Esempio n. 1
0
        public override void Render(Device device, DeviceContext deviceContext, Camera camera, LightClass light)
        {
            if (!DoRender)
            {
                return;
            }

            BoundingBox.Render(device, deviceContext, camera, light);
            deviceContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertexBuffer, Utilities.SizeOf <VertexLayouts.BasicLayout.Vertex>(), 0));
            deviceContext.InputAssembler.SetIndexBuffer(indexBuffer, SharpDX.DXGI.Format.R32_UInt, 0);
            deviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
            Shader.SetSceneVariables(deviceContext, Transform, camera);
            Shader.Render(deviceContext, PrimitiveTopology.TriangleList, (int)numTriangles, 0);
        }
Esempio n. 2
0
        public override void Render(Device device, DeviceContext deviceContext, Camera camera)
        {
            if (!DoRender)
            {
                return;
            }

            deviceContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertexBuffer, Utilities.SizeOf <VertexLayouts.CollisionLayout.Vertex>(), 0));
            deviceContext.InputAssembler.SetIndexBuffer(indexBuffer, SharpDX.DXGI.Format.R32_UInt, 0);
            deviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
            Shader.SetSceneVariables(deviceContext, Transform, camera);
            Shader.SetShaderParameters(device, deviceContext, new BaseShader.MaterialParameters(null, SelectionColour.Normalize()));
            Shader.Render(deviceContext, PrimitiveTopology.TriangleList, Indices.Length, 0);
        }
        public override void Render(ID3D11Device device, ID3D11DeviceContext deviceContext, Camera camera)
        {
            if (!DoRender)
            {
                return;
            }

            VertexBufferView VertexBufferView = new VertexBufferView(vertexBuffer, Unsafe.SizeOf <VertexLayouts.CollisionLayout.Vertex>(), 0);

            deviceContext.IASetVertexBuffers(0, VertexBufferView);
            deviceContext.IASetIndexBuffer(indexBuffer, Vortice.DXGI.Format.R32_UInt, 0);
            deviceContext.IASetPrimitiveTopology(PrimitiveTopology.TriangleList);

            Shader.SetSceneVariables(deviceContext, Transform, camera);
            Shader.SetShaderParameters(device, deviceContext, new BaseShader.MaterialParameters(null, SelectionColour.Normalize()));

            Shader.Render(deviceContext, PrimitiveTopology.TriangleList, Indices.Length, 0);
        }