public DX11ShaderNode(IPluginHost host, IIOFactory factory) { this.FHost = host; this.FFactory = factory; this.TechniqueEnumId = Guid.NewGuid().ToString(); this.varmanager = new DX11ShaderVariableManager(host, factory); this.FHost.CreateTransformInput("Transform In", TSliceMode.Dynamic, TPinVisibility.True, out this.FInWorld); }
public DX11StreamOutShaderNode(IPluginHost host, IIOFactory factory) { this.FHost = host; this.FFactory = factory; this.TechniqueEnumId = Guid.NewGuid().ToString(); InputAttribute inAttr = new InputAttribute("Technique"); inAttr.EnumName = this.TechniqueEnumId; //inAttr.DefaultEnumEntry = defaultenum; inAttr.Order = 1000; this.FInTechnique = this.FFactory.CreateDiffSpread<EnumEntry>(inAttr); this.varmanager = new DX11ImageShaderVariableManager(host, factory); }
public DX11ShaderVariableCache(DX11RenderContext context, DX11ShaderInstance shader, DX11ShaderVariableManager shaderManager) { shaderPins = shaderManager.ShaderPins.VariablesList; for (int i = 0; i < shaderPins.Count; i++) { this.shaderPinActions.Add(shaderPins[i].CreateAction(shader)); } var world = shaderManager.WorldVariables.VariablesList; for (int i = 0; i < world.Count; i++) { this.worldActions.Add(world[i].CreateAction(shader)); } var global = shaderManager.RenderVariables.VariablesList; for (int i = 0; i < global.Count; i++) { this.globalActions.Add(global[i].CreateAction(shader)); } }