Beispiel #1
0
    void DiK2World::ProcessCliff(DiK2RenderObject* renderObj)
    {
        DiK2ModelPtr model = renderObj->GetModel();
        model->SetBatchGroup(BATCH_TERRAIN);
        DiCullNode* node = renderObj->GetNode();

        DiVec3 pos = node->GetPosition();
        DiQuat rot = node->GetOrientation();

        DiTerrainDescPtr terDesc = mTerrain->GetDesc();

        float cliffsize = terDesc->mCliffSize * terDesc->mGridSize / 2.0f;
        DiVec3 transl(-cliffsize, 0, cliffsize);
        pos += rot * transl;
       
        DiTerrainDescPtr desc = mTerrain->GetDesc();

        int gridx = pos.x / CHUNK_GRID_SIZE;
        int gridy = pos.z / CHUNK_GRID_SIZE;
        int gridSizeX = (CHUNK_GRID_SIZE * desc->mSizeX);
        int gridSizeY = (CHUNK_GRID_SIZE * desc->mSizeY);

        int realGrid = gridx + gridy * gridSizeX;
        realGrid = DiMath::Clamp(realGrid, 0, gridSizeX*gridSizeY - 1);
        
        uint16 diftexid = desc->mTextureIDMap->GetBuffer(0)[realGrid].diffuseID;
        uint16 normtexid = desc->mTextureIDMap->GetBuffer(0)[realGrid].normalID;

        DiString diffuse = desc->mTextureTable[diftexid];
        DiString normal = desc->mTextureTable[normtexid];

        DiTexturePtr textureDif = DiAssetManager::GetInstance().ManualLoadAsset<DiTexture>(diffuse);
        
#if DEMI_PLATFORM == DEMI_PLATFORM_IOS
        DiTexturePtr textureNor = DiAssetManager::GetInstance().ManualLoadAsset<DiTexture>(normal);
#else
        DiTexturePtr textureNor = DiAssetManager::GetInstance().ManualLoadAsset<DiTexture>(normal + "_rxgb");
        DiTexturePtr textureSpe = DiAssetManager::GetInstance().ManualLoadAsset<DiTexture>(normal + "_s");
#endif

        uint32 submodels = model->GetNumSubModels();
        for (uint32 i = 0; i < submodels; ++i)
        {
            DiSubModel* sm = model->GetSubModel(i);
            auto material = sm->GetMaterial();

            auto newMat = material->Clone();
            sm->SetMaterial(newMat);

            DiShaderParameter* shaderparam = newMat->GetShaderParameter();
            shaderparam->WriteTexture2D("terrainMap", textureDif);
            shaderparam->WriteTexture2D("terrainNormalMap", textureNor);
#if DEMI_PLATFORM != DEMI_PLATFORM_IOS
            shaderparam->WriteTexture2D("terrainSpecularMap", textureSpe);
#endif
            shaderparam->WriteFloat("cliffUVScale", 1.0f / (terDesc->mTextureScale * terDesc->mGridSize));
        }
    }
Beispiel #2
0
    void DiWaterMap::CreateMaterial()
    {
        UpdateWaterTexture();

        mWaterMaterial = DiAssetManager::GetInstance().GetAsset<DiMaterial>("water_well.mtl");
        DiShaderParameter* pm = mWaterMaterial->GetShaderParameter();
        pm->WriteTexture2D("maskTexture","_global_wt_tex");

//         if (mTerrainMap)
//         {
//             DiString waterMaterial = "todo";
//             DiMaterialSerializer mss;
//             mss.ParseMaterial(waterMaterial, mWaterMaterial.get());
//         }
    }
Beispiel #3
0
    void DiFoliageLayer::UpdateMaterial()
    {
        if (!mNeedUpdateMaterial)
            return;

        mNeedUpdateMaterial = false;

        DI_ASSERT(mMaterial);

        DiCompileDesc desc;
        desc.entryName = "vs_main";
        desc.profile = DiShaderProgram::GetDefaultVsProfile();

        desc.marcos.push_back(DiPair<DiString,DiString>("_GRASS_FADE_ALPHA"        ,"0"));
        desc.marcos.push_back(DiPair<DiString,DiString>("_GRASS_FADE_GROW"        ,"1"));
        desc.marcos.push_back(DiPair<DiString,DiString>("_GRASS_FADE_ALPHA_GROW","2"));

        desc.marcos.push_back(DiPair<DiString,DiString>("_GRASS_RENDER_QUAD"    ,"0"));
        desc.marcos.push_back(DiPair<DiString,DiString>("_GRASS_RENDER_SPRITE"    ,"1"));

        DiString fadeMarco;
//         if (m_pkDesc->m_eFadeTechnique == FADETECH_ALPHA)
//         {
             fadeMarco = "0";
//         }
//         else if (m_pkDesc->m_eFadeTechnique == FADETECH_GROW)
//         {
//            fadeMarco = "1";
//         }
//         else if (m_pkDesc->m_eFadeTechnique == FADETECH_ALPHAGROW)
//         {
//             fadeMarco = "2";
//         }

        desc.marcos.push_back(DiPair<DiString,DiString>("_GRASS_LIGHTING"    ,mDesc->mLighting?    "1":"0"));
        desc.marcos.push_back(DiPair<DiString,DiString>("_GRASS_ANIMATE"    ,mDesc->mAnimate?    "1":"0"));
        desc.marcos.push_back(DiPair<DiString,DiString>("_GRASS_BLEND"        ,/*m_pkDesc->m_bBlend?    "1":"0"*/"1"));
        desc.marcos.push_back(DiPair<DiString,DiString>("_GRASS_FADE_TECH"    ,fadeMarco));
        desc.marcos.push_back(DiPair<DiString,DiString>("_GRASS_RENDER_TECH",mDesc->mRenderTechnique == GRASSTECH_SPRITE ? "1" : "0"));

        DiShaderParameter* msp = mMaterial->GetShaderParameter();

        DiShaderProgram* vp = mMaterial->GetVertexShader();

        if (vp)
        {
            DiShaderInstance* si = vp->GetShader();
            if (si)
            {
                si->mCompileDesc = desc;
                si->Compile(vp->GetCode());
                msp->LoadVariables(vp,SHADER_VERTEX);
            }
        }

        // д²ÎÊý
//        if (m_pkDesc->m_bBlend)
        {
            msp->WriteFloat("fadeRange", 100);
        }

        //if (m_pkDesc->m_eFadeTechnique == FADETECH_GROW ||
        //    m_pkDesc->m_eFadeTechnique == FADETECH_ALPHAGROW)
        {
            //msp->WriteFloat("grassHeight", m_pkDesc->m_fMaxHeight * 1.05f);
        }

        msp->WriteTexture2D("diffuseTexture",mDesc->DemiureName);
    }