本文整理汇总了C#中Xen.GetNameUniqueID方法的典型用法代码示例。如果您正苦于以下问题:C# Xen.GetNameUniqueID方法的具体用法?C# Xen.GetNameUniqueID怎么用?C# Xen.GetNameUniqueID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.GetNameUniqueID方法的14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
ParticleStoreLife128.gd = state.DeviceUniqueIndex;
this.GraphicsID = state.DeviceUniqueIndex;
ParticleStoreLife128.cid0 = state.GetNameUniqueID("indices");
ParticleStoreLife128.cid1 = state.GetNameUniqueID("invTargetSize");
}
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
Tutorial09Technique.gd = state.DeviceUniqueIndex;
this.GraphicsID = state.DeviceUniqueIndex;
Tutorial09Technique.sid0 = state.GetNameUniqueID("DisplayTextureSampler");
Tutorial09Technique.tid0 = state.GetNameUniqueID("DisplayTexture");
}
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
FillCustomTexture.gd = state.DeviceUniqueIndex;
this.GraphicsID = state.DeviceUniqueIndex;
FillCustomTexture.sid0 = state.GetNameUniqueID("CustomTextureSampler");
FillCustomTexture.tid0 = state.GetNameUniqueID("CustomTexture");
}
示例4: 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5: 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6: 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7: 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8: gdInit
/// <summary>Setup shader static values</summary><param name="state"/>
private void gdInit(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
{
// set the graphics ID
DrawVelocityBillboardParticles_GpuTex3D.gd = state.DeviceUniqueIndex;
this.GraphicsID = state.DeviceUniqueIndex;
DrawVelocityBillboardParticles_GpuTex3D.cid0 = state.GetNameUniqueID("invTextureSizeOffset");
DrawVelocityBillboardParticles_GpuTex3D.cid1 = state.GetNameUniqueID("velocityScale");
DrawVelocityBillboardParticles_GpuTex3D.cid2 = state.GetNameUniqueID("worldSpaceYAxis");
DrawVelocityBillboardParticles_GpuTex3D.sid0 = state.GetNameUniqueID("DisplaySampler");
DrawVelocityBillboardParticles_GpuTex3D.sid1 = state.GetNameUniqueID("PositionSampler");
DrawVelocityBillboardParticles_GpuTex3D.sid2 = state.GetNameUniqueID("VelocitySampler");
DrawVelocityBillboardParticles_GpuTex3D.tid0 = state.GetNameUniqueID("PositionTexture");
DrawVelocityBillboardParticles_GpuTex3D.tid2 = state.GetNameUniqueID("VelocityTexture");
DrawVelocityBillboardParticles_GpuTex3D.tid4 = state.GetNameUniqueID("DisplayTexture");
}
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
RgbmDecode.gd = state.DeviceUniqueIndex;
this.GraphicsID = state.DeviceUniqueIndex;
RgbmDecode.cid0 = state.GetNameUniqueID("UseExposureTonemapping");
RgbmDecode.cid1 = state.GetNameUniqueID("UseFilmApproxTonemapping");
RgbmDecode.cid2 = state.GetNameUniqueID("UseGammaCorrection");
RgbmDecode.cid3 = state.GetNameUniqueID("UseInverseOneTonemapping");
RgbmDecode.gid0 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector2>("BloomScaleThreshold");
RgbmDecode.gid1 = state.GetGlobalUniqueID<float>("LensExposure");
RgbmDecode.gid2 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector2>("RgbmImageRenderScale");
RgbmDecode.sid0 = state.GetNameUniqueID("BloomSampler");
RgbmDecode.sid1 = state.GetNameUniqueID("InputSampler");
RgbmDecode.tid0 = state.GetNameUniqueID("InputTexture");
RgbmDecode.tid1 = state.GetNameUniqueID("BloomTexture");
}
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
NonLinearDepthOutTextureAlphaClip.gd = state.DeviceUniqueIndex;
this.GraphicsID = state.DeviceUniqueIndex;
NonLinearDepthOutTextureAlphaClip.cid0 = state.GetNameUniqueID("clipThreshold");
NonLinearDepthOutTextureAlphaClip.sid0 = state.GetNameUniqueID("AlphaTextureSampler");
NonLinearDepthOutTextureAlphaClip.tid0 = state.GetNameUniqueID("AlphaTexture");
}
示例12: gdInit
/// <summary>Setup shader static values</summary><param name="state"/>
private void gdInit(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
{
// set the graphics ID
Triplanar.gd = state.DeviceUniqueIndex;
this.GraphicsID = state.DeviceUniqueIndex;
Triplanar.cid0 = state.GetNameUniqueID("cameraPosition");
Triplanar.cid1 = state.GetNameUniqueID("lightDirection");
Triplanar.cid2 = state.GetNameUniqueID("fogColor");
Triplanar.cid3 = state.GetNameUniqueID("fogEnd");
Triplanar.cid4 = state.GetNameUniqueID("fogStart");
Triplanar.cid5 = state.GetNameUniqueID("textureScale");
Triplanar.sid0 = state.GetNameUniqueID("BottomColorSampler");
Triplanar.sid1 = state.GetNameUniqueID("BottomNormalSampler");
Triplanar.sid2 = state.GetNameUniqueID("SideColorSampler");
Triplanar.sid3 = state.GetNameUniqueID("SideNormalSampler");
Triplanar.sid4 = state.GetNameUniqueID("TopColorSampler");
Triplanar.sid5 = state.GetNameUniqueID("TopNormalSampler");
Triplanar.tid0 = state.GetNameUniqueID("SideColor");
Triplanar.tid1 = state.GetNameUniqueID("SideNormal");
Triplanar.tid2 = state.GetNameUniqueID("BottomColor");
Triplanar.tid3 = state.GetNameUniqueID("BottomNormal");
Triplanar.tid4 = state.GetNameUniqueID("TopColor");
Triplanar.tid5 = state.GetNameUniqueID("TopNormal");
}
示例13: gdInit
/// <summary>Setup shader static values</summary><param name="state"/>
private void gdInit(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
{
// set the graphics ID
DrawBillboardParticles_GpuTex_UserOffset.gd = state.DeviceUniqueIndex;
this.GraphicsID = state.DeviceUniqueIndex;
DrawBillboardParticles_GpuTex_UserOffset.cid0 = state.GetNameUniqueID("invTextureSizeOffset");
DrawBillboardParticles_GpuTex_UserOffset.sid0 = state.GetNameUniqueID("DisplaySampler");
DrawBillboardParticles_GpuTex_UserOffset.sid1 = state.GetNameUniqueID("PositionSampler");
DrawBillboardParticles_GpuTex_UserOffset.sid2 = state.GetNameUniqueID("UserSampler");
DrawBillboardParticles_GpuTex_UserOffset.sid3 = state.GetNameUniqueID("VelocitySampler");
DrawBillboardParticles_GpuTex_UserOffset.tid0 = state.GetNameUniqueID("PositionTexture");
DrawBillboardParticles_GpuTex_UserOffset.tid2 = state.GetNameUniqueID("VelocityTexture");
DrawBillboardParticles_GpuTex_UserOffset.tid3 = state.GetNameUniqueID("UserTexture");
DrawBillboardParticles_GpuTex_UserOffset.tid4 = state.GetNameUniqueID("DisplayTexture");
}
示例14: gdInit
/// <summary>Setup shader static values</summary><param name="state"/>
private void gdInit(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
{
// set the graphics ID
FillSolidColour.gd = state.DeviceUniqueIndex;
this.GraphicsID = state.DeviceUniqueIndex;
FillSolidColour.cid0 = state.GetNameUniqueID("FillColour");
}