public HLSLStaticEntitySprite(Device device, string shaderPath, VertexDeclaration VertexDeclaration, iCBuffer CBPerFrame = null, EntryPoints shadersEntryPoint = null) : base(device, shaderPath, VertexDeclaration, new UtopiaIncludeHandler()) { //Create Constant Buffers interfaces ================================================== CBPerFrameLocal = ToDispose(new CBuffer <CBPerFrame_Struct>(device, "PerFrameLocal")); CBuffers.Add(CBPerFrameLocal); if (CBPerFrame != null) { CBuffers.Add(CBPerFrame.Clone()); } //Create the resource interfaces ================================================== DiffuseTexture = new ShaderResource("DiffuseTexture"); ShaderResources.Add(DiffuseTexture); BiomesColors = new ShaderResource("BiomesColors"); ShaderResources.Add(BiomesColors); //Create the Sampler interface ================================================== SamplerDiffuse = new ShaderSampler("SamplerDiffuse"); ShaderSamplers.Add(SamplerDiffuse); //Load the shaders base.LoadShaders(shadersEntryPoint == null ? _shadersEntryPoint : shadersEntryPoint); }
public HLSLTerran(Device device, string shaderPath, VertexDeclaration VertexDeclaration, iCBuffer CBPerFrame = null, EntryPoints shadersEntryPoint = null) : base(device, shaderPath, VertexDeclaration, new UtopiaIncludeHandler()) { //Create Contstant Buffers interfaces ================================================== CBPerDraw = ToDispose(new CBuffer <CBPerDraw_Struct>(device, "PerDraw")); CBuffers.Add(CBPerDraw); if (CBPerFrame != null) { CBuffers.Add(CBPerFrame.Clone()); } //Create the resource interfaces ================================================== TerraTexture = new ShaderResource("TerraTexture"); ShaderResources.Add(TerraTexture); SkyBackBuffer = new ShaderResource("SkyBackBuffer"); ShaderResources.Add(SkyBackBuffer); BiomesColors = new ShaderResource("BiomesColors"); ShaderResources.Add(BiomesColors); ShadowMap = new ShaderResource("ShadowMap"); ShaderResources.Add(ShadowMap); //Create the Sampler interface ================================================== SamplerDiffuse = new ShaderSampler("SamplerDiffuse"); ShaderSamplers.Add(SamplerDiffuse); SamplerBackBuffer = new ShaderSampler("SamplerBackBuffer"); ShaderSamplers.Add(SamplerBackBuffer); //Load the shaders base.LoadShaders(shadersEntryPoint == null ? _shadersEntryPoint : shadersEntryPoint); }
public HLSLCubeColorParticule(Device device, string shaderPath, VertexDeclaration VertexDeclaration, iCBuffer CBPerFrame, Include includeHandler, EntryPoints shadersEntryPoint = null) : base(device, shaderPath, VertexDeclaration, includeHandler) { //Create Constant Buffers interfaces ================================================== CBuffers.Add(CBPerFrame.Clone()); //Load the shaders base.LoadShaders(shadersEntryPoint == null ? _shadersEntryPoint : shadersEntryPoint); }
public HLSLPointSpriteColor3DBillBoard(Device device, string shaderPath, VertexDeclaration VertexDeclaration, iCBuffer CBPerFrame, Include includeHandler, EntryPoints shadersEntryPoint = null) : base(device, shaderPath, VertexDeclaration, includeHandler) { //Create Constant Buffers interfaces ================================================== CBuffers.Add(CBPerFrame.Clone()); PerFrame = ToDispose(new CBuffer <CBPerFrame_Struct>(device, "PerFrame")); CBuffers.Add(PerFrame); //Load the shaders base.LoadShaders(shadersEntryPoint == null ? _shadersEntryPoint : shadersEntryPoint); }
public HLSLUtopiaPointSprite3DText(Device device, string shaderPath, VertexDeclaration VertexDeclaration, iCBuffer CBPerFrame, Include includeHandler, EntryPoints shadersEntryPoint = null) : base(device, shaderPath, VertexDeclaration, includeHandler) { //Create Constant Buffers interfaces ================================================== CBuffers.Add(CBPerFrame.Clone()); //Create the resource interfaces ================================================== DiffuseTexture = new ShaderResource("DiffuseTexture"); ShaderResources.Add(DiffuseTexture); //Create the Sampler interface ================================================== SamplerDiffuse = new ShaderSampler("SamplerDiffuse"); ShaderSamplers.Add(SamplerDiffuse); //Load the shaders base.LoadShaders(shadersEntryPoint == null ? _shadersEntryPoint : shadersEntryPoint); }