Esempio n. 1
0
        public WidgetShader(Device device)
        {
            byte[] vsbytes = File.ReadAllBytes("Shaders\\WidgetVS.cso");
            byte[] psbytes = File.ReadAllBytes("Shaders\\WidgetPS.cso");

            vs = new VertexShader(device, vsbytes);
            ps = new PixelShader(device, psbytes);

            SceneVars = new GpuVarsBuffer <WidgetShaderSceneVars>(device);

            Vertices = new GpuCBuffer <WidgetShaderVertex>(device, 150); //should be more than needed....
        }
Esempio n. 2
0
        GpuCBuffer <VertexTypePC> vertices; //for selection polys/lines use


        public PathShader(Device device)
        {
            byte[] boxvsbytes = File.ReadAllBytes("Shaders\\PathBoxVS.cso");
            byte[] boxpsbytes = File.ReadAllBytes("Shaders\\PathBoxPS.cso");
            byte[] dynvsbytes = File.ReadAllBytes("Shaders\\PathDynVS.cso");
            byte[] vsbytes    = File.ReadAllBytes("Shaders\\PathVS.cso");
            byte[] psbytes    = File.ReadAllBytes("Shaders\\PathPS.cso");


            boxvs = new VertexShader(device, boxvsbytes);
            boxps = new PixelShader(device, boxpsbytes);
            dynvs = new VertexShader(device, dynvsbytes);
            vs    = new VertexShader(device, vsbytes);
            ps    = new PixelShader(device, psbytes);

            VSSceneVars = new GpuVarsBuffer <PathShaderVSSceneVars>(device);

            layout = new InputLayout(device, vsbytes, VertexTypePC.GetLayout());

            cube = new UnitCube(device, boxvsbytes, true, false, true);

            vertices = new GpuCBuffer <VertexTypePC>(device, 1000); //should be more than needed....
        }