Esempio n. 1
0
int ShaderRenderModifier::BeginPass(int pass)
{
	m_Technique.BeginPass(pass);

	CShaderProgramPtr shader = m_Technique.GetShader(pass);

	if (GetShadowMap() && shader->HasTexture("shadowTex"))
	{
		shader->BindTexture("shadowTex", GetShadowMap()->GetTexture());
		shader->Uniform("shadowTransform", GetShadowMap()->GetTextureMatrix());

		const float* offsets = GetShadowMap()->GetFilterOffsets();
		shader->Uniform("shadowOffsets1", offsets[0], offsets[1], offsets[2], offsets[3]);
		shader->Uniform("shadowOffsets2", offsets[4], offsets[5], offsets[6], offsets[7]);
	}

	if (GetLightEnv())
	{
		shader->Uniform("ambient", GetLightEnv()->m_UnitsAmbientColor);
		shader->Uniform("sunDir", GetLightEnv()->GetSunDir());
		shader->Uniform("sunColor", GetLightEnv()->m_SunColor);
	}

	if (shader->HasTexture("losTex"))
	{
		CLOSTexture& los = g_Renderer.GetScene().GetLOSTexture();
		shader->BindTexture("losTex", los.GetTexture());
		// Don't bother sending the whole matrix, we just need two floats (scale and translation)
		shader->Uniform("losTransform", los.GetTextureMatrix()[0], los.GetTextureMatrix()[12], 0.f, 0.f);
	}

	m_BindingInstancingTransform = shader->GetUniformBinding("instancingTransform");
	m_BindingShadingColor = shader->GetUniformBinding("shadingColor");
	m_BindingObjectColor = shader->GetUniformBinding("objectColor");
	m_BindingPlayerColor = shader->GetUniformBinding("playerColor");

	return shader->GetStreamFlags();
}
Esempio n. 2
0
void ShaderRenderModifier::BeginPass(const CShaderProgramPtr& shader)
{
	shader->Uniform("transform", g_Renderer.GetViewCamera().GetViewProjection());
	shader->Uniform("cameraPos", g_Renderer.GetViewCamera().GetOrientation().GetTranslation());

	if (GetShadowMap() && shader->GetTextureBinding("shadowTex").Active())
	{
		shader->BindTexture("shadowTex", GetShadowMap()->GetTexture());
		shader->Uniform("shadowTransform", GetShadowMap()->GetTextureMatrix());
		int width = GetShadowMap()->GetWidth();
		int height = GetShadowMap()->GetHeight();
		shader->Uniform("shadowScale", width, height, 1.0f / width, 1.0f / height); 
	}

	if (GetLightEnv())
	{
		shader->Uniform("ambient", GetLightEnv()->m_UnitsAmbientColor);
		shader->Uniform("sunDir", GetLightEnv()->GetSunDir());
		shader->Uniform("sunColor", GetLightEnv()->m_SunColor);
		
		shader->Uniform("fogColor", GetLightEnv()->m_FogColor);
		shader->Uniform("fogParams", GetLightEnv()->m_FogFactor, GetLightEnv()->m_FogMax, 0.f, 0.f);
	}

	if (shader->GetTextureBinding("losTex").Active())
	{
		CLOSTexture& los = g_Renderer.GetScene().GetLOSTexture();
		shader->BindTexture("losTex", los.GetTextureSmooth());
		// Don't bother sending the whole matrix, we just need two floats (scale and translation)
		shader->Uniform("losTransform", los.GetTextureMatrix()[0], los.GetTextureMatrix()[12], 0.f, 0.f);
	}

	m_BindingInstancingTransform = shader->GetUniformBinding("instancingTransform");
	m_BindingShadingColor = shader->GetUniformBinding("shadingColor");
	m_BindingPlayerColor = shader->GetUniformBinding("playerColor");
}