void CLessOrEqualProxy::OnBind( void *pC_BaseEntity ) { Assert( m_pSrc1 && m_pSrc2 && m_pLessVar && m_pGreaterVar && m_pResult ); IMaterialVar *pSourceVar; if (m_pSrc1->GetFloatValue() <= m_pSrc2->GetFloatValue()) { pSourceVar = m_pLessVar; } else { pSourceVar = m_pGreaterVar; } int vecSize = 0; MaterialVarType_t resultType = m_pResult->GetType(); if (resultType == MATERIAL_VAR_TYPE_VECTOR) { if (m_ResultVecComp >= 0) resultType = MATERIAL_VAR_TYPE_FLOAT; vecSize = m_pResult->VectorSize(); } else if (resultType == MATERIAL_VAR_TYPE_UNDEFINED) { resultType = pSourceVar->GetType(); if (resultType == MATERIAL_VAR_TYPE_VECTOR) { vecSize = pSourceVar->VectorSize(); } } switch( resultType ) { case MATERIAL_VAR_TYPE_VECTOR: { Vector src; pSourceVar->GetVecValue( src.Base(), vecSize ); m_pResult->SetVecValue( src.Base(), vecSize ); } break; case MATERIAL_VAR_TYPE_FLOAT: SetFloatResult( pSourceVar->GetFloatValue() ); break; case MATERIAL_VAR_TYPE_INT: m_pResult->SetFloatValue( pSourceVar->GetIntValue() ); break; } if ( ToolsEnabled() ) { ToolFramework_RecordMaterialParams( GetMaterial() ); } }
ShaderAPITextureHandle_t CBaseShader::GetShaderAPITextureBindHandle( int nTextureVar, int nFrameVar, int nTextureChannel ) { Assert( !IsSnapshotting() ); Assert( nTextureVar != -1 ); Assert ( s_ppParams ); IMaterialVar* pTextureVar = s_ppParams[nTextureVar]; IMaterialVar* pFrameVar = (nFrameVar != -1) ? s_ppParams[nFrameVar] : NULL; int nFrame = pFrameVar ? pFrameVar->GetIntValue() : 0; return GetShaderSystem()->GetShaderAPITextureBindHandle( pTextureVar->GetTextureValue(), nFrame, nTextureChannel ); }
bool CEngineSprite::Init( const char *pName ) { m_hAVIMaterial = AVIMATERIAL_INVALID; m_width = m_height = m_numFrames = 1; const char *pExt = Q_GetFileExtension( pName ); bool bIsAVI = pExt && !Q_stricmp( pExt, "avi" ); if ( bIsAVI ) { m_hAVIMaterial = avi->CreateAVIMaterial( pName, pName, "GAME" ); if ( m_hAVIMaterial == AVIMATERIAL_INVALID ) return false; m_material = avi->GetMaterial( m_hAVIMaterial ); avi->GetFrameSize( m_hAVIMaterial, &m_width, &m_height ); m_numFrames = avi->GetFrameCount( m_hAVIMaterial ); } else { m_material = materials->FindMaterial( pName, TEXTURE_GROUP_CLIENT_EFFECTS ); m_width = m_material->GetMappingWidth(); m_height = m_material->GetMappingHeight(); m_numFrames = (!bIsAVI) ? m_material->GetNumAnimationFrames() : avi->GetFrameCount( m_hAVIMaterial ); } if ( !m_material ) return false; m_material->IncrementReferenceCount(); IMaterialVar *orientationVar = m_material->FindVarFast( "$spriteorientation", &spriteOrientationCache ); m_orientation = orientationVar ? orientationVar->GetIntValue() : C_SpriteRenderer::SPR_VP_PARALLEL_UPRIGHT; IMaterialVar *originVar = m_material->FindVarFast( "$spriteorigin", &spriteOriginCache ); Vector origin, originVarValue; if( !originVar || ( originVar->GetType() != MATERIAL_VAR_TYPE_VECTOR ) ) { origin[0] = -m_width * 0.5f; origin[1] = m_height * 0.5f; } else { originVar->GetVecValue( &originVarValue[0], 3 ); origin[0] = -m_width * originVarValue[0]; origin[1] = m_height * originVarValue[1]; } up = origin[1]; down = origin[1] - m_height; left = origin[0]; right = m_width + origin[0]; return true; }
//----------------------------------------------------------------------------- // Purpose: Draw the jetpack level //----------------------------------------------------------------------------- void CHudEMP::Paint() { // Rush label int iX, iY; GetPos( iX, iY ); int iWidth = XRES(16); int iHeight = YRES(16); if ( m_pFrameVar ) { float curtime = gpGlobals->curtime; if ( curtime >= m_flNextFrameChange ) { m_flNextFrameChange = curtime + ( 1.0f / HUDEMP_FRAMERATE ); int frame = m_pFrameVar->GetIntValue(); frame++; if ( frame >= m_nNumFrames ) { frame = 0; } m_pFrameVar->SetIntValue(frame); } } IMesh* pMesh = materials->GetDynamicMesh( true, NULL, NULL, m_pEMPIcon ); CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 ); meshBuilder.Color3f( 1.0, 1.0, 1.0 ); meshBuilder.TexCoord2f( 0,0,0 ); meshBuilder.Position3f( iX,iY,0 ); meshBuilder.AdvanceVertex(); meshBuilder.Color3f( 1.0, 1.0, 1.0 ); meshBuilder.TexCoord2f( 0,1,0 ); meshBuilder.Position3f( iX+iWidth, iY, 0 ); meshBuilder.AdvanceVertex(); meshBuilder.Color3f( 1.0, 1.0, 1.0 ); meshBuilder.TexCoord2f( 0,1,1 ); meshBuilder.Position3f( iX+iWidth, iY+iHeight, 0 ); meshBuilder.AdvanceVertex(); meshBuilder.Color3f( 1.0, 1.0, 1.0 ); meshBuilder.TexCoord2f( 0,0,1 ); meshBuilder.Position3f( iX, iY+iHeight, 0 ); meshBuilder.AdvanceVertex(); meshBuilder.End(); pMesh->Draw(); }
//----------------------------------------------------------------------------- // Binds a texture //----------------------------------------------------------------------------- void CBaseShader::BindTexture( TextureStage_t stage, int nTextureVar, int nFrameVar ) { Assert( !IsSnapshotting() ); Assert( nTextureVar != -1 ); Assert ( s_ppParams ); IMaterialVar* pTextureVar = s_ppParams[nTextureVar]; IMaterialVar* pFrameVar = (nFrameVar != -1) ? s_ppParams[nFrameVar] : NULL; if (pTextureVar) { int nFrame = pFrameVar ? pFrameVar->GetIntValue() : 0; GetShaderSystem()->BindTexture( stage, pTextureVar->GetTextureValue(), nFrame ); } }
void CEngineSprite::SetRenderMode( int renderMode ) { CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); if ( pRenderContext->GetCallQueue() ) { pRenderContext->GetCallQueue()->QueueCall( this, &CEngineSprite::SetRenderMode, renderMode ); return; } IMaterialVar* pRenderModeVar = m_material->FindVarFast( "$spriteRenderMode", &spriteRenderModeCache ); if (pRenderModeVar) { if ( pRenderModeVar->GetIntValue() != renderMode ) { pRenderModeVar->SetIntValue( renderMode ); m_material->RecomputeStateSnapshots(); } } }
void CBaseShader::BindTexture( Sampler_t sampler1, Sampler_t sampler2, int nTextureVar, int nFrameVar /* = -1 */ ) { Assert( !IsSnapshotting() ); Assert( nTextureVar != -1 ); Assert ( s_ppParams ); IMaterialVar* pTextureVar = s_ppParams[nTextureVar]; IMaterialVar* pFrameVar = (nFrameVar != -1) ? s_ppParams[nFrameVar] : NULL; if (pTextureVar) { int nFrame = pFrameVar ? pFrameVar->GetIntValue() : 0; if ( sampler2 == -1 ) { GetShaderSystem()->BindTexture( sampler1, pTextureVar->GetTextureValue(), nFrame ); } else { GetShaderSystem()->BindTexture( sampler1, sampler2, pTextureVar->GetTextureValue(), nFrame ); } } }
bool CEngineSprite::Init( const char *pName ) { m_VideoMaterial = NULL; for ( int i = 0; i < kRenderModeCount; ++i ) { m_material[ i ] = NULL; } m_width = m_height = m_numFrames = 1; Assert( g_pVideo != NULL ); if ( g_pVideo != NULL && g_pVideo->LocateVideoSystemForPlayingFile( pName ) != VideoSystem::NONE ) { m_VideoMaterial = g_pVideo->CreateVideoMaterial( pName, pName, "GAME", VideoPlaybackFlags::DEFAULT_MATERIAL_OPTIONS, VideoSystem::DETERMINE_FROM_FILE_EXTENSION, false ); if ( m_VideoMaterial == NULL ) return false; IMaterial *pMaterial = m_VideoMaterial->GetMaterial(); m_VideoMaterial->GetVideoImageSize( &m_width, &m_height ); m_numFrames = m_VideoMaterial->GetFrameCount(); for ( int i = 0; i < kRenderModeCount; ++i ) { m_material[i] = pMaterial; pMaterial->IncrementReferenceCount(); } } else { char pTemp[MAX_PATH]; char pMaterialName[MAX_PATH]; char pMaterialPath[MAX_PATH]; Q_StripExtension( pName, pTemp, sizeof(pTemp) ); Q_strlower( pTemp ); Q_FixSlashes( pTemp, '/' ); // Check to see if this is a UNC-specified material name bool bIsUNC = pTemp[0] == '/' && pTemp[1] == '/' && pTemp[2] != '/'; if ( !bIsUNC ) { Q_strncpy( pMaterialName, "materials/", sizeof(pMaterialName) ); Q_strncat( pMaterialName, pTemp, sizeof(pMaterialName), COPY_ALL_CHARACTERS ); } else { Q_strncpy( pMaterialName, pTemp, sizeof(pMaterialName) ); } Q_strncpy( pMaterialPath, pMaterialName, sizeof(pMaterialPath) ); Q_SetExtension( pMaterialPath, ".vmt", sizeof(pMaterialPath) ); KeyValues *kv = new KeyValues( "vmt" ); if ( !kv->LoadFromFile( g_pFullFileSystem, pMaterialPath, "GAME" ) ) { Warning( "Unable to load sprite material %s!\n", pMaterialPath ); return false; } for ( int i = 0; i < kRenderModeCount; ++i ) { if ( i == kRenderNone || i == kRenderEnvironmental ) { m_material[i] = NULL; continue; } Q_snprintf( pMaterialPath, sizeof(pMaterialPath), "%s_rendermode_%d", pMaterialName, i ); KeyValues *pMaterialKV = kv->MakeCopy(); pMaterialKV->SetInt( "$spriteRenderMode", i ); m_material[i] = g_pMaterialSystem->FindProceduralMaterial( pMaterialPath, TEXTURE_GROUP_CLIENT_EFFECTS, pMaterialKV ); m_material[ i ]->IncrementReferenceCount(); } kv->deleteThis(); m_width = m_material[0]->GetMappingWidth(); m_height = m_material[0]->GetMappingHeight(); m_numFrames = m_material[0]->GetNumAnimationFrames(); } for ( int i = 0; i < kRenderModeCount; ++i ) { if ( i == kRenderNone || i == kRenderEnvironmental ) continue; if ( !m_material[i] ) return false; } IMaterialVar *orientationVar = m_material[0]->FindVarFast( "$spriteorientation", &spriteOrientationCache ); m_orientation = orientationVar ? orientationVar->GetIntValue() : C_SpriteRenderer::SPR_VP_PARALLEL_UPRIGHT; IMaterialVar *originVar = m_material[0]->FindVarFast( "$spriteorigin", &spriteOriginCache ); Vector origin, originVarValue; if( !originVar || ( originVar->GetType() != MATERIAL_VAR_TYPE_VECTOR ) ) { origin[0] = -m_width * 0.5f; origin[1] = m_height * 0.5f; } else { originVar->GetVecValue( &originVarValue[0], 3 ); origin[0] = -m_width * originVarValue[0]; origin[1] = m_height * originVarValue[1]; } up = origin[1]; down = origin[1] - m_height; left = origin[0]; right = m_width + origin[0]; return true; }
bool CEngineSprite::Init( const char *pName ) { m_hAVIMaterial = AVIMATERIAL_INVALID; m_hBIKMaterial = BIKMATERIAL_INVALID; m_width = m_height = m_numFrames = 1; const char *pExt = Q_GetFileExtension( pName ); bool bIsAVI = pExt && !Q_stricmp( pExt, "avi" ); #if !defined( _X360 ) || defined( BINK_ENABLED_FOR_X360 ) bool bIsBIK = pExt && !Q_stricmp( pExt, "bik" ); #endif if ( bIsAVI && IsPC() ) { m_hAVIMaterial = avi->CreateAVIMaterial( pName, pName, "GAME" ); if ( m_hAVIMaterial == AVIMATERIAL_INVALID ) return false; IMaterial *pMaterial = avi->GetMaterial( m_hAVIMaterial ); avi->GetFrameSize( m_hAVIMaterial, &m_width, &m_height ); m_numFrames = avi->GetFrameCount( m_hAVIMaterial ); for ( int i = 0; i < kRenderModeCount; ++i ) { m_material[i] = pMaterial; pMaterial->IncrementReferenceCount(); } } #if !defined( _X360 ) || defined( BINK_ENABLED_FOR_X360 ) else if ( bIsBIK ) { m_hBIKMaterial = bik->CreateMaterial( pName, pName, "GAME" ); if ( m_hBIKMaterial == BIKMATERIAL_INVALID ) return false; IMaterial *pMaterial = bik->GetMaterial( m_hBIKMaterial ); bik->GetFrameSize( m_hBIKMaterial, &m_width, &m_height ); m_numFrames = bik->GetFrameCount( m_hBIKMaterial ); for ( int i = 0; i < kRenderModeCount; ++i ) { m_material[i] = pMaterial; pMaterial->IncrementReferenceCount(); } } #endif else { char pTemp[MAX_PATH]; char pMaterialName[MAX_PATH]; char pMaterialPath[MAX_PATH]; Q_StripExtension( pName, pTemp, sizeof(pTemp) ); Q_strlower( pTemp ); Q_FixSlashes( pTemp, '/' ); // Check to see if this is a UNC-specified material name bool bIsUNC = pTemp[0] == '/' && pTemp[1] == '/' && pTemp[2] != '/'; if ( !bIsUNC ) { Q_strncpy( pMaterialName, "materials/", sizeof(pMaterialName) ); Q_strncat( pMaterialName, pTemp, sizeof(pMaterialName), COPY_ALL_CHARACTERS ); } else { Q_strncpy( pMaterialName, pTemp, sizeof(pMaterialName) ); } Q_strncpy( pMaterialPath, pMaterialName, sizeof(pMaterialPath) ); Q_SetExtension( pMaterialPath, ".vmt", sizeof(pMaterialPath) ); for ( int i = 0; i < kRenderModeCount; ++i ) { m_material[i] = NULL; } KeyValues *kv = new KeyValues( "vmt" ); if ( !kv->LoadFromFile( g_pFullFileSystem, pMaterialPath, "GAME" ) ) { Warning( "Unable to load sprite material %s!\n", pMaterialPath ); return false; } for ( int i = 0; i < kRenderModeCount; ++i ) { if ( i == kRenderNone || i == kRenderEnvironmental ) { continue; } // strip possible materials/ Q_snprintf( pMaterialPath, sizeof(pMaterialPath), "%s_rendermode_%d", pMaterialName + ( bIsUNC ? 0 : 10 ), i ); KeyValues *pMaterialKV = kv->MakeCopy(); pMaterialKV->SetInt( "$spriteRenderMode", i ); m_material[i] = g_pMaterialSystem->FindProceduralMaterial( pMaterialPath, TEXTURE_GROUP_CLIENT_EFFECTS, pMaterialKV ); m_material[i]->IncrementReferenceCount(); } kv->deleteThis(); m_width = m_material[0]->GetMappingWidth(); m_height = m_material[0]->GetMappingHeight(); m_numFrames = m_material[0]->GetNumAnimationFrames(); } for ( int i = 0; i < kRenderModeCount; ++i ) { if ( i == kRenderNone || i == kRenderEnvironmental ) continue; if ( !m_material[i] ) return false; } IMaterialVar *orientationVar = m_material[0]->FindVarFast( "$spriteorientation", &spriteOrientationCache ); m_orientation = orientationVar ? orientationVar->GetIntValue() : C_SpriteRenderer::SPR_VP_PARALLEL_UPRIGHT; IMaterialVar *originVar = m_material[0]->FindVarFast( "$spriteorigin", &spriteOriginCache ); Vector origin, originVarValue; if( !originVar || ( originVar->GetType() != MATERIAL_VAR_TYPE_VECTOR ) ) { origin[0] = -m_width * 0.5f; origin[1] = m_height * 0.5f; } else { originVar->GetVecValue( &originVarValue[0], 3 ); origin[0] = -m_width * originVarValue[0]; origin[1] = m_height * originVarValue[1]; } up = origin[1]; down = origin[1] - m_height; left = origin[0]; right = m_width + origin[0]; return true; }
IMaterial* CStudioRender::R_StudioSetupSkinAndLighting( IMatRenderContext *pRenderContext, int index, IMaterial **ppMaterials, int materialFlags, void /*IClientRenderable*/ *pClientRenderable, ColorMeshInfo_t *pColorMeshes, StudioModelLighting_t &lighting ) { VPROF( "R_StudioSetupSkin" ); IMaterial *pMaterial = NULL; bool bCheckForConVarDrawTranslucentSubModels = false; if( m_pRC->m_Config.bWireframe && !m_pRC->m_pForcedMaterial ) { if ( m_pRC->m_Config.bDrawZBufferedWireframe ) pMaterial = m_pMaterialMRMWireframeZBuffer; else pMaterial = m_pMaterialMRMWireframe; } else if( m_pRC->m_Config.bShowEnvCubemapOnly ) { pMaterial = m_pMaterialModelEnvCubemap; } else { if ( !m_pRC->m_pForcedMaterial && ( m_pRC->m_nForcedMaterialType != OVERRIDE_DEPTH_WRITE ) ) { pMaterial = ppMaterials[index]; if ( !pMaterial ) { Assert( 0 ); return 0; } } else { materialFlags = 0; pMaterial = m_pRC->m_pForcedMaterial; if (m_pRC->m_nForcedMaterialType == OVERRIDE_BUILD_SHADOWS) { // Connect the original material up to the shadow building material // Also bind the original material so its proxies are in the correct state static unsigned int translucentCache = 0; IMaterialVar* pOriginalMaterialVar = pMaterial->FindVarFast( "$translucent_material", &translucentCache ); Assert( pOriginalMaterialVar ); IMaterial *pOriginalMaterial = ppMaterials[index]; if ( pOriginalMaterial ) { // Disable any alpha modulation on the original material that was left over from when it was last rendered pOriginalMaterial->AlphaModulate( 1.0f ); pRenderContext->Bind( pOriginalMaterial, pClientRenderable ); if ( pOriginalMaterial->IsTranslucent() || pOriginalMaterial->IsAlphaTested() ) { pOriginalMaterialVar->SetMaterialValue( pOriginalMaterial ); } else { pOriginalMaterialVar->SetMaterialValue( NULL ); } } else { pOriginalMaterialVar->SetMaterialValue( NULL ); } } else if( m_pRC->m_nForcedMaterialType == OVERRIDE_DEPTH_WRITE ) { // Disable any alpha modulation on the original material that was left over from when it was last rendered ppMaterials[index]->AlphaModulate( 1.0f ); // Bail if the material is still considered translucent after setting the AlphaModulate to 1.0 if ( ppMaterials[index]->IsTranslucent() ) { return NULL; } static unsigned int originalTextureVarCache = 0; IMaterialVar *pOriginalTextureVar = ppMaterials[index]->FindVarFast( "$basetexture", &originalTextureVarCache ); // Select proper override material int nAlphaTest = (int) ( ppMaterials[index]->IsAlphaTested() && pOriginalTextureVar->IsTexture() ); // alpha tested base texture int nNoCull = (int) ppMaterials[index]->IsTwoSided(); pMaterial = m_pDepthWrite[nAlphaTest][nNoCull]; // If we're alpha tested, we should set up the texture variables from the original material if ( nAlphaTest != 0 ) { static unsigned int originalTextureFrameVarCache = 0; IMaterialVar *pOriginalTextureFrameVar = ppMaterials[index]->FindVarFast( "$frame", &originalTextureFrameVarCache ); static unsigned int originalAlphaRefCache = 0; IMaterialVar *pOriginalAlphaRefVar = ppMaterials[index]->FindVarFast( "$AlphaTestReference", &originalAlphaRefCache ); static unsigned int textureVarCache = 0; IMaterialVar *pTextureVar = pMaterial->FindVarFast( "$basetexture", &textureVarCache ); static unsigned int textureFrameVarCache = 0; IMaterialVar *pTextureFrameVar = pMaterial->FindVarFast( "$frame", &textureFrameVarCache ); static unsigned int alphaRefCache = 0; IMaterialVar *pAlphaRefVar = pMaterial->FindVarFast( "$AlphaTestReference", &alphaRefCache ); if ( pOriginalTextureVar->IsTexture() ) // If $basetexture is defined { if( pTextureVar && pOriginalTextureVar ) { pTextureVar->SetTextureValue( pOriginalTextureVar->GetTextureValue() ); } if( pTextureFrameVar && pOriginalTextureFrameVar ) { pTextureFrameVar->SetIntValue( pOriginalTextureFrameVar->GetIntValue() ); } if( pAlphaRefVar && pOriginalAlphaRefVar ) { pAlphaRefVar->SetFloatValue( pOriginalAlphaRefVar->GetFloatValue() ); } } } } } // Set this bool to check after the bind below bCheckForConVarDrawTranslucentSubModels = true; if ( m_pRC->m_nForcedMaterialType != OVERRIDE_DEPTH_WRITE ) { // Try to set the alpha based on the blend pMaterial->AlphaModulate( m_pRC->m_AlphaMod ); // Try to set the color based on the colormod pMaterial->ColorModulate( m_pRC->m_ColorMod[0], m_pRC->m_ColorMod[1], m_pRC->m_ColorMod[2] ); } } lighting = R_StudioComputeLighting( pMaterial, materialFlags, pColorMeshes ); if ( lighting == LIGHTING_MOUTH ) { if ( !m_pRC->m_Config.bTeeth || !R_TeethAreVisible() ) return NULL; // skin it and light it, but only if we need to. if ( m_pRC->m_Config.m_bSupportsVertexAndPixelShaders ) { R_MouthSetupVertexShader( pMaterial ); } } pRenderContext->Bind( pMaterial, pClientRenderable ); if ( bCheckForConVarDrawTranslucentSubModels ) { bool translucent = pMaterial->IsTranslucent(); if (( m_bDrawTranslucentSubModels && !translucent ) || ( !m_bDrawTranslucentSubModels && translucent )) { m_bSkippedMeshes = true; return NULL; } } return pMaterial; }
//----------------------------------------------------------------------------- // Sets up the shader param editbox //----------------------------------------------------------------------------- void CMaterialEditorPanel::PopulateShaderParameters() { Assert( m_nShaderIndex >= 0 ); m_pEditorPanel->RemoveAll(); int nCount = g_pMaterialSystem->GetNumShaderParams(m_nShaderIndex); for (int i = 0; i < nCount; ++i) { const char *pParamName = g_pMaterialSystem->GetShaderParamName(m_nShaderIndex, i); char tempBuf[512]; Q_strncpy( tempBuf, pParamName, 512 ); Q_strnlwr( tempBuf, 512 ); // build a control & label (strip off '$' prefix) Label *pLabel = new Label( this, NULL, tempBuf + 1 ); pLabel->SetSize(128, 24); // Set up the tooltip for this puppy... pLabel->SetTooltipText( g_pMaterialSystem->GetShaderParamHelp(m_nShaderIndex, i) ); // Get at the material var bool bFound; IMaterialVar *pMaterialVar = m_pMaterial->FindVar( pParamName, &bFound ); Assert( bFound ); Panel *pEditPanel; switch( g_pMaterialSystem->GetShaderParamType(m_nShaderIndex, i) ) { case SHADER_PARAM_TYPE_TEXTURE: pEditPanel = new Label( this, NULL, "texture" ); break; case SHADER_PARAM_TYPE_INTEGER: { TextEntry *pTextEntry = new TextEntry(this, "Shader Param Integer"); Q_snprintf( tempBuf, 512, "%d", pMaterialVar->GetIntValue() ); pTextEntry->SetText( tempBuf ); pTextEntry->SetEditable( true ); pEditPanel = pTextEntry; } break; case SHADER_PARAM_TYPE_COLOR: pEditPanel = new Label( this, NULL, "color" ); break; case SHADER_PARAM_TYPE_VEC2: pEditPanel = new Label( this, NULL, "vec2" ); break; case SHADER_PARAM_TYPE_VEC3: pEditPanel = new Label( this, NULL, "vec3" ); break; case SHADER_PARAM_TYPE_FLOAT: { TextEntry *pTextEntry = new TextEntry(this, "Shader Param Float"); Q_snprintf( tempBuf, 512, "%f", pMaterialVar->GetIntValue() ); pTextEntry->SetText( tempBuf ); pTextEntry->SetEditable( true ); pEditPanel = pTextEntry; } break; default: pEditPanel = new Label( this, NULL, "other" ); break; } pEditPanel->SetSize(128, 24); // pEditPanel->SetContentAlignment( Label::a_east ); m_pEditorPanel->AddItem( pLabel, pEditPanel ); } }