private void LoadVisualizationEffect() { string engineDir = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location); string visEffectFile = Path.Combine(engineDir, @"Shaders\VisualizationEffect.fx"); var shaderByteCode = ShaderBytecode.CompileFromFile(visEffectFile, "fx_5_0", ShaderFlags.Debug); var effect = new Effect(this.GraphicsDevice, shaderByteCode); _visualizationEffect = new VisualizationEffect() { Effect = effect, World = effect.GetVariableByName("World").AsMatrix(), View = effect.GetVariableByName("View").AsMatrix(), Projection = effect.GetVariableByName("Projection").AsMatrix(), RenderScenePass0 = effect.GetTechniqueByName("RenderScene").GetPassByIndex(0) }; // Vertex structure the shader is expecting - very basic sample, just Position and Color. var elements = new[] { new InputElement("Position", 0, Format.R32G32B32A32_Float, 0, 0), new InputElement("Color", 0, Format.R32G32B32A32_Float, 16, 0) }; _inputLayout = new InputLayout(this.GraphicsDevice, _visualizationEffect.RenderScenePass0.Description.Signature, elements); }
private void LoadVisualizationEffect() { string engineDir = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location); string visEffectFile = Path.Combine(engineDir, @"Shaders\VisualizationEffect.fx"); var effect = Effect.FromFile(this.GraphicsDevice, visEffectFile, "fx_4_0", ShaderFlags.None, EffectFlags.None, null, null); _visualizationEffect = new VisualizationEffect() { Effect = effect, World = effect.GetVariableByName("World").AsMatrix(), View = effect.GetVariableByName("View").AsMatrix(), Projection = effect.GetVariableByName("Projection").AsMatrix(), RenderScenePass0 = effect.GetTechniqueByName("RenderScene").GetPassByIndex(0) }; }
private void LoadVisualizationEffect() { string engineDir = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location); string visEffectFile = Path.Combine(engineDir, @"Shaders\VisualizationEffect.fx"); var effect = Effect.FromFile(this.GraphicsDevice, visEffectFile, "fx_4_0"); _visualizationEffect = new VisualizationEffect() { Effect = effect, World = effect.GetVariableByName("World").AsMatrix(), View = effect.GetVariableByName("View").AsMatrix(), Projection = effect.GetVariableByName("Projection").AsMatrix(), RenderScenePass0 = effect.GetTechniqueByName("RenderScene").GetPassByIndex(0) }; }
private void LoadVisualizationEffect() { string engineDir = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location); string visEffectFile = Path.Combine(engineDir, @"Shaders\VisualizationEffect.fx"); var shaderByteCode = ShaderBytecode.CompileFromFile(visEffectFile, "fx_5_0", ShaderFlags.Debug); var effect = new Effect(this.GraphicsDevice, shaderByteCode); _visualizationEffect = new VisualizationEffect() { Effect = effect, World = effect.GetVariableByName("World").AsMatrix(), View = effect.GetVariableByName("View").AsMatrix(), Projection = effect.GetVariableByName("Projection").AsMatrix(), RenderScenePass0 = effect.GetTechniqueByName("RenderScene").GetPassByIndex(0) }; // Vertex structure the shader is expecting - very basic sample, just Position and Color. var elements = new[] { new InputElement("Position", 0, Format.R32G32B32A32_Float, 0, 0), new InputElement("Color", 0, Format.R32G32B32A32_Float, 16, 0) }; _inputLayout = new InputLayout(this.GraphicsDevice, _visualizationEffect.RenderScenePass0.Description.Signature, elements); }