コード例 #1
0
ファイル: PSLight.cpp プロジェクト: MSoft1115/Rad3D
	void PS_Light::_update(Particle * p)
	{
		Float3 Position = p->Position;
		if (mParent->IsLocalSpace())
			Position.TransformA(mParent->GetParent()->GetWorldTM());

		mLight->SetPosition(Position);
		mLight->SetDirection(p->Direction);
		mLight->SetDiffuse(Float3(p->Color.r, p->Color.g, p->Color.b));
	}
コード例 #2
0
ファイル: PSMesh.cpp プロジェクト: MSoft1115/Rad3D
	void PS_Mesh::_update(Particle * p)
	{
		Float3 Position = p->Position;
		if (mParent->IsLocalSpace())
			Position.TransformA(mParent->GetParent()->GetWorldTM());

		mMesh->SetPosition(Position);
		mMesh->SetOpacity(p->Color.a);
		mMesh->SetRotationEx(p->Rotation);
		mMesh->SetScale(p->Size);
		mMesh->_updateTM();

		int blendMode = mParent->GetBlendMode();

		for (int i = 0; i < mMesh->GetSubMeshCount(); ++i)
		{
			SubMesh * submesh = mMesh->GetSubMesh(i);
			Material * mtl = submesh->GetMaterial();
			
			mtl->diffuse = Float3(p->Color.r, p->Color.g, p->Color.b);
			if (mParent->_getTexture() != NULL)
			{
				mtl->maps[eMapType::DIFFUSE] = mParent->_getTexture();
			}

			if (mParent->GetShaderEnable())
			{
				mtl->depthMode = eDepthMode::N_LESS_EQUAL;

				if (blendMode == PS_BlendMode::ADD)
				{
					mtl->blendMode = eBlendMode::ADD;
				}
				else if (blendMode == PS_BlendMode::ALPHA_BLEND)
				{
					mtl->blendMode = eBlendMode::ALPHA_BLEND;
				}
				else if (blendMode == PS_BlendMode::COLOR_BLEND)
				{
					mtl->blendMode = eBlendMode::COLOR_BLEND;
				}
				else
				{
					mtl->blendMode = eBlendMode::OPACITY;
					mtl->depthMode = eDepthMode::LESS_EQUAL;
				}

				submesh->SetShaderFX(mParent->_getShaderFX());
				submesh->SetRenderCallBack(eRenderCallBack::SHADER, mParent->GetShader().c_ptr());
			}
		}
	}
コード例 #3
0
ファイル: MMeshGroup.cpp プロジェクト: MSoft1115/Rad3D
	void MeshGroup::_genMesh(const Array<Mesh *> & arr, int first, int last, bool hasLightingColor)
	{
		MeshSourcePtr source = arr[0]->GetSource();
		Mesh * mesh = new Mesh;

		for (int i = 0; i < source->GetMeshBufferCount(); ++i)
		{
			SubMesh * submesh = mesh->NewSubMesh();
			VertexBufferPtr srcVB = source->GetMeshBuffer(i)->GetRenderOp()->vertexBuffers[0];
			IndexBufferPtr srcIB = source->GetMeshBuffer(i)->GetRenderOp()->indexBuffer;
			int p_offset = source->GetMeshBuffer(i)->GetRenderOp()->vertexDeclarations[0].GetElementOffset(eVertexSemantic::POSITION);
			int n_offset = source->GetMeshBuffer(i)->GetRenderOp()->vertexDeclarations[0].GetElementOffset(eVertexSemantic::NORMAL);
			int stride = srcVB->GetStride();

			VertexBufferPtr vb = HWBufferManager::Instance()->NewVertexBuffer(stride, srcVB->GetCount() * (last - first));
			
			const char * v_src = (const char *)srcVB->Lock(eLockFlag::READ);
			char * v_dest = (char *)vb->Lock(eLockFlag::WRITE);
			for (int j = first; j < last; ++j)
			{
				const Mat4 & worldTM = arr[j]->GetWorldTM();
				bool hasScale = arr[j]->GetWorldScale() != Float3(1, 1, 1);

				for (int k = 0; k < srcVB->GetCount(); ++k)
				{
					memcpy(v_dest, v_src, stride);

					Float3 * position = (Float3 *)(v_dest + p_offset);
					position->TransformA(worldTM);
					
					if (n_offset != -1)
					{
						Float3 * normal = (Float3 *)(v_dest + n_offset);
						normal->TransformN(worldTM);

						if (hasScale)
						{
							normal->Normalize();
						}
					}

					v_dest += stride;
					v_src += stride;
				}
			}
			vb->Unlock();
			srcVB->Unlock();

			IndexBufferPtr ib = HWBufferManager::Instance()->NewIndexBuffer(srcIB->GetCount() * (last - first));

			int startVertex = 0;
			const short * i_src = (const short *)srcIB->Lock(eLockFlag::READ);
			char * i_dest = (char *)ib->Lock(eLockFlag::WRITE);
			for (int j = first; j < last; ++j)
			{
				for (int k = 0; k < srcIB->GetCount(); ++k)
				{
					*i_dest++ = (*i_src++) + startVertex;
				}

				startVertex += srcVB->GetCount();
			}
			ib->Unlock();
			srcIB->Unlock();
			
			submesh->GetRenderOp()->vertexDeclarations[0] = source->GetMeshBuffer(i)->GetRenderOp()->vertexDeclarations[0];
			submesh->GetRenderOp()->vertexBuffers[0] = vb;
			submesh->GetRenderOp()->indexBuffer = ib;
			submesh->GetRenderOp()->primCount = ib->GetCount() / 3;
			submesh->GetRenderOp()->primType = ePrimType::TRIANGLE_LIST;

			if (hasLightingColor)
			{
				int count = submesh->GetRenderOp()->vertexBuffers[0]->GetCount();
				submesh->GetRenderOp()->vertexDeclarations[LIGHTING_COLOR_STREAM].AddElement(eVertexSemantic::LIGHTING_COLOR, eVertexType::UBYTE4);
				submesh->GetRenderOp()->vertexBuffers[LIGHTING_COLOR_STREAM] = HWBufferManager::Instance()->NewVertexBuffer(4, count);

				Array<Rgba32> lightColors;
				Rgba32 * data = (Rgba32 *)submesh->GetRenderOp()->vertexBuffers[LIGHTING_COLOR_STREAM]->Lock(eLockFlag::WRITE);
				for (int j = first; j < last; ++j)
				{
					arr[j]->GetLightingColor(lightColors);
					d_assert (lightColors.Size() > 0);

					memcpy(data, &lightColors[0], 4 * count);

					startVertex += count;
					lightColors.Clear();
				}
				submesh->GetRenderOp()->vertexBuffers[LIGHTING_COLOR_STREAM]->Unlock();
			}

			*submesh->GetMaterial() = *source->GetMeshBuffer(i)->GetMaterial();

			submesh->SetMeshShader(source->GetMeshBuffer(i)->GetShader());
		}

		mesh->SetSLMode(hasLightingColor ? eStaticLightingMode::LIGHTING_COLOR : eStaticLightingMode::NONE);

		mMeshes.PushBack(mesh);
	}