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C# Xen类代码示例

本文整理汇总了C#中Xen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");
		}
开发者ID:shadarath,项目名称:Wirtualna-rzeczywistosc,代码行数:27,代码来源:Character.fx.cs

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");
		}
开发者ID:shadarath,项目名称:Wirtualna-rzeczywistosc,代码行数:8,代码来源:shader.fx.cs

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");
		}
开发者ID:shadarath,项目名称:Wirtualna-rzeczywistosc,代码行数:8,代码来源:Shader.fx.cs

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);
			}
		}
开发者ID:shadarath,项目名称:Wirtualna-rzeczywistosc,代码行数:31,代码来源:VelocityLines.fx.cs

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);
			}
		}
开发者ID:shadarath,项目名称:Wirtualna-rzeczywistosc,代码行数:60,代码来源:Composite.fx.cs

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");
		}
开发者ID:shadarath,项目名称:Wirtualna-rzeczywistosc,代码行数:9,代码来源:GpuParticles.fx.cs

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");
		}
开发者ID:shadarath,项目名称:Wirtualna-rzeczywistosc,代码行数:9,代码来源:FillTex.fx.cs

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");
		}
开发者ID:shadarath,项目名称:Wirtualna-rzeczywistosc,代码行数:10,代码来源:Background.fx.cs

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");
		}
开发者ID:shadarath,项目名称:Wirtualna-rzeczywistosc,代码行数:10,代码来源:Shader.fx.cs

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");
		}
开发者ID:shadarath,项目名称:Wirtualna-rzeczywistosc,代码行数:13,代码来源:VelocityLines.fx.cs

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");
		}
开发者ID:shadarath,项目名称:Wirtualna-rzeczywistosc,代码行数:14,代码来源:Billboard.fx.cs

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);
			}
		}
开发者ID:shadarath,项目名称:Wirtualna-rzeczywistosc,代码行数:50,代码来源:Depth.fx.cs

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);
			}
		}
开发者ID:shadarath,项目名称:Wirtualna-rzeczywistosc,代码行数:50,代码来源:shader.fx.cs

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);
		}
开发者ID:shadarath,项目名称:Wirtualna-rzeczywistosc,代码行数:17,代码来源:Depth.fx.cs

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);
		}
开发者ID:shadarath,项目名称:Wirtualna-rzeczywistosc,代码行数:17,代码来源:VelocityBillboard3D.fx.cs


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