public override bool Init() { if (!base.Init()) { return(false); } Effects.InitAll(Device); InputLayouts.InitAll(Device); RenderStates.InitAll(Device); _texMgr = new TextureManager(); _texMgr.Init(Device); _bunnyModel = BasicModel.LoadSdkMesh(Device, _texMgr, "Models/bunny.sdkmesh", "Textures"); _bunnyInstance = new BasicModelInstance(_bunnyModel); _effect = new FowardLightingEffect(Device, "FX/ForwardLight.fxo"); var blendDesc = new BlendStateDescription { AlphaToCoverageEnable = false, IndependentBlendEnable = false }; blendDesc.RenderTargets[0].BlendEnable = true; blendDesc.RenderTargets[0].SourceBlend = BlendOption.One; blendDesc.RenderTargets[0].DestinationBlend = BlendOption.One; blendDesc.RenderTargets[0].BlendOperation = BlendOperation.Add; blendDesc.RenderTargets[0].SourceBlendAlpha = BlendOption.One; blendDesc.RenderTargets[0].DestinationBlendAlpha = BlendOption.One; blendDesc.RenderTargets[0].BlendOperationAlpha = BlendOperation.Add; blendDesc.RenderTargets[0].RenderTargetWriteMask = ColorWriteMaskFlags.All; _additiveBlend = BlendState.FromDescription(Device, blendDesc); var passDesc = _effect.Ambient.GetPassByIndex(0).Description; _layout = new InputLayout(Device, passDesc.Signature, InputLayoutDescriptions.PosNormalTexTan); AddUIElements(); return(true); }
public override bool Init() { if (!base.Init()) return false; Effects.InitAll(Device); InputLayouts.InitAll(Device); RenderStates.InitAll(Device); _texMgr = new TextureManager(); _texMgr.Init(Device); _bunnyModel = BasicModel.LoadSdkMesh(Device, _texMgr, "Models/bunny.sdkmesh", "Textures"); _bunnyInstance = new BasicModelInstance(_bunnyModel); _effect = new FowardLightingEffect(Device, "FX/ForwardLight.fxo"); var blendDesc = new BlendStateDescription { AlphaToCoverageEnable = false, IndependentBlendEnable = false }; blendDesc.RenderTargets[0].BlendEnable = true; blendDesc.RenderTargets[0].SourceBlend = BlendOption.One; blendDesc.RenderTargets[0].DestinationBlend = BlendOption.One; blendDesc.RenderTargets[0].BlendOperation = BlendOperation.Add; blendDesc.RenderTargets[0].SourceBlendAlpha = BlendOption.One; blendDesc.RenderTargets[0].DestinationBlendAlpha = BlendOption.One; blendDesc.RenderTargets[0].BlendOperationAlpha = BlendOperation.Add; blendDesc.RenderTargets[0].RenderTargetWriteMask = ColorWriteMaskFlags.All; _additiveBlend = BlendState.FromDescription(Device, blendDesc); var passDesc = _effect.Ambient.GetPassByIndex(0).Description; _layout = new InputLayout(Device, passDesc.Signature, InputLayoutDescriptions.PosNormalTexTan); AddUIElements(); return true; }