本文整理汇总了C++中VisualPass::SetCullState方法的典型用法代码示例。如果您正苦于以下问题:C++ VisualPass::SetCullState方法的具体用法?C++ VisualPass::SetCullState怎么用?C++ VisualPass::SetCullState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VisualPass
的用法示例。
在下文中一共展示了VisualPass::SetCullState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: 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);
}
示例2: 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.........