/// <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 != 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); } }