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C# Effect.GetTechniqueByName方法代码示例

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


在下文中一共展示了Effect.GetTechniqueByName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: LoadResources

		public override void LoadResources()
		{
			if (m_Disposed == true)
			{
				m_Effect = m_Effect = new Effect(GameEnvironment.Device, Bytecode); // Effect.FromFile(GameEnvironment.Device, Helper.ResolvePath(m_ShaderLocation), "fx_4_0", ShaderFlags.None, EffectFlags.None, null, null);
				m_Technique = m_Effect.GetTechniqueByName("Imposter");

				m_Pass_NoBlend = m_Technique.GetPassByName("NoBlend");
				m_Pass_OverlayAdd = m_Technique.GetPassByName("OverlayAdd");
				m_Pass_OverlaySubtract = m_Technique.GetPassByName("OverlaySubtract");
				m_Pass_OverlayInvert = m_Technique.GetPassByName("OverlayInvert");
				m_Pass_OverlayAlpha = m_Technique.GetPassByName("OverlayAlpha");

				m_Technique_BrightPass = m_Effect.GetTechniqueByName("Imposter_BrightPass");

				m_Pass_NoBlend_BrightPass = m_Technique_BrightPass.GetPassByName("NoBlend");
				m_Pass_OverlayAdd_BrightPass = m_Technique_BrightPass.GetPassByName("OverlayAdd");
				m_Pass_OverlaySubtract_BrightPass = m_Technique_BrightPass.GetPassByName("OverlaySubtract");
				m_Pass_OverlayAlpha_BrightPass = m_Technique_BrightPass.GetPassByName("OverlayAlpha");

				m_ImposterTextureResource = m_Effect.GetVariableByName("imposter").AsResource();

				m_BrightPassThreshold = m_Effect.GetVariableByName("brightPassThreshold").AsScalar();

				m_Layout = new InputLayout(GameEnvironment.Device, m_Pass_NoBlend.Description.Signature, new[] {
					new InputElement("POSITION", 0, Format.R32G32_Float, 0, 0),
					new InputElement("TEXCOORD", 0, Format.R32G32_Float, 8, 0)		
				});

				float minX = -1f, miny = -1f, maxX = 1f, maxY = 1f;

				using (DataStream stream = new DataStream(4 * Marshal.SizeOf(typeof(Vertex2D)), true, true))
				{
					stream.WriteRange(new Vertex2D[] {					
						new Vertex2D() { Position = new Vector2(maxX, miny), TextureCoords =  new Vector2(1.0f, 1.0f) }, 
						new Vertex2D() { Position = new Vector2(minX, miny), TextureCoords =  new Vector2(0.0f, 1.0f) }, 
						new Vertex2D() { Position = new Vector2(maxX, maxY), TextureCoords = new Vector2(1.0f, 0.0f) },  
						new Vertex2D() { Position = new Vector2(minX, maxY), TextureCoords =  new Vector2(0.0f, 0.0f) } 
					});
					stream.Position = 0;

					m_Vertices = new SlimDX.Direct3D11.Buffer(GameEnvironment.Device, stream, new BufferDescription()
					{
						BindFlags = BindFlags.VertexBuffer,
						CpuAccessFlags = CpuAccessFlags.None,
						OptionFlags = ResourceOptionFlags.None,
						SizeInBytes = 4 * Marshal.SizeOf(typeof(Vertex2D)),
						Usage = ResourceUsage.Default
					});
				}

				m_VerticesBindings = new VertexBufferBinding(m_Vertices, Marshal.SizeOf(typeof(Vertex2D)), 0);

				m_Disposed = false;
			}
		}
开发者ID:RugCode,项目名称:drg-pt,代码行数:56,代码来源:ImposterFloatEffect.cs

示例2: DebugRenderer

        public DebugRenderer( SlimDX.Direct3D11.Device device )
        {
            mEffect = EffectUtil.CompileEffect( device, @"Shaders\DebugRenderer.fx" );

            var positionInputElements = new[]
                                        {
                                            new InputElement( "POSITION", 0, POSITION_FORMAT, POSITION_SLOT )
                                        };

            var positionTexcoordInputElements = new[]
                                                {
                                                    new InputElement( "POSITION", 0, POSITION_FORMAT, POSITION_SLOT ),
                                                    new InputElement( "TEXCOORD", 0, TEXCOORD_FORMAT, TEXCOORD_SLOT )
                                                };

            EffectTechnique effectTechnique;

            effectTechnique = mEffect.GetTechniqueByName( "RenderWireframe" );
            mRenderWireframePass = effectTechnique.GetPassByName( "RenderWireframe" );

            effectTechnique = mEffect.GetTechniqueByName( "RenderSolid" );
            mRenderSolidPass = effectTechnique.GetPassByName( "RenderSolid" );

            effectTechnique = mEffect.GetTechniqueByName( "RenderTexture3D" );
            mRenderTexture3DPass = effectTechnique.GetPassByName( "RenderTexture3D" );

            effectTechnique = mEffect.GetTechniqueByName( "RenderGreyScaleTexture3D" );
            mRenderGreyScaleTexture3DPass = effectTechnique.GetPassByName( "RenderGreyScaleTexture3D" );

            mRenderWireframeInputLayout = new InputLayout( device, mRenderWireframePass.Description.Signature, positionInputElements );
            mRenderSolidInputLayout = new InputLayout( device, mRenderSolidPass.Description.Signature, positionInputElements );
            mRenderTexture3DInputLayout = new InputLayout( device, mRenderTexture3DPass.Description.Signature, positionTexcoordInputElements );
            mRenderGreyScaleTexture3DInputLayout = new InputLayout( device, mRenderGreyScaleTexture3DPass.Description.Signature, positionTexcoordInputElements );

            mPositionVertexBuffer = new SlimDX.Direct3D11.Buffer( device,
                                                                  null,
                                                                  NUM_VERTICES * POSITION_NUM_COMPONENTS_PER_VERTEX * POSITION_NUM_BYTES_PER_COMPONENT,
                                                                  ResourceUsage.Dynamic,
                                                                  BindFlags.VertexBuffer,
                                                                  CpuAccessFlags.Write,
                                                                  ResourceOptionFlags.None,
                                                                  0 );

            mTexCoordVertexBuffer = new SlimDX.Direct3D11.Buffer( device,
                                                                  null,
                                                                  NUM_VERTICES * TEXCOORD_NUM_COMPONENTS_PER_VERTEX * TEXCOORD_NUM_BYTES_PER_COMPONENT,
                                                                  ResourceUsage.Dynamic,
                                                                  BindFlags.VertexBuffer,
                                                                  CpuAccessFlags.Write,
                                                                  ResourceOptionFlags.None,
                                                                  0 );
        }
开发者ID:Rhoana,项目名称:Mojo,代码行数:52,代码来源:DebugRenderer.cs

示例3: LoadResources

		public override void LoadResources()
		{
			if (m_Disposed == true)
			{
				m_TextFont.LoadResources();

				//SlimDX.D3DCompiler.ShaderBytecode blob = SlimDX.D3DCompiler.ShaderBytecode.CompileFromFile(Helper.ResolvePath(m_ShaderLocation), "fx_4_0", SlimDX.D3DCompiler.ShaderFlags.EnableStrictness, SlimDX.D3DCompiler.EffectFlags.None);

				m_Effect = new Effect(GameEnvironment.Device, Bytecode);

				m_Technique = m_Effect.GetTechniqueByName("LinesAndBoxes");
				m_Pass_BoxesAndText = m_Technique.GetPassByName("BoxesAndText");
				m_Pass_Lines = m_Technique.GetPassByName("Lines");
				
				m_Layout = new InputLayout(GameEnvironment.Device, m_Pass_Lines.Description.Signature, new[] {
					new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0),
					new InputElement("TEXCOORD", 0, Format.R32G32_Float, 12, 0),
					new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 20, 0),				
				});

				m_UiElementsTexture = m_Effect.GetVariableByName("UiElementsTexture").AsResource();
				m_UiElementsTexture.SetResource(m_TextFont.TexureView); 

				m_Disposed = false;
			}
		}
开发者ID:RugCode,项目名称:drg-pt,代码行数:26,代码来源:UiEffect.cs

示例4: RenderModel

        void RenderModel(Graphics.Content.Model10 model, SlimDX.Matrix entityWorld, Effect effect)
        {
            throw new NotImplementedException();
            //if (model == null || !model.Visible || model.Mesh == null) return;

            Matrix world = model.World * entityWorld;
            world.M41 = (float)((int)world.M41);
            world.M42 = (float)((int)world.M42);
            world *= Matrix.Scaling(2f / (float)view.Viewport.Width, 2f / (float)view.Viewport.Height, 1) * Matrix.Translation(-1, -1, 0) * Matrix.Scaling(1, -1, 1);
            world.M43 = 0.5f;

            effect.GetVariableByName("World").AsMatrix().SetMatrix(world);
            effect.GetVariableByName("Texture").AsResource().SetResource(model.TextureShaderView);

            effect.GetTechniqueByName("Render").GetPassByIndex(0).Apply();
            if (model.Mesh != null)
            {
                model.Mesh.Setup(view.Device10, view.Content.Acquire<InputLayout>(
                    new Content.VertexStreamLayoutFromEffect
                {
                    Signature10 = effect.GetTechniqueByIndex(0).GetPassByIndex(0).Description.Signature,
                    Layout = model.Mesh.VertexStreamLayout
                }));

                model.Mesh.Draw(device);
            }
        }
开发者ID:ChristianMarchiori,项目名称:DeadMeetsLead,代码行数:27,代码来源:InterfaceRenderer10.cs

示例5: VisualEffect

        protected VisualEffect(IServiceProvider services, string effectAsset,
            int effectLayerCount, IEnumerable<RenderTargetLayerType> requiredRenderTargets)
        {
            if (services == null)
                throw new ArgumentNullException("services");
            if (effectAsset == null)
                throw new ArgumentNullException("effectAsset");
            if (requiredRenderTargets == null)
                throw new ArgumentNullException("requiredRenderTargets");
            if (effectLayerCount < 0)
                throw new ArgumentOutOfRangeException("affectedLayers", "Parameter should have non-negative value.");

            renderer = (Renderer)services.GetService(typeof(Renderer));
            resourceManager = (ResourceManager)services.GetService(typeof(ResourceManager));

            this.requiredRenderTargets = requiredRenderTargets;
            this.effectLayerCount = effectLayerCount > 0 ? effectLayerCount : renderer.KBufferManager.Configuration.LayerCount;

            effect = resourceManager.Load<Effect>(effectAsset);
            effectTechnique = effect.GetTechniqueByName(VisualEffectTechniqueName);
            if (!effectTechnique.IsValid)
                throw new ArgumentException(
                    string.Format("Given effect asset '{0}' does not contain technique {1}.", effectAsset, VisualEffectTechniqueName),
                    "effectAsset");
        }
开发者ID:TheProjecter,项目名称:romantiquex,代码行数:25,代码来源:VisualEffect.cs

示例6: LoadResources

		public override void LoadResources()
		{
			if (m_Disposed == true)
			{
				m_Effect = m_Effect = new Effect(GameEnvironment.Device, Bytecode); // Effect.FromFile(GameEnvironment.Device, Helper.ResolvePath(m_ShaderLocation), "fx_4_0", ShaderFlags.None, EffectFlags.None, null, null);
				m_Technique = m_Effect.GetTechniqueByName("RenderParticles");
				m_ParticlePass_Add = m_Technique.GetPassByName("Add");

				m_Layout = new InputLayout(GameEnvironment.Device, m_ParticlePass_Add.Description.Signature, new[] {
					new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
					new InputElement("TEXCOORD", 0, Format.R32G32_Float, 16, 0),				
					new InputElement("INST_POSITION", 0, Format.R32G32B32_Float, 0, 1, InputClassification.PerInstanceData, 1),
					new InputElement("INST_COLOR", 0, Format.R32G32B32A32_Float, 12, 1, InputClassification.PerInstanceData, 1), 					
				});

				m_WorldViewProj = m_Effect.GetVariableByName("worldViewProj").AsMatrix();
				m_ParticleTexture = m_Effect.GetVariableByName("particle_texture").AsResource();
				m_AmpScale = m_Effect.GetVariableByName("ampScale").AsScalar();
				m_PartScaleX = m_Effect.GetVariableByName("partScaleX").AsScalar();
				m_PartScaleY = m_Effect.GetVariableByName("partScaleY").AsScalar(); 
				m_MaxDistance = m_Effect.GetVariableByName("maxDistance").AsScalar();
				m_MinDistance = m_Effect.GetVariableByName("minDistance").AsScalar();
				m_ScaleDistance = m_Effect.GetVariableByName("scaleDistance").AsScalar();

				m_Disposed = false;
			}
		}
开发者ID:RugCode,项目名称:drg-pt,代码行数:27,代码来源:ParticleEffect.cs

示例7: RenderTechnique

 public RenderTechnique(string name, Effect effect, InputLayout layout)
 {
     this.Name = name;
     this.Device = effect.Device;
     this.Effect = effect;
     this.EffectTechnique = effect.GetTechniqueByName(this.Name);
     this.InputLayout = layout;
 }
开发者ID:dermeister0,项目名称:helix-toolkit,代码行数:8,代码来源:Effects.cs

示例8: Visualizer

        public Visualizer( D3D10Wrapper d3d, EffectManager effectManager )
        {
            rootItemTree = new ItemTree( "root" );

            this.d3d = d3d;
            
            streamState = new VisualizerStreamState();
            textureVertexBuffer = new DynamicVertexBuffer( VertexPosition4fColor4f.SizeInBytes, 6 );
            var stream = textureVertexBuffer.MapForWriteDiscard();
            stream.Write( new Vector4f( 0, 0, 0, 1 ) );
            stream.Write( new Vector4f( 0, 1, 0, 1 ) );
            stream.Write( new Vector4f( 1, 0, 0, 1 ) );
            stream.Write( new Vector4f( 1, 1, 0, 1 ) );
            stream.Write( new Vector4f( 0, 1, 0, 1 ) );
            stream.Write( new Vector4f( 0, 0, 0, 1 ) );

            stream.Write( new Vector4f( 0, 1, 0, 1 ) );
            stream.Write( new Vector4f( 0, 0, 0, 1 ) );
            stream.Write( new Vector4f( 1, 0, 0, 1 ) );
            stream.Write( new Vector4f( 1, 1, 0, 1 ) );
            stream.Write( new Vector4f( 1, 1, 0, 1 ) );
            stream.Write( new Vector4f( 1, 0, 0, 1 ) );
            textureVertexBuffer.Unmap();

            effect = effectManager[ "visualizer.fx" ];

            opaquePass = effectManager[ "visualizer.fx", "renderOpaque", "p0" ];
            opaquePassLayout = new InputLayout( d3d.Device, opaquePass.Description.Signature, VertexPosition4fColor4f.InputElements );

            alphaPass = effectManager[ "visualizer.fx", "renderAlpha", "p0" ];
            alphaPassLayout = new InputLayout( d3d.Device, alphaPass.Description.Signature, VertexPosition4fColor4f.InputElements );

            additivePass = effectManager[ "visualizer.fx", "renderAdditive", "p0" ];
            additivePassLayout = new InputLayout( d3d.Device, additivePass.Description.Signature, VertexPosition4fColor4f.InputElements );
            
            opaqueTexturePass = effect.GetTechniqueByName( "renderTexOpaque" ).GetPassByName( "p0" );
            opaqueTexturePassLayout = new InputLayout( d3d.Device, opaqueTexturePass.Description.Signature, VertexPosition4fTexture4f.InputElements );

            alphaTexturePass = effect.GetTechniqueByName( "renderTexAlpha" ).GetPassByName( "p0" );
            alphaTexturePassLayout = new InputLayout( d3d.Device, alphaTexturePass.Description.Signature, VertexPosition4fTexture4f.InputElements );
        }
开发者ID:jiawen,项目名称:libcgt.net,代码行数:41,代码来源:Visualizer.cs

示例9: Blender

        protected Blender(IServiceProvider services, string effectAsset)
        {
            if (services == null)
                throw new ArgumentNullException("services");
            if (effectAsset == null)
                throw new ArgumentNullException("effectAsset");

            resourceManager = (ResourceManager) services.GetService(typeof (ResourceManager));
            renderer = (Renderer) services.GetService(typeof (Renderer));

            effect = resourceManager.Load<Effect>(effectAsset);
            effectTechnique = effect.GetTechniqueByName(BlenderTechniqueName);
        }
开发者ID:TheProjecter,项目名称:romantiquex,代码行数:13,代码来源:Blender.cs

示例10: LoadResources

		public override void LoadResources()
		{
			if (m_Disposed == true)
			{
				m_Effect = new Effect(GameEnvironment.Device, Bytecode); // Helper.ResolvePath(m_ShaderLocation), "fx_4_0", ShaderFlags.None, EffectFlags.None, null, null);
				m_Technique = m_Effect.GetTechniqueByName("BlurBilinear");

				m_Pass_Gaussian = m_Technique.GetPassByName("Gaussian");

				m_SourceTex = m_Effect.GetVariableByName("g_SourceTex").AsResource();
				m_GWeights = m_Effect.GetVariableByName("g_GWeights").AsScalar();

				//m_ElementCount = 1 + GAUSSIAN_MAX_SAMPLES;
				m_DataStride = Marshal.SizeOf(typeof(Vector2)) * (1 + GAUSSIAN_MAX_SAMPLES);

				InputElement[] IADesc = new InputElement[1 + (GAUSSIAN_MAX_SAMPLES / 2)];

				IADesc[0] = new InputElement()
				{
					SemanticName = "POSITION",
					SemanticIndex = 0,
					AlignedByteOffset = 0,
					Slot = 0,
					Classification = InputClassification.PerVertexData,
					Format = Format.R32G32_Float
				};


				for (int i = 1; i < 1 + (GAUSSIAN_MAX_SAMPLES / 2); i++)
				{
					IADesc[i] = new InputElement()
					{
						SemanticName = "TEXCOORD",
						SemanticIndex = i - 1,
						AlignedByteOffset = 8 + (i - 1) * 16,
						Slot = 0,
						Classification = InputClassification.PerVertexData,
						Format = Format.R32G32B32A32_Float
					};
				}

				// Real number of "sematinc based" elements
				//m_ElementCount = 1 + GAUSSIAN_MAX_SAMPLES / 2;

				EffectPassDescription PassDesc = m_Pass_Gaussian.Description;
				m_Layout = new InputLayout(GameEnvironment.Device, PassDesc.Signature, IADesc);

				m_Disposed = false;
			}
		}
开发者ID:RugCode,项目名称:drg-pt,代码行数:50,代码来源:BloomEffect.cs

示例11: AdjustSegmentationRenderingStrategy

        public AdjustSegmentationRenderingStrategy( SlimDX.Direct3D11.Device device, DeviceContext deviceContext, TileManager tileManager )
        {
            mTileManager = tileManager;
            mDebugRenderer = new DebugRenderer( device );

            mEffect = EffectUtil.CompileEffect( device, @"Shaders\AdjustRenderer2D.fx" );

            var positionTexcoordInputElements = new[]
                                                {
                                                    new InputElement( "POSITION", 0, POSITION_FORMAT, POSITION_SLOT ),
                                                    new InputElement( "TEXCOORD", 0, TEXCOORD_FORMAT, TEXCOORD_SLOT )
                                                };

            EffectTechnique effectTechnique = mEffect.GetTechniqueByName( "TileManager2D" );
            mPass = effectTechnique.GetPassByName( "TileManager2D" );

            mInputLayout = new InputLayout( device, mPass.Description.Signature, positionTexcoordInputElements );

            mPositionVertexBuffer = new Buffer( device,
                                                null,
                                                QUAD_NUM_VERTICES * POSITION_NUM_COMPONENTS_PER_VERTEX * POSITION_NUM_BYTES_PER_COMPONENT,
                                                ResourceUsage.Dynamic,
                                                BindFlags.VertexBuffer,
                                                CpuAccessFlags.Write,
                                                ResourceOptionFlags.None,
                                                0 );

            mTexCoordVertexBuffer = new Buffer( device,
                                                null,
                                                QUAD_NUM_VERTICES * TEXCOORD_NUM_COMPONENTS_PER_VERTEX * TEXCOORD_NUM_BYTES_PER_COMPONENT,
                                                ResourceUsage.Dynamic,
                                                BindFlags.VertexBuffer,
                                                CpuAccessFlags.Write,
                                                ResourceOptionFlags.None,
                                                0 );

            //bool result;
            //mTinyTextContext = new Context( device, deviceContext, Constants.MAX_NUM_TINY_TEXT_CHARACTERS, out result );
            //Release.Assert( result );

            mStopwatch.Start();
        }
开发者ID:Rhoana,项目名称:Mojo,代码行数:42,代码来源:AdjustSegmentationRenderingStrategy.cs

示例12: LoadResources

		public override void LoadResources()
		{
			if (m_Disposed == true)
			{
				m_Effect = m_Effect = new Effect(GameEnvironment.Device, Bytecode); // Effect.FromFile(GameEnvironment.Device, Helper.ResolvePath(m_ShaderLocation), "fx_4_0", ShaderFlags.Debug | ShaderFlags.EnableStrictness, EffectFlags.None, null, null);
				m_Technique = m_Effect.GetTechniqueByName("Render");
				m_Pass0 = m_Technique.GetPassByName("P0");

				/*m_Layout = new InputLayout(GameEnvironment.Device, m_Pass0.Description.Signature, new[] {
					new InputElement( "POSITION", 0, Format.R32G32B32_Float, 0, 0, InputClassification.PerVertexData, 0),
					new InputElement( "NORMAL", 0, Format.R32G32B32_Float, 0, 12, InputClassification.PerVertexData, 0),
					new InputElement( "TEXCOORD", 0, Format.R32G32_Float, 0, 24, InputClassification.PerVertexData, 0),
				});*/

				m_Layout = new InputLayout(GameEnvironment.Device, m_Pass0.Description.Signature, new[] {
					new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0),
					new InputElement("NORMAL", 0, Format.R32G32B32_Float, 12, 0),
					new InputElement("TEXCOORD", 0, Format.R32G32_Float, 24, 0)
				});

				//texColorMap
				//texNormalMap
				//texDiffuseMap
				//texSpecularMap

				//m_DiffuseVariable = m_Effect.GetVariableByName("g_txDiffuse").AsResource();
				m_DiffuseVariable = m_Effect.GetVariableByName("texColorMap").AsResource();
				m_NormalMapVariable = m_Effect.GetVariableByName("texNormalMap").AsResource();
				m_WorldVariable = m_Effect.GetVariableByName("World").AsMatrix();
				m_ViewVariable = m_Effect.GetVariableByName("View").AsMatrix();
				m_InvViewVariable = m_Effect.GetVariableByName("InvView").AsMatrix();
				m_ProjectionVariable = m_Effect.GetVariableByName("Projection").AsMatrix();
				//m_SpecularMapVariable = m_Effect.GetVariableByName("g_txEnvMap").AsResource();
				m_SpecularMapVariable = m_Effect.GetVariableByName("texSpecularMap").AsResource();
				m_DiffuseMapVariable = m_Effect.GetVariableByName("texDiffuseMap").AsResource();
				m_EyeVariable = m_Effect.GetVariableByName("Eye").AsVector();

				m_Disposed = false;
			}
		}
开发者ID:RugCode,项目名称:drg-pt,代码行数:40,代码来源:MaterialEffect.cs

示例13: TestEffect

        /// <summary>
        /// Create our test RenderEffect.
        /// </summary>
        /// <param name="Device"></param>
        public TestEffect(Device Device)
        {
            this.Device = Device;
            ImmediateContext = Device.ImmediateContext;

            // Compile our shader...
            string compileErrors;
            var compiledShader = SlimDX.D3DCompiler.ShaderBytecode.CompileFromFile
            (
                "../../Effects/TestEffect/TestEffect.fx",
                null,
                "fx_5_0",
                SlimDX.D3DCompiler.ShaderFlags.None,
                SlimDX.D3DCompiler.EffectFlags.None,
                null,
                null,
                out compileErrors
            );

            if (compileErrors != null && compileErrors != "")
            {
                throw new EffectBuildException(compileErrors);
            }

            Effect = new Effect(Device, compiledShader);
            EffectTechnique = Effect.GetTechniqueByName("TestTechnique");

            var vertexDesc = new[]
            {
                new InputElement("POSITION", 0, SlimDX.DXGI.Format.R32G32B32_Float, 0, 0, InputClassification.PerVertexData, 0),
                new InputElement("COLOR", 0, SlimDX.DXGI.Format.R32G32B32A32_Float, 12, 0, InputClassification.PerVertexData, 0)
            };

            WorldViewProj = SlimDX.Matrix.Identity;
            CPO_WorldViewProj = Effect.GetVariableByName("gWorldViewProj").AsMatrix();
            InputLayout = new InputLayout(Device, EffectTechnique.GetPassByIndex(0).Description.Signature, vertexDesc);

            Util.ReleaseCom(ref compiledShader);
        }
开发者ID:sessamekesh,项目名称:OutsideSimulator,代码行数:43,代码来源:TestEffect.cs

示例14: Initialize

		public void Initialize(Device device) {
			_b = EffectUtils.Load("DeferredGObject");
			E = new Effect(device, _b);

			TechStandardDeferred = E.GetTechniqueByName("StandardDeferred");
			TechStandardForward = E.GetTechniqueByName("StandardForward");
			TechAmbientShadowDeferred = E.GetTechniqueByName("AmbientShadowDeferred");
			TechTransparentDeferred = E.GetTechniqueByName("TransparentDeferred");
			TechTransparentForward = E.GetTechniqueByName("TransparentForward");
			TechTransparentMask = E.GetTechniqueByName("TransparentMask");

			for (var i = 0; i < TechStandardDeferred.Description.PassCount && InputSignaturePNTG == null; i++) {
				InputSignaturePNTG = TechStandardDeferred.GetPassByIndex(i).Description.Signature;
			}
			if (InputSignaturePNTG == null) throw new System.Exception("input signature (DeferredGObject, PNTG, StandardDeferred) == null");
			LayoutPNTG = new InputLayout(device, InputSignaturePNTG, InputLayouts.VerticePNTG.InputElementsValue);
			for (var i = 0; i < TechAmbientShadowDeferred.Description.PassCount && InputSignaturePT == null; i++) {
				InputSignaturePT = TechAmbientShadowDeferred.GetPassByIndex(i).Description.Signature;
			}
			if (InputSignaturePT == null) throw new System.Exception("input signature (DeferredGObject, PT, AmbientShadowDeferred) == null");
			LayoutPT = new InputLayout(device, InputSignaturePT, InputLayouts.VerticePT.InputElementsValue);

			FxWorld = E.GetVariableByName("gWorld").AsMatrix();
			FxWorldInvTranspose = E.GetVariableByName("gWorldInvTranspose").AsMatrix();
			FxWorldViewProj = E.GetVariableByName("gWorldViewProj").AsMatrix();
			FxDiffuseMap = E.GetVariableByName("gDiffuseMap").AsResource();
			FxNormalMap = E.GetVariableByName("gNormalMap").AsResource();
			FxMapsMap = E.GetVariableByName("gMapsMap").AsResource();
			FxDetailsMap = E.GetVariableByName("gDetailsMap").AsResource();
			FxDetailsNormalMap = E.GetVariableByName("gDetailsNormalMap").AsResource();
			FxReflectionCubemap = E.GetVariableByName("gReflectionCubemap").AsResource();
			FxEyePosW = E.GetVariableByName("gEyePosW").AsVector();
			FxAmbientDown = E.GetVariableByName("gAmbientDown").AsVector();
			FxAmbientRange = E.GetVariableByName("gAmbientRange").AsVector();
			FxLightColor = E.GetVariableByName("gLightColor").AsVector();
			FxDirectionalLightDirection = E.GetVariableByName("gDirectionalLightDirection").AsVector();
			FxMaterial = E.GetVariableByName("gMaterial");
		}
开发者ID:gro-ove,项目名称:actools,代码行数:38,代码来源:ShadersTemplate.cs

示例15: LoadEffect

        private void LoadEffect(string shaderFileName = @"Assets\light.fx")
        {
            _effect = Effect.FromFile(_dxDevice, shaderFileName, "fx_4_0", ShaderFlags.None, EffectFlags.None, null, null);
            _technique = _effect.GetTechniqueByName("Render"); //C++ Comparaison// technique = effect->GetTechniqueByName( "Render" );
            _effectPass = _technique.GetPassByIndex(0);

            ShaderSignature signature = _effectPass.Description.Signature;
            _inputLayout = new InputLayout(_dxDevice, signature,
                new[] {
                    new InputElement("POSITION", 0, SlimDX.DXGI.Format.R32G32B32A32_Float, 0, 0),
                    new InputElement("NORMAL", 0, SlimDX.DXGI.Format.R32G32B32A32_Float, 16, 0),
                    new InputElement("TEXCOORD", 0, SlimDX.DXGI.Format.R32G32_Float, 32, 0)
                });
        }
开发者ID:kobush,项目名称:ManagedOpenNI,代码行数:14,代码来源:DxCube.cs


注:本文中的Effect.GetTechniqueByName方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。