예제 #1
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        public bool mfRefreshSystemShader(string szName, CShader pSysShader)
        {
            if (pSysShader == null)
            {
                CryComment("Load System Shader '%s'...", szName);

                if ((pSysShader = mfForName(szName, EF_SYSTEM)))
                {
                    return(true);
                }
            }

            return(false);
        }
예제 #2
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        public CShader RequestShader(SHashedName shaderName)
        {
            m_shaders.TryGetValue(shaderName, out CShader outShader);
            if (outShader != null)
            {
                return(outShader);
            }

            m_shaderClassMap.TryGetValue(shaderName, out Type shaderClass);
            if (shaderClass != null)
            {
                CShader shader = (CShader)Activator.CreateInstance(shaderClass);
                m_shaders.Add(shaderName, shader);
                Task.Run(() => shader.Init(m_device));
            }

            throw new ArgumentException("Shader with the name " + shaderName + " was not found");
        }
예제 #3
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 public string mfParseFXTechnique_GenerateShaderScript(List <SFXStruct> Structs, FXMacro Macros, List <SFXParam> Params, List <SFXParam> AffectedParams, string szEntryFunc, CShader ef, EHWShaderClass eSHClass, string szShaderName, uint nAffectMask, string szType) => throw new NotImplementedException();
예제 #4
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 public void mfParseFX_Global(SFXParam pr, CShader ef, List <SFXStruct> Structs, string[] techStart) => throw new NotImplementedException();
예제 #5
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 private CShader mfCompile(CShader ef, string scr) => throw new NotImplementedException();
예제 #6
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 public uint mfGetGLForName(string buf, CShader ef) => throw new NotImplementedException();
예제 #7
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 public CShader mfParseFX(string buf, CShader ef, CShader efGen, ulong nMaskGen) => throw new NotImplementedException();
예제 #8
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 public bool mfParseFXTechnique_CustomRE(string buf, string name, SShaderTechnique pShTech, CShader ef) => throw new NotImplementedException();
예제 #9
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 public bool mfParseFXSampler(SShaderFXParams FXParams, SFXSampler pr, string ParamName, CShader ef, int nParams, List <SCGSampler> pParams, EHWShaderClass eSHClass) => throw new NotImplementedException();
예제 #10
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 public void mfCheckObjectDependParams(List <SCGParam> PNoObj, List <SCGParam> PObj, EHWShaderClass eSH, CShader pFXShader) => throw new NotImplementedException();
예제 #11
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 public bool mfParseFXParameter(SShaderFXParams FXParams, SFXParam pr, string ParamName, CShader ef, bool bInstParam, int nParams, List <SCGParam> pParams, EHWShaderClass eSHClass, bool bExpressionOperand) => throw new NotImplementedException();
예제 #12
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 public bool mfParseCGParam(string scr, string szAnnotations, SShaderFXParams FXParams, CShader ef, List <SCGParam> pParams, int nComps, uint nParamFlags, EHWShaderClass eSHClass, bool bExpressionOperand) => throw new NotImplementedException();
예제 #13
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 public bool mfParseParamComp(int comp, SCGParam pCurParam, string szSemantic, string params_, string szAnnotations, SShaderFXParams FXParams, CShader ef, uint nParamFlags, EHWShaderClass eSHClass, bool bExpressionOperand) => throw new NotImplementedException();
예제 #14
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 public bool mfParseFXTechnique_MergeParameters(List <SFXStruct> Structs, List <SFXParam> Params, List <int> AffectedFunc, SFXStruct pMainFunc, CShader ef, EHWShaderClass eSHClass, string szShaderName, List <SFXParam> NewParams) => throw new NotImplementedException();
예제 #15
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 public void RT_ParseShader(CShader pSH, ulong nMaskGen, uint flags, CShaderResources Res) => throw new NotImplementedException();
예제 #16
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 public CTexture mfParseFXTechnique_LoadShaderTexture(STexSamplerRT smp, string szName, SShaderPass pShPass, CShader ef, int nIndex, byte ColorOp, byte AlphaOp, byte ColorArg, byte AlphaArg) => throw new NotImplementedException();
예제 #17
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 public void CreateShaderMaskGenString(CShader pSH, stack_string flagString) => throw new NotImplementedException();
예제 #18
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 public bool mfParseFXLightStyle(string buf, int nID, CShader ef, List <SFXStruct> Structs) => throw new NotImplementedException();
예제 #19
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 public void CreateShaderExportRequestLine(CShader pSH, stack_string exportString) => throw new NotImplementedException();
예제 #20
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 public void mfPostLoadFX(CShader efT, List <SShaderTechParseParams> techParams, string[] techStart) => throw new NotImplementedException();
예제 #21
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 public void mfParseFX_Annotations(string buf, CShader ef, List <SFXStruct> Structs, ref bool bPublic, string[] techStart) => throw new NotImplementedException();
예제 #22
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 public bool mfModifyGenFlags(CShader efGen, CShaderResources pRes, ref ulong nMaskGen, ref ulong nMaskGenHW) => throw new NotImplementedException();
예제 #23
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 public void mfParseFXTechnique_Annotations(string buf, CShader ef, List <SFXStruct> Structs, SShaderTechnique pShTech, ref bool bPublic, List <SShaderTechParseParams> techParams) => throw new NotImplementedException();
예제 #24
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        /**
         * Constructor
         *
         **/
        public CMap()
        {
            shdTile = new CShader("Resource\\Shader\\tile.vshd", "Resource\\Shader\\tile.fshd");

            prmPlaceholder = new CPrimitivePyramid(32.0F, 32.0F, 32.0F, new Vector4(1.0f, 0.0f, 0.0f, 1.0f));
        }
예제 #25
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 private void mfCheckShaderResTexturesHW(ref SShaderPass[] Dst, CShader ef, CShaderResources Res) => throw new NotImplementedException();