本文整理汇总了C#中Effect.CommitChanges方法的典型用法代码示例。如果您正苦于以下问题:C# Effect.CommitChanges方法的具体用法?C# Effect.CommitChanges怎么用?C# Effect.CommitChanges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Effect
的用法示例。
在下文中一共展示了Effect.CommitChanges方法的4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: RenderXMeshesWithInstancing
private void RenderXMeshesWithInstancing(Dictionary<SlimDX.Direct3D9.Mesh, RenderMesh> meshes, Device device, Effect effect, string technique)
{
effect.Technique = technique;
effect.Begin(fx);
effect.BeginPass(0);
int k = 0;
device.VertexFormat = VertexFormat.None;
device.VertexDeclaration = vd;
foreach (SlimDX.Direct3D9.Mesh mesh in meshes.Keys)
{
device.Indices = meshes[mesh].IndexBuffer;
foreach (Texture texture in meshes[mesh].Textures.Keys)
{
bool first = true;
int numberOfInstancedDraws = 0;
DataStream ds = null;
foreach (Common.Tuple<Graphics.Content.Model9, Entity, string> renderObject in meshes[mesh].Textures[texture].RenderObjects)
{
Entity entity = renderObject.Second;
if (entity.ActiveInMain == Frame)
{
if (first)
{
MetaModel metaModel = GetLatestMetaModel(entity, renderObject.Third);
//if (Settings.PriorityRelation[metaModel.Visible] + Settings.TerrainQualityPriorityRelation[Settings.TerrainQuality] < 3)
// break;
effect.SetTexture(EHTexture, texture);
ds = optimizedVB[k % optimizedVB.Length].Lock(0, meshes[mesh].Textures[texture].RenderObjects.Count * (Vector4.SizeInBytes * 4), LockFlags.None);
if (renderObject.First.SpecularTexture != null)
effect.SetTexture(EHSpecularMap, renderObject.First.SpecularTexture);
UpdateEffectWithMetaModel(effect, metaModel, false);
effect.CommitChanges();
first = false;
}
Matrix worldMatrix;
//Matrix normalMatrix;
if (renderObject.First.SkinnedMesh != null)
{
Matrix[] storedMatrices =
GetLatestMetaModel(renderObject.Second, renderObject.Third).StoredFrameMatrices[mesh][0];
worldMatrix = storedMatrices[0];
//normalMatrix = storedMatrices.Second[0];
}
else
{
MetaModel metaModel = GetLatestMetaModel(entity, renderObject.Third);
worldMatrix = metaModel.GetWorldMatrix(Scene.Camera, renderObject.Second);
//normalMatrix = Matrix.Transpose(Matrix.Invert(worldMatrix));
}
ds.Write(worldMatrix);
//ThreeTimesThreeMatrix matrix;
//matrix.M11 = normalMatrix.M11;
//matrix.M12 = normalMatrix.M12;
//matrix.M13 = normalMatrix.M13;
//matrix.M21 = normalMatrix.M21;
//matrix.M22 = normalMatrix.M22;
//matrix.M23 = normalMatrix.M23;
//matrix.M31 = normalMatrix.M31;
//matrix.M32 = normalMatrix.M32;
//matrix.M33 = normalMatrix.M33;
//ds.Write(matrix);
numberOfInstancedDraws++;
}
}
#if RENDERER_STATISTICS
if (maxNumberOfInstancedDrawCalls < numberOfInstancedDraws)
maxNumberOfInstancedDrawCalls = numberOfInstancedDraws;
if (minNumberOfInstancedDrawCalls > numberOfInstancedDraws)
minNumberOfInstancedDrawCalls = numberOfInstancedDraws;
#endif
if (numberOfInstancedDraws == 0)
continue;
optimizedVB[k % optimizedVB.Length].Unlock();
DrawInstancedIndexedPrimitives(device, mesh, meshes[mesh].VertexBuffer, optimizedVB[k % optimizedVB.Length], instancedVertexElements,
numberOfInstancedDraws);
k++;
//.........这里部分代码省略.........
示例2: RenderSkinnedMeshWithSkinning
private void RenderSkinnedMeshWithSkinning(Common.Tuple<CustomFrame, CustomMeshContainer> SM, Effect effect, bool withShadows, Matrix[][] combinedTransforms)
{
for (int i = 0; i < combinedTransforms.Length; i++)
{
if (combinedTransforms[i] != null)
{
effect.SetValue(EHWorldMatrices, combinedTransforms[i]);
effect.SetValue(EHCurrentBoneCount, SM.Second.Influences - 1);
//if (!withShadows)
//effect.SetValue(EHNormalMatrices, combinedTransforms[i].Second);
effect.CommitChanges();
SM.Second.MeshData.Mesh.DrawSubset(i);
}
}
}
示例3: RenderXMeshes
private void RenderXMeshes(Dictionary<SlimDX.Direct3D9.Mesh, RenderMesh> meshes, Effect effect, Matrix viewProjection, string technique)
{
effect.Technique = technique;
effect.Begin(fx);
effect.BeginPass(0);
foreach (SlimDX.Direct3D9.Mesh mesh in meshes.Keys)
{
foreach (Texture texture in meshes[mesh].Textures.Keys)
{
effect.SetTexture(EHTexture, texture);
if (meshes[mesh].Textures[texture].RenderObjects[0].First.SpecularTexture != null)
effect.SetTexture(EHSpecularMap, meshes[mesh].Textures[texture].RenderObjects[0].First.SpecularTexture);
foreach (Common.Tuple<Graphics.Content.Model9, Entity, string> renderObject in meshes[mesh].Textures[texture].RenderObjects)
{
if (renderObject.Second.ActiveInMain == Frame)
{
Matrix worldMatrix;
MetaModel metaModel = GetLatestMetaModel(renderObject.Second, renderObject.Third);
if (renderObject.First.SkinnedMesh != null)
{
worldMatrix = metaModel.StoredFrameMatrices[mesh][0][0];
}
else
{
worldMatrix = metaModel.GetWorldMatrix(Scene.Camera, renderObject.Second);
worldMatrix = Matrix.Identity;
}
UpdateEffectWithMetaModel(effect, metaModel, false);
effect.SetValue(EHShadowWorldViewProjection, worldMatrix * ShadowMapCamera);
effect.SetValue(EHWorldViewProjectionMatrix, worldMatrix * viewProjection);
effect.SetValue(EHWorldMatrix, worldMatrix);
effect.CommitChanges();
mesh.DrawSubset(0);
}
}
}
}
effect.EndPass();
effect.End();
}
示例4: RenderSkinnedMeshWithoutSkinning
private void RenderSkinnedMeshWithoutSkinning(Common.Tuple<CustomFrame, CustomMeshContainer> SM, Effect effect, bool withShadows, Matrix viewProjection, Matrix[][] combinedTransforms)
{
if (withShadows)
{
effect.SetValue(EHShadowWorldViewProjection, combinedTransforms[0][0] * ShadowMapCamera);
effect.CommitChanges();
SM.Second.MeshData.Mesh.DrawSubset(0);
}
else
{
effect.SetValue(EHShadowWorldViewProjection, combinedTransforms[0][0] * ShadowMapCamera);
effect.SetValue(EHWorldViewProjectionMatrix, combinedTransforms[0][0] * viewProjection);
//effect.SetValue(EHWorldMatrix, SM.First.CombinedTransform);
effect.SetValue(EHWorldMatrix, combinedTransforms[0][0]);
//effect.SetValue(EHNormalMatrix, combinedTransforms[0].Second[0]);
effect.CommitChanges();
SM.Second.MeshData.Mesh.DrawSubset(0);
}
}