示例#1
0
void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF& mat, const GFXShaderConstType matrixType) 
{    
   AssertFatal(handle, "Handle is NULL!" );
   AssertFatal(handle->isValid(), "Handle is not valid!" );

   AssertFatal(dynamic_cast<const GFXD3D9ShaderConstHandle*>(handle), "Incorrect const buffer type!"); 
   const GFXD3D9ShaderConstHandle* h = static_cast<const GFXD3D9ShaderConstHandle*>(handle); 
   AssertFatal(!h->isSampler(), "Handle is sampler constant!" );
   AssertFatal(h->mShader == mShader, "Mismatched shaders!"); 

   MatrixF transposed;   
   mat.transposeTo(transposed);

   if (h->mInstancingConstant) 
   {
      if ( matrixType == GFXSCT_Float4x4 )
         dMemcpy( mInstPtr+h->mPixelHandle.offset, mat, sizeof( mat ) );
         
      // TODO: Support 3x3 and 2x2 matricies?      
      return;
   }

   if (h->mVertexConstant) 
      mVertexConstBufferF->set(h->mVertexHandle, transposed, matrixType); 
   if (h->mPixelConstant) 
      mPixelConstBufferF->set(h->mPixelHandle, transposed, matrixType);   
}
示例#2
0
void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF& mat, const GFXShaderConstType matType)
{
   AssertFatal(handle, "GFXGLShaderConstBuffer::set - Handle is NULL!" );
   AssertFatal(handle->isValid(), "GFXGLShaderConstBuffer::set - Handle is not valid!" );
   AssertFatal(dynamic_cast<GFXGLShaderConstHandle*>(handle), "GFXGLShaderConstBuffer::set - Incorrect const buffer type");

   GFXGLShaderConstHandle* _glHandle = static_cast<GFXGLShaderConstHandle*>(handle);
   AssertFatal(mShader == _glHandle->mShader, "GFXGLShaderConstBuffer::set - Should only set handles which are owned by our shader");
   AssertFatal(!_glHandle->mInstancingConstant || matType == GFXSCT_Float4x4, "GFXGLShaderConstBuffer::set - Only support GFXSCT_Float4x4 for instancing");
   
   switch(matType)
   {
   case GFXSCT_Float2x2:
      reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[0] = mat[0];
      reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[1] = mat[1];
      reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[2] = mat[4];
      reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[3] = mat[5];
      break;
   case GFXSCT_Float3x3:
      reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[0] = mat[0];
      reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[1] = mat[1];
      reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[2] = mat[2];
      reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[3] = mat[4];
      reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[4] = mat[5];
      reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[5] = mat[6];
      reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[6] = mat[8];
      reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[7] = mat[9];
      reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[8] = mat[10];
      break;
   case GFXSCT_Float4x4:
   {      
      if(_glHandle->mInstancingConstant)
      {
         MatrixF transposed;   
         mat.transposeTo(transposed);
         dMemcpy( mInstPtr + _glHandle->mOffset, (const F32*)transposed, sizeof(MatrixF) );
         return;
      }
      
      dMemcpy(mBuffer + _glHandle->mOffset, (const F32*)mat, sizeof(MatrixF));
      break;
   }
   default:
      AssertFatal(false, "GFXGLShaderConstBuffer::set - Invalid matrix type");
      break;
   }
}
示例#3
0
void GFXPCD3D9Device::setMatrix( GFXMatrixType mtype, const MatrixF &mat ) 
{
   mat.transposeTo( mTempMatrix );

   mD3DDevice->SetTransform( (_D3DTRANSFORMSTATETYPE)mtype, (D3DMATRIX *)&mTempMatrix );
}