public MdfMaterialFactory(IFileSystem fs, RenderingDevice device) { _fs = fs; _device = device; _textures = device.GetTextures(); }
public static Material CreateMaterial(RenderingDevice device, PartSysEmitter emitter, bool pointSprites) { var blendState = new BlendSpec(); blendState.blendEnable = true; switch (emitter.GetSpec().GetBlendMode()) { case PartSysBlendMode.Add: blendState.srcBlend = BlendOperand.SrcAlpha; blendState.destBlend = BlendOperand.One; break; case PartSysBlendMode.Subtract: blendState.srcBlend = BlendOperand.Zero; blendState.destBlend = BlendOperand.InvSrcAlpha; break; case PartSysBlendMode.Blend: blendState.srcBlend = BlendOperand.SrcAlpha; blendState.destBlend = BlendOperand.InvSrcAlpha; break; case PartSysBlendMode.Multiply: blendState.srcBlend = BlendOperand.Zero; blendState.destBlend = BlendOperand.SrcColor; break; default: break; } // Particles respect the depth buffer, but do not modify it DepthStencilSpec depthStencilState = new DepthStencilSpec(); depthStencilState.depthEnable = true; depthStencilState.depthWrite = false; RasterizerSpec rasterizerState = new RasterizerSpec(); rasterizerState.cullMode = CullMode.None; var samplers = new List <MaterialSamplerSpec>(); var shaderName = "diffuse_only_ps"; var textureName = emitter.GetSpec().GetTextureName(); if (textureName.Length > 0) { var samplerState = new SamplerSpec { addressU = TextureAddress.Clamp, addressV = TextureAddress.Clamp, minFilter = TextureFilterType.Linear, magFilter = TextureFilterType.Linear, mipFilter = TextureFilterType.Linear }; var texture = device.GetTextures().Resolve(textureName, true); samplers.Add(new MaterialSamplerSpec(texture, samplerState)); shaderName = "textured_simple_ps"; } using var pixelShader = device.GetShaders().LoadPixelShader(shaderName); var vsName = pointSprites ? "particles_points_vs" : "particles_quads_vs"; using var vertexShader = device.GetShaders().LoadVertexShader(vsName); return(device.CreateMaterial(blendState, depthStencilState, rasterizerState, samplers.ToArray(), vertexShader, pixelShader)); }
public ShapeRenderer2d(RenderingDevice device) { _device = device; _textures = device.GetTextures(); untexturedMaterial = CreateMaterial(device, "diffuse_only_ps"); texturedMaterial = CreateMaterial(device, "textured_simple_ps"); texturedWithoutBlendingMaterial = CreateMaterial(device, "textured_simple_ps", false, false); texturedWithMaskMaterial = CreateMaterial(device, "textured_two_ps"); lineMaterial = CreateMaterial(device, "diffuse_only_ps", true); outlineMaterial = CreateOutlineMaterial(device); pieFillMaterial = CreatePieFillMaterial(device); bufferBinding = new BufferBinding(device, texturedMaterial.VertexShader).Ref(); mdfBufferBinding = _device.CreateMdfBufferBinding(); lineBufferBinding = new BufferBinding(device, lineMaterial.VertexShader).Ref(); SamplerSpec samplerWrapSpec = new SamplerSpec(); samplerWrapSpec.addressU = TextureAddress.Wrap; samplerWrapSpec.addressV = TextureAddress.Wrap; samplerWrapSpec.minFilter = TextureFilterType.Linear; samplerWrapSpec.magFilter = TextureFilterType.Linear; samplerWrapSpec.mipFilter = TextureFilterType.Linear; samplerWrapState = _device.CreateSamplerState(samplerWrapSpec); SamplerSpec samplerClampPointSpec = new SamplerSpec(); samplerClampPointSpec.addressU = TextureAddress.Clamp; samplerClampPointSpec.addressV = TextureAddress.Clamp; samplerClampPointSpec.minFilter = TextureFilterType.NearestNeighbor; samplerClampPointSpec.magFilter = TextureFilterType.NearestNeighbor; samplerClampPointSpec.mipFilter = TextureFilterType.NearestNeighbor; samplerClampPointState = _device.CreateSamplerState(samplerClampPointSpec); SamplerSpec samplerClampSpec = new SamplerSpec(); samplerClampSpec.addressU = TextureAddress.Clamp; samplerClampSpec.addressV = TextureAddress.Clamp; samplerClampSpec.minFilter = TextureFilterType.Linear; samplerClampSpec.magFilter = TextureFilterType.Linear; samplerClampSpec.mipFilter = TextureFilterType.Linear; samplerClampState = _device.CreateSamplerState(samplerClampSpec); DepthStencilSpec noDepthSpec = new DepthStencilSpec(); noDepthSpec.depthEnable = false; noDepthState = _device.CreateDepthStencilState(noDepthSpec); vertexBuffer = _device.CreateEmptyVertexBuffer(Vertex2d.Size * 8, debugName: "ShapeRenderer2d"); var indexData = new ushort[] { 0, 1, 2, 2, 3, 0 }; indexBuffer = _device.CreateIndexBuffer(indexData); bufferBinding.Resource.AddBuffer <Vertex2d>(vertexBuffer, 0) .AddElement(VertexElementType.Float4, VertexElementSemantic.Position) .AddElement(VertexElementType.Float4, VertexElementSemantic.Normal) .AddElement(VertexElementType.Color, VertexElementSemantic.Color) .AddElement(VertexElementType.Float2, VertexElementSemantic.TexCoord); mdfBufferBinding.AddBuffer <Vertex2d>(vertexBuffer, 0) .AddElement(VertexElementType.Float4, VertexElementSemantic.Position) .AddElement(VertexElementType.Float4, VertexElementSemantic.Normal) .AddElement(VertexElementType.Color, VertexElementSemantic.Color) .AddElement(VertexElementType.Float2, VertexElementSemantic.TexCoord); }