private Texture2D(ProcessedTexture processedTexture, uint resourceSetNo, string textureName, string samplerName) { ResourceSetNo = resourceSetNo; TextureName = textureName; SamplerName = samplerName; ProcessedTexture = processedTexture; }
public static ITexture2D Create( ProcessedTexture processedTexture, uint resourceSetNo, string textureName, string samplerName) { return(new Texture2D(processedTexture, resourceSetNo, textureName, samplerName)); }
public void Start() { _renderer = _runner.GetSubSystem <Sdl2Renderer>(); _ui = _runner.GetSubSystem <Ui>(); _loadingScreenTexture = _runner.GetSubSystem <ResourceLoader>().LoadEmbeddedAsset <ProcessedTexture>(_splashScreen); _loadingTexture = _loadingScreenTexture.CreateDeviceTexture(_renderer.GraphicsDevice, _renderer.ResourceFactory, TextureUsage.Sampled); _loadingTextureView = _renderer.ResourceFactory.CreateTextureView(_loadingTexture); _loadingScreen = new LoadingScreen(_ui.GetOrCreateImGuiBinding(_renderer.ResourceFactory, _loadingTextureView)); _ui.Windows.Add(_loadingScreen); LoadScene(new MenuScene()); }
private Texture GetGraphicsDataAsDeviceTexture(string path) { using var reader = new BinaryReader(File.Open(path, FileMode.Open)); var texture = new ProcessedTexture( reader.ReadEnum <PixelFormat>(), reader.ReadEnum <TextureType>(), reader.ReadUInt32(), reader.ReadUInt32(), reader.ReadUInt32(), reader.ReadUInt32(), reader.ReadUInt32(), reader.ReadByteArray()); return(texture.CreateDeviceTexture(GraphicsDevice, ResourceFactory, TextureUsage.Sampled)); }
public TexturedCube(ApplicationWindow window) : base(window) { _stoneTexData = LoadEmbeddedAsset <ProcessedTexture>("spnza_bricks_a_diff.binary"); _vertices = GetCubeVertices(); _indices = GetCubeIndices(); }
public Image(string filename) { Settings = Gui.Settings.DefaultControlSettings.Copy(); ProcessedTexture = LoadFileAsset <ProcessedTexture>(filename); }