public VoxelCustomRenderer(DX11Game game, DeferredRenderer dRenderer, DualContouringMeshBuilder dcMeshBuilder, DualContouringAlgorithm dcAlgo, MeshRenderDataFactory renderDataFactory) { this.game = game; this.dRenderer = dRenderer; this.dcMeshBuilder = dcMeshBuilder; this.dcAlgo = dcAlgo; this.renderDataFactory = renderDataFactory; var tex = new RAMTexture(); defaultMaterial = new DCVoxelMaterial() { Texture = DCFiles.UVCheckerMap11_512 }; objectBuffer = DeferredMaterial.CreatePerObjectCB(game); }
public void SetPerObjectBuffer(DeviceContext ctx, DeferredMaterial.PerObjectConstantBuffer perObject) { baseShader.Effect.GetConstantBufferByName("perObject").ConstantBuffer = perObject.Buffer; }