コード例 #1
0
//-----------------------------------------------------------------------
void CEnvironmentMap::modelShaderApply(OwnMatrix4x4 *pModelMtx /*= NULL*/, bool bRenderEnvMappedMesh)
{
	LPD3DXCONSTANTTABLE constable = mVtxConstTable;

	OwnMatrix4x4 modelMtx, viewProjMtx, modelViewProjMtx;

	if (NULL == pModelMtx)
		modelMtx.setIdentity();
	else
		modelMtx = *pModelMtx;

	viewProjMtx.setMultiply(mCamera->mViewTrans, mCamera->mProjectionTrans);
	modelViewProjMtx.setMultiply(modelMtx, viewProjMtx);

	HRESULT hr;
	D3DXHANDLE handle;

	D3DXHANDLE modelViewProj = mVtxConstTable->GetConstantByName(0, "u_ModelViewProjMatrix");
	hr = mVtxConstTable->SetMatrix(mD3DDevice, modelViewProj, (D3DXMATRIX*)&modelViewProjMtx);

	D3DXHANDLE u_ModelMatrix = constable->GetConstantByName(0, "u_ModelToWorld");
	hr = constable->SetMatrix(mD3DDevice, u_ModelMatrix, (D3DXMATRIX*)&modelMtx);

	LPD3DXCONSTANTTABLE pixConstable = mPxlConstTable;

	float value = bRenderEnvMappedMesh ? 0.5f : 0;
	D3DXHANDLE reflectivity = pixConstable->GetConstantByName(0, "$reflectivity");
	hr = pixConstable->SetFloat(mD3DDevice, reflectivity, value);

}
コード例 #2
0
bool CD3D9HLSLMaterialRenderer::setVariable(bool vertexShader, const c8* name, 
											const f32* floats, int count)
{
	LPD3DXCONSTANTTABLE tbl = vertexShader ? VSConstantsTable : PSConstantsTable;
	if (!tbl)
		return false;

	// currently we only support top level parameters. 
	// Should be enough for the beginning. (TODO)

	D3DXHANDLE hndl = tbl->GetConstantByName(NULL, name);
	if (!hndl)
	{
		core::stringc s = "HLSL Variable to set not found: '";
		s += name;
		s += "'. Available variables are:";
		os::Printer::log(s.c_str(), ELL_WARNING);
		printHLSLVariables(tbl);
		return false;
	}

	HRESULT hr = tbl->SetFloatArray(pID3DDevice, hndl, floats, count);
	if (FAILED(hr))
	{
		os::Printer::log("Error setting float array for HLSL variable", ELL_WARNING);
		return false;
	}

	return true;
}
コード例 #3
0
//-----------------------------------------------------------------------
void CEnvironmentMap::lightShaderConfig()
{
	HRESULT hr;
	D3DXHANDLE handle;

	Material material;
	material.Ke = D3DXVECTOR3(0, 0, 0);
	material.Ka = D3DXVECTOR3(0, 0, 0);
	material.Kd = D3DXVECTOR3(1, 1, 1);
	material.Ks = D3DXVECTOR3(1, 1, 1);
	material.shininess = 5;

	Light light;
	light.position = D3DXVECTOR3(-10, 0, -10);
	light.color = D3DXVECTOR3(0, 1, 0);

	LPD3DXCONSTANTTABLE constable = mVtxConstTable;

	D3DXHANDLE u_Material = constable->GetConstantByName(0, "u_Material");
	hr = constable->SetValue(mD3DDevice, u_Material, &material, sizeof(material));

	D3DXHANDLE u_Light = constable->GetConstantByName(0, "u_Light");
	hr = constable->SetValue(mD3DDevice, u_Light, &light, sizeof(light));
}