本文整理汇总了C#中Effect.GetTechnique方法的典型用法代码示例。如果您正苦于以下问题:C# Effect.GetTechnique方法的具体用法?C# Effect.GetTechnique怎么用?C# Effect.GetTechnique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.GetTechnique方法的8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: LoadResources
public override void LoadResources()
{
string base_path = (string)settings["Base.Path"];
// load effect
string errors;
effect = Effect.FromFile(device, base_path + "Media/Effects/Bloom-new.fx", null, null,
ShaderFlags.None, null, out errors);
if (errors.Length > 0)
throw new Exception("HLSL compile error");
brightPass = effect.GetTechnique("std_BloomBrightPass");
blurPass = effect.GetTechnique("std_BlurPass");
finalPass = effect.GetTechnique("std_FinalPass");
bpQuad = new CustomVertex.TransformedTextured[4];
bpQuad[0].Tu = 0;
bpQuad[0].Tv = 0;
bpQuad[1].Tu = 1;
bpQuad[1].Tv = 0;
bpQuad[2].Tu = 0;
bpQuad[2].Tv = 1;
bpQuad[3].Tu = 1;
bpQuad[3].Tv = 1;
//testTexture = TextureLoader.FromFile(device, "c:/blurTest.bmp", 256, 128, 0, Usage.None, Format.X8R8G8B8, Pool.Managed, Filter.None, Filter.None, 0);
}
示例2: CieloStellato
public CieloStellato()
{
model = new Model("MEDIA//satellite.x", 0);
EffectPool pool = new EffectPool();
effect = Effect.FromFile(LogiX_Engine.Device, "MEDIA//NightSky.fx", null, ShaderFlags.None, pool);
effectHandles = new EffectHandle[6];
effectHandles[0] = effect.GetTechnique("t0");
effectHandles[1] = effect.GetParameter(null, "matViewProjection");
effectHandles[2] = effect.GetParameter(null, "Time");
effectHandles[3] = effect.GetParameter(null, "BaseTexture");
effectHandles[4] = effect.GetParameter(null, "NoiseTexture");
effectHandles[5] = effect.GetParameter(null, "TexDimension");
baseTexture = new BaseTexture[2];
baseTexture[0] = TextureLoader.FromFile(LogiX_Engine.Device, "MEDIA//StarMap1.jpg");
baseTexture[1] = TextureLoader.FromFile(LogiX_Engine.Device, "MEDIA//Noise.jpg");
}
示例3: Load
/// <summary>
/// Load the effect file & initialise everything
/// </summary>
public static void Load(Device device, ShaderFlags shaderFlags)
{
string err = ""; // shader compiler errors
// Find and load the file
try
{
string path = Utility.FindMediaFile("Simbiosis.fx");
effect = ResourceCache.GetGlobalInstance().CreateEffectFromFile(device,
path, null, null, shaderFlags, null, out err);
if (effect == null) throw new Exception("effect = null");
}
catch (Exception e)
{
Debug.WriteLine("=========================================================================================");
Debug.WriteLine("Unable to compile Effect file." + e.ToString());
Debug.WriteLine(err);
Debug.WriteLine("=========================================================================================");
throw e;
}
// Set up handles for the globals
matDiffuse = effect.GetParameter(null, "matDiffuse");
matSpecular = effect.GetParameter(null, "matSpecular");
matEmissive = effect.GetParameter(null, "matEmissive");
matAmbient = effect.GetParameter(null, "matAmbient");
baseTexture = effect.GetParameter(null, "baseTexture");
bumpTexture = effect.GetParameter(null, "bumpTexture");
world = effect.GetParameter(null, "world");
worldViewProjection = effect.GetParameter(null, "worldViewProjection");
eyePosition = effect.GetParameter(null, "eyePosition");
isTextured = effect.GetParameter(null, "isTextured");
isBump = effect.GetParameter(null, "isBump");
isShadowed = effect.GetParameter(null, "isShadowed");
isSpotlit = effect.GetParameter(null, "isSpotlit");
spotVP = effect.GetParameter(null, "spotVP");
spotTexture = effect.GetParameter(null, "spotTexture");
spotPosition = effect.GetParameter(null, "spotPosition");
causticTexture = effect.GetParameter(null, "causticTexture");
envTexture = effect.GetParameter(null, "envTexture");
shadowTexture = effect.GetParameter(null, "shadowTexture");
shadowMatrix = effect.GetParameter(null, "shadowMatrix");
// and the techniques
mainTechnique = effect.GetTechnique("Main");
sceneryTechnique = effect.GetTechnique("Scenery");
waterTechnique = effect.GetTechnique("Water");
skyboxTechnique = effect.GetTechnique("Skybox");
shadowTechnique = effect.GetTechnique("Shadow");
markerTechnique = effect.GetTechnique("Marker");
// Set once-only shader constants
effect.SetValue("sunPosition",new Vector4(512,1000,512,0)); // sun's position (.W is ignored - float3 in shader)
effect.SetValue("ambient", new ColorValue(255, 255, 255)); // amount/colour of ambient skylight
effect.SetValue("sunlight", new ColorValue(255, 255, 255)); // colour/brightness of sunlight
// Set up the projection matrix for shadows, based on sun position
sunProj = Matrix.OrthoLH(100, 100, 0, 1000); // adjust width, height if necc
effect.SetValue("sunProj", sunProj);
SetCameraData(); // also set up the (variable) view matrix
// Set up the projection matrix for caustics
Matrix caustic =
Matrix.Invert( // "view" matrix
Matrix.Translation(new Vector3(0, Water.WATERLEVEL, 0)) // caustics start at water level
* Matrix.RotationYawPitchRoll(0, (float)Math.PI/2, 0) // looking down
) // Proj matrix (orthogonal)
* Matrix.OrthoLH(80, 80, 0, 1000); // adjust width, height
effect.SetValue("causticMatrix", caustic);
}
示例4: LoadResources
public override void LoadResources()
{
string base_path = (string)settings["Base.Path"];
string errors;
pEffect = Effect.FromFile(device, base_path + "Media/Effects/Blobs.fx", null, null, ShaderFlags.NotCloneable, null, out errors);
if (errors.Length > 0)
throw new Exception("HLSL compile error");
// Initialize the technique for blending
if (nPasses == 1)
{
// Multiple RT available
hBlendTech = pEffect.GetTechnique("BlobBlend");
}
else
{
// Single RT. Multiple passes.
hBlendTech = pEffect.GetTechnique("BlobBlendTwoPasses");
}
// Create the environment map
pEnvMap = TextureLoader.FromCubeFile(device, base_path + "Media/Effects/LobbyCube.dds");
}
示例5: Allocate
public bool Allocate()
{
string[] files = _effectName.Split(';');
if (files.Length == 0)
return false;
StringBuilder effectShader = new StringBuilder(8196);
Version vertexShaderVersion = GraphicsDevice.Device.Capabilities.VertexShaderVersion;
Version pixelShaderVersion = GraphicsDevice.Device.Capabilities.PixelShaderVersion;
for (int i = files.Length-1; i >= 0; --i)
{
string effectFilePath = SkinContext.SkinResources.GetResourceFilePath(string.Format(@"{0}\{1}.fx", SkinResources.SHADERS_DIRECTORY, files[i]));
if (effectFilePath == null || !File.Exists(effectFilePath))
{
if (!_fileMissing)
ServiceRegistration.Get<ILogger>().Error("Effect file {0} does not exist", effectFilePath);
_fileMissing = true;
return false;
}
_fileMissing = false;
using (StreamReader reader = new StreamReader(effectFilePath))
effectShader.Append(reader.ReadToEnd());
// Concatenate
effectShader.Append(Environment.NewLine);
}
effectShader.Replace("vs_2_0", String.Format("vs_{0}_{1}", vertexShaderVersion.Major, vertexShaderVersion.Minor));
effectShader.Replace("ps_2_0", String.Format("ps_{0}_{1}", pixelShaderVersion.Major, pixelShaderVersion.Minor));
// We place the lock here to comply to the MP2 multithreading guideline - we are not allowed to request the
// effect resources when holding our lock
lock (_syncObj)
{
if (_effect != null)
return true;
string errors = string.Empty;
try
{
const ShaderFlags shaderFlags = ShaderFlags.OptimizationLevel3 | ShaderFlags.EnableBackwardsCompatibility; //| ShaderFlags.NoPreshader;
_effect = Effect.FromString(GraphicsDevice.Device, effectShader.ToString(), null, null, null, shaderFlags, null, out errors);
_handleWorldProjection = _effect.GetParameter(null, PARAM_WORLDVIEWPROJ);
_handleTexture = _effect.GetParameter(null, PARAM_TEXTURE);
_handleTechnique = _effect.GetTechnique(0);
return true;
}
catch
{
ServiceRegistration.Get<ILogger>().Error("EffectAsset: Unable to load '{0}'", _effectName);
ServiceRegistration.Get<ILogger>().Error("EffectAsset: Errors: {0}", errors);
return false;
}
}
}
示例6: Sole
public Sole()
{
model = new Model("MEDIA//Sfera5.x", 0);
EffectPool pool = new EffectPool();
effect = Effect.FromFile(LogiX_Engine.Device, "MEDIA//Sun.fx", null, ShaderFlags.None, pool);
effectHandles = new EffectHandle[5];
effectHandles[0] = effect.GetTechnique("t0");
effectHandles[1] = effect.GetParameter(null, "matViewProjection");
effectHandles[2] = effect.GetParameter(null, "Time");
effectHandles[3] = effect.GetParameter(null, "Texture");
effectHandles[4] = effect.GetParameter(null, "TexDimension");
baseTexture = TextureLoader.FromFile(LogiX_Engine.Device, "MEDIA//N030.jpg");
Alone = new XMaterial(Color.White, Color.White, Color.Black, 1);
light = new DirectionalLight(VertexData.Empty, Color.FromArgb(60, 10, 0), Color.FromArgb(255, 170, 100), Color.FromArgb(250, 250, 250));
}
示例7: CreaAnelli
public void CreaAnelli(XTexture TextureBase, XTexture TexturePattern)
{
anelli = new Model("MEDIA\\ring.x", 0);
textureAnelli = TextureBase;
textureAnelliPattern = TexturePattern;
EffectPool pool = new EffectPool();
effect = Effect.FromFile(LogiX_Engine.Device, "MEDIA\\anelli.fx", null, ShaderFlags.None, pool);
effectHandles = new EffectHandle[5];
effectHandles[0] = effect.GetTechnique("t0");
effectHandles[1] = effect.GetParameter(null, "matViewProjection");
effectHandles[2] = effect.GetParameter(null, "matWorld");
effectHandles[3] = effect.GetParameter(null, "colorTex");
effectHandles[4] = effect.GetParameter(null, "alphaTex");
}
示例8: setupShaders
private void setupShaders()
{
logMessageToFile("Setup shaders");
// Load and initialize shader effect
if (d3dDevice == null) return;
try
{
string error = "";
if (shaderMode == 0)
{
shader = Effect.FromFile(d3dDevice, Path.Combine(Application.StartupPath, "BodyShader.fx"), null, ShaderFlags.None, null, out error);
}
if (shaderMode == 1)
{
shader = Effect.FromFile(d3dDevice, Path.Combine(Application.StartupPath, "FaceShader.fx"), null, ShaderFlags.None, null, out error);
}
if (shaderMode == 2)
{
shader = Effect.FromFile(d3dDevice, Path.Combine(Application.StartupPath, "HairShader.fx"), null, ShaderFlags.None, null, out error);
}
if (shader == null)
{
if (!String.IsNullOrEmpty(error)) MessageBox.Show(error);
}
else
{
shader.SetValue(EffectHandle.FromString("gSkinTexture"), skinTexture);
shader.SetValue(EffectHandle.FromString("gSkinSpecular"), skinSpecular);
if (models[0].textures.baseTexture != null) shader.SetValue(EffectHandle.FromString("gMultiplyTexture"), models[0].textures.baseTexture);
shader.SetValue(EffectHandle.FromString("gStencilTexture"), models[0].textures.curStencil);
if (models[0].textures.curStencil != null) shader.SetValue(EffectHandle.FromString("gUseStencil"), true);
shader.SetValue(EffectHandle.FromString("gSpecularTexture"), models[0].textures.specularTexture);
if (shaderMode == 0)
{
//currently only the bodyshader supports bumpmaps
shader.SetValue(EffectHandle.FromString("gReliefTexture"), normalMapTexture);
if (normalMapTexture != null) shader.SetValue(EffectHandle.FromString("gUseBumpMap"), true);
shader.SetValue(EffectHandle.FromString("gHideSkin"), hideSkin );
}
shader.SetValue(EffectHandle.FromString("gTileCount"), 1.0f);
shader.SetValue(EffectHandle.FromString("gAmbiColor"), new ColorValue(0.6f, 0.6f, 0.6f));
shader.SetValue(EffectHandle.FromString("gLamp0Pos"), new Vector4(-10f, 10f, -10f, 1.0f));
shader.SetValue(EffectHandle.FromString("gPhongExp"), 10.0f);
shader.SetValue(EffectHandle.FromString("gPhongExp"), 10.0f);
shader.SetValue(EffectHandle.FromString("gSpecColor"), new ColorValue(0.2f, 0.2f, 0.2f));
shader.SetValue(EffectHandle.FromString("gSurfaceColor"), new ColorValue(0.5f, 0.5f, 0.5f));
shader.Technique = shader.GetTechnique("normal_mapping");
}
wireframe = Effect.FromFile(d3dDevice, Path.Combine(Application.StartupPath, "Wireframe.fx"), null, ShaderFlags.None, null, out error);
wireframe.SetValue(EffectHandle.FromString("gColor"), new ColorValue((int)wireframeColour.R, (int)wireframeColour.G, (int)wireframeColour.B));
wireframe.Technique = wireframe.GetTechnique("wireframe");
}
catch (Exception ex)
{
logMessageToFile(ex.Message + Environment.NewLine + ex.StackTrace);
}
}