本文整理汇总了C#中Xen.CreateEffect方法的典型用法代码示例。如果您正苦于以下问题:C# Xen.CreateEffect方法的具体用法?C# Xen.CreateEffect怎么用?C# Xen.CreateEffect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Xen
的用法示例。
在下文中一共展示了Xen.CreateEffect方法的12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: WarmShader
/// <summary>Warm (Preload) the shader</summary><param name="state"/>
protected override void WarmShader(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
{
// Shader is already warmed
if ((Kernel16.gd == state.DeviceUniqueIndex))
{
return;
}
// Setup the shader
if ((Kernel16.gd != state.DeviceUniqueIndex))
{
this.gdInit(state);
}
Kernel16.fx.Dispose();
// Create the effect instance
state.CreateEffect(out Kernel16.fx, Kernel16.fxb, 23, 58);
}
示例2: WarmShader
/// <summary>Warm (Preload) the shader</summary><param name="state"/>
protected override void WarmShader(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
{
// Shader is already warmed
if ((DrawVelocityParticles_LinesGpuTex.gd == state.DeviceUniqueIndex))
{
return;
}
// Setup the shader
if ((DrawVelocityParticles_LinesGpuTex.gd != state.DeviceUniqueIndex))
{
this.gdInit(state);
}
DrawVelocityParticles_LinesGpuTex.fx.Dispose();
// Create the effect instance
state.CreateEffect(out DrawVelocityParticles_LinesGpuTex.fx, DrawVelocityParticles_LinesGpuTex.fxb, 30, 4);
}
示例3: WarmShader
/// <summary>Warm (Preload) the shader</summary><param name="state"/>
protected override void WarmShader(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
{
// Shader is already warmed
if ((ParticleStoreLife128.gd == state.DeviceUniqueIndex))
{
return;
}
// Setup the shader
if ((ParticleStoreLife128.gd != state.DeviceUniqueIndex))
{
this.gdInit(state);
}
ParticleStoreLife128.fx.Dispose();
// Create the effect instance
state.CreateEffect(out ParticleStoreLife128.fx, ParticleStoreLife128.fxb, 20, 5);
}
示例4: WarmShader
/// <summary>Warm (Preload) the shader</summary><param name="state"/>
protected override void WarmShader(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
{
// Shader is already warmed
if ((FillVertexColour.gd == state.DeviceUniqueIndex))
{
return;
}
// Setup the shader
if ((FillVertexColour.gd != state.DeviceUniqueIndex))
{
this.gdInit(state);
}
FillVertexColour.fx.Dispose();
// Create the effect instance
state.CreateEffect(out FillVertexColour.fx, FillVertexColour.fxb, 7, 2);
}
示例5: WarmShader
/// <summary>Warm (Preload) the shader</summary><param name="state"/>
protected override void WarmShader(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
{
// Shader is already warmed
if ((RgbmDecodeBloomPass.gd == state.DeviceUniqueIndex))
{
return;
}
// Setup the shader
if ((RgbmDecodeBloomPass.gd != state.DeviceUniqueIndex))
{
this.gdInit(state);
}
RgbmDecodeBloomPass.fx.Dispose();
// Create the effect instance
state.CreateEffect(out RgbmDecodeBloomPass.fx, RgbmDecodeBloomPass.fxb, 9, 25);
}
示例6: WarmShader
/// <summary>Warm (Preload) the shader</summary><param name="state"/>
protected override void WarmShader(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
{
// Shader is already warmed
if ((NonLinearDepthOutTextureAlphaClip.gd == state.DeviceUniqueIndex))
{
return;
}
// Setup the shader
if ((NonLinearDepthOutTextureAlphaClip.gd != state.DeviceUniqueIndex))
{
this.gdInit(state);
}
NonLinearDepthOutTextureAlphaClip.fx.Dispose();
// Create the effect instance
state.CreateEffect(out NonLinearDepthOutTextureAlphaClip.fx, NonLinearDepthOutTextureAlphaClip.fxb, 9, 11);
}
示例7: WarmShader
/// <summary>Warm (Preload) the shader</summary><param name="state"/>
protected override void WarmShader(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
{
// Shader is already warmed
if ((DrawVelocityBillboardParticlesColour_BillboardCpu3D.gd == state.DeviceUniqueIndex))
{
return;
}
// Setup the shader
if ((DrawVelocityBillboardParticlesColour_BillboardCpu3D.gd != state.DeviceUniqueIndex))
{
this.gdInit(state);
}
DrawVelocityBillboardParticlesColour_BillboardCpu3D.fx.Dispose();
// Create the effect instance
state.CreateEffect(out DrawVelocityBillboardParticlesColour_BillboardCpu3D.fx, DrawVelocityBillboardParticlesColour_BillboardCpu3D.fxb, 40, 9);
}
示例8: WarmShader
/// <summary>Warm (Preload) the shader</summary><param name="state"/>
protected override void WarmShader(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
{
// Shader is already warmed
if ((SimpleTerrain.gd == state.DeviceUniqueIndex))
{
return;
}
// Setup the shader
if ((SimpleTerrain.gd != state.DeviceUniqueIndex))
{
this.gdInit(state);
}
SimpleTerrain.fx.Dispose();
// Create the effect instance
state.CreateEffect(out SimpleTerrain.fx, SimpleTerrain.fxb, 35, 146);
}
示例9: WarmShader
/// <summary>Warm (Preload) the shader</summary><param name="state"/>
protected override void WarmShader(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
{
// Shader is already warmed
if ((BackgroundFill.gd == state.DeviceUniqueIndex))
{
return;
}
// Setup the shader
if ((BackgroundFill.gd != state.DeviceUniqueIndex))
{
this.gdInit(state);
}
BackgroundFill.fx.Dispose();
// Create the effect instance
state.CreateEffect(out BackgroundFill.fx, BackgroundFill.fxb, 8, 19);
}
示例10: Begin
public void Begin(Xen.Graphics.ShaderSystem.ShaderSystemBase state, bool ic, bool ec, Xen.Graphics.ShaderSystem.ShaderExtension ext)
{
if (device != state.DeviceUniqueIndex)
{
device = state.DeviceUniqueIndex;
fx.Dispose();
state.CreateEffect(out fx, fxb, 0, 0);
}
float randX = (float)(random.NextDouble());
float randY = (float)(random.NextDouble());
this.psConstants[4].Z = randX;
this.psConstants[4].W = randY;
//random texture is limited in size, so randomly offset by a tiny amount
randX = (float)((random.NextDouble() * 2 - 1) / 256.0);
randY = (float)((random.NextDouble() * 2 - 1) / 256.0);
this.psConstants[5].X = randX;
this.psConstants[5].Y = randY;
TextureSamplerState point = TextureSamplerState.PointFiltering;
Xen.Graphics.ShaderSystem.ShaderSystemBase shaderSystem = (Xen.Graphics.ShaderSystem.ShaderSystemBase)state;
shaderSystem.SetPixelShaderSampler(0, randTexture, point);
if (positionSize != null)
shaderSystem.SetPixelShaderSampler(1, positionSize, point);
if (velocityRotation != null)
shaderSystem.SetPixelShaderSampler(2, velocityRotation, point);
if (this.colourSamplerIndex != -1)
shaderSystem.SetPixelShaderSampler(this.colourSamplerIndex, colourValues, point);
if (this.userSamplerIndex != -1)
shaderSystem.SetPixelShaderSampler(this.userSamplerIndex, userValues, point);
if (this.lifeSamplerIndex != -1)
shaderSystem.SetPixelShaderSampler(this.lifeSamplerIndex, lifeTexture, point);
state.SetWorldViewProjectionMatrix(ref this.vreg[0], ref this.vreg[1], ref this.vreg[2], ref this.vreg[3], ref this.world);
const float randTextureSize = (float)RandomValueTexture.Resolution;
const float invRandTextureSize = 1.0f / randTextureSize;
if (enabledMoveVS || enabledAddVS)
{
for (int i = 0; i < 4; i++) //copy the WVP matrix
this.vsMoveConstants[i] = this.vreg[i];
vsMoveConstants[6] = new Vector4(randTextureSize, invRandTextureSize, 0, 0);
fx.vs_c.SetValue(this.vsMoveConstants);
fx.ps_c.SetValue(psConstants);
}
else
{
state.SetWindowSizeVector2(ref this.vreg[4], ref this.viewsize);
this.vreg[6] = new Vector4(randTextureSize, invRandTextureSize, 0, 0);
fx.vs_c.SetValue(this.vreg);
fx.ps_c.SetValue(psConstants);
}
state.SetEffect(this, ref fx, Xen.Graphics.ShaderSystem.ShaderExtension.None);
}
示例11: WarmShader
/// <summary>Warm (Preload) the shader</summary><param name="state"/>
protected override void WarmShader(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
{
// Shader is already warmed
if ((Tutorial09Technique.gd == state.DeviceUniqueIndex))
{
return;
}
// Setup the shader
if ((Tutorial09Technique.gd != state.DeviceUniqueIndex))
{
this.gdInit(state);
}
Tutorial09Technique.fx.Dispose();
// Create the effect instance
state.CreateEffect(out Tutorial09Technique.fx, Tutorial09Technique.fxb, 7, 4);
}
示例12: WarmShader
/// <summary>Warm (Preload) the shader</summary><param name="state"/>
protected override void WarmShader(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
{
// Shader is already warmed
if ((DrawBillboardParticles_GpuTex3D_UserOffset.gd == state.DeviceUniqueIndex))
{
return;
}
// Setup the shader
if ((DrawBillboardParticles_GpuTex3D_UserOffset.gd != state.DeviceUniqueIndex))
{
this.gdInit(state);
}
DrawBillboardParticles_GpuTex3D_UserOffset.fx.Dispose();
// Create the effect instance
state.CreateEffect(out DrawBillboardParticles_GpuTex3D_UserOffset.fx, DrawBillboardParticles_GpuTex3D_UserOffset.fxb, 54, 8);
}