add modulate flag check for material rendering
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207c2ee244
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71d132839e
@ -29,8 +29,8 @@ defaultRenderCB(Atomic *atomic, InstanceDataHeader *header)
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d3d::lightingCB_Fix(atomic);
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Geometry *geo = atomic->geometry;
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d3d::setRenderState(D3DRS_LIGHTING, !!(geo->flags & rw::Geometry::LIGHT));
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uint32 flags = atomic->geometry->flags;
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d3d::setRenderState(D3DRS_LIGHTING, !!(flags & rw::Geometry::LIGHT));
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Frame *f = atomic->getFrame();
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convMatrix(&world, f->getLTM());
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@ -39,12 +39,12 @@ defaultRenderCB(Atomic *atomic, InstanceDataHeader *header)
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InstanceData *inst = header->inst;
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for(uint32 i = 0; i < header->numMeshes; i++){
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d3d::setTexture(0, inst->material->texture);
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d3d::setMaterial(inst->material->color, inst->material->surfaceProps);
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d3d::setMaterial(flags, inst->material->color, inst->material->surfaceProps);
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d3d::setRenderState(D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL);
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d3d::setRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL);
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if(geo->flags & Geometry::PRELIT)
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if(flags & Geometry::PRELIT)
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d3d::setRenderState(D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_COLOR1);
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else
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d3d::setRenderState(D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL);
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@ -150,6 +150,7 @@ void
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matfxRenderCB_Shader(Atomic *atomic, InstanceDataHeader *header)
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{
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int vsBits;
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uint32 flags = atomic->geometry->flags;
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setStreamSource(0, (IDirect3DVertexBuffer9*)header->vertexStream[0].vertexBuffer,
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0, header->vertexStream[0].stride);
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setIndices((IDirect3DIndexBuffer9*)header->indexBuffer);
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@ -166,7 +167,7 @@ matfxRenderCB_Shader(Atomic *atomic, InstanceDataHeader *header)
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for(uint32 i = 0; i < header->numMeshes; i++){
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Material *m = inst->material;
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setMaterial(m->color, m->surfaceProps);
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setMaterial(flags, m->color, m->surfaceProps);
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MatFX *matfx = MatFX::get(m);
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if(matfx == nil)
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@ -145,6 +145,7 @@ void
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defaultRenderCB_Shader(Atomic *atomic, InstanceDataHeader *header)
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{
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int vsBits;
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uint32 flags = atomic->geometry->flags;
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setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride);
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setIndices(header->indexBuffer);
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setVertexDeclaration(header->vertexDeclaration);
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@ -166,7 +167,7 @@ defaultRenderCB_Shader(Atomic *atomic, InstanceDataHeader *header)
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SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255);
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setMaterial(m->color, m->surfaceProps);
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setMaterial(flags, m->color, m->surfaceProps);
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if(m->texture){
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d3d::setTexture(0, m->texture);
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@ -289,7 +289,7 @@ void
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skinRenderCB(Atomic *atomic, InstanceDataHeader *header)
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{
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int vsBits;
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uint32 flags = atomic->geometry->flags;
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setStreamSource(0, (IDirect3DVertexBuffer9*)header->vertexStream[0].vertexBuffer,
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0, header->vertexStream[0].stride);
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setIndices((IDirect3DIndexBuffer9*)header->indexBuffer);
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@ -314,7 +314,7 @@ skinRenderCB(Atomic *atomic, InstanceDataHeader *header)
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SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255);
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setMaterial(m->color, m->surfaceProps);
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setMaterial(flags, m->color, m->surfaceProps);
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if(inst->material->texture){
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d3d::setTexture(0, m->texture);
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@ -292,6 +292,14 @@ void flushCache(void);
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void setTexture(uint32 stage, Texture *tex);
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void setMaterial(const RGBA &color, const SurfaceProperties &surfaceprops, float extraSurfProp = 0.0f);
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inline void setMaterial(uint32 flags, const RGBA &color, const SurfaceProperties &surfaceprops, float extraSurfProp = 0.0f)
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{
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static RGBA white = { 255, 255, 255, 255 };
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if(flags & Geometry::MODULATE)
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setMaterial(color, surfaceprops, extraSurfProp);
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else
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setMaterial(white, surfaceprops, extraSurfProp);
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}
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void setVertexShader(void *vs);
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void setPixelShader(void *ps);
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@ -34,14 +34,14 @@ static int32 u_fxparams;
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static int32 u_colorClamp;
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void
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matfxDefaultRender(InstanceDataHeader *header, InstanceData *inst)
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matfxDefaultRender(InstanceDataHeader *header, InstanceData *inst, uint32 flags)
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{
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Material *m;
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m = inst->material;
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defaultShader->use();
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setMaterial(m->color, m->surfaceProps);
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setMaterial(flags, m->color, m->surfaceProps);
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setTexture(0, m->texture);
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@ -83,13 +83,13 @@ uploadEnvMatrix(Frame *frame)
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}
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void
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matfxEnvRender(InstanceDataHeader *header, InstanceData *inst, MatFX::Env *env)
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matfxEnvRender(InstanceDataHeader *header, InstanceData *inst, uint32 flags, MatFX::Env *env)
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{
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Material *m;
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m = inst->material;
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if(env->tex == nil || env->coefficient == 0.0f){
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matfxDefaultRender(header, inst);
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matfxDefaultRender(header, inst, flags);
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return;
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}
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@ -99,7 +99,7 @@ matfxEnvRender(InstanceDataHeader *header, InstanceData *inst, MatFX::Env *env)
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setTexture(1, env->tex);
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uploadEnvMatrix(env->frame);
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setMaterial(m->color, m->surfaceProps);
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setMaterial(flags, m->color, m->surfaceProps);
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float fxparams[2];
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fxparams[0] = env->coefficient;
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@ -125,6 +125,7 @@ matfxEnvRender(InstanceDataHeader *header, InstanceData *inst, MatFX::Env *env)
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void
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matfxRenderCB(Atomic *atomic, InstanceDataHeader *header)
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{
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uint32 flags = atomic->geometry->flags;
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setWorldMatrix(atomic->getFrame()->getLTM());
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lightingCB(atomic);
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@ -145,13 +146,13 @@ matfxRenderCB(Atomic *atomic, InstanceDataHeader *header)
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MatFX *matfx = MatFX::get(inst->material);
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if(matfx == nil)
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matfxDefaultRender(header, inst);
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matfxDefaultRender(header, inst, flags);
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else switch(matfx->type){
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case MatFX::ENVMAP:
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matfxEnvRender(header, inst, &matfx->fx[0].env);
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matfxEnvRender(header, inst, flags, &matfx->fx[0].env);
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break;
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default:
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matfxDefaultRender(header, inst);
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matfxDefaultRender(header, inst, flags);
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break;
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}
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inst++;
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@ -123,6 +123,7 @@ defaultRenderCB(Atomic *atomic, InstanceDataHeader *header)
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{
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Material *m;
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uint32 flags = atomic->geometry->flags;
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setWorldMatrix(atomic->getFrame()->getLTM());
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lightingCB(atomic);
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@ -142,7 +143,7 @@ defaultRenderCB(Atomic *atomic, InstanceDataHeader *header)
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while(n--){
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m = inst->material;
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setMaterial(m->color, m->surfaceProps);
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setMaterial(flags, m->color, m->surfaceProps);
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setTexture(0, m->texture);
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@ -257,6 +257,7 @@ skinRenderCB(Atomic *atomic, InstanceDataHeader *header)
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{
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Material *m;
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uint32 flags = atomic->geometry->flags;
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setWorldMatrix(atomic->getFrame()->getLTM());
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lightingCB(atomic);
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@ -278,7 +279,7 @@ skinRenderCB(Atomic *atomic, InstanceDataHeader *header)
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while(n--){
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m = inst->material;
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setMaterial(m->color, m->surfaceProps);
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setMaterial(flags, m->color, m->surfaceProps);
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setTexture(0, m->texture);
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@ -181,6 +181,14 @@ int32 setLights(WorldLights *lightData);
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// per Mesh
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void setTexture(int32 n, Texture *tex);
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void setMaterial(const RGBA &color, const SurfaceProperties &surfaceprops, float extraSurfProp = 0.0f);
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inline void setMaterial(uint32 flags, const RGBA &color, const SurfaceProperties &surfaceprops, float extraSurfProp = 0.0f)
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{
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static RGBA white = { 255, 255, 255, 255 };
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if(flags & Geometry::MODULATE)
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setMaterial(color, surfaceprops, extraSurfProp);
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else
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setMaterial(white, surfaceprops, extraSurfProp);
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}
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void setAlphaBlend(bool32 enable);
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bool32 getAlphaBlend(void);
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