本文整理汇总了C#中Xen.SetGlobalSingle方法的典型用法代码示例。如果您正苦于以下问题:C# Xen.SetGlobalSingle方法的具体用法?C# Xen.SetGlobalSingle怎么用?C# Xen.SetGlobalSingle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.SetGlobalSingle方法的1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: 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);
}
}