本文整理汇总了C++中VisualTechnique::InsertPass方法的典型用法代码示例。如果您正苦于以下问题:C++ VisualTechnique::InsertPass方法的具体用法?C++ VisualTechnique::InsertPass怎么用?C++ VisualTechnique::InsertPass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VisualTechnique
的用法示例。
在下文中一共展示了VisualTechnique::InsertPass方法的7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);
}
示例2: 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);
}
示例3: 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);
}
示例4: CreateEffect
//----------------------------------------------------------------------------
bool FxCompiler::CreateEffect (const Program& vProgram,
const Program& pProgram)
{
InputArray vInputs, pInputs;
OutputArray vOutputs, pOutputs;
ConstantArray vConstants, pConstants;
SamplerArray vSamplers, pSamplers;
if (!Process(vProgram, vInputs, vOutputs, vConstants, vSamplers))
{
return false;
}
if (!Process(pProgram, pInputs, pOutputs, pConstants, pSamplers))
{
return false;
}
mVShader = (VertexShader*)CreateShader(true, vProgram, vInputs, vOutputs,
vConstants, vSamplers);
mPShader = (PixelShader*)CreateShader(false, pProgram, pInputs, pOutputs,
pConstants, pSamplers);
VisualPass* pass = new0 VisualPass();
pass->SetVertexShader(mVShader);
pass->SetPixelShader(mPShader);
// TODO. Once Cg FX files are parsed, the global state from each pass
// should be set here. For now, the application is responsible for
// setting the global state after the *.wmfx file is loaded.
pass->SetAlphaState(new0 AlphaState());
pass->SetCullState(new0 CullState());
pass->SetDepthState(new0 DepthState());
pass->SetOffsetState(new0 OffsetState());
pass->SetStencilState(new0 StencilState());
pass->SetWireState(new0 WireState());
// TODO. Once Cg FX files are parsed, we might have multiple techniques
// or multiple passes per technique.
VisualTechnique* technique = new0 VisualTechnique();
technique->InsertPass(pass);
mEffect = new0 VisualEffect();
mEffect->InsertTechnique(technique);
return true;
}
示例5: 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6: 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7: CreatePendulum
//.........这里部分代码省略.........
// rotation.
for (i = 0; i < numVertices; ++i)
{
vba.Position<Float3>(i)[2] -= 16.0f;
}
bulb->UpdateModelSpace(Visual::GU_NORMALS);
vba.ApplyTo(rod);
numVertices = vba.GetNumVertices();
for (i = 0; i < numVertices; ++i)
{
vba.Position<Float3>(i)[2] -= 16.0f;
}
rod->UpdateModelSpace(Visual::GU_NORMALS);
// Group the objects into a single subtree.
mPendulum = new0 Node();
mPendulum->AttachChild(rod);
mPendulum->AttachChild(bulb);
// Translate back to original model position.
mPendulum->LocalTransform.SetTranslate(APoint(0.0f, 0.0f, 16.0f));
// Add a material for coloring.
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(0.1f, 0.1f, 0.1f, 1.0f);
material->Diffuse = Float4(0.99607f, 0.83920f, 0.67059f, 1.0f);
material->Specular = black;
// Use two lights to illuminate the pendulum.
Light* light[2];
light[0] = new0 Light(Light::LT_DIRECTIONAL);
light[0]->Ambient = white;
light[0]->Diffuse = white;
light[0]->Specular = black;
light[0]->SetDirection(AVector(-1.0f, -1.0f, 0.0f));
light[1] = new0 Light(Light::LT_DIRECTIONAL);
light[1]->Ambient = white;
light[1]->Diffuse = white;
light[1]->Specular = black;
light[1]->SetDirection(AVector(+1.0f, -1.0f, 0.0f));
// TODO: The following code is used to piece together an effect with
// two passes. It is better to write an effect whose vertex shader
// has constants corresponding to the two lights (for a single-pass
// effect).
LightDirPerVerEffect* effect = new0 LightDirPerVerEffect();
VisualTechnique* technique = effect->GetTechnique(0);
VisualPass* pass0 = technique->GetPass(0);
VisualPass* pass1 = new0 VisualPass();
pass1->SetVertexShader(pass0->GetVertexShader());
pass1->SetPixelShader(pass0->GetPixelShader());
AlphaState* astate = new0 AlphaState();
astate->BlendEnabled = true;
astate->SrcBlend = AlphaState::SBM_ONE;
astate->DstBlend = AlphaState::DBM_ONE;
pass1->SetAlphaState(astate);
pass1->SetCullState(pass0->GetCullState());
pass1->SetDepthState(pass0->GetDepthState());
pass1->SetStencilState(pass0->GetStencilState());
pass1->SetOffsetState(pass0->GetOffsetState());
pass1->SetWireState(pass0->GetWireState());
technique->InsertPass(pass1);
VisualEffectInstance* instance = new0 VisualEffectInstance(effect, 0);
for (int pass = 0; pass < 2; ++pass)
{
instance->SetVertexConstant(pass, 0,
new0 PVWMatrixConstant());
instance->SetVertexConstant(pass, 1,
new0 CameraModelPositionConstant());
instance->SetVertexConstant(pass, 2,
new0 MaterialEmissiveConstant(material));
instance->SetVertexConstant(pass, 3,
new0 MaterialAmbientConstant(material));
instance->SetVertexConstant(pass, 4,
new0 MaterialDiffuseConstant(material));
instance->SetVertexConstant(pass, 5,
new0 MaterialSpecularConstant(material));
instance->SetVertexConstant(pass, 6,
new0 LightModelDVectorConstant(light[pass]));
instance->SetVertexConstant(pass, 7,
new0 LightAmbientConstant(light[pass]));
instance->SetVertexConstant(pass, 8,
new0 LightDiffuseConstant(light[pass]));
instance->SetVertexConstant(pass, 9,
new0 LightSpecularConstant(light[pass]));
instance->SetVertexConstant(pass, 10,
new0 LightAttenuationConstant(light[pass]));
}
rod->SetEffectInstance(instance);
bulb->SetEffectInstance(instance);
return mPendulum;
}