예제 #1
0
void CBlender_Editor_Wire::Compile	(CBlender_Compile& C)
{
	IBlender::Compile		(C);
#if !defined(USE_DX10) && !defined(USE_DX11)
	if (C.bEditor)	
	{
		C.PassBegin		();
		{
			C.PassSET_ZB		(TRUE,TRUE);
			C.PassSET_Blend		(FALSE,D3DBLEND_ONE,D3DBLEND_ZERO,	FALSE,0);
			C.PassSET_LightFog	(FALSE,FALSE);

			// Stage0 - Base texture
			C.StageBegin		();
			C.StageSET_Color	(D3DTA_DIFFUSE,	  D3DTOP_MODULATE,		D3DTA_TFACTOR);
			C.StageSET_Alpha	(D3DTA_DIFFUSE,	  D3DTOP_MODULATE,		D3DTA_TFACTOR);
			C.Stage_Texture		("$null");
			C.Stage_Matrix		("$null",	0);
			C.Stage_Constant	("$null");
			//		C.Stage_Constant	("$base0",	"$user$wire");
			C.StageEnd			();
		}
		C.PassEnd			();
	} 
	else 
#endif	//	USE_DX10
	{
		C.r_Pass	("editor","simple_color",FALSE,TRUE,TRUE);
		C.r_End		();
	}
}
예제 #2
0
void	CBlender_Editor_Selection::Compile	(CBlender_Compile& C)
{
	IBlender::Compile		(C);	
	if (C.bEditor)	{
		C.PassBegin		();
		{
			C.PassSET_ZB		(TRUE,FALSE);
			C.PassSET_Blend		(TRUE,D3DBLEND_SRCALPHA,D3DBLEND_INVSRCALPHA,	FALSE,0);
			C.PassSET_LightFog	(FALSE,FALSE);

			// Stage0 - Base texture
			C.StageBegin		();
			C.StageSET_Address	(D3DTADDRESS_CLAMP);
			C.StageSET_Color	(D3DTA_TFACTOR,	  D3DTOP_MODULATE,		D3DTA_DIFFUSE);
			C.StageSET_Alpha	(D3DTA_TFACTOR,	  D3DTOP_MODULATE,		D3DTA_DIFFUSE);
			C.Stage_Texture		(oT_Name	);
			C.Stage_Matrix		(oT_xform,	0);
			C.Stage_Constant	("$null"	);
			C.StageEnd			();
		}
		C.PassEnd			();
	} else {
		C.r_Pass	("editor","simple_color",FALSE,TRUE,FALSE,TRUE,D3DBLEND_SRCALPHA,D3DBLEND_INVSRCALPHA);
		C.r_End		();
	}
}
예제 #3
0
void	CBlender_Detail_Still::Compile	(CBlender_Compile& C)
{
	IBlender::Compile	(C);
	
	if (C.bEditor)
	{
		C.PassBegin		();
		{
			C.PassSET_ZB		(TRUE,TRUE);
			if (oBlend.value)	C.PassSET_Blend_BLEND	(TRUE, 200);
			else				C.PassSET_Blend_SET		(TRUE, 200);
			C.PassSET_LightFog	(TRUE,TRUE);
			
			// Stage1 - Base texture
			C.StageBegin		();
			C.StageSET_Color	(D3DTA_TEXTURE,	  D3DTOP_MODULATE,	D3DTA_DIFFUSE);
			C.StageSET_Alpha	(D3DTA_TEXTURE,	  D3DTOP_MODULATE,	D3DTA_DIFFUSE);
			C.StageSET_TMC		(oT_Name,"$null","$null",0);
			C.StageEnd			();
		}
		C.PassEnd			();
	} else {
		switch (C.iElement)
		{
		case SE_R1_NORMAL_HQ:
			C.r_Pass	("detail_wave",		"detail",FALSE,TRUE,TRUE,FALSE, D3DBLEND_ONE,D3DBLEND_ZERO,oBlend.value?TRUE:FALSE,oBlend.value?200:0);
			C.r_Sampler	("s_base",	C.L_textures[0]);
			C.r_End		();
			break;
		case SE_R1_NORMAL_LQ:
			C.r_Pass	("detail_still",	"detail",FALSE,TRUE,TRUE,FALSE, D3DBLEND_ONE,D3DBLEND_ZERO,oBlend.value?TRUE:FALSE,oBlend.value?200:0);
			C.r_Sampler	("s_base",	C.L_textures[0]);
			C.r_End		();
			break;
		case SE_R1_LPOINT:
			break;
		case SE_R1_LSPOT:
			break;
		case SE_R1_LMODELS:
			break;
		}
	}
}
예제 #4
0
void CBlender_ShWorld::Compile	(CBlender_Compile& C)
{
	IBlender::Compile		(C);
	C.PassBegin		();
	{
		C.PassSET_ZB		(TRUE, FALSE);
		C.PassSET_Blend_MUL	();
		C.PassSET_LightFog	(FALSE, FALSE);

		// Stage0 - Base texture
		C.StageBegin		();
		C.StageSET_Color	(D3DTA_TEXTURE,	  D3DTOP_ADD,	D3DTA_DIFFUSE);
		C.StageSET_Alpha	(D3DTA_TEXTURE,	  D3DTOP_ADD,	D3DTA_DIFFUSE);
		C.Stage_Texture		("$base0");
		C.Stage_Matrix		("$null",0);
		C.Stage_Constant	("$null");
		C.StageEnd			();
	}
	C.PassEnd			();
}
예제 #5
0
void CBlender_ShTex::Compile	(CBlender_Compile& C)
{
	IBlender::Compile		(C);
	C.PassBegin		();
	{
		C.PassSET_ZB		(FALSE, FALSE);
		C.PassSET_Blend_SET	();
		C.PassSET_LightFog	(FALSE, FALSE);

		// Stage0 - Base texture
		C.StageBegin		();
		C.StageSET_Color	(D3DTA_TFACTOR,	  D3DTOP_SELECTARG1,	D3DTA_TFACTOR);
		C.StageSET_Alpha	(D3DTA_TFACTOR,	  D3DTOP_SELECTARG1,	D3DTA_TFACTOR);
		C.Stage_Texture		("$null");
		C.Stage_Matrix		("$null",0);
		C.Stage_Constant	("$null");
		C.StageEnd			();

		// 
		C.R().SetRS			(D3DRS_TEXTUREFACTOR,0);
	}
	C.PassEnd			();
}
예제 #6
0
void CBlender_Vertex::Compile	(CBlender_Compile& C)
{
    IBlender::Compile		(C);

    if (C.bEditor)
    {
        // Editor shader
        C.PassBegin		();
        {
            C.PassSET_ZB			(TRUE,TRUE);
            C.PassSET_Blend			(FALSE,D3DBLEND_ONE,D3DBLEND_ZERO,	FALSE,0);
            C.PassSET_LightFog		(TRUE,TRUE);

            // Stage0 - Base texture
            C.StageBegin			();
            C.StageSET_Color		(D3DTA_TEXTURE,	  D3DTOP_MODULATE,	D3DTA_DIFFUSE);
            C.StageSET_Alpha		(D3DTA_TEXTURE,	  D3DTOP_MODULATE,	D3DTA_DIFFUSE);
            C.Stage_Texture			(oT_Name);
            C.Stage_Matrix			(oT_xform,0);
            C.Stage_Constant		("$null");
            C.StageEnd				();
        }
        C.PassEnd			();
    } else {
        switch (C.iElement)
        {
        case SE_R1_NORMAL_HQ:
            // Level view
            if (C.bDetail_Diffuse)
            {
                C.r_Pass	("vert_dt","vert_dt",TRUE);
                C.r_Sampler	("s_base",	C.L_textures[0]);
                C.r_Sampler	("s_detail",C.detail_texture);
                C.r_End		();
            } else	{
                C.r_Pass	("vert","vert",TRUE);
                C.r_Sampler	("s_base",C.L_textures[0]);
                C.r_End		();
            }
            break;
        case SE_R1_NORMAL_LQ:
            // Level view
            C.r_Pass	("vert","vert",TRUE);
            C.r_Sampler	("s_base",C.L_textures[0]);
            C.r_End		();
            break;
        case SE_R1_LPOINT:
            C.r_Pass		("vert_point","add_point",FALSE,TRUE,FALSE,TRUE,D3DBLEND_ONE,D3DBLEND_ONE,TRUE);
            C.r_Sampler		("s_base",	C.L_textures[0]);
            C.r_Sampler_clf	("s_lmap",	TEX_POINT_ATT		);
            C.r_Sampler_clf	("s_att",	TEX_POINT_ATT		);
            C.r_End			();
            break;
        case SE_R1_LSPOT:
            C.r_Pass		("vert_spot","add_spot",FALSE,TRUE,FALSE,TRUE,D3DBLEND_ONE,D3DBLEND_ONE,TRUE);
            C.r_Sampler		("s_base",	C.L_textures[0]);
            C.r_Sampler_clf	("s_lmap",	"internal\\internal_light_att",		true);
            C.r_Sampler_clf	("s_att",	TEX_SPOT_ATT		);
            C.r_End			();
            break;
        case SE_R1_LMODELS:
            // Lighting only
            C.r_Pass		("vert_l","vert_l",FALSE);
            C.r_Sampler		("s_base",C.L_textures[0]);
            C.r_End			();
            break;
        }
    }
}
	adopt_compiler&			_ZB				(bool	_test,	bool _write)			{	C->PassSET_ZB		(_test,_write);			return	*this;		}
예제 #8
0
void	CBlender_Model::Compile	(CBlender_Compile& C)
{
	IBlender::Compile		(C);
	if (C.bEditor)
	{
		C.PassBegin		();
		{
			C.PassSET_ZB		(TRUE,oBlend.value&&(oAREF.value<200)?FALSE:TRUE);
			if (oBlend.value)	C.PassSET_Blend_BLEND	(TRUE,oAREF.value);
			else				C.PassSET_Blend_SET		();
			C.PassSET_LightFog	(TRUE,TRUE);
			C.StageBegin		();
			C.StageSET_Color	(D3DTA_TEXTURE,	  D3DTOP_MODULATE,		D3DTA_DIFFUSE);
			C.StageSET_Alpha	(D3DTA_TEXTURE,	  D3DTOP_SELECTARG1,	D3DTA_DIFFUSE);
			C.StageSET_TMC		(oT_Name,	"$null",	"$null",	0		);
			C.StageEnd			();
		}
		C.PassEnd			();
	} else {
		LPCSTR	vsname		= 0;
		LPCSTR	psname		= 0;
		switch (C.iElement)
		{
		case SE_R1_NORMAL_HQ:	
			vsname = psname =	"model_def_hq";
			if (oBlend.value)	C.r_Pass	(vsname,psname,TRUE,TRUE,TRUE,TRUE,D3DBLEND_SRCALPHA,	D3DBLEND_INVSRCALPHA,	TRUE,oAREF.value);
			else				C.r_Pass	(vsname,psname,TRUE);
			C.r_Sampler			("s_base",	C.L_textures[0]);
			C.r_Sampler_clf		("s_lmap",	"$user$projector",true);
			C.r_End				();
			break;
		case SE_R1_NORMAL_LQ:
			vsname = psname =	"model_def_lq"; 
			if (oBlend.value)	C.r_Pass	(vsname,psname,TRUE,TRUE,TRUE,TRUE,D3DBLEND_SRCALPHA,	D3DBLEND_INVSRCALPHA,	TRUE,oAREF.value);
			else				C.r_Pass	(vsname,psname,TRUE);
			C.r_Sampler			("s_base",	C.L_textures[0]);
			C.r_End				();
			break;
		case SE_R1_LPOINT:
			vsname				= "model_def_point";
			psname				= "add_point";
			if (oBlend.value)	C.r_Pass	(vsname,psname,FALSE,TRUE,FALSE,TRUE,D3DBLEND_ONE,	D3DBLEND_ONE,TRUE,oAREF.value);
			else				C.r_Pass	(vsname,psname,FALSE,TRUE,FALSE,TRUE,D3DBLEND_ONE,	D3DBLEND_ONE,TRUE);
			C.r_Sampler			("s_base",	C.L_textures[0]);
			C.r_Sampler_clf		("s_lmap",	TEX_POINT_ATT);
			C.r_Sampler_clf		("s_att",	TEX_POINT_ATT);
			C.r_End				();
			break;
		case SE_R1_LSPOT:
			vsname				= "model_def_spot";
			psname				= "add_spot";
			if (oBlend.value)	C.r_Pass	(vsname,psname,FALSE,TRUE,FALSE,TRUE,D3DBLEND_ONE,	D3DBLEND_ONE,TRUE,oAREF.value);
			else				C.r_Pass	(vsname,psname,FALSE,TRUE,FALSE,TRUE,D3DBLEND_ONE,	D3DBLEND_ONE,TRUE);
			C.r_Sampler			("s_base",	C.L_textures[0]);
			C.r_Sampler_clf		("s_lmap",	"internal\\internal_light_att",		true);
			C.r_Sampler_clf		("s_att",	TEX_SPOT_ATT);
			C.r_End				();
			break;
		case SE_R1_LMODELS:
			vsname				= "model_def_shadow";
			psname				= "model_shadow";
			C.r_Pass			(vsname,psname,FALSE,FALSE,FALSE,TRUE,D3DBLEND_ZERO,D3DBLEND_SRCCOLOR,FALSE,0);
			C.r_End				();
			break;
		}
	}
}
예제 #9
0
void	CBlender_accum_direct::Compile(CBlender_Compile& C)
{
	IBlender::Compile		(C);

//	BOOL	b_HW_smap		= RImplementation.o.HW_smap;
//	BOOL	b_HW_PCF		= RImplementation.o.HW_smap_PCF;
	BOOL		blend		= FALSE;	//RImplementation.o.fp16_blend;
	D3DBLEND	dest		= blend?D3DBLEND_ONE:D3DBLEND_ZERO;
	if (RImplementation.o.sunfilter)	{ blend = FALSE; dest = D3DBLEND_ZERO; }

	switch (C.iElement)
	{
	case SE_SUN_NEAR:		// near pass - enable Z-test to perform depth-clipping
		//	FVF::TL2uv
		C.r_Pass			("stub_notransform_2uv","accum_sun_near_nomsaa_nominmax",	false,	TRUE,	FALSE,blend,D3DBLEND_ONE,dest);

		C.r_CullMode		(D3DCULL_NONE);
		C.PassSET_ZB		(TRUE,FALSE,TRUE	);	// force inverted Z-Buffer

		C.r_dx10Texture		("s_position",		r2_RT_P);
		C.r_dx10Texture		("s_normal",		r2_RT_N);
		C.r_dx10Texture		("s_material",		r2_material);
		C.r_dx10Texture		("s_accumulator",	r2_RT_accum);
		C.r_dx10Texture		("s_lmap",			r2_sunmask);
		C.r_dx10Texture		("s_smap",			r2_RT_smap_depth);
		C.r_dx10Texture		("s_smap_minmax",	r2_RT_smap_depth_minmax);

		C.r_dx10Sampler		("smp_nofilter");
		C.r_dx10Sampler		("smp_material");
		C.r_dx10Sampler		("smp_linear");
		jitter				(C);
		C.r_dx10Sampler		("smp_smap");

		C.r_End				();
		break;
	case SE_SUN_FAR:		// far pass, only stencil clipping performed
		//	FVF::TL2uv
		//C.r_Pass			("null",			"accum_sun_far",	false,	TRUE,	FALSE,blend,D3DBLEND_ONE,dest);
		C.r_Pass			("stub_notransform_2uv","accum_sun_far_nomsaa",	false,	TRUE,	FALSE,blend,D3DBLEND_ONE,dest);
		C.r_CullMode		(D3DCULL_NONE);
		//C.r_Sampler_rtf		("s_position",		r2_RT_P			);
		//C.r_Sampler_rtf		("s_normal",		r2_RT_N			);
		//C.r_Sampler_clw		("s_material",		r2_material		);
		//C.r_Sampler_rtf		("s_accumulator",	r2_RT_accum		);
		//C.r_Sampler			("s_lmap",			r2_sunmask		);
		//if (b_HW_smap)		{
		//	if (b_HW_PCF)	C.r_Sampler_clf		("s_smap",r2_RT_smap_depth	);
		//	else			{
		//		C.r_Sampler_rtf		("s_smap",r2_RT_smap_depth	);
		//	}
		//}
		//else				C.r_Sampler_rtf		("s_smap",r2_RT_smap_surf	);
		//jitter				(C);

		C.r_dx10Texture		("s_position",		r2_RT_P);
		C.r_dx10Texture		("s_normal",		r2_RT_N);
		C.r_dx10Texture		("s_material",		r2_material);
		C.r_dx10Texture		("s_accumulator",	r2_RT_accum);
		C.r_dx10Texture		("s_lmap",			r2_sunmask);
		C.r_dx10Texture		("s_smap",			r2_RT_smap_depth);

		C.r_dx10Sampler		("smp_nofilter");
		C.r_dx10Sampler		("smp_material");
		C.r_dx10Sampler		("smp_linear");
		jitter				(C);
		C.r_dx10Sampler		("smp_smap");

		C.r_End				();
		break;
	case SE_SUN_LUMINANCE:	// luminance pass
		//C.r_Pass			("null",			"accum_sun",		false,	FALSE,	FALSE);
		C.r_Pass			("stub_notransform_aa_AA","accum_sun_nomsaa",		false,	FALSE,	FALSE);
		C.r_CullMode		(D3DCULL_NONE);
		//C.r_Sampler_rtf		("s_position",		r2_RT_P			);
		//C.r_Sampler_rtf		("s_normal",		r2_RT_N			);
		//C.r_Sampler_clw		("s_material",		r2_material		);
		//C.r_Sampler_clf		("s_smap",			r2_RT_generic0	);
		//jitter				(C);

		C.r_dx10Texture		("s_position",		r2_RT_P);
		C.r_dx10Texture		("s_normal",		r2_RT_N);
		C.r_dx10Texture		("s_material",		r2_material);
		C.r_dx10Texture		("s_smap",			r2_RT_generic0);

		C.r_dx10Sampler		("smp_nofilter");
		C.r_dx10Sampler		("smp_material");
		jitter				(C);
		C.r_End				();
		break;

		//	SE_SUN_NEAR for min/max
	case SE_SUN_NEAR_MINMAX:		// near pass - enable Z-test to perform depth-clipping
		//	FVF::TL2uv
		C.r_Pass			("stub_notransform_2uv","accum_sun_near_nomsaa_minmax",	false,	TRUE,	FALSE,blend,D3DBLEND_ONE,dest);
		C.r_CullMode		(D3DCULL_NONE);
		C.PassSET_ZB		(TRUE,FALSE,TRUE	);	// force inverted Z-Buffer

		C.r_dx10Texture		("s_position",		r2_RT_P);
		C.r_dx10Texture		("s_normal",		r2_RT_N);
		C.r_dx10Texture		("s_material",		r2_material);
		C.r_dx10Texture		("s_accumulator",	r2_RT_accum);
		C.r_dx10Texture		("s_lmap",			r2_sunmask);
		C.r_dx10Texture		("s_smap",			r2_RT_smap_depth);
		C.r_dx10Texture		("s_smap_minmax",	r2_RT_smap_depth_minmax);

		C.r_dx10Sampler		("smp_nofilter");
		C.r_dx10Sampler		("smp_material");
		C.r_dx10Sampler		("smp_linear");
		jitter				(C);
		C.r_dx10Sampler		("smp_smap");

		C.r_End				();
		break;
		/*
	//	SE_SUN_FAR for min/max
	case 5:		// far pass, only stencil clipping performed
		//	FVF::TL2uv
		C.r_Pass			("stub_notransform_2uv","accum_sun_far_nomsaa",	false,	TRUE,	FALSE,blend,D3DBLEND_ONE,dest);
		C.r_CullMode		(D3DCULL_NONE);

		C.r_dx10Texture		("s_position",		r2_RT_P);
		C.r_dx10Texture		("s_normal",		r2_RT_N);
		C.r_dx10Texture		("s_material",		r2_material);
		C.r_dx10Texture		("s_accumulator",	r2_RT_accum);
		C.r_dx10Texture		("s_lmap",			r2_sunmask);
		C.r_dx10Texture		("s_smap",			r2_RT_smap_depth);

		C.r_dx10Sampler		("smp_nofilter");
		C.r_dx10Sampler		("smp_material");
		C.r_dx10Sampler		("smp_linear");
		jitter				(C);
		C.r_dx10Sampler		("smp_smap");

		C.r_End				();
		break;
		*/
	}
}
예제 #10
0
//	TODO: DX10:	implement CBlender_accum_direct::Compile
void	CBlender_accum_direct_msaa::Compile(CBlender_Compile& C)
{
	IBlender::Compile		(C);

   if( Name )
      ::Render->m_MSAASample = atoi( Definition );
   else
      ::Render->m_MSAASample = -1;

//	BOOL	b_HW_smap		= RImplementation.o.HW_smap;
//	BOOL	b_HW_PCF		= RImplementation.o.HW_smap_PCF;
	BOOL		blend		= FALSE;	//RImplementation.o.fp16_blend;
	D3DBLEND	dest		= blend?D3DBLEND_ONE:D3DBLEND_ZERO;
	if (RImplementation.o.sunfilter)	{ blend = FALSE; dest = D3DBLEND_ZERO; }

	switch (C.iElement)
	{
	case SE_SUN_NEAR:		// near pass - enable Z-test to perform depth-clipping
	case SE_SUN_MIDDLE:		// middle pass - enable Z-test to perform depth-clipping
		//	FVF::TL2uv
		//C.r_Pass			("null",			"accum_sun_near",	false,	TRUE,	FALSE,blend,D3DBLEND_ONE,dest);
		C.r_Pass			("accum_sun","accum_sun_near_msaa_nominmax",	false,	TRUE,	FALSE,blend,D3DBLEND_ONE,dest);
		C.r_CullMode		(D3DCULL_NONE);
		C.PassSET_ZB		(TRUE,FALSE,TRUE	);	// force inverted Z-Buffer
		//C.r_Sampler_rtf		("s_position",		r2_RT_P			);
		//C.r_Sampler_rtf		("s_normal",		r2_RT_N			);
		//C.r_Sampler_clw		("s_material",		r2_material		);
		//C.r_Sampler_rtf		("s_accumulator",	r2_RT_accum		);
		//C.r_Sampler			("s_lmap",			r2_sunmask		);
		//if (b_HW_smap)		{
		//	if (b_HW_PCF)	C.r_Sampler_clf		("s_smap",r2_RT_smap_depth	);
		//	else			{
		//		C.r_Sampler_rtf		("s_smap",r2_RT_smap_depth	);
		//	}
		//}
		//else				C.r_Sampler_rtf		("s_smap",r2_RT_smap_surf	);
		//jitter				(C);

		C.r_dx10Texture		("s_position",		r2_RT_P);
		C.r_dx10Texture		("s_normal",		r2_RT_N);
		C.r_dx10Texture		("s_material",		r2_material);
		C.r_dx10Texture		("s_accumulator",	r2_RT_accum);
		C.r_dx10Texture		("s_lmap",			r2_sunmask);
		C.r_dx10Texture		("s_smap",			r2_RT_smap_depth);

		C.r_dx10Sampler		("smp_nofilter");
		C.r_dx10Sampler		("smp_material");
		C.r_dx10Sampler		("smp_linear");
		jitter				(C);
		C.r_dx10Sampler		("smp_smap");

		C.r_End				();
		break;
	case SE_SUN_FAR:		// far pass, only stencil clipping performed
		//	FVF::TL2uv
		//C.r_Pass			("null",			"accum_sun_far",	false,	TRUE,	FALSE,blend,D3DBLEND_ONE,dest);
		C.r_Pass			("accum_sun","accum_sun_far_msaa",	false,	TRUE,	FALSE,blend,D3DBLEND_ONE,dest);
		C.r_CullMode		(D3DCULL_NONE);
		//C.r_Sampler_rtf		("s_position",		r2_RT_P			);
		//C.r_Sampler_rtf		("s_normal",		r2_RT_N			);
		//C.r_Sampler_clw		("s_material",		r2_material		);
		//C.r_Sampler_rtf		("s_accumulator",	r2_RT_accum		);
		//C.r_Sampler			("s_lmap",			r2_sunmask		);
		//if (b_HW_smap)		{
		//	if (b_HW_PCF)	C.r_Sampler_clf		("s_smap",r2_RT_smap_depth	);
		//	else			{
		//		C.r_Sampler_rtf		("s_smap",r2_RT_smap_depth	);
		//	}
		//}
		//else				C.r_Sampler_rtf		("s_smap",r2_RT_smap_surf	);
		//jitter				(C);

		C.r_dx10Texture		("s_position",		r2_RT_P);
		C.r_dx10Texture		("s_normal",		r2_RT_N);
		C.r_dx10Texture		("s_material",		r2_material);
		C.r_dx10Texture		("s_accumulator",	r2_RT_accum);
		C.r_dx10Texture		("s_lmap",			r2_sunmask);
		C.r_dx10Texture		("s_smap",			r2_RT_smap_depth);

		C.r_dx10Sampler		("smp_nofilter");
		C.r_dx10Sampler		("smp_material");
		C.r_dx10Sampler		("smp_linear");
		jitter				(C);
		{
			u32 s = C.r_dx10Sampler("smp_smap");
			C.i_dx10Address		(s, D3DTADDRESS_BORDER);
			C.i_dx10BorderColor	(s, D3DCOLOR_ARGB(255, 255, 255, 255));
		}

		C.r_End				();
		break;
	case SE_SUN_LUMINANCE:	// luminance pass
		//C.r_Pass			("null",			"accum_sun",		false,	FALSE,	FALSE);
		C.r_Pass			("stub_notransform_aa_AA","accum_sun_msaa",		false,	FALSE,	FALSE);
		C.r_CullMode		(D3DCULL_NONE);
		//C.r_Sampler_rtf		("s_position",		r2_RT_P			);
		//C.r_Sampler_rtf		("s_normal",		r2_RT_N			);
		//C.r_Sampler_clw		("s_material",		r2_material		);
		//C.r_Sampler_clf		("s_smap",			r2_RT_generic0	);
		//jitter				(C);

		C.r_dx10Texture		("s_position",		r2_RT_P);
		C.r_dx10Texture		("s_normal",		r2_RT_N);
		C.r_dx10Texture		("s_material",		r2_material);
		C.r_dx10Texture		("s_smap",			r2_RT_generic0);

		C.r_dx10Sampler		("smp_nofilter");
		C.r_dx10Sampler		("smp_material");
		jitter				(C);
		C.r_End				();
		break;

		
		//	SE_SUN_NEAR for minmax
	case SE_SUN_NEAR_MINMAX:		// near pass - enable Z-test to perform depth-clipping
		//	FVF::TL2uv
		C.r_Pass			("accum_sun","accum_sun_near_msaa_minmax",	false,	TRUE,	FALSE,blend,D3DBLEND_ONE,dest);
		C.r_CullMode		(D3DCULL_NONE);
		C.PassSET_ZB		(TRUE,FALSE,TRUE	);	// force inverted Z-Buffer

		C.r_dx10Texture		("s_position",		r2_RT_P);
		C.r_dx10Texture		("s_normal",		r2_RT_N);
		C.r_dx10Texture		("s_material",		r2_material);
		C.r_dx10Texture		("s_accumulator",	r2_RT_accum);
		C.r_dx10Texture		("s_lmap",			r2_sunmask);
		C.r_dx10Texture		("s_smap",			r2_RT_smap_depth);
		C.r_dx10Texture		("s_smap_minmax",	r2_RT_smap_depth_minmax);

		C.r_dx10Sampler		("smp_nofilter");
		C.r_dx10Sampler		("smp_material");
		C.r_dx10Sampler		("smp_linear");
		jitter				(C);
		C.r_dx10Sampler		("smp_smap");

		C.r_End				();
		break;

	}
   ::Render->m_MSAASample = -1;
}
예제 #11
0
//////////////////////////////////////////////////////////////////////////
// R1
//////////////////////////////////////////////////////////////////////////
void	CBlender_LmEbB::Compile(CBlender_Compile& C)
{
	IBlender::Compile		(C);
	if (C.bEditor)	{
		C.PassBegin		();
		{
			C.PassSET_ZB		(TRUE,TRUE);
			C.PassSET_Blend_SET	();
			C.PassSET_LightFog	(TRUE,TRUE);
			
			// Stage1 - Env texture
			C.StageBegin		();
			C.StageSET_Address	(D3DTADDRESS_CLAMP);
			C.StageSET_Color	(D3DTA_TEXTURE,	  D3DTOP_SELECTARG1,		D3DTA_DIFFUSE);
			C.StageSET_Alpha	(D3DTA_TEXTURE,	  D3DTOP_SELECTARG1,		D3DTA_DIFFUSE);
			C.StageSET_TMC		(oT2_Name, oT2_xform, "$null", 0);
			C.StageEnd			();
			
			// Stage2 - Base texture
			C.StageBegin		();
			C.StageSET_Color	(D3DTA_TEXTURE,	  D3DTOP_BLENDTEXTUREALPHA,	D3DTA_CURRENT);
			C.StageSET_Alpha	(D3DTA_TEXTURE,	  D3DTOP_SELECTARG1,		D3DTA_CURRENT);
			C.StageSET_TMC		(oT_Name, oT_xform, "$null", 0);
			C.StageEnd			();

			// Stage3 - Lighting - should work on all 2tex hardware
			C.StageBegin		();
			C.StageSET_Color	(D3DTA_DIFFUSE,	  D3DTOP_MODULATE,			D3DTA_CURRENT);
			C.StageSET_Alpha	(D3DTA_DIFFUSE,	  D3DTOP_SELECTARG2,		D3DTA_CURRENT);
			C.Stage_Texture		("$null"	);
			C.Stage_Matrix		("$null",	0);
			C.Stage_Constant	("$null"	);
			C.StageEnd			();
		}
		C.PassEnd			();
	} else {
		if (C.L_textures.size()<2)	Debug.fatal	(DEBUG_INFO,"Not enought textures for shader, base tex: %s",*C.L_textures[0]);
		switch (C.iElement)
		{
		case SE_R1_NORMAL_HQ:
		case SE_R1_NORMAL_LQ:
			// Level view
			/*
			if (C.bDetail_Diffuse)
			{
				if (oBlend.value)	C.r_Pass	("lmapE_dt","lmapE_dt",TRUE,TRUE,FALSE,TRUE,D3DBLEND_SRCALPHA,D3DBLEND_INVSRCALPHA,TRUE,0);
				else				C.r_Pass	("lmapE_dt","lmapE_dt",TRUE);
				C.r_Sampler	("s_base",	C.L_textures[0]);
				C.r_Sampler	("s_lmap",	C.L_textures[1]);
				C.r_Sampler	("s_env",	oT2_Name,false,D3DTADDRESS_CLAMP);
				C.r_Sampler	("s_detail",C.detail_texture);
				C.r_End		();
			} else
			{
			*/
			if (oBlend.value)	C.r_Pass	("lmapE","lmapE",TRUE,TRUE,FALSE,TRUE,D3DBLEND_SRCALPHA,	D3DBLEND_INVSRCALPHA,	TRUE,0);
			else				C.r_Pass	("lmapE","lmapE",TRUE);
			C.r_Sampler		("s_base",	C.L_textures[0]);
			C.r_Sampler		("s_lmap",	C.L_textures[1]);
			C.r_Sampler_clf	("s_hemi",	*C.L_textures[2]);
			C.r_Sampler		("s_env",	oT2_Name,false,D3DTADDRESS_CLAMP);
			C.r_End			();
			// }
			break;
		case SE_R1_LPOINT:
			C.r_Pass		("lmap_point","add_point",FALSE,TRUE,FALSE,TRUE,D3DBLEND_ONE,D3DBLEND_ONE,TRUE);
			C.r_Sampler		("s_base",	C.L_textures[0]		);
			C.r_Sampler_clf	("s_lmap",	TEX_POINT_ATT		);
			C.r_Sampler_clf	("s_att",	TEX_POINT_ATT		);
			C.r_End			();
			break;
		case SE_R1_LSPOT:
			C.r_Pass		("lmap_spot","add_spot",FALSE,TRUE,FALSE,TRUE,D3DBLEND_ONE,D3DBLEND_ONE,TRUE);
			C.r_Sampler		("s_base",	C.L_textures[0]);
			C.r_Sampler_clf	("s_lmap",	"internal\\internal_light_att",		true);
			C.r_Sampler_clf	("s_att",	TEX_SPOT_ATT		);
			C.r_End			();
			break;
		case SE_R1_LMODELS:
			// Lighting only, not use alpha-channel
			C.r_Pass		("lmap_l","lmap_l",FALSE);
			C.r_Sampler		("s_base",C.L_textures[0]);
			C.r_Sampler		("s_lmap",C.L_textures[1]);
			C.r_Sampler_clf	("s_hemi",*C.L_textures[2]);
			C.r_End			();
			break;
		}
	}
}
예제 #12
0
void	CBlender_Model_EbB::Compile(CBlender_Compile& C)
{
	IBlender::Compile		(C);
	if (C.bEditor)	{
		C.PassBegin		();
		{
			if (oBlend.value)	{ C.PassSET_ZB		(TRUE,FALSE);	C.PassSET_Blend_BLEND	(); }
			else				{ C.PassSET_ZB		(TRUE,TRUE);	C.PassSET_Blend_SET		(); }
			C.PassSET_LightFog	(TRUE,TRUE);
			
			// Stage1 - Env texture
			C.StageBegin		();
			C.StageSET_Address	(D3DTADDRESS_CLAMP);
			C.StageSET_Color	(D3DTA_TEXTURE,	  D3DTOP_SELECTARG1,		D3DTA_DIFFUSE);
			C.StageSET_Alpha	(D3DTA_TEXTURE,	  D3DTOP_SELECTARG1,		D3DTA_DIFFUSE);
			C.StageSET_TMC		(oT2_Name, oT2_xform, "$null", 0);
			C.StageEnd			();
			
			// Stage2 - Base texture
			C.StageBegin		();
			C.StageSET_Color	(D3DTA_TEXTURE,	  D3DTOP_BLENDTEXTUREALPHA,	D3DTA_CURRENT);
			C.StageSET_Alpha	(D3DTA_TEXTURE,	  D3DTOP_SELECTARG1,		D3DTA_CURRENT);
			C.StageSET_TMC		(oT_Name, oT_xform, "$null", 0);
			C.StageEnd			();

			// Stage3 - Lighting - should work on all 2tex hardware
			C.StageBegin		();
			C.StageSET_Color	(D3DTA_DIFFUSE,	  D3DTOP_MODULATE,			D3DTA_CURRENT);
			C.StageSET_Alpha	(D3DTA_DIFFUSE,	  D3DTOP_SELECTARG2,		D3DTA_CURRENT);
			C.Stage_Texture		("$null"	);
			C.Stage_Matrix		("$null",	0);
			C.Stage_Constant	("$null"	);
			C.StageEnd			();
		}
		C.PassEnd			();
	} else {
		LPCSTR	vsname			= 0;
		LPCSTR	psname			= 0;
		switch (C.iElement)
		{
		case SE_R1_NORMAL_HQ:	
			vsname = psname =	"model_env_hq"; 
			if (oBlend.value)	C.r_Pass	(vsname,psname,TRUE,TRUE,FALSE,TRUE,D3DBLEND_SRCALPHA,	D3DBLEND_INVSRCALPHA,	TRUE,0);
			else				C.r_Pass	(vsname,psname,TRUE);
			C.r_Sampler			("s_base",	C.L_textures[0]);
			C.r_Sampler			("s_env",	oT2_Name,false,D3DTADDRESS_CLAMP);
			C.r_Sampler_clf		("s_lmap",	"$user$projector",true);
			C.r_End				();
			break;
		case SE_R1_NORMAL_LQ:
			vsname = psname =	"model_env_lq"; 
			if (oBlend.value)	C.r_Pass	(vsname,psname,TRUE,TRUE,FALSE,TRUE,D3DBLEND_SRCALPHA,	D3DBLEND_INVSRCALPHA,	TRUE,0);
			else				C.r_Pass	(vsname,psname,TRUE);
			C.r_Sampler			("s_base",	C.L_textures[0]);
			C.r_Sampler			("s_env",	oT2_Name,false,D3DTADDRESS_CLAMP);
			C.r_End				();
			break;
		case SE_R1_LPOINT:
			vsname				= "model_def_point";
			psname				= "add_point";
			C.r_Pass			(vsname,psname,FALSE,TRUE,FALSE,TRUE,D3DBLEND_ONE, D3DBLEND_ONE,TRUE);
			C.r_Sampler			("s_base",	C.L_textures[0]);
			C.r_Sampler_clf		("s_lmap",	TEX_POINT_ATT);
			C.r_Sampler_clf		("s_att",	TEX_POINT_ATT);
			C.r_End				();
			break;
		case SE_R1_LSPOT:
			vsname				= "model_def_spot";
			psname				= "add_spot";
			C.r_Pass			(vsname,psname,FALSE,TRUE,FALSE,TRUE,D3DBLEND_ONE, D3DBLEND_ONE,TRUE);
			C.r_Sampler			("s_base",	C.L_textures[0]);
			C.r_Sampler_clf		("s_lmap",	"internal\\internal_light_att",		true);
			C.r_Sampler_clf		("s_att",	TEX_SPOT_ATT);
			C.r_End				();
			break;
		case SE_R1_LMODELS:
			vsname				= "model_def_shadow";
			psname				= "model_shadow";
			C.r_Pass			(vsname,psname,FALSE,FALSE,FALSE,TRUE,D3DBLEND_ZERO,D3DBLEND_SRCCOLOR,FALSE,0);
			C.r_End				();
			break;
		}
	}
}