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C++ IsSnapshotting函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中IsSnapshotting函数的典型用法代码示例。如果您正苦于以下问题:C++ IsSnapshotting函数的具体用法?C++ IsSnapshotting怎么用?C++ IsSnapshotting使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了IsSnapshotting函数的12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: Assert

void CBaseShader::SetFixedFunctionTextureScale( MaterialMatrixMode_t textureTransform, int scaleVar )
{
	Assert( !IsSnapshotting() );

	// handle scrolling of base texture
	Vector2D vScale;
	s_ppParams[scaleVar]->GetVecValue( vScale.Base(), 2 );
	if( vScale[0] != 0.0f || vScale[1] != 0.0f )
	{
		s_pShaderAPI->MatrixMode( textureTransform );

		// only do the upper 3x3 since this is a 2D matrix
		float mat[16];
		mat[0] = vScale[0];	mat[1] = 0.0f;		mat[2] = 0.0f;
		mat[4] = 0.0f;		mat[5] = vScale[1];	mat[6] = 0.0f;
		mat[8] = 0.0f;		mat[9] = 0.0f;		mat[10] = 1.0f;

		// Better set the stuff we don't set with some sort of value!
		mat[3] = mat[7] = mat[11] = 0;
		mat[12] = mat[13] = mat[14] = 0;
		mat[15] = 1;

		s_pShaderAPI->LoadMatrix( mat );
	}
	else
	{
		LoadIdentity( textureTransform );
	}
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:29,代码来源:BaseShader.cpp


示例2: FixedFunctionMaskedEnvmapPass

//-----------------------------------------------------------------------------
// Masked environment map
//-----------------------------------------------------------------------------
void CBaseShader::FixedFunctionMaskedEnvmapPass( int envMapVar, int envMapMaskVar, 
	int baseTextureVar, int envMapFrameVar, int envMapMaskFrameVar, 
	int frameVar, int maskOffsetVar, int maskScaleVar, int envMapTintVar )
{
//	IMaterialVar** params = ShaderState().m_ppParams;

	if (IsSnapshotting())
	{
		// Alpha blending
		SetDefaultBlendingShadowState( envMapMaskVar, false );

		// Disable overbright
		s_pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE0, 1.0f );
		s_pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE1, 1.0f );

		int flags = SetShadowEnvMappingState( envMapMaskVar, envMapTintVar );
		s_pShaderShadow->DrawFlags( flags );

		Draw();

		s_pShaderShadow->EnableCustomPixelPipe( false );
		s_pShaderShadow->EnableAlphaPipe( false );
	}
	else
	{
		SetDynamicEnvMappingState( envMapVar, envMapMaskVar, baseTextureVar,
			envMapFrameVar, envMapMaskFrameVar, frameVar, 
			maskOffsetVar, maskScaleVar, envMapTintVar );
		DefaultFog();

		Draw();
	}
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:36,代码来源:BaseShader.cpp


示例3: Assert

void CBaseVSShader::SetPixelShaderConstantGammaToLinear( int pixelReg, int constantVar, int constantVar2 )
{
	Assert( !IsSnapshotting() );
	if ((!s_ppParams) || (constantVar == -1) || (constantVar2 == -1))
		return;

	IMaterialVar* pPixelVar = s_ppParams[constantVar];
	Assert( pPixelVar );
	IMaterialVar* pPixelVar2 = s_ppParams[constantVar2];
	Assert( pPixelVar2 );

	float val[4];
	if (pPixelVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
	{
		pPixelVar->GetVecValue( val, 3 );
	}
	else
	{
		val[0] = val[1] = val[2] = pPixelVar->GetFloatValue();
	}

	val[3] = pPixelVar2->GetFloatValue();
	val[0] = val[0] > 1.0f ? val[0] : GammaToLinear( val[0] );
	val[1] = val[1] > 1.0f ? val[1] : GammaToLinear( val[1] );
	val[2] = val[2] > 1.0f ? val[2] : GammaToLinear( val[2] );

	s_pShaderAPI->SetPixelShaderConstant( pixelReg, val );	
}
开发者ID:RubberWar,项目名称:Portal-2,代码行数:28,代码来源:BaseVSShader.cpp


示例4: VPROF

void CBaseShader::DrawElements( IMaterialVar **ppParams, int nModulationFlags,
	IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContextDataPtr, CBasePerInstanceContextData** pInstanceDataPtr )
{
	VPROF("CBaseShader::DrawElements");
	// Re-entrancy check
	Assert( !s_ppParams );

	s_ppParams = ppParams;
	s_pShaderAPI = pShaderAPI;
	s_pShaderShadow = pShaderShadow;
	s_nModulationFlags = nModulationFlags;
	s_pInstanceDataPtr = (CPerInstanceContextData**)( pInstanceDataPtr );
	s_nPassCount = 0;

	if ( IsSnapshotting() )
	{
		// Set up the shadow state
		SetInitialShadowState( );
	}

	OnDrawElements( ppParams, pShaderShadow, pShaderAPI, vertexCompression, pContextDataPtr );

	s_pInstanceDataPtr = NULL;
	s_nPassCount = 0;
	s_nModulationFlags = 0;
	s_ppParams = NULL;
	s_pShaderAPI = NULL;
	s_pShaderShadow = NULL;
}
开发者ID:BenLubar,项目名称:riflemod,代码行数:29,代码来源:BaseShader.cpp


示例5: Assert

//-----------------------------------------------------------------------------
//
// Helper methods for alpha blending....
//
//-----------------------------------------------------------------------------
void CBaseShader::EnableAlphaBlending( ShaderBlendFactor_t src, ShaderBlendFactor_t dst )
{
	Assert( IsSnapshotting() );
	s_pShaderShadow->EnableBlending( true );
	s_pShaderShadow->BlendFunc( src, dst );
	s_pShaderShadow->EnableDepthWrites(false);
}
开发者ID:BenLubar,项目名称:riflemod,代码行数:12,代码来源:BaseShader.cpp


示例6: UsingEditor

bool CBaseShader::UsingEditor( IMaterialVar **params ) const
{
	if( IsSnapshotting() )
	{
		return CShader_IsFlag2Set( params, MATERIAL_VAR2_USE_EDITOR );
	}
	else
	{
		return s_pShaderAPI->InEditorMode();
	}
}
开发者ID:BenLubar,项目名称:riflemod,代码行数:11,代码来源:BaseShader.cpp


示例7: UsingFlashlight

bool CBaseShader::UsingFlashlight( IMaterialVar **params ) const
{
	if( IsSnapshotting() )
	{
		return CShader_IsFlag2Set( params, MATERIAL_VAR2_USE_FLASHLIGHT );
	}
	else
	{
		return s_pShaderAPI->InFlashlightMode();
	}
}
开发者ID:BenLubar,项目名称:riflemod,代码行数:11,代码来源:BaseShader.cpp


示例8: Assert

void CBaseShader::FogToFogColor( void )
{
	Assert( IsSnapshotting() );
	if (( CurrentMaterialVarFlags() & MATERIAL_VAR_NOFOG ) == 0)
	{
		s_pShaderShadow->FogMode( SHADER_FOGMODE_FOGCOLOR );
	}
	else
	{
		s_pShaderShadow->FogMode( SHADER_FOGMODE_DISABLED );
	}
}
开发者ID:Bubbasacs,项目名称:FinalProj,代码行数:12,代码来源:baseshader.cpp


示例9: FixedFunctionSelfIlluminationPass

//-----------------------------------------------------------------------------
// Fixed function Self illumination pass
//-----------------------------------------------------------------------------
void CBaseShader::FixedFunctionSelfIlluminationPass( TextureStage_t stage, 
	int baseTextureVar, int frameVar, int baseTextureTransformVar, int selfIllumTintVar )
{
//	IMaterialVar** params = s_ppParams;

	if (IsSnapshotting())
	{
		// A little setup for self illum here...
		SetModulationShadowState( selfIllumTintVar );

		s_pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE0, false );
		s_pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE1, false );

		s_pShaderShadow->EnableAlphaTest( false );
		s_pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE0, false );
		s_pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE1, false );
		s_pShaderShadow->EnableTexture( stage, true );

		// No overbrighting
		s_pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE0, 1.0f );
		s_pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE1, 1.0f );

		// Don't bother with z writes here...
 		s_pShaderShadow->EnableDepthWrites( false );

		// We're always blending
		EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );

		int flags = SHADER_DRAW_POSITION;
		if (stage == SHADER_TEXTURE_STAGE0)
			flags |= SHADER_DRAW_TEXCOORD0;
		else
			flags |= SHADER_DRAW_TEXCOORD1;

		s_pShaderShadow->DrawFlags( flags );
	}
	else
	{
		SetFixedFunctionTextureTransform( 
			(stage == SHADER_TEXTURE_STAGE0) ? MATERIAL_TEXTURE0 : MATERIAL_TEXTURE1, 
			baseTextureTransformVar );
		BindTexture( stage, baseTextureVar, frameVar );

		// NOTE: Texture + texture offset are set from BaseTimesLightmap
		SetModulationDynamicState( selfIllumTintVar );
		FogToFogColor();
	}
	Draw();
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:52,代码来源:BaseShader.cpp


示例10: DrawDecal

	void DrawDecal( IMaterialVar **params, IShaderDynamicAPI *pShaderAPI, IShaderShadow *pShaderShadow )
	{
		if( IsSnapshotting() )
		{
			// Be sure not to write to dest alpha
			pShaderShadow->EnableAlphaWrites( false );

			pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
			pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
			pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
			pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );

			SetNormalBlendingShadowState( BASETEXTURE, true ); 

			int pTexCoords[3] = { 2, 2, 1 };
			pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION | VERTEX_COLOR, 3, pTexCoords, 0 );

			sdk_lightmappedgeneric_decal_Static_Index vshIndex;
			pShaderShadow->SetVertexShader( "SDK_LightmappedGeneric_Decal", vshIndex.GetIndex() );
			pShaderShadow->SetPixelShader( "SDK_LightmappedGeneric_Decal" );
			FogToFogColor();
		}
		else
		{
			BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );

			// Load the z^2 components of the lightmap coordinate axes only
			// This is (N dot basis)^2
			Vector vecZValues( g_localBumpBasis[0].z, g_localBumpBasis[1].z, g_localBumpBasis[2].z );
			vecZValues *= vecZValues;

			Vector4D basis[3];
			basis[0].Init( vecZValues.x, vecZValues.x, vecZValues.x, 0.0f );
			basis[1].Init( vecZValues.y, vecZValues.y, vecZValues.y, 0.0f );
			basis[2].Init( vecZValues.z, vecZValues.z, vecZValues.z, 0.0f );
			pShaderAPI->SetPixelShaderConstant( 0, (float*)basis, 3 );

			pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP_BUMPED );
			SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
			SetModulationPixelShaderDynamicState( 3 );

			sdk_lightmappedgeneric_decal_Dynamic_Index vshIndex;
			vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
			pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
		}
		Draw();
	}
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:47,代码来源:lightmappedgeneric_decal.cpp


示例11: Draw

//-----------------------------------------------------------------------------
// Draws a snapshot
//-----------------------------------------------------------------------------
void CBaseShader::Draw( )
{
	if ( IsSnapshotting() )
	{
		// Turn off transparency if we're asked to....
		if (g_pConfig->bNoTransparency && 
			((s_ppParams[FLAGS]->GetIntValue() & MATERIAL_VAR_NO_DEBUG_OVERRIDE) == 0))
		{
			s_pShaderShadow->EnableDepthWrites( true );
 			s_pShaderShadow->EnableBlending( false );
		}

		GetShaderSystem()->TakeSnapshot();
	}
	else
	{
		GetShaderSystem()->DrawSnapshot();
	}
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:22,代码来源:BaseShader.cpp


示例12: AssertOnce

// FIXME: Figure out a better way to do this?
//-----------------------------------------------------------------------------
int CBaseShader::ComputeModulationFlags( IMaterialVar** params, IShaderDynamicAPI* pShaderAPI )
{
 	s_pShaderAPI = pShaderAPI;

	int mod = 0;
	if( UsingFlashlight(params) )
	{
		mod |= SHADER_USING_FLASHLIGHT;
	}
	
	if ( UsingEditor(params) )
	{
		mod |= SHADER_USING_EDITOR;
	}

	if( IS_FLAG2_SET( MATERIAL_VAR2_USE_FIXED_FUNCTION_BAKED_LIGHTING ) )
	{
		AssertOnce( IS_FLAG2_SET( MATERIAL_VAR2_NEEDS_BAKED_LIGHTING_SNAPSHOTS ) );
		if( IS_FLAG2_SET( MATERIAL_VAR2_NEEDS_BAKED_LIGHTING_SNAPSHOTS ) )
		{
			mod |= SHADER_USING_FIXED_FUNCTION_BAKED_LIGHTING;
		}
	}

	if ( IsSnapshotting() )
	{
		if ( IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER0 ) )
			mod |= SHADER_USING_GBUFFER0;
		if ( IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER1 ) )
			mod |= SHADER_USING_GBUFFER1;
	}
	else
	{
		int nFixedLightingMode = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_ENABLE_FIXED_LIGHTING );
		if ( nFixedLightingMode & 1 )
			mod |= SHADER_USING_GBUFFER0;
		if ( nFixedLightingMode & 2 )
			mod |= SHADER_USING_GBUFFER1;
	}
	s_pShaderAPI = NULL;
	return mod;
}
开发者ID:BenLubar,项目名称:riflemod,代码行数:44,代码来源:BaseShader.cpp



注:本文中的IsSnapshotting函数示例由纯净天空整理自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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