コード例 #1
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        } // WhiteTexture

        #endregion

        #endregion

        #region Constructor

        /// <summary>
        /// Create cube map from given filename.
        /// </summary>
        /// <param name="filename">Set filename, must be relative and be a valid file in the textures cube directory.</param>
        public TextureCube(string filename)
        {
            Name         = filename;
            IsRgbm       = false;
            RgbmMaxRange = 50;
            Filename     = AssetContentManager.GameDataDirectory + "Textures\\CubeTextures\\" + filename;
            if (File.Exists(Filename + ".xnb") == false)
            {
                throw new ArgumentException("Failed to load cube map: File " + Filename + " does not exists!");
            }
            try
            {
                xnaTextureCube = AssetContentManager.CurrentContentManager.XnaContentManager.Load <Microsoft.Xna.Framework.Graphics.TextureCube>(Filename);
                Size           = xnaTextureCube.Size;
                Resource.Name  = filename;
            }
            catch (ObjectDisposedException)
            {
                throw new InvalidOperationException("Content Manager: Content manager disposed");
            }
            catch (Exception e)
            {
                throw new InvalidOperationException("Failed to load cube map: " + filename, e);
            }
        }         // TextureCube
コード例 #2
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        } // TextureCube

        #endregion

        #region Recreate Resource

        /// <summary>
        /// Useful when the XNA device is disposed.
        /// </summary>
        internal override void RecreateResource()
        {
            xnaTextureCube = AssetContentManager.CurrentContentManager.XnaContentManager.Load <Microsoft.Xna.Framework.Graphics.TextureCube>(Filename);
        } // RecreateResource
コード例 #3
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 /// <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 != BackgroundFill.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 'RgbmImageRenderScale'
     this.preg_change = (this.preg_change | state.SetGlobalVector2(ref this.preg[0], BackgroundFill.gid0, ref this.gc0));
     // Assign global textures
     this.CubeRgbmTexture = state.GetGlobalTextureCube(BackgroundFill.tid0);
     // Assign pixel shader textures and samplers
     if ((ic | this.ptc))
     {
         state.SetPixelShaderSamplers(this.ptx, this.pts);
         this.ptc = false;
     }
     if ((this.vreg_change == true))
     {
         BackgroundFill.fx.vs_c.SetValue(this.vreg);
         this.vreg_change = false;
         ic = true;
     }
     if ((this.preg_change == true))
     {
         BackgroundFill.fx.ps_c.SetValue(this.preg);
         this.preg_change = false;
         ic = true;
     }
     if ((ext == Xen.Graphics.ShaderSystem.ShaderExtension.Blending))
     {
         ic = (ic | state.SetBlendMatricesDirect(BackgroundFill.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))
         {
             BackgroundFill.fx.vsi_c.SetValue(this.vireg);
             this.vireg_change = false;
             ic = true;
         }
     }
     // Finally, bind the effect
     if ((ic | ec))
     {
         state.SetEffect(this, ref BackgroundFill.fx, ext);
     }
 }