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C# Engine.GetEffect方法代码示例

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, 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);
 }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:7,代码来源:ToonPostEffect.cs

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;
     }
 }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:28,代码来源:GammaCorrectionPostEffect.cs

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); 
 }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:8,代码来源:DephtOfFieldPostEffect.cs

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); 


        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:11,代码来源:GlowPostEffect.cs

示例5: Init

 public override void Init(Engine.GraphicInfo ginfo, Engine.GraphicFactory factory)
 {
     //Load the asset
     effect = factory.GetEffect("colorCorrection",false,true);            
 }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:5,代码来源:ColorCorrectionPostEffect.cs

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);          
 }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:9,代码来源:SunPostEffect.cs

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");
     
 }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:12,代码来源:LightPrePassGBuffer.cs

示例8: Init

 public override void  Init(Engine.GraphicInfo ginfo, Engine.GraphicFactory factory)
 {         
     effect = factory.GetEffect("BlackWhite",false,true);            
 }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:4,代码来源:BlackWhitePostEffect.cs

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);
 }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:5,代码来源:DeferredSphericalBilboardShader.cs

示例10: Init

 public override void Init(Engine.GraphicInfo ginfo, Engine.GraphicFactory factory)
 {
     effect = factory.GetEffect("AntiAliasing",false,true);        
 }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:4,代码来源:AntiAliasingPostEffect.cs

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);
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:15,代码来源:SSSAOPostEffect.cs

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;
            }
        }        
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:19,代码来源:FogPostEffect.cs

示例13: Init

 public override void Init(Engine.GraphicInfo ginfo, Engine.GraphicFactory factory)
 {            
     this.noise = factory.GetEffect("noise",false,true);            
 }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:4,代码来源:NoisePostEffect.cs

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;
 }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:11,代码来源:DeferredAnimatedTextureShader.cs

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);
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:16,代码来源:GaussianBlurPostEffect.cs


注:本文中的Engine.GetEffect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。