本文整理汇总了C#中Microsoft.Xna.Framework.Graphics.EffectParameter类的典型用法代码示例。如果您正苦于以下问题:C# EffectParameter类的具体用法?C# EffectParameter怎么用?C# EffectParameter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。
EffectParameter类属于Microsoft.Xna.Framework.Graphics命名空间,在下文中一共展示了EffectParameter类的20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,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: SetLightingMatrices
/// <summary>
/// Lazily recomputes the world inverse transpose matrix and
/// eye position based on the current effect parameter settings.
/// </summary>
internal static EffectDirtyFlags SetLightingMatrices(EffectDirtyFlags dirtyFlags, ref Matrix world, ref Matrix view,
EffectParameter worldParam, EffectParameter worldInverseTransposeParam, EffectParameter eyePositionParam)
{
// Set the world and world inverse transpose matrices.
if ((dirtyFlags & EffectDirtyFlags.World) != 0)
{
Matrix worldTranspose;
Matrix worldInverseTranspose;
Matrix.Invert(ref world, out worldTranspose);
Matrix.Transpose(ref worldTranspose, out worldInverseTranspose);
worldParam.SetValue(world);
worldInverseTransposeParam.SetValue(worldInverseTranspose);
dirtyFlags &= ~EffectDirtyFlags.World;
}
// Set the eye position.
if ((dirtyFlags & EffectDirtyFlags.EyePosition) != 0)
{
Matrix viewInverse;
Matrix.Invert(ref view, out viewInverse);
eyePositionParam.SetValue(viewInverse.Translation);
dirtyFlags &= ~EffectDirtyFlags.EyePosition;
}
return dirtyFlags;
}
开发者ID:jbekkedal,项目名称:MonoGame,代码行数:36,代码来源:EffectHelpers.cs
示例2: WheelMenu
public WheelMenu( MenuScreen screen, Camera camera, float wheelScale,
float screenScale, float startX, float activeX, float finishX, float y)
: base(screen, Vector2.Zero)
{
this.wheelScale = wheelScale;
scaleMatrix = Matrix.CreateScale( wheelScale );
this.camera = camera;
angle = MathHelper.PiOver4;
TransitionOnPosition = new Vector2( startX, y );
Position = new Vector2( activeX, y );
TransitionOffPosition = new Vector2( finishX, y );
rotateSpring = new SpringInterpolater( 1, 50, SpringInterpolater.GetCriticalDamping( 50 ) );
lastX = startX;
ContentManager content = screen.ScreenManager.Game.Content;
entryEffect = content.Load<Effect>( "Effects/basic" ).Clone( Screen.ScreenManager.GraphicsDevice );
entryEffect.CurrentTechnique = entryEffect.Techniques["DiffuseColor"];
entryEffect.Parameters["LightingEnabled"].SetValue( false );
entryWorldEffectParameter = entryEffect.Parameters["World"];
entryViewEffectParameter = entryEffect.Parameters["View"];
entryProjectionEffectParameter = entryEffect.Parameters["Projection"];
entryDiffuseEffectParameter = entryEffect.Parameters["DiffuseMap"];
wheelModel = content.Load<CustomModel>( "Models/hamsterWheel" );
foreach ( CustomModel.ModelPart part in wheelModel.ModelParts )
{
part.Effect.CurrentTechnique = part.Effect.Techniques["Color"];
part.Effect.Parameters["Color"].SetValue( new Color( Color.LightGray, 0 ).ToVector4() );
}
}
开发者ID:yxrkt,项目名称:AvatarHamsterPanic,代码行数:34,代码来源:WheelMenu.cs
示例3: SetParameter
private int SetParameter(int offset, EffectParameter param)
{
if (param.Data == null)
return 0;
int num;
if (param.Elements.Count > 0)
{
num = param.RowCount * param.Elements.Count;
this.SetData(offset, param.RowCount * param.Elements.Count, param.ColumnCount, 0, param.Data);
}
else
{
switch (param.ParameterType)
{
case EffectParameterType.Bool:
case EffectParameterType.Int32:
case EffectParameterType.Single:
if (param.ParameterClass == EffectParameterClass.Matrix)
{
num = param.ColumnCount;
this.SetData(offset, param.ColumnCount, param.RowCount, param.RegisterCount, param.Data);
break;
}
else
{
num = param.RowCount;
this.SetData(offset, param.RowCount, param.ColumnCount, param.RegisterCount, param.Data);
break;
}
default:
throw new NotImplementedException("Not supported!");
}
}
return num;
}
开发者ID:Zeludon,项目名称:FEZ,代码行数:35,代码来源:ConstantBuffer.cs
示例4: SetWorldViewProjAndFog
internal static EffectDirtyFlags SetWorldViewProjAndFog(EffectDirtyFlags dirtyFlags, ref Matrix world, ref Matrix view, ref Matrix projection, ref Matrix worldView, bool fogEnabled, float fogStart, float fogEnd, EffectParameter worldViewProjParam, EffectParameter fogVectorParam)
{
if ((dirtyFlags & EffectDirtyFlags.WorldViewProj) != ~EffectDirtyFlags.All)
{
Matrix.Multiply(ref world, ref view, out worldView);
Matrix result;
Matrix.Multiply(ref worldView, ref projection, out result);
worldViewProjParam.SetValue(result);
dirtyFlags &= ~EffectDirtyFlags.WorldViewProj;
}
if (fogEnabled)
{
if ((dirtyFlags & (EffectDirtyFlags.Fog | EffectDirtyFlags.FogEnable)) != ~EffectDirtyFlags.All)
{
EffectHelpers.SetFogVector(ref worldView, fogStart, fogEnd, fogVectorParam);
dirtyFlags &= ~(EffectDirtyFlags.Fog | EffectDirtyFlags.FogEnable);
}
}
else if ((dirtyFlags & EffectDirtyFlags.FogEnable) != ~EffectDirtyFlags.All)
{
fogVectorParam.SetValue(Vector4.Zero);
dirtyFlags &= ~EffectDirtyFlags.FogEnable;
}
return dirtyFlags;
}
开发者ID:Zeludon,项目名称:FEZ,代码行数:25,代码来源:EffectHelpers.cs
示例5: RenderBatch
public RenderBatch(GraphicsDevice device, int primitivesPerBatch, bool enableAlphaBlend)
{
this.device = device;
if (enableAlphaBlend)
{
BasicEffect be = new BasicEffect(device);
Effect = be;
fxMatrices = be;
be.TextureEnabled = true;
be.VertexColorEnabled = true;
be.LightingEnabled = false;
fxParamTexture = Effect.Parameters["Texture"];
}
else
{
AlphaTestEffect ate = new AlphaTestEffect(device);
Effect = ate;
fxMatrices = ate;
ate.VertexColorEnabled = true;
ate.ReferenceAlpha = 128;
fxParamTexture = Effect.Parameters["Texture"];
}
this.maxPrimitivesPerBatch = primitivesPerBatch;
}
开发者ID:gnomicstudios,项目名称:GGJ13,代码行数:25,代码来源:RenderBatch.cs
示例6: DepthMapEffect
public DepthMapEffect(Effect cloneSource)
: base(cloneSource)
{
world = Parameters["World"];
view = Parameters["View"];
projection = Parameters["Projection"];
}
开发者ID:willcraftia,项目名称:WindowsGame,代码行数:7,代码来源:DepthMapEffect.cs
示例7: 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);
}
开发者ID:Anomalous-Software,项目名称:BEPUPhysics,代码行数:25,代码来源:InstancedModelDrawer.cs
示例8: CloudLayerRenderer
public CloudLayerRenderer(IGraphicsService graphicsService)
{
if (graphicsService == null)
throw new ArgumentNullException("graphicsService");
if (graphicsService.GraphicsDevice.GraphicsProfile == GraphicsProfile.Reach)
throw new NotSupportedException("The CloudLayerRenderer does not support the Reach profile.");
_effect = graphicsService.Content.Load<Effect>("DigitalRune/Sky/CloudLayer");
_parameterView = _effect.Parameters["View"];
_parameterProjection = _effect.Parameters["Projection"];
_parameterSunDirection = _effect.Parameters["SunDirection"];
_parameterSkyCurvature = _effect.Parameters["SkyCurvature"];
_parameterTextureMatrix = _effect.Parameters["Matrix0"];
_parameterNumberOfSamples = _effect.Parameters["NumberOfSamples"];
_parameterSampleDistance = _effect.Parameters["SampleDistance"];
_parameterScatterParameters = _effect.Parameters["ScatterParameters"];
_parameterHorizonFade = _effect.Parameters["HorizonFade"];
_parameterSunLight = _effect.Parameters["SunLight"];
_parameterAmbientLight = _effect.Parameters["AmbientLight"];
_parameterTexture = _effect.Parameters["NoiseTexture0"];
_passCloudRgbLinear = _effect.Techniques[0].Passes["CloudRgbLinear"];
_passCloudAlphaLinear = _effect.Techniques[0].Passes["CloudAlphaLinear"];
_passCloudRgbGamma = _effect.Techniques[0].Passes["CloudRgbGamma"];
_passCloudAlphaGamma = _effect.Techniques[0].Passes["CloudAlphaGamma"];
_passOcclusionRgb = _effect.Techniques[0].Passes["OcclusionRgb"];
_passOcclusionAlpha = _effect.Techniques[0].Passes["OcclusionAlpha"];
// We render a spherical patch into the sky. But any mesh which covers the top
// hemisphere works too.
//_submesh = MeshHelper.CreateSpherePatch(graphicsService.GraphicsDevice, 1, 1.1f, 10);
_submesh = MeshHelper.CreateBox(graphicsService.GraphicsDevice);
_queryGeometry = new Vector3F[4];
}
开发者ID:Zolniu,项目名称:DigitalRune,代码行数:35,代码来源:CloudLayerRenderer.cs
示例9: 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;
}
开发者ID:RegrowthStudios,项目名称:VoxelRTS,代码行数:34,代码来源:ParticleEffect.cs
示例10: GdxSpriteBatch
public GdxSpriteBatch(GraphicsDevice graphicsDevice)
{
if (graphicsDevice == null)
throw new ArgumentNullException("graphicsDevice");
_device = graphicsDevice;
_spriteEffect = new LocalSpriteEffect(graphicsDevice);
_matrixTransform = _spriteEffect.Parameters["MatrixTransform"];
_spritePass = _spriteEffect.CurrentTechnique.Passes[0];
_transformMatrix = Matrix.Identity;
//_projectionMatrix = Matrix.CreateOrthographicOffCenter(0, graphicsDevice.Viewport.Width, graphicsDevice.Viewport.Height, 0, 0, 1);
_projectionMatrix = XnaExt.Matrix.CreateOrthographic2D(0, 0, graphicsDevice.Viewport.Width, graphicsDevice.Viewport.Height, -1, 0);
Color = Color.White;
CalculateIndexBuffer();
_rasterizerScissorState = new RasterizerState() {
CullMode = CullMode.None,
ScissorTestEnable = true,
};
// projection uses CreateOrthographicOffCenter to create 2d projection
// matrix with 0,0 in the upper left.
/*_basicEffect.Projection = Matrix.CreateOrthographicOffCenter
(0, graphicsDevice.Viewport.Width,
graphicsDevice.Viewport.Height, 0,
0, 1);
this._basicEffect.World = Matrix.Identity;
this._basicEffect.View = Matrix.CreateLookAt(Vector3.Zero, Vector3.Forward,
Vector3.Up);*/
}
开发者ID:jaquadro,项目名称:MonoGdx,代码行数:34,代码来源:GdxSpriteBatch.cs
示例11: DepthOfFieldFilter
//--------------------------------------------------------------
/// <summary>
/// Initializes a new instance of the <see cref="DepthOfFieldFilter"/> class.
/// </summary>
/// <param name="graphicsService">The graphics service.</param>
/// <exception cref="ArgumentNullException">
/// <paramref name="graphicsService"/> is <see langword="null"/>.
/// </exception>
public DepthOfFieldFilter(IGraphicsService graphicsService)
: base(graphicsService)
{
_effect = GraphicsService.Content.Load<Effect>("DigitalRune/PostProcessing/DepthOfFieldFilter");
_screenSizeParameter = _effect.Parameters["ScreenSize"];
_depthTextureParameter = _effect.Parameters["DepthTexture"];
_nearBlurDistanceParameter = _effect.Parameters["NearBlurDistance"];
_nearFocusDistanceParameter = _effect.Parameters["NearFocusDistance"];
_farFocusDistanceParameter = _effect.Parameters["FarFocusDistance"];
_farBlurDistanceParameter = _effect.Parameters["FarBlurDistance"];
_farParameter = _effect.Parameters["Far"];
_blurTextureParameter = _effect.Parameters["BlurTexture"];
_downsampledDepthTextureParameter = _effect.Parameters["DownsampledDepthTexture"];
_downsampledCocTextureParameter = _effect.Parameters["DownsampledCocTexture"];
_offsetsParameter = _effect.Parameters["Offsets"];
_weightsParameter = _effect.Parameters["Weights"];
_sceneTextureParameter = _effect.Parameters["SceneTexture"];
_circleOfConfusionPass = _effect.CurrentTechnique.Passes["CircleOfConfusion"];
_blurPass = _effect.CurrentTechnique.Passes["Blur"];
_depthOfFieldPass = _effect.CurrentTechnique.Passes["DepthOfField"];
_downsampleFilter = PostProcessHelper.GetDownsampleFilter(graphicsService);
_cocBlur = new Blur(graphicsService);
_cocBlur.InitializeBoxBlur(5, false);
NearBlurDistance = 2;
NearFocusDistance = 5;
FarFocusDistance = 6;
FarBlurDistance = 10;
_downsampleFactor = 2;
BlurStrength = 1;
}
开发者ID:Zolniu,项目名称:DigitalRune,代码行数:41,代码来源:DepthOfFieldFilter.cs
示例12: InstancedModelDrawer
public InstancedModelDrawer(Game game)
: base(game)
{
#if WINDOWS
var resourceContentManager = new ResourceContentManager(game.Services, Indiefreaks.Xna.BEPU.Resources.WindowsPhysicsResources.ResourceManager);
#elif XBOX360
var resourceContentManager = new ResourceContentManager(game.Services, Indiefreaks.Xna.BEPU.Resources.Xbox360PhysicsResources.ResourceManager);
#else
ResourceContentManager resourceContentManager = null;
#endif
instancingEffect = resourceContentManager.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["Texture0"].SetValue(textures[0]);
instancingEffect.Parameters["Texture1"].SetValue(textures[1]);
instancingEffect.Parameters["Texture2"].SetValue(textures[2]);
instancingEffect.Parameters["Texture3"].SetValue(textures[3]);
instancingEffect.Parameters["Texture4"].SetValue(textures[4]);
instancingEffect.Parameters["Texture5"].SetValue(textures[5]);
instancingEffect.Parameters["Texture6"].SetValue(textures[6]);
instancingEffect.Parameters["Texture7"].SetValue(textures[7]);
//This vertex declaration could be compressed or made more efficient, but such optimizations weren't critical.
instancingVertexDeclaration = new VertexDeclaration(new[] {new VertexElement(0, VertexElementFormat.Single, VertexElementUsage.TextureCoordinate, 1)});
}
开发者ID:VICOGameStudio-Ujen,项目名称:igf,代码行数:35,代码来源:InstancedModelDrawer.cs
示例13: Create
public override void Create()
{
buffer = Plane(xCount, yCount);
//Load the correct shader and set up the parameters
IGraphicsDeviceService graphicsService = (IGraphicsDeviceService)GameInstance.Services.GetService(typeof(IGraphicsDeviceService));
effect = SpacewarGame.ContentManager.Load<Effect>(SpacewarGame.Settings.MediaPath + @"shaders\sun");
worldParam = effect.Parameters["world"];
worldViewProjectionParam = effect.Parameters["worldViewProjection"];
sun0TextureParam = effect.Parameters["Sun_Tex0"];
sun1TextureParam = effect.Parameters["Sun_Tex1"];
blendFactor = effect.Parameters["blendFactor"];
//Preload the textures into the cache
int numFrames = 5;
sun = new Texture2D[numFrames];
sun[0] = SpacewarGame.ContentManager.Load<Texture2D>(SpacewarGame.Settings.MediaPath + @"textures\suntest1");
sun[1] = SpacewarGame.ContentManager.Load<Texture2D>(SpacewarGame.Settings.MediaPath + @"textures\suntest2");
sun[2] = SpacewarGame.ContentManager.Load<Texture2D>(SpacewarGame.Settings.MediaPath + @"textures\suntest3");
sun[3] = SpacewarGame.ContentManager.Load<Texture2D>(SpacewarGame.Settings.MediaPath + @"textures\suntest4");
sun[4] = SpacewarGame.ContentManager.Load<Texture2D>(SpacewarGame.Settings.MediaPath + @"textures\suntest5");
}
开发者ID:RaulPB,项目名称:videogames,代码行数:25,代码来源:EvolvedSun.cs
示例14: EdgeFilter
//--------------------------------------------------------------
/// <summary>
/// Initializes a new instance of the <see cref="EdgeFilter"/> class.
/// </summary>
/// <param name="graphicsService">The graphics service.</param>
/// <exception cref="ArgumentNullException">
/// <paramref name="graphicsService"/> is <see langword="null"/>.
/// </exception>
public EdgeFilter(IGraphicsService graphicsService)
: base(graphicsService)
{
_effect = GraphicsService.Content.Load<Effect>("DigitalRune/PostProcessing/EdgeFilter");
_parameterViewportSize = _effect.Parameters["ViewportSize"];
_parameterHalfEdgeWidth = _effect.Parameters["HalfEdgeWidth"];
_parameterDepthThreshold = _effect.Parameters["DepthThreshold"];
_parameterDepthSensitivity = _effect.Parameters["DepthSensitivity"];
_parameterNormalThreshold = _effect.Parameters["NormalThreshold"];
_parameterNormalSensitivity = _effect.Parameters["NormalSensitivity"];
_parameterCameraBackward = _effect.Parameters["CameraBackward"];
_parameterSourceTexture = _effect.Parameters["SourceTexture"];
_parameterSilhouetteColor = _effect.Parameters["SilhouetteColor"];
_parameterCreaseColor = _effect.Parameters["CreaseColor"];
_parameterGBuffer0 = _effect.Parameters["GBuffer0"];
_parameterGBuffer1 = _effect.Parameters["GBuffer1"];
_passEdge = _effect.Techniques[0].Passes["Edge"];
_passOnePixelEdge = _effect.Techniques[0].Passes["OnePixelEdge"];
EdgeWidth = 2.0f;
DepthThreshold = 0.001f; // = minDistance / farPlaneDistance
DepthSensitivity = 1000; // = farPlaneDistance / (maxDistance - minDistance)
NormalThreshold = 0.1f;
NormalSensitivity = 2f;
SilhouetteColor = new Vector4F(0, 0, 0, 1);
CreaseColor = new Vector4F(0, 0, 0, 1);
}
开发者ID:Zolniu,项目名称:DigitalRune,代码行数:35,代码来源:EdgeFilter.cs
示例15: OnInit
protected override void OnInit()
{
base.OnInit();
depthParam = effect.Parameters["Depth"];
centerParam = effect.Parameters["Center"];
}
开发者ID:IndiegameGarden,项目名称:TTR,代码行数:7,代码来源:BoomDepthEffect.cs
示例16: _LoadParameters
protected override void _LoadParameters()
{
base._LoadParameters();
_baseTextureParameter = EffectManager.GetParameter(Effect, "baseTexture");
Assert.Fatal(_baseTextureParameter != null, "PostProcessMaterial._LoadParameters - Unable to load parameter 'baseTexture'!");
}
开发者ID:andrewstrauch,项目名称:The-Scarab-Gauntlet,代码行数:7,代码来源:PostProcessMaterial.cs
示例17: ProjectorLightRenderer
//--------------------------------------------------------------
/// <summary>
/// Initializes a new instance of the <see cref="ProjectorLightRenderer"/> class.
/// </summary>
/// <param name="graphicsService">The graphics service.</param>
/// <exception cref="ArgumentNullException">
/// <paramref name="graphicsService"/> is <see langword="null"/>.
/// </exception>
public ProjectorLightRenderer(IGraphicsService graphicsService)
{
if (graphicsService == null)
throw new ArgumentNullException("graphicsService");
_effect = graphicsService.Content.Load<Effect>("DigitalRune/Deferred/ProjectorLight");
_parameterWorldViewProjection = _effect.Parameters["WorldViewProjection"];
_parameterViewportSize = _effect.Parameters["ViewportSize"];
_parameterFrustumCorners = _effect.Parameters["FrustumCorners"];
_parameterDiffuseColor = _effect.Parameters["ProjectorLightDiffuse"];
_parameterSpecularColor = _effect.Parameters["ProjectorLightSpecular"];
_parameterPosition = _effect.Parameters["ProjectorLightPosition"];
_parameterRange = _effect.Parameters["ProjectorLightRange"];
_parameterAttenuation = _effect.Parameters["ProjectorLightAttenuation"];
_parameterTexture = _effect.Parameters["ProjectorLightTexture"];
_parameterTextureMatrix = _effect.Parameters["ProjectorLightTextureMatrix"];
_parameterGBuffer0 = _effect.Parameters["GBuffer0"];
_parameterGBuffer1 = _effect.Parameters["GBuffer1"];
_parameterShadowMaskChannel = _effect.Parameters["ShadowMaskChannel"];
_parameterShadowMask = _effect.Parameters["ShadowMask"];
_passClip = _effect.CurrentTechnique.Passes["Clip"];
_passDefaultRgb = _effect.CurrentTechnique.Passes["DefaultRgb"];
_passDefaultAlpha = _effect.CurrentTechnique.Passes["DefaultAlpha"];
_passShadowedRgb = _effect.CurrentTechnique.Passes["ShadowedRgb"];
_passShadowedAlpha = _effect.CurrentTechnique.Passes["ShadowedAlpha"];
}
开发者ID:Zolniu,项目名称:DigitalRune,代码行数:34,代码来源:ProjectorLightRenderer.cs
示例18: DefaultEffect
public DefaultEffect(Effect effect)
: base(effect)
{
world = Parameters["World"];
projection = Parameters["Projection"];
texture = Parameters["DiffuseTexture"];
}
开发者ID:katuga5,项目名称:CS524-Project,代码行数:7,代码来源:DefaultEffect.cs
示例19: OnInit
protected override void OnInit()
{
base.OnInit();
//Texture2D texture = Texture;
effTime = eff.Parameters["Time"];
spriteSortMode = SpriteSortMode.Deferred;
}
开发者ID:IndiegameGarden,项目名称:TTR,代码行数:7,代码来源:TimewarpLogo.cs
示例20: ScatteringSkyRenderer
public ScatteringSkyRenderer(IGraphicsService graphicsService)
{
if (graphicsService == null)
throw new ArgumentNullException("graphicsService");
if (graphicsService.GraphicsDevice.GraphicsProfile == GraphicsProfile.Reach)
throw new NotSupportedException("The ScatteringSkyRenderer does not support the Reach profile.");
_effect = graphicsService.Content.Load<Effect>("DigitalRune/Sky/ScatteringSky");
_parameterView = _effect.Parameters["View"];
_parameterProjection = _effect.Parameters["Projection"];
_parameterSunDirection = _effect.Parameters["SunDirection"];
_parameterRadii = _effect.Parameters["Radii"];
_parameterNumberOfSamples = _effect.Parameters["NumberOfSamples"];
_parameterBetaRayleigh = _effect.Parameters["BetaRayleigh"];
_parameterBetaMie = _effect.Parameters["BetaMie"];
_parameterGMie = _effect.Parameters["GMie"];
_parameterSunIntensity = _effect.Parameters["SunIntensity"];
_parameterTransmittance = _effect.Parameters["Transmittance"];
_parameterBaseHorizonColor = _effect.Parameters["BaseHorizonColor"];
_parameterBaseZenithColor = _effect.Parameters["BaseZenithColor"];
_passLinear = _effect.Techniques[0].Passes["Linear"];
_passGamma = _effect.Techniques[0].Passes["Gamma"];
_passLinearWithBaseColor = _effect.Techniques[0].Passes["LinearWithBaseColor"];
_passGammaWithBaseColor = _effect.Techniques[0].Passes["GammaWithBaseColor"];
_submesh = MeshHelper.GetBox(graphicsService);
}
开发者ID:Zolniu,项目名称:DigitalRune,代码行数:28,代码来源:ScatteringSkyRenderer.cs
注:本文中的Microsoft.Xna.Framework.Graphics.EffectParameter类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,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。 |
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