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// Geometric Tools, LLC
// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.0 (2010/01/01)
#include "DLitMatTexEffect.h"
#include "Wm5CameraModelPositionConstant.h"
#include "Wm5MaterialEmissiveConstant.h"
#include "Wm5MaterialAmbientConstant.h"
#include "Wm5MaterialSpecularConstant.h"
#include "Wm5LightAmbientConstant.h"
#include "Wm5LightDiffuseConstant.h"
#include "Wm5LightSpecularConstant.h"
#include "Wm5LightAttenuationConstant.h"
#include "Wm5LightModelDVectorConstant.h"
#include "Wm5PVWMatrixConstant.h"
using namespace Wm5;
WM5_IMPLEMENT_RTTI(Wm5, VisualEffect, DLitMatTexEffect);
WM5_IMPLEMENT_STREAM(DLitMatTexEffect);
WM5_IMPLEMENT_FACTORY(DLitMatTexEffect);
WM5_IMPLEMENT_DEFAULT_NAMES(VisualEffect, DLitMatTexEffect);
WM5_IMPLEMENT_DEFAULT_STREAM(VisualEffect, DLitMatTexEffect);
//----------------------------------------------------------------------------
DLitMatTexEffect::DLitMatTexEffect (const std::string& effectFile)
:
VisualEffect(effectFile)
{
// TODO: Once WmfxCompiler parses the Cg FX files, we will not need to
// set the sampler state.
PixelShader* pshader = GetPixelShader(0, 0);
// DiffuseSampler
pshader->SetFilter(0, Shader::SF_LINEAR_LINEAR);
pshader->SetCoordinate(0, 0, Shader::SC_REPEAT);
pshader->SetCoordinate(0, 1, Shader::SC_REPEAT);
}
//----------------------------------------------------------------------------
DLitMatTexEffect::~DLitMatTexEffect ()
{
}
//----------------------------------------------------------------------------
VisualEffectInstance* DLitMatTexEffect::CreateInstance (
Light* directionalLight, Material* material, Texture2D* diffuseTexture)
{
VisualEffectInstance* instance = new0 VisualEffectInstance(this, 0);
instance->SetVertexConstant(0, 0,
new0 PVWMatrixConstant());
instance->SetPixelConstant(0, 0,
new0 CameraModelPositionConstant());
instance->SetPixelConstant(0, 1,
new0 MaterialAmbientConstant(material));
instance->SetPixelConstant(0, 2,
new0 MaterialSpecularConstant(material));
instance->SetPixelConstant(0, 3,
new0 LightModelDVectorConstant(directionalLight));
instance->SetPixelConstant(0, 4,
new0 LightAmbientConstant(directionalLight));
instance->SetPixelTexture(0, 0, diffuseTexture);
return instance;
}
//----------------------------------------------------------------------------
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