Пример #1
0
		/// <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 != 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);
			}
		}