//---------------------------------------------------------------------------- UIMaterial::UIMaterial () { VertexShader* vshader = new0 VertexShader("PX2.UI", 3, 3, 1, 0, false); vshader->SetInput(0, "modelPosition", Shader::VT_FLOAT3, Shader::VS_POSITION); vshader->SetInput(1, "modelColor0", Shader::VT_FLOAT4, Shader::VS_COLOR0); vshader->SetInput(2, "modelTCoord0", Shader::VT_FLOAT2, Shader::VS_TEXCOORD0); vshader->SetOutput(0, "clipPosition", Shader::VT_FLOAT4, Shader::VS_POSITION); vshader->SetOutput(1, "vertexColor0", Shader::VT_FLOAT4, Shader::VS_COLOR0); vshader->SetOutput(2, "vertexTCoord0", Shader::VT_FLOAT2, Shader::VS_TEXCOORD0); vshader->SetConstant(0, "gPVWMatrix", 4); vshader->SetBaseRegisters(msVRegisters); vshader->SetPrograms(msVPrograms); PixelShader* pshader = new0 PixelShader("PX2.UI", 2, 1, 0, 1, false); pshader->SetInput(0, "vertexColor0", Shader::VT_FLOAT4, Shader::VS_COLOR0); pshader->SetInput(1, "vertexTCoord0", Shader::VT_FLOAT2, Shader::VS_TEXCOORD0); pshader->SetOutput(0, "pixelColor", Shader::VT_FLOAT4, Shader::VS_COLOR0); pshader->SetSampler(0, "gDiffuseSampler", Shader::ST_2D); pshader->SetFilter(0, Shader::SF_NEAREST); pshader->SetCoordinate(0, 0, Shader::SC_CLAMP_EDGE); pshader->SetCoordinate(0, 1, Shader::SC_CLAMP_EDGE); pshader->SetTextureUnits(msPTextureUnits); pshader->SetPrograms(msPPrograms); MaterialPass* pass = new0 MaterialPass(); pass->SetVertexShader(vshader); pass->SetPixelShader(pshader); pass->SetAlphaProperty(new0 AlphaProperty()); pass->SetCullProperty(new0 CullProperty()); pass->SetDepthProperty(new0 DepthProperty()); pass->SetOffsetProperty(new0 OffsetProperty()); pass->SetStencilProperty(new0 StencilProperty()); pass->SetWireProperty(new0 WireProperty()); pass->GetAlphaProperty()->BlendEnabled = true; MaterialTechnique* technique = new0 MaterialTechnique(); technique->InsertPass(pass); InsertTechnique(technique); }
//---------------------------------------------------------------------------- StandardESMaterial_AlphaTest::StandardESMaterial_AlphaTest () { VertexShader* vshader = new0 VertexShader("PX2.StandardESMaterial_AlphaTest", 3, 3, 7, 0, false); vshader->SetInput(0, "modelPosition", Shader::VT_FLOAT3, Shader::VS_POSITION); vshader->SetInput(1, "modelNormal", Shader::VT_FLOAT3, Shader::VS_NORMAL); vshader->SetInput(2, "modelTCoord0", Shader::VT_FLOAT2, Shader::VS_TEXCOORD0); vshader->SetOutput(0, "clipPosition", Shader::VT_FLOAT4, Shader::VS_POSITION); vshader->SetOutput(1, "vertexTCoord0", Shader::VT_FLOAT2, Shader::VS_TEXCOORD0); vshader->SetOutput(2, "vertexTCoord1", Shader::VT_FLOAT4, Shader::VS_TEXCOORD1); vshader->SetConstant(0, "gPVWMatrix", 4); vshader->SetConstant(1, "gShineEmissive", 1); vshader->SetConstant(2, "gShineAmbient", 1); vshader->SetConstant(3, "gShineDiffuse", 1); vshader->SetConstant(4, "gLightAmbient", 1); vshader->SetConstant(5, "gLightDiffuse", 1); vshader->SetConstant(6, "gLightModelDirection", 1); vshader->SetBaseRegisters(msVRegisters); vshader->SetPrograms(msVPrograms); PixelShader* pshader = new0 PixelShader("PX2.StandardESMaterial_AlphaTest", 2, 1, 0, 1, false); pshader->SetInput(0, "vertexTCoord0", Shader::VT_FLOAT2, Shader::VS_TEXCOORD0); pshader->SetInput(1, "vertexTCoord1", Shader::VT_FLOAT4, Shader::VS_TEXCOORD1); pshader->SetOutput(0, "pixelColor", Shader::VT_FLOAT4, Shader::VS_COLOR0); pshader->SetSampler(0, "gDiffuseSampler", Shader::ST_2D); pshader->SetFilter(0, Shader::SF_LINEAR); pshader->SetCoordinate(0, 0, Shader::SC_CLAMP); pshader->SetCoordinate(0, 1, Shader::SC_CLAMP); pshader->SetTextureUnits(msPTextureUnits); pshader->SetPrograms(msPPrograms); vshader->SetShaderKey(SKT_STANNDES_ALPHATEST); pshader->SetShaderKey(SKT_STANNDES_ALPHATEST); MaterialPass* pass = new0 MaterialPass(); pass->SetVertexShader(vshader); pass->SetPixelShader(pshader); pass->SetAlphaProperty(new0 AlphaProperty()); pass->SetCullProperty(new0 CullProperty()); pass->SetDepthProperty(new0 DepthProperty()); pass->SetOffsetProperty(new0 OffsetProperty()); pass->SetStencilProperty(new0 StencilProperty()); pass->SetWireProperty(new0 WireProperty()); pass->GetAlphaProperty()->CompareEnabled = true; pass->GetAlphaProperty()->Compare = PX2::AlphaProperty::CM_GREATER; pass->GetAlphaProperty()->Reference = 0.25f; MaterialTechnique* technique = new0 MaterialTechnique(); technique->InsertPass(pass); InsertTechnique(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); } } } } }