public RenderBase(int adapterIndex) { //Only enable when specifically using to debug, eats up CPU time... //ObjectTracker.StackTraceProvider = () => Environment.StackTrace; SetupWindow(); Input.XInputInput.Init(); InitDeviceRes(adapterIndex); InitDebugShaders(); InitTriangle(); WVP = new UConstantBuffer(this, Utilities.SizeOf <Matrix>() * 4); WVP.Set(0); Sun = new SunBuffer(this); var entities = new List <Entity>(); var tank = new Tank(); fishManager = new FishManager(entities, tank); fishRenderer = new FishRenderer(this, fishManager); fishGlow = new FishGlow(this, fishManager); raysRenderer = new RaysRenderer(this); foodManager = new FoodManager(entities, tank); foodRenderer = new FoodRenderer(this, foodManager); decorRenderer = new DecorRenderer(this); //swapChain.SetFullscreenState(true, null); }
public HeadlessSim(int id) { ID = id; var entities = new List <Entity>(); var tank = new Tank(); fishManager = new FishManager(entities, tank); fishManager.trackDead = false; fishManager.newTopPrefix = "[" + ID + "] New Top: "; foodManager = new FoodManager(entities, tank); }
public FoodRenderer(RenderBase rb, FoodManager manager) { RenderBase = rb; Manager = manager; paramsBuffer = new UConstantBuffer(RenderBase, Utilities.SizeOf <Vector4>() * 2); var shaderFlags = #if DEBUG ShaderFlags.Debug; #else ShaderFlags.None; #endif vertexShader = new UVertexShader(RenderBase, "shaders/Vertex_PN_Standard.hlsl", VertexPositionNormal.InputElements); using (var pixelShaderByteCode = ShaderBytecode.CompileFromFile("shaders/Pixel_PC_FishPointLights.hlsl", "main", "ps_4_0", shaderFlags)) pixelShader = new PixelShader(RenderBase.Device, pixelShaderByteCode); vertexBuffer = Buffer.Create(RenderBase.Device, BindFlags.VertexBuffer, //new VertexPositionColor[] { new VertexPositionColor(new Vector3(-0.5f, 0.5f, 0.0f), Color.White), new VertexPositionColor(new Vector3(0.5f, 0.5f, 0.0f), Color.White), new VertexPositionColor(new Vector3(-0.5f, -0.5f, 0.0f), Color.White), // new VertexPositionColor(new Vector3(0.5f, -0.5f, 0.0f), Color.White), new VertexPositionColor(new Vector3(-0.5f, -0.5f, 0.0f), Color.White), new VertexPositionColor(new Vector3(0.5f, 0.5f, 0.0f), Color.White)}); VertexPositionNormal.LoadSTL("models/food.stl", out vertCount)); }