//---------------------------------------------------------------------------- MaterialInstance::MaterialInstance (const Material* material, int techniqueIndex) : mMaterial((Material*)material), // conceptual constness mIsShareMtl(false), mTechniqueIndex(techniqueIndex), mNumPasses(0), mVertexParameters(0), mPixelParameters(0), mIsNeedUpdate(false) { assertion(material != 0, "Material must be specified.\n"); assertion( 0 <= techniqueIndex && techniqueIndex < material->GetNumTechniques(), "Invalid technique index.\n"); MaterialTechnique* technique = mMaterial->GetTechnique(mTechniqueIndex); mNumPasses = technique->GetNumPasses(); mVertexParameters = new1<ShaderParametersPtr>(mNumPasses); mPixelParameters = new1<ShaderParametersPtr>(mNumPasses); int p; for (p = 0; p < mNumPasses; ++p) { MaterialPass* pass = technique->GetPass(p); mVertexParameters[p] = new0 ShaderParameters(pass->GetVertexShader()); mVertexParameters[p]->SetName("VParams_" + StringHelp::IntToString(p)); mPixelParameters[p] = new0 ShaderParameters(pass->GetPixelShader()); mPixelParameters[p]->SetName("PParams_" + StringHelp::IntToString(p)); } }
//---------------------------------------------------------------------------- MaterialTechnique *MaterialInstance::_RefreshMaterial( const std::string &mtlFilename, const std::string &intanceTechName, ShaderParametersPtr* &vp, ShaderParametersPtr* &pp, bool shareMtl, MaterialPtr &outMtl, int &outTechIndex) { // we reload the mtl outMtl = PX2_MATERIALMAN.GetMaterial(mtlFilename.c_str(), intanceTechName.c_str(), shareMtl); assertion(outMtl != 0, "Material must be specified.\n"); MaterialTechnique* technique = outMtl->GetTechnique(intanceTechName, outTechIndex); int newNumPass = technique->GetNumPasses(); if (0 == vp) vp = new1<ShaderParametersPtr>(newNumPass); if (0 == pp) pp = new1<ShaderParametersPtr>(newNumPass); for (int p = 0; p < newNumPass; ++p) { MaterialPass* pass = technique->GetPass(p); VertexShader *vs = pass->GetVertexShader(); PixelShader *ps = pass->GetPixelShader(); _CreateConstants(vp[p], vs); _CreateConstants(pp[p], ps); } return technique; }
//----------------------------------------------------------------------------- void ProjTreeItem::SetTreeLevel(ProjTreeLevel level, bool isShowHelpNode) { mTreeLevel = level; mIsShowHelpNode = isShowHelpNode; Project *proj = DynamicCast<Project>(mObject); Scene *scene = DynamicCast<Scene>(mObject); if (proj || scene) return; Actor *actor = DynamicCast<Actor>(mObject); Movable *mov = DynamicCast<Movable>(mObject); Node *node = DynamicCast<Node>(mObject); Renderable *renderable = DynamicCast<Renderable>(mObject); EffectableController *effectableCtrl = DynamicCast<EffectableController>(mObject); Material *mtl = DynamicCast<Material>(mObject); MaterialTechnique *mtlTechnique = DynamicCast<MaterialTechnique>(mObject); MaterialPass *mtlPass = DynamicCast<MaterialPass>(mObject); if (!mObject) { // IT_CATALOG for (int i = 0; i < (int)mChildItems.size(); i++) { ProjTreeItem *item = mChildItems[i]; if (item) item->SetTreeLevel(level, isShowHelpNode); } return; } else { ClearChildren(); } bool addCtrl = false; bool addModule = false; bool addNode = false; bool addMaterial = false; if (PTL_GENERAL == mTreeLevel) { } else if (PTL_CHILDREN == mTreeLevel) { if (!scene && !proj && node) { addNode = true; } } else if (PTL_CONTROLS == mTreeLevel) { if (!scene && !proj && mov) { addCtrl = true; } if (!scene && !proj && node) { addNode = true; } if (effectableCtrl) { addModule = true; } } else if (PTL_MATERIALS == mTreeLevel) { if (!scene && !proj && mov) { addCtrl = true; } if (!scene && !proj && node) { addNode = true; } if (renderable) { addMaterial = true; } } else if (PTL_DETAIL == mTreeLevel) { if (!scene && !proj && mov) { addCtrl = true; } if (!scene && !proj && node) { addNode = true; } if (renderable) { addMaterial = true; } } if (addCtrl) { int numCtrls = mov->GetNumControllers(); for (int i = 0; i < numCtrls; i++) { Controller *ctrl = mov->GetController(i); AddChild(ctrl, mIconID, mTreeLevel, mIsShowHelpNode); } } if (addMaterial) { MaterialInstance *mtlInst = renderable->GetMaterialInstance(); Material *mtl = mtlInst->GetMaterial(); AddChild(mtl, mIconID, mTreeLevel, mIsShowHelpNode); } if (mtl) { int numTechniques = mtl->GetNumTechniques(); for (int i = 0; i < numTechniques; i++) { MaterialTechnique *mtlTechnique = mtl->GetTechnique(i); AddChild(mtlTechnique, mIconID, mTreeLevel, isShowHelpNode); } } if (mtlTechnique) { int numPasses = mtlTechnique->GetNumPasses(); for (int i = 0; i < numPasses; i++) { MaterialPass *mtlPass = mtlTechnique->GetPass(i); AddChild(mtlPass, mIconID, mTreeLevel, isShowHelpNode); } } if (mtlPass) { AddChild(mtlPass->GetVertexShader(), mIconID, mTreeLevel, isShowHelpNode); AddChild(mtlPass->GetPixelShader(), mIconID, mTreeLevel, isShowHelpNode); AddChild(mtlPass->GetAlphaProperty(), mIconID, mTreeLevel, isShowHelpNode); AddChild(mtlPass->GetCullProperty(), mIconID, mTreeLevel, isShowHelpNode); AddChild(mtlPass->GetDepthProperty(), mIconID, mTreeLevel, isShowHelpNode); AddChild(mtlPass->GetOffsetProperty(), mIconID, mTreeLevel, isShowHelpNode); AddChild(mtlPass->GetStencilProperty(), mIconID, mTreeLevel, isShowHelpNode); AddChild(mtlPass->GetWireProperty(), mIconID, mTreeLevel, isShowHelpNode); } if (addModule) { int numModules = effectableCtrl->GetNumModules(); for (int i = 0; i < numModules; i++) { EffectModule *module = effectableCtrl->GetModule(i); AddChild(module, mIconID, mTreeLevel, mIsShowHelpNode); } } if (addNode) { int numChildren = node->GetNumChildren(); for (int i = 0; i < numChildren; i++) { Movable *child = node->GetChild(i); if (child) { bool ingore = false; if (!isShowHelpNode && ("HelpNode" == child->GetName())) ingore = true; if (!ingore) { AddChild(child, mIconID, mTreeLevel, mIsShowHelpNode); } } } } }