Esempio n. 1
0
        public ShaderSet(
            GraphicsDevice graphicsDevice,
            string shaderName,
            GlobalResourceSetIndices globalResourceSetIndices,
            params VertexLayoutDescription[] vertexDescriptors)
        {
            GlobalResourceSetIndices = globalResourceSetIndices;

            Id = NextId++;

#if DEBUG
            const bool debug = true;
#else
            const bool debug = false;
#endif

            GetShaders(
                graphicsDevice.ResourceFactory,
                shaderName,
                debug,
                out var vertexShader,
                out var fragmentShader);

            AddDisposable(vertexShader);
            AddDisposable(fragmentShader);

            vertexShader.Name   = $"{shaderName}.vert";
            fragmentShader.Name = $"{shaderName}.frag";

            Description = new ShaderSetDescription(
                vertexDescriptors,
                new[] { vertexShader, fragmentShader });
        }
Esempio n. 2
0
        protected ShaderResourcesBase(
            GraphicsDevice graphicsDevice,
            string shaderName,
            GlobalResourceSetIndices globalResourceSetIndices,
            params VertexLayoutDescription[] vertexDescriptors)
        {
            GraphicsDevice = graphicsDevice;

            ShaderSet = AddDisposable(new ShaderSet(
                                          graphicsDevice,
                                          shaderName,
                                          globalResourceSetIndices,
                                          vertexDescriptors));
        }
Esempio n. 3
0
        public ShaderSet(
            GraphicsDevice graphicsDevice,
            string shaderName,
            GlobalResourceSetIndices globalResourceSetIndices,
            params VertexLayoutDescription[] vertexDescriptors)
        {
            GlobalResourceSetIndices = globalResourceSetIndices;

            Id = _nextId++;

#if DEBUG
            const bool debug = true;
#else
            const bool debug = false;
#endif

            var assembly = typeof(ShaderSet).Assembly;

            byte[] ReadShader(string shaderType)
            {
                var bytecodeShaderName = $"OpenSage.Assets.Shaders.{shaderName}.{shaderType}.spv";

                using (var shaderStream = assembly.GetManifestResourceStream(bytecodeShaderName))
                {
                    return(shaderStream.ReadAllBytes());
                }
            }

            var vsBytes = ReadShader("vert");
            var fsBytes = ReadShader("frag");

            var shaders = graphicsDevice.ResourceFactory.CreateFromSpirv(
                new ShaderDescription(ShaderStages.Vertex, vsBytes, "main", debug),
                new ShaderDescription(ShaderStages.Fragment, fsBytes, "main", debug),
                new CrossCompileOptions());

            var vertexShader   = AddDisposable(shaders[0]);
            var fragmentShader = AddDisposable(shaders[1]);

            vertexShader.Name   = $"{shaderName}.vert";
            fragmentShader.Name = $"{shaderName}.frag";

            Description = new ShaderSetDescription(
                vertexDescriptors,
                new[] { vertexShader, fragmentShader });
        }