public void Render(UiSceneBuffer buffer) { if (m_Disposed == true) { return; } SlimDX.Direct3D11.DeviceContext context = GameEnvironment.Device.ImmediateContext; context.InputAssembler.InputLayout = m_Layout; m_Pass_BoxesAndText.Apply(context); context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList; context.InputAssembler.SetVertexBuffers(0, buffer.Triangles); context.InputAssembler.SetIndexBuffer(buffer.TriangleIndices, Format.R32_UInt, 0); context.DrawIndexed(buffer.TriangleIndicesCount, 0, 0); m_Pass_Lines.Apply(context); context.InputAssembler.PrimitiveTopology = PrimitiveTopology.LineList; context.InputAssembler.SetVertexBuffers(0, buffer.Lines); context.InputAssembler.SetIndexBuffer(buffer.LineIndices, Format.R32_UInt, 0); context.DrawIndexed(buffer.LineIndicesCount, 0, 0); }
public UiScene() { if (Effect == null) { Effect = SharedEffects.Effects["UI"] as UiEffect; } Controls = new UiSceneControlCollection(this); m_StaticBuffer = new UiSceneBuffer(); m_DynamicBuffer = new UiSceneBuffer(); }