private bool SetShaderParameters(DeviceContext deviceContext, Matrix worldMatrix, Matrix viewMatrix, Matrix projectionMatrix, ShaderResourceView texture, ShaderResourceView reflectionTexture, Matrix reflectionMatrix) { try { #region Set Matrix Shader Resources // Transpose the matrices to prepare them for shader. worldMatrix.Transpose(); viewMatrix.Transpose(); projectionMatrix.Transpose(); // Lock the constant buffer so it can be written to. DataStream mappedResource; deviceContext.MapSubresource(ConstantMatrixBuffer, MapMode.WriteDiscard, SharpDX.Direct3D11.MapFlags.None, out mappedResource); // Copy the matrices into the constant buffer. var matrixBuffer = new MatrixBuffer() { world = worldMatrix, view = viewMatrix, projection = projectionMatrix }; mappedResource.Write(matrixBuffer); // Unlock the constant buffer. deviceContext.UnmapSubresource(ConstantMatrixBuffer, 0); // Set the position of the constant buffer in the vertex shader. var bufferNumber = 0; // Finally set the constant buffer in the vertex shader with the updated values. deviceContext.VertexShader.SetConstantBuffer(bufferNumber, ConstantMatrixBuffer); // Set shader resources in the pixel shader. deviceContext.PixelShader.SetShaderResources(0, texture); #endregion #region Set Reflection Shader Resources // Transpose the reflection matrix to prepare it for the shader. reflectionMatrix.Transpose(); // Lock the constant buffer so it can be written to. deviceContext.MapSubresource(ConstantReflectionBuffer, MapMode.WriteDiscard, SharpDX.Direct3D11.MapFlags.None, out mappedResource); // Copy the matrices into the constant buffer. var reflectionBuffer = new ReflectionBuffer() { reflection = reflectionMatrix }; mappedResource.Write(reflectionBuffer); // Unlock the constant buffer. deviceContext.UnmapSubresource(ConstantReflectionBuffer, 0); // Set the position of the constant buffer in the vertex shader. bufferNumber = 1; // Finally set the constant buffer in the vertex shader with the updated values. deviceContext.PixelShader.SetConstantBuffer(bufferNumber, ConstantReflectionBuffer); // Set shader resources in the pixel shader. deviceContext.PixelShader.SetShaderResources(1, reflectionTexture); #endregion return true; } catch (Exception) { return false; } }
private bool SetShaderParameters(DeviceContext deviceContext, Matrix worldMatrix, Matrix viewMatrix, Matrix projectionMatrix, ShaderResourceView texture, ShaderResourceView reflectionTexture, Matrix reflectionMatrix) { try { #region Set Matrix Shader Resources // Transpose the matrices to prepare them for shader. worldMatrix.Transpose(); viewMatrix.Transpose(); projectionMatrix.Transpose(); // Lock the constant buffer so it can be written to. DataStream mappedResource; deviceContext.MapSubresource(ConstantMatrixBuffer, MapMode.WriteDiscard, SharpDX.Direct3D11.MapFlags.None, out mappedResource); // Copy the matrices into the constant buffer. var matrixBuffer = new MatrixBuffer() { world = worldMatrix, view = viewMatrix, projection = projectionMatrix }; mappedResource.Write(matrixBuffer); // Unlock the constant buffer. deviceContext.UnmapSubresource(ConstantMatrixBuffer, 0); // Set the position of the constant buffer in the vertex shader. var bufferNumber = 0; // Finally set the constant buffer in the vertex shader with the updated values. deviceContext.VertexShader.SetConstantBuffer(bufferNumber, ConstantMatrixBuffer); // Set shader resources in the pixel shader. deviceContext.PixelShader.SetShaderResources(0, texture); #endregion #region Set Reflection Shader Resources // Transpose the reflection matrix to prepare it for the shader. reflectionMatrix.Transpose(); // Lock the constant buffer so it can be written to. deviceContext.MapSubresource(ConstantReflectionBuffer, MapMode.WriteDiscard, SharpDX.Direct3D11.MapFlags.None, out mappedResource); // Copy the matrices into the constant buffer. var reflectionBuffer = new ReflectionBuffer() { reflection = reflectionMatrix }; mappedResource.Write(reflectionBuffer); // Unlock the constant buffer. deviceContext.UnmapSubresource(ConstantReflectionBuffer, 0); // Set the position of the constant buffer in the vertex shader. bufferNumber = 1; // Finally set the constant buffer in the vertex shader with the updated values. deviceContext.PixelShader.SetConstantBuffer(bufferNumber, ConstantReflectionBuffer); // Set shader resources in the pixel shader. deviceContext.PixelShader.SetShaderResources(1, reflectionTexture); #endregion return(true); } catch (Exception) { return(false); } }