public RenderPipeline(Game game) { _renderList = new RenderList(); var graphicsDevice = game.GraphicsDevice; _globalShaderResources = game.ContentManager.ShaderResources.Global; _globalShaderResourceData = AddDisposable(new GlobalShaderResourceData(game.GraphicsDevice, _globalShaderResources)); _renderItemConstantsBufferVS = AddDisposable(new ConstantBuffer <MeshShaderResources.RenderItemConstantsVS>(graphicsDevice, "RenderItemConstantsVS")); _renderItemConstantsBufferPS = AddDisposable(new ConstantBuffer <MeshShaderResources.RenderItemConstantsPS>(graphicsDevice, "RenderItemConstantsPS")); _renderItemConstantsResourceSet = AddDisposable(graphicsDevice.ResourceFactory.CreateResourceSet( new ResourceSetDescription( game.ContentManager.ShaderResources.Mesh.RenderItemConstantsResourceLayout, _renderItemConstantsBufferVS.Buffer, _renderItemConstantsBufferPS.Buffer))); _commandList = AddDisposable(graphicsDevice.ResourceFactory.CreateCommandList()); _drawingContext = AddDisposable(new DrawingContext2D( game.ContentManager, BlendStateDescription.SingleAlphaBlend, GameOutputDescription)); _shadowMapRenderer = AddDisposable(new ShadowMapRenderer(game.GraphicsDevice, game.ContentManager.ShaderResources.Global)); _textureCopier = AddDisposable(new TextureCopier( game, game.Panel.OutputDescription)); }
public RenderPipeline(Game game) { _renderList = new RenderList(); var graphicsDevice = game.GraphicsDevice; _loadContext = game.GraphicsLoadContext; _globalShaderResources = game.GraphicsLoadContext.ShaderResources.Global; _globalShaderResourceData = AddDisposable(new GlobalShaderResourceData(game.GraphicsDevice, _globalShaderResources, game.GraphicsLoadContext.StandardGraphicsResources)); _commandList = AddDisposable(graphicsDevice.ResourceFactory.CreateCommandList()); _drawingContext = AddDisposable(new DrawingContext2D( game.ContentManager, game.GraphicsLoadContext, BlendStateDescription.SingleAlphaBlend, GameOutputDescription)); _shadowMapRenderer = AddDisposable(new ShadowMapRenderer(game.GraphicsDevice)); _waterMapRenderer = AddDisposable(new WaterMapRenderer(game.AssetStore, _loadContext, game.GraphicsDevice, game.GraphicsLoadContext.ShaderResources.Global)); _textureCopier = AddDisposable(new TextureCopier( game, game.Panel.OutputDescription)); }
public RenderPipeline(GraphicsDevice graphicsDevice) { _renderList = new RenderList(); _depthStencilBufferCache = AddDisposable(new DepthStencilBufferCache(graphicsDevice)); _globalConstantBufferShared = AddDisposable(new ConstantBuffer <GlobalConstantsShared>(graphicsDevice)); _globalConstantBufferVS = AddDisposable(new ConstantBuffer <GlobalConstantsVS>(graphicsDevice)); _renderItemConstantsBufferVS = AddDisposable(new ConstantBuffer <RenderItemConstantsVS>(graphicsDevice)); _globalConstantBufferPS = AddDisposable(new ConstantBuffer <GlobalConstantsPS>(graphicsDevice)); _globalLightingTerrainBuffer = AddDisposable(new ConstantBuffer <LightingConstants>(graphicsDevice)); _globalLightingObjectBuffer = AddDisposable(new ConstantBuffer <LightingConstants>(graphicsDevice)); }
public RenderPipeline(Game game) { _renderList = new RenderList(); var graphicsDevice = game.GraphicsDevice; _globalConstantBufferShared = AddDisposable(new ConstantBuffer <GlobalConstantsShared>(graphicsDevice)); _globalConstantBufferVS = AddDisposable(new ConstantBuffer <GlobalConstantsVS>(graphicsDevice)); _renderItemConstantsBufferVS = AddDisposable(new ConstantBuffer <RenderItemConstantsVS>(graphicsDevice)); _globalConstantBufferPS = AddDisposable(new ConstantBuffer <GlobalConstantsPS>(graphicsDevice)); _globalLightingVSTerrainBuffer = AddDisposable(new ConstantBuffer <LightingConstantsVS>(graphicsDevice)); _globalLightingPSTerrainBuffer = AddDisposable(new ConstantBuffer <LightingConstantsPS>(graphicsDevice)); _globalLightingVSObjectBuffer = AddDisposable(new ConstantBuffer <LightingConstantsVS>(graphicsDevice)); _globalLightingPSObjectBuffer = AddDisposable(new ConstantBuffer <LightingConstantsPS>(graphicsDevice)); _spriteBatch = AddDisposable(new SpriteBatch(game.ContentManager, graphicsDevice.SwapchainFramebuffer.OutputDescription)); _commandList = AddDisposable(graphicsDevice.ResourceFactory.CreateCommandList()); }
public RenderPipeline(Game game) { _renderList = new RenderList(); var graphicsDevice = game.GraphicsDevice; _globalConstantBufferShared = AddDisposable(new ConstantBuffer <GlobalConstantsShared>(graphicsDevice, "GlobalConstantsShared")); _globalConstantBufferVS = AddDisposable(new ConstantBuffer <GlobalConstantsVS>(graphicsDevice, "GlobalConstantsVS")); _renderItemConstantsBufferVS = AddDisposable(new ConstantBuffer <RenderItemConstantsVS>(graphicsDevice, "RenderItemConstantsVS")); _renderItemConstantsBufferPS = AddDisposable(new ConstantBuffer <RenderItemConstantsPS>(graphicsDevice, "RenderItemConstantsPS")); _globalConstantBufferPS = AddDisposable(new ConstantBuffer <GlobalConstantsPS>(graphicsDevice, "GlobalConstantsPS")); _globalLightingVSTerrainBuffer = AddDisposable(new ConstantBuffer <LightingConstantsVS>(graphicsDevice, "GlobalLightingConstantsVS (terrain)")); _globalLightingPSTerrainBuffer = AddDisposable(new ConstantBuffer <LightingConstantsPS>(graphicsDevice, "GlobalLightingConstantsPS (terrain)")); _globalLightingVSObjectBuffer = AddDisposable(new ConstantBuffer <LightingConstantsVS>(graphicsDevice, "GlobalLightingConstantsVS (objects)")); _globalLightingPSObjectBuffer = AddDisposable(new ConstantBuffer <LightingConstantsPS>(graphicsDevice, "GlobalLightingConstantsPS (objects)")); _shadowConstantsPSBuffer = AddDisposable(new ConstantBuffer <ShadowConstantsPS>(graphicsDevice, "ShadowConstantsPS")); _commandList = AddDisposable(graphicsDevice.ResourceFactory.CreateCommandList()); _drawingContext = AddDisposable(new DrawingContext2D( game.ContentManager, BlendStateDescription.SingleAlphaBlend, GameOutputDescription)); _shadowSampler = AddDisposable(graphicsDevice.ResourceFactory.CreateSampler( new SamplerDescription( SamplerAddressMode.Clamp, SamplerAddressMode.Clamp, SamplerAddressMode.Clamp, SamplerFilter.MinLinear_MagLinear_MipLinear, ComparisonKind.LessEqual, 0, 0, 0, 0, SamplerBorderColor.OpaqueBlack))); _shadowMapRenderer = AddDisposable(new ShadowMapRenderer()); _intermediateSpriteBatch = AddDisposable(new SpriteBatch(game.ContentManager, BlendStateDescription.SingleDisabled, game.GraphicsDevice.MainSwapchain.Framebuffer.OutputDescription)); }
public RenderPipeline(Game game) { _renderList = new RenderList(); var graphicsDevice = game.GraphicsDevice; _globalConstantBufferShared = AddDisposable(new ConstantBuffer <GlobalConstantsShared>(graphicsDevice, "GlobalConstantsShared")); _globalConstantBufferVS = AddDisposable(new ConstantBuffer <GlobalConstantsVS>(graphicsDevice, "GlobalConstantsVS")); _renderItemConstantsBufferVS = AddDisposable(new ConstantBuffer <RenderItemConstantsVS>(graphicsDevice, "RenderItemConstantsVS")); _globalConstantBufferPS = AddDisposable(new ConstantBuffer <GlobalConstantsPS>(graphicsDevice, "GlobalConstantsPS")); _globalLightingVSTerrainBuffer = AddDisposable(new ConstantBuffer <LightingConstantsVS>(graphicsDevice, "Global_LightingConstantsVS (terrain)")); _globalLightingPSTerrainBuffer = AddDisposable(new ConstantBuffer <LightingConstantsPS>(graphicsDevice, "Global_LightingConstantsPS (terrain)")); _globalLightingVSObjectBuffer = AddDisposable(new ConstantBuffer <LightingConstantsVS>(graphicsDevice, "Global_LightingConstantsVS (objects)")); _globalLightingPSObjectBuffer = AddDisposable(new ConstantBuffer <LightingConstantsPS>(graphicsDevice, "Global_LightingConstantsPS (objects)")); _commandList = AddDisposable(graphicsDevice.ResourceFactory.CreateCommandList()); _drawingContext = AddDisposable(new DrawingContext2D( game.ContentManager, BlendStateDescription.SingleAlphaBlend, GameOutputDescription)); }
public BuildingRenderListEventArgs(RenderList renderList, CameraComponent camera) { RenderList = renderList; Camera = camera; }
internal BuildingRenderListEventArgs(RenderList renderList, Camera camera, in TimeInterval gameTime)