예제 #1
0
void MaterialInstance::setColor(float red, float green, float blue, float alpha)
{
    if (mCopyMat.isNull ()) {
      createCopyMaterial ();
    }
	unsigned short i = 0, j;
	ColourValue sc, dc; // Source colur, destination colour
	Material::TechniqueIterator techniqueIt = mCopyMat->getTechniqueIterator ();
	while (techniqueIt.hasMoreElements ()) 
	{
		Technique *t = techniqueIt.getNext ();
		Technique::PassIterator passIt = t->getPassIterator ();
		j = 0;
		while (passIt.hasMoreElements ()) 
		{
			sc = mOriginalMat->getTechnique (i)->getPass (j)->getDiffuse ();

			dc = sc;

			dc.a = alpha;
			dc.r = red;
			dc.g = green;
			dc.b = blue;
            passIt.peekNext ()->setAmbient (mOriginalMat->getTechnique (i)->getPass (j)->getAmbient ());
			passIt.peekNext ()->setDiffuse (dc);
			passIt.moveNext ();

			++j;
		}

		++i;
	}
}
예제 #2
0
void MaterialInstance::ChangeOriginalMaterial()
{
    if (mCopyMat.isNull ()) {
      createCopyMaterial ();
    }
	unsigned short i = 0, j;
	ColourValue sc, dc; // Source colur, destination colour
	Material::TechniqueIterator techniqueIt = mCopyMat->getTechniqueIterator ();
	while (techniqueIt.hasMoreElements ()) 
	{
		Technique *t = techniqueIt.getNext ();
		Technique::PassIterator passIt = t->getPassIterator ();
		j = 0;
		while (passIt.hasMoreElements ()) 
		{
			sc = mOriginalMat->getTechnique (i)->getPass (j)->getDiffuse ();

            passIt.peekNext ()->setAmbient (mOriginalMat->getTechnique (i)->getPass (j)->getAmbient ());
			passIt.peekNext ()->setDiffuse (sc);
			passIt.moveNext ();

			++j;
		}

		++i;
	}
}
예제 #3
0
void MaterialInstance::setTransparency (Real transparency) {
  mCurrentTransparency = transparency;
  if (mCurrentTransparency > 0.0f) {
    if (mCurrentTransparency > 1.0f)
      mCurrentTransparency = 1.0f;
    
    if (mCopyMat.isNull ()) {
      createCopyMaterial ();
    }
      
    unsigned short i = 0, j;
    ColourValue sc, dc; // Source colur, destination colour
    Material::TechniqueIterator techniqueIt = mCopyMat->getTechniqueIterator ();
    while (techniqueIt.hasMoreElements ()) {
      Technique *t = techniqueIt.getNext ();
      Technique::PassIterator passIt = t->getPassIterator ();
      j = 0;
      while (passIt.hasMoreElements ()) {
        sc = mOriginalMat->getTechnique (i)->getPass (j)->getDiffuse ();

        switch (mSBT) {
          case SBT_ADD:
            dc = sc;
            dc.r -= sc.r * mCurrentTransparency;
            dc.g -= sc.g * mCurrentTransparency;
            dc.b -= sc.b * mCurrentTransparency;
            passIt.peekNext ()->setAmbient (ColourValue::Black);
            break;
          case SBT_TRANSPARENT_ALPHA:
          default:
            dc = sc;
            dc.a = sc.a * (1.0f - mCurrentTransparency);
            passIt.peekNext ()->setAmbient (mOriginalMat->getTechnique (i)->getPass (j)->getAmbient ());
            break;
        }
        passIt.peekNext ()->setDiffuse (dc);
        passIt.moveNext ();
            
        ++j;
      }
          
      ++i;
    }
  }
  else {
    mCurrentTransparency = 0.0f;
  }
}
예제 #4
0
void MaterialInstance::createCopyMaterial () {
	String name;
	// Avoid name collision
	do {
		name = mOriginalMat->getName () + StringConverter::toString (Math::UnitRandom ());
	} while (MaterialManager::getSingleton ().resourceExists (name));

	mCopyMat = mOriginalMat->clone (name);

	Material::TechniqueIterator techniqueIt = mCopyMat->getTechniqueIterator ();
	while (techniqueIt.hasMoreElements ()) {
		Technique *t = techniqueIt.getNext ();
		Technique::PassIterator passIt = t->getPassIterator ();
		while (passIt.hasMoreElements ()) {
			passIt.peekNext ()->setDepthWriteEnabled (false);
			passIt.peekNext ()->setSceneBlending (mSBT);
			passIt.moveNext ();
		}
	}
}
예제 #5
0
//===========================================================================
// MaterialPassAction
//===========================================================================
void IMaterialPassAction::subEntityAction( SubEntityMaterial* subEntity ) const
{
  if( !subEntity->getMaterial().isNull() )
  {
    unsigned short i = 0 ;
    for( Material::TechniqueIterator techniqueIt = subEntity->getMaterial()->getTechniqueIterator() ;
         techniqueIt.hasMoreElements() ;
         techniqueIt.moveNext(), ++i )
    {
      Technique* techniqueScr = subEntity->getMaterial()->getTechnique( i ) ;
      unsigned short j = 0;
      for( Technique::PassIterator passIt = techniqueIt.peekNext()->getPassIterator ();
           passIt.hasMoreElements() ;
           passIt.moveNext(), ++j )
      {
        passAction( subEntity, passIt.peekNext(), techniqueScr->getPass( j ) ) ;
      }
    }
  }
}