1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171
|
// 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: 5.0.1 (2012/07/04)
#include "BlendedTerrainEffect.h"
#include "Wm5Environment.h"
#include "Wm5PVWMatrixConstant.h"
#include "Wm5Texture1D.h"
using namespace Wm5;
WM5_IMPLEMENT_RTTI(Wm5, VisualEffect, BlendedTerrainEffect);
WM5_IMPLEMENT_STREAM(BlendedTerrainEffect);
WM5_IMPLEMENT_FACTORY(BlendedTerrainEffect);
//----------------------------------------------------------------------------
BlendedTerrainEffect::BlendedTerrainEffect (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);
// GrassSampler
pshader->SetFilter(0, Shader::SF_LINEAR_LINEAR);
pshader->SetCoordinate(0, 0, Shader::SC_REPEAT);
pshader->SetCoordinate(0, 1, Shader::SC_REPEAT);
// StoneSampler
pshader->SetFilter(1, Shader::SF_LINEAR_LINEAR);
pshader->SetCoordinate(1, 0, Shader::SC_REPEAT);
pshader->SetCoordinate(1, 1, Shader::SC_REPEAT);
// BlendSampler
pshader->SetFilter(2, Shader::SF_LINEAR);
pshader->SetCoordinate(2, 0, Shader::SC_REPEAT);
// CloudSampler
pshader->SetFilter(3, Shader::SF_LINEAR_LINEAR);
pshader->SetCoordinate(3, 0, Shader::SC_REPEAT);
pshader->SetCoordinate(3, 1, Shader::SC_REPEAT);
// Create a 1-dimensional texture whose intensities are proportional to
// height.
const int numTexels = 256;
mBlendTexture = new0 Texture1D(Texture::TF_L8, numTexels, 1);
unsigned char* data = (unsigned char*)mBlendTexture->GetData(0);
for (int i = 0; i < numTexels; ++i)
{
*data++ = (unsigned char)i;
}
}
//----------------------------------------------------------------------------
BlendedTerrainEffect::~BlendedTerrainEffect ()
{
}
//----------------------------------------------------------------------------
VisualEffectInstance* BlendedTerrainEffect::CreateInstance (
ShaderFloat* flowDirection, ShaderFloat* powerFactor,
Texture2D* grassTexture, Texture2D* stoneTexture, Texture2D* cloudTexture)
{
VisualEffectInstance* instance = new0 VisualEffectInstance(this, 0);
instance->SetVertexConstant(0, 0, new0 PVWMatrixConstant());
instance->SetVertexConstant(0, 1, flowDirection);
instance->SetPixelConstant(0, 0, powerFactor);
instance->SetPixelTexture(0, 0, grassTexture);
instance->SetPixelTexture(0, 1, stoneTexture);
instance->SetPixelTexture(0, 2, mBlendTexture);
instance->SetPixelTexture(0, 3, cloudTexture);
return instance;
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// Name support.
//----------------------------------------------------------------------------
Object* BlendedTerrainEffect::GetObjectByName (const std::string& name)
{
Object* found = VisualEffect::GetObjectByName(name);
if (found)
{
return found;
}
WM5_GET_OBJECT_BY_NAME(mBlendTexture, name, found);
return 0;
}
//----------------------------------------------------------------------------
void BlendedTerrainEffect::GetAllObjectsByName (const std::string& name,
std::vector<Object*>& objects)
{
VisualEffect::GetAllObjectsByName(name, objects);
WM5_GET_ALL_OBJECTS_BY_NAME(mBlendTexture, name, objects);
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// Streaming support.
//----------------------------------------------------------------------------
BlendedTerrainEffect::BlendedTerrainEffect (LoadConstructor value)
:
VisualEffect(value)
{
}
//----------------------------------------------------------------------------
void BlendedTerrainEffect::Load (InStream& source)
{
WM5_BEGIN_DEBUG_STREAM_LOAD(source);
VisualEffect::Load(source);
source.ReadPointer(mBlendTexture);
WM5_END_DEBUG_STREAM_LOAD(BlendedTerrainEffect, source);
}
//----------------------------------------------------------------------------
void BlendedTerrainEffect::Link (InStream& source)
{
VisualEffect::Link(source);
source.ResolveLink(mBlendTexture);
}
//----------------------------------------------------------------------------
void BlendedTerrainEffect::PostLink ()
{
VisualEffect::PostLink();
//VisualPass* pass = mTechniques[0]->GetPass(0);
//VertexShader* vshader = pass->GetVertexShader();
//PixelShader* pshader = pass->GetPixelShader();
//vshader->SetBaseRegisters(msVRegisters);
//vshader->SetPrograms(msVPrograms);
//pshader->SetBaseRegisters(msPRegisters);
//pshader->SetTextureUnits(msPTextureUnits);
//pshader->SetPrograms(msPPrograms);
}
//----------------------------------------------------------------------------
bool BlendedTerrainEffect::Register (OutStream& target) const
{
if (VisualEffect::Register(target))
{
target.Register(mBlendTexture);
return true;
}
return false;
}
//----------------------------------------------------------------------------
void BlendedTerrainEffect::Save (OutStream& target) const
{
WM5_BEGIN_DEBUG_STREAM_SAVE(target);
VisualEffect::Save(target);
target.WritePointer(mBlendTexture);
WM5_END_DEBUG_STREAM_SAVE(BlendedTerrainEffect, target);
}
//----------------------------------------------------------------------------
int BlendedTerrainEffect::GetStreamingSize () const
{
int size = VisualEffect::GetStreamingSize();
size += WM5_POINTERSIZE(mBlendTexture);
return size;
}
//----------------------------------------------------------------------------
|