vertices.DirtyFlag.Clear();
            Indices.DirtyFlag.Clear();
        }
Esempio n. 4
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        void SetupBuffers()
        {
            if (!m_baseMeshBuffers.valid)
            {
                m_baseMeshBuffers.Assign(baseMesh);
            }

            if (m_blendSourceBuffers.Count != blendSources.Count)
            {
                m_blendSourceBuffers.Clear();
                for (int si = 0; si < blendSources.Count; ++si)
                {
                    var tmp = new MeshBuffers();
                    tmp.Assign(blendSources[si].mesh);
                    m_blendSourceBuffers.Add(tmp);
                }
            }
        }
Esempio n. 5
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    public MeshRenderer(Device device, ShaderCache shaderCache, Matrix transform, TriMesh mesh)
    {
        this.meshBuffers = new MeshBuffers(device, mesh);

        this.modelToWorldTransform = new CoordinateNormalMatrixPairConstantBufferManager(device);

        var vertexShaderAndBytecode = shaderCache.GetVertexShader <MeshRenderer>("game/MeshVertex");

        this.vertexShader = vertexShaderAndBytecode;
        this.inputLayout  = new InputLayout(device, vertexShaderAndBytecode.Bytecode, MeshBuffers.InputElements);

        using (var texture = MonochromaticTextures.Make(device, Color.LightGray)) {
            var textureView = new ShaderResourceView(device, texture);
            this.material = new BasicSpecularMaterial(device, shaderCache, textureView);
        }

        this.transform = transform;
    }
    public Backdrop(Device device, ShaderCache shaderCache)
    {
        float    size      = 5f;
        Matrix   transform = Matrix.Translation(0, size / 2, 0);
        QuadMesh mesh      = GeometricPrimitiveFactory.MakeCube(size).Flip();

        this.meshBuffers = new MeshBuffers(device, mesh.AsTriMesh());

        this.modelToWorldTransform = new CoordinateNormalMatrixPairConstantBufferManager(device);

        var vertexShaderAndBytecode = shaderCache.GetVertexShader <Backdrop>("backdrop/Backdrop");

        this.vertexShader = vertexShaderAndBytecode;
        this.inputLayout  = new InputLayout(device, vertexShaderAndBytecode.Bytecode, MeshBuffers.InputElements);

        this.pixelShader = shaderCache.GetPixelShader <Backdrop>("backdrop/Backdrop");

        this.transform = transform;
    }