//----------------------------------------------------------------------------
void LinearDepth_Material::Draw(Renderer* renderer,
	const VisibleSet& visibleSet)
{
	EnvirParamController *curEnvirParam = PX2_GR.GetCurEnvirParamController();

	mOverRideOffsetProperty->FillEnabled = true;
	mOverRideOffsetProperty->Scale = curEnvirParam->GetShadowMap_OffsetPropertyScale();
	mOverRideOffsetProperty->Bias = curEnvirParam->GetShadowMap_OffsetPropertyBias();
	renderer->SetOverrideOffsetProperty(mOverRideOffsetProperty);

	const int numVisible = visibleSet.GetNumVisible();
	for (int j = 0; j < numVisible; ++j)
	{
		Renderable *renderable = visibleSet.GetVisible(j);
		MaterialInstancePtr save = renderable->GetMaterialInstance();
		const std::string &mtlName = save->GetMaterial()->GetName();

		if ("std" == mtlName)
		{
			mInstanceStd->SetPixelTexture(0, "SampleBase", save->GetPixelTexture(0, "SampleBase"));

			renderable->SetMaterialInstance(mInstanceStd);
			renderer->Draw(renderable);

			renderable->SetMaterialInstance(save);
			save->Update(0.0f, 0.0f);
		}
		else if ("skinskeleton" == mtlName)
		{
			//mInstanceSkinSkeleton->SetPixelTexture(0, "SampleBase", save->GetPixelTexture(0, "SampleBase"));

			//renderable->SetMaterialInstance(mInstanceSkinSkeleton);
			renderer->Draw(renderable);

			//renderable->SetMaterialInstance(save);
			//save->Update(0.0f, 0.0f);
		}
		else if ("terrain" == mtlName)
		{
			renderable->SetMaterialInstance(mInstanceTerrain);
			renderer->Draw(renderable);

			renderable->SetMaterialInstance(save);
			save->Update(0.0f, 0.0f);
		}
	}

	renderer->SetOverrideOffsetProperty(0);
}
Пример #2
0
//-----------------------------------------------------------------------------
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);
				}
			}
		}
	}
}