private void OnBindMaterialTextures(DeviceContextProxy context, PixelShader shader) { if (shader.IsNULL) { return; } shader.BindTexture(context, texStripeXSlot, textures[0]); shader.BindTexture(context, texStripeYSlot, textures[1]); shader.BindSampler(context, samplerDiffuseSlot, sampler); }
private void OnBindMaterialTextures(RenderContext context, DeviceContextProxy deviceContext, PixelShader shader) { if (shader.IsNULL) { return; } var idx = shader.ShaderStageIndex; shader.BindTexture(deviceContext, texDiffuseSlot, textureResources[DiffuseIdx]); shader.BindTexture(deviceContext, texNormalSlot, textureResources[NormalIdx]); shader.BindTexture(deviceContext, texAlphaSlot, textureResources[AlphaIdx]); shader.BindTexture(deviceContext, texSpecularSlot, textureResources[SpecularColorIdx]); shader.BindTexture(deviceContext, texEmissiveSlot, textureResources[EmissiveIdx]); shader.BindSampler(deviceContext, samplerDiffuseSlot, surfaceSampler); }
private void BindBillboardTexture(DeviceContextProxy context, PixelShader shader) { var buffer = billboardBuffer; shader.BindTexture(context, shaderTextureSlot, buffer.TextureView); shader.BindSampler(context, textureSamplerSlot, textureSampler); }
private void OnBindMaterialTextures(RenderContext context, DeviceContextProxy deviceContext, PixelShader shader) { if (shader.IsNULL) { return; } int idx = shader.ShaderStageIndex; shader.BindTexture(deviceContext, texDiffuseSlot, TextureResources[DiffuseIdx]); shader.BindTexture(deviceContext, texNormalSlot, TextureResources[NormalIdx]); shader.BindTexture(deviceContext, texAlphaSlot, TextureResources[AlphaIdx]); shader.BindSampler(deviceContext, samplerDiffuseSlot, SamplerResources[DiffuseIdx]); shader.BindSampler(deviceContext, samplerNormalSlot, SamplerResources[NormalIdx]); shader.BindSampler(deviceContext, samplerAlphaSlot, SamplerResources[AlphaIdx]); }
private void OnBindMaterialTextures(RenderContext context, DeviceContextProxy deviceContext, PixelShader shader) { if (shader.IsNULL) { return; } int idx = shader.ShaderStageIndex; shader.BindTexture(deviceContext, texDiffuseSlot, TextureResources[AlbedoMapIdx]); shader.BindTexture(deviceContext, texNormalSlot, TextureResources[NormalMapIdx]); shader.BindTexture(deviceContext, texRMASlot, TextureResources[RMAMapIdx]); shader.BindTexture(deviceContext, texEmissiveSlot, TextureResources[EmissiveMapIdx]); shader.BindTexture(deviceContext, texIrradianceSlot, TextureResources[IrradianceMapIdx]); shader.BindSampler(deviceContext, samplerSurfaceSlot, SamplerResources[SurfaceSamplerIdx]); shader.BindSampler(deviceContext, samplerIBLSlot, SamplerResources[IBLSamplerIdx]); }
private void OnBindMaterialTextures(DeviceContextProxy context, PixelShader shader) { if (shader.IsNULL) { return; } int idx = shader.ShaderStageIndex; shader.BindTexture(context, texDiffuseSlot, TextureResource); shader.BindSampler(context, samplerDiffuseSlot, SamplerResource); }