本文整理汇总了C#中VRageRender.PixelShaderId类的典型用法代码示例。如果您正苦于以下问题:C# PixelShaderId类的具体用法?C# PixelShaderId怎么用?C# PixelShaderId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。
PixelShaderId类属于VRageRender命名空间,在下文中一共展示了PixelShaderId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: Draw
public static void Draw(IRtvBindable renderTarget)
{
ISrvBindable srvBind = null;
if (m_selRtvTexture != null)
srvBind = m_selRtvTexture;
if (m_selUavTexture != null)
srvBind = m_selUavTexture;
if (m_selBorrowedRtvTexture != null)
srvBind = m_selBorrowedRtvTexture;
if (m_selBorrowedUavTexture != null)
srvBind = m_selBorrowedUavTexture;
if (srvBind == null) // no texture is selected
return;
if (m_ps == PixelShaderId.NULL)
m_ps = MyShaders.CreatePs("Debug/DebugRt.hlsl");
MyRenderContext RC = MyImmediateRC.RC;
RC.SetPrimitiveTopology(PrimitiveTopology.TriangleList);
RC.SetViewport(0, 0, MyRender11.ViewportResolution.X, MyRender11.ViewportResolution.Y);
RC.SetRtv(renderTarget);
RC.SetBlendState(null);
RC.PixelShader.Set(m_ps);
RC.PixelShader.SetSrv(0, srvBind);
RC.PixelShader.SetConstantBuffer(MyCommon.FRAME_SLOT, MyCommon.FrameConstants);
MyScreenPass.DrawFullscreenQuad();
Deselect();
}
示例2: CreateVertexBuffer
unsafe void IManagerDevice.OnDeviceInit()
{
if (m_markerConstantBuffer == ConstantsBufferId.NULL)
m_markerConstantBuffer = MyHwBuffers.CreateConstantsBuffer(sizeof(MyMarkerConstants), "MyPostprocessMarkCascades.MarkerConstantBuffer");
if (m_psMarker == PixelShaderId.NULL)
m_psMarker = MyShaders.CreatePs("Shadows\\StencilMarker.hlsl");
if (m_vsMarker == VertexShaderId.NULL)
m_vsMarker = MyShaders.CreateVs("Shadows\\StencilMarker.hlsl");
if (m_psDrawCoverage == PixelShaderId.NULL)
m_psDrawCoverage = MyShaders.CreatePs("Shadows\\CascadeCoverage.hlsl");
if (m_inputLayout == InputLayoutId.NULL)
m_inputLayout = MyShaders.CreateIL(m_vsMarker.BytecodeId, MyVertexLayouts.GetLayout(MyVertexInputComponentType.POSITION3));
m_vertexBuffer = CreateVertexBuffer();
m_indexBuffer = CreateIndexBuffer();
}
示例3: InitShaders
private void InitShaders()
{
if (m_markVS == VertexShaderId.NULL)
m_markVS = MyShaders.CreateVs("ShadowsOld/Shape.hlsl");
if (m_markPS == PixelShaderId.NULL)
m_markPS = MyShaders.CreatePs("ShadowsOld/Shape.hlsl");
if (m_inputLayout == InputLayoutId.NULL)
m_inputLayout = MyShaders.CreateIL(m_markVS.BytecodeId, MyVertexLayouts.GetLayout(MyVertexInputComponentType.POSITION3));
if (m_combinePS == PixelShaderId.NULL)
m_combinePS = MyShaders.CreatePs("ShadowsOld/CombineShadows.hlsl");
m_gatherCS_LD = MyShaders.CreateCs("ShadowsOld/Shadows.hlsl");
m_gatherCS_MD = MyShaders.CreateCs("ShadowsOld/Shadows.hlsl", new[] { new ShaderMacro("ENABLE_PCF", null) });
m_gatherCS_HD = MyShaders.CreateCs("ShadowsOld/Shadows.hlsl", new[] { new ShaderMacro("ENABLE_PCF", null), new ShaderMacro("ENABLE_DISTORTION", null) });
}
示例4: Init
internal static void Init()
{
m_ps = MyShaders.CreatePs("ForwardPostprocess.hlsl", "apply_skybox");
m_mipmap = MyShaders.CreateCs("EnvPrefiltering.hlsl", "buildMipmap");
m_prefilter = MyShaders.CreateCs("EnvPrefiltering.hlsl", "prefilter");
m_blend = MyShaders.CreateCs("EnvPrefiltering.hlsl", "blend");
}
示例5: Init
internal static void Init()
{
m_buildHistogram = MyShaders.CreateCs("histogram.hlsl", "build_histogram", MyShaderHelpers.FormatMacros("NUMTHREADS 8"));
m_drawHistogram = MyShaders.CreatePs("data_visualization.hlsl", "display_histogram");
m_histogram = MyRwTextures.CreateUav1D(512, SharpDX.DXGI.Format.R32_UInt, "histogram");
}
示例6: Init
internal static void Init()
{
//MyRender11.RegisterSettingsChangedListener(new OnSettingsChangedDelegate(RecreateShadersForSettings));
m_baseColorShader = MyShaders.CreatePs("debug.hlsl", "base_color");
m_baseColorLinearShader = MyShaders.CreatePs("debug.hlsl", "base_color_linear");
m_normalShader = MyShaders.CreatePs("debug.hlsl", "normal");
m_glossinessShader = MyShaders.CreatePs("debug.hlsl", "glossiness");
m_metalnessShader = MyShaders.CreatePs("debug.hlsl", "metalness");
m_matIDShader = MyShaders.CreatePs("debug.hlsl", "mat_id");
m_aoShader = MyShaders.CreatePs("debug.hlsl", "ambient_occlusion");
m_emissiveShader = MyShaders.CreatePs("debug.hlsl", "emissive");
m_ambientDiffuseShader = MyShaders.CreatePs("debug.hlsl", "debug_ambient_diffuse");
m_ambientSpecularShader = MyShaders.CreatePs("debug.hlsl", "debug_ambient_specular");
m_edgeDebugShader = MyShaders.CreatePs("debug.hlsl", "debug_edge");
m_shadowsDebugShader = MyShaders.CreatePs("debug.hlsl", "cascades_shadow", MyRender11.ShaderCascadesNumberHeader());
m_NDotLShader = MyShaders.CreatePs("debug.hlsl", "NDotL");
m_screenVertexShader = MyShaders.CreateVs("debug.hlsl", "screenVertex");
m_blitTextureShader = MyShaders.CreatePs("debug.hlsl", "blitTexture");
m_blitTexture3DShader = MyShaders.CreatePs("debug.hlsl", "blitTexture3D");
m_blitTextureArrayShader = MyShaders.CreatePs("debug.hlsl", "blitTextureArray");
m_inputLayout = MyShaders.CreateIL(m_screenVertexShader.BytecodeId, MyVertexLayouts.GetLayout(MyVertexInputComponentType.POSITION2, MyVertexInputComponentType.TEXCOORD0));
m_quadBuffer = MyHwBuffers.CreateVertexBuffer(6, MyVertexFormatPosition2Texcoord.STRIDE, BindFlags.VertexBuffer, ResourceUsage.Dynamic);
}
示例7: Init
public static void Init()
{
m_buildHistogram = MyShaders.CreateCs("Debug/Histogram.hlsl", new[] { new ShaderMacro("NUMTHREADS", 8) });
m_drawHistogram = MyShaders.CreatePs("Debug/DataVisualizationHistogram.hlsl");
m_psDisplayHdrIntensity = MyShaders.CreatePs("Debug/DisplayHdrIntensity.hlsl");
}
示例8: Init
internal static void Init()
{
//MyRender11.RegisterSettingsChangedListener(new OnSettingsChangedDelegate(RecreateShadersForSettings));
m_screenVertexShader = MyShaders.CreateVs("debug_base_color.hlsl");
m_baseColorShader = MyShaders.CreatePs("debug_base_color.hlsl");
m_baseColorLinearShader = MyShaders.CreatePs("debug_base_color_linear.hlsl");
m_normalShader = MyShaders.CreatePs("debug_normal.hlsl");
m_glossinessShader = MyShaders.CreatePs("debug_glossiness.hlsl");
m_metalnessShader = MyShaders.CreatePs("debug_metalness.hlsl");
m_matIDShader = MyShaders.CreatePs("debug_mat_id.hlsl");
m_aoShader = MyShaders.CreatePs("debug_ambient_occlusion.hlsl");
m_emissiveShader = MyShaders.CreatePs("debug_emissive.hlsl");
m_ambientDiffuseShader = MyShaders.CreatePs("debug_ambient_diffuse.hlsl");
m_ambientSpecularShader = MyShaders.CreatePs("debug_ambient_specular.hlsl");
m_edgeDebugShader = MyShaders.CreatePs("debug_edge.hlsl");
m_shadowsDebugShader = MyShaders.CreatePs("debug_cascades_shadow.hlsl");
m_NDotLShader = MyShaders.CreatePs("debug_NDotL.hlsl");
m_depthShader = MyShaders.CreatePs("debug_Depth.hlsl");
m_stencilShader = MyShaders.CreatePs("debug_Stencil.hlsl");
m_blitTextureShader = MyShaders.CreatePs("debug_blitTexture.hlsl");
m_blitTexture3DShader = MyShaders.CreatePs("debug_blitTexture3D.hlsl");
m_blitTextureArrayShader = MyShaders.CreatePs("debug_blitTextureArray.hlsl");
m_inputLayout = MyShaders.CreateIL(m_screenVertexShader.BytecodeId, MyVertexLayouts.GetLayout(MyVertexInputComponentType.POSITION2, MyVertexInputComponentType.TEXCOORD0));
m_quadBuffer = MyHwBuffers.CreateVertexBuffer(6, MyVertexFormatPosition2Texcoord.STRIDE, BindFlags.VertexBuffer, ResourceUsage.Dynamic, null, "MyDebugRenderer quad");
}
示例9: Init
internal static void Init()
{
//MyRender11.RegisterSettingsChangedListener(new OnSettingsChangedDelegate(RecreateShadersForSettings));
m_screenVertexShader = MyShaders.CreateVs("Debug/DebugBaseColor.hlsl");
m_baseColorShader = MyShaders.CreatePs("Debug/DebugBaseColor.hlsl");
m_albedoShader = MyShaders.CreatePs("Debug/DebugAlbedo.hlsl");
m_normalShader = MyShaders.CreatePs("Debug/DebugNormal.hlsl");
m_normalViewShader = MyShaders.CreatePs("Debug/DebugNormalView.hlsl");
m_glossinessShader = MyShaders.CreatePs("Debug/DebugGlossiness.hlsl");
m_metalnessShader = MyShaders.CreatePs("Debug/DebugMetalness.hlsl");
m_aoShader = MyShaders.CreatePs("Debug/DebugAmbientOcclusion.hlsl");
m_emissiveShader = MyShaders.CreatePs("Debug/DebugEmissive.hlsl");
m_ambientDiffuseShader = MyShaders.CreatePs("Debug/DebugAmbientDiffuse.hlsl");
m_ambientSpecularShader = MyShaders.CreatePs("Debug/DebugAmbientSpecular.hlsl");
m_edgeDebugShader = MyShaders.CreatePs("Debug/DebugEdge.hlsl");
m_shadowsDebugShader = MyShaders.CreatePs("Debug/DebugCascadesShadow.hlsl");
m_NDotLShader = MyShaders.CreatePs("Debug/DebugNDotL.hlsl");
m_LODShader = MyShaders.CreatePs("Debug/DebugLOD.hlsl");
m_depthShader = MyShaders.CreatePs("Debug/DebugDepth.hlsl");
m_stencilShader = MyShaders.CreatePs("Debug/DebugStencil.hlsl");
m_rtShader = MyShaders.CreatePs("Debug/DebugRt.hlsl");
m_blitTextureShader = MyShaders.CreatePs("Debug/DebugBlitTexture.hlsl");
m_blitTexture3DShader = MyShaders.CreatePs("Debug/DebugBlitTexture3D.hlsl");
m_blitTextureArrayShader = MyShaders.CreatePs("Debug/DebugBlitTextureArray.hlsl");
m_inputLayout = MyShaders.CreateIL(m_screenVertexShader.BytecodeId, MyVertexLayouts.GetLayout(MyVertexInputComponentType.POSITION2, MyVertexInputComponentType.TEXCOORD0));
m_quadBuffer = MyManagers.Buffers.CreateVertexBuffer(
"MyDebugRenderer quad", 6, MyVertexFormatPosition2Texcoord.STRIDE,
usage: ResourceUsage.Dynamic);
}
示例10: Init
internal static void Init()
{
//m_copyPs = MyShaders.CreatePs("postprocess.hlsl", "copy");
//m_clearAlphaPs = MyShaders.CreatePs("postprocess.hlsl", "clear_alpha");
m_blurH = MyShaders.CreatePs("blur.hlsl", "blur_h", MyShaderHelpers.FormatMacros(MyRender11.ShaderSampleFrequencyDefine()));
m_blurV = MyShaders.CreatePs("blur.hlsl", "blur_v");
}
示例11: Init
internal static void Init()
{
m_ps = MyShaders.CreatePs("EnvProbe/ForwardPostprocess.hlsl");
m_atmosphere = MyShaders.CreatePs("EnvProbe/AtmospherePostprocess.hlsl");
m_mipmap = MyShaders.CreateCs("EnvProbe/EnvPrefilteringMipmap.hlsl");
m_prefilter = MyShaders.CreateCs("EnvProbe/EnvPrefiltering.hlsl");
m_blend = MyShaders.CreateCs("EnvProbe/EnvPrefilteringBlend.hlsl");
}
示例12: Init
internal static void Init()
{
m_buildHistogram = MyShaders.CreateCs("histogram.hlsl", new[] { new ShaderMacro("NUMTHREADS", 8) });
m_drawHistogram = MyShaders.CreatePs("data_visualization_histogram.hlsl");
m_drawTonemapping = MyShaders.CreatePs("data_visualization_tonemapping.hlsl");
m_histogram = MyRwTextures.CreateUav1D(513, SharpDX.DXGI.Format.R32_UInt, "histogram");
}
示例13: Init
// inscatter texture
// transmittance texture
//static RwTexId m_transmittanceLut;
//static RwTexId m_inscatterLutR;
//static RwTexId m_inscatterLutM;
internal static void Init()
{
m_ps = MyShaders.CreatePs("Transparent/Atmosphere/Atmosphere.hlsl");
m_psPerSample = MyShaders.CreatePs("Transparent/Atmosphere/Atmosphere.hlsl", MyRender11.ShaderSampleFrequencyDefine());
m_precomputeDensity = MyShaders.CreateCs("Transparent/Atmosphere/AtmospherePrecompute.hlsl");
m_proxyVs = MyShaders.CreateVs("Transparent/Atmosphere/Atmosphere.hlsl");
m_proxyIL = MyShaders.CreateIL(m_proxyVs.BytecodeId, MyVertexLayouts.GetLayout(MyVertexInputComponentType.POSITION_PACKED));
}
示例14: Init
//internal static void CreateInputLayout(byte[] bytecode)
//{
// m_inputLayout = MyVertexInputLayout.CreateLayout(MyVertexInputLayout.Empty().Append(MyVertexInputComponentType.POSITION3).Append(MyVertexInputComponentType.COLOR4), bytecode);
//}
internal unsafe static void Init()
{
m_currentBufferSize = 100000;
m_VB = MyHwBuffers.CreateVertexBuffer(m_currentBufferSize, sizeof(MyVertexFormatPositionColor), BindFlags.VertexBuffer, ResourceUsage.Dynamic);
m_vs = MyShaders.CreateVs("primitive.hlsl", "vs");
m_ps = MyShaders.CreatePs("primitive.hlsl", "ps");
m_inputLayout = MyShaders.CreateIL(m_vs.BytecodeId, MyVertexLayouts.GetLayout(MyVertexInputComponentType.POSITION3, MyVertexInputComponentType.COLOR4));
}
示例15: Init
internal static void Init()
{
m_vs = MyShaders.CreateVs("decal.hlsl");
var normalMapMacro = new ShaderMacro("USE_NORMALMAP_DECAL", null);
var colorMapMacro = new ShaderMacro("USE_COLORMAP_DECAL", null);
m_psColorMap = MyShaders.CreatePs("decal.hlsl", new ShaderMacro[] { colorMapMacro, new ShaderMacro("USE_DUAL_SOURCE_BLENDING", null) });
m_psNormalMap = MyShaders.CreatePs("decal.hlsl", new ShaderMacro[] { normalMapMacro });
m_psNormalColorMap = MyShaders.CreatePs("decal.hlsl", new ShaderMacro[] { normalMapMacro, colorMapMacro });
InitIB();
}