当前位置: 首页>>代码示例>>C#>>正文


C# Effect.SetTexture方法代码示例

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


在下文中一共展示了Effect.SetTexture方法的5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: LoadShaderTextures

        private static shader LoadShaderTextures(Effect effect)
        {
            try { effect.SetTexture("thisframe", thisFrame); } catch { } //throws an exception if this parameter doesn't exist :(
            try { effect.SetTexture("lastpass", lastPass); } catch { }
            try { effect.SetTexture("lastshader", lastShader); } catch { }
            try { effect.SetTexture("depthframe", depthFrame); } catch { }
            try { effect.SetValue("rcpres", new Vector4(1.0f/1024.0f, 1.0f/1024.0f, 0, 1)); } catch { }
            try { effect.SetValue("HDR", new Vector4(0.5f, 0.5f, 0.5f, 0.5f)); } catch { }

            int count=1;
            while(true) {
                string texpath;
                try { texpath=effect.GetString("texname"+count.ToString()); } catch { break; }
                if(texpath!=null) {
                    try {
                        Texture tex=Texture.FromFile(DXMain.device, Statics.runDir + "\\data files\\textures\\"+texpath);
                        effect.SetTexture("tex"+count.ToString(), tex);
                    } catch { }
                } else break;
                count++;
            }

            shader s = new shader();
            try {
                s.ehTime = effect.GetParameter(null, "time");
            } catch {
                s.ehTime = null;
            }
            try {
                s.ehHDR = effect.GetParameter(null, "HDR");
            } catch {
                s.ehHDR = null;
            }
            s.effect=effect;

            return s;
        }
开发者ID:europop,项目名称:MGE-XE,代码行数:37,代码来源:Shaders.cs

示例2: LoadShaderTextures

        private static shader LoadShaderTextures(Effect effect) {
            try { effect.SetTexture("lastpass", lastPass); } catch { } //throws an exception if this parameter doesn't exist :(
            try { effect.SetTexture("lastshader", lastShader); } catch { }
            try { effect.SetTexture("depthframe", depthFrame); } catch { }
            try { effect.SetValue("rcpres", new Vector4(1f/frameWidth, 1f/frameHeight, 0, 1)); } catch { }
            try { effect.SetValue("fov", 85f); } catch { }
            try { effect.SetValue("fogstart", 819.2f); } catch { }
            try { effect.SetValue("fogrange", 65536.0f); } catch { }
            try { effect.SetValue("waterlevel", 0f); } catch { }
			try { effect.SetValue("HDR", new Vector4(0.25f, 0.25f, 0.25f, 02.5f)); } catch { }
			try { effect.SetValue("eyepos", new Vector3(0f, 0f, 128f)); } catch { }
			try { effect.SetValue("eyevec", new Vector3(1f, 0f, 0f)); } catch { }

            int count=1;
            while(true) {
                string texpath;
                try { texpath=effect.GetString("texname"+count.ToString()); } catch { break; }
                if(texpath!=null) {
                    try {
                        Texture tex=Texture.FromFile(DXMain.device, Statics.runDir + "\\data files\\textures\\"+texpath);
                        effect.SetTexture("tex"+count.ToString(), tex);
                    } catch { }
                } else break;
                count++;
            }

            shader s = new shader();
            try {
                s.ehTime = effect.GetParameter(null, "time");
            } catch {
                s.ehTime = null;
            }
            try {
                s.ehHDR = effect.GetParameter(null, "HDR");
            } catch {
                s.ehHDR = null;
            }
            s.effect=effect;

            return s;
        }
开发者ID:mdmallardi,项目名称:MGE-XE,代码行数:41,代码来源:Shaders.cs

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();
        }
开发者ID:ChristianMarchiori,项目名称:DeadMeetsLead,代码行数:48,代码来源:SortedTestRenderer.cs

示例4: 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.........
开发者ID:ChristianMarchiori,项目名称:DeadMeetsLead,代码行数:101,代码来源:SortedTestRenderer.cs

示例5: RenderSkinnedMeshes

        private void RenderSkinnedMeshes(Dictionary<SkinnedMesh, RenderSkinnedMesh> skinnedMeshes, Effect effect, bool withShadows, bool hasSkinning, Matrix viewProjection, string technique)
        {
            effect.Technique = technique;
            effect.Begin(fx);
            effect.BeginPass(0);

            foreach (SkinnedMesh skinnedMesh in skinnedMeshes.Keys)
            {
                foreach (Texture texture in skinnedMeshes[skinnedMesh].Textures.Keys)
                {
                    bool first = true;
                    effect.SetTexture(EHTexture, texture);

                    foreach (Common.Tuple<Model9, Entity, string> renderObject in skinnedMeshes[skinnedMesh].Textures[texture].RenderObjects)
                    {
                        Entity entity = renderObject.Second;
                        MetaModel metaModel = GetLatestMetaModel(renderObject.Second, renderObject.Third);

                        //if (Settings.TerrainQualityPriorityRelation[Settings.TerrainQuality] + Settings.PriorityRelation[metaModel.Visible] < 3)
                        //    continue;

                        if (first)
                        {
                            //if (Settings.TerrainQualityPriorityRelation[Settings.TerrainQuality] + Settings.PriorityRelation[metaModel.Visible] < 3)
                            //    break;

                            if (skinnedMeshes[skinnedMesh].Textures[texture].RenderObjects[0].First.SpecularTexture != null && !withShadows)
                                effect.SetTexture(EHSpecularMap, skinnedMeshes[skinnedMesh].Textures[texture].RenderObjects[0].First.SpecularTexture);

                            first = false;
                        }

                        if ((!withShadows && (entity.ActiveInMain == Frame)) || (withShadows && (entity.ActiveInShadowMap == Frame) && (Settings.PriorityRelation[metaModel.CastShadows] + Settings.ShadowQualityPriorityRelation[Settings.ShadowQuality] > 3)))
                        {
                            UpdateEffectWithMetaModel(effect, metaModel, withShadows);

                            foreach (var SM in skinnedMesh.MeshContainers)
                                RenderSkinnedMesh(SM, withShadows, effect, hasSkinning, viewProjection, metaModel.StoredFrameMatrices);
                        }
                    }
                }
            }

            effect.EndPass();
            effect.End();
        }
开发者ID:ChristianMarchiori,项目名称:DeadMeetsLead,代码行数:46,代码来源:SortedTestRenderer.cs


注:本文中的Effect.SetTexture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。