void GLES2Video::SetupMultitextureShader() { if (m_blendTextures[1]) { ShaderPtr pixelShader = m_blendModes[1] == Video::BM_ADD ? m_add1 : m_modulate1; pixelShader->SetTexture("t1", m_blendTextures[1]); SetPixelShader(pixelShader); } }
void GLSprite::SetDiffuseTexture(ShaderPtr currentPixelShader) { if (!currentPixelShader) { m_texture->SetTexture(0); } else { currentPixelShader->SetTexture("diffuse", m_texture); currentPixelShader->SetShader(); } }
void D3D9Sprite::BeginFastRendering() { Video* video = m_video.lock().get(); video->SetVertexShader(video->GetFontShader()); ShaderPtr pCurrentVS = video->GetVertexShader(); pCurrentVS->SetConstant(L"bitmapSize", GetBitmapSizeF()); // apply textures according to the rendering mode (pixel shaded or not) ShaderPtr pCurrentPS = video->GetPixelShader(); if (!pCurrentPS) { m_pDevice->SetTexture(0, m_pTexture); //for (unsigned int t=1; t<GS_TEXTURE_CHANNELS; t++) // pDevice->SetTexture(t, NULL); } else { pCurrentPS->SetShader(); pCurrentPS->SetTexture(L"diffuse", GetTexture()); } m_pVideoInfo->BeginFastDraw(m_pDevice, m_rectMode); }
bool ETHPixelLightDiffuseSpecular::BeginLightPass(ETHSpriteEntity *pRender, Vector3 &v3LightPos, const Vector2 &v2Size, const ETHLight* light, const float maxHeight, const float minHeight, const float lightIntensity, const bool drawToTarget) { const Vector2 &v2Origin = pRender->ComputeOrigin(v2Size); const Vector3 &v3EntityPos = pRender->GetPosition(); // set the correct light shader ShaderPtr pLightShader; const bool hasGloss = pRender->GetGloss(); if (pRender->GetType() == ETH_VERTICAL) { if (hasGloss) { pLightShader = m_vPixelLightSpecularPS; } else { pLightShader = m_vPixelLightPS; } } else { if (hasGloss) { pLightShader = m_hPixelLightSpecularPS; } else { pLightShader = m_hPixelLightPS; } } // if it has a gloss map, send specular data to shader if (hasGloss) { pLightShader->SetConstant(GS_L("specularPower"), pRender->GetSpecularPower()); pLightShader->SetConstant(GS_L("specularBrightness"), pRender->GetSpecularBrightness()); pLightShader->SetTexture(GS_L("glossMap"), pRender->GetGloss()->GetTexture()); pLightShader->SetConstant(GS_L("fakeEyePos"), m_fakeEyeManager->ComputeFakeEyePosition(m_video, pLightShader, drawToTarget, v3LightPos, pRender->GetAngle())); } // choose which normalmap to use m_video->SetPixelShader(pLightShader); if (pRender->GetNormal()) { pLightShader->SetTexture(GS_L("normalMap"), pRender->GetNormal()->GetTexture()); } else { pLightShader->SetTexture(GS_L("normalMap"), GetDefaultNormalMap()->GetTexture()); } // sets spatial information to the shader if (pRender->GetType() == ETH_VERTICAL) { m_vPixelLightVS->SetConstant(GS_L("spaceLength"), (maxHeight-minHeight)); m_vPixelLightVS->SetConstant(GS_L("topLeft3DPos"), v3EntityPos-(Vector3(v2Origin.x,0,-v2Origin.y))); m_video->SetVertexShader(m_vPixelLightVS); } else { m_hPixelLightVS->SetConstant(GS_L("topLeft3DPos"), v3EntityPos-Vector3(v2Origin,0)); m_video->SetVertexShader(m_hPixelLightVS); } const Vector2 v2ScreenDim = (drawToTarget) ? pRender->GetLightmap()->GetBitmapSizeF() : m_video->GetScreenSizeF(); if (pRender->GetType() != ETH_VERTICAL) { if (pRender->GetAngle() != 0.0f) { Vector3 newPos = v3LightPos-v3EntityPos; Matrix4x4 matRot = RotateZ(-DegreeToRadian(pRender->GetAngle())); newPos = Multiply(newPos, matRot); v3LightPos = newPos + v3EntityPos; } } m_lastAM = m_video->GetAlphaMode(); m_video->SetAlphaMode(GSAM_ADD); // Set a depth value depending on the entity type pRender->SetDepth(maxHeight, minHeight); pLightShader->SetConstant(GS_L("lightPos"), v3LightPos); pLightShader->SetConstant(GS_L("squaredRange"), light->range * light->range); pLightShader->SetConstant(GS_L("lightColor"), Vector4(light->color, 1.0f) * lightIntensity); return true; }
bool ETHPixelLightDiffuseSpecular::BeginLightPass(ETHSpriteEntity *pRender, Vector3 &v3LightPos, const Vector2 &v2Size, const ETHLight* light, const float maxHeight, const float minHeight, const float lightIntensity, const bool drawToTarget) { const Vector2 &v2Origin = pRender->ComputeAbsoluteOrigin(v2Size); const Vector3 &v3EntityPos = pRender->GetPosition(); // set the correct light shader ShaderPtr pLightShader; const bool hasGloss = pRender->GetGloss(); if (pRender->GetType() == ETHEntityProperties::ET_VERTICAL) { if (hasGloss) { pLightShader = m_vPixelLightSpecularPS; } else { pLightShader = m_vPixelLightPS; } } else { if (hasGloss) { pLightShader = m_hPixelLightSpecularPS; } else { pLightShader = m_hPixelLightPS; } } // if it has a gloss map, send specular data to shader if (hasGloss) { pLightShader->SetConstant(GS_L("specularPower"), pRender->GetSpecularPower()); pLightShader->SetConstant(GS_L("specularBrightness"), pRender->GetSpecularBrightness()); pLightShader->SetTexture(GS_L("glossMap"), pRender->GetGloss()->GetTexture()); pLightShader->SetConstant(GS_L("fakeEyePos"), m_fakeEyeManager->ComputeFakeEyePosition(m_video, pLightShader, drawToTarget, v3LightPos, pRender->GetAngle())); } // choose which normalmap to use m_video->SetPixelShader(pLightShader); if (pRender->GetNormal()) { pLightShader->SetTexture(GS_L("normalMap"), pRender->GetNormal()->GetTexture()); } else { pLightShader->SetTexture(GS_L("normalMap"), GetDefaultNormalMap()->GetTexture()); } // sets spatial information to the shader if (pRender->GetType() == ETHEntityProperties::ET_VERTICAL) { m_vPixelLightVS->SetConstant(GS_L("spaceLength"), (maxHeight-minHeight)); m_vPixelLightVS->SetConstant(GS_L("topLeft3DPos"), v3EntityPos-(Vector3(v2Origin.x,0,-v2Origin.y))); m_video->SetVertexShader(m_vPixelLightVS); } else { m_hPixelLightVS->SetConstant(GS_L("topLeft3DPos"), v3EntityPos-Vector3(v2Origin,0)); m_video->SetVertexShader(m_hPixelLightVS); } // TO-DO it looks like a mess around here... if (pRender->GetType() != ETHEntityProperties::ET_VERTICAL) { if (pRender->GetAngle() != 0.0f) { Vector3 newPos = v3LightPos-v3EntityPos; Matrix4x4 matRot = RotateZ(-DegreeToRadian(pRender->GetAngle())); newPos = Multiply(newPos, matRot); v3LightPos = newPos + v3EntityPos; } } m_lastAM = m_video->GetAlphaMode(); m_video->SetAlphaMode(Video::AM_ADD); // Set a depth value depending on the entity type pRender->SetDepth(maxHeight, minHeight); // downscales pixel shader ranges on android to prevent from lower precision glitches float lightPrecisionDownScale = 1.0f; #ifdef GLES2 lightPrecisionDownScale = LIGHT_PRECISION_DOWNSCALE; #endif pLightShader->SetConstant(GS_L("lightPos"), v3LightPos * lightPrecisionDownScale); const float scaledRange = (light->range * lightPrecisionDownScale); pLightShader->SetConstant(GS_L("squaredRange"), scaledRange * scaledRange); pLightShader->SetConstant(GS_L("lightColor"), Vector4(light->color, 1.0f) * lightIntensity); return true; }
bool D3D9Sprite::DrawShaped( const Vector2& v2Pos, const Vector2& v2Size, const Color& color0, const Color& color1, const Color& color2, const Color& color3, const float angle) { if (v2Size == Vector2(0,0)) { return true; } // do the flip (parameters that will be send to the VS) Vector2 flipMul(1,1), flipAdd(0,0); if (m_flipX) { flipMul.x =-1; flipAdd.x = 1; } if (m_flipY) { flipMul.y =-1; flipAdd.y = 1; } // centralizes the sprite according to the origin Vector2 v2Center = m_normalizedOrigin*v2Size; Video* video = m_video.lock().get(); ShaderPtr pCurrentVS = video->GetVertexShader(); Matrix4x4 mRot; if (angle != 0.0f) mRot = RotateZ(DegreeToRadian(angle)); pCurrentVS->SetMatrixConstant(L"rotationMatrix", mRot); // rounds up the final position to avoid alpha distortion Vector2 v2FinalPos; if (video->IsRoundingUpPosition()) { v2FinalPos.x = floor(v2Pos.x); v2FinalPos.y = floor(v2Pos.y); } else { v2FinalPos = v2Pos; } // subtract 0.5 to align pixel-texel v2FinalPos -= math::constant::HALF_VECTOR2; pCurrentVS->SetConstant(L"size", v2Size); pCurrentVS->SetConstant(L"entityPos", v2FinalPos); pCurrentVS->SetConstant(L"center", v2Center); pCurrentVS->SetConstant(L"flipMul", flipMul); pCurrentVS->SetConstant(L"flipAdd", flipAdd); pCurrentVS->SetConstant(L"bitmapSize", GetBitmapSizeF()); pCurrentVS->SetConstant(L"scroll", GetScroll()); pCurrentVS->SetConstant(L"multiply", GetMultiply()); const bool setCameraPos = pCurrentVS->ConstantExist(L"cameraPos"); if (setCameraPos) pCurrentVS->SetConstant(L"cameraPos", video->GetCameraPos()); if (m_rect.size.x == 0 || m_rect.size.y == 0) { pCurrentVS->SetConstant(L"rectSize", GetBitmapSizeF()); pCurrentVS->SetConstant(L"rectPos", 0, 0); } else { pCurrentVS->SetConstant(L"rectSize", m_rect.size); pCurrentVS->SetConstant(L"rectPos", m_rect.pos); } pCurrentVS->SetConstant(L"color0", color0); pCurrentVS->SetConstant(L"color1", color1); pCurrentVS->SetConstant(L"color2", color2); pCurrentVS->SetConstant(L"color3", color3); if (pCurrentVS->ConstantExist(L"depth")) pCurrentVS->SetConstant(L"depth", video->GetSpriteDepth()); pCurrentVS->SetShader(); // apply textures according to the rendering mode (pixel shaded or not) ShaderPtr pCurrentPS = video->GetPixelShader(); if (!pCurrentPS) { m_pDevice->SetTexture(0, m_pTexture); //for (unsigned int t=1; t<GS_TEXTURE_CHANNELS; t++) // pDevice->SetTexture(t, NULL); } else { pCurrentPS->SetShader(); pCurrentPS->SetTexture(L"diffuse", GetTexture()); } // draw the one-pixel-quad applying the vertex shader m_pVideoInfo->DrawSprite(m_pDevice, m_rectMode); m_pDevice->SetVertexShader(NULL); return true; }