本文整理汇总了C#中IManualResourceLoader类的典型用法代码示例。如果您正苦于以下问题:C# IManualResourceLoader类的具体用法?C# IManualResourceLoader怎么用?C# IManualResourceLoader使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
IManualResourceLoader类属于命名空间,在下文中一共展示了IManualResourceLoader类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: ARBGpuProgram
public ARBGpuProgram( ResourceManager parent, string name, ResourceHandle handle, string group, bool isManual,
IManualResourceLoader loader )
: base( parent, name, handle, group, isManual, loader )
{
// generate a new program
Gl.glGenProgramsARB( 1, out programId );
}
开发者ID:ryan-bunker,项目名称:axiom3d,代码行数:7,代码来源:ARBGpuProgram.cs
示例2: _create
/// <summary>
/// Create the specified type of GpuProgram.
/// </summary>
/// <param name="name"></param>
/// <param name="type"></param>
/// <returns></returns>
protected override Resource _create( string name, ulong handle, string group, bool isManual,
IManualResourceLoader loader, NameValuePairList createParams )
{
if ( createParams == null ||
( createParams.ContainsKey( "syntax" ) == false || createParams.ContainsKey( "type" ) == false ) )
{
throw new Exception( "You must supply 'syntax' and 'type' parameters" );
}
string syntaxCode = createParams[ "syntax" ];
string type = createParams[ "type" ];
// if there is none, this syntax code must not be supported
// just return the base GL program since it won't be doing anything anyway
if ( this.factories[ syntaxCode ] == null )
{
return new GLGpuProgram( this, name, handle, group, isManual, loader );
}
GpuProgramType gpt;
if ( type == "vertex_program" )
{
gpt = GpuProgramType.Vertex;
}
else
{
gpt = GpuProgramType.Fragment;
}
return ( (IOpenGLGpuProgramFactory)this.factories[ syntaxCode ] ).Create( this, name, handle, group, isManual, loader,
gpt,
syntaxCode );
}
开发者ID:ryan-bunker,项目名称:axiom3d,代码行数:39,代码来源:GLGpuProgramManager.cs
示例3: GLES2Texture
private List<Image> loadedImages; //Used to hold images between calls to prepare and load.
public GLES2Texture( ResourceManager creator, string name, ulong handle, string group, bool isManual, IManualResourceLoader loader, GLES2Support support )
: base( creator, name, handle, group, isManual, loader )
{
this.textureID = 0;
this.glSupport = support;
this.surfaceList = new List<HardwarePixelBuffer>();
}
开发者ID:ryan-bunker,项目名称:axiom3d,代码行数:9,代码来源:GLES2Texture.cs
示例4: ATIFragmentShaderGpuProgram
public ATIFragmentShaderGpuProgram( ResourceManager parent, string name, ResourceHandle handle, string group, bool isManual, IManualResourceLoader loader )
: base( parent, name, handle, group, isManual, loader )
{
throw new AxiomException("This needs upgrading");
programType = Gl.GL_FRAGMENT_SHADER_ATI;
programId = Gl.glGenFragmentShadersATI( 1 );
}
开发者ID:WolfgangSt,项目名称:axiom,代码行数:7,代码来源:ATIFragmentShaderGpuProgram.cs
示例5: ATIFragmentShaderGpuProgram
public ATIFragmentShaderGpuProgram( ResourceManager parent, string name, ResourceHandle handle, string group, bool isManual, IManualResourceLoader loader )
: base( parent, name, handle, group, isManual, loader )
{
programType = Gl.GL_FRAGMENT_SHADER_ATI;
programId = Gl.glGenFragmentShadersATI( 1 );
}
开发者ID:mono-soc-2011,项目名称:axiom,代码行数:7,代码来源:ATIFragmentShaderGpuProgram.cs
示例6: D3DTextureManager
/*
public D3DTextureManager(D3D.Direct3D manager, D3D.Device device)
{
}
*/
protected override Resource _create( string name, ulong handle, string group, bool isManual, IManualResourceLoader loader, NameValuePairList createParams )
{
// temporary hack
manager = D3DRenderSystem.Direct3D9;
device = D3DRenderSystem.ActiveD3D9Device;
return new D3DTexture( this, name, handle, group, isManual, loader, this.device, this.manager );
}
开发者ID:WolfgangSt,项目名称:axiom,代码行数:15,代码来源:D3DTextureManager.cs
示例7: NvparseFragmentProgram
public NvparseFragmentProgram( ResourceManager parent, string name, ResourceHandle handle, string group, bool isManual, IManualResourceLoader loader )
: base( parent, name, handle, group, isManual, loader )
{
// create a display list
programId = Gl.glGenLists( 1 );
}
开发者ID:mono-soc-2011,项目名称:axiom,代码行数:7,代码来源:NvparseFragmentProgram.cs
示例8: GLSLESCgProgram
public GLSLESCgProgram( ResourceManager creator, string name, ulong handle, string group, bool isManual, IManualResourceLoader loader )
: base( creator, name, handle, group, isManual, loader )
{
/*Port notes
* Ogre does something odd with a dictionary here, it looks like it has to do with Material serialization
*/
syntaxCode = "cg";
}
开发者ID:ryan-bunker,项目名称:axiom3d,代码行数:9,代码来源:GLSLESCgProgram.cs
示例9: NV3xGpuProgram
public NV3xGpuProgram( ResourceManager parent, string name, ResourceHandle handle, string group, bool isManual, IManualResourceLoader loader )
: base( parent, name, handle, group, isManual, loader )
{
// generate the program and store the unique name
Gl.glGenProgramsNV( 1, out programId );
// find the GL enum for the type of program this is
programType = ( Type == GpuProgramType.Vertex ) ? Gl.GL_VERTEX_PROGRAM_NV : Gl.GL_FRAGMENT_PROGRAM_NV;
}
开发者ID:mono-soc-2011,项目名称:axiom,代码行数:10,代码来源:NV3xGpuProgram.cs
示例10: _create
protected override Resource _create( string name, ResourceHandle handle, string group, bool isManual, IManualResourceLoader loader, GpuProgramType type, string syntaxCode )
{
if ( type == GpuProgramType.Vertex )
{
return new D3DVertexProgram( this, name, handle, group, isManual, loader, device );
}
else
{
return new D3DFragmentProgram( this, name, handle, group, isManual, loader, device );
}
}
开发者ID:WolfgangSt,项目名称:axiom,代码行数:11,代码来源:D3DGpuProgramManager.cs
示例11: HLSLProgram
public HLSLProgram( ResourceManager parent, string name, ResourceHandle handle, string group, bool isManual,
IManualResourceLoader loader )
: base( parent, name, handle, group, isManual, loader )
{
//var device = ( (XnaRenderWindow)Root.Instance.AutoWindow ).Driver.XnaDevice;
//switch(type)
//{
// case GpuProgramType.Fragment:
// assemblerProgram = new XnaFragmentProgram(parent, name, handle, group, isManual, loader, device);
// break;
// case GpuProgramType.Vertex:
// assemblerProgram = new XnaVertexProgram( parent, name, handle, group, isManual, loader, device );
// break;
// case GpuProgramType.Geometry:
// break;
//}
preprocessorDefines = string.Empty;
}
开发者ID:ryan-bunker,项目名称:axiom3d,代码行数:19,代码来源:HLSLProgram.cs
示例12: _create
protected override Resource _create( string name, ulong handle, string group, bool isManual, IManualResourceLoader loader, Collections.NameValuePairList createParams )
{
string paramSyntax = string.Empty;
string paramType = string.Empty;
if ( createParams == null || createParams.ContainsKey( "syntax" ) == false || createParams.ContainsKey( "type" ) == false )
{
throw new AxiomException( "You must supply 'syntax' and 'type' parameters" );
}
else
{
paramSyntax = createParams[ "syntax" ];
paramType = createParams[ "type" ];
}
CreateGpuProgramDelegate iter = null;
if ( this._programMap.ContainsKey( paramSyntax ) )
{
iter = this._programMap[ paramSyntax ];
}
else
{
// No factory, this is an unsupported syntax code, probably for another rendersystem
// Create a basic one, it doesn't matter what it is since it won't be used
return new GLES2GpuProgram( this, name, handle, group, isManual, loader );
}
GpuProgramType gpt;
if ( paramType == "vertex_program" )
{
gpt = GpuProgramType.Vertex;
}
else
{
gpt = GpuProgramType.Fragment;
}
return iter( this, name, handle, group, isManual, loader, gpt, paramSyntax );
}
开发者ID:ryan-bunker,项目名称:axiom3d,代码行数:37,代码来源:GLES2GpuProgramManager.cs
示例13: D3D9HLSLProgram
public D3D9HLSLProgram( ResourceManager parent, string name, ResourceHandle handle, string group, bool isManual,
IManualResourceLoader loader )
: base( parent, name, handle, group, isManual, loader )
{
UseColumnMajorMatrices = true;
}
开发者ID:ryan-bunker,项目名称:axiom3d,代码行数:6,代码来源:HLSLProgram.cs
示例14: XnaFragmentProgram
internal XnaFragmentProgram( ResourceManager parent, string name, ResourceHandle handle, string group, bool isManual, IManualResourceLoader loader, XFG.GraphicsDevice device )
: base( parent, name, handle, group, isManual, loader, device )
{
}
开发者ID:WolfgangSt,项目名称:axiom,代码行数:4,代码来源:XnaGpuProgram.cs
示例15: _create
protected override Resource _create( string name, ulong handle, string group, bool isManual,
IManualResourceLoader loader, NameValuePairList createParams )
{
throw new NotImplementedException( "Base class needs update to 1.7.2790" );
}
开发者ID:ryan-bunker,项目名称:axiom3d,代码行数:5,代码来源:D3D9ResourceManager.cs
示例16: _create
protected override Resource _create( string name, ulong handle, string group, bool isManual, IManualResourceLoader loader, Axiom.Collections.NameValuePairList createParams )
{
return new Mesh( this, name, handle, group, isManual, loader );
}
开发者ID:WolfgangSt,项目名称:axiom,代码行数:4,代码来源:MeshManager.cs
示例17: Create
public GLGpuProgram Create( ResourceManager parent, string name, ResourceHandle handle, string group, bool isManual,
IManualResourceLoader loader, GpuProgramType type, string syntaxCode )
{
// creates and returns a new ATI fragment shader implementation
GLGpuProgram ret = new ATIFragmentShaderGpuProgram( parent, name, handle, group, isManual, loader );
ret.Type = type;
ret.SyntaxCode = syntaxCode;
return ret;
}
开发者ID:ryan-bunker,项目名称:axiom3d,代码行数:9,代码来源:ATIFragmentShaderGpuProgram.cs
示例18: Create
public GLGpuProgram Create( ResourceManager parent, string name, ResourceHandle handle, string group, bool isManual, IManualResourceLoader loader, GpuProgramType type, string syntaxCode )
{
GLGpuProgram ret = new NvparseFragmentProgram( parent, name, handle, group, isManual, loader );
ret.SyntaxCode = syntaxCode;
ret.Type = type;
return ret;
}
开发者ID:mono-soc-2011,项目名称:axiom,代码行数:7,代码来源:NvparseFragmentProgram.cs
示例19: GLSLProgram
/// <summary>
/// Constructor.
/// </summary>
public GLSLProgram( ResourceManager parent, string name, ResourceHandle handle, string group, bool isManual, IManualResourceLoader loader )
: base( parent, name, handle, group, isManual, loader )
{
InputOperationType = OperationType.TriangleList;
OutputOperationType = OperationType.TriangleList;
MaxOutputVertices = 3;
// Manually assign language now since we use it immediately
SyntaxCode = "glsl";
}
开发者ID:mono-soc-2011,项目名称:axiom,代码行数:13,代码来源:GLSLProgram.cs
示例20: Mesh
public Mesh( ResourceManager parent, string name, ResourceHandle handle, string group, bool isManual,
IManualResourceLoader loader )
: base( parent, name, handle, group, isManual, loader )
{
// This will be set to false by serializers 1.3 and above
this._autoBuildEdgeLists = true;
// default to static write only for speed
this._vertexBufferUsage = BufferUsage.StaticWriteOnly;
this._indexBufferUsage = BufferUsage.StaticWriteOnly;
// default to having shadow buffers
this._useVertexShadowBuffer = true;
this._useIndexShadowBuffer = true;
// Initialize to default strategy
this._lodStrategy = LodStrategyManager.Instance.DefaultStrategy;
// Init first (manual) lod
var lod = new MeshLodUsage();
lod.UserValue = float.NaN; // User value not used for base lod level
lod.Value = this._lodStrategy.BaseValue;
lod.EdgeData = null;
lod.ManualMesh = null;
this.meshLodUsageList.Add( lod );
// always use software blending for now
this.useSoftwareBlending = true;
SkeletonName = "";
}
开发者ID:ryan-bunker,项目名称:axiom3d,代码行数:32,代码来源:Mesh.cs
注:本文中的IManualResourceLoader类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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