public MyEffectVoxels() : base("Effects2\\Voxels\\MyEffectVoxels") { m_viewMatrix = m_D3DEffect.GetParameter(null, "ViewMatrix"); m_diffuseColor = m_D3DEffect.GetParameter(null, "DiffuseColor"); m_worldMatrix = m_D3DEffect.GetParameter(null, "WorldMatrix"); m_enableVoxelAo = m_D3DEffect.GetParameter(null, "EnableVoxelAo"); m_voxelAoMin = m_D3DEffect.GetParameter(null, "VoxelAoMin"); m_voxelAoMax = m_D3DEffect.GetParameter(null, "VoxelAoMax"); m_voxelAoOffset = m_D3DEffect.GetParameter(null, "VoxelAoOffset"); m_sunDirection = m_D3DEffect.GetParameter(null, "LightDirection"); m_sunColorAndIntensity = m_D3DEffect.GetParameter(null, "LightColorAndIntensity"); m_backlightColorAndIntensity = m_D3DEffect.GetParameter(null, "BacklightColorAndIntensity"); m_enableFog = m_D3DEffect.GetParameter(null, "EnableFog"); m_ambientMinimumAndIntensity = m_D3DEffect.GetParameter(null, "AmbientMinimumAndIntensity"); m_sunSpecularColor = m_D3DEffect.GetParameter(null, "LightSpecularColor"); m_positionToLefBottomOffset = m_D3DEffect.GetParameter(null, "PositionToLefBottomOffset"); m_hasAtmosphere = m_D3DEffect.GetParameter(null, "HasAtmosphere"); VoxelVertex = new MyEffectComponentVoxelVertex(m_D3DEffect); }
public MyEffectShadowMap() : base("Effects2\\Shadows\\MyEffectShadowMap") { m_bias = m_D3DEffect.GetParameter(null, "ShadowBias"); m_invViewMatrix = m_D3DEffect.GetParameter(null, "InvViewMatrix"); m_lightViewProjMatrices = m_D3DEffect.GetParameter(null, "LightViewProjMatrices"); m_frustumCornersVS = m_D3DEffect.GetParameter(null, "FrustumCornersVS"); m_clipPlanes = m_D3DEffect.GetParameter(null, "ClipPlanes"); m_shadowMap = m_D3DEffect.GetParameter(null, "ShadowMap"); m_depthTexture = m_D3DEffect.GetParameter(null, "DepthTexture"); m_shadowTermHalfPixel = m_D3DEffect.GetParameter(null, "ShadowTermHalfPixel"); m_shadowMapSize = m_D3DEffect.GetParameter(null, "ShadowMapSize"); m_showSplitColors = m_D3DEffect.GetParameter(null, "ShowSplitColors"); m_halfPixel = m_D3DEffect.GetParameter(null, "HalfPixel"); m_worldMatrix = m_D3DEffect.GetParameter(null, "WorldMatrix"); m_viewProjMatrix = m_D3DEffect.GetParameter(null, "ViewProjMatrix"); m_bones = m_D3DEffect.GetParameter(null, "Bones"); m_dithering = m_D3DEffect.GetParameter(null, "Dithering"); m_ditheringTexture = m_D3DEffect.GetParameter(null, "TextureDithering"); m_ditheringTextureSize = m_D3DEffect.GetParameter(null, "TextureDitheringSize"); VoxelVertex = new MyEffectComponentVoxelVertex(m_D3DEffect); m_createShadowTerm2x2 = m_D3DEffect.GetTechnique("CreateShadowTerm2x2PCF"); m_createShadowTerm3x3 = m_D3DEffect.GetTechnique("CreateShadowTerm3x3PCF"); m_createShadowTerm5x5 = m_D3DEffect.GetTechnique("CreateShadowTerm5x5PCF"); m_createShadowTerm7x7 = m_D3DEffect.GetTechnique("CreateShadowTerm7x7PCF"); m_generateShadowMap = m_D3DEffect.GetTechnique("GenerateShadowMap"); m_generateVoxelShadowMap = m_D3DEffect.GetTechnique("GenerateVoxelShadowMap"); m_generateShadowSkinned = m_D3DEffect.GetTechnique("GenerateShadowMapSkinned"); m_clearTechnique = m_D3DEffect.GetTechnique("Clear"); m_generateShadowMapInstanced = m_D3DEffect.GetTechnique("GenerateShadowMapInstanced"); m_generateShadowMapInstancedGeneric = m_D3DEffect.GetTechnique("GenerateShadowMapInstancedGeneric"); }
public MyEffectShadowMap() : base("Effects2\\Shadows\\MyEffectShadowMap") { m_bias = m_D3DEffect.GetParameter(null, "ShadowBias"); m_invViewMatrix = m_D3DEffect.GetParameter(null, "InvViewMatrix"); m_lightViewProjMatrices = m_D3DEffect.GetParameter(null, "LightViewProjMatrices"); m_frustumCornersVS = m_D3DEffect.GetParameter(null, "FrustumCornersVS"); m_clipPlanes = m_D3DEffect.GetParameter(null, "ClipPlanes"); m_shadowMap = m_D3DEffect.GetParameter(null, "ShadowMap"); m_depthTexture = m_D3DEffect.GetParameter(null, "DepthTexture"); m_shadowTermHalfPixel = m_D3DEffect.GetParameter(null, "ShadowTermHalfPixel"); m_shadowMapSize = m_D3DEffect.GetParameter(null, "ShadowMapSize"); m_showSplitColors = m_D3DEffect.GetParameter(null, "ShowSplitColors"); m_halfPixel = m_D3DEffect.GetParameter(null, "HalfPixel"); m_worldMatrix = m_D3DEffect.GetParameter(null, "WorldMatrix"); m_viewProjMatrix = m_D3DEffect.GetParameter(null, "ViewProjMatrix"); m_bones = m_D3DEffect.GetParameter(null, "Bones"); m_dithering = m_D3DEffect.GetParameter(null, "Dithering"); m_ditheringTexture = m_D3DEffect.GetParameter(null, "TextureDithering"); m_ditheringTextureSize = m_D3DEffect.GetParameter(null, "TextureDitheringSize"); VoxelVertex = new MyEffectComponentVoxelVertex(m_D3DEffect); m_createShadowTerm2x2 = m_D3DEffect.GetTechnique("CreateShadowTerm2x2PCF"); m_createShadowTerm3x3 = m_D3DEffect.GetTechnique("CreateShadowTerm3x3PCF"); m_createShadowTerm5x5 = m_D3DEffect.GetTechnique("CreateShadowTerm5x5PCF"); m_createShadowTerm7x7 = m_D3DEffect.GetTechnique("CreateShadowTerm7x7PCF"); m_generateShadowMap = m_D3DEffect.GetTechnique("GenerateShadowMap"); m_generateVoxelShadowMap = m_D3DEffect.GetTechnique("GenerateVoxelShadowMap"); m_generateShadowSkinned = m_D3DEffect.GetTechnique("GenerateShadowMapSkinned"); m_clearTechnique = m_D3DEffect.GetTechnique("Clear"); m_generateShadowMapInstanced = m_D3DEffect.GetTechnique("GenerateShadowMapInstanced"); m_generateShadowMapInstancedGeneric = m_D3DEffect.GetTechnique("GenerateShadowMapInstancedGeneric"); }
public MyEffectVoxels() : base("Effects2\\Voxels\\MyEffectVoxels") { m_viewMatrix = m_D3DEffect.GetParameter(null, "ViewMatrix"); m_diffuseColor = m_D3DEffect.GetParameter(null, "DiffuseColor"); m_worldMatrix = m_D3DEffect.GetParameter(null, "WorldMatrix"); m_enablePerVertexAmbient = m_D3DEffect.GetParameter(null, "EnablePerVertexAmbient"); m_sunDirection = m_D3DEffect.GetParameter(null, "LightDirection"); m_sunColorAndIntensity = m_D3DEffect.GetParameter(null, "LightColorAndIntensity"); m_backlightColorAndIntensity = m_D3DEffect.GetParameter(null, "BacklightColorAndIntensity"); m_enableFog = m_D3DEffect.GetParameter(null, "EnableFog"); m_ambientMinimumAndIntensity = m_D3DEffect.GetParameter(null, "AmbientMinimumAndIntensity"); m_sunSpecularColor = m_D3DEffect.GetParameter(null, "LightSpecularColor"); m_positionToLefBottomOffset = m_D3DEffect.GetParameter(null, "PositionToLefBottomOffset"); m_hasAtmosphere = m_D3DEffect.GetParameter(null, "HasAtmosphere"); VoxelVertex = new MyEffectComponentVoxelVertex(m_D3DEffect); }