当前位置: 首页>>代码示例>>C++>>正文


C++ VertexShader::SetPrograms方法代码示例

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


在下文中一共展示了VertexShader::SetPrograms方法的13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: VertexShader

//----------------------------------------------------------------------------
DefaultEffect::DefaultEffect ()
{
    VertexShader* vshader = new0 VertexShader("Wm5.Default",
        1, 1, 1, 0, false);
    vshader->SetInput(0, "modelPosition", Shader::VT_FLOAT3,
        Shader::VS_POSITION);
    vshader->SetOutput(0, "clipPosition",
        Shader::VT_FLOAT, Shader::VS_POSITION);
    vshader->SetConstant(0, "PVWMatrix", 4);
    vshader->SetBaseRegisters(msVRegisters);
    vshader->SetPrograms(msVPrograms);

    PixelShader* pshader = new0 PixelShader("Wm5.Default",
        1, 1, 0, 0, false);
    pshader->SetInput(0, "vertexTCoord", Shader::VT_FLOAT2,
        Shader::VS_TEXCOORD0);
    pshader->SetOutput(0, "pixelColor", Shader::VT_FLOAT4,
        Shader::VS_COLOR0);
    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());

    VisualTechnique* technique = new0 VisualTechnique();
    technique->InsertPass(pass);
    InsertTechnique(technique);
}
开发者ID:2asoft,项目名称:GeometricTools,代码行数:35,代码来源:Wm5DefaultEffect.cpp

示例2: VertexShader

//----------------------------------------------------------------------------
JunglerMaterial::JunglerMaterial ()
{
	VertexShader* vshader = new0 VertexShader("PX2.JunglerMaterial",
		3, 3, 8, 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, "gLightColour", 1);
	vshader->SetConstant(5, "gLightAttenuation", 1);
	vshader->SetConstant(6, "gLightModelDirection", 1);
	vshader->SetConstant(7, "gUser", 1);
	vshader->SetBaseRegisters(msVRegisters);
	vshader->SetPrograms(msVPrograms);

	PixelShader* pshader = new0 PixelShader("PX2.JunglerMaterial",
		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_REPEAT);
	pshader->SetCoordinate(0, 1, Shader::SC_REPEAT);
	pshader->SetTextureUnits(msPTextureUnits);
	pshader->SetPrograms(msPPrograms);

	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());

	MaterialTechnique* technique = new0 MaterialTechnique();
	technique->InsertPass(pass);
	InsertTechnique(technique);
}
开发者ID:manyxu,项目名称:Phoenix3D_2.0,代码行数:60,代码来源:PX2JunglerMaterial.cpp

示例3: VertexShader

//----------------------------------------------------------------------------
LightSptPerPixEffect::LightSptPerPixEffect ()
{
    VertexShader* vshader = new0 VertexShader("Wm5.LightSptPerPix",
        2, 3, 1, 0, false);
    vshader->SetInput(0, "modelPosition", Shader::VT_FLOAT3,
        Shader::VS_POSITION);
    vshader->SetInput(1, "modelNormal", Shader::VT_FLOAT3,
        Shader::VS_TEXCOORD1);
    vshader->SetOutput(0, "clipPosition", Shader::VT_FLOAT4,
        Shader::VS_POSITION);
    vshader->SetOutput(1, "vertexPosition", Shader::VT_FLOAT3,
        Shader::VS_TEXCOORD0);
    vshader->SetOutput(2, "vertexNormal", Shader::VT_FLOAT3,
        Shader::VS_TEXCOORD1);
    vshader->SetConstant(0, "PVWMatrix", 4);
    vshader->SetBaseRegisters(msVRegisters);
    vshader->SetPrograms(msVPrograms);

    PixelShader* pshader = new0 PixelShader("Wm5.LightSptPerPix",
        2, 1, 13, 0, false);
    pshader->SetInput(0, "vertexPosition", Shader::VT_FLOAT3,
        Shader::VS_TEXCOORD0);
    pshader->SetInput(1, "vertexNormal", Shader::VT_FLOAT3,
        Shader::VS_TEXCOORD1);
    pshader->SetOutput(0, "pixelColor", Shader::VT_FLOAT4,
        Shader::VS_COLOR0);
    pshader->SetConstant(0, "WMatrix", 4);
    pshader->SetConstant(1, "CameraModelPosition", 1);
    pshader->SetConstant(2, "MaterialEmissive", 1);
    pshader->SetConstant(3, "MaterialAmbient", 1);
    pshader->SetConstant(4, "MaterialDiffuse", 1);
    pshader->SetConstant(5, "MaterialSpecular", 1);
    pshader->SetConstant(6, "LightModelPosition", 1);
    pshader->SetConstant(7, "LightModelDirection", 1);
    pshader->SetConstant(8, "LightAmbient", 1);
    pshader->SetConstant(9, "LightDiffuse", 1);
    pshader->SetConstant(10, "LightSpecular", 1);
    pshader->SetConstant(11, "LightSpotCutoff", 1);
    pshader->SetConstant(12, "LightAttenuation", 1);
    pshader->SetBaseRegisters(msPRegisters);
    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());

    VisualTechnique* technique = new0 VisualTechnique();
    technique->InsertPass(pass);
    InsertTechnique(technique);
}
开发者ID:2asoft,项目名称:GeometricTools,代码行数:57,代码来源:Wm5LightSptPerPixEffect.cpp

示例4: PostLink

//----------------------------------------------------------------------------
void LightAmbEffect::PostLink ()
{
	VisualEffect::PostLink();

	VisualPass* pass = mTechniques[0]->GetPass(0);
	VertexShader* vshader = pass->GetVertexShader();
	PixelShader* pshader = pass->GetPixelShader();
	vshader->SetBaseRegisters(msVRegisters);
	vshader->SetPrograms(msVPrograms);
	pshader->SetPrograms(msPPrograms);
}
开发者ID:bazhenovc,项目名称:WildMagic,代码行数:12,代码来源:Wm5LightAmbEffect.cpp

示例5:

//----------------------------------------------------------------------------
void Texture2ColorBlendEffect::PostLink ()
{
    VisualEffect::PostLink();

    VisualPass* pass = mTechniques[0]->GetPass(0);
    VertexShader* vshader = pass->GetVertexShader();
    PixelShader* pshader = pass->GetPixelShader();
    vshader->SetBaseRegisters(msVRegisters);
    vshader->SetPrograms(msVPrograms);
    pshader->SetTextureUnits(msPTextureUnits);
    pshader->SetPrograms(msPPrograms);
}
开发者ID:fishxz,项目名称:omni-bot,代码行数:13,代码来源:Wm5Texture2ColorBlendEffect.cpp

示例6: PostLink

//----------------------------------------------------------------------------
void JunglerMaterial::PostLink ()
{
	Material::PostLink();

	MaterialPass* pass = mTechniques[0]->GetPass(0);
	VertexShader* vshader = pass->GetVertexShader();
	PixelShader* pshader = pass->GetPixelShader();
	vshader->SetBaseRegisters(msVRegisters);
	vshader->SetPrograms(msVPrograms);
	pshader->SetTextureUnits(msPTextureUnits);
	pshader->SetPrograms(msPPrograms);
}
开发者ID:manyxu,项目名称:Phoenix3D_2.0,代码行数:13,代码来源:PX2JunglerMaterial.cpp

示例7: VertexShader

//----------------------------------------------------------------------------
VertexColor4TextureEffect::VertexColor4TextureEffect (
    Shader::SamplerFilter filter, Shader::SamplerCoordinate coordinate0,
    Shader::SamplerCoordinate coordinate1)
{
    VertexShader* vshader = new0 VertexShader("Wm5.VertexColorTexture",
        3, 3, 1, 0, false);
    vshader->SetInput(0, "modelPosition", Shader::VT_FLOAT3,
        Shader::VS_POSITION);
    vshader->SetInput(1, "modelTCoord", Shader::VT_FLOAT2,
        Shader::VS_TEXCOORD0);
    vshader->SetInput(2, "modelColor", Shader::VT_FLOAT4,
        Shader::VS_COLOR0);
    vshader->SetOutput(0, "clipPosition", Shader::VT_FLOAT4,
        Shader::VS_POSITION);
    vshader->SetOutput(1, "vertexTCoord", Shader::VT_FLOAT2,
        Shader::VS_TEXCOORD0);
    vshader->SetOutput(2, "vertexColor", Shader::VT_FLOAT4,
        Shader::VS_COLOR0);
    vshader->SetConstant(0, "PVWMatrix", 4);
    vshader->SetBaseRegisters(msVRegisters);
    vshader->SetPrograms(msVPrograms);

    PixelShader* pshader = new0 PixelShader("Wm5.VertexColorTexture",
        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, filter);
    pshader->SetCoordinate(0, 0, coordinate0);
    pshader->SetCoordinate(0, 1, coordinate1);
    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());

    VisualTechnique* technique = new0 VisualTechnique();
    technique->InsertPass(pass);
    InsertTechnique(technique);
}
开发者ID:Kiichi77,项目名称:WildMagic,代码行数:52,代码来源:Wm5VertexColor4TextureEffect.cpp

示例8: VertexShader

//----------------------------------------------------------------------------
UIMaterial::UIMaterial ()
{
    VertexShader* vshader = new0 VertexShader("PX2.UI",
                            3, 3, 1, 0, false);
    vshader->SetInput(0, "modelPosition", Shader::VT_FLOAT3,
                      Shader::VS_POSITION);
    vshader->SetInput(1, "modelColor0", Shader::VT_FLOAT4,
                      Shader::VS_COLOR0);
    vshader->SetInput(2, "modelTCoord0", Shader::VT_FLOAT2,
                      Shader::VS_TEXCOORD0);
    vshader->SetOutput(0, "clipPosition", Shader::VT_FLOAT4,
                       Shader::VS_POSITION);
    vshader->SetOutput(1, "vertexColor0", Shader::VT_FLOAT4,
                       Shader::VS_COLOR0);
    vshader->SetOutput(2, "vertexTCoord0", Shader::VT_FLOAT2,
                       Shader::VS_TEXCOORD0);
    vshader->SetConstant(0, "gPVWMatrix", 4);
    vshader->SetBaseRegisters(msVRegisters);
    vshader->SetPrograms(msVPrograms);

    PixelShader* pshader = new0 PixelShader("PX2.UI",
                                            2, 1, 0, 1, false);
    pshader->SetInput(0, "vertexColor0", Shader::VT_FLOAT4,
                      Shader::VS_COLOR0);
    pshader->SetInput(1, "vertexTCoord0", Shader::VT_FLOAT2,
                      Shader::VS_TEXCOORD0);
    pshader->SetOutput(0, "pixelColor", Shader::VT_FLOAT4,
                       Shader::VS_COLOR0);
    pshader->SetSampler(0, "gDiffuseSampler", Shader::ST_2D);
    pshader->SetFilter(0, Shader::SF_NEAREST);
    pshader->SetCoordinate(0, 0, Shader::SC_CLAMP_EDGE);
    pshader->SetCoordinate(0, 1, Shader::SC_CLAMP_EDGE);
    pshader->SetTextureUnits(msPTextureUnits);
    pshader->SetPrograms(msPPrograms);

    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()->BlendEnabled = true;

    MaterialTechnique* technique = new0 MaterialTechnique();
    technique->InsertPass(pass);
    InsertTechnique(technique);
}
开发者ID:whztt07,项目名称:Phoenix3D_2.0,代码行数:51,代码来源:PX2UIMaterial.cpp

示例9: PostLink

//----------------------------------------------------------------------------
void StandardESMaterial_AlphaTest::PostLink ()
{
	Material::PostLink();

	MaterialPass* pass = mTechniques[0]->GetPass(0);
	VertexShader* vshader = pass->GetVertexShader();
	PixelShader* pshader = pass->GetPixelShader();
	vshader->SetBaseRegisters(msVRegisters);
	vshader->SetPrograms(msVPrograms);
	pshader->SetTextureUnits(msPTextureUnits);
	pshader->SetPrograms(msPPrograms);

	vshader->SetShaderKey(SKT_STANNDES_ALPHATEST);
	pshader->SetShaderKey(SKT_STANNDES_ALPHATEST);
}
开发者ID:SylviaTanenbaum,项目名称:3d-simulation-and-game,代码行数:16,代码来源:PX2StandardESMaterial_AlphaTest.cpp

示例10: VertexShader

//----------------------------------------------------------------------------
Texture2DMaterial::Texture2DMaterial (Shader::SamplerFilter filter,
								  Shader::SamplerCoordinate coordinate0,
								  Shader::SamplerCoordinate coordinate1)
{
	VertexShader* vshader = new0 VertexShader("PX2.Texture2D",
		2, 2, 1, 0, false);
	vshader->SetInput(0, "modelPosition", Shader::VT_FLOAT3,
		Shader::VS_POSITION);
	vshader->SetInput(1, "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->SetConstant(0, "gPVWMatrix", 4);
	vshader->SetBaseRegisters(msVRegisters);
	vshader->SetPrograms(msVPrograms);

	PixelShader* pshader = new0 PixelShader("PX2.Texture2D",
		1, 1, 0, 1, false);
	pshader->SetInput(0, "vertexTCoord0", Shader::VT_FLOAT2,
		Shader::VS_TEXCOORD0);
	pshader->SetOutput(0, "pixelColor", Shader::VT_FLOAT4,
		Shader::VS_COLOR0);
	pshader->SetSampler(0, "gDiffuseSampler", Shader::ST_2D);
	pshader->SetFilter(0, filter);
	pshader->SetCoordinate(0, 0, coordinate0);
	pshader->SetCoordinate(0, 1, coordinate1);
	pshader->SetTextureUnits(msPTextureUnits);
	pshader->SetPrograms(msPPrograms);

	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());

	MaterialTechnique* technique = new0 MaterialTechnique();
	technique->InsertPass(pass);
	InsertTechnique(technique);
}
开发者ID:manyxu,项目名称:Phoenix3D_2.0,代码行数:46,代码来源:PX2Texture2DMaterial.cpp

示例11: VertexShader

//----------------------------------------------------------------------------
LightAmbEffect::LightAmbEffect ()
{
	VertexShader* vshader = new0 VertexShader("Wm5.LightAmb",
	                        1, 2, 5, 0, false);
	vshader->SetInput(0, "modelPosition", Shader::VT_FLOAT3,
	                  Shader::VS_POSITION);
	vshader->SetOutput(0, "clipPosition", Shader::VT_FLOAT4,
	                   Shader::VS_POSITION);
	vshader->SetOutput(1, "vertexColor", Shader::VT_FLOAT4,
	                   Shader::VS_COLOR0);
	vshader->SetConstant(0, "PVWMatrix", 4);
	vshader->SetConstant(1, "MaterialEmissive", 1);
	vshader->SetConstant(2, "MaterialAmbient", 1);
	vshader->SetConstant(3, "LightAmbient", 1);
	vshader->SetConstant(4, "LightAttenuation", 1);
	vshader->SetBaseRegisters(msVRegisters);
	vshader->SetPrograms(msVPrograms);

	PixelShader* pshader = new0 PixelShader("Wm5.LightAmb",
	                                        1, 1, 0, 0, false);
	pshader->SetInput(0, "vertexColor", Shader::VT_FLOAT4,
	                  Shader::VS_COLOR0);
	pshader->SetOutput(0, "pixelColor", Shader::VT_FLOAT4,
	                   Shader::VS_COLOR0);
	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());

	VisualTechnique* technique = new0 VisualTechnique();
	technique->InsertPass(pass);
	InsertTechnique(technique);
}
开发者ID:bazhenovc,项目名称:WildMagic,代码行数:41,代码来源:Wm5LightAmbEffect.cpp

示例12: 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.........
开发者ID:bhlzlx,项目名称:WildMagic,代码行数:101,代码来源:GeodesicHeightField.cpp

示例13: 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);
}
开发者ID:SylviaTanenbaum,项目名称:3d-simulation-and-game,代码行数:67,代码来源:PX2StandardESMaterial_AlphaTest.cpp


注:本文中的VertexShader::SetPrograms方法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。