public static QuaterNode Create() { var model = new QuaterModel(); var vs = new VertexShader(vertexCode); var fs = new FragmentShader(fragmentCode); var array = new ShaderArray(vs, fs); var map = new AttributeMap(); var stencilFunc = new StencilFuncState(EStencilFunc.Always, 1, 0xFF, EStencilFunc.Equal, 1, 0xFF); var stencilOp = new StencilOpState(EStencilOp.Keep, EStencilOp.Keep, EStencilOp.Replace, EStencilOp.Keep, EStencilOp.Keep, EStencilOp.Keep); var stencilMask = new StencilMaskState(0xFF, 0x00); var colorMask = new ColorMaskState(false, false, false, false); var depthMask = new DepthMaskState(false); var clearBuffer = new UserDefineState(); clearBuffer.TurnOn += clearBuffer_On; var builder = new RenderMethodBuilder(array, map, stencilFunc, stencilOp, stencilMask, colorMask, depthMask, clearBuffer); var node = new QuaterNode(model, builder); node.Initialize(); return(node); }
/// <param name="DepthBoundsTestEnable">Optional (depth_bounds_test)</param> public PipelineDepthStencilStateCreateInfo(Bool32 DepthTestEnable, Bool32 DepthWriteEnable, CompareOp DepthCompareOp, Bool32 DepthBoundsTestEnable, Bool32 StencilTestEnable, StencilOpState Front, StencilOpState Back, Single MinDepthBounds, Single MaxDepthBounds) : this() { this.DepthTestEnable = DepthTestEnable; this.DepthWriteEnable = DepthWriteEnable; this.DepthCompareOp = DepthCompareOp; this.DepthBoundsTestEnable = DepthBoundsTestEnable; this.StencilTestEnable = StencilTestEnable; this.Front = Front; this.Back = Back; this.MinDepthBounds = MinDepthBounds; this.MaxDepthBounds = MaxDepthBounds; }