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C# IEffect.SetArgument方法代码示例

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


在下文中一共展示了IEffect.SetArgument方法的1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: Intro

            public override void Intro( params object [] args )
            {
                LiqueurSystem.GraphicsDevice.IsZWriteEnable = true;
                LiqueurSystem.GraphicsDevice.CullingMode = CullingMode.None;
                LiqueurSystem.GraphicsDevice.ScreenSize = new Vector2 ( 800, 600 );
                LiqueurSystem.GraphicsDevice.BlendState = true;
                LiqueurSystem.GraphicsDevice.BlendOperation = BlendOperation.AlphaBlend;

                vertexShader = LiqueurSystem.GraphicsDevice.CreateShader ( @"#version 120
                attribute vec3 a_position;
                attribute vec2 a_texcoord;

                uniform mat4 proj;
                uniform mat4 modelView;

                varying vec2 v_texcoord;

                void main () {
                vec4 pos = vec4(a_position, 1);
                pos = modelView * pos;
                pos = proj * pos;
                gl_Position = pos;
                v_texcoord = a_texcoord;
                }
                    ", ShaderType.VertexShader );
                vertexShader.Option = new ShaderOption ()
                {
                    AttributeOrdering = new ShaderOption.AttributeOrder []
                    {
                        new ShaderOption.AttributeOrder () { Name = "a_position", VertexType = FlexibleVertexFormat.PositionXYZ },
                        new ShaderOption.AttributeOrder () { Name = "a_texcoord", VertexType = FlexibleVertexFormat.TextureUV1 }
                    }
                };
                fragShader = LiqueurSystem.GraphicsDevice.CreateShader ( @"#version 120
                varying vec2 v_texcoord;

                uniform sampler2D texture;

                void main () {
                gl_FragColor = texture2D ( texture, v_texcoord.st );
                }
                    ", ShaderType.FragmentShader );
                effect = LiqueurSystem.GraphicsDevice.CreateEffect ( vertexShader, fragShader );
                effect.SetArgument<Matrix4x4> ( "modelView", Matrix4x4.Identity * new Daramkun.Liqueur.Mathematics.Transforms.View ( new Vector3 ( -7, 7, 10 ),
                                                                                            new Vector3 ( 0f, 0f, 0f ),
                                                                                            new Vector3 ( 0, 1, 0 ) ).Matrix );
                effect.SetArgument<Matrix4x4> ( "proj", new PerspectiveFieldOfViewProjection ( ( float ) Math.PI / 4, 800 / 600.0f, 0.0001f, 1000.0f ).Matrix );

                vertexBuffer = LiqueurSystem.GraphicsDevice.CreateVertexBuffer<Vertex> ( FlexibleVertexFormat.PositionXY |
                                                                                        FlexibleVertexFormat.Diffuse, new Vertex []
                                                                                        {
                    new Vertex ( new Vector2 ( -5.0f, +5.0f ), new Vector2 ( 0, 1 ) ),
                    new Vertex ( new Vector2 ( +5.0f, -5.0f ), new Vector2 ( 1, 0 ) ),
                    new Vertex ( new Vector2 ( -5.0f, -5.0f ), new Vector2 ( 0, 0 ) ),
                    new Vertex ( new Vector2 ( +5.0f, +5.0f ), new Vector2 ( 1, 1 ) ),
                } );
                indexBuffer = LiqueurSystem.GraphicsDevice.CreateIndexBuffer ( new int [] { 0, 2, 1, 0, 1, 3, } );

                texture = LiqueurSystem.GraphicsDevice.CreateTexture2D ( new PngDecoder ().Decode (
                    Assembly.GetEntryAssembly ().GetManifestResourceStream ( "Test.Windows.CSharp.temp.png" ) )
                                                                        );

                renderBuffer = LiqueurSystem.GraphicsDevice.CreateRenderBuffer ( 1024, 1024 );

                sprite = new Sprite ( texture );
                font = new LsfFont ( Assembly.GetEntryAssembly ().GetManifestResourceStream ( "Test.Windows.CSharp.temp.lsf" ) );

                FpsCalculator calc = new FpsCalculator ();
                calc.DrawEvent += ( object sender, GameTimeEventArgs e ) =>
                {
                    string fpsString = string.Format ( "Update FPS: {0:0.00}\nRender FPS: {1:0.00}", calc.UpdateFPS, calc.DrawFPS );
                    font.DrawFont ( fpsString, Color.Black,
                                   new Vector2 ( 0, LiqueurSystem.GraphicsDevice.ScreenSize.Y - font.MeasureString ( fpsString ).Y ) );
                };
                Add ( calc );

                base.Intro ( args );
            }
开发者ID:Daramkun,项目名称:ProjectLiqueur,代码行数:78,代码来源:MainActivity.cs


注:本文中的IEffect.SetArgument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。