public HLSLStaticEntitySprite(Device device, string shaderPath, VertexDeclaration VertexDeclaration, iCBuffer CBPerFrame = null, EntryPoints shadersEntryPoint = null) : base(device, shaderPath, VertexDeclaration, new UtopiaIncludeHandler()) { //Create Constant Buffers interfaces ================================================== CBPerFrameLocal = ToDispose(new CBuffer <CBPerFrame_Struct>(device, "PerFrameLocal")); CBuffers.Add(CBPerFrameLocal); if (CBPerFrame != null) { CBuffers.Add(CBPerFrame.Clone()); } //Create the resource interfaces ================================================== DiffuseTexture = new ShaderResource("DiffuseTexture"); ShaderResources.Add(DiffuseTexture); BiomesColors = new ShaderResource("BiomesColors"); ShaderResources.Add(BiomesColors); //Create the Sampler interface ================================================== SamplerDiffuse = new ShaderSampler("SamplerDiffuse"); ShaderSamplers.Add(SamplerDiffuse); //Load the shaders base.LoadShaders(shadersEntryPoint == null ? _shadersEntryPoint : shadersEntryPoint); }
public HLSLSprites2(Device device, bool withAlphaClip, string shaderFilePath) : base(device, shaderFilePath, VertexSprite2.VertexDeclaration, null) { if (!withAlphaClip) { _shadersEntryPoint.PixelShader_EntryPoint = "SpritePSNoClip"; } //Create Constant Buffers interfaces ================================================== CBPerDraw = ToDispose(new CBuffer <CBPerDraw_Struct>(device, "PerDraw")); CBuffers.Add(CBPerDraw); CBTextureTransform = ToDispose(new CBuffer <CBTextureTransform_Struct>(device, "TextureTransform")); CBuffers.Add(CBTextureTransform); //Create the resource interfaces ================================================== SpriteTexture = new ShaderResource("SpriteTexture"); ShaderResources.Add(SpriteTexture); //Create the Sampler interface ================================================== SpriteSampler = new ShaderSampler("SpriteSampler"); ShaderSamplers.Add(SpriteSampler); //Load the shaders base.LoadShaders(_shadersEntryPoint); }
public HLSLTerran(Device device, string shaderPath, VertexDeclaration VertexDeclaration, iCBuffer CBPerFrame = null, EntryPoints shadersEntryPoint = null) : base(device, shaderPath, VertexDeclaration, new UtopiaIncludeHandler()) { //Create Contstant Buffers interfaces ================================================== CBPerDraw = ToDispose(new CBuffer <CBPerDraw_Struct>(device, "PerDraw")); CBuffers.Add(CBPerDraw); if (CBPerFrame != null) { CBuffers.Add(CBPerFrame.Clone()); } //Create the resource interfaces ================================================== TerraTexture = new ShaderResource("TerraTexture"); ShaderResources.Add(TerraTexture); SkyBackBuffer = new ShaderResource("SkyBackBuffer"); ShaderResources.Add(SkyBackBuffer); BiomesColors = new ShaderResource("BiomesColors"); ShaderResources.Add(BiomesColors); ShadowMap = new ShaderResource("ShadowMap"); ShaderResources.Add(ShadowMap); //Create the Sampler interface ================================================== SamplerDiffuse = new ShaderSampler("SamplerDiffuse"); ShaderSamplers.Add(SamplerDiffuse); SamplerBackBuffer = new ShaderSampler("SamplerBackBuffer"); ShaderSamplers.Add(SamplerBackBuffer); //Load the shaders base.LoadShaders(shadersEntryPoint == null ? _shadersEntryPoint : shadersEntryPoint); }
public HLSLUtopiaPointSprite3DText(Device device, string shaderPath, VertexDeclaration VertexDeclaration, iCBuffer CBPerFrame, Include includeHandler, EntryPoints shadersEntryPoint = null) : base(device, shaderPath, VertexDeclaration, includeHandler) { //Create Constant Buffers interfaces ================================================== CBuffers.Add(CBPerFrame.Clone()); //Create the resource interfaces ================================================== DiffuseTexture = new ShaderResource("DiffuseTexture"); ShaderResources.Add(DiffuseTexture); //Create the Sampler interface ================================================== SamplerDiffuse = new ShaderSampler("SamplerDiffuse"); ShaderSamplers.Add(SamplerDiffuse); //Load the shaders base.LoadShaders(shadersEntryPoint == null ? _shadersEntryPoint : shadersEntryPoint); }
public HLSLClouds(Device device, string effectPath, VertexDeclaration vertexDeclaration, params iCBuffer[] externalCBuffers) : base(device, effectPath, vertexDeclaration, new UtopiaIncludeHandler(), externalCBuffers) { //Create Constant Buffers interfaces CBPerDraw = ToDispose(new CBuffer <CBPerDrawStruct>(device, "PerDraw")); CBuffers.Add(CBPerDraw); //Create the resource interfaces ================================================== SamplerBackBuffer = new ShaderSampler("SamplerBackBuffer"); ShaderSamplers.Add(SamplerBackBuffer); SolidBackBuffer = new ShaderResource("SkyBackBuffer"); ShaderResources.Add(SolidBackBuffer); //Load the shaders only after the CBuffer have been defined base.LoadShaders(_shadersEntryPoint); }
public HLSLSprites(Device device, string FileName) : base(device, @"Effects\Sprites\" + FileName, VertexSprite2.VertexDeclaration, null) { //Create Constant Buffers interfaces ================================================== CBPerDraw = ToDispose(new CBuffer <CBPerDraw_Struct>(device, "PerDraw")); CBuffers.Add(CBPerDraw); //Create the resource interfaces ================================================== SpriteTexture = new ShaderResource("SpriteTexture"); ShaderResources.Add(SpriteTexture); //Create the Sampler interface ================================================== SpriteSampler = new ShaderSampler("SpriteSampler"); ShaderSamplers.Add(SpriteSampler); //Load the shaders base.LoadShaders(_shadersEntryPoint); }
public HLSLCubeTool(Device device, string shaderPath, VertexDeclaration VertexDeclaration, EntryPoints shadersEntryPoint = null) : base(device, shaderPath, VertexDeclaration, null) { //Create Constant Buffers interfaces ================================================== CBPerDraw = ToDispose(new CBuffer <CBPerDraw_Struct>(device, "PerDraw")); CBuffers.Add(CBPerDraw); //Create the resource interfaces ================================================== DiffuseTexture = new ShaderResource("DiffuseTexture"); ShaderResources.Add(DiffuseTexture); //Create the Sampler interface ================================================== SamplerDiffuse = new ShaderSampler("SamplerDiffuse"); ShaderSamplers.Add(SamplerDiffuse); //Load the shaders base.LoadShaders(shadersEntryPoint == null ? _shadersEntryPoint : shadersEntryPoint); }
public HLSLColorOverlay(Device device, string shaderFilePath) : base(device, shaderFilePath, VertexPosition2Texture.VertexDeclaration, null) { //Create Constant Buffers interfaces CBPerDraw = ToDispose(new CBuffer <CBPerDraw_Struct>(device, "PerDraw")); CBuffers.Add(CBPerDraw); //Create the resource interfaces ================================================== SpriteTexture = new ShaderResource("SpriteTexture"); ShaderResources.Add(SpriteTexture); //Create the Sampler interface ================================================== SpriteSampler = new ShaderSampler("SpriteSampler"); ShaderSamplers.Add(SpriteSampler); //Load the shaders LoadShaders(_shadersEntryPoint); }
public HLSLGhost(Device device, string shaderPath, VertexDeclaration VertexDeclaration, EntryPoints shadersEntryPoint = null) : base(device, shaderPath, VertexDeclaration, new UtopiaIncludeHandler()) { //Create Contstant Buffers interfaces ================================================== CBPerDraw = ToDispose(new CBuffer <CBPerDrawStructure>(device, "PerDraw")); CBuffers.Add(CBPerDraw); //Create the resource interfaces ================================================== PostEffectBackBuffer = new ShaderResource("PostEffectBackBuffer"); ShaderResources.Add(PostEffectBackBuffer); //Create the Sampler interface ================================================== SamplerPostEffectBackBuffer = new ShaderSampler("SamplerPostEffectBackBuffer"); ShaderSamplers.Add(SamplerPostEffectBackBuffer); //Load the shaders base.LoadShaders(shadersEntryPoint == null ? _shadersEntryPoint : shadersEntryPoint); }
public HLSLVoxelModelInstanced(Device device, string shaderPath, VertexDeclaration VertexDeclaration, EntryPoints shadersEntryPoint = null) : base(device, shaderPath, VertexDeclaration, null) { //Create Constant Buffers interfaces ================================================== CBPerFrame = ToDispose(new CBuffer <CBPerFrameStructure>(device, "VoxelModelPerFrame")); CBuffers.Add(CBPerFrame); CBPerModel = ToDispose(new CBuffer <CBPerModelStructure>(device, "VoxelModel", true)); CBuffers.Add(CBPerModel); ShadowMap = new ShaderResource("ShadowMap"); ShaderResources.Add(ShadowMap); SamplerBackBuffer = new ShaderSampler("SamplerBackBuffer"); ShaderSamplers.Add(SamplerBackBuffer); //Load the shaders base.LoadShaders(shadersEntryPoint == null ? _shadersEntryPoint : shadersEntryPoint); }
public HLSLVertexPositionColorTexture(Device device) : base(device, @"Effects\Basics\VertexPositionColorTexture.hlsl", VertexPositionColorTexture.VertexDeclaration, null) { //Create Constant Buffers interfaces ================================================== CBPerDraw = ToDispose(new CBuffer <CBPerDraw_Struct>(device, "PerDraw")); CBuffers.Add(CBPerDraw); CBPerFrame = ToDispose(new CBuffer <CBPerFrame_Struct>(device, "PerFrame")); CBuffers.Add(CBPerFrame); //Create the resource interfaces ================================================== DiffuseTexture = new ShaderResource("DiffuseTexture"); ShaderResources.Add(DiffuseTexture); //Create the Sampler interface ================================================== SamplerDiffuse = new ShaderSampler("SamplerDiffuse"); ShaderSamplers.Add(SamplerDiffuse); //Load the shaders base.LoadShaders(_shadersEntryPoint); }
public HLSLBlur(Device device, BlurPass pass, string effectFilePath) : base(device, effectFilePath, VertexPosition2Texture.VertexDeclaration, null) { //Create Constant Buffers interfaces CBPerDraw = ToDispose(new CBuffer <CBPerDraw_Struct>(device, "PerDraw")); CBuffers.Add(CBPerDraw); //Create the resource interfaces ================================================== SpriteTexture = new ShaderResource("SpriteTexture"); ShaderResources.Add(SpriteTexture); //Create the Sampler interface ================================================== SpriteSampler = new ShaderSampler("SpriteSampler"); ShaderSamplers.Add(SpriteSampler); //Load the shaders switch (pass) { case BlurPass.Horizontal: _shadersEntryPoint = new EntryPoints() { VertexShader_EntryPoint = "VS", PixelShader_EntryPoint = "PS_BlurHorizontal" }; break; case BlurPass.Vertical: _shadersEntryPoint = new EntryPoints() { VertexShader_EntryPoint = "VS", PixelShader_EntryPoint = "PS_BlurVertical" }; break; } base.LoadShaders(_shadersEntryPoint); }