// 描画. IZ_BOOL CStateSepia::Render(izanagi::graph::CGraphicsDevice* device) { CStatePostEffect::Render(device); RenderName(device, "Sepia"); return IZ_TRUE; }
// 描画. IZ_BOOL CStateNegative::Render(izanagi::graph::CGraphicsDevice* device) { CStatePostEffect::Render(device); RenderName(device, "Negative"); return IZ_TRUE; }
IZ_BOOL CStateFbx::Render(izanagi::graph::CGraphicsDevice* device) { IZ_BOOL ret = CStateBase::Render(device); RenderName(device, "Fbx"); return ret; }
void SelectBoxRenderer::RenderAll(std::ostream &reply, Context &context, const ROAnything &config) { StartTrace(SelectBoxRenderer.Render); TraceAny(config, "config"); ROAnything n = config["Name"]; if ( !n.IsNull() ) { // streams name, size and (if defined) multiple into reply reply << "<select name=\""; RenderName(reply, context, config); reply << "\""; RenderOptions(reply, context, config); reply << ">\n"; ROAnything roaListName, roaListData; // select list to process if ( config.LookupPath(roaListName, "ListName") || config.LookupPath(roaListData, "ListData") ) { String strListName, strPrependListName, strAppendListName; RenderOnString(strListName, context, roaListName); RenderOnString(strPrependListName, context, config["PrependListName"]); RenderOnString(strAppendListName, context, config["AppendListName"]); ROAnything roaTempList; if ( strPrependListName.Length() ) { RenderOptionList(reply, context, config, strPrependListName); } else if ( context.Lookup("PrependListData", roaTempList) ) { strPrependListName = "SelectBoxData"; Context::PushPopEntry<ROAnything> aEntryData(context, strPrependListName, roaTempList, strPrependListName); RenderOptionList(reply, context, config, strPrependListName); } if ( strListName.Length() ) { RenderOptionList(reply, context, config, strListName); } else { strListName = "SelectBoxData"; Context::PushPopEntry<ROAnything> aEntryData(context, strListName, roaListData, strListName); RenderOptionList(reply, context, config, strListName); } if ( strAppendListName.Length() ) { RenderOptionList(reply, context, config, strAppendListName); } else if ( context.Lookup("AppendListData", roaTempList) ) { strAppendListName = "SelectBoxData"; Context::PushPopEntry<ROAnything> aEntryData(context, strAppendListName, roaTempList, strAppendListName); RenderOptionList(reply, context, config, strAppendListName); } } reply << "</select>\n"; } else { SystemLog::Warning("SelectBoxRenderer::RenderAll: mandatory 'Name' slot is missing in configuration!"); } }
void FieldRenderer::RenderAll(std::ostream &reply, Context &context, const ROAnything &config) { StartTrace(FieldRenderer.Render); TraceAny(config, "config"); if (config.IsDefined("Name")) { reply << "<INPUT TYPE=\"" ; RenderType(reply, context, config); reply << "\" NAME=\""; RenderName(reply, context, config); reply << "\""; RenderOptions(reply, context, config); reply << ">"; } else { SystemLog::Error("FieldRenderer::RenderAll: mandatory 'Name' slot is missing in configuration!"); } }
void TextAreaRenderer::RenderAll(std::ostream &reply, Context &context, const ROAnything &config) { StartTrace(TextAreaRenderer.Render); TraceAny(config, "config"); ROAnything name = config["Name"]; if (!name.IsNull()) { reply << "<TEXTAREA NAME=\""; // render name RenderName(reply, context, config); reply << "\""; // render options ROAnything option = config["Width"]; if (!option.IsNull()) { reply << " COLS=" << option.AsString(); } option = config["Height"]; if (!option.IsNull()) { reply << " ROWS=" << option.AsString(); } option = config["Wrap"]; if (!option.IsNull()) { reply << " WRAP=" << option.AsString(); } RenderOptions(reply, context, config); reply << (">"); // render default text ROAnything dft = config["Value"]; if (!dft.IsNull()) { Render(reply, context, dft); } reply << "</TEXTAREA>"; } else { SystemLog::Error("TextAreaRenderer::RenderAll() mandatory 'Name' slot is missing in configuration!"); } }
// 描画. IZ_BOOL CStateBevelShader::Render(izanagi::graph::CGraphicsDevice* device) { izanagi::math::SMatrix44 mtxL2W; izanagi::math::SMatrix44::SetUnit(mtxL2W); m_Shader->Begin(device, 0, IZ_FALSE); { if (m_Shader->BeginPass(0)) { // パラメータ設定 SetShaderParam( m_Shader, "g_mL2W", (void*)&mtxL2W, sizeof(mtxL2W)); SetShaderParam( m_Shader, "g_mW2C", (void*)&m_Camera.mtxW2C, sizeof(m_Camera.mtxW2C)); izanagi::SParallelLightParam parallelLight; // ライトパラメータ { // Ambient Light Color izanagi::SAmbientLightParam ambient; ambient.color.Set(0.0f, 0.0f, 0.0f); // Parallel Light Color parallelLight.color.Set(1.0f, 1.0f, 1.0f); // Parallel Light Direction parallelLight.vDir.Set(-1.0f, -1.0f, -1.0f); izanagi::math::SVector4::Normalize(parallelLight.vDir, parallelLight.vDir); // マテリアル izanagi::SMaterialParam mtrl; { mtrl.vDiffuse.Set(1.0f, 1.0f, 1.0f, 1.0f); mtrl.vAmbient.Set(1.0f, 1.0f, 1.0f, 1.0f); mtrl.vSpecular.Set(1.0f, 1.0f, 1.0f, 20.0f); } SetShaderParam(m_Shader, "g_vLitParallelColor", ¶llelLight.color, sizeof(parallelLight.color)); SetShaderParam(m_Shader, "g_vLitAmbientColor", &ambient.color, sizeof(ambient.color)); SetShaderParam(m_Shader, "g_vMtrlDiffuse", &mtrl.vDiffuse, sizeof(mtrl.vDiffuse)); SetShaderParam(m_Shader, "g_vMtrlAmbient", &mtrl.vAmbient, sizeof(mtrl.vAmbient)); SetShaderParam(m_Shader, "g_vMtrlSpecular", &mtrl.vSpecular, sizeof(mtrl.vSpecular)); } { // ライトの方向をローカル座標に変換する // ライトの方向はワールド座標なので World -> Localマトリクスを計算する izanagi::math::SMatrix44 mtxW2L; izanagi::math::SMatrix44::Inverse(mtxW2L, mtxL2W); // World -> Local izanagi::math::SVector4 parallelLightLocalDir; izanagi::math::SMatrix44::ApplyXYZ( parallelLightLocalDir, parallelLight.vDir, mtxW2L); SetShaderParam( m_Shader, "g_vLitParallelDir", (void*)¶llelLightLocalDir, sizeof(parallelLightLocalDir)); // L2V = L2W * W2V の逆行列を計算する izanagi::math::SMatrix44 mtxV2L; izanagi::math::SMatrix44::Mul(mtxV2L, mtxL2W, m_Camera.mtxW2V); izanagi::math::SMatrix44::Inverse(mtxV2L, mtxV2L); // ビュー座標系における視点は常に原点 izanagi::math::CVector4 eyePos(0.0f, 0.0f, 0.0f, 1.0f); // 視点のローカル座標を計算する izanagi::math::SMatrix44::Apply(eyePos, eyePos, mtxV2L); SetShaderParam( m_Shader, "g_vEye", (void*)&eyePos, sizeof(eyePos)); } m_Shader->CommitChanges(device); m_Mesh->Draw(device); } } m_Shader->End(device); RenderName(device, "BevelShader"); return IZ_TRUE; }