本文整理汇总了C++中VMatrix::Transpose3x3方法的典型用法代码示例。如果您正苦于以下问题:C++ VMatrix::Transpose3x3方法的具体用法?C++ VMatrix::Transpose3x3怎么用?C++ VMatrix::Transpose3x3使用的例子?那么恭喜您, 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VMatrix
的用法示例。
在下文中一共展示了VMatrix::Transpose3x3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: DrawCloakBlendedPass
//.........这里部分代码省略.........
#endif
// Textures
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Refraction texture
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
if ( bBumpMapping )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Bump
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); // Not sRGB
}
pShaderShadow->EnableSRGBWrite( true );
// Blending
pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
pShaderShadow->EnableAlphaWrites( false );
// !!! We need to turn this back on because EnableAlphaBlending() above disables it!
pShaderShadow->EnableDepthWrites( true );
}
DYNAMIC_STATE
{
// Reset render state manually since we're drawing from two materials
pShaderAPI->SetDefaultState();
// Set Vertex Shader Constants
if ( ( bBumpMapping ) && ( info.m_nBumpTransform != -1 ) )
{
pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBumpTransform );
}
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
// Set Vertex Shader Combos
DECLARE_DYNAMIC_VERTEX_SHADER( cloak_blended_pass_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER( cloak_blended_pass_vs20 );
// Set Pixel Shader Combos
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps20b );
SET_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps20 );
SET_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps20 );
}
}
#ifndef _X360
else
{
pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );
// Set Vertex Shader Combos
DECLARE_DYNAMIC_VERTEX_SHADER( cloak_blended_pass_vs30 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER( cloak_blended_pass_vs30 );
// Set Pixel Shader Combos
DECLARE_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps30 );
SET_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps30 );
}
#endif
// Bind textures
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); // Refraction Map
if ( bBumpMapping )
{
pShader->BindTexture( SHADER_SAMPLER1, info.m_nBumpmap, info.m_nBumpFrame );
}
// Set Pixel Shader Constants
float vEyePos[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
pShaderAPI->GetWorldSpaceCameraPosition( vEyePos );
pShaderAPI->SetPixelShaderConstant( 5, vEyePos, 1 );
float vPackedConst1[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
vPackedConst1[0] = IS_PARAM_DEFINED( info.m_nCloakFactor ) ? params[info.m_nCloakFactor]->GetFloatValue() : kDefaultCloakFactor;
vPackedConst1[1] = IS_PARAM_DEFINED( info.m_nRefractAmount ) ? params[info.m_nRefractAmount]->GetFloatValue() : kDefaultRefractAmount;
pShaderAPI->SetPixelShaderConstant( 6, vPackedConst1, 1 );
// Refract color tint
pShaderAPI->SetPixelShaderConstant( 7, IS_PARAM_DEFINED( info.m_nCloakColorTint ) ? params[info.m_nCloakColorTint]->GetVecValue() : kDefaultCloakColorTint, 1 );
// Set c0 and c1 to contain first two rows of ViewProj matrix
VMatrix mView, mProj;
pShaderAPI->GetMatrix( MATERIAL_VIEW, mView.m[0] );
pShaderAPI->GetMatrix( MATERIAL_PROJECTION, mProj.m[0] );
VMatrix mViewProj = mView * mProj;
mViewProj = mViewProj.Transpose3x3();
pShaderAPI->SetPixelShaderConstant( 0, mViewProj.m[0], 2 );
}
pShader->Draw();
}
示例2: DrawAftershock
//.........这里部分代码省略.........
// Vertex Shader
DECLARE_STATIC_VERTEX_SHADER( aftershock_vs20 );
SET_STATIC_VERTEX_SHADER( aftershock_vs20 );
// Pixel Shader
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( aftershock_ps20b );
SET_STATIC_PIXEL_SHADER( aftershock_ps20b );
}
/*else
{
DECLARE_STATIC_PIXEL_SHADER( aftershock_ps20 );
SET_STATIC_PIXEL_SHADER( aftershock_ps20 );
}*/
// Textures
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Refraction texture
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Bump
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); // Not sRGB
pShaderShadow->EnableSRGBWrite( true );
// Blending
pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
pShaderShadow->EnableAlphaWrites( false );
// !!! We need to turn this back on because EnableAlphaBlending() above disables it!
//pShaderShadow->EnableDepthWrites( true );
}
DYNAMIC_STATE
{
// Set Vertex Shader Combos
DECLARE_DYNAMIC_VERTEX_SHADER( aftershock_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER( aftershock_vs20 );
// Set Vertex Shader Constants
if ( info.m_nBumpTransform != -1 )
{
pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, info.m_nBumpTransform );
}
// Time % 1000
float vPackedVsConst1[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
float flTime = IS_PARAM_DEFINED( info.m_nTime ) && params[info.m_nTime]->GetFloatValue() > 0.0f ? params[info.m_nTime]->GetFloatValue() : pShaderAPI->CurrentTime();
vPackedVsConst1[0] = flTime;
vPackedVsConst1[0] -= (float)( (int)( vPackedVsConst1[0] / 1000.0f ) ) * 1000.0f;
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, vPackedVsConst1, 1 );
DECLARE_DYNAMIC_PIXEL_SHADER( aftershock_ps20b );
SET_DYNAMIC_PIXEL_SHADER( aftershock_ps20b );
// Bind textures
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); // Refraction Map
if ( bBumpMapping )
{
pShader->BindTexture( SHADER_SAMPLER1, info.m_nBumpmap, info.m_nBumpFrame );
}
// Set Pixel Shader Constants
float vEyePos[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
pShaderAPI->GetWorldSpaceCameraPosition( vEyePos );
pShaderAPI->SetPixelShaderConstant( 5, vEyePos, 1 );
float vPackedConst1[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
vPackedConst1[0] = IS_PARAM_DEFINED( info.m_nBlurAmount ) ? params[info.m_nBlurAmount]->GetFloatValue() : kDefaultBlurAmount;
vPackedConst1[1] = IS_PARAM_DEFINED( info.m_nRefractAmount ) ? params[info.m_nRefractAmount]->GetFloatValue() : kDefaultRefractAmount;
vPackedConst1[3] = vPackedVsConst1[0]; // Time
pShaderAPI->SetPixelShaderConstant( 6, vPackedConst1, 1 );
// Refract color tint
pShaderAPI->SetPixelShaderConstant( 7, IS_PARAM_DEFINED( info.m_nColorTint ) ? params[info.m_nColorTint]->GetVecValue() : kDefaultColorTint, 1 );
// Silhouette values
float vPackedConst8[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
vPackedConst8[0] = IS_PARAM_DEFINED( info.m_nSilhouetteColor ) ? params[info.m_nSilhouetteColor]->GetVecValue()[0] : kDefaultSilhouetteColor[0];
vPackedConst8[1] = IS_PARAM_DEFINED( info.m_nSilhouetteColor ) ? params[info.m_nSilhouetteColor]->GetVecValue()[1] : kDefaultSilhouetteColor[1];
vPackedConst8[2] = IS_PARAM_DEFINED( info.m_nSilhouetteColor ) ? params[info.m_nSilhouetteColor]->GetVecValue()[2] : kDefaultSilhouetteColor[2];
vPackedConst8[3] = IS_PARAM_DEFINED( info.m_nSilhouetteThickness ) ? params[info.m_nSilhouetteThickness]->GetFloatValue() : kDefaultSilhouetteThickness;
pShaderAPI->SetPixelShaderConstant( 8, vPackedConst8, 1 );
// Ground min/max
float vPackedConst9[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
vPackedConst9[0] = IS_PARAM_DEFINED( info.m_nGroundMin ) ? params[info.m_nGroundMin]->GetFloatValue() : kDefaultGroundMin;
vPackedConst9[1] = IS_PARAM_DEFINED( info.m_nGroundMax ) ? params[info.m_nGroundMax]->GetFloatValue() : kDefaultGroundMax;
pShaderAPI->SetPixelShaderConstant( 9, vPackedConst9, 1 );
// Set c0 and c1 to contain first two rows of ViewProj matrix
VMatrix mView, mProj;
pShaderAPI->GetMatrix( MATERIAL_VIEW, mView.m[0] );
pShaderAPI->GetMatrix( MATERIAL_PROJECTION, mProj.m[0] );
VMatrix mViewProj = mView * mProj;
mViewProj = mViewProj.Transpose3x3();
pShaderAPI->SetPixelShaderConstant( 0, mViewProj.m[0], 2 );
}
pShader->Draw();
}