//------------------------------------------------------------------------------- int CMaterialManager::SetupMaterial ( AssetHelper::MeshHelper* pcMesh, const aiMatrix4x4& pcProj, const aiMatrix4x4& aiMe, const aiMatrix4x4& pcCam, const aiVector3D& vPos) { ai_assert(NULL != pcMesh); if (!pcMesh->piEffect)return 0; ID3DXEffect* piEnd = pcMesh->piEffect; piEnd->SetMatrix("WorldViewProjection", (const D3DXMATRIX*)&pcProj); piEnd->SetMatrix("World",(const D3DXMATRIX*)&aiMe); piEnd->SetMatrix("WorldInverseTranspose", (const D3DXMATRIX*)&pcCam); D3DXVECTOR4 apcVec[5]; memset(apcVec,0,sizeof(apcVec)); apcVec[0].x = g_avLightDirs[0].x; apcVec[0].y = g_avLightDirs[0].y; apcVec[0].z = g_avLightDirs[0].z; apcVec[0].w = 0.0f; apcVec[1].x = g_avLightDirs[0].x * -1.0f; apcVec[1].y = g_avLightDirs[0].y * -1.0f; apcVec[1].z = g_avLightDirs[0].z * -1.0f; apcVec[1].w = 0.0f; D3DXVec4Normalize(&apcVec[0],&apcVec[0]); D3DXVec4Normalize(&apcVec[1],&apcVec[1]); piEnd->SetVectorArray("afLightDir",apcVec,5); apcVec[0].x = ((g_avLightColors[0] >> 16) & 0xFF) / 255.0f; apcVec[0].y = ((g_avLightColors[0] >> 8) & 0xFF) / 255.0f; apcVec[0].z = ((g_avLightColors[0]) & 0xFF) / 255.0f; apcVec[0].w = 1.0f; if( g_sOptions.b3Lights) { apcVec[1].x = ((g_avLightColors[1] >> 16) & 0xFF) / 255.0f; apcVec[1].y = ((g_avLightColors[1] >> 8) & 0xFF) / 255.0f; apcVec[1].z = ((g_avLightColors[1]) & 0xFF) / 255.0f; apcVec[1].w = 0.0f; } else
void ShaderParamVec4Array< EffectShader >::setParam( Renderer& renderer, void* shaderPtr ) { ID3DXEffect* dxEffect = reinterpret_cast< ID3DXEffect* >( shaderPtr ); dxEffect->SetVectorArray( m_name.c_str(), ( const D3DXVECTOR4* )m_val, m_size ); }