четверг, 30 июня 2011 г.

XNA Game Studio и движок Xen. Custom Shaders


В этом уроке мы рассмотрим, пожалуй, самую интересную особенность движка Xen – работа с шейдерами.
Дело в том, что, при установке Xen, в Visual Studio ставится надстройка, которая позволяет несколько по-иному работать с шейдерами.



Как Вы видите файл shader.fx как бы состоит теперь из двух частей shader.fx и shader.fx.cs. shader.fx содержит собственно код шейдера на HLSL, а shader.fx.cs содержит автоматически сгенерированный код C# класса, который реализует описанный шейдерный код в виде класса эффекта Xen.
Например, давайте создадим новый файл testEffect.fx и установим параметр Custom Tool равным XenFx.



Если использовать стандартный файл с эффектом, который создается в XNA Game Studio, то получится следующий тип:
testEffect.fx
float4x4 World;

float4x4 View;

float4x4 Projection;

 

// TODO: add effect parameters here.

 

struct VertexShaderInput

{

    float4 Position : POSITION0;

 

    // TODO: add input channels such as texture

    // coordinates and vertex colors here.

};

 

struct VertexShaderOutput

{

    float4 Position : POSITION0;

 

    // TODO: add vertex shader outputs such as colors and texture

    // coordinates here. These values will automatically be interpolated

    // over the triangle, and provided as input to your pixel shader.

};

 

VertexShaderOutput VertexShaderFunction(VertexShaderInput input)

{

    VertexShaderOutput output;

 

    float4 worldPosition = mul(input.Position, World);

    float4 viewPosition = mul(worldPosition, View);

    output.Position = mul(viewPosition, Projection);

 

    // TODO: add your vertex shader code here.

 

    return output;

}

 

float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0

{

    // TODO: add your pixel shader code here.

 

    return float4(1, 0, 0, 1);

}

 

technique Technique1

{

    pass Pass1

    {

        // TODO: set renderstates here.

 

        VertexShader = compile vs_2_0 VertexShaderFunction();

        PixelShader = compile ps_2_0 PixelShaderFunction();

    }

}

testEffect.fx.cs
// XenFX
// Assembly = Xen.Graphics.ShaderSystem.CustomTool, Version=7.0.1.1, Culture=neutral, PublicKeyToken=e706afd07878dfca
// SourceFile = testEffect.fx
// Namespace = Tutorials.Tutorial_03

namespace Tutorials.Tutorial_03.TestEffect
{
         
          ///
 <summary><para>Technique 'Technique1' generated from file 'testEffect.fx'</para><para>Vertex Shader: approximately 12 instruction slots used, 12 registers</para><para>Pixel Shader: approximately 2 instruction slots used, 0 registers</para></summary>
          [System.Diagnostics.DebuggerStepThroughAttribute()]
          [System.CodeDom.Compiler.GeneratedCodeAttribute("Xen.Graphics.ShaderSystem.CustomTool.dll""5040fe79-bab4-4d2f-9335-463d3794d366")]
          public sealed class Technique1 : Xen.Graphics.ShaderSystem.BaseShader
          {
                    ///
 <summary>Construct an instance of the 'Technique1' shader</summary>
                    public Technique1()
                    {
                    }
                    ///
 <summary>Setup shader static values</summary><param name="state"/>
                    private void gdInit(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
                    {
                              
// set the graphics ID
                               Technique1.gd = state.DeviceUniqueIndex;
                               this.GraphicsID = state.DeviceUniqueIndex;
                               Technique1.cid0 = state.GetNameUniqueID("Projection");
                               Technique1.cid1 = state.GetNameUniqueID("View");
                               Technique1.cid2 = state.GetNameUniqueID("World");
                    }
                    ///
 <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 != Technique1.gd))
                               {
                                         this.WarmShader(state);
                                         ic = true;
                               }
                              
// Force updating if the instance has changed
                               this.vreg_change = (this.vreg_change | ic);
                               if ((this.vreg_change == true))
                               {
                                         Technique1.fx.vs_c.SetValue(this.vreg);
                                         this.vreg_change = false;
                                         ic = true;
                               }
                              
// Finally, bind the effect
                               if ((ic | ec))
                               {
                                         state.SetEffect(thisref Technique1.fx, ext);
                               }
                    }
                    ///
 <summary>Warm (Preload) the shader</summary><param name="state"/>
                    protected override void WarmShader(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
                    {
                              
// Shader is already warmed
                               if ((Technique1.gd == state.DeviceUniqueIndex))
                               {
                                         return;
                               }
                              
// Setup the shader
                               if ((Technique1.gd != state.DeviceUniqueIndex))
                               {
                                         this.gdInit(state);
                               }
                               Technique1.fx.Dispose();
                              
// Create the effect instance
                               state.CreateEffect(out Technique1.fx, Technique1.fxb, 13, 3);
                    }
                    ///
 <summary>True if a shader constant has changed since the last Bind()</summary>
                    protected override bool Changed()
                    {
                               return this.vreg_change;
                    }
                    ///
 <summary>Returns the number of vertex inputs used by this shader</summary>
                    protected override int GetVertexInputCountImpl()
                    {
                               return 1;
                    }
                    ///
 <summary>Returns a vertex input used by this shader</summary><param name="i"/><param name="usage"/><param name="index"/>
                    protected override void GetVertexInputImpl(int i, out Microsoft.Xna.Framework.Graphics.VertexElementUsage usage, out int index)
                    {
                               usage = ((Microsoft.Xna.Framework.Graphics.VertexElementUsage)(Technique1.vin[i]));
                               index = Technique1.vin[(i + 1)];
                    }
                    ///
 <summary>Static graphics ID</summary>
                    private static int gd;
                    ///
 <summary>Static effect container instance</summary>
                    private static Xen.Graphics.ShaderSystem.ShaderEffect fx;
                    ///
 <summary/>
                    private bool vreg_change;
                    ///
 <summary>Return the supported modes for this shader</summary><param name="blendingSupport"/><param name="instancingSupport"/>
                    protected override void GetExtensionSupportImpl(out bool blendingSupport, out bool instancingSupport)
                    {
                               blendingSupport = true;
                               instancingSupport = true;
                    }
                    ///
 <summary>Name ID for 'Projection'</summary>
                    private static int cid0;
                    ///
 <summary>Set the shader value 'float4x4 Projection'</summary><param name="value"/>
                    public void SetProjection(ref Microsoft.Xna.Framework.Matrix value)
                    {
                              this.vreg[8] = new Microsoft.Xna.Framework.Vector4(value.M11, value.M21, value.M31, value.M41);
                              this.vreg[9] = new Microsoft.Xna.Framework.Vector4(value.M12, value.M22, value.M32, value.M42);
                              this.vreg[10] = new Microsoft.Xna.Framework.Vector4(value.M13, value.M23, value.M33, value.M43);
                              this.vreg[11] = new Microsoft.Xna.Framework.Vector4(value.M14, value.M24, value.M34, value.M44);
                               this.vreg_change = true;
                    }
                    ///
 <summary>Assign the shader value 'float4x4 Projection'</summary>
                    public Microsoft.Xna.Framework.Matrix Projection
                    {
                               set
                               {
                                         this.SetProjection(ref value);
                               }
                    }
                    ///
 <summary>Name ID for 'View'</summary>
                    private static int cid1;
                    ///
 <summary>Set the shader value 'float4x4 View'</summary><param name="value"/>
                    public void SetView(ref Microsoft.Xna.Framework.Matrix value)
                    {
                              this.vreg[4] = new Microsoft.Xna.Framework.Vector4(value.M11, value.M21, value.M31, value.M41);
                              this.vreg[5] = new Microsoft.Xna.Framework.Vector4(value.M12, value.M22, value.M32, value.M42);
                              this.vreg[6] = new Microsoft.Xna.Framework.Vector4(value.M13, value.M23, value.M33, value.M43);
                              this.vreg[7] = new Microsoft.Xna.Framework.Vector4(value.M14, value.M24, value.M34, value.M44);
                               this.vreg_change = true;
                    }
                    ///
 <summary>Assign the shader value 'float4x4 View'</summary>
                    public Microsoft.Xna.Framework.Matrix View
                    {
                               set
                               {
                                         this.SetView(ref value);
                               }
                    }
                    ///
 <summary>Name ID for 'World'</summary>
                    private static int cid2;
                    ///
 <summary>Set the shader value 'float4x4 World'</summary><param name="value"/>
                    public void SetWorld(ref Microsoft.Xna.Framework.Matrix value)
                    {
                              this.vreg[0] = new Microsoft.Xna.Framework.Vector4(value.M11, value.M21, value.M31, value.M41);
                              this.vreg[1] = new Microsoft.Xna.Framework.Vector4(value.M12, value.M22, value.M32, value.M42);
                              this.vreg[2] = new Microsoft.Xna.Framework.Vector4(value.M13, value.M23, value.M33, value.M43);
                              this.vreg[3] = new Microsoft.Xna.Framework.Vector4(value.M14, value.M24, value.M34, value.M44);
                               this.vreg_change = true;
                    }
                    ///
 <summary>Assign the shader value 'float4x4 World'</summary>
                    public Microsoft.Xna.Framework.Matrix World
                    {
                               set
                               {
                                         this.SetWorld(ref value);
                               }
                    }
                    ///
 <summary>array storing vertex usages, and element indices</summary>
readonly
                    private static int[] vin = new int[] {0,0};
                    ///
 <summary>Vertex shader register storage</summary>
readonly
                    private Microsoft.Xna.Framework.Vector4[] vreg = new Microsoft.Xna.Framework.Vector4[12];
#if XBOX360
                    /// <summary>Static RLE compressed shader byte code (Xbox360)</summary>
                    private static byte[] fxb
                    {
                               get
                               {
                                         return new byte[] {4,188,240,11,207,131,0,1,32,152,0,8,254,255,9,1,0,0,1,172,135,0,1,3,131,0,1,1,131,0,1,224,135,0,1,12,131,0,1,4,131,0,1,1,229,0,0,222,0,0,1,6,1,95,1,118,1,115,1,95,1,99,134,0,0,1,1,131,0,0,1,16,131,0,0,1,4,143,0,0,1,2,131,0,0,1,15,131,0,0,1,4,147,0,0,1,3,131,0,0,1,16,131,0,0,1,4,143,0,0,1,4,131,0,0,1,15,131,0,0,1,4,143,0,0,1,9,1,66,1,108,1,101,1,110,1,100,1,105,1,110,1,103,135,0,0,1,5,131,0,0,1,16,131,0,0,1,4,143,0,0,1,6,131,0,0,1,15,131,0,0,1,4,143,0,0,1,11,1,73,1,110,1,115,1,116,1,97,1,110,1,99,1,105,1,110,1,103,133,0,0,1,7,1,83,1,104,1,97,1,100,1,101,1,114,133,0,0,1,1,131,0,0,1,1,131,0,0,1,9,131,0,0,1,7,131,0,0,1,4,131,0,0,1,32,138,0,0,1,1,1,160,135,0,0,1,3,1,0,1,0,1,1,1,28,135,0,0,1,2,131,0,0,1,92,135,0,0,1,240,131,0,0,1,236,131,0,0,1,93,134,0,0,1,1,1,8,1,0,1,0,1,1,1,4,1,0,1,0,1,1,1,80,135,0,0,1,2,131,0,0,1,92,134,0,0,1,1,1,36,1,0,1,0,1,1,1,32,131,0,0,1,93,134,0,0,1,1,1,60,1,0,1,0,1,1,1,56,1,0,1,0,1,1,1,144,135,0,0,1,2,131,0,0,1,92,134,0,0,1,1,1,100,1,0,1,0,1,1,1,96,131,0,0,1,93,134,0,0,1,1,1,124,1,0,1,0,1,1,1,120,135,0,0,1,6,135,0,0,1,2,132,255,0,131,0,0,1,1,134,0,0,1,1,1,4,1,16,1,42,1,17,132,0,0,1,160,131,0,0,1,100,135,0,0,1,36,131,0,0,1,88,131,0,0,1,128,139,0,0,1,48,131,0,0,1,28,131,0,0,1,35,1,255,1,255,1,3,144,0,0,1,28,1,112,1,115,1,95,1,51,1,95,1,48,1,0,1,50,1,46,1,48,1,46,1,49,1,49,1,54,1,50,1,54,1,46,1,48,1,0,1,171,135,0,0,1,1,139,0,0,1,20,1,1,1,252,1,0,1,16,147,0,0,1,64,131,0,0,1,36,1,16,150,0,0,1,1,176,0,0,1,63,1,128,146,0,0,1,16,1,1,1,196,1,0,1,34,131,0,0,1,20,1,152,1,192,132,0,0,1,108,1,194,1,0,1,0,1,255,147,0,0,1,2,132,255,0,138,0,0,1,2,1,60,1,16,1,42,1,17,1,1,1,0,1,0,1,1,1,112,131,0,0,1,204,135,0,0,1,36,134,0,0,1,1,1,68,138,0,0,1,1,1,28,131,0,0,1,28,1,0,1,0,1,1,1,15,1,255,1,254,1,3,132,0,0,1,1,131,0,0,1,28,134,0,0,1,1,1,8,131,0,0,1,48,1,0,1,2,131,0,0,1,12,133,0,0,1,56,131,0,0,1,72,1,95,1,118,1,115,1,95,1,99,1,0,1,171,1,171,1,0,1,1,1,0,1,3,1,0,1,1,1,0,1,4,1,0,1,12,229,0,0,225,0,0,1,118,1,115,1,95,1,51,1,95,1,48,1,0,1,50,1,46,1,48,1,46,1,49,1,49,1,54,1,50,1,54,1,46,1,48,1,0,1,171,135,0,0,1,204,1,0,1,1,1,0,1,1,143,0,0,1,1,131,0,0,1,1,134,0,0,1,2,1,144,131,0,0,1,3,1,16,1,1,1,16,1,3,1,0,1,0,1,18,1,0,1,194,133,0,0,1,96,1,4,1,96,1,10,1,18,1,0,1,18,136,0,0,1,3,1,196,1,0,1,34,131,0,0,1,5,1,248,132,0,0,1,6,1,136,132,0,0,1,200,1,1,1,0,1,1,1,0,1,167,1,167,1,0,1,175,131,0,0,1,200,1,2,1,0,1,1,1,0,1,167,1,167,1,0,1,175,1,0,1,1,1,0,1,200,1,4,1,0,1,1,1,0,1,167,1,167,1,0,1,175,1,0,1,2,1,0,1,200,1,8,1,0,1,1,1,0,1,167,1,167,1,0,1,175,1,0,1,3,1,0,1,200,1,1,131,0,0,1,167,1,167,1,0,1,175,1,1,1,4,1,0,1,200,1,2,131,0,0,1,167,1,167,1,0,1,175,1,1,1,5,1,0,1,200,1,4,131,0,0,1,167,1,167,1,0,1,175,1,1,1,6,1,0,1,200,1,8,131,0,0,1,167,1,167,1,0,1,175,1,1,1,7,1,0,1,200,1,1,1,128,1,62,1,0,1,167,1,167,1,0,1,175,1,0,1,8,1,0,1,200,1,2,1,128,1,62,1,0,1,167,1,167,1,0,1,175,1,0,1,9,1,0,1,200,1,4,1,128,1,62,1,0,1,167,1,167,1,0,1,175,1,0,1,10,1,0,1,200,1,8,1,128,1,62,1,0,1,167,1,167,1,0,1,175,1,0,1,11,148,0,0,1,1,132,255,0,131,0,0,1,1,134,0,0,1,1,1,4,1,16,1,42,1,17,132,0,0,1,160,131,0,0,1,100,135,0,0,1,36,131,0,0,1,88,131,0,0,1,128,139,0,0,1,48,131,0,0,1,28,131,0,0,1,35,1,255,1,255,1,3,144,0,0,1,28,1,112,1,115,1,95,1,51,1,95,1,48,1,0,1,50,1,46,1,48,1,46,1,49,1,49,1,54,1,50,1,54,1,46,1,48,1,0,1,171,135,0,0,1,1,139,0,0,1,20,1,1,1,252,1,0,1,16,147,0,0,1,64,131,0,0,1,36,1,16,150,0,0,1,1,176,0,0,1,63,1,128,146,0,0,1,16,1,1,1,196,1,0,1,34,131,0,0,1,20,1,152,1,192,132,0,0,1,108,1,194,1,0,1,0,1,255,147,0,0,1,1,132,255,0,138,0,0,1,2,1,60,1,16,1,42,1,17,1,1,1,0,1,0,1,1,1,112,131,0,0,1,204,135,0,0,1,36,134,0,0,1,1,1,68,138,0,0,1,1,1,28,131,0,0,1,28,1,0,1,0,1,1,1,15,1,255,1,254,1,3,132,0,0,1,1,131,0,0,1,28,134,0,0,1,1,1,8,131,0,0,1,48,1,0,1,2,131,0,0,1,12,133,0,0,1,56,131,0,0,1,72,1,95,1,118,1,115,1,95,1,99,1,0,1,171,1,171,1,0,1,1,1,0,1,3,1,0,1,1,1,0,1,4,1,0,1,12,229,0,0,225,0,0,1,118,1,115,1,95,1,51,1,95,1,48,1,0,1,50,1,46,1,48,1,46,1,49,1,49,1,54,1,50,1,54,1,46,1,48,1,0,1,171,135,0,0,1,204,1,0,1,1,1,0,1,1,143,0,0,1,1,131,0,0,1,1,134,0,0,1,2,1,144,131,0,0,1,3,1,16,1,1,1,16,1,3,1,0,1,0,1,18,1,0,1,194,133,0,0,1,96,1,4,1,96,1,10,1,18,1,0,1,18,136,0,0,1,3,1,196,1,0,1,34,131,0,0,1,5,1,248,132,0,0,1,6,1,136,132,0,0,1,200,1,1,1,0,1,1,1,0,1,167,1,167,1,0,1,175,131,0,0,1,200,1,2,1,0,1,1,1,0,1,167,1,167,1,0,1,175,1,0,1,1,1,0,1,200,1,4,1,0,1,1,1,0,1,167,1,167,1,0,1,175,1,0,1,2,1,0,1,200,1,8,1,0,1,1,1,0,1,167,1,167,1,0,1,175,1,0,1,3,1,0,1,200,1,1,131,0,0,1,167,1,167,1,0,1,175,1,1,1,4,1,0,1,200,1,2,131,0,0,1,167,1,167,1,0,1,175,1,1,1,5,1,0,1,200,1,4,131,0,0,1,167,1,167,1,0,1,175,1,1,1,6,1,0,1,200,1,8,131,0,0,1,167,1,167,1,0,1,175,1,1,1,7,1,0,1,200,1,1,1,128,1,62,1,0,1,167,1,167,1,0,1,175,1,0,1,8,1,0,1,200,1,2,1,128,1,62,1,0,1,167,1,167,1,0,1,175,1,0,1,9,1,0,1,200,1,4,1,128,1,62,1,0,1,167,1,167,1,0,1,175,1,0,1,10,1,0,1,200,1,8,1,128,1,62,1,0,1,167,1,167,1,0,1,175,1,0,1,11,149,0,0,132,255,0,131,0,0,1,1,134,0,0,1,1,1,4,1,16,1,42,1,17,132,0,0,1,160,131,0,0,1,100,135,0,0,1,36,131,0,0,1,88,131,0,0,1,128,139,0,0,1,48,131,0,0,1,28,131,0,0,1,35,1,255,1,255,1,3,144,0,0,1,28,1,112,1,115,1,95,1,51,1,95,1,48,1,0,1,50,1,46,1,48,1,46,1,49,1,49,1,54,1,50,1,54,1,46,1,48,1,0,1,171,135,0,0,1,1,139,0,0,1,20,1,1,1,252,1,0,1,16,147,0,0,1,64,131,0,0,1,36,1,16,150,0,0,1,1,176,0,0,1,63,1,128,146,0,0,1,16,1,1,1,196,1,0,1,34,131,0,0,1,20,1,152,1,192,132,0,0,1,108,1,194,1,0,1,0,1,255,148,0,0,132,255,0,138,0,0,1,2,1,60,1,16,1,42,1,17,1,1,1,0,1,0,1,1,1,112,131,0,0,1,204,135,0,0,1,36,134,0,0,1,1,1,68,138,0,0,1,1,1,28,131,0,0,1,28,1,0,1,0,1,1,1,15,1,255,1,254,1,3,132,0,0,1,1,131,0,0,1,28,134,0,0,1,1,1,8,131,0,0,1,48,1,0,1,2,131,0,0,1,12,133,0,0,1,56,131,0,0,1,72,1,95,1,118,1,115,1,95,1,99,1,0,1,171,1,171,1,0,1,1,1,0,1,3,1,0,1,1,1,0,1,4,1,0,1,12,229,0,0,225,0,0,1,118,1,115,1,95,1,51,1,95,1,48,1,0,1,50,1,46,1,48,1,46,1,49,1,49,1,54,1,50,1,54,1,46,1,48,1,0,1,171,135,0,0,1,204,1,0,1,1,1,0,1,1,143,0,0,1,1,131,0,0,1,1,134,0,0,1,2,1,144,131,0,0,1,3,1,16,1,1,1,16,1,3,1,0,1,0,1,18,1,0,1,194,133,0,0,1,96,1,4,1,96,1,10,1,18,1,0,1,18,136,0,0,1,3,1,196,1,0,1,34,131,0,0,1,5,1,248,132,0,0,1,6,1,136,132,0,0,1,200,1,1,1,0,1,1,1,0,1,167,1,167,1,0,1,175,131,0,0,1,200,1,2,1,0,1,1,1,0,1,167,1,167,1,0,1,175,1,0,1,1,1,0,1,200,1,4,1,0,1,1,1,0,1,167,1,167,1,0,1,175,1,0,1,2,1,0,1,200,1,8,1,0,1,1,1,0,1,167,1,167,1,0,1,175,1,0,1,3,1,0,1,200,1,1,131,0,0,1,167,1,167,1,0,1,175,1,1,1,4,1,0,1,200,1,2,131,0,0,1,167,1,167,1,0,1,175,1,1,1,5,1,0,1,200,1,4,131,0,0,1,167,1,167,1,0,1,175,1,1,1,6,1,0,1,200,1,8,131,0,0,1,167,1,167,1,0,1,175,1,1,1,7,1,0,1,200,1,1,1,128,1,62,1,0,1,167,1,167,1,0,1,175,1,0,1,8,1,0,1,200,1,2,1,128,1,62,1,0,1,167,1,167,1,0,1,175,1,0,1,9,1,0,1,200,1,4,1,128,1,62,1,0,1,167,1,167,1,0,1,175,1,0,1,10,1,0,1,200,1,8,1,128,1,62,1,0,1,167,1,167,1,0,1,175,1,0,1,11,140,0,0,1,0};
                              }
                    }
#else
                    ///
 <summary>Static Length+DeflateStream compressed shader byte code (Windows)</summary>
                    private static byte[] fxb
                    {
                               get
                               {
                                         return new byte[] {24,11,0,0,236,189,7,96,28,73,150,37,38,47,109,202,123,127,74,245,74,215,224,116,161,8,128,96,19,36,216,144,64,16,236,193,136,205,230,146,236,29,105,71,35,41,171,42,129,202,101,86,101,93,102,22,64,204,237,157,188,247,222,123,239,189,247,222,123,239,189,247,186,59,157,78,39,247,223,255,63,92,102,100,1,108,246,206,74,218,201,158,33,128,170,200,31,63,126,124,31,63,34,254,197,223,240,127,250,251,210,95,99,248,249,53,127,236,255,254,191,254,166,95,83,126,255,181,241,55,253,255,63,210,239,126,35,250,255,175,163,159,253,127,253,249,245,232,255,191,255,101,243,251,79,127,13,25,207,111,246,107,200,216,252,231,215,162,255,255,166,145,207,205,248,65,159,223,44,242,61,254,142,189,247,99,244,255,39,101,190,156,21,203,11,252,253,235,254,26,241,247,129,91,236,253,223,144,254,127,182,108,218,108,57,101,8,191,62,253,253,122,158,205,242,90,112,194,255,209,7,62,199,187,169,247,238,95,230,205,233,239,164,191,99,124,127,138,126,255,63,209,255,255,59,250,255,159,170,127,255,6,212,230,215,161,255,191,137,180,221,162,207,126,183,95,211,181,253,61,233,247,199,244,255,63,45,210,118,78,159,205,188,182,127,16,253,254,51,218,238,215,147,31,220,254,255,166,199,208,245,143,194,63,191,246,255,253,127,255,95,255,247,111,243,107,156,188,57,126,242,59,209,159,63,174,159,105,19,60,41,62,95,53,191,255,189,223,127,231,215,248,162,152,214,85,83,157,183,233,214,171,59,233,183,159,191,126,158,10,101,210,147,106,177,42,74,250,229,225,120,239,211,241,195,251,123,227,189,131,253,253,95,227,39,152,252,191,233,95,68,24,253,30,30,76,208,240,215,250,53,126,131,223,244,15,250,53,126,141,223,234,47,50,189,25,252,76,155,45,124,240,107,255,95,132,223,79,88,252,126,211,95,83,62,195,143,223,73,154,165,160,225,142,190,255,27,209,191,7,244,243,219,191,134,225,187,191,246,175,253,53,105,54,126,77,154,41,200,213,255,31,158,203,175,57,23,191,139,144,232,15,34,42,254,73,222,239,255,209,143,49,187,254,154,244,251,127,246,39,209,255,255,34,249,251,215,226,191,127,77,251,247,175,195,127,255,90,246,239,223,128,255,254,181,245,239,95,83,222,255,131,126,29,251,55,191,255,7,253,186,246,111,126,255,15,250,245,236,223,252,254,31,244,235,91,120,191,230,127,68,125,253,65,191,129,235,159,255,254,49,215,63,255,157,184,254,249,239,223,144,254,54,28,3,158,232,241,247,175,21,225,239,95,43,202,223,123,95,135,166,113,254,254,131,126,15,199,223,125,252,76,171,223,9,51,240,107,69,248,251,215,250,121,207,223,95,107,46,124,254,254,127,9,79,255,67,29,158,254,135,58,60,253,15,117,120,250,31,234,242,52,158,255,55,243,52,158,31,241,244,205,207,143,120,90,120,230,255,9,0,0,255,255};
                               }
                    }
#endif
                    ///
 <summary>Set a shader attribute of type 'Matrix' by global unique ID, see <see cref="Xen.Graphics.ShaderSystem.ShaderSystemBase.GetNameUniqueID"/> for details.</summary><param name="state"/><param name="id"/><param name="value"/>
                    protected override bool SetAttributeImpl(Xen.Graphics.ShaderSystem.ShaderSystemBase state, int id, ref Microsoft.Xna.Framework.Matrix value)
                    {
                               if ((Technique1.gd != state.DeviceUniqueIndex))
                               {
                                         this.WarmShader(state);
                               }
                               if ((id == Technique1.cid0))
                               {
                                         this.SetProjection(ref value);
                                         return true;
                               }
                               if ((id == Technique1.cid1))
                               {
                                         this.SetView(ref value);
                                         return true;
                               }
                               if ((id == Technique1.cid2))
                               {
                                         this.SetWorld(ref value);
                                         return true;
                               }
                               return false;
                    }
          }
}
На самом деле это очень интересно, обратите внимание на то, что для каждого параметра (World, View, Projection) в классе создалось свойство. Также интересным моментов является то, что прямо в самом классе хранится байт-код шейдера.
Как мы помним, в XNA Game Studio файлы с шейдерами нужно помещать в Content проект, для того чтобы он скомпилировался. Получается, что в Xen этого делать не нужно, так как откомпилированный код шейдера уже содержится в классе и может быть загружен во время выполнения программы.

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