示例#1
0
        public WarpSceneRenderer(Scene scene, int width, int height)
        {
            _scene       = scene;
            _width       = width;
            _height      = height;
            _aspectRatio = width / (float)height;

            _device = GraphicsDevice.New(DriverType.Warp, DeviceCreationFlags.None, FeatureLevel.Level_10_1);

            var serviceProvider = new ServiceProvider();

            serviceProvider.AddService <IGraphicsDeviceService>(new GraphicsDeviceService(_device));

            _contentManager = new ContentManager(serviceProvider);
            _contentManager.Resolvers.Add(new ContentResolver());

            var viewport = new Viewport(0, 0, _width, _height);

            _device.SetViewports(viewport);

            const MSAALevel msaaLevel = MSAALevel.None;

            _depthStencilTexture = DepthStencilBuffer.New(_device, _width, _height, msaaLevel, DepthFormat.Depth24Stencil8);
            _renderTexture       = RenderTarget2D.New(_device, _width, _height, msaaLevel, PixelFormat.R8G8B8A8.UNorm);

            Options = new RenderOptions();

            _effect = new BasicEffect(_device);
            _effect.EnableDefaultLighting();

            _inputLayout = VertexInputLayout.New(0, typeof(VertexPositionNormalTexture));
            _device.SetVertexInputLayout(_inputLayout);

            _meshes = new List <WarpMesh>();
            foreach (Mesh mesh in _scene.Meshes)
            {
                if (!mesh.Positions.Any())
                {
                    continue;
                }

                var warpMesh = new WarpMesh(_device, mesh);
                _meshes.Add(warpMesh);

                warpMesh.Initialize(_contentManager);
            }
        }
示例#2
0
		public WarpSceneRenderer(Scene scene, int width, int height)
		{
			_scene = scene;
			_width = width;
			_height = height;
			_aspectRatio = width / (float)height;

			_device = GraphicsDevice.New(DriverType.Warp, DeviceCreationFlags.None, FeatureLevel.Level_10_1);

			var serviceProvider = new ServiceProvider();
			serviceProvider.AddService<IGraphicsDeviceService>(new GraphicsDeviceService(_device));

			_contentManager = new ContentManager(serviceProvider);
			_contentManager.Resolvers.Add(new ContentResolver());

			var viewport = new Viewport(0, 0, _width, _height);
			_device.SetViewports(viewport);

			const MSAALevel msaaLevel = MSAALevel.None;
			_depthStencilTexture = DepthStencilBuffer.New(_device, _width, _height, msaaLevel, DepthFormat.Depth24Stencil8);
			_renderTexture = RenderTarget2D.New(_device, _width, _height, msaaLevel, PixelFormat.R8G8B8A8.UNorm);

			Options = new RenderOptions();

			_effect = new BasicEffect(_device);
			_effect.EnableDefaultLighting();

			_inputLayout = VertexInputLayout.New(0, typeof(VertexPositionNormalTexture));
			_device.SetVertexInputLayout(_inputLayout);

			_meshes = new List<WarpMesh>();
			foreach (Mesh mesh in _scene.Meshes)
			{
				if (!mesh.Positions.Any())
					continue;

				var warpMesh = new WarpMesh(_device, mesh);
				_meshes.Add(warpMesh);

				warpMesh.Initialize(_contentManager);
			}
		}