public override void Init( FXEffect m_effect, FXConstantBuffer m_cb )
        {
            // bind the local variables with the shader
            NumBoxX_Variable = m_cb.GetMemberByName<int>( VariableName + "_CheckerX" );
            NumBoxY_Variable = m_cb.GetMemberByName<int>( VariableName + "_CheckerY" );

            // set the default values
            NumBoxX_Variable.Set(_NumBoxX);
            NumBoxY_Variable.Set(_NumBoxY);
        }
Ejemplo n.º 2
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        public override void Init( FXEffect m_effect, FXConstantBuffer m_cb )
        {
            // bind the local variables with the shader
            BrickWidth_Variable = m_cb.GetMemberByName<float>( VariableName + "_BrickWidth" );
            BrickHeight_Variable = m_cb.GetMemberByName<float>( VariableName + "_BrickHeight" );
            BrickShift_Variable = m_cb.GetMemberByName<float>( VariableName + "_BrickShift" );
            MortarThickness_Variable = m_cb.GetMemberByName<float>( VariableName + "_MortarThickness" );

            // set the default values
            BrickWidth_Variable.Set(_BrickWidth);
            BrickHeight_Variable.Set(_BrickHeight);
            BrickShift_Variable.Set(_BrickShift);
            MortarThickness_Variable.Set(_MortarThickness);
        }
Ejemplo n.º 3
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        public override void Init( FXEffect m_effect, FXConstantBuffer m_cb )
        {
            // bind the local variables with the shader
            Color_Variable = m_cb.GetMemberByName<Vector3>( VariableName + "_Color" );

            // set the default values
            Color_Variable.Set(_color);
        }
        public override void Init( FXEffect m_effect , FXConstantBuffer m_cb )
        {
            /// Bind the random Texture
            RandomTex_Variable = m_effect.GetResourceByName(VariableName + "_RandomTex");

            /// Get the variables from Constant buffer
            MinValue_Variable = m_cb.GetMemberByName<float>( VariableName + "_MinValue" );
            MaxValue_Variable = m_cb.GetMemberByName<float>( VariableName + "_MaxValue" );
            Tile_X_Variable = m_cb.GetMemberByName<float>( VariableName + "_Tile_X" );
            Tile_Y_Variable = m_cb.GetMemberByName<float>( VariableName + "_Tile_Y" );
            Loops_Variable = m_cb.GetMemberByName<int>( VariableName + "_Loops" );

            // create and set random texture
            SetRandomTex(_Seed);

            // set the values of the variables
            MinValue_Variable.Set(_MinValue);
            MaxValue_Variable.Set(_MaxValue);
            Loops_Variable.Set(_Loops);
            Tile_X_Variable.Set(_Tile_X);
            Tile_Y_Variable.Set(_Tile_Y);
        }
Ejemplo n.º 5
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        private void InitVariables()
        {
            m_ViewConstantBuffer = m_effect.GetConstantBufferByName( "cbViewMatrix" );

            /// Obtain the variables from effect
            m_WorldInverseTranspose = m_ViewConstantBuffer.GetMemberByName<Matrix>( "g_mWorldInverseTrans" );
            m_ViewInverse = m_ViewConstantBuffer.GetMemberByName<Matrix>( "g_mViewInverse" );

            /// Matrix transformations
            m_WorldMatrixVariable = m_ViewConstantBuffer.GetMemberByName<Matrix>( "g_mWorld" );
            m_ViewMatrixVariable = m_ViewConstantBuffer.GetMemberByName<Matrix>( "g_mView" );
            m_WorldViewMatrixVariable = m_ViewConstantBuffer.GetMemberByName<Matrix>( "g_mWorldView" );
            m_WorldViewProjectionMatrixVariable = m_ViewConstantBuffer.GetMemberByName<Matrix>("g_mWorldViewProjection");
            m_ProjectionMatrixVariable = m_ViewConstantBuffer.GetMemberByName<Matrix>("g_mProjection");
            m_ViewProjectionMatrixVariable = m_ViewConstantBuffer.GetMemberByName<Matrix>("g_mViewProjection");

            /// Camera Position
            m_CameraPosition = m_ViewConstantBuffer.GetMemberByName<Vector3>("g_vCameraPosition");

            /// Shader Variables
            m_MaterialBuffer = m_effect.GetConstantBufferByName( "cbMaterial" );
            m_Diffuse = m_MaterialBuffer.GetMemberByName<Vector3>( "g_vMaterialDiffuse" );
            m_Ambient = m_MaterialBuffer.GetMemberByName<Vector3>( "g_vMaterialAmbient" );
            m_Opacity = m_MaterialBuffer.GetMemberByName<float>( "g_fMaterialAlpha" );
            m_Specular = m_MaterialBuffer.GetMemberByName<Vector3>( "g_vMaterialSpecular" );
            m_SpecularPower = m_MaterialBuffer.GetMemberByName<float>( "g_nMaterialShininess" );
        }