Exemplo n.º 1
0
        public RaysRenderer(RenderBase rb)
        {
            RenderBase = rb;

            var shaderFlags =
#if DEBUG
                ShaderFlags.Debug;
#else
                ShaderFlags.None;
#endif

            vertexShader = new UVertexShader(RenderBase, "shaders/Vertex_FS.hlsl", null);
            using (var pixelShaderByteCode = ShaderBytecode.CompileFromFile("shaders/Pixel_GodRays.hlsl", "main", "ps_4_0", shaderFlags))
                pixelShader = new PixelShader(RenderBase.Device, pixelShaderByteCode);

            cb = new ConstantBuffers.UConstantBuffer(RenderBase, 4 * 4 * 2);
        }
        public FishGlow(RenderBase rb, FishManager manager)
        {
            RenderBase = rb;
            Manager    = manager;

            var shaderFlags =
#if DEBUG
                ShaderFlags.Debug;
#else
                ShaderFlags.None;
#endif

            vertexShader = new UVertexShader(RenderBase, "shaders/Vertex_FS.hlsl", null);
            using (var pixelShaderByteCode = ShaderBytecode.CompileFromFile("shaders/Pixel_FishGlow.hlsl", "main", "ps_4_0", shaderFlags))
                pixelShader = new PixelShader(RenderBase.Device, pixelShaderByteCode);

            cb = new ConstantBuffers.UConstantBuffer(RenderBase, 4 * 4 + FishManager.MAX_FISH_COUNT * 2 * 4 * 4);
        }
 internal SunBuffer(RenderBase rb)
 {
     cb = new ConstantBuffers.UConstantBuffer(rb, Utilities.SizeOf <Vector4>() * 2);
 }