本文整理汇总了C#中Microsoft.Xna.Framework.Graphics.Effect类的典型用法代码示例。如果您正苦于以下问题:C# Effect类的具体用法?C# Effect怎么用?C# Effect使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
Effect类属于Microsoft.Xna.Framework.Graphics命名空间,在下文中一共展示了Effect类的15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: Edge
public Edge(SpriteBatch spriteBatch, Settings settings, Effect normalDepthMapEffect, Effect edgeEffect)
: base(spriteBatch)
{
if (settings == null) throw new ArgumentNullException("settings");
if (normalDepthMapEffect == null) throw new ArgumentNullException("normalDepthMapEffect");
if (edgeEffect == null) throw new ArgumentNullException("edgeEffect");
this.settings = settings;
var pp = GraphicsDevice.PresentationParameters;
var width = (int) (pp.BackBufferWidth * settings.MapScale);
var height = (int) (pp.BackBufferHeight * settings.MapScale);
//----------------------------------------------------------------
// エフェクト
// 法線深度マップ
this.normalDepthMapEffect = new NormalDepthMapEffect(normalDepthMapEffect);
// エッジ強調
this.edgeEffect = new EdgeEffect(edgeEffect);
this.edgeEffect.MapWidth = width;
this.edgeEffect.MapHeight = height;
//----------------------------------------------------------------
// レンダ ターゲット
normalDepthMap = new RenderTarget2D(GraphicsDevice, width, height,
false, SurfaceFormat.Vector4, DepthFormat.Depth24, 0, RenderTargetUsage.DiscardContents);
}
示例2: Draw
public void Draw(Effect effect, Space space)
{
contactLines.Clear();
int contactCount = 0;
foreach (var pair in space.NarrowPhase.Pairs)
{
var pairHandler = pair as CollidablePairHandler;
if (pairHandler != null)
{
foreach (ContactInformation information in pairHandler.Contacts)
{
contactCount++;
contactLines.Add(new VertexPositionColor(information.Contact.Position, Color.White));
contactLines.Add(new VertexPositionColor(information.Contact.Position + information.Contact.Normal * information.Contact.PenetrationDepth, Color.Red));
contactLines.Add(new VertexPositionColor(information.Contact.Position + information.Contact.Normal * information.Contact.PenetrationDepth, Color.White));
contactLines.Add(new VertexPositionColor(information.Contact.Position + information.Contact.Normal * (information.Contact.PenetrationDepth + .3f), Color.White));
}
}
}
if (contactCount > 0)
{
foreach (var pass in effect.CurrentTechnique.Passes)
{
pass.Apply();
game.GraphicsDevice.DrawUserPrimitives(PrimitiveType.LineList, contactLines.Elements, 0, contactLines.Count / 2);
}
}
}
示例3: CubeMapShadowMaskRenderer
//--------------------------------------------------------------
/// <summary>
/// Initializes a new instance of the <see cref="CubeMapShadowMaskRenderer"/> class.
/// </summary>
/// <param name="graphicsService">The graphics service.</param>
/// <exception cref="ArgumentNullException">
/// <paramref name="graphicsService"/> is <see langword="null"/>.
/// </exception>
public CubeMapShadowMaskRenderer(IGraphicsService graphicsService)
{
if (graphicsService == null)
throw new ArgumentNullException("graphicsService");
_effect = graphicsService.Content.Load<Effect>("DigitalRune/Deferred/CubeMapShadowMask");
_parameterViewInverse = _effect.Parameters["ViewInverse"];
_parameterFrustumCorners = _effect.Parameters["FrustumCorners"];
_parameterGBuffer0 = _effect.Parameters["GBuffer0"];
_parameterParameters0 = _effect.Parameters["Parameters0"];
_parameterParameters1 = _effect.Parameters["Parameters1"];
_parameterParameters2 = _effect.Parameters["Parameters2"];
_parameterLightPosition = _effect.Parameters["LightPosition"];
_parameterShadowView = _effect.Parameters["ShadowView"];
_parameterJitterMap = _effect.Parameters["JitterMap"];
_parameterShadowMap = _effect.Parameters["ShadowMap"];
_parameterSamples = _effect.Parameters["Samples"];
Debug.Assert(_parameterSamples.Elements.Count == _samples.Length);
// TODO: Use struct parameter. Not yet supported in MonoGame.
// Struct effect parameters are not yet supported in the MonoGame effect processor.
//var parameterShadow = _effect.Parameters["ShadowParam"];
//_parameterNear = parameterShadow.StructureMembers["Near"];
//...
}
示例4: LoadContent
public void LoadContent()
{
#if gradient
generateTextureEffect = game.Content.Load<Effect>(@"effects\GenerateTerrainTextureGradient");
gradientTexture = game.Content.Load<Texture2D>(@"textures\gradient_01");
generateTextureEffect.Parameters["gradient"].SetValue(gradientTexture);
#else
string[] textureNames = {
"dirt_01", "dirt_03",
"sand_02", "sand_03",
"grass_01", "grass_02", "grass_03",
"water_01", "stone_02", "stone_03",
"snow_01", "snow_03"
};
generateTextureEffect = game.Content.Load<Effect>(@"effects\GenerateTerrainTexturePack");
slopemapTexture = game.Content.Load<Texture2D>(@"textures\slopemap");
// load diffuse textures
textures = new Texture2D[textureNames.Length];
for (int i = 0; i < textures.Length; i++)
textures[i] = game.Content.Load<Texture2D>(@"textures\" + textureNames[i]);
#endif
// texture declaration
vertexPositionTexture = VertexPositionTexture.VertexDeclaration; // new VertexDeclaration(device, VertexPositionTexture.VertexElements);
}
示例5: Terrain
public Terrain(GraphicsDevice gd, GraphicsDeviceManager gdm, Effect e, MazeGame m)
{
device = gd;
graphics = gdm;
effect = e;
instance = m;
}
示例6: InitTerrain
public void InitTerrain(Texture2D terrainHeightMap, Effect terrainEffect)
{
TerrainEffect = terrainEffect;
SetHeightData(terrainHeightMap);
SetVerts();
SetIndices();
}
示例7: Draw
public void Draw(Effect effect)
{
for (int i = 0; i < this.listEntity.Count; i++)
{
this.listEntity[i].Draw(this.graphics, effect);
}
}
示例8: InstancedModelDrawer
public InstancedModelDrawer(Game game)
: base(game)
{
var resourceContentManager = new ResourceContentManager(game.Services, DrawerResource.ResourceManager);
#if WINDOWS
instancingEffect = resourceContentManager.Load<Effect>("InstancedEffect");
#else
instancingEffect = resourceContentManager.Load<Effect>("InstancedEffectXbox");
#endif
//instancingEffect = game.Content.Load<Effect>("InstancedEffect");
worldTransformsParameter = instancingEffect.Parameters["WorldTransforms"];
textureIndicesParameter = instancingEffect.Parameters["TextureIndices"];
viewParameter = instancingEffect.Parameters["View"];
projectionParameter = instancingEffect.Parameters["Projection"];
instancingEffect.Parameters["LightDirection1"].SetValue(Vector3.Normalize(new Vector3(.8f, -1.5f, -1.2f)));
instancingEffect.Parameters["DiffuseColor1"].SetValue(new Vector3(.66f, .66f, .66f));
instancingEffect.Parameters["LightDirection2"].SetValue(Vector3.Normalize(new Vector3(-.8f, 1.5f, 1.2f)));
instancingEffect.Parameters["DiffuseColor2"].SetValue(new Vector3(.3f, .3f, .5f));
instancingEffect.Parameters["AmbientAmount"].SetValue(.5f);
instancingEffect.Parameters["Colors"].SetValue(colors);
}
示例9: ModelLoader
public ModelLoader(ContentManager contentManager, GraphicsDevice graphicsDevice)
{
content = contentManager;
graphics = graphicsDevice;
modelEffect = contentManager.Load<Effect>("EffectFiles/model");
}
示例10: Draw
public override void Draw(SpriteBatch sb, Effect effect)
{
if (myModel != null)//don't do anything if the model is null
{
// Copy any parent transforms.
Matrix worldMatrix = Matrix.CreateScale(scale) * Matrix.CreateTranslation(Position);
// Draw the model. A model can have multiple meshes, so loop.
foreach (ModelMesh mesh in myModel.Meshes)
{
// This is where the mesh orientation is set, as well as our camera and projection.
foreach (ModelMeshPart part in mesh.MeshParts)
{
foreach (EffectPass pass in effect.CurrentTechnique.Passes)
{
part.Effect = effect;
effect.Parameters["World"].SetValue(mesh.ParentBone.Transform * worldMatrix);
effect.Parameters["ModelTexture"].SetValue(myTexture);
Matrix worldInverseTransposeMatrix = Matrix.Transpose(Matrix.Invert(mesh.ParentBone.Transform * worldMatrix));
}
}
// Draw the mesh, using the effects set above.
mesh.Draw();
}
}
}
示例11: LoadContent
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(device);
//Load the fx files
extractEffect = Game.Content.Load<Effect>("BloomExtract");
combineEffect = Game.Content.Load<Effect>("BloomCombine");
gaussBlurEffect = Game.Content.Load<Effect>("GaussBlur");
// Look up the resolution and format of our main backbuffer.
PresentationParameters pp = device.PresentationParameters;
int width = pp.BackBufferWidth;
int height = pp.BackBufferHeight;
SurfaceFormat format = pp.BackBufferFormat;
//Set how the bloom will behave
setBloomSetting(0.25f, 4f, 2f, 1f, 2f, 0f);
// Create a texture for reading back the backbuffer contents.
resolveTarget = new ResolveTexture2D(device, width, height, 1, format);
//Can make the backbuffers smaller to increase efficiency, makes bloom less pronounced
/**
width /= 2;
height /= 2;
*/ //for example
renderTarget1 = new RenderTarget2D(device, width, height, 1, format);
renderTarget2 = new RenderTarget2D(device, width, height, 1, format);
}
示例12: StencilSolidEffect
public StencilSolidEffect(Effect effect)
{
_effect = effect;
_pass = _effect.CurrentTechnique.Passes[0];
_projection = effect.Parameters["Projection"];
_transformation = effect.Parameters["Transformation"];
}
示例13: ParticleEffect
public ParticleEffect(Effect _fx, ParticleEffectConfig conf)
{
fx = _fx;
fx.CurrentTechnique = fx.Techniques[0];
fxPassSimple = fx.CurrentTechnique.Passes[conf.PassSimple];
fxpVP = fx.Parameters[conf.ParamVP];
fxpTime = fx.Parameters[conf.ParamTime];
fxpMapSize = fx.Parameters[conf.ParamMapSize];
fxPassLightning = fx.CurrentTechnique.Passes[conf.PassLightning];
fxpLSplits = fx.Parameters[conf.ParamSplits];
fxPassFire = fx.CurrentTechnique.Passes[conf.PassFire];
fxpFRates = fx.Parameters[conf.ParamRates];
fxpFScales = fx.Parameters[conf.ParamScales];
fxpFOff1 = fx.Parameters[conf.ParamOffset1];
fxpFOff2 = fx.Parameters[conf.ParamOffset2];
fxpFOff3 = fx.Parameters[conf.ParamOffset3];
fxpFDistortScale = fx.Parameters[conf.ParamDistortScale];
fxpFDistortBias = fx.Parameters[conf.ParamDistortBias];
fxPassAlert = fx.CurrentTechnique.Passes[conf.PassAlert];
// Set Default Values
LightningSplits = DEFAULT_SPLITS;
FireDistortScale = DEFAULT_DISTORT_SCALE;
FireDistortBias = DEFAULT_DISTORT_BIAS;
FireOffset1 = DEFAULT_OFFSET;
FireOffset2 = DEFAULT_OFFSET;
FireOffset3 = DEFAULT_OFFSET;
FireRates = DEFAULT_RATES;
FireScales = DEFAULT_SCALES;
}
示例14: GameResourceEffect
/// <summary>
/// Constructor.
/// </summary>
/// <param name="key">key name</param>
/// <param name="assetName">asset name</param>
/// <param name="resource">effect resource</param>
public GameResourceEffect(string key, string assetName, Effect resource)
: base(key, assetName)
{
this.effect = resource;
this.resource = (object)this.effect;
}
示例15: Terrain
public Terrain(float CellSize, float Height, float TextureTiling, int size, Vector3 Position, Vector3 LightDirection,
GraphicsDevice GraphicsDevice, Effect effect,
Texture2D BaseTexture, Type type = Type.Flat, float terrainOffset = 0,
Texture2D RedTexture = null, Texture2D GreenTexture = null, Texture2D WeightTexture = null)
{
this.type = type;
this.size = this.width = this.length = size;
this.cellSize = CellSize;
this.height = Height;
this.Position = Position;
this.baseTexture = BaseTexture;
this.redTexture = RedTexture;
this.greenTexture = GreenTexture;
this.weightTexture = WeightTexture;
this.textureTiling = TextureTiling;
this.lightDirection = LightDirection;
this.terrainOffset = terrainOffset;
this.PersistantRot = Matrix.Identity;
//this.GraphicsDevice = GraphicsDevice;
this.LightPosition = new Vector3(0, -2500000f, 0);
this.waterSphere = new BoundingSphere(Vector3.Zero, PlanetRadius + Planet.HeightMag);
nVertices = width * length;
//2 tris per cell, 3 indices per tris
nIndices = (width - 1) * (length - 1) * 6;
this.effect = effect;
//vertexBuffer = new VertexBuffer(GraphicsDevice, typeof(VertexPositionNormalTexture), nVertices, BufferUsage.WriteOnly);
//indexBuffer = new IndexBuffer(GraphicsDevice, IndexElementSize.ThirtyTwoBits, nIndices, BufferUsage.WriteOnly);
}