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C++ FShaderResourceParameter::GetBaseIndex方法代码示例

本文整理汇总了C++中FShaderResourceParameter::GetBaseIndex方法的典型用法代码示例。如果您正苦于以下问题:C++ FShaderResourceParameter::GetBaseIndex方法的具体用法?C++ FShaderResourceParameter::GetBaseIndex怎么用?C++ FShaderResourceParameter::GetBaseIndex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FShaderResourceParameter的用法示例。


在下文中一共展示了FShaderResourceParameter::GetBaseIndex方法的3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(	
		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2: 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3: 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


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