コード例 #1
0
        /// <summary>
        /// Sets a matrix parameter on a special semantic in a Cg program</summary>
        /// <param name="parameter">Name of parameter that we want to set</param>
        /// <param name="semantic">The semantic that is needed to set a parameter in a special way</param>
        /// <returns>True if parameter set successfully</returns>
        public static bool SetMatrixParameter(string parameter, string semantic)
        {
            IntPtr param;
            int    matrix   = 0;
            int    tranform = 0;

            try
            {
                m_cg_parameters.TryGetValue(parameter, out param);
                if (semantic == "WORLDVIEWPROJECTION")
                {
                    matrix   = CgGl.CG_GL_MODELVIEW_PROJECTION_MATRIX;
                    tranform = CgGl.CG_GL_MATRIX_IDENTITY;
                }

                CgGl.cgGLSetStateMatrixParameter(param, matrix, tranform);
                return(true);
            }
            catch { }
            return(false);
        }
コード例 #2
0
        private void SetShaderParametersPass2(Vector3f eyeVect)
        {
            CgGl.cgGLSetParameter3f(m_CGparam_eyePositionPass2, ViewerPosition.x, ViewerPosition.y, ViewerPosition.z);
            checkForCgError("setting eyePos2");

            // Track the combined model-view-projection matrix
            CgGl.cgGLSetStateMatrixParameter(m_CGparam_modelViewProjPass2,
                                             CgGl.CG_GL_MODELVIEW_PROJECTION_MATRIX,
                                             CgGl.CG_GL_MATRIX_IDENTITY);
            checkForCgError("setting model view projection matrix parameter2");

            //set modelViewIT matrix
            CgGl.cgGLSetStateMatrixParameter(m_CGparam_modelViewITPass2,
                                             CgGl.CG_GL_MODELVIEW_MATRIX,
                                             CgGl.CG_GL_MATRIX_INVERSE_TRANSPOSE);
            checkForCgError("setting model view IT matrix parameter2");

            CgGl.cgGLSetStateMatrixParameter(m_CGparam_modelViewPass2,
                                             CgGl.CG_GL_MODELVIEW_MATRIX,
                                             CgGl.CG_GL_MATRIX_IDENTITY);
            checkForCgError("setting model view matrix parameter2");
        }