public void ApplyDynamicParameters(Renderer rendererContext) { foreach (SharedParameter p in dynamicParameters.Values) { VerboseEvent.DynamicParameterSetting.Log(rendererContext.GetType().Name.ToString(), p.Type.ToString()); p.Apply(rendererContext); } }
public RenderCommand(Renderer renderer, IMaterial material, RenderableCollection sceneNodeCollection) : base(CommandType.Render) { Contract.Requires<NullReferenceException>(renderer != null); Contract.Requires<NullReferenceException>(material != null); CommandAttributes |= CommandAttributes.MonoRendering; Renderer = renderer; Items = sceneNodeCollection; Material = material; Technique = Material.EffectDescription.Technique; Pass = Technique.GetPassByIndex(Material.EffectDescription.Pass); InputLayout = new InputLayout(Game.Context.Device, Pass.Description.Signature, Items.Description.InputElements); }
public UserInterfaceRenderCommand(Renderer renderer, Hud hud, RenderableNode rNode) : base(renderer, new UIMaterial(), new RenderableCollection(UIMaterial.ItemsDescription, new [] {rNode})) { CommandType = CommandType.UserInterfaceRenderCommand; CommandAttributes |= Graphics.CommandAttributes.MonoRendering; this.hud = hud; textMaterial = new TextMaterial(); this.rNode = rNode; this.rNode.RenderableObject.Material = Material; tNode = (TransformNode)rNode.Parent; UpdateSprites(hud.SpriteControls); textTechnique = textMaterial.EffectDescription.Technique; textPass = textTechnique.GetPassByIndex(textMaterial.EffectDescription.Pass); textLayout = new InputLayout(Game.Context.Device, textPass.Description.Signature, TextItems.Description.InputElements); }
public void AddToScene(Renderer renderer, SceneManager scene) { UIMaterial uiMaterial = new UIMaterial(); RenderableNode rNode = new RenderableNode(InterfaceMesh); CameraOverlayNode caNode = new CameraOverlayNode(renderer.Camera); caNode.AppendChild(rNode); uiRCommand = new UserInterfaceRenderCommand(renderer, this, rNode); uiUCommand = new UserInterfaceUpdateCommand(this, uiRCommand); scene.Tree.RootNode.AppendChild(caNode); scene.CommandManager.AddUpdateCommand(uiUCommand); scene.CommandManager.AddBaseCommands(uiMaterial.PreRenderStates); scene.CommandManager.AddRenderCommand(uiRCommand); scene.CommandManager.AddBaseCommands(uiMaterial.PostRenderStates); }
public void Apply(Renderer rendererContext) { update(this,rendererContext); }
public void ApplyStaticParameters(Renderer rendererContext) { foreach (SharedParameter p in staticParameters.Values) p.Apply(rendererContext); }
public static void ChangeRenderer(Renderer renderer) { CurrentRenderer = renderer; renderer.BeginInit(); renderer.EndInit(); }
/// <summary> /// Initializes this shader's parameters. /// </summary> public void InitParameters(Renderer rendererContext) { //HandleLights(); OnStaticParametersInit(); OnDynamicParametersInit(); OnInstanceParametersInit(); //ChooseTechnique(); ApplyStaticParameters(rendererContext); }
public virtual void ApplyStaticParameters(Renderer rendererContext) { EffectDescription.ApplyStaticParameters(rendererContext); }
public void Apply(Renderer rendererContext) { ApplyDynamicParameters(rendererContext); }