virtual Binding GetTextureBinding(texture_id_t id) { int index = GetUniformFragmentIndex(CStrIntern(id)); if (index == -1) return Binding(); else return Binding((int)GL_TEXTURE_2D, index); }
virtual Binding GetUniformBinding(uniform_id_t id) { std::map<CStrIntern, std::pair<int, GLenum> >::iterator it = m_Uniforms.find(CStrIntern(id)); if (it == m_Uniforms.end()) return Binding(); else return Binding(it->second.first, (int)it->second.second); }
virtual Binding GetTextureBinding(texture_id_t id) { std::map<CStrIntern, std::pair<GLenum, int> >::iterator it = m_Samplers.find(CStrIntern(id)); if (it == m_Samplers.end()) return Binding(); else return Binding((int)it->second.first, it->second.second); }
virtual void VertexAttribPointer(const char* id, GLint size, GLenum type, GLboolean normalized, GLsizei stride, void* pointer) { std::map<CStrIntern, int>::iterator it = m_VertexAttribs.find(CStrIntern(id)); if (it != m_VertexAttribs.end()) { pglVertexAttribPointerARB(it->second, size, type, normalized, stride, pointer); } }
virtual void BindTexture(texture_id_t id, GLuint tex) { int index = GetUniformFragmentIndex(CStrIntern(id)); if (index != -1) { pglActiveTextureARB(GL_TEXTURE0+index); glBindTexture(GL_TEXTURE_2D, tex); } }
virtual void BindTexture(texture_id_t id, GLuint tex) { std::map<CStrIntern, std::pair<GLenum, int> >::iterator it = m_Samplers.find(CStrIntern(id)); if (it == m_Samplers.end()) return; pglActiveTextureARB(GL_TEXTURE0 + it->second.second); glBindTexture(it->second.first, tex); }
virtual void BindTexture(texture_id_t id, Handle tex) { int index = GetUniformFragmentIndex(CStrIntern(id)); if (index != -1) { GLuint h; ogl_tex_get_texture_id(tex, &h); pglActiveTextureARB(GL_TEXTURE0+index); glBindTexture(GL_TEXTURE_2D, h); } }
virtual void VertexAttribIPointer(const char* id, GLint size, GLenum type, GLsizei stride, void* pointer) { std::map<CStrIntern, int>::iterator it = m_VertexAttribs.find(CStrIntern(id)); if (it != m_VertexAttribs.end()) { #if CONFIG2_GLES debug_warn(L"glVertexAttribIPointer not supported on GLES"); #else pglVertexAttribIPointerEXT(it->second, size, type, stride, pointer); #endif } }
void CPostprocManager::LoadEffect(CStrW &name) { if (!m_IsInitialised) return; if (name != L"default") { CStrW n = L"postproc/" + name; m_PostProcTech = g_Renderer.GetShaderManager().LoadEffect(CStrIntern(n.ToUTF8())); } m_PostProcEffect = name; }
virtual void Init(const CParamNode& paramNode) { m_EditorOnly = paramNode.GetChild("EditorOnly").IsOk(); // Certain special units always have their selection overlay shown m_AlwaysVisible = paramNode.GetChild("Overlay").GetChild("AlwaysVisible").IsOk(); if (m_AlwaysVisible) { m_AlphaMin = MIN_ALPHA_ALWAYS_VISIBLE; m_Color.a = m_AlphaMin; } else m_AlphaMin = MIN_ALPHA_UNSELECTED; const CParamNode& textureNode = paramNode.GetChild("Overlay").GetChild("Texture"); const CParamNode& outlineNode = paramNode.GetChild("Overlay").GetChild("Outline"); const char* textureBasePath = "art/textures/selection/"; // Save some memory by using interned file paths in these descriptors (almost all actors and // entities have this component, and many use the same textures). if (textureNode.IsOk()) { // textured quad mode (dynamic, for units) m_OverlayDescriptor.m_Type = ICmpSelectable::DYNAMIC_QUAD; m_OverlayDescriptor.m_QuadTexture = CStrIntern(textureBasePath + textureNode.GetChild("MainTexture").ToUTF8()); m_OverlayDescriptor.m_QuadTextureMask = CStrIntern(textureBasePath + textureNode.GetChild("MainTextureMask").ToUTF8()); } else if (outlineNode.IsOk()) { // textured outline mode (static, for buildings) m_OverlayDescriptor.m_Type = ICmpSelectable::STATIC_OUTLINE; m_OverlayDescriptor.m_LineTexture = CStrIntern(textureBasePath + outlineNode.GetChild("LineTexture").ToUTF8()); m_OverlayDescriptor.m_LineTextureMask = CStrIntern(textureBasePath + outlineNode.GetChild("LineTextureMask").ToUTF8()); m_OverlayDescriptor.m_LineThickness = outlineNode.GetChild("LineThickness").ToFloat(); } }
void ParticleRenderer::PrepareForRendering(const CShaderDefines& context) { PROFILE3("prepare particles"); // Can't load the shader in the constructor because it's called before the // renderer initialisation is complete, so load it the first time through here if (!m->shader) { // Only construct the shaders when shaders are supported and enabled; otherwise // RenderParticles will never be called so it's safe to leave the shaders as null if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER) { m->shader = g_Renderer.GetShaderManager().LoadEffect(CStrIntern("particle"), context, CShaderDefines()); m->shaderSolid = g_Renderer.GetShaderManager().LoadEffect(CStrIntern("particle_solid"), context, CShaderDefines()); } } { PROFILE("update emitters"); for (size_t i = 0; i < m->emitters.size(); ++i) { CParticleEmitter* emitter = m->emitters[i]; emitter->UpdateArrayData(); } } { // Sort back-to-front by distance from camera PROFILE("sort emitters"); CMatrix3D worldToCam; g_Renderer.GetViewCamera().m_Orientation.GetInverse(worldToCam); std::stable_sort(m->emitters.begin(), m->emitters.end(), SortEmitterDistance(worldToCam)); } // TODO: should batch by texture here when possible, maybe }
void TerrainRenderer::RenderPriorities() { PROFILE("priorities"); ENSURE(m->phase == Phase_Render); CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(str_gui_text); tech->BeginPass(); CTextRenderer textRenderer(tech->GetShader()); textRenderer.Font(CStrIntern("mono-stroke-10")); textRenderer.Color(1.0f, 1.0f, 0.0f); for (size_t i = 0; i < m->visiblePatches.size(); ++i) m->visiblePatches[i]->RenderPriorities(textRenderer); textRenderer.Render(); tech->EndPass(); }
//Render Manager. void CConsole::Render() { if (! (m_bVisible || m_bToggle) ) return; PROFILE3_GPU("console"); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); CShaderTechniquePtr solidTech = g_Renderer.GetShaderManager().LoadEffect(str_gui_solid); solidTech->BeginPass(); CShaderProgramPtr solidShader = solidTech->GetShader(); CMatrix3D transform = GetDefaultGuiMatrix(); // animation: slide in from top of screen const float DeltaY = (1.0f - m_fVisibleFrac) * m_fHeight; transform.PostTranslate(m_fX, m_fY - DeltaY, 0.0f); // move to window position solidShader->Uniform(str_transform, transform); DrawWindow(solidShader); solidTech->EndPass(); CShaderTechniquePtr textTech = g_Renderer.GetShaderManager().LoadEffect(str_gui_text); textTech->BeginPass(); CTextRenderer textRenderer(textTech->GetShader()); textRenderer.Font(CStrIntern(CONSOLE_FONT)); textRenderer.SetTransform(transform); DrawHistory(textRenderer); DrawBuffer(textRenderer); textRenderer.Render(); textTech->EndPass(); glDisable(GL_BLEND); }
static void InitPs(bool setup_gui, const CStrW& gui_page, ScriptInterface* srcScriptInterface, JS::HandleValue initData) { { // console TIMER(L"ps_console"); g_Console->UpdateScreenSize(g_xres, g_yres); // Calculate and store the line spacing CFontMetrics font(CStrIntern(CONSOLE_FONT)); g_Console->m_iFontHeight = font.GetLineSpacing(); g_Console->m_iFontWidth = font.GetCharacterWidth(L'C'); g_Console->m_charsPerPage = (size_t)(g_xres / g_Console->m_iFontWidth); // Offset by an arbitrary amount, to make it fit more nicely g_Console->m_iFontOffset = 7; double blinkRate = 0.5; CFG_GET_VAL("gui.cursorblinkrate", blinkRate); g_Console->SetCursorBlinkRate(blinkRate); } // hotkeys { TIMER(L"ps_lang_hotkeys"); LoadHotkeys(); } if (!setup_gui) { // We do actually need *some* kind of GUI loaded, so use the // (currently empty) Atlas one g_GUI->SwitchPage(L"page_atlas.xml", srcScriptInterface, initData); return; } // GUI uses VFS, so this must come after VFS init. g_GUI->SwitchPage(gui_page, srcScriptInterface, initData); }
void CGUIString::GenerateTextCall(SFeedback &Feedback, CStrIntern DefaultFont, const int &from, const int &to, const bool FirstLine, const IGUIObject *pObject) const { // Reset width and height, because they will be determined with incrementation // or comparisons. Feedback.Reset(); // Check out which text chunk this is within. //bool match_found = false; std::vector<TextChunk>::const_iterator itTextChunk; for (itTextChunk=m_TextChunks.begin(); itTextChunk!=m_TextChunks.end(); ++itTextChunk) { // Get the area that is overlapped by both the TextChunk and // by the from/to inputted. int _from, _to; _from = std::max(from, itTextChunk->m_From); _to = std::min(to, itTextChunk->m_To); // If from is larger than to, than they are not overlapping if (_to == _from && itTextChunk->m_From == itTextChunk->m_To) { // These should never be able to have more than one tag. ENSURE(itTextChunk->m_Tags.size()==1); // Now do second check // because icons and images are placed on exactly one position // in the words-list, it can be counted twice if placed on an // edge. But there is always only one logical preference that // we want. This check filters the unwanted. // it's in the end of one word, and the icon // should really belong to the beginning of the next one if (_to == to && to >= 1) { if (GetRawString()[to-1] == ' ' || GetRawString()[to-1] == '-' || GetRawString()[to-1] == '\n') continue; } // This std::string is just a break if (_from == from && from >= 1) { if (GetRawString()[from] == '\n' && GetRawString()[from-1] != '\n' && GetRawString()[from-1] != ' ' && GetRawString()[from-1] != '-') continue; } // Single tags if (itTextChunk->m_Tags[0].m_TagType == CGUIString::TextChunk::Tag::TAG_IMGLEFT) { // Only add the image if the icon exists. if (g_GUI->IconExists(itTextChunk->m_Tags[0].m_TagValue)) { Feedback.m_Images[SFeedback::Left].push_back(itTextChunk->m_Tags[0].m_TagValue); } else if (pObject) { LOGERROR(L"Trying to use an [imgleft]-tag with an undefined icon (\"%hs\").", itTextChunk->m_Tags[0].m_TagValue.c_str()); } } else if (itTextChunk->m_Tags[0].m_TagType == CGUIString::TextChunk::Tag::TAG_IMGRIGHT) { // Only add the image if the icon exists. if (g_GUI->IconExists(itTextChunk->m_Tags[0].m_TagValue)) { Feedback.m_Images[SFeedback::Right].push_back(itTextChunk->m_Tags[0].m_TagValue); } else if (pObject) { LOGERROR(L"Trying to use an [imgright]-tag with an undefined icon (\"%hs\").", itTextChunk->m_Tags[0].m_TagValue.c_str()); } } else if (itTextChunk->m_Tags[0].m_TagType == CGUIString::TextChunk::Tag::TAG_ICON) { // Only add the image if the icon exists. if (g_GUI->IconExists(itTextChunk->m_Tags[0].m_TagValue)) { // We'll need to setup a text-call that will point // to the icon, this is to be able to iterate // through the text-calls without having to // complex the structure virtually for nothing more. SGUIText::STextCall TextCall; // Also add it to the sprites being rendered. SGUIText::SSpriteCall SpriteCall; // Get Icon from icon database in g_GUI SGUIIcon icon = g_GUI->GetIcon(itTextChunk->m_Tags[0].m_TagValue); CSize size = icon.m_Size; // append width, and make maximum height the height. Feedback.m_Size.cx += size.cx; Feedback.m_Size.cy = std::max(Feedback.m_Size.cy, size.cy); // These are also needed later TextCall.m_Size = size; SpriteCall.m_Area = size; // Handle additional attributes std::vector<TextChunk::Tag::TagAttribute>::const_iterator att_it; for(att_it = itTextChunk->m_Tags[0].m_TagAttributes.begin(); att_it != itTextChunk->m_Tags[0].m_TagAttributes.end(); ++att_it) { TextChunk::Tag::TagAttribute tagAttrib = (TextChunk::Tag::TagAttribute)(*att_it); if (tagAttrib.attrib == "displace" && !tagAttrib.value.empty()) { //Displace the sprite CSize displacement; // Parse the value if (!GUI<CSize>::ParseString(CStr(tagAttrib.value).FromUTF8(), displacement)) LOGERROR(L"Error parsing 'displace' value for tag [ICON]"); else SpriteCall.m_Area += displacement; } else if(tagAttrib.attrib == "tooltip") { SpriteCall.m_Tooltip = CStr(tagAttrib.value).FromUTF8(); } else if(tagAttrib.attrib == "tooltip_style") { SpriteCall.m_TooltipStyle = CStr(tagAttrib.value).FromUTF8(); } } SpriteCall.m_Sprite = icon.m_SpriteName; SpriteCall.m_CellID = icon.m_CellID; // Add sprite call Feedback.m_SpriteCalls.push_back(SpriteCall); // Finalize text call TextCall.m_pSpriteCall = &Feedback.m_SpriteCalls.back(); // Add text call Feedback.m_TextCalls.push_back(TextCall); } else if (pObject) { LOGERROR(L"Trying to use an [icon]-tag with an undefined icon (\"%hs\").", itTextChunk->m_Tags[0].m_TagValue.c_str()); } } } else if (_to > _from && !Feedback.m_NewLine) { SGUIText::STextCall TextCall; // Set defaults TextCall.m_Font = DefaultFont; TextCall.m_UseCustomColor = false; // Extract substd::string from RawString. TextCall.m_String = GetRawString().substr(_from, _to-_from); // Go through tags and apply changes. std::vector<CGUIString::TextChunk::Tag>::const_iterator it2; for (it2 = itTextChunk->m_Tags.begin(); it2 != itTextChunk->m_Tags.end(); ++it2) { if (it2->m_TagType == CGUIString::TextChunk::Tag::TAG_COLOR) { // Set custom color TextCall.m_UseCustomColor = true; // Try parsing the color std::string if (!GUI<CColor>::ParseString(CStr(it2->m_TagValue).FromUTF8(), TextCall.m_Color)) { if (pObject) LOGERROR(L"Error parsing the value of a [color]-tag in GUI text when reading object \"%hs\".", pObject->GetPresentableName().c_str()); } } else if (it2->m_TagType == CGUIString::TextChunk::Tag::TAG_FONT) { // TODO Gee: (2004-08-15) Check if Font exists? TextCall.m_Font = CStrIntern(it2->m_TagValue); } } // Calculate the size of the font CSize size; int cx, cy; CFontMetrics font (TextCall.m_Font); font.CalculateStringSize(TextCall.m_String.c_str(), cx, cy); // For anything other than the first line, the line spacing // needs to be considered rather than just the height of the text if (! FirstLine) cy = font.GetLineSpacing(); size.cx = (float)cx; size.cy = (float)cy; // Append width, and make maximum height the height. Feedback.m_Size.cx += size.cx; Feedback.m_Size.cy = std::max(Feedback.m_Size.cy, size.cy); // These are also needed later TextCall.m_Size = size; if (! TextCall.m_String.empty()) { if (TextCall.m_String[0] == '\n') { Feedback.m_NewLine = true; } } // Add text-chunk Feedback.m_TextCalls.push_back(TextCall); } } }
void ShaderModelRenderer::Render(const RenderModifierPtr& modifier, const CShaderDefines& context, int cullGroup, int flags) { if (m->submissions[cullGroup].empty()) return; CMatrix3D worldToCam; g_Renderer.GetViewCamera().m_Orientation.GetInverse(worldToCam); /* * Rendering approach: * * m->submissions contains the list of CModels to render. * * The data we need to render a model is: * - CShaderTechnique * - CTexture * - CShaderUniforms * - CModelDef (mesh data) * - CModel (model instance data) * * For efficient rendering, we need to batch the draw calls to minimise state changes. * (Uniform and texture changes are assumed to be cheaper than binding new mesh data, * and shader changes are assumed to be most expensive.) * First, group all models that share a technique to render them together. * Within those groups, sub-group by CModelDef. * Within those sub-groups, sub-sub-group by CTexture. * Within those sub-sub-groups, sub-sub-sub-group by CShaderUniforms. * * Alpha-blended models have to be sorted by distance from camera, * then we can batch as long as the order is preserved. * Non-alpha-blended models can be arbitrarily reordered to maximise batching. * * For each model, the CShaderTechnique is derived from: * - The current global 'context' defines * - The CModel's material's defines * - The CModel's material's shader effect name * * There are a smallish number of materials, and a smaller number of techniques. * * To minimise technique lookups, we first group models by material, * in 'materialBuckets' (a hash table). * * For each material bucket we then look up the appropriate shader technique. * If the technique requires sort-by-distance, the model is added to the * 'sortByDistItems' list with its computed distance. * Otherwise, the bucket's list of models is sorted by modeldef+texture+uniforms, * then the technique and model list is added to 'techBuckets'. * * 'techBuckets' is then sorted by technique, to improve batching when multiple * materials map onto the same technique. * * (Note that this isn't perfect batching: we don't sort across models in * multiple buckets that share a technique. In practice that shouldn't reduce * batching much (we rarely have one mesh used with multiple materials), * and it saves on copying and lets us sort smaller lists.) * * Extra tech buckets are added for the sorted-by-distance models without reordering. * Finally we render by looping over each tech bucket, then looping over the model * list in each, rebinding the GL state whenever it changes. */ Allocators::DynamicArena arena(256 * KiB); typedef ProxyAllocator<CModel*, Allocators::DynamicArena> ModelListAllocator; typedef std::vector<CModel*, ModelListAllocator> ModelList_t; typedef boost::unordered_map<SMRMaterialBucketKey, ModelList_t, SMRMaterialBucketKeyHash, std::equal_to<SMRMaterialBucketKey>, ProxyAllocator<std::pair<const SMRMaterialBucketKey, ModelList_t>, Allocators::DynamicArena> > MaterialBuckets_t; MaterialBuckets_t materialBuckets((MaterialBuckets_t::allocator_type(arena))); { PROFILE3("bucketing by material"); for (size_t i = 0; i < m->submissions[cullGroup].size(); ++i) { CModel* model = m->submissions[cullGroup][i]; uint32_t condFlags = 0; const CShaderConditionalDefines& condefs = model->GetMaterial().GetConditionalDefines(); for (size_t j = 0; j < condefs.GetSize(); ++j) { const CShaderConditionalDefines::CondDefine& item = condefs.GetItem(j); int type = item.m_CondType; switch (type) { case DCOND_DISTANCE: { CVector3D modelpos = model->GetTransform().GetTranslation(); float dist = worldToCam.Transform(modelpos).Z; float dmin = item.m_CondArgs[0]; float dmax = item.m_CondArgs[1]; if ((dmin < 0 || dist >= dmin) && (dmax < 0 || dist < dmax)) condFlags |= (1 << j); break; } } } CShaderDefines defs = model->GetMaterial().GetShaderDefines(condFlags); SMRMaterialBucketKey key(model->GetMaterial().GetShaderEffect(), defs); MaterialBuckets_t::iterator it = materialBuckets.find(key); if (it == materialBuckets.end()) { std::pair<MaterialBuckets_t::iterator, bool> inserted = materialBuckets.insert( std::make_pair(key, ModelList_t(ModelList_t::allocator_type(arena)))); inserted.first->second.reserve(32); inserted.first->second.push_back(model); } else { it->second.push_back(model); } } } typedef ProxyAllocator<SMRSortByDistItem, Allocators::DynamicArena> SortByDistItemsAllocator; std::vector<SMRSortByDistItem, SortByDistItemsAllocator> sortByDistItems((SortByDistItemsAllocator(arena))); typedef ProxyAllocator<CShaderTechniquePtr, Allocators::DynamicArena> SortByTechItemsAllocator; std::vector<CShaderTechniquePtr, SortByTechItemsAllocator> sortByDistTechs((SortByTechItemsAllocator(arena))); // indexed by sortByDistItems[i].techIdx // (which stores indexes instead of CShaderTechniquePtr directly // to avoid the shared_ptr copy cost when sorting; maybe it'd be better // if we just stored raw CShaderTechnique* and assumed the shader manager // will keep it alive long enough) typedef ProxyAllocator<SMRTechBucket, Allocators::DynamicArena> TechBucketsAllocator; std::vector<SMRTechBucket, TechBucketsAllocator> techBuckets((TechBucketsAllocator(arena))); { PROFILE3("processing material buckets"); for (MaterialBuckets_t::iterator it = materialBuckets.begin(); it != materialBuckets.end(); ++it) { CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(it->first.effect, context, it->first.defines); // Skip invalid techniques (e.g. from data file errors) if (!tech) continue; if (tech->GetSortByDistance()) { // Add the tech into a vector so we can index it // (There might be duplicates in this list, but that doesn't really matter) if (sortByDistTechs.empty() || sortByDistTechs.back() != tech) sortByDistTechs.push_back(tech); size_t techIdx = sortByDistTechs.size()-1; // Add each model into sortByDistItems for (size_t i = 0; i < it->second.size(); ++i) { SMRSortByDistItem itemWithDist; itemWithDist.techIdx = techIdx; CModel* model = it->second[i]; itemWithDist.model = model; CVector3D modelpos = model->GetTransform().GetTranslation(); itemWithDist.dist = worldToCam.Transform(modelpos).Z; sortByDistItems.push_back(itemWithDist); } } else { // Sort model list by modeldef+texture, for batching // TODO: This only sorts by base texture. While this is an OK approximation // for most cases (as related samplers are usually used together), it would be better // to take all the samplers into account when sorting here. std::sort(it->second.begin(), it->second.end(), SMRBatchModel()); // Add a tech bucket pointing at this model list SMRTechBucket techBucket = { tech, &it->second[0], it->second.size() }; techBuckets.push_back(techBucket); } } } { PROFILE3("sorting tech buckets"); // Sort by technique, for better batching std::sort(techBuckets.begin(), techBuckets.end(), SMRCompareTechBucket()); } // List of models corresponding to sortByDistItems[i].model // (This exists primarily because techBuckets wants a CModel**; // we could avoid the cost of copying into this list by adding // a stride length into techBuckets and not requiring contiguous CModel*s) std::vector<CModel*, ModelListAllocator> sortByDistModels((ModelListAllocator(arena))); if (!sortByDistItems.empty()) { { PROFILE3("sorting items by dist"); std::sort(sortByDistItems.begin(), sortByDistItems.end(), SMRCompareSortByDistItem()); } { PROFILE3("batching dist-sorted items"); sortByDistModels.reserve(sortByDistItems.size()); // Find runs of distance-sorted models that share a technique, // and create a new tech bucket for each run size_t start = 0; // start of current run size_t currentTechIdx = sortByDistItems[start].techIdx; for (size_t end = 0; end < sortByDistItems.size(); ++end) { sortByDistModels.push_back(sortByDistItems[end].model); size_t techIdx = sortByDistItems[end].techIdx; if (techIdx != currentTechIdx) { // Start of a new run - push the old run into a new tech bucket SMRTechBucket techBucket = { sortByDistTechs[currentTechIdx], &sortByDistModels[start], end-start }; techBuckets.push_back(techBucket); start = end; currentTechIdx = techIdx; } } // Add the tech bucket for the final run SMRTechBucket techBucket = { sortByDistTechs[currentTechIdx], &sortByDistModels[start], sortByDistItems.size()-start }; techBuckets.push_back(techBucket); } } { PROFILE3("rendering bucketed submissions"); size_t idxTechStart = 0; // This vector keeps track of texture changes during rendering. It is kept outside the // loops to avoid excessive reallocations. The token allocation of 64 elements // should be plenty, though it is reallocated below (at a cost) if necessary. typedef ProxyAllocator<CTexture*, Allocators::DynamicArena> TextureListAllocator; std::vector<CTexture*, TextureListAllocator> currentTexs((TextureListAllocator(arena))); currentTexs.reserve(64); // texBindings holds the identifier bindings in the shader, which can no longer be defined // statically in the ShaderRenderModifier class. texBindingNames uses interned strings to // keep track of when bindings need to be reevaluated. typedef ProxyAllocator<CShaderProgram::Binding, Allocators::DynamicArena> BindingListAllocator; std::vector<CShaderProgram::Binding, BindingListAllocator> texBindings((BindingListAllocator(arena))); texBindings.reserve(64); typedef ProxyAllocator<CStrIntern, Allocators::DynamicArena> BindingNamesListAllocator; std::vector<CStrIntern, BindingNamesListAllocator> texBindingNames((BindingNamesListAllocator(arena))); texBindingNames.reserve(64); while (idxTechStart < techBuckets.size()) { CShaderTechniquePtr currentTech = techBuckets[idxTechStart].tech; // Find runs [idxTechStart, idxTechEnd) in techBuckets of the same technique size_t idxTechEnd; for (idxTechEnd = idxTechStart + 1; idxTechEnd < techBuckets.size(); ++idxTechEnd) { if (techBuckets[idxTechEnd].tech != currentTech) break; } // For each of the technique's passes, render all the models in this run for (int pass = 0; pass < currentTech->GetNumPasses(); ++pass) { currentTech->BeginPass(pass); const CShaderProgramPtr& shader = currentTech->GetShader(pass); int streamflags = shader->GetStreamFlags(); modifier->BeginPass(shader); m->vertexRenderer->BeginPass(streamflags); // When the shader technique changes, textures need to be // rebound, so ensure there are no remnants from the last pass. // (the vector size is set to 0, but memory is not freed) currentTexs.clear(); texBindings.clear(); texBindingNames.clear(); CModelDef* currentModeldef = NULL; CShaderUniforms currentStaticUniforms; for (size_t idx = idxTechStart; idx < idxTechEnd; ++idx) { CModel** models = techBuckets[idx].models; size_t numModels = techBuckets[idx].numModels; for (size_t i = 0; i < numModels; ++i) { CModel* model = models[i]; if (flags && !(model->GetFlags() & flags)) continue; const CMaterial::SamplersVector& samplers = model->GetMaterial().GetSamplers(); size_t samplersNum = samplers.size(); // make sure the vectors are the right virtual sizes, and also // reallocate if there are more samplers than expected. if (currentTexs.size() != samplersNum) { currentTexs.resize(samplersNum, NULL); texBindings.resize(samplersNum, CShaderProgram::Binding()); texBindingNames.resize(samplersNum, CStrIntern()); // ensure they are definitely empty std::fill(texBindings.begin(), texBindings.end(), CShaderProgram::Binding()); std::fill(currentTexs.begin(), currentTexs.end(), (CTexture*)NULL); std::fill(texBindingNames.begin(), texBindingNames.end(), CStrIntern()); } // bind the samplers to the shader for (size_t s = 0; s < samplersNum; ++s) { const CMaterial::TextureSampler& samp = samplers[s]; CShaderProgram::Binding bind = texBindings[s]; // check that the handles are current // and reevaluate them if necessary if (texBindingNames[s] == samp.Name && bind.Active()) { bind = texBindings[s]; } else { bind = shader->GetTextureBinding(samp.Name); texBindings[s] = bind; texBindingNames[s] = samp.Name; } // same with the actual sampler bindings CTexture* newTex = samp.Sampler.get(); if (bind.Active() && newTex != currentTexs[s]) { shader->BindTexture(bind, samp.Sampler->GetHandle()); currentTexs[s] = newTex; } } // Bind modeldef when it changes CModelDef* newModeldef = model->GetModelDef().get(); if (newModeldef != currentModeldef) { currentModeldef = newModeldef; m->vertexRenderer->PrepareModelDef(shader, streamflags, *currentModeldef); } // Bind all uniforms when any change CShaderUniforms newStaticUniforms = model->GetMaterial().GetStaticUniforms(); if (newStaticUniforms != currentStaticUniforms) { currentStaticUniforms = newStaticUniforms; currentStaticUniforms.BindUniforms(shader); } const CShaderRenderQueries& renderQueries = model->GetMaterial().GetRenderQueries(); for (size_t q = 0; q < renderQueries.GetSize(); q++) { CShaderRenderQueries::RenderQuery rq = renderQueries.GetItem(q); if (rq.first == RQUERY_TIME) { CShaderProgram::Binding binding = shader->GetUniformBinding(rq.second); if (binding.Active()) { double time = g_Renderer.GetTimeManager().GetGlobalTime(); shader->Uniform(binding, time, 0,0,0); } } else if (rq.first == RQUERY_WATER_TEX) { WaterManager* WaterMgr = g_Renderer.GetWaterManager(); double time = WaterMgr->m_WaterTexTimer; double period = 1.6; int curTex = (int)(time*60/period) % 60; if (WaterMgr->m_RenderWater && WaterMgr->WillRenderFancyWater()) shader->BindTexture(str_waterTex, WaterMgr->m_NormalMap[curTex]); else shader->BindTexture(str_waterTex, g_Renderer.GetTextureManager().GetErrorTexture()); } else if (rq.first == RQUERY_SKY_CUBE) { shader->BindTexture(str_skyCube, g_Renderer.GetSkyManager()->GetSkyCube()); } } modifier->PrepareModel(shader, model); CModelRData* rdata = static_cast<CModelRData*>(model->GetRenderData()); ENSURE(rdata->GetKey() == m->vertexRenderer.get()); m->vertexRenderer->RenderModel(shader, streamflags, model, rdata); } } m->vertexRenderer->EndPass(streamflags); currentTech->EndPass(pass); } idxTechStart = idxTechEnd; } } }
void CMiniMap::Draw() { PROFILE3("render minimap"); // The terrain isn't actually initialized until the map is loaded, which // happens when the game is started, so abort until then. if(!(GetGUI() && g_Game && g_Game->IsGameStarted())) return; CSimulation2* sim = g_Game->GetSimulation2(); CmpPtr<ICmpRangeManager> cmpRangeManager(*sim, SYSTEM_ENTITY); ENSURE(cmpRangeManager); // Set our globals in case they hadn't been set before m_Camera = g_Game->GetView()->GetCamera(); m_Terrain = g_Game->GetWorld()->GetTerrain(); m_Width = (u32)(m_CachedActualSize.right - m_CachedActualSize.left); m_Height = (u32)(m_CachedActualSize.bottom - m_CachedActualSize.top); m_MapSize = m_Terrain->GetVerticesPerSide(); m_TextureSize = (GLsizei)round_up_to_pow2((size_t)m_MapSize); m_MapScale = (cmpRangeManager->GetLosCircular() ? 1.f : 1.414f); if(!m_TerrainTexture || g_GameRestarted) CreateTextures(); // only update 2x / second // (note: since units only move a few pixels per second on the minimap, // we can get away with infrequent updates; this is slow) static double last_time; const double cur_time = timer_Time(); if(cur_time - last_time > 0.5) { last_time = cur_time; if(m_TerrainDirty) RebuildTerrainTexture(); } glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glPushMatrix(); CMatrix3D matrix = GetDefaultGuiMatrix(); glLoadMatrixf(&matrix._11); // Disable depth updates to prevent apparent z-fighting-related issues // with some drivers causing units to get drawn behind the texture glDepthMask(0); CShaderProgramPtr shader; CShaderTechniquePtr tech; if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER) { CShaderDefines defines; defines.Add("MINIMAP_BASE", "1"); tech = g_Renderer.GetShaderManager().LoadEffect(CStrIntern("minimap"), g_Renderer.GetSystemShaderDefines(), defines); tech->BeginPass(); shader = tech->GetShader(); } else { shader = g_Renderer.GetShaderManager().LoadProgram("fixed:dummy", CShaderDefines()); shader->Bind(); } const float x = m_CachedActualSize.left, y = m_CachedActualSize.bottom; const float x2 = m_CachedActualSize.right, y2 = m_CachedActualSize.top; const float z = GetBufferedZ(); const float texCoordMax = (float)(m_MapSize - 1) / (float)m_TextureSize; const float angle = GetAngle(); // Draw the main textured quad //g_Renderer.BindTexture(0, m_TerrainTexture); shader->BindTexture("baseTex", m_TerrainTexture); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); DrawTexture(texCoordMax, angle, x, y, x2, y2, z); // Draw territory boundaries CTerritoryTexture& territoryTexture = g_Game->GetView()->GetTerritoryTexture(); shader->BindTexture("baseTex", territoryTexture.GetTexture()); //territoryTexture.BindTexture(0); glEnable(GL_BLEND); glMatrixMode(GL_TEXTURE); glLoadMatrixf(territoryTexture.GetMinimapTextureMatrix()); glMatrixMode(GL_MODELVIEW); DrawTexture(1.0f, angle, x, y, x2, y2, z); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glDisable(GL_BLEND); // Draw the LOS quad in black, using alpha values from the LOS texture CLOSTexture& losTexture = g_Game->GetView()->GetLOSTexture(); if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER) { tech->EndPass(); CShaderDefines defines; defines.Add("MINIMAP_LOS", "1"); tech = g_Renderer.GetShaderManager().LoadEffect(CStrIntern("minimap"), g_Renderer.GetSystemShaderDefines(), defines); tech->BeginPass(); shader = tech->GetShader(); } shader->BindTexture("baseTex", losTexture.GetTexture()); //losTexture.BindTexture(0); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor3f(0.0f, 0.0f, 0.0f); glMatrixMode(GL_TEXTURE); glLoadMatrixf(losTexture.GetMinimapTextureMatrix()); glMatrixMode(GL_MODELVIEW); DrawTexture(1.0f, angle, x, y, x2, y2, z); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glDisable(GL_BLEND); if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER) { tech->EndPass(); CShaderDefines defines; defines.Add("MINIMAP_POINT", "1"); tech = g_Renderer.GetShaderManager().LoadEffect(CStrIntern("minimap"), g_Renderer.GetSystemShaderDefines(), defines); tech->BeginPass(); shader = tech->GetShader(); } // Set up the matrix for drawing points and lines glPushMatrix(); glTranslatef(x, y, z); // Rotate around the center of the map glTranslatef((x2-x)/2.f, (y2-y)/2.f, 0.f); // Scale square maps to fit in circular minimap area float unitScale = (cmpRangeManager->GetLosCircular() ? 1.f : m_MapScale/2.f); glScalef(unitScale, unitScale, 1.f); glRotatef(angle * 180.f/M_PI, 0.f, 0.f, 1.f); glTranslatef(-(x2-x)/2.f, -(y2-y)/2.f, 0.f); PROFILE_START("minimap units"); // Don't enable GL_POINT_SMOOTH because it's far too slow // (~70msec/frame on a GF4 rendering a thousand points) glPointSize(3.f); float sx = (float)m_Width / ((m_MapSize - 1) * TERRAIN_TILE_SIZE); float sy = (float)m_Height / ((m_MapSize - 1) * TERRAIN_TILE_SIZE); CSimulation2::InterfaceList ents = sim->GetEntitiesWithInterface(IID_Minimap); std::vector<MinimapUnitVertex> vertexArray; vertexArray.reserve(ents.size()); for (CSimulation2::InterfaceList::const_iterator it = ents.begin(); it != ents.end(); ++it) { MinimapUnitVertex v; ICmpMinimap* cmpMinimap = static_cast<ICmpMinimap*>(it->second); entity_pos_t posX, posZ; if (cmpMinimap->GetRenderData(v.r, v.g, v.b, posX, posZ)) { ICmpRangeManager::ELosVisibility vis = cmpRangeManager->GetLosVisibility(it->first, g_Game->GetPlayerID()); if (vis != ICmpRangeManager::VIS_HIDDEN) { v.a = 255; v.x = posX.ToFloat()*sx; v.y = -posZ.ToFloat()*sy; vertexArray.push_back(v); } } } if (!vertexArray.empty()) { glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); shader->VertexPointer(2, GL_FLOAT, sizeof(MinimapUnitVertex), &vertexArray[0].x); shader->ColorPointer(4, GL_UNSIGNED_BYTE, sizeof(MinimapUnitVertex), &vertexArray[0].r); glDrawArrays(GL_POINTS, 0, (GLsizei)vertexArray.size()); glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); } PROFILE_END("minimap units"); if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER) { tech->EndPass(); CShaderDefines defines; defines.Add("MINIMAP_LINE", "1"); tech = g_Renderer.GetShaderManager().LoadEffect(CStrIntern("minimap"), g_Renderer.GetSystemShaderDefines(), defines); tech->BeginPass(); shader = tech->GetShader(); } DrawViewRect(); glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER) { tech->EndPass(); } else { shader->Unbind(); } // Reset everything back to normal glPointSize(1.0f); glEnable(GL_TEXTURE_2D); glDepthMask(1); }
void CMaterial::SetShaderEffect(const CStr& effect) { m_ShaderEffect = CStrIntern(effect); }
void TerrainRenderer::RenderTerrainShader(const CShaderDefines& context, ShadowMap* shadow, bool filtered) { ENSURE(m->phase == Phase_Render); std::vector<CPatchRData*>& visiblePatches = filtered ? m->filteredPatches : m->visiblePatches; std::vector<CDecalRData*>& visibleDecals = filtered ? m->filteredDecals : m->visibleDecals; if (visiblePatches.empty() && visibleDecals.empty()) return; CShaderManager& shaderManager = g_Renderer.GetShaderManager(); CShaderTechniquePtr techBase(shaderManager.LoadEffect(CStrIntern("terrain_base"), context, CShaderDefines())); CShaderTechniquePtr techBlend(shaderManager.LoadEffect(CStrIntern("terrain_blend"), context, CShaderDefines())); CShaderTechniquePtr techDecal(shaderManager.LoadEffect(CStrIntern("terrain_decal"), context, CShaderDefines())); // render the solid black sides of the map first CShaderTechniquePtr techSolid = g_Renderer.GetShaderManager().LoadEffect("gui_solid"); techSolid->BeginPass(); CShaderProgramPtr shaderSolid = techSolid->GetShader(); shaderSolid->Uniform("transform", g_Renderer.GetViewCamera().GetViewProjection()); shaderSolid->Uniform("color", 0.0f, 0.0f, 0.0f, 1.0f); PROFILE_START("render terrain sides"); for (size_t i = 0; i < visiblePatches.size(); ++i) visiblePatches[i]->RenderSides(shaderSolid); PROFILE_END("render terrain sides"); techSolid->EndPass(); techBase->BeginPass(); PrepareShader(techBase->GetShader(), shadow); PROFILE_START("render terrain base"); CPatchRData::RenderBases(visiblePatches, techBase->GetShader(), false); PROFILE_END("render terrain base"); techBase->EndPass(); // render blends techBlend->BeginPass(); PrepareShader(techBlend->GetShader(), shadow); // switch on blending glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // no need to write to the depth buffer a second time glDepthMask(0); // render blend passes for each patch PROFILE_START("render terrain blends"); CPatchRData::RenderBlends(visiblePatches, techBlend->GetShader(), false); PROFILE_END("render terrain blends"); techBlend->EndPass(); // Render terrain decals techDecal->BeginPass(); PrepareShader(techDecal->GetShader(), shadow); PROFILE_START("render terrain decals"); for (size_t i = 0; i < visibleDecals.size(); ++i) visibleDecals[i]->Render(techDecal->GetShader(), false); PROFILE_END("render terrain decals"); techDecal->EndPass(); // restore OpenGL state g_Renderer.BindTexture(1, 0); g_Renderer.BindTexture(2, 0); g_Renderer.BindTexture(3, 0); glDepthMask(1); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); }
void CShaderDefines::Add(const char* name, const char* value) { Set(CStrIntern(name), CStrIntern(value)); }
CMaterial CMaterialManager::LoadMaterial(const VfsPath& pathname) { if (pathname.empty()) return CMaterial(); std::map<VfsPath, CMaterial>::iterator iter = m_Materials.find(pathname); if (iter != m_Materials.end()) return iter->second; CXeromyces xeroFile; if (xeroFile.Load(g_VFS, pathname, "material") != PSRETURN_OK) return CMaterial(); #define EL(x) int el_##x = xeroFile.GetElementID(#x) #define AT(x) int at_##x = xeroFile.GetAttributeID(#x) EL(alpha_blending); EL(alternative); EL(define); EL(shader); EL(uniform); EL(renderquery); EL(required_texture); EL(conditional_define); AT(effect); AT(if); AT(define); AT(quality); AT(material); AT(name); AT(value); AT(type); AT(min); AT(max); AT(conf); #undef AT #undef EL CMaterial material; XMBElement root = xeroFile.GetRoot(); CPreprocessorWrapper preprocessor; preprocessor.AddDefine("CFG_FORCE_ALPHATEST", g_Renderer.m_Options.m_ForceAlphaTest ? "1" : "0"); CVector4D vec(qualityLevel,0,0,0); material.AddStaticUniform("qualityLevel", vec); XERO_ITER_EL(root, node) { int token = node.GetNodeName(); XMBAttributeList attrs = node.GetAttributes(); if (token == el_alternative) { CStr cond = attrs.GetNamedItem(at_if); if (cond.empty() || !preprocessor.TestConditional(cond)) { cond = attrs.GetNamedItem(at_quality); if (cond.empty()) continue; else { if (cond.ToFloat() <= qualityLevel) continue; } } material = LoadMaterial(VfsPath("art/materials") / attrs.GetNamedItem(at_material).FromUTF8()); break; } else if (token == el_alpha_blending) { material.SetUsesAlphaBlending(true); } else if (token == el_shader) { material.SetShaderEffect(attrs.GetNamedItem(at_effect)); } else if (token == el_define) { material.AddShaderDefine(CStrIntern(attrs.GetNamedItem(at_name)), CStrIntern(attrs.GetNamedItem(at_value))); } else if (token == el_conditional_define) { std::vector<float> args; CStr type = attrs.GetNamedItem(at_type).c_str(); int typeID = -1; if (type == CStr("draw_range")) { typeID = DCOND_DISTANCE; float valmin = -1.0f; float valmax = -1.0f; CStr conf = attrs.GetNamedItem(at_conf); if (!conf.empty()) { CFG_GET_VAL("materialmgr." + conf + ".min", valmin); CFG_GET_VAL("materialmgr." + conf + ".max", valmax); } else { CStr dmin = attrs.GetNamedItem(at_min); if (!dmin.empty()) valmin = attrs.GetNamedItem(at_min).ToFloat(); CStr dmax = attrs.GetNamedItem(at_max); if (!dmax.empty()) valmax = attrs.GetNamedItem(at_max).ToFloat(); } args.push_back(valmin); args.push_back(valmax); if (valmin >= 0.0f) { std::stringstream sstr; sstr << valmin; material.AddShaderDefine(CStrIntern(conf + "_MIN"), CStrIntern(sstr.str())); } if (valmax >= 0.0f) { std::stringstream sstr; sstr << valmax; material.AddShaderDefine(CStrIntern(conf + "_MAX"), CStrIntern(sstr.str())); } } material.AddConditionalDefine(attrs.GetNamedItem(at_name).c_str(), attrs.GetNamedItem(at_value).c_str(), typeID, args); } else if (token == el_uniform) { std::stringstream str(attrs.GetNamedItem(at_value)); CVector4D vec; str >> vec.X >> vec.Y >> vec.Z >> vec.W; material.AddStaticUniform(attrs.GetNamedItem(at_name).c_str(), vec); }
bool CShaderManager::NewProgram(const char* name, const CShaderDefines& baseDefines, CShaderProgramPtr& program) { PROFILE2("loading shader"); PROFILE2_ATTR("name: %s", name); if (strncmp(name, "fixed:", 6) == 0) { program = CShaderProgramPtr(CShaderProgram::ConstructFFP(name+6, baseDefines)); if (!program) return false; program->Reload(); return true; } VfsPath xmlFilename = L"shaders/" + wstring_from_utf8(name) + L".xml"; CXeromyces XeroFile; PSRETURN ret = XeroFile.Load(g_VFS, xmlFilename); if (ret != PSRETURN_OK) return false; #if USE_SHADER_XML_VALIDATION { TIMER_ACCRUE(tc_ShaderValidation); // Serialize the XMB data and pass it to the validator XML_Start(); XML_SetPrettyPrint(false); XML_WriteXMB(XeroFile); bool ok = m_Validator.ValidateEncoded(wstring_from_utf8(name), XML_GetOutput()); if (!ok) return false; } #endif // Define all the elements and attributes used in the XML file #define EL(x) int el_##x = XeroFile.GetElementID(#x) #define AT(x) int at_##x = XeroFile.GetAttributeID(#x) EL(attrib); EL(define); EL(fragment); EL(stream); EL(uniform); EL(vertex); AT(file); AT(if); AT(loc); AT(name); AT(semantics); AT(type); AT(value); #undef AT #undef EL CPreprocessorWrapper preprocessor; preprocessor.AddDefines(baseDefines); XMBElement Root = XeroFile.GetRoot(); bool isGLSL = (Root.GetAttributes().GetNamedItem(at_type) == "glsl"); VfsPath vertexFile; VfsPath fragmentFile; CShaderDefines defines = baseDefines; std::map<CStrIntern, int> vertexUniforms; std::map<CStrIntern, CShaderProgram::frag_index_pair_t> fragmentUniforms; std::map<CStrIntern, int> vertexAttribs; int streamFlags = 0; XERO_ITER_EL(Root, Child) { if (Child.GetNodeName() == el_define) { defines.Add(CStrIntern(Child.GetAttributes().GetNamedItem(at_name)), CStrIntern(Child.GetAttributes().GetNamedItem(at_value))); } else if (Child.GetNodeName() == el_vertex) { vertexFile = L"shaders/" + Child.GetAttributes().GetNamedItem(at_file).FromUTF8(); XERO_ITER_EL(Child, Param) { XMBAttributeList Attrs = Param.GetAttributes(); CStr cond = Attrs.GetNamedItem(at_if); if (!cond.empty() && !preprocessor.TestConditional(cond)) continue; if (Param.GetNodeName() == el_uniform) { vertexUniforms[CStrIntern(Attrs.GetNamedItem(at_name))] = Attrs.GetNamedItem(at_loc).ToInt(); } else if (Param.GetNodeName() == el_stream) { CStr StreamName = Attrs.GetNamedItem(at_name); if (StreamName == "pos") streamFlags |= STREAM_POS; else if (StreamName == "normal") streamFlags |= STREAM_NORMAL; else if (StreamName == "color") streamFlags |= STREAM_COLOR; else if (StreamName == "uv0") streamFlags |= STREAM_UV0; else if (StreamName == "uv1") streamFlags |= STREAM_UV1; else if (StreamName == "uv2") streamFlags |= STREAM_UV2; else if (StreamName == "uv3") streamFlags |= STREAM_UV3; } else if (Param.GetNodeName() == el_attrib) { int attribLoc = ParseAttribSemantics(Attrs.GetNamedItem(at_semantics)); vertexAttribs[CStrIntern(Attrs.GetNamedItem(at_name))] = attribLoc; } } }
void CMaterial::AddSampler(const TextureSampler& texture) { m_Samplers.push_back(texture); if (texture.Name == CStrIntern("baseTex")) m_DiffuseTexture = texture.Sampler; }