int lua_RenderStateStateBlock_setDepthTest(lua_State* state)
{
    // Get the number of parameters.
    int paramCount = lua_gettop(state);

    // Attempt to match the parameters to a valid binding.
    switch (paramCount)
    {
        case 2:
        {
            if ((lua_type(state, 1) == LUA_TUSERDATA) &&
                lua_type(state, 2) == LUA_TBOOLEAN)
            {
                // Get parameter 1 off the stack.
                bool param1 = ScriptUtil::luaCheckBool(state, 2);

                RenderState::StateBlock* instance = getInstance(state);
                instance->setDepthTest(param1);
                
                return 0;
            }

            lua_pushstring(state, "lua_RenderStateStateBlock_setDepthTest - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        default:
        {
            lua_pushstring(state, "Invalid number of parameters (expected 2).");
            lua_error(state);
            break;
        }
    }
    return 0;
}
Beispiel #2
0
Material *gamehsp::makeMaterialTex2D( char *fname, int matopt )
{
	bool mipmap;
	mipmap = (matopt & GPOBJ_MATOPT_NOMIPMAP ) == 0;

    Texture* texture = Texture::create(fname);
	if ( texture == NULL ) {
        Alertf("Texture not found.(%s)",fname);
		return NULL;
	}
	_tex_width = texture->getWidth();
	_tex_height = texture->getHeight();

    // Search for the first sampler uniform in the effect.
    Uniform* samplerUniform = NULL;
    for (unsigned int i = 0, count = _spriteEffect->getUniformCount(); i < count; ++i)
    {
        Uniform* uniform = _spriteEffect->getUniform(i);
        if (uniform && uniform->getType() == GL_SAMPLER_2D)
        {
            samplerUniform = uniform;
            break;
        }
    }
    if (!samplerUniform)
    {
        GP_ERROR("No uniform of type GL_SAMPLER_2D found in sprite effect.");
        return NULL;
    }

	RenderState::StateBlock *state;

	// Wrap the effect in a material
    Material* mesh_material = Material::create(_spriteEffect); // +ref effect

    // Bind the texture to the material as a sampler
    Texture::Sampler* sampler = Texture::Sampler::create(texture); // +ref texture
    mesh_material->getParameter(samplerUniform->getName())->setValue(sampler);

	/*
	Material* mesh_material = Material::create( SPRITE_VSH, SPRITE_FSH, NULL );
	if ( mesh_material == NULL ) {
        GP_ERROR("2D initalize failed.");
		return NULL;
	}
	mesh_material->getParameter("u_diffuseTexture")->setValue( fname, mipmap );
	*/

	mesh_material->getParameter("u_projectionMatrix")->setValue(_projectionMatrix2D);

	state = mesh_material->getStateBlock();

	state->setCullFace(false);
	state->setDepthTest(false);
	state->setDepthWrite(false);
	state->setBlend(true);
	state->setBlendSrc(RenderState::BLEND_SRC_ALPHA);
	state->setBlendDst(RenderState::BLEND_ONE_MINUS_SRC_ALPHA);

	SAFE_RELEASE( texture );
	return mesh_material;
}
Beispiel #3
0
void gamehsp::setMaterialDefaultBinding( Material* material, int icolor, int matopt )
{
	// These parameters are normally set in a .material file but this example sets them programmatically.
    // Bind the uniform "u_worldViewProjectionMatrix" to use the WORLD_VIEW_PROJECTION_MATRIX from the scene's active camera and the node that the model belongs to.

//	material->getParameter("u_worldViewProjectionMatrix")->setValue( _camera->getWorldViewProjectionMatrix() );
//	material->getParameter("u_inverseTransposeWorldViewMatrix")->setValue( _camera->getInverseTransposeWorldViewMatrix() );
//	material->getParameter("u_cameraPosition")->setValue( _camera->getTranslation() );

//	material->getParameter("u_worldViewProjectionMatrix")->bindValue( _camera, &Node::getWorldViewProjectionMatrix );
//	material->getParameter("u_inverseTransposeWorldViewMatrix")->bindValue( _camera, &Node::getInverseTransposeWorldViewMatrix );
//	material->getParameter("u_cameraPosition")->bindValue( _camera, &Node::getTranslation );

	if ( hasParameter( material, "u_cameraPosition" ) )
		material->setParameterAutoBinding("u_cameraPosition", "CAMERA_WORLD_POSITION");
	if ( hasParameter( material, "u_worldViewProjectionMatrix" ) )
		material->setParameterAutoBinding("u_worldViewProjectionMatrix", "WORLD_VIEW_PROJECTION_MATRIX");
	if ( hasParameter( material, "u_inverseTransposeWorldViewMatrix" ) )
		material->setParameterAutoBinding("u_inverseTransposeWorldViewMatrix", "INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX");

	Vector4 color;
	Node *light_node;

	if ( _curlight < 0 ) {
		//	カレントライトなし(シーンを参照)
		if ( hasParameter( material, "u_ambientColor" ) )
			material->setParameterAutoBinding("u_ambientColor", "SCENE_AMBIENT_COLOR");
		if ( hasParameter( material, "u_lightDirection" ) )
			material->setParameterAutoBinding("u_lightDirection", "SCENE_LIGHT_DIRECTION");
		if ( hasParameter( material, "u_lightColor" ) )
			material->setParameterAutoBinding("u_lightColor", "SCENE_LIGHT_COLOR");
	} else {
		//	カレントライトを反映させる
		gpobj *lgt;
		lgt = getObj( _curlight );
		light_node = lgt->_node;
		// ライトの方向設定
		if ( hasParameter( material, "u_lightDirection" ) )
			material->getParameter("u_lightDirection")->bindValue(light_node, &Node::getForwardVectorView);
		// ライトの色設定
		// (リアルタイムに変更を反映させる場合は再設定が必要。現在は未対応)
		Vector3 *vambient;
		vambient = (Vector3 *)&lgt->_vec[GPOBJ_USERVEC_WORK];
		if ( hasParameter( material, "u_lightColor" ) )
			material->getParameter("u_lightColor")->setValue(light_node->getLight()->getColor());
		if ( hasParameter( material, "u_ambientColor" ) )
			material->getParameter("u_ambientColor")->setValue( vambient );
	}

	//material->setParameterAutoBinding("u_ambientColor", "SCENE_AMBIENT_COLOR");
	//material->setParameterAutoBinding("u_lightDirection", "SCENE_LIGHT_DIRECTION");
	//material->setParameterAutoBinding("u_lightColor", "SCENE_LIGHT_COLOR");

	colorVector3( icolor, color );
	if ( hasParameter( material, "u_diffuseColor" ) )
		material->getParameter("u_diffuseColor")->setValue(color);

	gameplay::MaterialParameter *prm_modalpha;
	if ( hasParameter( material, "u_modulateAlpha" ) )
		prm_modalpha = material->getParameter("u_modulateAlpha");
	if ( prm_modalpha ) { prm_modalpha->setValue( 1.0f ); }

	RenderState::StateBlock *state;
	state = material->getStateBlock();

	state->setCullFace( (( matopt & GPOBJ_MATOPT_NOCULL )==0) );
	state->setDepthTest( (( matopt & GPOBJ_MATOPT_NOZTEST )==0) );
	state->setDepthWrite( (( matopt & GPOBJ_MATOPT_NOZWRITE )==0) );

	state->setBlend(true);
	if ( matopt & GPOBJ_MATOPT_BLENDADD ) {
		state->setBlendSrc(RenderState::BLEND_SRC_ALPHA);
		state->setBlendDst(RenderState::BLEND_ONE);
	} else {
		state->setBlendSrc(RenderState::BLEND_SRC_ALPHA);
		state->setBlendDst(RenderState::BLEND_ONE_MINUS_SRC_ALPHA);
	}

}