Пример #1
0
 public Sprite3DBillBoardProc(ShaderResourceView texture, SamplerState SpriteSampler, Include sharedCBIncludeHandler, iCBuffer frameSharedCB)
 {
     _texture                = texture;
     _spriteSampler          = SpriteSampler;
     _sharedCBIncludeHandler = sharedCBIncludeHandler;
     _frameSharedCB          = frameSharedCB;
 }
Пример #2
0
 public Sprite3DTextProc(SpriteFont spriteFont, SamplerState SpriteSampler, Include sharedCBIncludeHandler, iCBuffer frameSharedCB, string EffectFilePath)
 {
     _spriteFont             = spriteFont;
     _spriteSampler          = SpriteSampler;
     _sharedCBIncludeHandler = sharedCBIncludeHandler;
     _frameSharedCB          = frameSharedCB;
     _effectFilePath         = EffectFilePath;
 }
Пример #3
0
 public Sprite3DBillBoardProc(ShaderResourceView texture, SamplerState SpriteSampler, Include sharedCBIncludeHandler, iCBuffer frameSharedCB, string EffectFilePath)
 {
     _texture                = texture;
     _spriteSampler          = SpriteSampler;
     _sharedCBIncludeHandler = sharedCBIncludeHandler;
     _frameSharedCB          = frameSharedCB;
     _effectFilePath         = EffectFilePath;
 }
Пример #4
0
        public ParticuleEngine(D3DEngine d3dEngine,
                               iCBuffer sharedFrameBuffer)
        {
            _d3dEngine         = d3dEngine;
            _sharedFrameBuffer = sharedFrameBuffer;
            _liveEmitter       = new List <IEmitter>();

            DrawOrders.UpdateIndex(0, 1059, "ParticuleEngine");
        }
Пример #5
0
        public void Initialize(DeviceContext context, iCBuffer sharedFrameBuffer)
        {
            //Create the processor that will be used by the Sprite3DRenderer
            Sprite3DBillBoardProc processor = ToDispose(new Sprite3DBillBoardProc(_textureParticules, _textureSampler, ToDispose(new DefaultIncludeHandler()), sharedFrameBuffer));

            //Create a sprite3Drenderer that will use the previously created processor to accumulate text data for drawing.
            _particuleRenderer = ToDispose(new Sprite3DRenderer <Sprite3DBillBoardProc>(processor,
                                                                                        _stateRasterId,
                                                                                        _stateBlenderId,
                                                                                        _stateDepthId,
                                                                                        context));
        }
Пример #6
0
        public NoiseShader(Device device, iCBuffer PerFrameShared)
            : base(device, @"Visualisator3D\CustomShaders\NoiseShader.hlsl", VertexPosition4Color.VertexDeclaration, PerFrameShared)
        {
            //Create Constant Buffers interfaces ==================================================
            CBPerDraw = ToDispose(new CBuffer <CBPerDraw_Struct>(device, "PerDraw"));
            CBuffers.Add(CBPerDraw);

            //Create the resource interfaces (Textures, ...) ==================================================

            //Create the Sampler interface (Texture samplers, ...) ==================================================

            //Load the shaders only after the CBuffer have been defined
            base.LoadShaders(_shadersEntryPoint);
        }
Пример #7
0
        public void Initialize(DeviceContext context, iCBuffer sharedFrameBuffer)
        {
            CreateColorsSetPerCubeTexture();
            LoadBiomeColorsTexture();

            //Create the processor that will be used by the Sprite3DRenderer
            CubeColorProc processor = ToDispose(new CubeColorProc(ToDispose(new DefaultIncludeHandler()), sharedFrameBuffer));

            //Create a sprite3Drenderer that will use the previously created processor to accumulate text data for drawing.
            _particuleRenderer = ToDispose(new Sprite3DRenderer <CubeColorProc>(processor,
                                                                                DXStates.Rasters.Default,
                                                                                DXStates.Blenders.Disabled,
                                                                                DXStates.DepthStencils.DepthReadWriteEnabled,
                                                                                context));
        }
Пример #8
0
        public HLSLTerranShadow(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, "PerDrawShadow"));
            CBuffers.Add(CBPerDraw);

            //Load the shaders
            base.LoadShaders(shadersEntryPoint == null ? _shadersEntryPoint : shadersEntryPoint);
        }
Пример #9
0
        public HLSLCubeColorParticule(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());

            //Load the shaders
            base.LoadShaders(shadersEntryPoint == null ? _shadersEntryPoint : shadersEntryPoint);
        }
Пример #10
0
        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 Sprite3DColorBillBoardProc(Include sharedCBIncludeHandler, iCBuffer frameSharedCB, string EffectFilePath)
 {
     _sharedCBIncludeHandler = sharedCBIncludeHandler;
     _frameSharedCB          = frameSharedCB;
     _effectFilePath         = EffectFilePath;
 }
Пример #12
0
        public HLSLLiquid(Device device, string shaderPath, VertexDeclaration VertexDeclaration, iCBuffer CBPerFrame = null, EntryPoints shadersEntryPoint = null)
            : base(device, shaderPath, VertexDeclaration, new UtopiaIncludeHandler())
        {
            //Create Constant 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);

            SolidBackBuffer = new ShaderResource("SolidBackBuffer");
            ShaderResources.Add(SolidBackBuffer);

            SkyBackBuffer = new ShaderResource("SkyBackBuffer");
            ShaderResources.Add(SkyBackBuffer);

            BiomesColors = new ShaderResource("BiomesColors");
            ShaderResources.Add(BiomesColors);

            AnimatedTextures = new ShaderResource("AnimatedTextures");
            ShaderResources.Add(AnimatedTextures);

            //Create the Sampler interface ==================================================
            SamplerDiffuse = new ShaderSampler("SamplerDiffuse");
            ShaderSamplers.Add(SamplerDiffuse);

            SamplerBackBuffer = new ShaderSampler("SamplerBackBuffer");
            ShaderSamplers.Add(SamplerBackBuffer);

            SamplerOverlay = new ShaderSampler("SamplerOverlay");
            ShaderSamplers.Add(SamplerOverlay);

            //Load the shaders
            base.LoadShaders(shadersEntryPoint == null ? _shadersEntryPoint : shadersEntryPoint);
        }
Пример #13
0
 public CubeColorProc(Include sharedCBIncludeHandler, iCBuffer frameSharedCB)
 {
     _sharedCBIncludeHandler = sharedCBIncludeHandler;
     _frameSharedCB          = frameSharedCB;
 }
Пример #14
0
 public Sprite3DColorBillBoardProc(Include sharedCBIncludeHandler, iCBuffer frameSharedCB)
 {
     _sharedCBIncludeHandler = sharedCBIncludeHandler;
     _frameSharedCB          = frameSharedCB;
 }
Пример #15
0
        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);
        }
Пример #16
0
        public HLSLPointSpriteColor3DBillBoard(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());

            PerFrame = ToDispose(new CBuffer <CBPerFrame_Struct>(device, "PerFrame"));
            CBuffers.Add(PerFrame);

            //Load the shaders
            base.LoadShaders(shadersEntryPoint == null ? _shadersEntryPoint : shadersEntryPoint);
        }