本文整理汇总了C#中Xen类的典型用法代码示例。如果您正苦于以下问题:C# Xen类的具体用法?C# Xen怎么用?C# Xen使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
Xen类属于命名空间,在下文中一共展示了Xen类的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: gdInit
/// <summary>Setup shader static values</summary><param name="state"/>
private void gdInit(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
{
// set the graphics ID
Character.gd = state.DeviceUniqueIndex;
this.GraphicsID = state.DeviceUniqueIndex;
Character.gid0 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Matrix>("ShadowMapProjection");
Character.gid1 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector3>("AmbientDiffuseSpecularScale");
Character.gid2 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector4[]>("EnvironmentSH");
Character.gid3 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector2>("RgbmImageRenderScale");
Character.gid4 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector2>("ShadowMapSize");
Character.gid5 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector3>("SkinLightScatter");
Character.gid6 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector3>("SunDirection");
Character.gid7 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector4>("SunRgbIntensity");
Character.gid8 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector2>("SunSpecularPowerIntensity");
Character.gid9 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector3>("UseAlbedoOcclusionShadow");
Character.sid0 = state.GetNameUniqueID("AlbedoSampler");
Character.sid1 = state.GetNameUniqueID("CubeRgbmSampler");
Character.sid2 = state.GetNameUniqueID("NormalSampler");
Character.sid3 = state.GetNameUniqueID("ShadowSampler");
Character.sid4 = state.GetNameUniqueID("SofSampler");
Character.tid0 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Graphics.TextureCube>("CubeRgbmTexture");
Character.tid1 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Graphics.Texture2D>("ShadowTexture");
Character.tid2 = state.GetNameUniqueID("SofTexture");
Character.tid3 = state.GetNameUniqueID("AlbedoTexture");
Character.tid4 = state.GetNameUniqueID("NormalTexture");
}
示例2: gdInit
/// <summary>Setup shader static values</summary><param name="state"/>
private void gdInit(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
{
// set the graphics ID
Tutorial16.gd = state.DeviceUniqueIndex;
this.GraphicsID = state.DeviceUniqueIndex;
Tutorial16.gid0 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector4>("colour");
}
示例3: gdInit
/// <summary>Setup shader static values</summary><param name="state"/>
private void gdInit(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
{
// set the graphics ID
DrawGraphLine.gd = state.DeviceUniqueIndex;
this.GraphicsID = state.DeviceUniqueIndex;
DrawGraphLine.cid0 = state.GetNameUniqueID("graphLine");
}
示例4: BeginImpl
/// <summary>Bind the shader, 'ic' indicates the shader instance has changed and 'ec' indicates the extension has changed.</summary><param name="state"/><param name="ic"/><param name="ec"/><param name="ext"/>
protected override void BeginImpl(Xen.Graphics.ShaderSystem.ShaderSystemBase state, bool ic, bool ec, Xen.Graphics.ShaderSystem.ShaderExtension ext)
{
// if the device changed, call Warm()
if ((state.DeviceUniqueIndex != DrawVelocityParticles_LinesGpuTex.gd))
{
this.WarmShader(state);
ic = true;
}
// Force updating if the instance has changed
this.vreg_change = (this.vreg_change | ic);
// Set the value for attribute 'worldViewProj'
this.vreg_change = (this.vreg_change | state.SetWorldViewProjectionMatrix(ref this.vreg[0], ref this.vreg[1], ref this.vreg[2], ref this.vreg[3], ref this.sc0));
// Assign pixel shader textures and samplers
if ((ic | this.vtc))
{
state.SetVertexShaderSamplers(this.vtx, this.vts);
this.vtc = false;
}
if ((this.vreg_change == true))
{
DrawVelocityParticles_LinesGpuTex.fx.vs_c.SetValue(this.vreg);
this.vreg_change = false;
ic = true;
}
// Finally, bind the effect
if ((ic | ec))
{
state.SetEffect(this, ref DrawVelocityParticles_LinesGpuTex.fx, ext);
}
}
示例5: BeginImpl
/// <summary>Bind the shader, 'ic' indicates the shader instance has changed and 'ec' indicates the extension has changed.</summary><param name="state"/><param name="ic"/><param name="ec"/><param name="ext"/>
protected override void BeginImpl(Xen.Graphics.ShaderSystem.ShaderSystemBase state, bool ic, bool ec, Xen.Graphics.ShaderSystem.ShaderExtension ext)
{
// if the device changed, call Warm()
if ((state.DeviceUniqueIndex != RgbmDecode.gd))
{
this.WarmShader(state);
ic = true;
}
// Force updating if the instance has changed
this.vreg_change = (this.vreg_change | ic);
this.preg_change = (this.preg_change | ic);
this.vbreg_change = (this.vbreg_change | ic);
this.vireg_change = (this.vireg_change | ic);
// Set the value for attribute 'worldViewProj'
this.vreg_change = (this.vreg_change | state.SetWorldViewProjectionMatrix(ref this.vreg[0], ref this.vreg[1], ref this.vreg[2], ref this.vreg[3], ref this.sc0));
// Set the value for global 'BloomScaleThreshold'
this.preg_change = (this.preg_change | state.SetGlobalVector2(ref this.preg[1], RgbmDecode.gid0, ref this.gc0));
// Set the value for global 'LensExposure'
this.preg_change = (this.preg_change | state.SetGlobalSingle(ref this.preg[2], RgbmDecode.gid1, ref this.gc1));
// Set the value for global 'RgbmImageRenderScale'
this.preg_change = (this.preg_change | state.SetGlobalVector2(ref this.preg[0], RgbmDecode.gid2, ref this.gc2));
// Assign pixel shader textures and samplers
if ((ic | this.ptc))
{
state.SetPixelShaderSamplers(this.ptx, this.pts);
this.ptc = false;
}
if ((this.vreg_change == true))
{
RgbmDecode.fx.vs_c.SetValue(this.vreg);
this.vreg_change = false;
ic = true;
}
if ((this.preg_change == true))
{
RgbmDecode.fx.ps_c.SetValue(this.preg);
this.preg_change = false;
ic = true;
}
if ((ext == Xen.Graphics.ShaderSystem.ShaderExtension.Blending))
{
ic = (ic | state.SetBlendMatricesDirect(RgbmDecode.fx.vsb_c, ref this.sc1));
}
if ((ext == Xen.Graphics.ShaderSystem.ShaderExtension.Instancing))
{
this.vireg_change = (this.vireg_change | state.SetViewProjectionMatrix(ref this.vireg[0], ref this.vireg[1], ref this.vireg[2], ref this.vireg[3], ref this.sc2));
if ((this.vireg_change == true))
{
RgbmDecode.fx.vsi_c.SetValue(this.vireg);
this.vireg_change = false;
ic = true;
}
}
// Finally, bind the effect
if ((ic | ec))
{
state.SetEffect(this, ref RgbmDecode.fx, ext);
}
}
示例6: gdInit
/// <summary>Setup shader static values</summary><param name="state"/>
private void gdInit(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
{
// set the graphics ID
ParticleStoreLife128.gd = state.DeviceUniqueIndex;
this.GraphicsID = state.DeviceUniqueIndex;
ParticleStoreLife128.cid0 = state.GetNameUniqueID("indices");
ParticleStoreLife128.cid1 = state.GetNameUniqueID("invTargetSize");
}
示例7: gdInit
/// <summary>Setup shader static values</summary><param name="state"/>
private void gdInit(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
{
// set the graphics ID
FillCustomTexture.gd = state.DeviceUniqueIndex;
this.GraphicsID = state.DeviceUniqueIndex;
FillCustomTexture.sid0 = state.GetNameUniqueID("CustomTextureSampler");
FillCustomTexture.tid0 = state.GetNameUniqueID("CustomTexture");
}
示例8: gdInit
/// <summary>Setup shader static values</summary><param name="state"/>
private void gdInit(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
{
// set the graphics ID
BackgroundFill.gd = state.DeviceUniqueIndex;
this.GraphicsID = state.DeviceUniqueIndex;
BackgroundFill.gid0 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector2>("RgbmImageRenderScale");
BackgroundFill.sid0 = state.GetNameUniqueID("CubeRgbmSampler");
BackgroundFill.tid0 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Graphics.TextureCube>("CubeRgbmTexture");
}
示例9: gdInit
/// <summary>Setup shader static values</summary><param name="state"/>
private void gdInit(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
{
// set the graphics ID
InstancingSprite.gd = state.DeviceUniqueIndex;
this.GraphicsID = state.DeviceUniqueIndex;
InstancingSprite.cid0 = state.GetNameUniqueID("spriteWorldMatrix");
InstancingSprite.sid0 = state.GetNameUniqueID("CustomTextureSampler");
InstancingSprite.tid0 = state.GetNameUniqueID("CustomTexture");
}
示例10: gdInit
/// <summary>Setup shader static values</summary><param name="state"/>
private void gdInit(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
{
// set the graphics ID
DrawVelocityParticles_LinesGpuTex.gd = state.DeviceUniqueIndex;
this.GraphicsID = state.DeviceUniqueIndex;
DrawVelocityParticles_LinesGpuTex.cid0 = state.GetNameUniqueID("textureSizeOffset");
DrawVelocityParticles_LinesGpuTex.cid1 = state.GetNameUniqueID("velocityScale");
DrawVelocityParticles_LinesGpuTex.sid0 = state.GetNameUniqueID("PositionSampler");
DrawVelocityParticles_LinesGpuTex.sid1 = state.GetNameUniqueID("VelocitySampler");
DrawVelocityParticles_LinesGpuTex.tid0 = state.GetNameUniqueID("PositionTexture");
DrawVelocityParticles_LinesGpuTex.tid2 = state.GetNameUniqueID("VelocityTexture");
}
示例11: gdInit
/// <summary>Setup shader static values</summary><param name="state"/>
private void gdInit(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
{
// set the graphics ID
DrawBillboardParticles_GpuTex.gd = state.DeviceUniqueIndex;
this.GraphicsID = state.DeviceUniqueIndex;
DrawBillboardParticles_GpuTex.cid0 = state.GetNameUniqueID("invTextureSizeOffset");
DrawBillboardParticles_GpuTex.sid0 = state.GetNameUniqueID("DisplaySampler");
DrawBillboardParticles_GpuTex.sid1 = state.GetNameUniqueID("PositionSampler");
DrawBillboardParticles_GpuTex.sid2 = state.GetNameUniqueID("VelocitySampler");
DrawBillboardParticles_GpuTex.tid0 = state.GetNameUniqueID("PositionTexture");
DrawBillboardParticles_GpuTex.tid2 = state.GetNameUniqueID("VelocityTexture");
DrawBillboardParticles_GpuTex.tid4 = state.GetNameUniqueID("DisplayTexture");
}
示例12: BeginImpl
/// <summary>Bind the shader, 'ic' indicates the shader instance has changed and 'ec' indicates the extension has changed.</summary><param name="state"/><param name="ic"/><param name="ec"/><param name="ext"/>
protected override void BeginImpl(Xen.Graphics.ShaderSystem.ShaderSystemBase state, bool ic, bool ec, Xen.Graphics.ShaderSystem.ShaderExtension ext)
{
// if the device changed, call Warm()
if ((state.DeviceUniqueIndex != DepthOutRg.gd))
{
this.WarmShader(state);
ic = true;
}
// Force updating if the instance has changed
this.vreg_change = (this.vreg_change | ic);
this.vbreg_change = (this.vbreg_change | ic);
this.vireg_change = (this.vireg_change | ic);
// Set the value for attribute 'cameraNearFar'
this.vreg_change = (this.vreg_change | state.SetCameraNearFarVector2(ref this.vreg[9], ref this.sc0));
// Set the value for attribute 'viewDirection'
this.vreg_change = (this.vreg_change | state.SetViewDirectionVector3(ref this.vreg[7], ref this.sc1));
// Set the value for attribute 'viewPoint'
this.vreg_change = (this.vreg_change | state.SetViewPointVector3(ref this.vreg[8], ref this.sc2));
Microsoft.Xna.Framework.Vector4 unused = new Microsoft.Xna.Framework.Vector4();
// Set the value for attribute 'worldMatrix'
this.vreg_change = (this.vreg_change | state.SetWorldMatrix(ref this.vreg[4], ref this.vreg[5], ref this.vreg[6], ref unused, ref this.sc3));
// Set the value for attribute 'worldViewProj'
this.vreg_change = (this.vreg_change | state.SetWorldViewProjectionMatrix(ref this.vreg[0], ref this.vreg[1], ref this.vreg[2], ref this.vreg[3], ref this.sc4));
if ((this.vreg_change == true))
{
DepthOutRg.fx.vs_c.SetValue(this.vreg);
this.vreg_change = false;
ic = true;
}
if ((ext == Xen.Graphics.ShaderSystem.ShaderExtension.Blending))
{
ic = (ic | state.SetBlendMatricesDirect(DepthOutRg.fx.vsb_c, ref this.sc5));
}
if ((ext == Xen.Graphics.ShaderSystem.ShaderExtension.Instancing))
{
this.vireg_change = (this.vireg_change | state.SetViewProjectionMatrix(ref this.vireg[0], ref this.vireg[1], ref this.vireg[2], ref this.vireg[3], ref this.sc6));
if ((this.vireg_change == true))
{
DepthOutRg.fx.vsi_c.SetValue(this.vireg);
this.vireg_change = false;
ic = true;
}
}
// Finally, bind the effect
if ((ic | ec))
{
state.SetEffect(this, ref DepthOutRg.fx, ext);
}
}
示例13: BeginImpl
/// <summary>Bind the shader, 'ic' indicates the shader instance has changed and 'ec' indicates the extension has changed.</summary><param name="state"/><param name="ic"/><param name="ec"/><param name="ext"/>
protected override void BeginImpl(Xen.Graphics.ShaderSystem.ShaderSystemBase state, bool ic, bool ec, Xen.Graphics.ShaderSystem.ShaderExtension ext)
{
// if the device changed, call Warm()
if ((state.DeviceUniqueIndex != Tutorial16.gd))
{
this.WarmShader(state);
ic = true;
}
// Force updating if the instance has changed
this.vreg_change = (this.vreg_change | ic);
this.preg_change = (this.preg_change | ic);
this.vbreg_change = (this.vbreg_change | ic);
this.vireg_change = (this.vireg_change | ic);
// Set the value for attribute 'worldViewProj'
this.vreg_change = (this.vreg_change | state.SetWorldViewProjectionMatrix(ref this.vreg[0], ref this.vreg[1], ref this.vreg[2], ref this.vreg[3], ref this.sc0));
// Set the value for global 'colour'
this.preg_change = (this.preg_change | state.SetGlobalVector4(ref this.preg[0], Tutorial16.gid0, ref this.gc0));
if ((this.vreg_change == true))
{
Tutorial16.fx.vs_c.SetValue(this.vreg);
this.vreg_change = false;
ic = true;
}
if ((this.preg_change == true))
{
Tutorial16.fx.ps_c.SetValue(this.preg);
this.preg_change = false;
ic = true;
}
if ((ext == Xen.Graphics.ShaderSystem.ShaderExtension.Blending))
{
ic = (ic | state.SetBlendMatricesDirect(Tutorial16.fx.vsb_c, ref this.sc1));
}
if ((ext == Xen.Graphics.ShaderSystem.ShaderExtension.Instancing))
{
this.vireg_change = (this.vireg_change | state.SetViewProjectionMatrix(ref this.vireg[0], ref this.vireg[1], ref this.vireg[2], ref this.vireg[3], ref this.sc2));
if ((this.vireg_change == true))
{
Tutorial16.fx.vsi_c.SetValue(this.vireg);
this.vireg_change = false;
ic = true;
}
}
// Finally, bind the effect
if ((ic | ec))
{
state.SetEffect(this, ref Tutorial16.fx, ext);
}
}
示例14: WarmShader
/// <summary>Warm (Preload) the shader</summary><param name="state"/>
protected override void WarmShader(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
{
// Shader is already warmed
if ((DepthOutRg.gd == state.DeviceUniqueIndex))
{
return;
}
// Setup the shader
if ((DepthOutRg.gd != state.DeviceUniqueIndex))
{
this.gdInit(state);
}
DepthOutRg.fx.Dispose();
// Create the effect instance
state.CreateEffect(out DepthOutRg.fx, DepthOutRg.fxb, 14, 7);
}
示例15: WarmShader
/// <summary>Warm (Preload) the shader</summary><param name="state"/>
protected override void WarmShader(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
{
// Shader is already warmed
if ((DrawVelocityBillboardParticles_GpuTex3D.gd == state.DeviceUniqueIndex))
{
return;
}
// Setup the shader
if ((DrawVelocityBillboardParticles_GpuTex3D.gd != state.DeviceUniqueIndex))
{
this.gdInit(state);
}
DrawVelocityBillboardParticles_GpuTex3D.fx.Dispose();
// Create the effect instance
state.CreateEffect(out DrawVelocityBillboardParticles_GpuTex3D.fx, DrawVelocityBillboardParticles_GpuTex3D.fxb, 55, 8);
}