/// <summary>Bind the shader, 'ic' indicates the shader instance has changed and 'ec' indicates the extension has changed.</summary><param name="state"/><param name="ic"/><param name="ec"/><param name="ext"/> protected override void BeginImpl(Xen.Graphics.ShaderSystem.ShaderSystemBase state, bool ic, bool ec, Xen.Graphics.ShaderSystem.ShaderExtension ext) { // if the device changed, call Warm() if ((state.DeviceUniqueIndex != DrawVelocityParticles_LinesGpuTex.gd)) { this.WarmShader(state); ic = true; } // Force updating if the instance has changed this.vreg_change = (this.vreg_change | ic); // Set the value for attribute 'worldViewProj' this.vreg_change = (this.vreg_change | state.SetWorldViewProjectionMatrix(ref this.vreg[0], ref this.vreg[1], ref this.vreg[2], ref this.vreg[3], ref this.sc0)); // Assign pixel shader textures and samplers if ((ic | this.vtc)) { state.SetVertexShaderSamplers(this.vtx, this.vts); this.vtc = false; } if ((this.vreg_change == true)) { DrawVelocityParticles_LinesGpuTex.fx.vs_c.SetValue(this.vreg); this.vreg_change = false; ic = true; } // Finally, bind the effect if ((ic | ec)) { state.SetEffect(this, ref DrawVelocityParticles_LinesGpuTex.fx, ext); } }
/// <summary>Bind the shader, 'ic' indicates the shader instance has changed and 'ec' indicates the extension has changed.</summary><param name="state"/><param name="ic"/><param name="ec"/><param name="ext"/> protected override void BeginImpl(Xen.Graphics.ShaderSystem.ShaderSystemBase state, bool ic, bool ec, Xen.Graphics.ShaderSystem.ShaderExtension ext) { // if the device changed, call Warm() if ((state.DeviceUniqueIndex != DepthOutRg.gd)) { this.WarmShader(state); ic = true; } // Force updating if the instance has changed this.vreg_change = (this.vreg_change | ic); this.vbreg_change = (this.vbreg_change | ic); this.vireg_change = (this.vireg_change | ic); // Set the value for attribute 'cameraNearFar' this.vreg_change = (this.vreg_change | state.SetCameraNearFarVector2(ref this.vreg[9], ref this.sc0)); // Set the value for attribute 'viewDirection' this.vreg_change = (this.vreg_change | state.SetViewDirectionVector3(ref this.vreg[7], ref this.sc1)); // Set the value for attribute 'viewPoint' this.vreg_change = (this.vreg_change | state.SetViewPointVector3(ref this.vreg[8], ref this.sc2)); Microsoft.Xna.Framework.Vector4 unused = new Microsoft.Xna.Framework.Vector4(); // Set the value for attribute 'worldMatrix' this.vreg_change = (this.vreg_change | state.SetWorldMatrix(ref this.vreg[4], ref this.vreg[5], ref this.vreg[6], ref unused, ref this.sc3)); // Set the value for attribute 'worldViewProj' this.vreg_change = (this.vreg_change | state.SetWorldViewProjectionMatrix(ref this.vreg[0], ref this.vreg[1], ref this.vreg[2], ref this.vreg[3], ref this.sc4)); if ((this.vreg_change == true)) { DepthOutRg.fx.vs_c.SetValue(this.vreg); this.vreg_change = false; ic = true; } if ((ext == Xen.Graphics.ShaderSystem.ShaderExtension.Blending)) { ic = (ic | state.SetBlendMatricesDirect(DepthOutRg.fx.vsb_c, ref this.sc5)); } if ((ext == Xen.Graphics.ShaderSystem.ShaderExtension.Instancing)) { this.vireg_change = (this.vireg_change | state.SetViewProjectionMatrix(ref this.vireg[0], ref this.vireg[1], ref this.vireg[2], ref this.vireg[3], ref this.sc6)); if ((this.vireg_change == true)) { DepthOutRg.fx.vsi_c.SetValue(this.vireg); this.vireg_change = false; ic = true; } } // Finally, bind the effect if ((ic | ec)) { state.SetEffect(this, ref DepthOutRg.fx, ext); } }
/// <summary>Bind the shader, 'ic' indicates the shader instance has changed and 'ec' indicates the extension has changed.</summary><param name="state"/><param name="ic"/><param name="ec"/><param name="ext"/> protected override void BeginImpl(Xen.Graphics.ShaderSystem.ShaderSystemBase state, bool ic, bool ec, Xen.Graphics.ShaderSystem.ShaderExtension ext) { // if the device changed, call Warm() if ((state.DeviceUniqueIndex != Tutorial16.gd)) { this.WarmShader(state); ic = true; } // Force updating if the instance has changed this.vreg_change = (this.vreg_change | ic); this.preg_change = (this.preg_change | ic); this.vbreg_change = (this.vbreg_change | ic); this.vireg_change = (this.vireg_change | ic); // Set the value for attribute 'worldViewProj' this.vreg_change = (this.vreg_change | state.SetWorldViewProjectionMatrix(ref this.vreg[0], ref this.vreg[1], ref this.vreg[2], ref this.vreg[3], ref this.sc0)); // Set the value for global 'colour' this.preg_change = (this.preg_change | state.SetGlobalVector4(ref this.preg[0], Tutorial16.gid0, ref this.gc0)); if ((this.vreg_change == true)) { Tutorial16.fx.vs_c.SetValue(this.vreg); this.vreg_change = false; ic = true; } if ((this.preg_change == true)) { Tutorial16.fx.ps_c.SetValue(this.preg); this.preg_change = false; ic = true; } if ((ext == Xen.Graphics.ShaderSystem.ShaderExtension.Blending)) { ic = (ic | state.SetBlendMatricesDirect(Tutorial16.fx.vsb_c, ref this.sc1)); } if ((ext == Xen.Graphics.ShaderSystem.ShaderExtension.Instancing)) { this.vireg_change = (this.vireg_change | state.SetViewProjectionMatrix(ref this.vireg[0], ref this.vireg[1], ref this.vireg[2], ref this.vireg[3], ref this.sc2)); if ((this.vireg_change == true)) { Tutorial16.fx.vsi_c.SetValue(this.vireg); this.vireg_change = false; ic = true; } } // Finally, bind the effect if ((ic | ec)) { state.SetEffect(this, ref Tutorial16.fx, ext); } }
/// <summary>Bind the shader, 'ic' indicates the shader instance has changed and 'ec' indicates the extension has changed.</summary><param name="state"/><param name="ic"/><param name="ec"/><param name="ext"/> protected override void BeginImpl(Xen.Graphics.ShaderSystem.ShaderSystemBase state, bool ic, bool ec, Xen.Graphics.ShaderSystem.ShaderExtension ext) { // if the device changed, call Warm() if ((state.DeviceUniqueIndex != ShadowShader.gd)) { this.WarmShader(state); ic = true; } // Force updating if the instance has changed this.vreg_change = (this.vreg_change | ic); this.vbreg_change = (this.vbreg_change | ic); this.vireg_change = (this.vireg_change | ic); // Set the value for attribute 'worldMatrix' this.vreg_change = (this.vreg_change | state.SetWorldMatrix(ref this.vreg[8], ref this.vreg[9], ref this.vreg[10], ref this.vreg[11], ref this.sc0)); // Set the value for attribute 'worldViewProjection' this.vreg_change = (this.vreg_change | state.SetWorldViewProjectionMatrix(ref this.vreg[0], ref this.vreg[1], ref this.vreg[2], ref this.vreg[3], ref this.sc1)); // Assign pixel shader textures and samplers if ((ic | this.ptc)) { state.SetPixelShaderSamplers(this.ptx, this.pts); this.ptc = false; } if ((this.vreg_change == true)) { ShadowShader.fx.vs_c.SetValue(this.vreg); this.vreg_change = false; ic = true; } if ((ext == Xen.Graphics.ShaderSystem.ShaderExtension.Blending)) { ic = (ic | state.SetBlendMatricesDirect(ShadowShader.fx.vsb_c, ref this.sc2)); } if ((ext == Xen.Graphics.ShaderSystem.ShaderExtension.Instancing)) { this.vireg_change = (this.vireg_change | state.SetViewProjectionMatrix(ref this.vireg[0], ref this.vireg[1], ref this.vireg[2], ref this.vireg[3], ref this.sc3)); if ((this.vireg_change == true)) { ShadowShader.fx.vsi_c.SetValue(this.vireg); this.vireg_change = false; ic = true; } } // Finally, bind the effect if ((ic | ec)) { state.SetEffect(this, ref ShadowShader.fx, ext); } }
/// <summary>Bind the shader, 'ic' indicates the shader instance has changed and 'ec' indicates the extension has changed.</summary><param name="state"/><param name="ic"/><param name="ec"/><param name="ext"/> protected override void BeginImpl(Xen.Graphics.ShaderSystem.ShaderSystemBase state, bool ic, bool ec, Xen.Graphics.ShaderSystem.ShaderExtension ext) { // if the device changed, call Warm() if ((state.DeviceUniqueIndex != DrawVelocityBillboardParticles_GpuTex3D.gd)) { this.WarmShader(state); ic = true; } // Force updating if the instance has changed this.vreg_change = (this.vreg_change | ic); // Set the value for attribute 'viewPoint' this.vreg_change = (this.vreg_change | state.SetViewPointVector3(ref this.vreg[7], ref this.sc0)); Microsoft.Xna.Framework.Vector4 unused = new Microsoft.Xna.Framework.Vector4(); // Set the value for attribute 'worldMatrix' this.vreg_change = (this.vreg_change | state.SetWorldMatrix(ref this.vreg[4], ref this.vreg[5], ref this.vreg[6], ref unused, ref this.sc1)); // Set the value for attribute 'worldViewProj' this.vreg_change = (this.vreg_change | state.SetWorldViewProjectionMatrix(ref this.vreg[0], ref this.vreg[1], ref this.vreg[2], ref this.vreg[3], ref this.sc2)); // Assign pixel shader textures and samplers if ((ic | this.ptc)) { state.SetPixelShaderSamplers(this.ptx, this.pts); this.ptc = false; } // Assign pixel shader textures and samplers if ((ic | this.vtc)) { state.SetVertexShaderSamplers(this.vtx, this.vts); this.vtc = false; } if ((this.vreg_change == true)) { DrawVelocityBillboardParticles_GpuTex3D.fx.vs_c.SetValue(this.vreg); this.vreg_change = false; ic = true; } // Finally, bind the effect if ((ic | ec)) { state.SetEffect(this, ref DrawVelocityBillboardParticles_GpuTex3D.fx, ext); } }
/// <summary>Bind the shader, 'ic' indicates the shader instance has changed and 'ec' indicates the extension has changed.</summary><param name="state"/><param name="ic"/><param name="ec"/><param name="ext"/> protected override void BeginImpl(Xen.Graphics.ShaderSystem.ShaderSystemBase state, bool ic, bool ec, Xen.Graphics.ShaderSystem.ShaderExtension ext) { // if the device changed, call Warm() if ((state.DeviceUniqueIndex != ParticleStoreLife128.gd)) { this.WarmShader(state); ic = true; } // Force updating if the instance has changed this.vreg_change = (this.vreg_change | ic); if ((this.vreg_change == true)) { ParticleStoreLife128.fx.vs_c.SetValue(this.vreg); this.vreg_change = false; ic = true; } // Finally, bind the effect if ((ic | ec)) { state.SetEffect(this, ref ParticleStoreLife128.fx, ext); } }
/// <summary>Bind the shader, 'ic' indicates the shader instance has changed and 'ec' indicates the extension has changed.</summary><param name="state"/><param name="ic"/><param name="ec"/><param name="ext"/> protected override void BeginImpl(Xen.Graphics.ShaderSystem.ShaderSystemBase state, bool ic, bool ec, Xen.Graphics.ShaderSystem.ShaderExtension ext) { // if the device changed, call Warm() if ((state.DeviceUniqueIndex != DrawGraphLine.gd)) { this.WarmShader(state); ic = true; } // Force updating if the instance has changed this.vreg_change = (this.vreg_change | ic); // Set the value for attribute 'worldViewProj' this.vreg_change = (this.vreg_change | state.SetWorldViewProjectionMatrix(ref this.vreg[200], ref this.vreg[201], ref this.vreg[202], ref this.vreg[203], ref this.sc0)); if ((this.vreg_change == true)) { DrawGraphLine.fx.vs_c.SetValue(this.vreg); this.vreg_change = false; ic = true; } // Finally, bind the effect if ((ic | ec)) { state.SetEffect(this, ref DrawGraphLine.fx, ext); } }
/// <summary>Bind the shader, 'ic' indicates the shader instance has changed and 'ec' indicates the extension has changed.</summary><param name="state"/><param name="ic"/><param name="ec"/><param name="ext"/> protected override void BeginImpl(Xen.Graphics.ShaderSystem.ShaderSystemBase state, bool ic, bool ec, Xen.Graphics.ShaderSystem.ShaderExtension ext) { // if the device changed, call Warm() if ((state.DeviceUniqueIndex != RgbmDecode.gd)) { this.WarmShader(state); ic = true; } // Force updating if the instance has changed this.vreg_change = (this.vreg_change | ic); this.preg_change = (this.preg_change | ic); this.vbreg_change = (this.vbreg_change | ic); this.vireg_change = (this.vireg_change | ic); // Set the value for attribute 'worldViewProj' this.vreg_change = (this.vreg_change | state.SetWorldViewProjectionMatrix(ref this.vreg[0], ref this.vreg[1], ref this.vreg[2], ref this.vreg[3], ref this.sc0)); // Set the value for global 'BloomScaleThreshold' this.preg_change = (this.preg_change | state.SetGlobalVector2(ref this.preg[1], RgbmDecode.gid0, ref this.gc0)); // Set the value for global 'LensExposure' this.preg_change = (this.preg_change | state.SetGlobalSingle(ref this.preg[2], RgbmDecode.gid1, ref this.gc1)); // Set the value for global 'RgbmImageRenderScale' this.preg_change = (this.preg_change | state.SetGlobalVector2(ref this.preg[0], RgbmDecode.gid2, ref this.gc2)); // Assign pixel shader textures and samplers if ((ic | this.ptc)) { state.SetPixelShaderSamplers(this.ptx, this.pts); this.ptc = false; } if ((this.vreg_change == true)) { RgbmDecode.fx.vs_c.SetValue(this.vreg); this.vreg_change = false; ic = true; } if ((this.preg_change == true)) { RgbmDecode.fx.ps_c.SetValue(this.preg); this.preg_change = false; ic = true; } if ((ext == Xen.Graphics.ShaderSystem.ShaderExtension.Blending)) { ic = (ic | state.SetBlendMatricesDirect(RgbmDecode.fx.vsb_c, ref this.sc1)); } if ((ext == Xen.Graphics.ShaderSystem.ShaderExtension.Instancing)) { this.vireg_change = (this.vireg_change | state.SetViewProjectionMatrix(ref this.vireg[0], ref this.vireg[1], ref this.vireg[2], ref this.vireg[3], ref this.sc2)); if ((this.vireg_change == true)) { RgbmDecode.fx.vsi_c.SetValue(this.vireg); this.vireg_change = false; ic = true; } } // Finally, bind the effect if ((ic | ec)) { state.SetEffect(this, ref RgbmDecode.fx, ext); } }
/// <summary>Bind the shader, 'ic' indicates the shader instance has changed and 'ec' indicates the extension has changed.</summary><param name="state"/><param name="ic"/><param name="ec"/><param name="ext"/> protected override void BeginImpl(Xen.Graphics.ShaderSystem.ShaderSystemBase state, bool ic, bool ec, Xen.Graphics.ShaderSystem.ShaderExtension ext) { // if the device changed, call Warm() if ((state.DeviceUniqueIndex != Character.gd)) { this.WarmShader(state); ic = true; } // Force updating if the instance has changed this.vreg_change = (this.vreg_change | ic); this.preg_change = (this.preg_change | ic); this.vbreg_change = (this.vbreg_change | ic); this.vireg_change = (this.vireg_change | ic); // Set the value for attribute 'viewPoint' this.vreg_change = (this.vreg_change | state.SetViewPointVector4(ref this.vreg[12], ref this.sc0)); // Set the value for attribute 'world' this.vreg_change = (this.vreg_change | state.SetWorldMatrix(ref this.vreg[8], ref this.vreg[9], ref this.vreg[10], ref this.vreg[11], ref this.sc1)); // Set the value for attribute 'worldViewProj' this.vreg_change = (this.vreg_change | state.SetWorldViewProjectionMatrix(ref this.vreg[4], ref this.vreg[5], ref this.vreg[6], ref this.vreg[7], ref this.sc2)); // Set the value for global 'ShadowMapProjection' this.vreg_change = (this.vreg_change | state.SetGlobalMatrix4(ref this.vreg[0], ref this.vreg[1], ref this.vreg[2], ref this.vreg[3], Character.gid0, ref this.gc0)); // Set the value for global 'AmbientDiffuseSpecularScale' this.preg_change = (this.preg_change | state.SetGlobalVector3(ref this.preg[15], Character.gid1, ref this.gc1)); // Set the value for global 'EnvironmentSH' this.preg_change = (this.preg_change | state.SetGlobalVector4(this.preg, 0, 9, Character.gid2, ref this.gc2)); // Set the value for global 'RgbmImageRenderScale' this.preg_change = (this.preg_change | state.SetGlobalVector2(ref this.preg[9], Character.gid3, ref this.gc3)); // Set the value for global 'ShadowMapSize' this.preg_change = (this.preg_change | state.SetGlobalVector2(ref this.preg[10], Character.gid4, ref this.gc4)); // Set the value for global 'SkinLightScatter' this.preg_change = (this.preg_change | state.SetGlobalVector3(ref this.preg[11], Character.gid5, ref this.gc5)); // Set the value for global 'SunDirection' this.preg_change = (this.preg_change | state.SetGlobalVector3(ref this.preg[13], Character.gid6, ref this.gc6)); // Set the value for global 'SunRgbIntensity' this.preg_change = (this.preg_change | state.SetGlobalVector4(ref this.preg[12], Character.gid7, ref this.gc7)); // Set the value for global 'SunSpecularPowerIntensity' this.preg_change = (this.preg_change | state.SetGlobalVector2(ref this.preg[14], Character.gid8, ref this.gc8)); // Set the value for global 'UseAlbedoOcclusionShadow' this.preg_change = (this.preg_change | state.SetGlobalVector3(ref this.preg[16], Character.gid9, ref this.gc9)); // Assign global textures this.CubeRgbmTexture = state.GetGlobalTextureCube(Character.tid0); this.ShadowTexture = state.GetGlobalTexture2D(Character.tid1); // Assign pixel shader textures and samplers if ((ic | this.ptc)) { state.SetPixelShaderSamplers(this.ptx, this.pts); this.ptc = false; } if ((this.vreg_change == true)) { Character.fx.vs_c.SetValue(this.vreg); this.vreg_change = false; ic = true; } if ((this.preg_change == true)) { Character.fx.ps_c.SetValue(this.preg); this.preg_change = false; ic = true; } if ((ext == Xen.Graphics.ShaderSystem.ShaderExtension.Blending)) { ic = (ic | state.SetBlendMatricesDirect(Character.fx.vsb_c, ref this.sc3)); } if ((ext == Xen.Graphics.ShaderSystem.ShaderExtension.Instancing)) { this.vireg_change = (this.vireg_change | state.SetViewProjectionMatrix(ref this.vireg[0], ref this.vireg[1], ref this.vireg[2], ref this.vireg[3], ref this.sc4)); if ((this.vireg_change == true)) { Character.fx.vsi_c.SetValue(this.vireg); this.vireg_change = false; ic = true; } } // Finally, bind the effect if ((ic | ec)) { state.SetEffect(this, ref Character.fx, ext); } }
public void Begin(Xen.Graphics.ShaderSystem.ShaderSystemBase state, bool ic, bool ec, Xen.Graphics.ShaderSystem.ShaderExtension ext) { if (device != state.DeviceUniqueIndex) { device = state.DeviceUniqueIndex; fx.Dispose(); state.CreateEffect(out fx, fxb, 0, 0); } float randX = (float)(random.NextDouble()); float randY = (float)(random.NextDouble()); this.psConstants[4].Z = randX; this.psConstants[4].W = randY; //random texture is limited in size, so randomly offset by a tiny amount randX = (float)((random.NextDouble() * 2 - 1) / 256.0); randY = (float)((random.NextDouble() * 2 - 1) / 256.0); this.psConstants[5].X = randX; this.psConstants[5].Y = randY; TextureSamplerState point = TextureSamplerState.PointFiltering; Xen.Graphics.ShaderSystem.ShaderSystemBase shaderSystem = (Xen.Graphics.ShaderSystem.ShaderSystemBase)state; shaderSystem.SetPixelShaderSampler(0, randTexture, point); if (positionSize != null) shaderSystem.SetPixelShaderSampler(1, positionSize, point); if (velocityRotation != null) shaderSystem.SetPixelShaderSampler(2, velocityRotation, point); if (this.colourSamplerIndex != -1) shaderSystem.SetPixelShaderSampler(this.colourSamplerIndex, colourValues, point); if (this.userSamplerIndex != -1) shaderSystem.SetPixelShaderSampler(this.userSamplerIndex, userValues, point); if (this.lifeSamplerIndex != -1) shaderSystem.SetPixelShaderSampler(this.lifeSamplerIndex, lifeTexture, point); state.SetWorldViewProjectionMatrix(ref this.vreg[0], ref this.vreg[1], ref this.vreg[2], ref this.vreg[3], ref this.world); const float randTextureSize = (float)RandomValueTexture.Resolution; const float invRandTextureSize = 1.0f / randTextureSize; if (enabledMoveVS || enabledAddVS) { for (int i = 0; i < 4; i++) //copy the WVP matrix this.vsMoveConstants[i] = this.vreg[i]; vsMoveConstants[6] = new Vector4(randTextureSize, invRandTextureSize, 0, 0); fx.vs_c.SetValue(this.vsMoveConstants); fx.ps_c.SetValue(psConstants); } else { state.SetWindowSizeVector2(ref this.vreg[4], ref this.viewsize); this.vreg[6] = new Vector4(randTextureSize, invRandTextureSize, 0, 0); fx.vs_c.SetValue(this.vreg); fx.ps_c.SetValue(psConstants); } state.SetEffect(this, ref fx, Xen.Graphics.ShaderSystem.ShaderExtension.None); }