コード例 #1
0
//----------------------------------------------------------------------------
MaterialInstance* UIMaterial::CreateInstance (Texture2D* texture)
const
{
    MaterialInstance* instance = new0 MaterialInstance(this, 0);
    instance->SetVertexConstant(0, "gPVWMatrix", new0 PVWMatrixConstant());
    instance->SetPixelTexture(0, "gDiffuseSampler", texture);

    return instance;
}
コード例 #2
0
//----------------------------------------------------------------------------
void RawTerrainPage::UpdateWorldData (double applicationTime)
{
	TriMesh::UpdateWorldData(applicationTime);

	PX2::Light *light = 0;
	for (int i=0; i<(int)mInfulencedLights.size(); i++)
	{
		Light *lit = mInfulencedLights[i];
		if (lit->GetType() == Light::LT_DIRECTIONAL)
		{
			light = lit;
			break;
		}
	}

	if (light!=0 && light!=mDirLight)
	{
		mDirLight = light;

		mMtlInst->SetVertexConstant(0, "gLightColour",
			new0 LightDiffuseConstant(mDirLight));
		mMtlInst->SetVertexConstant(0, "gLightAttenuation",
			new0 LightAttenuationConstant(mDirLight));
		mMtlInst->SetVertexConstant(0, "gLightModelDirection",
			new0 LightModelDVectorConstant(mDirLight));

		for (int i=0; i<(int)mJunglers.size(); i++)
		{
			Jungler *jungler = mJunglers[i];
			
			MaterialInstance *inst = jungler->GetMtlInst();
			if (inst)
			{
				inst->SetVertexConstant(0, "gLightColour",
					new0 LightDiffuseConstant(mDirLight));
				inst->SetVertexConstant(0, "gLightAttenuation",
					new0 LightAttenuationConstant(mDirLight));
				inst->SetVertexConstant(0, "gLightModelDirection",
					new0 LightModelDVectorConstant(mDirLight));
			}
		}
	}
}
コード例 #3
0
//----------------------------------------------------------------------------
MaterialInstance* JunglerMaterial::CreateInstance (
	PX2::Texture2D *diffTex, PX2::Light *dirLight, PX2::Shine* shine) const
{
	MaterialInstance *instance = new0 MaterialInstance(this, 0);

	if (!dirLight)
	{
		dirLight = new0 Light(Light::LT_DIRECTIONAL);
		dirLight->Ambient = Float4(1.0f, 1.0f, 1.0f, 1.0f);
		dirLight->Diffuse = Float4(1.0f, 1.0f, 1.0f, 1.0f);
	}
	if (!shine)
	{
		shine = new0 Shine();
		shine->Ambient = Float4(0.3f, 0.3f, 0.3f, 1.0f);
		shine->Diffuse = Float4(1.0f, 1.0f, 1.0f, 1.0f);
	}

	// vertex
	instance->SetVertexConstant(0, "gPVWMatrix", new0 PVWMatrixConstant());
	instance->SetVertexConstant(0, "gShineEmissive", 
		new0 ShineEmissiveConstant(shine));
	instance->SetVertexConstant(0, "gShineAmbient",
		new0 ShineAmbientConstant(shine));
	instance->SetVertexConstant(0, "gShineDiffuse",
		new0 ShineDiffuseConstant(shine));
	instance->SetVertexConstant(0, "gLightColour",
		new0 LightDiffuseConstant(dirLight));
	instance->SetVertexConstant(0, "gLightAttenuation",
		new0 LightAttenuationConstant(dirLight));
	instance->SetVertexConstant(0, "gLightModelDirection",
		new0 LightModelDVectorConstant(dirLight));
	UserConstantPtr userConst = new0 UserConstant();
	instance->SetVertexConstant(0, "gUser", userConst);
	ShaderFloat *cSF = instance->GetVertexConstant(0, "gUser");
	(*cSF)[0] = 0.0f;
	(*cSF)[1] = 1.0f;
	(*cSF)[2] = 0.1f;

	// pixel
	instance->SetPixelTexture(0, "gDiffuseSampler", diffTex);

	return instance;
}
コード例 #4
0
//----------------------------------------------------------------------------
MaterialInstance* Texture2DMaterial::CreateInstance (Texture2D* texture) const
{
	MaterialInstance* instance = new0 MaterialInstance(this, 0);
	instance->SetVertexConstant(0, "gPVWMatrix", new0 PVWMatrixConstant());
	instance->SetPixelTexture(0, "gDiffuseSampler", texture);

	//Shader::SamplerFilter filter = GetPixelShader()->GetFilter(0);
	//if (filter != Shader::SF_NEAREST && filter != Shader::SF_LINEAR
	//	&&  !texture->HasMipmaps() && texture->GetFormat()!=Texture::TF_DXT1
	//	&& texture->GetFormat()!=Texture::TF_DXT3 && texture->GetFormat()!=
	//	Texture::TF_DXT5)
	//{
	//	//texture->GenerateMipmaps();
	//}

	return instance;
}
//----------------------------------------------------------------------------
MaterialInstance* StandardESMaterial_AlphaTest::CreateInstance (
	PX2::Texture2D *diffTex, PX2::Light *dirLight, PX2::Shine* shine) const
{
	MaterialInstance *instance = new0 MaterialInstance(this, 0);

	if (!dirLight)
	{
		dirLight = new0 Light(Light::LT_DIRECTIONAL);
		dirLight->Ambient = Float4(1.0f, 1.0f, 1.0f, 1.0f);
		dirLight->Diffuse = Float4(1.0f, 1.0f, 1.0f, 1.0f);
	}
	if (!shine)
	{
		shine = new0 Shine();
		shine->Ambient = Float4(1.0f, 1.0f, 1.0f, 1.0f);
		shine->Diffuse = Float4(1.0f, 1.0f, 1.0f, 1.0f);
	}

	// vertex
	instance->SetVertexConstant(0, "gPVWMatrix", new0 PVWMatrixConstant());
	instance->SetVertexConstant(0, "gShineEmissive", 
		new0 ShineEmissiveConstant(shine));
	instance->SetVertexConstant(0, "gShineAmbient",
		new0 ShineAmbientConstant(shine));
	instance->SetVertexConstant(0, "gShineDiffuse",
		new0 ShineDiffuseConstant(shine));
	instance->SetVertexConstant(0, "gLightAmbient",
		new0 LightAmbientConstant(dirLight));
	instance->SetVertexConstant(0, "gLightDiffuse",
		new0 LightDiffuseConstant(dirLight));
	instance->SetVertexConstant(0, "gLightModelDirection",
		new0 LightModelDVectorConstant(dirLight));

	// pixel
	if (diffTex)
	{
		if (!diffTex->HasMipmaps())
			diffTex->GenerateMipmaps();
	}

	instance->SetPixelTexture(0, "gDiffuseSampler", diffTex);

	return instance;
}