public ParticleSimulator() { rand = new Random(); randomTextures = new Texture2D[3]; int randSize = 64; float[] randData = new float[randSize * randSize]; for (int i = 0; i < randomTextures.Length; i++) { randomTextures[i] = new Texture2D(GFX.Device, randSize, randSize, 1, TextureUsage.None, SurfaceFormat.Single); for (int j = 0; j < randData.Length; j++) { randData[j] = (float)(rand.NextDouble() * 2.0 - 1.0); } randomTextures[i].SetData<float>(randData); } updatePhysicsShader = new Shader(); updatePhysicsShader.VSTarget = 2; updatePhysicsShader.PSTarget = 3; updatePhysicsShader.CompileFromFiles("Shaders/Simulation/ParticlePhysicsP.hlsl", "Shaders/Simulation/ParticlesV.hlsl"); updateColorShader = new Shader(); updateColorShader.VSTarget = 2; updateColorShader.PSTarget = 3; updateColorShader.CompileFromFiles("Shaders/Simulation/ParticleColorsP.hlsl", "Shaders/Simulation/ParticlesV.hlsl"); updateSizeShader = new Shader(); updateSizeShader.VSTarget = 2; updateSizeShader.PSTarget = 3; updateSizeShader.CompileFromFiles("Shaders/Simulation/ParticleSizeP.hlsl", "Shaders/Simulation/ParticlesV.hlsl"); }
public TerrainGenerator() { histogramShader = new Shader(); histogramShader.CompileFromFiles("Shaders/Procedural/Histogram2D.hlsl", "Shaders/PostProcess/GenericV.hlsl"); interpolateShader = new Shader(); interpolateShader.CompileFromFiles("Shaders/Procedural/Interpolate2D.hlsl", "Shaders/Procedural/GenericTransformV.hlsl"); peakShader = new Shader(); peakShader.CompileFromFiles("Shaders/Procedural/PeakP.hlsl", "Shaders/Procedural/GenericTransformV.hlsl"); gradientShader = new Shader(); gradientShader.CompileFromFiles("Shaders/Procedural/Gradient2DP.hlsl", "Shaders/PostProcess/GenericV.hlsl"); terraceShader = new Shader(); terraceShader.CompileFromFiles("Shaders/Procedural/TerraceP.hlsl", "Shaders/PostProcess/GenericV.hlsl"); basicShader = new Shader(); basicShader.CompileFromFiles("Shaders/PostProcess/GenericP.hlsl", "Shaders/PostProcess/GenericV.hlsl"); varianceShader = new Shader(); varianceShader.CompileFromFiles("Shaders/Procedural/Variance2DP.hlsl", "Shaders/PostProcess/GenericV.hlsl"); whiteTexture = new Texture2D(GFX.Device, 1, 1, 1, TextureUsage.None, SurfaceFormat.Color); Color[] whiteData = new Color[1] { Color.White }; whiteTexture.SetData<Color>(whiteData); }
public GUIElementManager(SpriteFont defaultFont) { basicImageShader = new Shader(); basicImageShader.CompileFromFiles("Shaders/PostProcess/GUIP.hlsl", "Shaders/PostProcess/GUIV.hlsl"); basicImageAlphaShader = new Shader(); basicImageAlphaShader.CompileFromFiles("Shaders/PostProcess/GUIPAlpha.hlsl", "Shaders/PostProcess/GUIV.hlsl"); whiteTexture = new Texture2D(GFX.Device, 1, 1, 1, TextureUsage.None, SurfaceFormat.Color); Color[] color = new Color[] { Color.White }; whiteTexture.SetData<Color>(color); spriteBatch = new SpriteBatch(GFX.Device); DefaultFont = defaultFont; CreateQuad(); }
public PerlinNoiseSimulator() { noise2DShader = new Shader(); noise2DShader.CompileFromFiles("Shaders/Procedural/PerlinNoise2D.hlsl", "Shaders/PostProcess/GenericV.hlsl"); }