/// <summary> /// Function to create the shader. /// </summary> /// <param name="byteCode">Byte code for the shader.</param> protected override void CreateShader(Compiler.ShaderBytecode byteCode) { if (D3DShader != null) { D3DShader.Dispose(); } D3DShader = new D3D.GeometryShader(Graphics.D3DDevice, byteCode, _elements, _elementSizes, RasterizedStream) { #if DEBUG DebugName = string.Format("Gorgon Geometry Shader '{0}'", Name) #endif }; }
public D3DGraphic(SystemConfiguration windowConfig) { this.windowConfig = windowConfig; ShaderName shaderName = ShaderName.Texture; IShape shape = new Box2(); ModelShader.Get(shaderName, shape); d3d = new D3D11(windowConfig); camera = new Camera(); model = new Bitmap(d3d.Device, ModelShader.GetShaderEffect, shaderName, this.windowConfig, new Vector2(256, 256)); //model = new D3DModel(d3d.Device, ModelShader.GetModelForRender, ModelShader.GetIndexes); shader = new D3DShader(d3d.Device, ModelShader.GetShaderEffect, shaderName); graph.Add(d3d); graph.Add(model); graph.Add(shader); //camera.Position = new Vector3(-2, 1, -3); camera.Position = new Vector3(0.0f, 0.0f, -10.0f); }
public D3DGraphic(SystemConfiguration windowConfig) { this.windowConfig = windowConfig; ShaderName shaderName = ShaderName.Texture; IShape shape = new Box2(); ModelShader.Get(shaderName, shape); d3d = new D3D11(windowConfig); camera = new Camera(); model = new Bitmap(d3d.Device, ModelShader.GetShaderEffect, shaderName, this.windowConfig, new Vector2(256, 256)); //model = new D3DModel(d3d.Device, ModelShader.GetModelForRender, ModelShader.GetIndexes); shader = new D3DShader(d3d.Device, ModelShader.GetShaderEffect, shaderName); graph.Add(d3d); graph.Add(model); graph.Add(shader); //camera.Position = new Vector3(-2, 1, -3); camera.Position = new Vector3(0.0f, 0.0f, -10.0f); }