Esempio n. 1
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        public MeshRenderer(Device device, MeshCache meshCache, ShaderCache cache, int maximumInstancesPerDraw = 2048)
        {
            this.meshCache = meshCache;
            instances      = new StructuredBuffer <MeshInstance>(device, maximumInstancesPerDraw, $"Mesh Instances");

            vertexConstants = new ConstantsBuffer <RasterizedVertexConstants>(device, debugName: $"Mesh Renderer Vertex Constants");

            vertexShader = new VertexShader(device, cache.GetShader(@"ShapeDrawing\RenderMeshes.hlsl.vshader"));
            pixelShader  = new PixelShader(device, cache.GetShader(@"ShapeDrawing\RenderMeshes.hlsl.pshader"));
        }
Esempio n. 2
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 public ShapesExtractor(Device device, ParallelLooper looper, BufferPool pool, int initialCapacityPerShapeType = 1024)
 {
     spheres        = new QuickList <SphereInstance>(initialCapacityPerShapeType, pool);
     capsules       = new QuickList <CapsuleInstance>(initialCapacityPerShapeType, pool);
     cylinders      = new QuickList <CylinderInstance>(initialCapacityPerShapeType, pool);
     boxes          = new QuickList <BoxInstance>(initialCapacityPerShapeType, pool);
     triangles      = new QuickList <TriangleInstance>(initialCapacityPerShapeType, pool);
     meshes         = new QuickList <MeshInstance>(initialCapacityPerShapeType, pool);
     this.MeshCache = new MeshCache(device, pool);
     this.pool      = pool;
     this.looper    = looper;
 }