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C++ VisualEffectInstance::SetVertexConstant方法代码示例

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


在下文中一共展示了VisualEffectInstance::SetVertexConstant方法的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: CreateInstance

//----------------------------------------------------------------------------
VisualEffectInstance* SphereMapEffect::CreateInstance (
    Texture2D* environmentTexture)
{
    VisualEffectInstance* instance = new0 VisualEffectInstance(this, 0);
    instance->SetVertexConstant(0, 0, new0 PVWMatrixConstant());
    instance->SetVertexConstant(0, 1, new0 VWMatrixConstant());
    instance->SetPixelTexture(0, 0, environmentTexture);
    return instance;
}
开发者ID:rasslingcats,项目名称:calico,代码行数:10,代码来源:SphereMapEffect.cpp

示例2: CreateInstance

//----------------------------------------------------------------------------
VisualEffectInstance* MaterialEffect::CreateInstance (Material* material)
    const
{
    VisualEffectInstance* instance = new0 VisualEffectInstance(this, 0);
    instance->SetVertexConstant(0, "PVWMatrix", new0 PVWMatrixConstant());
    instance->SetVertexConstant(0, "MaterialDiffuse",
        new0 MaterialDiffuseConstant(material));
    return instance;
}
开发者ID:2asoft,项目名称:GeometricTools,代码行数:10,代码来源:Wm5MaterialEffect.cpp

示例3: CreateInstance

//----------------------------------------------------------------------------
VisualEffectInstance* SkinningEffect::CreateInstance (
    ShaderFloat* skinningMatrix[4])
{
    VisualEffectInstance* instance = new0 VisualEffectInstance(this, 0);
    instance->SetVertexConstant(0, 0, new0 PVWMatrixConstant());
    for (int i = 0; i < 4; ++i)
    {
        instance->SetVertexConstant(0, i + 1, skinningMatrix[i]);
    }
    return instance;
}
开发者ID:2asoft,项目名称:GeometricTools,代码行数:12,代码来源:SkinningEffect.cpp

示例4: CreateInstance

//----------------------------------------------------------------------------
VisualEffectInstance* BlendedTerrainEffect::CreateInstance (
    ShaderFloat* flowDirection, ShaderFloat* powerFactor,
    Texture2D* grassTexture, Texture2D* stoneTexture, Texture2D* cloudTexture)
{
    VisualEffectInstance* instance = new0 VisualEffectInstance(this, 0);
    instance->SetVertexConstant(0, 0, new0 PVWMatrixConstant());
    instance->SetVertexConstant(0, 1, flowDirection);
    instance->SetPixelConstant(0, 0, powerFactor);
    instance->SetPixelTexture(0, 0, grassTexture);
    instance->SetPixelTexture(0, 1, stoneTexture);
    instance->SetPixelTexture(0, 2, mBlendTexture);
    instance->SetPixelTexture(0, 3, cloudTexture);
    return instance;
}
开发者ID:rasslingcats,项目名称:calico,代码行数:15,代码来源:BlendedTerrainEffect.cpp

示例5: CreateInstance

//----------------------------------------------------------------------------
VisualEffectInstance* LightAmbEffect::CreateInstance (Light* light,
        Material* material) const
{
	VisualEffectInstance* instance = new0 VisualEffectInstance(this, 0);
	instance->SetVertexConstant(0, 0, new0 PVWMatrixConstant());
	instance->SetVertexConstant(0, 1,
	                            new0 MaterialEmissiveConstant(material));
	instance->SetVertexConstant(0, 2,
	                            new0 MaterialAmbientConstant(material));
	instance->SetVertexConstant(0, 3,
	                            new0 LightAmbientConstant(light));
	instance->SetVertexConstant(0, 4,
	                            new0 LightAttenuationConstant(light));
	return instance;
}
开发者ID:bazhenovc,项目名称:WildMagic,代码行数:16,代码来源:Wm5LightAmbEffect.cpp

示例6: VisualEffectInstance

//----------------------------------------------------------------------------
VisualEffectInstance* Texture2ColorBlendEffect::CreateInstance (
    Texture2D* texture0, Texture2D* texture1) const
{
    VisualEffectInstance* instance = new0 VisualEffectInstance(this, 0);
    instance->SetVertexConstant(0, 0, new0 PVWMatrixConstant());
    instance->SetPixelTexture(0, 0, texture0);
    instance->SetPixelTexture(0, 1, texture1);

    PixelShader* pshader = GetPixelShader();

    Shader::SamplerFilter filter0 = pshader->GetFilter(0);
    if (filter0 != Shader::SF_NEAREST && filter0 != Shader::SF_LINEAR
    &&  !texture0->HasMipmaps())
    {
        texture0->GenerateMipmaps();
    }

    Shader::SamplerFilter filter1 = pshader->GetFilter(1);
    if (filter1 != Shader::SF_NEAREST && filter1 != Shader::SF_LINEAR
    &&  !texture1->HasMipmaps())
    {
        texture1->GenerateMipmaps();
    }

    return instance;
}
开发者ID:fishxz,项目名称:omni-bot,代码行数:27,代码来源:Wm5Texture2ColorBlendEffect.cpp

示例7: CreateInstance

//----------------------------------------------------------------------------
VisualEffectInstance* VolumeFogEffect::CreateInstance (Texture2D* baseTexture)
{
	VisualEffectInstance* instance = new0 VisualEffectInstance(this, 0);
	instance->SetVertexConstant(0, 0, new0 PVWMatrixConstant());
	instance->SetPixelTexture(0, 0, baseTexture);
	return instance;
}
开发者ID:bhlzlx,项目名称:WildMagic,代码行数:8,代码来源:VolumeFogEffect.cpp

示例8: CreateInstance

//----------------------------------------------------------------------------
VisualEffectInstance* LightSptPerPixEffect::CreateInstance (Light* light,
    Material* material) const
{
    VisualEffectInstance* instance = new0 VisualEffectInstance(this, 0);
    instance->SetVertexConstant(0, 0,
        new0 PVWMatrixConstant());
    instance->SetPixelConstant(0, 0,
        new0 WMatrixConstant());
    instance->SetPixelConstant(0, 1,
        new0 CameraModelPositionConstant());
    instance->SetPixelConstant(0, 2,
        new0 MaterialEmissiveConstant(material));
    instance->SetPixelConstant(0, 3,
        new0 MaterialAmbientConstant(material));
    instance->SetPixelConstant(0, 4,
        new0 MaterialDiffuseConstant(material));
    instance->SetPixelConstant(0, 5,
        new0 MaterialSpecularConstant(material));
    instance->SetPixelConstant(0, 6,
        new0 LightModelPositionConstant(light));
    instance->SetPixelConstant(0, 7,
        new0 LightModelDVectorConstant(light));
    instance->SetPixelConstant(0, 8,
        new0 LightAmbientConstant(light));
    instance->SetPixelConstant(0, 9,
        new0 LightDiffuseConstant(light));
    instance->SetPixelConstant(0, 10,
        new0 LightSpecularConstant(light));
    instance->SetPixelConstant(0, 11,
        new0 LightSpotConstant(light));
    instance->SetPixelConstant(0, 12,
        new0 LightAttenuationConstant(light));
    return instance;
}
开发者ID:2asoft,项目名称:GeometricTools,代码行数:35,代码来源:Wm5LightSptPerPixEffect.cpp

示例9: CreateInstance

//----------------------------------------------------------------------------
VisualEffectInstance* MRTEffect::CreateInstance (Texture2D* texture0,
    Texture2D* texture1)
{
    VisualEffectInstance* instance = new0 VisualEffectInstance(this, 0);
    instance->SetVertexConstant(0, 0, new0 PVWMatrixConstant());
    instance->SetPixelTexture(0, 0, texture0);
    instance->SetPixelTexture(0, 1, texture1);
    return instance;
}
开发者ID:rasslingcats,项目名称:calico,代码行数:10,代码来源:MRTEffect.cpp

示例10: CreateInstance

//----------------------------------------------------------------------------
VisualEffectInstance* SimpleBumpMapEffect::CreateInstance (
    Texture2D* baseTexture, Texture2D* normalTexture)
{
    VisualEffectInstance* instance = new0 VisualEffectInstance(this, 0);
    instance->SetVertexConstant(0, 0, new0 PVWMatrixConstant());
    instance->SetPixelTexture(0, 0, baseTexture);
    instance->SetPixelTexture(0, 1, normalTexture);
    return instance;
}
开发者ID:rasslingcats,项目名称:calico,代码行数:10,代码来源:SimpleBumpMapEffect.cpp

示例11: CreateInstance

//----------------------------------------------------------------------------
VisualEffectInstance* SMBlurEffect::CreateInstance (ShaderFloat* weights,
    ShaderFloat* offsets, Texture2D* baseTexture) const
{
    VisualEffectInstance* instance = new0 VisualEffectInstance(this, 0);
    instance->SetVertexConstant(0, 0, new0 PVWMatrixConstant());
    instance->SetPixelConstant(0, 0, weights);
    instance->SetPixelConstant(0, 1, offsets);
    instance->SetPixelTexture(0, 0, baseTexture);
    return instance;
}
开发者ID:,项目名称:,代码行数:11,代码来源:

示例12: VisualEffectInstance

//----------------------------------------------------------------------------
VisualEffectInstance* Texture3DEffect::CreateInstance (Texture3D* texture)
const
{
	VisualEffectInstance* instance = new0 VisualEffectInstance(this, 0);
	instance->SetVertexConstant(0, 0, new0 PVWMatrixConstant());
	instance->SetPixelTexture(0, 0, texture);

	Shader::SamplerFilter filter = GetPixelShader()->GetFilter(0);
	if (filter != Shader::SF_NEAREST && filter != Shader::SF_LINEAR
	        &&  !texture->HasMipmaps())
	{
		texture->GenerateMipmaps();
	}

	return instance;
}
开发者ID:bazhenovc,项目名称:WildMagic,代码行数:17,代码来源:Wm5Texture3DEffect.cpp

示例13: CreateInstance

//----------------------------------------------------------------------------
VisualEffectInstance* DLitMatTexEffect::CreateInstance (
    Light* directionalLight, Material* material, Texture2D* diffuseTexture)
{
    VisualEffectInstance* instance = new0 VisualEffectInstance(this, 0);
    instance->SetVertexConstant(0, 0,
        new0 PVWMatrixConstant());
    instance->SetPixelConstant(0, 0,
        new0 CameraModelPositionConstant());
    instance->SetPixelConstant(0, 1,
        new0 MaterialAmbientConstant(material));
    instance->SetPixelConstant(0, 2,
        new0 MaterialSpecularConstant(material));
    instance->SetPixelConstant(0, 3,
        new0 LightModelDVectorConstant(directionalLight));
    instance->SetPixelConstant(0, 4,
        new0 LightAmbientConstant(directionalLight));
    instance->SetPixelTexture(0, 0, diffuseTexture);
    return instance;
}
开发者ID:rasslingcats,项目名称:calico,代码行数:20,代码来源:DLitMatTexEffect.cpp

示例14: CreateInstance

//----------------------------------------------------------------------------
VisualEffectInstance* SMSceneEffect::CreateInstance (
    ProjectorWorldPositionConstant* lightWorldPosition,
    ProjectorMatrixConstant* lightPVMatrix, ShaderFloat* lightBSMatrix,
    ShaderFloat* screenBSMatrix, ShaderFloat* lightColor,
    Texture2D* baseTexture, Texture2D* blurTexture,
    Texture2D* projectedTexture) const
{
    VisualEffectInstance* instance = new0 VisualEffectInstance(this, 0);
    instance->SetVertexConstant(0, 0, new0 PVWMatrixConstant());
    instance->SetVertexConstant(0, 1, new0 WMatrixConstant());
    instance->SetVertexConstant(0, 2, lightPVMatrix);
    instance->SetVertexConstant(0, 3, lightBSMatrix);
    instance->SetVertexConstant(0, 4, screenBSMatrix);
    instance->SetVertexConstant(0, 5, lightWorldPosition);
    instance->SetVertexConstant(0, 6, new0 CameraWorldPositionConstant());
    instance->SetPixelConstant(0, 0, lightColor);
    instance->SetPixelTexture(0, 0, baseTexture);
    instance->SetPixelTexture(0, 1, blurTexture);
    instance->SetPixelTexture(0, 2, projectedTexture);
    return instance;
}
开发者ID:rasslingcats,项目名称:calico,代码行数:22,代码来源:SMSceneEffect.cpp

示例15: 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


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