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);
        }
示例#2
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        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);
        }
示例#3
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        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);
        }
示例#4
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        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);
        }
示例#5
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        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);
        }