Beispiel #1
0
void Form::setNode(Node* node)
{
    // If the user wants a custom node then we need to create a 3D quad
    if (node && node != _node)
    {
        // Set this Form up to be 3D by initializing a quad.
        float x2 = _bounds.width;
        float y2 = _bounds.height;
        float vertices[] =
        {
            0, y2, 0,   0, _v1,
            0, 0, 0,    0, 0,
            x2, y2, 0,  _u2, _v1,
            x2, 0, 0,   _u2, 0
        };
        VertexFormat::Element elements[] =
        {
            VertexFormat::Element(VertexFormat::POSITION, 3),
            VertexFormat::Element(VertexFormat::TEXCOORD0, 2)
        };
        Mesh* mesh = Mesh::createMesh(VertexFormat(elements, 2), 4, false);
        GP_ASSERT(mesh);
        mesh->setPrimitiveType(Mesh::TRIANGLE_STRIP);
        mesh->setVertexData(vertices, 0, 4);

        _nodeQuad = Model::create(mesh);
        SAFE_RELEASE(mesh);
        GP_ASSERT(_nodeQuad);

        // Create the effect and material
        Effect* effect = createEffect();
        GP_ASSERT(effect);
        _nodeMaterial = Material::create(effect);

        GP_ASSERT(_nodeMaterial);
        _nodeQuad->setMaterial(_nodeMaterial);
        _nodeMaterial->release();
        node->setModel(_nodeQuad);
        _nodeQuad->release();

        // Bind the WorldViewProjection matrix.
        _nodeMaterial->setParameterAutoBinding("u_worldViewProjectionMatrix", RenderState::WORLD_VIEW_PROJECTION_MATRIX);

        // Bind the texture from the framebuffer and set the texture to clamp
        Texture::Sampler* sampler = Texture::Sampler::create(_frameBuffer->getRenderTarget()->getTexture());
        GP_ASSERT(sampler);
        sampler->setWrapMode(Texture::CLAMP, Texture::CLAMP);
        _nodeMaterial->getParameter("u_texture")->setValue(sampler);
        sampler->release();

        RenderState::StateBlock* rsBlock = _nodeMaterial->getStateBlock();
        rsBlock->setDepthWrite(true);
        rsBlock->setBlend(true);
        rsBlock->setBlendSrc(RenderState::BLEND_SRC_ALPHA);
        rsBlock->setBlendDst(RenderState::BLEND_ONE_MINUS_SRC_ALPHA);
    }
    _node = node;
}
Beispiel #2
0
    void Form::initializeQuad(Mesh* mesh)
    {
        // Release current model.
        SAFE_RELEASE(_quad);

        // Create the model
        _quad = Model::create(mesh);

        // Create the material
        Material* material = _quad->setMaterial("res/shaders/textured.vsh", "res/shaders/textured.fsh");

        // Set the common render state block for the material
        RenderState::StateBlock* stateBlock = _theme->getSpriteBatch()->getStateBlock();
        stateBlock->setDepthWrite(true);
        material->setStateBlock(stateBlock);

        // Bind the WorldViewProjection matrix
        material->setParameterAutoBinding("u_worldViewProjectionMatrix", RenderState::WORLD_VIEW_PROJECTION_MATRIX);

        // Create a FrameBuffer if necessary.
        if (!_frameBuffer)
        {
            _frameBuffer = FrameBuffer::create(_id.c_str());
        }

        // Use the FrameBuffer to texture the quad.
        if (!_frameBuffer->getRenderTarget())
        {
            RenderTarget* rt = RenderTarget::create(_id.c_str(), _bounds.width, _bounds.height);
            _frameBuffer->setRenderTarget(rt);
            SAFE_RELEASE(rt);
        }

        Texture::Sampler* sampler = Texture::Sampler::create(_frameBuffer->getRenderTarget()->getTexture());
        sampler->setWrapMode(Texture::CLAMP, Texture::CLAMP);
        material->getParameter("u_texture")->setValue(sampler);
        material->getParameter("u_textureRepeat")->setValue(Vector2::one());
        material->getParameter("u_textureTransform")->setValue(Vector2::zero());

        SAFE_RELEASE(sampler);
    }
int lua_TextureSampler_setWrapMode(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 3:
        {
            if ((lua_type(state, 1) == LUA_TUSERDATA) &&
                (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) &&
                (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
            {
                // Get parameter 1 off the stack.
                Texture::Wrap param1 = (Texture::Wrap)lua_enumFromString_TextureWrap(luaL_checkstring(state, 2));

                // Get parameter 2 off the stack.
                Texture::Wrap param2 = (Texture::Wrap)lua_enumFromString_TextureWrap(luaL_checkstring(state, 3));

                Texture::Sampler* instance = getInstance(state);
                instance->setWrapMode(param1, param2);
                
                return 0;
            }
            else
            {
                lua_pushstring(state, "lua_TextureSampler_setWrapMode - Failed to match the given parameters to a valid function signature.");
                lua_error(state);
            }
            break;
        }
        default:
        {
            lua_pushstring(state, "Invalid number of parameters (expected 3).");
            lua_error(state);
            break;
        }
    }
    return 0;
}
Beispiel #4
0
void LightSample::setUnlitMaterialTexture(Model* model, const char* texturePath, bool mipmap)
{
    Material* material = model->setMaterial("res/shaders/textured.vert", "res/shaders/textured.frag", "DIRECTIONAL_LIGHT_COUNT 1");
    material->setParameterAutoBinding("u_worldViewProjectionMatrix", "WORLD_VIEW_PROJECTION_MATRIX");

    // Load the texture from file.
    Texture::Sampler* sampler = material->getParameter("u_diffuseTexture")->setValue(texturePath, mipmap);
    if (mipmap)
	{
        sampler->setFilterMode(Texture::LINEAR_MIPMAP_LINEAR, Texture::LINEAR);
	}
	else
	{
        sampler->setFilterMode(Texture::LINEAR, Texture::LINEAR);
	}
	sampler->setWrapMode(Texture::CLAMP, Texture::CLAMP);
    material->getStateBlock()->setCullFace(true);
    material->getStateBlock()->setDepthTest(true);
    material->getStateBlock()->setDepthWrite(true);
	material->getStateBlock()->setBlend(true);
	material->getStateBlock()->setBlendSrc(RenderState::BLEND_SRC_ALPHA);
	material->getStateBlock()->setBlendDst(RenderState::BLEND_ONE_MINUS_SRC_ALPHA);
}
Beispiel #5
0
void Material::loadRenderState(RenderState* renderState, Properties* properties)
{
    GP_ASSERT(renderState);
    GP_ASSERT(properties);

    // Rewind the properties to start reading from the start.
    properties->rewind();

    const char* name;
    while ((name = properties->getNextProperty()))
    {
        if (isMaterialKeyword(name))
            continue; // keyword - skip

        switch (properties->getType())
        {
        case Properties::NUMBER:
            GP_ASSERT(renderState->getParameter(name));
            renderState->getParameter(name)->setValue(properties->getFloat());
            break;
        case Properties::VECTOR2:
            {
                Vector2 vector2;
                if (properties->getVector2(NULL, &vector2))
                {
                    GP_ASSERT(renderState->getParameter(name));
                    renderState->getParameter(name)->setValue(vector2);
                }
            }
            break;
        case Properties::VECTOR3:
            {
                Vector3 vector3;
                if (properties->getVector3(NULL, &vector3))
                {
                    GP_ASSERT(renderState->getParameter(name));
                    renderState->getParameter(name)->setValue(vector3);
                }
            }
            break;
        case Properties::VECTOR4:
            {
                Vector4 vector4;
                if (properties->getVector4(NULL, &vector4))
                {
                    GP_ASSERT(renderState->getParameter(name));
                    renderState->getParameter(name)->setValue(vector4);
                }
            }
            break;
        case Properties::MATRIX:
            {
                Matrix matrix;
                if (properties->getMatrix(NULL, &matrix))
                {
                    GP_ASSERT(renderState->getParameter(name));
                    renderState->getParameter(name)->setValue(matrix);
                }
            }
            break;
        default:
            {
                // Assume this is a parameter auto-binding.
                renderState->setParameterAutoBinding(name, properties->getString());
            }
            break;
        }
    }

    // Iterate through all child namespaces searching for samplers and render state blocks.
    Properties* ns;
    while ((ns = properties->getNextNamespace()))
    {
        if (strcmp(ns->getNamespace(), "sampler") == 0)
        {
            // Read the texture uniform name.
            name = ns->getId();
            if (strlen(name) == 0)
            {
                GP_ERROR("Texture sampler is missing required uniform name.");
                continue;
            }

            // Get the texture path.
            const char* path = ns->getString("path");
            if (path == NULL || strlen(path) == 0)
            {
                GP_ERROR("Texture sampler '%s' is missing required image file path.", name);
                continue;
            }

            // Read texture state (booleans default to 'false' if not present).
            bool mipmap = ns->getBool("mipmap");
            Texture::Wrap wrapS = parseTextureWrapMode(ns->getString("wrapS"), Texture::REPEAT);
            Texture::Wrap wrapT = parseTextureWrapMode(ns->getString("wrapT"), Texture::REPEAT);
            Texture::Filter minFilter = parseTextureFilterMode(ns->getString("minFilter"), mipmap ? Texture::NEAREST_MIPMAP_LINEAR : Texture::LINEAR);
            Texture::Filter magFilter = parseTextureFilterMode(ns->getString("magFilter"), Texture::LINEAR);

            // Set the sampler parameter.
            GP_ASSERT(renderState->getParameter(name));
            Texture::Sampler* sampler = renderState->getParameter(name)->setValue(path, mipmap);
            if (sampler)
            {
                sampler->setWrapMode(wrapS, wrapT);
                sampler->setFilterMode(minFilter, magFilter);
            }
        }
        else if (strcmp(ns->getNamespace(), "renderState") == 0)
        {
            while ((name = ns->getNextProperty()))
            {
                GP_ASSERT(renderState->getStateBlock());
                renderState->getStateBlock()->setState(name, ns->getString());
            }
        }
    }
}