本文整理汇总了C#中Engine.GetEffect方法的典型用法代码示例。如果您正苦于以下问题:C# Engine.GetEffect方法的具体用法?C# Engine.GetEffect怎么用?C# Engine.GetEffect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Engine
的用法示例。
在下文中一共展示了Engine.GetEffect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: Init
public override void Init(Engine.GraphicInfo ginfo, Engine.GraphicFactory factory)
{
this.toon = factory.GetEffect("toon1",false,true);
this.line = factory.GetEffect("LineDetection",false,true);
this.cell = factory.GetTexture2D("Toon",true);
target = factory.CreateRenderTarget(ginfo.BackBufferWidth,ginfo.BackBufferHeight,SurfaceFormat.Color,ginfo.UseMipMap,DepthFormat.None,ginfo.MultiSample);
}
示例2: Init
public override void Init(Engine.GraphicInfo ginfo, Engine.GraphicFactory factory)
{
//Load the asset
effect = factory.GetEffect("gamma",true,true);
switch (_gType)
{
case GammaType.Normal:
effect.CurrentTechnique = effect.Techniques[0];
break;
case GammaType.Simple:
effect.CurrentTechnique = effect.Techniques[1];
break;
case GammaType.InvertNormal:
effect.CurrentTechnique = effect.Techniques[2];
break;
case GammaType.InvertSimple:
effect.CurrentTechnique = effect.Techniques[3];
break;
case GammaType.VerySimple:
effect.CurrentTechnique = effect.Techniques[4];
break;
case GammaType.InvertVerySimple:
effect.CurrentTechnique = effect.Techniques[5];
break;
default:
break;
}
}
示例3: Init
public override void Init(Engine.GraphicInfo ginfo, Engine.GraphicFactory factory)
{
depht = factory.GetEffect("depth",false,true);
target = factory.CreateRenderTarget(ginfo.BackBufferWidth, ginfo.BackBufferHeight,SurfaceFormat.Color,
ginfo.UseMipMap,DepthFormat.None,ginfo.MultiSample);
be= new GaussianBlurPostEffect();
be.Init(ginfo, factory);
}
示例4: Init
public override void Init(Engine.GraphicInfo ginfo, Engine.GraphicFactory factory)
{
target = factory.CreateRenderTarget(ginfo.BackBufferWidth, ginfo.BackBufferHeight);
target2 = factory.CreateRenderTarget(ginfo.BackBufferWidth, ginfo.BackBufferHeight);
effect = factory.GetEffect("glowPost",false,true);
gbp = new GaussianBlurPostEffect();
gbp.Init(ginfo, factory);
}
示例5: Init
public override void Init(Engine.GraphicInfo ginfo, Engine.GraphicFactory factory)
{
//Load the asset
effect = factory.GetEffect("colorCorrection",false,true);
}
示例6: Init
public override void Init(Engine.GraphicInfo ginfo, Engine.GraphicFactory factory)
{
effect = factory.GetEffect("Sun",false,true);
if (flareTexture==null)
tex = factory.GetTexture2D("flare",true);
else
tex = factory.GetTexture2D(flareTexture);
}
示例7: LoadContent
public void LoadContent(IContentManager manager, Engine.GraphicInfo ginfo, Engine.GraphicFactory factory, Color BackGroundColor, bool useFloatBuffer)
{
this.backGroundColor = BackGroundColor;
colorRT2 = factory.CreateRenderTarget(ginfo.BackBufferWidth, ginfo.BackBufferHeight, SurfaceFormat.Color, ginfo.UseMipMap, DepthFormat.Depth24Stencil8, 8, RenderTargetUsage.DiscardContents);
colorRT = factory.CreateRenderTarget(ginfo.BackBufferWidth, ginfo.BackBufferHeight, SurfaceFormat.Color, ginfo.UseMipMap, DepthFormat.Depth24Stencil8, 0, RenderTargetUsage.DiscardContents);
normalRT = factory.CreateRenderTarget(ginfo.BackBufferWidth, ginfo.BackBufferHeight, SurfaceFormat.Color, ginfo.UseMipMap, DepthFormat.None, 0, RenderTargetUsage.DiscardContents);
depthRT = factory.CreateRenderTarget(ginfo.BackBufferWidth, ginfo.BackBufferHeight, SurfaceFormat.Single, ginfo.UseMipMap, DepthFormat.None, 0, RenderTargetUsage.DiscardContents);
lightOclusionRT = factory.CreateRenderTarget(ginfo.BackBufferWidth, ginfo.BackBufferHeight, SurfaceFormat.Color, ginfo.UseMipMap, DepthFormat.None, 0, RenderTargetUsage.DiscardContents);
clearBufferEffect = manager.GetAsset<Effect>("ClearGBuffer",true);
effect = factory.GetEffect("Effects//hibe");
}
示例8: Init
public override void Init(Engine.GraphicInfo ginfo, Engine.GraphicFactory factory)
{
effect = factory.GetEffect("BlackWhite",false,true);
}
示例9: Initialize
public override void Initialize(Engine.GraphicInfo ginfo, Engine.GraphicFactory factory, IObject obj)
{
this._shader = factory.GetEffect("SphericalBillboard",true,true);
base.Initialize(ginfo, factory, obj);
}
示例10: Init
public override void Init(Engine.GraphicInfo ginfo, Engine.GraphicFactory factory)
{
effect = factory.GetEffect("AntiAliasing",false,true);
}
示例11: Init
public override void Init(Engine.GraphicInfo ginfo, Engine.GraphicFactory factory)
{
target = factory.CreateRenderTarget(ginfo.BackBufferWidth, ginfo.BackBufferHeight, SurfaceFormat.Color, ginfo.UseMipMap, DepthFormat.None, ginfo.MultiSample);
target2 = factory.CreateRenderTarget(ginfo.BackBufferWidth, ginfo.BackBufferHeight, SurfaceFormat.Color, ginfo.UseMipMap, DepthFormat.None, ginfo.MultiSample);
target3 = factory.CreateRenderTarget(ginfo.BackBufferWidth, ginfo.BackBufferHeight, SurfaceFormat.Color, ginfo.UseMipMap, DepthFormat.None, ginfo.MultiSample);
effect = factory.GetEffect("SSAOPOST", false, true);
ssaofinal = factory.GetEffect("ssaofinal", false, true);
RandomTexture = factory.GetTexture2D("random", true);
gbp = new GaussianBlurPostEffect();
gbp.Init(ginfo, factory);
}
示例12: Init
public override void Init(Engine.GraphicInfo ginfo, Engine.GraphicFactory factory)
{
effect = factory.GetEffect("Fog",false,true);
switch (fogType)
{
case FogType.LINEAR:
effect.CurrentTechnique = effect.Techniques["FogShader"];
break;
case FogType.EXPONENCIAL:
effect.CurrentTechnique = effect.Techniques["FogExponencialShader"];
break;
case FogType.EXPONENCIALSQUARED:
effect.CurrentTechnique = effect.Techniques["FogExponencialSquaredShader"];
break;
default:
break;
}
}
示例13: Init
public override void Init(Engine.GraphicInfo ginfo, Engine.GraphicFactory factory)
{
this.noise = factory.GetEffect("noise",false,true);
}
示例14: Initialize
public override void Initialize(Engine.GraphicInfo ginfo, Engine.GraphicFactory factory, IObject obj)
{
base.Initialize(ginfo, factory, obj);
this._shader = factory.GetEffect("AnimatedBillboard",false,true);
this.aniTex = obj.Modelo.getTexture(TextureType.DIFFUSE,0,0);
obj.Modelo.GetTextureInformation(0)[0].OnTextureChange += new OnTextureChange(Modelo_OnTextureChange);
totalwidth = aniTex.Width;
this.width = aniTex.Width / numberOfFrames;
this.height = aniTex.Height;
size = width / totalwidth;
}
示例15: Init
public override void Init(Engine.GraphicInfo ginfo, Engine.GraphicFactory factory)
{
gblur = factory.GetEffect("gblur",true,true);
if (useHalfSingleRenderTarget)
{
target = factory.CreateRenderTarget(ginfo.BackBufferWidth, ginfo.BackBufferHeight, SurfaceFormat.Single, ginfo.UseMipMap, DepthFormat.None, ginfo.MultiSample);
}
else
{
target = factory.CreateRenderTarget(ginfo.BackBufferWidth, ginfo.BackBufferHeight, SurfaceFormat.Color, ginfo.UseMipMap, DepthFormat.None, ginfo.MultiSample);
}
Vector2 texelSize = new Vector2(1f / ginfo.BackBufferWidth, 1f / ginfo.BackBufferHeight);
SetBlurParameters(texelSize.X, 0, ref sampleOffsetsH, ref sampleWeightsH);
SetBlurParameters(0, texelSize.Y, ref sampleOffsetsV, ref sampleWeightsV);
}