public BaseShader(Device Dx11Device, ShaderInitParams InitParams) { if (!Init(Dx11Device, InitParams)) { MessageBox.Show("Failed to construct shader!", "Toolkit"); } }
public bool Init(ID3D11Device device) { // construct default shader ShaderInitParams DefaultInitParams = new ShaderInitParams(); DefaultInitParams.Elements = VertexLayouts.NormalLayout.GetLayout(); DefaultInitParams.PixelShaderFile = new ShaderInitParams.ShaderFileEntryPoint("LightPS.hlsl", "LightPixelShader", "ps_4_0"); DefaultInitParams.VertexShaderFile = new ShaderInitParams.ShaderFileEntryPoint("LightVS.hlsl", "LightVertexShader", "vs_4_0"); DefaultShader OurDefaultShader = new DefaultShader(device, DefaultInitParams); // construct debug shader ShaderInitParams DebugInitParams = new ShaderInitParams(); DebugInitParams.Elements = VertexLayouts.BasicLayout.GetLayout(); DebugInitParams.PixelShaderFile = new ShaderInitParams.ShaderFileEntryPoint("DebugPS.hlsl", "DebugPixelShader", "ps_4_0"); DebugInitParams.VertexShaderFile = new ShaderInitParams.ShaderFileEntryPoint("DebugVS.hlsl", "DebugVertexShader", "vs_4_0"); DebugShader OurDebugShader = new DebugShader(device, DebugInitParams); // construct collision shader ShaderInitParams CollisionInitParams = new ShaderInitParams(); CollisionInitParams.Elements = VertexLayouts.CollisionLayout.GetLayout(); CollisionInitParams.PixelShaderFile = new ShaderInitParams.ShaderFileEntryPoint("CollisionPS.hlsl", "CollisionShader", "ps_4_0"); CollisionInitParams.VertexShaderFile = new ShaderInitParams.ShaderFileEntryPoint("CollisionVS.hlsl", "CollisionShader", "vs_4_0"); CollisionShader OurCollisionShader = new CollisionShader(device, CollisionInitParams); // construct shader_601151254 shader ShaderInitParams Shader601151254_InitParams = new ShaderInitParams(); Shader601151254_InitParams.Elements = VertexLayouts.NormalLayout.GetLayout(); Shader601151254_InitParams.PixelShaderFile = new ShaderInitParams.ShaderFileEntryPoint("LightPS.hlsl", "PS_601151254", "ps_4_0"); Shader601151254_InitParams.VertexShaderFile = new ShaderInitParams.ShaderFileEntryPoint("LightVS.hlsl", "LightVertexShader", "vs_4_0"); Shader_601151254 OurShader601151254 = new Shader_601151254(device, Shader601151254_InitParams); // construct shader_50760736 shader ShaderInitParams Shader_50760736_InitParams = new ShaderInitParams(); Shader_50760736_InitParams.Elements = VertexLayouts.NormalLayout.GetLayout(); Shader_50760736_InitParams.PixelShaderFile = new ShaderInitParams.ShaderFileEntryPoint("LightPS.hlsl", "PS_50760736", "ps_4_0"); Shader_50760736_InitParams.VertexShaderFile = new ShaderInitParams.ShaderFileEntryPoint("LightVS.hlsl", "LightVertexShader", "vs_4_0"); Shader_50760736 OurShader50760736 = new Shader_50760736(device, Shader_50760736_InitParams); shaders = new Dictionary <ulong, BaseShader>(); shaders.Add(0, OurDefaultShader); shaders.Add(1, OurDebugShader); shaders.Add(2, OurCollisionShader); shaders.Add(601151254, OurShader601151254); shaders.Add(50760736, OurShader50760736); return(true); }
public override bool Init(ID3D11Device Dx11Device, ShaderInitParams InitParams) { if (!base.Init(Dx11Device, InitParams)) { return(false); } ConstantExtraParameterBuffer = ConstantBufferFactory.ConstructBuffer <ExtraParameterBuffer>(Dx11Device, "ExtraBuffer"); return(true); }
public override bool Init(Device Dx11Device, ShaderInitParams InitParams) { if (!base.Init(Dx11Device, InitParams)) { return(false); } ConstantShaderParamBuffer = ConstantBufferFactory.ConstructBuffer <Shader_50760736Params>(Dx11Device, "ShaderParamBuffer"); return(true); }
public virtual bool Init(Device device, ShaderInitParams InitParams) { // Attempt to construct pixel shader if (InitParams.PixelShaderFile.IsValid()) { ShaderBytecode PixelBytecode = ConstructBytecode(InitParams.PixelShaderFile); OurPixelShader = new PixelShader(device, PixelBytecode); PixelBytecode.Dispose(); } // Attempt to construct vertex shader if (InitParams.VertexShaderFile.IsValid()) { ShaderBytecode VertexBytecode = ConstructBytecode(InitParams.VertexShaderFile); OurVertexShader = new VertexShader(device, VertexBytecode); Layout = new InputLayout(device, ShaderSignature.GetInputSignature(VertexBytecode), InitParams.Elements); VertexBytecode.Dispose(); } // Attempt to construct geometry shader if (InitParams.GeometryShaderFile.IsValid()) { ShaderBytecode GeometryBytecode = ConstructBytecode(InitParams.GeometryShaderFile); OurGeometryShader = new GeometryShader(device, GeometryBytecode); GeometryBytecode.Dispose(); } SamplerStateDescription samplerDesc = new SamplerStateDescription() { Filter = Filter.Anisotropic, AddressU = TextureAddressMode.Wrap, AddressV = TextureAddressMode.Wrap, AddressW = TextureAddressMode.Wrap, MipLodBias = 0, MaximumAnisotropy = 8, ComparisonFunction = Comparison.Always, BorderColor = new Color4(0, 0, 0, 0), MinimumLod = 0, MaximumLod = 0 }; SamplerState = new SamplerState(device, samplerDesc); ConstantCameraBuffer = ConstantBufferFactory.ConstructBuffer <DCameraBuffer>(device, "CameraBuffer"); ConstantLightBuffer = ConstantBufferFactory.ConstructBuffer <LightBuffer>(device, "LightBuffer"); ConstantMatrixBuffer = ConstantBufferFactory.ConstructBuffer <MatrixBuffer>(device, "MatrixBuffer"); ConstantEditorParamsBuffer = ConstantBufferFactory.ConstructBuffer <EditorParameterBuffer>(device, "EditorBuffer"); return(true); }
public virtual bool Init(ID3D11Device device, ShaderInitParams InitParams) { // Attempt to construct pixel shader if (InitParams.PixelShaderFile.IsValid()) { Blob PixelBytecode = ConstructBytecode(InitParams.PixelShaderFile); OurPixelShader = device.CreatePixelShader(PixelBytecode); PixelBytecode.Dispose(); } // Attempt to construct vertex shader if (InitParams.VertexShaderFile.IsValid()) { Blob VertexBytecode = ConstructBytecode(InitParams.VertexShaderFile); OurVertexShader = device.CreateVertexShader(VertexBytecode); Layout = device.CreateInputLayout(InitParams.Elements, VertexBytecode); VertexBytecode.Dispose(); } // Attempt to construct geometry shader if (InitParams.GeometryShaderFile.IsValid()) { Blob GeometryBytecode = ConstructBytecode(InitParams.GeometryShaderFile); OurGeometryShader = device.CreateGeometryShader(GeometryBytecode); GeometryBytecode.Dispose(); } SamplerDescription samplerDesc = new SamplerDescription() { Filter = Filter.Anisotropic, AddressU = TextureAddressMode.Wrap, AddressV = TextureAddressMode.Wrap, AddressW = TextureAddressMode.Wrap, MipLODBias = 0, MaxAnisotropy = 8, ComparisonFunction = ComparisonFunction.Always, BorderColor = new Color4(0, 0, 0, 0), MinLOD = 0, MaxLOD = 0 }; SamplerState = device.CreateSamplerState(samplerDesc); ConstantCameraBuffer = ConstantBufferFactory.ConstructBuffer <DCameraBuffer>(device, "CameraBuffer"); ConstantLightBuffer = ConstantBufferFactory.ConstructBuffer <LightBuffer>(device, "LightBuffer"); ConstantMatrixBuffer = ConstantBufferFactory.ConstructBuffer <MatrixBuffer>(device, "MatrixBuffer"); ConstantEditorParamsBuffer = ConstantBufferFactory.ConstructBuffer <EditorParameterBuffer>(device, "EditorBuffer"); return(true); }
public DebugShader(Device Dx11Device, ShaderInitParams InitParams) : base(Dx11Device, InitParams) { }
public DefaultShader(ID3D11Device Dx11Device, ShaderInitParams InitParams) : base(Dx11Device, InitParams) { }
public CollisionShader(ID3D11Device Dx11Device, ShaderInitParams InitParams) : base(Dx11Device, InitParams) { }
public Shader_50760736(Device Dx11Device, ShaderInitParams InitParams) : base(Dx11Device, InitParams) { }
public Shader_601151254(ID3D11Device Dx11Device, ShaderInitParams InitParams) : base(Dx11Device, InitParams) { }