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C++ FRHICommandList::SetShaderTexture方法代码示例

本文整理汇总了C++中FRHICommandList::SetShaderTexture方法的典型用法代码示例。如果您正苦于以下问题:C++ FRHICommandList::SetShaderTexture方法的具体用法?C++ FRHICommandList::SetShaderTexture怎么用?C++ FRHICommandList::SetShaderTexture使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在FRHICommandList的用法示例。


在下文中一共展示了FRHICommandList::SetShaderTexture方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: UnbindBuffers

    void UnbindBuffers(FRHICommandList& RHICmdList)
    {
        // TODO: Is this necessary here?
        FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
#if LPV_VOLUME_TEXTURE
        for ( int i=0; i<7; i++ )
        {
            if ( LpvBufferSRVParameters[i].IsBound() )
            {
                RHICmdList.SetShaderTexture(ShaderRHI, LpvBufferSRVParameters[i].GetBaseIndex(), FTextureRHIParamRef());
            }
        }
#else
        if ( InLpvBuffer.IsBound() ) RHICmdList.SetShaderResourceViewParameter( ShaderRHI, InLpvBuffer.GetBaseIndex(), FShaderResourceViewRHIParamRef() );
#endif

#if LPV_GV_VOLUME_TEXTURE
        for ( int i=0; i<3; i++ )
        {
            if ( GvBufferSRVParameters[i].IsBound() )
            {
                RHICmdList.SetShaderTexture(ShaderRHI, GvBufferSRVParameters[i].GetBaseIndex(), FTextureRHIParamRef());
            }
        }
#else
        if ( InGvBuffer.IsBound() ) RHICmdList.SetShaderResourceViewParameter( ShaderRHI, InGvBuffer.GetBaseIndex(), FShaderResourceViewRHIParamRef() );
#endif
    }
开发者ID:xiangyuan,项目名称:Unreal4,代码行数:28,代码来源:LightPropagationVolumeVisualisation.cpp

示例2: SetParameters

    void SetParameters(
        FRHICommandList& RHICmdList,
        const FLightPropagationVolume* LPV,
        const FSceneView& View )
    {
        FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
        FGlobalShader::SetParameters(RHICmdList, ShaderRHI, View);

#if LPV_VOLUME_TEXTURE
        for ( int i=0; i<7; i++ )
        {
            FTextureRHIParamRef LpvBufferSrv = LPV->LpvVolumeTextures[ 1-LPV->mWriteBufferIndex ][i]->GetRenderTargetItem().ShaderResourceTexture;
            if ( LpvBufferSRVParameters[i].IsBound() )
            {
                RHICmdList.SetShaderTexture(ShaderRHI, LpvBufferSRVParameters[i].GetBaseIndex(), LpvBufferSrv);
            }
            SetTextureParameter(RHICmdList, ShaderRHI, LpvBufferSRVParameters[i], LpvVolumeTextureSampler, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(), LpvBufferSrv );
        }
#else
        if ( InLpvBuffer.IsBound() )
        {
            RHICmdList.SetShaderResourceViewParameter( ShaderRHI, InLpvBuffer.GetBaseIndex(), LPV->mLpvBuffers[ LPV->mWriteBufferIndex ]->SRV );
        }
#endif

#if LPV_GV_VOLUME_TEXTURE
        for ( int i=0; i<3; i++ )
        {
            FTextureRHIParamRef GvBufferSrv = LPV->GvVolumeTextures[i]->GetRenderTargetItem().ShaderResourceTexture;
            if ( GvBufferSRVParameters[i].IsBound() )
            {
                RHICmdList.SetShaderTexture(ShaderRHI, GvBufferSRVParameters[i].GetBaseIndex(), GvBufferSrv);
            }
            SetTextureParameter(RHICmdList, ShaderRHI, GvBufferSRVParameters[i], LpvVolumeTextureSampler, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(), GvBufferSrv );
        }

#else
        if ( InGvBuffer.IsBound() )
        {
            RHICmdList.SetShaderResourceViewParameter( ShaderRHI, InGvBuffer.GetBaseIndex(), LPV->GvBuffer->SRV );
        }
#endif
    }
开发者ID:xiangyuan,项目名称:Unreal4,代码行数:43,代码来源:LightPropagationVolumeVisualisation.cpp


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