当前位置: 首页>>代码示例>>C++>>正文


C++ FShaderResourceParameter类代码示例

本文整理汇总了C++中FShaderResourceParameter的典型用法代码示例。如果您正苦于以下问题:C++ FShaderResourceParameter类的具体用法?C++ FShaderResourceParameter怎么用?C++ FShaderResourceParameter使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了FShaderResourceParameter类的15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: SetParameters

	void SetParameters(	
#if LPV_VOLUME_TEXTURE
		FTextureRHIParamRef* LpvBufferSRVsIn, 
#else
		FShaderResourceViewRHIParamRef LpvBufferSRVIn, 
#endif 

		FLpvReadUniformBufferRef LpvUniformBuffer, 
		const FRenderingCompositePassContext& Context )
	{
		const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();

		SetUniformBufferParameter( ShaderRHI, GetUniformBufferParameter<FLpvReadUniformBufferParameters>(), LpvUniformBuffer );

#if LPV_VOLUME_TEXTURE
		for ( int i=0; i<7; i++ )
		{
			if ( LpvBufferSRVParameters[i].IsBound() )
			{
				RHISetShaderTexture( ShaderRHI, LpvBufferSRVParameters[i].GetBaseIndex(), LpvBufferSRVsIn[i] );
				SetTextureParameter( ShaderRHI, LpvBufferSRVParameters[i], LpvVolumeTextureSampler, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(), LpvBufferSRVsIn[i] );
			}
		}
#else
		if ( LpvBufferSRV.IsBound() )
		{
			RHISetShaderResourceViewParameter( ShaderRHI, LpvBufferSRV.GetBaseIndex(), LpvBufferSRVIn );
		}
#endif
		FGlobalShader::SetParameters(ShaderRHI, Context.View);
		PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
		DeferredParameters.Set(ShaderRHI, Context.View);
		SetTextureParameter( ShaderRHI, PreIntegratedGF, PreIntegratedGFSampler, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(), GSystemTextures.PreintegratedGF->GetRenderTargetItem().ShaderResourceTexture );
	}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:34,代码来源:PostProcessLpvIndirect.cpp

示例2: FGlobalShader

	/** Initialization constructor. */
	FPostProcessLensBlurPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
		: FGlobalShader(Initializer)
	{
		PostprocessParameter.Bind(Initializer.ParameterMap);
		LensTexture.Bind(Initializer.ParameterMap,TEXT("LensTexture"));
		LensTextureSampler.Bind(Initializer.ParameterMap,TEXT("LensTextureSampler"));
	}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:8,代码来源:PostProcessLensBlur.cpp

示例3: SetParameters

	void SetParameters(	
		FTextureRHIParamRef* LpvBufferSRVsIn, 
		FTextureRHIParamRef AOVolumeTextureSRVIn, 
		FLpvReadUniformBufferRef LpvUniformBuffer, 
		const FRenderingCompositePassContext& Context )
	{
		const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();

		SetUniformBufferParameter(Context.RHICmdList, ShaderRHI, GetUniformBufferParameter<FLpvReadUniformBufferParameters>(), LpvUniformBuffer);

		for ( int i=0; i<7; i++ )
		{
			if ( LpvBufferSRVParameters[i].IsBound() )
			{
				Context.RHICmdList.SetShaderTexture(ShaderRHI, LpvBufferSRVParameters[i].GetBaseIndex(), LpvBufferSRVsIn[i]);
				SetTextureParameter(Context.RHICmdList, ShaderRHI, LpvBufferSRVParameters[i], LpvVolumeTextureSampler, TStaticSamplerState<SF_Bilinear, AM_Border, AM_Border, AM_Border>::GetRHI(), LpvBufferSRVsIn[i]);
			}
		}

		if ( AOVolumeTextureSRVParameter.IsBound() )
		{
			Context.RHICmdList.SetShaderTexture(ShaderRHI, AOVolumeTextureSRVParameter.GetBaseIndex(), AOVolumeTextureSRVIn );
		}
		FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
		PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI());
		DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View);
		SetTextureParameter(Context.RHICmdList, ShaderRHI, PreIntegratedGF, PreIntegratedGFSampler, TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI(), GSystemTextures.PreintegratedGF->GetRenderTargetItem().ShaderResourceTexture);
	}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:28,代码来源:PostProcessLpvIndirect.cpp

示例4: 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5: FGlobalShader

	/** Initialization constructor. */
	FPostProcessLpvDirectionalOcclusionPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
		: FGlobalShader(Initializer)
	{
		PostprocessParameter.Bind(Initializer.ParameterMap);
		DeferredParameters.Bind(Initializer.ParameterMap);
		LpvVolumeTextureSampler.Bind(Initializer.ParameterMap, TEXT("gLpv3DTextureSampler"));
		AOVolumeTextureSRVParameter.Bind( Initializer.ParameterMap, TEXT("gAOVolumeTexture") );
	}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:9,代码来源:PostProcessLpvIndirect.cpp

示例6: FGammaCorrectionPS

 /** Initialization constructor. */
 FGammaCorrectionPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
     : FGlobalShader(Initializer)
 {
     SceneTexture.Bind(Initializer.ParameterMap,TEXT("SceneColorTexture"));
     SceneTextureSampler.Bind(Initializer.ParameterMap,TEXT("SceneColorTextureSampler"));
     InverseGamma.Bind(Initializer.ParameterMap,TEXT("InverseGamma"));
     ColorScale.Bind(Initializer.ParameterMap,TEXT("ColorScale"));
     OverlayColor.Bind(Initializer.ParameterMap,TEXT("OverlayColor"));
 }
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:10,代码来源:ScenePostProcessing.cpp

示例7: FGlobalShader

	THZBBuildPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
		: FGlobalShader(Initializer)
	{
		InvSizeParameter.Bind( Initializer.ParameterMap, TEXT("InvSize") );
		InputUvFactorAndOffsetParameter.Bind( Initializer.ParameterMap, TEXT("InputUvFactorAndOffset") );
		InputViewportMaxBoundParameter.Bind( Initializer.ParameterMap, TEXT("InputViewportMaxBound") );
		SceneTextureParameters.Bind( Initializer.ParameterMap );
		TextureParameter.Bind( Initializer.ParameterMap, TEXT("Texture") );
		TextureParameterSampler.Bind( Initializer.ParameterMap, TEXT("TextureSampler") );
	}
开发者ID:dineshone,项目名称:UnrealGameEngine,代码行数:10,代码来源:SceneOcclusion.cpp

示例8: FGlobalShader

	FRTWriteMaskDecodeCS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
		: FGlobalShader(Initializer)
	{
		RTWriteMaskDimensions.Bind(Initializer.ParameterMap, TEXT("RTWriteMaskDimensions"));
		OutCombinedRTWriteMask.Bind(Initializer.ParameterMap, TEXT("OutCombinedRTWriteMask"));
		RTWriteMaskInput0.Bind(Initializer.ParameterMap, TEXT("RTWriteMaskInput0"));
		RTWriteMaskInput1.Bind(Initializer.ParameterMap, TEXT("RTWriteMaskInput1"));
		RTWriteMaskInput2.Bind(Initializer.ParameterMap, TEXT("RTWriteMaskInput2"));
		UtilizeMask.Bind(Initializer.ParameterMap, TEXT("UtilizeMask"));
	}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:10,代码来源:PostProcessDeferredDecals.cpp

示例9: FGlobalShader

	/** Initialization constructor. */
	FPostProcessSelectionOutlinePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
		: FGlobalShader(Initializer)
	{
		PostprocessParameter.Bind(Initializer.ParameterMap);
		DeferredParameters.Bind(Initializer.ParameterMap);
		OutlineColor.Bind(Initializer.ParameterMap, TEXT("OutlineColor"));
		BSPSelectionIntensity.Bind(Initializer.ParameterMap, TEXT("BSPSelectionIntensity"));
		PostprocessInput1MS.Bind(Initializer.ParameterMap, TEXT("PostprocessInput1MS"));
		EditorRenderParams.Bind(Initializer.ParameterMap, TEXT("EditorRenderParams"));
		EditorPrimitivesStencil.Bind(Initializer.ParameterMap,TEXT("EditorPrimitivesStencil"));
	}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:12,代码来源:PostProcessSelectionOutline.cpp

示例10: FGlobalShader

	/** Initialization constructor. */
	FPostProcessVisualizeBufferPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
		: FGlobalShader(Initializer)
	{
		PostprocessParameter.Bind(Initializer.ParameterMap);
		DeferredParameters.Bind(Initializer.ParameterMap);

		if (bDrawingTile)
		{
			SourceTexture.Bind(Initializer.ParameterMap, TEXT("PostprocessInput0"));
			SourceTextureSampler.Bind(Initializer.ParameterMap, TEXT("PostprocessInput0Sampler"));
		}
	}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:13,代码来源:PostProcessVisualizeBuffer.cpp

示例11: SetPS

	void SetPS(const FRenderingCompositePassContext& Context, uint32 LoopSizeValue)
	{
		const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();

		FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);

		PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());

		SetShaderValue(Context.RHICmdList, ShaderRHI, LoopSize, LoopSizeValue);

		if(EyeAdaptationTexture.IsBound())
		{
			if (Context.View.HasValidEyeAdaptation())
			{
				IPooledRenderTarget* EyeAdaptationRT = Context.View.GetEyeAdaptation();
				SetTextureParameter(Context.RHICmdList, ShaderRHI, EyeAdaptationTexture, EyeAdaptationRT->GetRenderTargetItem().TargetableTexture);
			}
			else
			{
				// some views don't have a state, thumbnail rendering?
				SetTextureParameter(Context.RHICmdList, ShaderRHI, EyeAdaptationTexture, GWhiteTexture->TextureRHI);
			}
		}

		// todo
		FVector4 EyeAdapationTemporalParamsValue(0, 0, 0, 0);
		SetShaderValue(Context.RHICmdList, ShaderRHI, EyeAdapationTemporalParams, EyeAdapationTemporalParamsValue);
	}
开发者ID:colwalder,项目名称:unrealengine,代码行数:28,代码来源:PostProcessHistogramReduce.cpp

示例12: FGlobalShader

	/** Initialization constructor. */
	FPostProcessGBufferHintsPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
		: FGlobalShader(Initializer)
	{
		PostprocessParameter.Bind(Initializer.ParameterMap);
		DeferredParameters.Bind(Initializer.ParameterMap);
		EyeAdaptationParams.Bind(Initializer.ParameterMap, TEXT("EyeAdaptationParams"));
		MiniFontTexture.Bind(Initializer.ParameterMap, TEXT("MiniFontTexture"));
	}
开发者ID:colwalder,项目名称:unrealengine,代码行数:9,代码来源:PostProcessGBufferHints.cpp

示例13: FGlobalShader

	/** Initialization constructor. */
	FPostProcessHistogramReducePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
		: FGlobalShader(Initializer)
	{
		PostprocessParameter.Bind(Initializer.ParameterMap);
		LoopSize.Bind(Initializer.ParameterMap, TEXT("LoopSize"));
		EyeAdaptationTexture.Bind(Initializer.ParameterMap, TEXT("EyeAdaptationTexture"));
		EyeAdapationTemporalParams.Bind(Initializer.ParameterMap, TEXT("EyeAdapationTemporalParams"));
	}
开发者ID:colwalder,项目名称:unrealengine,代码行数:9,代码来源:PostProcessHistogramReduce.cpp

示例14: FGlobalShader

	/** Initialization constructor. */
	FPostProcessSubsurfaceVisualizePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
		: FGlobalShader(Initializer)
	{
		PostprocessParameter.Bind(Initializer.ParameterMap);
		DeferredParameters.Bind(Initializer.ParameterMap);
		MiniFontTexture.Bind(Initializer.ParameterMap, TEXT("MiniFontTexture"));
		SubsurfaceParameters.Bind(Initializer.ParameterMap);
	}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:9,代码来源:PostProcessSubsurface.cpp

示例15: FGlobalShader

	/** Initialization constructor. */
	FPostProcessBokehDOFRecombinePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
		: FGlobalShader(Initializer)
	{
		PostprocessParameter.Bind(Initializer.ParameterMap);
		DeferredParameters.Bind(Initializer.ParameterMap);
		DepthOfFieldParams.Bind(Initializer.ParameterMap,TEXT("DepthOfFieldParams"));
		SeparateTranslucencyResMultParam.Bind(Initializer.ParameterMap, TEXT("SeparateTranslucencyResMult"));
		LowResDepthTexture.Bind(Initializer.ParameterMap, TEXT("LowResDepthTexture"));
	}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:10,代码来源:PostProcessBokehDOFRecombine.cpp


注:本文中的FShaderResourceParameter类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。