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C# Xen.SetViewDirectionVector3方法代码示例

本文整理汇总了C#中Xen.SetViewDirectionVector3方法的典型用法代码示例。如果您正苦于以下问题:C# Xen.SetViewDirectionVector3方法的具体用法?C# Xen.SetViewDirectionVector3怎么用?C# Xen.SetViewDirectionVector3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Xen的用法示例。


在下文中一共展示了Xen.SetViewDirectionVector3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 != 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


注:本文中的Xen.SetViewDirectionVector3方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。