本文整理汇总了C++中PixelShader::SetOutput方法的典型用法代码示例。如果您正苦于以下问题:C++ PixelShader::SetOutput方法的具体用法?C++ PixelShader::SetOutput怎么用?C++ PixelShader::SetOutput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类PixelShader
的用法示例。
在下文中一共展示了PixelShader::SetOutput方法的5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: one
//----------------------------------------------------------------------------
void ImageProcessing2::CreateBoundaryDirichletMaterial (Material*& material,
MaterialInstance*& instance)
{
// sampler2D MaskSampler = sampler_state
// {
// MinFilter = Nearest;
// MagFilter = Nearest;
// WrapS = Clamp;
// WrapT = Clamp;
// };
// sampler2D StateSampler = sampler_state
// {
// MinFilter = Nearest;
// MagFilter = Nearest;
// WrapS = Clamp;
// WrapT = Clamp;
// };
// void p_BoundaryDirichlet
// (
// in float2 vertexTCoord : TEXCOORD0,
// out float4 pixelColor : COLOR
// )
// {
// float4 mask = tex2D(MaskSampler, vertexTCoord);
// float4 state = tex2D(StateSampler, vertexTCoord);
// pixelColor = mask*state;
// }
PixelShader* pshader = new0 PixelShader("PX2.BoundaryDirichlet2",
1, 1, 0, 2, false);
pshader->SetInput(0, "vertexTCoord", Shader::VT_FLOAT2,
Shader::VS_TEXCOORD0);
pshader->SetOutput(0, "pixelColor", Shader::VT_FLOAT4,
Shader::VS_COLOR0);
pshader->SetSampler(0, "MaskSampler", Shader::ST_2D);
pshader->SetSampler(1, "StateSampler", Shader::ST_2D);
pshader->SetTextureUnits(msDirichletPTextureUnits);
pshader->SetPrograms(msDirichletPPrograms);
CreateMaterial(pshader, material, instance);
// 创建mask纹理
Texture2D* maskTexture = new0 Texture2D(Texture::TF_A32B32G32R32F,
mBound0, mBound1, 1);
Float4* mask = (Float4*)maskTexture->GetData(0);
Float4 one(1.0f, 1.0f, 1.0f, 1.0f);
Float4 zero(0.0f, 0.0f, 0.0f, 0.0f);
int x, y;
// 内部
for (y = 1; y < mBound1M1; ++y)
{
for (x = 1; x < mBound0M1; ++x)
{
mask[Index(x,y)] = one;
}
}
// 边
for (x = 1; x < mBound0M1; ++x)
{
mask[Index(x,0)] = zero;
mask[Index(x,mBound1M1)] = zero;
}
for (y = 1; y < mBound1M1; ++y)
{
mask[Index(0,y)] = zero;
mask[Index(mBound0M1,y)] = zero;
}
// 角
mask[Index(0,0)] = zero;
mask[Index(mBound0M1,0)] = zero;
mask[Index(0,mBound1M1)] = zero;
mask[Index(mBound0M1,mBound1M1)] = zero;
instance->SetPixelTexture(0, "MaskSampler", maskTexture);
}
示例2: zero
//----------------------------------------------------------------------------
void ImageProcessing2::CreateBoundaryNeumannMaterial (Material*& material,
MaterialInstance*& instance)
{
// sampler2D OffsetSampler = sampler_state
// {
// MinFilter = Nearest;
// MagFilter = Nearest;
// WrapS = Clamp;
// WrapT = Clamp;
// };
// sampler2D StateSampler = sampler_state
// {
// MinFilter = Nearest;
// MagFilter = Nearest;
// WrapS = Clamp;
// WrapT = Clamp;
// };
// void p_BoundaryNeumann
// (
// in float2 vertexTCoord : TEXCOORD0,
// out float4 pixelColor : COLOR
// )
// {
// float2 offset = tex2D(OffsetSampler, vertexTCoord).xy;
// float2 tc = float2(vertexTCoord.x + offset.x,
// vertexTCoord.y + offset.y);
// float4 state = tex2D(StateSampler, tc);
// pixelColor = state;
// }
PixelShader* pshader = new0 PixelShader("PX2.BoundaryNeumann2",
1, 1, 0, 2, false);
pshader->SetInput(0, "vertexTCoord", Shader::VT_FLOAT2,
Shader::VS_TEXCOORD0);
pshader->SetOutput(0, "pixelColor", Shader::VT_FLOAT4,
Shader::VS_COLOR0);
pshader->SetSampler(0, "OffsetSampler", Shader::ST_2D);
pshader->SetSampler(1, "StateSampler", Shader::ST_2D);
pshader->SetTextureUnits(msNeumannPTextureUnits);
pshader->SetPrograms(msNeumannPPrograms);
CreateMaterial(pshader, material, instance);
// 创建offset纹理
Texture2D* offsetTexture = new0 Texture2D(Texture::TF_A32B32G32R32F,
mBound0, mBound1, 1);
Float4* offset = (Float4*)offsetTexture->GetData(0);
Float4 zero(0.0f, 0.0f, 0.0f, 0.0f);
Float4 x0EdgeOffset(+mDx, 0.0f, 0.0f, 0.0f);
Float4 x1EdgeOffset(-mDx, 0.0f, 0.0f, 0.0f);
Float4 y0EdgeOffset(0.0f, +mDy, 0.0f, 0.0f);
Float4 y1EdgeOffset(0.0f, -mDy, 0.0f, 0.0f);
int x, y;
// 内部
for (y = 1; y < mBound1M1; ++y)
{
for (x = 1; x < mBound0M1; ++x)
{
offset[Index(x,y)] = zero;
}
}
// 边
for (x = 1; x < mBound0M1; ++x)
{
offset[Index(x,0)] = y0EdgeOffset;
offset[Index(x,mBound1M1)] = y1EdgeOffset;
}
for (y = 1; y < mBound1M1; ++y)
{
offset[Index(0,y)] = x0EdgeOffset;
offset[Index(mBound0M1,y)] = x1EdgeOffset;
}
// 角
offset[Index(0,0)] = Float4(+mDx, +mDy, 0.0f, 0.0f);
offset[Index(mBound0M1,0)] = Float4(-mDx, +mDy, 0.0f, 0.0f);
offset[Index(0,mBound1M1)] = Float4(+mDx, -mDy, 0.0f, 0.0f);
offset[Index(mBound0M1,mBound1M1)] = Float4(-mDx, -mDy, 0.0f, 0.0f);
instance->SetPixelTexture(0, "OffsetSampler", offsetTexture);
}
示例3: VertexShader
//----------------------------------------------------------------------------
StandardESMaterial_AlphaTest::StandardESMaterial_AlphaTest ()
{
VertexShader* vshader = new0 VertexShader("PX2.StandardESMaterial_AlphaTest",
3, 3, 7, 0, false);
vshader->SetInput(0, "modelPosition", Shader::VT_FLOAT3,
Shader::VS_POSITION);
vshader->SetInput(1, "modelNormal", Shader::VT_FLOAT3,
Shader::VS_NORMAL);
vshader->SetInput(2, "modelTCoord0", Shader::VT_FLOAT2,
Shader::VS_TEXCOORD0);
vshader->SetOutput(0, "clipPosition", Shader::VT_FLOAT4,
Shader::VS_POSITION);
vshader->SetOutput(1, "vertexTCoord0", Shader::VT_FLOAT2,
Shader::VS_TEXCOORD0);
vshader->SetOutput(2, "vertexTCoord1", Shader::VT_FLOAT4,
Shader::VS_TEXCOORD1);
vshader->SetConstant(0, "gPVWMatrix", 4);
vshader->SetConstant(1, "gShineEmissive", 1);
vshader->SetConstant(2, "gShineAmbient", 1);
vshader->SetConstant(3, "gShineDiffuse", 1);
vshader->SetConstant(4, "gLightAmbient", 1);
vshader->SetConstant(5, "gLightDiffuse", 1);
vshader->SetConstant(6, "gLightModelDirection", 1);
vshader->SetBaseRegisters(msVRegisters);
vshader->SetPrograms(msVPrograms);
PixelShader* pshader = new0 PixelShader("PX2.StandardESMaterial_AlphaTest",
2, 1, 0, 1, false);
pshader->SetInput(0, "vertexTCoord0", Shader::VT_FLOAT2,
Shader::VS_TEXCOORD0);
pshader->SetInput(1, "vertexTCoord1", Shader::VT_FLOAT4,
Shader::VS_TEXCOORD1);
pshader->SetOutput(0, "pixelColor", Shader::VT_FLOAT4,
Shader::VS_COLOR0);
pshader->SetSampler(0, "gDiffuseSampler", Shader::ST_2D);
pshader->SetFilter(0, Shader::SF_LINEAR);
pshader->SetCoordinate(0, 0, Shader::SC_CLAMP);
pshader->SetCoordinate(0, 1, Shader::SC_CLAMP);
pshader->SetTextureUnits(msPTextureUnits);
pshader->SetPrograms(msPPrograms);
vshader->SetShaderKey(SKT_STANNDES_ALPHATEST);
pshader->SetShaderKey(SKT_STANNDES_ALPHATEST);
MaterialPass* pass = new0 MaterialPass();
pass->SetVertexShader(vshader);
pass->SetPixelShader(pshader);
pass->SetAlphaProperty(new0 AlphaProperty());
pass->SetCullProperty(new0 CullProperty());
pass->SetDepthProperty(new0 DepthProperty());
pass->SetOffsetProperty(new0 OffsetProperty());
pass->SetStencilProperty(new0 StencilProperty());
pass->SetWireProperty(new0 WireProperty());
pass->GetAlphaProperty()->CompareEnabled = true;
pass->GetAlphaProperty()->Compare = PX2::AlphaProperty::CM_GREATER;
pass->GetAlphaProperty()->Reference = 0.25f;
MaterialTechnique* technique = new0 MaterialTechnique();
technique->InsertPass(pass);
InsertTechnique(technique);
}
示例4: CreateEffectInstance
//----------------------------------------------------------------------------
VisualEffectInstance* GeodesicHeightField::CreateEffectInstance ()
{
// Create the vertex shader.
VertexShader* vshader = new0 VertexShader("Wm5.DLight2MatTex",
3, 3, 16, 0, false);
vshader->SetInput(0, "modelPosition", Shader::VT_FLOAT3,
Shader::VS_POSITION);
vshader->SetInput(1, "modelNormal", Shader::VT_FLOAT3,
Shader::VS_NORMAL);
vshader->SetInput(2, "modelTCoord", Shader::VT_FLOAT2,
Shader::VS_TEXCOORD0);
vshader->SetOutput(0, "clipPosition", Shader::VT_FLOAT4,
Shader::VS_POSITION);
vshader->SetOutput(1, "vertexColor", Shader::VT_FLOAT4,
Shader::VS_COLOR0);
vshader->SetOutput(2, "vertexTCoord", Shader::VT_FLOAT2,
Shader::VS_TEXCOORD0);
vshader->SetConstant( 0, "PVWMatrix", 4);
vshader->SetConstant( 1, "CameraModelPosition", 1);
vshader->SetConstant( 2, "MaterialEmissive", 1);
vshader->SetConstant( 3, "MaterialAmbient", 1);
vshader->SetConstant( 4, "MaterialDiffuse", 1);
vshader->SetConstant( 5, "MaterialSpecular", 1);
vshader->SetConstant( 6, "Light0ModelDirection", 1);
vshader->SetConstant( 7, "Light0Ambient", 1);
vshader->SetConstant( 8, "Light0Diffuse", 1);
vshader->SetConstant( 9, "Light0Specular", 1);
vshader->SetConstant(10, "Light0Attenuation", 1);
vshader->SetConstant(11, "Light1ModelDirection", 1);
vshader->SetConstant(12, "Light1Ambient", 1);
vshader->SetConstant(13, "Light1Diffuse", 1);
vshader->SetConstant(14, "Light1Specular", 1);
vshader->SetConstant(15, "Light1Attenuation", 1);
vshader->SetBaseRegisters(msVRegisters);
vshader->SetPrograms(msVPrograms);
// Create the pixel shader.
PixelShader* pshader = new0 PixelShader("Wm5.DLight2MatTex",
2, 1, 0, 1, false);
pshader->SetInput(0, "vertexColor", Shader::VT_FLOAT4,
Shader::VS_COLOR0);
pshader->SetInput(1, "vertexTCoord", Shader::VT_FLOAT2,
Shader::VS_TEXCOORD0);
pshader->SetOutput(0, "pixelColor", Shader::VT_FLOAT4,
Shader::VS_COLOR0);
pshader->SetSampler(0, "BaseSampler", Shader::ST_2D);
pshader->SetFilter(0, Shader::SF_LINEAR /*_LINEAR */);
pshader->SetCoordinate(0, 0, Shader::SC_CLAMP_EDGE);
pshader->SetCoordinate(0, 1, Shader::SC_CLAMP_EDGE);
pshader->SetTextureUnits(msPTextureUnits);
pshader->SetPrograms(msPPrograms);
VisualPass* pass = new0 VisualPass();
pass->SetVertexShader(vshader);
pass->SetPixelShader(pshader);
pass->SetAlphaState(new0 AlphaState());
pass->SetCullState(new0 CullState());
pass->SetDepthState(new0 DepthState());
pass->SetOffsetState(new0 OffsetState());
pass->SetStencilState(new0 StencilState());
pass->SetWireState(new0 WireState());
// Create the effect.
VisualTechnique* technique = new0 VisualTechnique();
technique->InsertPass(pass);
VisualEffect* effect = new0 VisualEffect();
effect->InsertTechnique(technique);
// Create the material for the effect.
Float4 black(0.0f, 0.0f, 0.0f, 1.0f);
Float4 white(1.0f, 1.0f, 1.0f, 1.0f);
Material* material = new0 Material();
material->Emissive = black;
material->Ambient = Float4(0.24725f, 0.2245f, 0.0645f, 1.0f);
material->Diffuse = Float4(0.34615f, 0.3143f, 0.0903f, 1.0f);
material->Specular = Float4(0.797357f, 0.723991f, 0.208006f, 83.2f);
// Create the lights for the effect.
Light* light0 = new0 Light(Light::LT_DIRECTIONAL);
light0->SetDirection(AVector(0.0f, 0.0f, -1.0f));
light0->Ambient = white;
light0->Diffuse = white;
light0->Specular = black;
Light* light1 = new0 Light(Light::LT_DIRECTIONAL);
light1->SetDirection(AVector(0.0f, 0.0f, 1.0f));
light1->Ambient = white;
light1->Diffuse = white;
light1->Specular = black;
// Create a texture for the effect.
mTexture = new0 Texture2D(Texture::TF_A8R8G8B8, 512, 512, 0);
unsigned char* data = (unsigned char*)mTexture->GetData(0);
memset(data, 0xFF, mTexture->GetNumLevelBytes(0));
// Create an instance of the effect.
VisualEffectInstance* instance = new0 VisualEffectInstance(effect, 0);
instance->SetVertexConstant(0, 0,
new0 PVWMatrixConstant());
//.........这里部分代码省略.........
示例5: one
//----------------------------------------------------------------------------
void Smoke2D::CreateBoundaryMixedEffect (VisualEffect*& effect,
VisualEffectInstance*& instance)
{
PixelShader* pshader = new0 PixelShader("Wm5.BoundaryMixed2",
1, 1, 0, 3, false);
pshader->SetInput(0, "vertexTCoord", Shader::VT_FLOAT2,
Shader::VS_TEXCOORD0);
pshader->SetOutput(0, "pixelColor", Shader::VT_FLOAT4,
Shader::VS_COLOR0);
pshader->SetSampler(0, "MaskSampler", Shader::ST_2D);
pshader->SetSampler(1, "OffsetSampler", Shader::ST_2D);
pshader->SetSampler(2, "StateSampler", Shader::ST_2D);
pshader->SetTextureUnits(msBoundaryMixedPTextureUnits);
pshader->SetPrograms(msBoundaryMixedPPrograms);
mIP->CreateEffect(pshader, effect, instance);
// Create the mask and offset textures.
Texture2D* maskMixed = new0 Texture2D(Texture::TF_A32B32G32R32F,
mIMaxP1, mJMaxP1, 1);
Texture2D* offsetMixed = new0 Texture2D(Texture::TF_A32B32G32R32F,
mIMaxP1, mJMaxP1, 1);
Float4* mask = (Float4*)maskMixed->GetData(0);
Float4* offset = (Float4*)offsetMixed->GetData(0);
Float4 one(1.0f, 1.0f, 1.0f, 1.0f);
Float4 zero(0.0f, 0.0f, 0.0f, 0.0f);
Float4 xEdgeMask(0.0f, 1.0f, 0.0f, 0.0f);
Float4 x0EdgeOffset(+mDx, 0.0f, 0.0f, 0.0f);
Float4 x1EdgeOffset(-mDx, 0.0f, 0.0f, 0.0f);
Float4 yEdgeMask(1.0f, 0.0f, 0.0f, 0.0f);
Float4 y0EdgeOffset(0.0f, +mDy, 0.0f, 0.0f);
Float4 y1EdgeOffset(0.0f, -mDy, 0.0f, 0.0f);
int x, y;
// Interior.
for (y = 1; y < mJMax; ++y)
{
for (x = 1; x < mIMax; ++x)
{
mask[Index(x,y)] = one;
offset[Index(x,y)] = zero;
}
}
// Edge-interior.
for (x = 1; x < mIMax; ++x)
{
mask[Index(x,0)] = yEdgeMask;
offset[Index(x,0)] = y0EdgeOffset;
mask[Index(x,mJMax)] = yEdgeMask;
offset[Index(x,mJMax)] = y1EdgeOffset;
}
for (y = 1; y < mJMax; ++y)
{
mask[Index(0,y)] = xEdgeMask;
offset[Index(0,y)] = x0EdgeOffset;
mask[Index(mIMax,y)] = xEdgeMask;
offset[Index(mIMax,y)] = x1EdgeOffset;
}
// Corners.
mask[Index(0,0)] = zero;
mask[Index(mIMax,0)] = zero;
mask[Index(0,mJMax)] = zero;
mask[Index(mIMax,mJMax)] = zero;
offset[Index(0,0)] = zero;
offset[Index(mIMax,0)] = zero;
offset[Index(0,mJMax)] = zero;
offset[Index(mIMax,mJMax)] = zero;
instance->SetPixelTexture(0, "MaskSampler", maskMixed);
instance->SetPixelTexture(0, "OffsetSampler", offsetMixed);
instance->SetPixelTexture(0, "StateSampler",
mIP->GetTarget(2)->GetColorTexture(0));
mRenderer->Bind(maskMixed);
mRenderer->Bind(offsetMixed);
}