public override bool Init(Device device, InputElement[] elements, string vsFileName, string psFileName, string vsEntryPoint, string psEntryPoint) { if (!base.Init(device, elements, vsFileName, psFileName, vsEntryPoint, psEntryPoint)) { return(false); } ConstantShaderParamBuffer = ConstantBufferFactory.ConstructBuffer <Shader_601151254Params>(device, "ShaderParamBuffer"); 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 override bool Init(Device device, InputElement[] elements, string vsFileName, string psFileName, string vsEntryPoint, string psEntryPoint) { if (!base.Init(device, elements, vsFileName, psFileName, vsEntryPoint, psEntryPoint)) { return(false); } ConstantExtraParameterBuffer = ConstantBufferFactory.ConstructBuffer <ExtraParameterBuffer>(device, "ExtraBuffer"); 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 virtual bool Init(Device device, InputElement[] elements, string vsFileName, string psFileName, string vsEntryPoint, string psEntryPoint) { ShaderBytecode pixelShaderByteCode; ShaderBytecode vertexShaderByteCode; vsFileName = ToolkitSettings.ShaderPath + vsFileName; psFileName = ToolkitSettings.ShaderPath + psFileName; pixelShaderByteCode = ShaderBytecode.CompileFromFile(psFileName, psEntryPoint, "ps_4_0", ShaderFlags.None, EffectFlags.None); vertexShaderByteCode = ShaderBytecode.CompileFromFile(vsFileName, vsEntryPoint, "vs_4_0", ShaderFlags.None, EffectFlags.None); PixelShader = new PixelShader(device, pixelShaderByteCode); VertexShader = new VertexShader(device, vertexShaderByteCode); Layout = new InputLayout(device, ShaderSignature.GetInputSignature(vertexShaderByteCode), elements); SamplerStateDescription samplerDesc = new SamplerStateDescription() { Filter = Filter.Anisotropic, AddressU = TextureAddressMode.Wrap, AddressV = TextureAddressMode.Wrap, AddressW = TextureAddressMode.Wrap, MipLodBias = 0, MaximumAnisotropy = 16, ComparisonFunction = Comparison.Always, BorderColor = new Color4(0, 0, 0, 0), MinimumLod = 0, MaximumLod = float.MaxValue }; 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"); pixelShaderByteCode.Dispose(); vertexShaderByteCode.Dispose(); return(true); }