本文整理汇总了C#中Preset.ToString方法的典型用法代码示例。如果您正苦于以下问题:C# Preset.ToString方法的具体用法?C# Preset.ToString怎么用?C# Preset.ToString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Preset
的用法示例。
在下文中一共展示了Preset.ToString方法的3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: Material
public Material(Preset preset)
{
name = preset.ToString();
switch (preset)
{
case Preset.Dirt:
friction = 0.3f;
jumpStrenghtModifier = 0.9f;
redReplacement = new Color(81, 32, 0);
greenReplacement = new Color(127, 88, 62);
blueReplacement = new Color(53, 21, 0);
break;
case Preset.Rock:
friction = 0.5f;
jumpStrenghtModifier = 1;
redReplacement = new Color(128, 128, 128);
greenReplacement = new Color(175, 175, 175);
blueReplacement = new Color(96, 96, 96);
break;
case Preset.Rubber: // wtf placeholder colors
friction = 2f;
jumpStrenghtModifier = 1.1f;
redReplacement = new Color(128, 128, 128);
greenReplacement = new Color(137, 137, 174);
blueReplacement = new Color(127, 88, 62);
break;
case Preset.Metal: // Even out colors, make slightly less purple
friction = 0.4f;
jumpStrenghtModifier = 1f;
redReplacement = new Color(183, 183, 213);
greenReplacement = new Color(228, 240, 255);
blueReplacement = new Color(137, 137, 174);
break;
case Preset.Glass:
friction = 0.3f;
jumpStrenghtModifier = 1f;
redReplacement = new Color(100, 100, 110, 128);
greenReplacement = new Color(110, 110, 120, 128);
blueReplacement = new Color(90, 90, 100, 128);
break;
case Preset.Sand:
friction = 0.65f;
jumpStrenghtModifier = 0.8f;
redReplacement = new Color(255, 151, 61);
greenReplacement = new Color(255, 190, 112);
blueReplacement = new Color(255, 120, 30);
break;
case Preset.Grass:
friction = 0.2f;
jumpStrenghtModifier = 1f;
redReplacement = new Color(0, 151, 0);
greenReplacement = new Color(0, 182, 0);
blueReplacement = new Color(0, 113, 0);
break;
case Preset.Ice:
friction = 0.01f;
jumpStrenghtModifier = 1;
redReplacement = new Color(193, 230, 255);
greenReplacement = new Color(255, 255, 255);
blueReplacement = new Color(142, 210, 255);
break;
}
}
示例2: GetPreset
private static Tuple<double, double>[] GetPreset(Preset preset, int count)
{
switch (preset)
{
case Preset.Simple_Up:
#region Simple_Up
return GetXs(count).
Select(o => Tuple.Create(o, o)).
ToArray();
#endregion
case Preset.Simple_Down:
#region Simple_Down
return ReverseY(GetPreset(Preset.Simple_Up, count));
#endregion
case Preset.Cube_Up:
#region Cube
return GetXs(count).
Select(o => Tuple.Create(o, o * o * o)).
ToArray();
#endregion
case Preset.Cube_Down:
#region Cube_Down
return ReverseX(GetPreset(Preset.Cube_Up, count));
#endregion
case Preset.CubeRoot_Up:
#region CubeRoot
return ReverseX(GetPreset(Preset.CubeRoot_Down, count));
#endregion
case Preset.CubeRoot_Down:
#region CubeRoot_Down
return ReverseY(GetPreset(Preset.Cube_Up, count));
#endregion
case Preset.S_Curve_Up:
#region S_Curve_Up
return GetXs(count).
Select(o => Tuple.Create(o, (-Math.Cos(o * Math.PI) * .5) + .5)).
ToArray();
#endregion
case Preset.S_Curve_Down:
#region S_Curve_Down
return ReverseY(GetPreset(Preset.S_Curve_Up, count));
#endregion
default:
throw new ApplicationException("Unknown Preset: " + preset.ToString());
}
}
示例3: SMAA
/**
* If you have one or two spare render targets of the same size as the
* backbuffer, you may want to pass them in the 'storage' parameter.
* You may pass one or the two, depending on what you have available.
*
* A RG buffer (at least) is expected for storing edges. Note that
* this target _must_ have a D24S8 depth/stencil buffer.
* A RGBA buffer is expected for the blending weights.
*
* By default, two render targets will be created for storing
* intermediate calculations.
*
* AreaTexDX9.dds and SearchTex.dds from the SMAA distribution need
* to be added to the content project and compiled as well (no mips,
* no color key, no premultiplied alpha). `textureBaseName` will
* be prepended to the search path for these textures in case
* you don't want them in the root content folder.
*
* `effectBaseName` specifies the first part of the effect to be loaded.
* the chosen `preset` will be appended.
*
* NOTE: The caller is responsible for ensuring that the effect exists
* and can be accessed by the given content manager. This is because compiling
* shaders at runtime is virtually impossible / very difficult to achieve in
* XNA and the easiest way is to use the content pipeline to generate
* all shader permutations upfront.
*/
public SMAA(GraphicsDevice _device, int _width, int _height, Preset _preset,
ITextureProvider texProvider,
IEffectProvider effectProvider,
RenderTarget2D rt_rg = null,
RenderTarget2D rt_rgba = null
)
{
Debug.Assert(_width > 0);
Debug.Assert(_height > 0);
Debug.Assert(effectProvider != null);
Debug.Assert(texProvider != null);
Debug.Assert(_device != null);
effect = effectProvider.Get(_preset.ToString());
device = _device;
width = _width;
height = _height;
threshold = 0.05f;
maxSearchSteps = 8;
// If storage for the edges is not specified we will create it.
if (rt_rg != null)
{
Debug.Assert(rt_rg.DepthStencilFormat == DepthFormat.Depth24Stencil8);
edgeTex = rt_rg;
releaseEdgeResources = false;
}
else
{
edgeTex = new RenderTarget2D(device, width, height, false,
SurfaceFormat.Color,
DepthFormat.Depth24Stencil8);
releaseEdgeResources = true;
}
// If storage for the blend weights is not specified we will create it.
if (rt_rgba != null)
{
blendTex = rt_rgba;
releaseBlendResources = false;
}
else
{
blendTex = new RenderTarget2D(device, width, height, false,
SurfaceFormat.Color,
DepthFormat.None);
releaseBlendResources = true;
}
// Load the precomputed textures.
areaTex = texProvider.Get("AreaTexDX9");
searchTex = texProvider.Get("SearchTex");
// Create some handles for techniques and variables.
thresholdHandle = effect.Parameters["threshold"];
maxSearchStepsHandle = effect.Parameters["maxSearchSteps"];
areaTexHandle = effect.Parameters["areaTex2D"];
searchTexHandle = effect.Parameters["searchTex2D"];
colorTexHandle = effect.Parameters["colorTex2D"];
depthTexHandle = effect.Parameters["depthTex2D"];
edgesTexHandle = effect.Parameters["edgesTex2D"];
blendTexHandle = effect.Parameters["blendTex2D"];
pixelSizeHandle = effect.Parameters["SMAA_PIXEL_SIZE"];
lumaEdgeDetectionHandle = effect.Techniques["LumaEdgeDetection"];
colorEdgeDetectionHandle = effect.Techniques["ColorEdgeDetection"];
depthEdgeDetectionHandle = effect.Techniques["DepthEdgeDetection"];
blendWeightCalculationHandle = effect.Techniques["BlendWeightCalculation"];
neighborhoodBlendingHandle = effect.Techniques["NeighborhoodBlending"];
//.........这里部分代码省略.........