public void GenerateIrradianceCubemapFromCubemap()
        {
            //Given
            FearGraphicsDevice device        = new SharpDXGraphicsDevice(SharpDX.Toolkit.Graphics.GraphicsDevice.New(DeviceCreationFlags.Debug));
            Material           computeShader = LoadComputeShader(device);

            IrradianceCubeMapGenerator irrCubeGen = new IrradianceCubeMapGenerator(device, computeShader);

            TextureCube source = LoadOriginalCubemap(device);

            //When
            irrCubeGen.GenerateIrradianceCubemapFromTextureCube(source);
        }
Exemplo n.º 2
0
        public void Startup(FearEngineImpl engine)
        {
            cam    = engine.GameObjectFactory.CreateGameObject("Camera");
            device = engine.Device;

            scene = engine.SceneFactory.CreateSceneWithSingleLight(
                engine.CameraFactory.CreateDebugCamera(cam),
                engine.LightFactory.CreateDirectionalLight());

            GameObject cube     = new BaseGameObject("Cube");
            Mesh       mesh     = engine.Resources.GetMesh("BOX");
            Material   material = engine.Resources.GetMaterial("NormalLit");

            SceneObject litCube = new SceneObject(cube, mesh, material);

            scene.AddSceneObject(litCube);

            FearGraphicsDevice dev2          = new SharpDXGraphicsDevice(engine.Device);
            Material           computeShader = LoadComputeShader(dev2);

            irrCubeGen = new IrradianceCubeMapGenerator(dev2, computeShader);
            source     = LoadOriginalCubemap(dev2);
        }