本文整理汇总了C#中Xen.SetWorldViewProjectionMatrix方法的典型用法代码示例。如果您正苦于以下问题:C# Xen.SetWorldViewProjectionMatrix方法的具体用法?C# Xen.SetWorldViewProjectionMatrix怎么用?C# Xen.SetWorldViewProjectionMatrix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.SetWorldViewProjectionMatrix方法的8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 != 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);
}
}
示例2: 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);
}
}
示例3: 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);
}
}
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 != 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);
}
}
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 != DrawVelocityBillboardParticles_GpuTex3D.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 'viewPoint'
this.vreg_change = (this.vreg_change | state.SetViewPointVector3(ref this.vreg[7], ref this.sc0));
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.sc1));
// 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.sc2));
// Assign pixel shader textures and samplers
if ((ic | this.ptc))
{
state.SetPixelShaderSamplers(this.ptx, this.pts);
this.ptc = false;
}
// Assign pixel shader textures and samplers
if ((ic | this.vtc))
{
state.SetVertexShaderSamplers(this.vtx, this.vts);
this.vtc = false;
}
if ((this.vreg_change == true))
{
DrawVelocityBillboardParticles_GpuTex3D.fx.vs_c.SetValue(this.vreg);
this.vreg_change = false;
ic = true;
}
// Finally, bind the effect
if ((ic | ec))
{
state.SetEffect(this, ref DrawVelocityBillboardParticles_GpuTex3D.fx, ext);
}
}
示例6: 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 != DrawGraphLine.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[200], ref this.vreg[201], ref this.vreg[202], ref this.vreg[203], ref this.sc0));
if ((this.vreg_change == true))
{
DrawGraphLine.fx.vs_c.SetValue(this.vreg);
this.vreg_change = false;
ic = true;
}
// Finally, bind the effect
if ((ic | ec))
{
state.SetEffect(this, ref DrawGraphLine.fx, ext);
}
}
示例7: 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 != Character.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 'viewPoint'
this.vreg_change = (this.vreg_change | state.SetViewPointVector4(ref this.vreg[12], ref this.sc0));
// Set the value for attribute 'world'
this.vreg_change = (this.vreg_change | state.SetWorldMatrix(ref this.vreg[8], ref this.vreg[9], ref this.vreg[10], ref this.vreg[11], ref this.sc1));
// Set the value for attribute 'worldViewProj'
this.vreg_change = (this.vreg_change | state.SetWorldViewProjectionMatrix(ref this.vreg[4], ref this.vreg[5], ref this.vreg[6], ref this.vreg[7], ref this.sc2));
// Set the value for global 'ShadowMapProjection'
this.vreg_change = (this.vreg_change | state.SetGlobalMatrix4(ref this.vreg[0], ref this.vreg[1], ref this.vreg[2], ref this.vreg[3], Character.gid0, ref this.gc0));
// Set the value for global 'AmbientDiffuseSpecularScale'
this.preg_change = (this.preg_change | state.SetGlobalVector3(ref this.preg[15], Character.gid1, ref this.gc1));
// Set the value for global 'EnvironmentSH'
this.preg_change = (this.preg_change | state.SetGlobalVector4(this.preg, 0, 9, Character.gid2, ref this.gc2));
// Set the value for global 'RgbmImageRenderScale'
this.preg_change = (this.preg_change | state.SetGlobalVector2(ref this.preg[9], Character.gid3, ref this.gc3));
// Set the value for global 'ShadowMapSize'
this.preg_change = (this.preg_change | state.SetGlobalVector2(ref this.preg[10], Character.gid4, ref this.gc4));
// Set the value for global 'SkinLightScatter'
this.preg_change = (this.preg_change | state.SetGlobalVector3(ref this.preg[11], Character.gid5, ref this.gc5));
// Set the value for global 'SunDirection'
this.preg_change = (this.preg_change | state.SetGlobalVector3(ref this.preg[13], Character.gid6, ref this.gc6));
// Set the value for global 'SunRgbIntensity'
this.preg_change = (this.preg_change | state.SetGlobalVector4(ref this.preg[12], Character.gid7, ref this.gc7));
// Set the value for global 'SunSpecularPowerIntensity'
this.preg_change = (this.preg_change | state.SetGlobalVector2(ref this.preg[14], Character.gid8, ref this.gc8));
// Set the value for global 'UseAlbedoOcclusionShadow'
this.preg_change = (this.preg_change | state.SetGlobalVector3(ref this.preg[16], Character.gid9, ref this.gc9));
// Assign global textures
this.CubeRgbmTexture = state.GetGlobalTextureCube(Character.tid0);
this.ShadowTexture = state.GetGlobalTexture2D(Character.tid1);
// Assign pixel shader textures and samplers
if ((ic | this.ptc))
{
state.SetPixelShaderSamplers(this.ptx, this.pts);
this.ptc = false;
}
if ((this.vreg_change == true))
{
Character.fx.vs_c.SetValue(this.vreg);
this.vreg_change = false;
ic = true;
}
if ((this.preg_change == true))
{
Character.fx.ps_c.SetValue(this.preg);
this.preg_change = false;
ic = true;
}
if ((ext == Xen.Graphics.ShaderSystem.ShaderExtension.Blending))
{
ic = (ic | state.SetBlendMatricesDirect(Character.fx.vsb_c, ref this.sc3));
}
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.sc4));
if ((this.vireg_change == true))
{
Character.fx.vsi_c.SetValue(this.vireg);
this.vireg_change = false;
ic = true;
}
}
// Finally, bind the effect
if ((ic | ec))
{
state.SetEffect(this, ref Character.fx, ext);
}
}
示例8: 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);
}