Ejemplo n.º 1
0
        protected override int begin()
        {
            renderSys.BindShader(vtxShader);
            renderSys.BindShader(pixShader);

            return(1);
            //return effect.Begin(FX.DoNotSaveState | FX.DoNotSaveShaderState | FX.DoNotSaveSamplerState);
        }
Ejemplo n.º 2
0
        protected override int begin()
        {
            if (mode == RenderMode.Final)
            {
                renderSys.BindShader(vtxShader);
                renderSys.BindShader(pixShader);
            }
            else
            {
                renderSys.BindShader(nrmGenVShader);
                renderSys.BindShader(nrmGenPShader);
            }

            stateSetted = false;
            return(1);
        }
Ejemplo n.º 3
0
        protected override int begin()
        {
            if (mode == RenderMode.Final)
            {
                renderSys.BindShader(vtxShader);
                renderSys.BindShader(pixShader);
            }
            else
            {
                renderSys.BindShader(nrmGenVShader);
                renderSys.BindShader(nrmGenPShader);
            }

            stateSetted = false;
            return(1);
            //return effect.Begin(FX.DoNotSaveState | FX.DoNotSaveShaderState | FX.DoNotSaveSamplerState);
        }
Ejemplo n.º 4
0
        protected override int begin()
        {
            //if (mode == RenderMode.DeferredNormal)
            //{
            //renderSys.BindShader(nrmGenPShader);
            //renderSys.BindShader(nrmGenVShader);
            //}
            //else
            {
                renderSys.BindShader(vtxShader);
                renderSys.BindShader(pixShader);

                pixShader.SetValue("i_a", EffectParams.LightAmbient);
                pixShader.SetValue("i_d", EffectParams.LightDiffuse);
            }
            stateSetted = false;
            return(1);
            //return effect.Begin(FX.DoNotSaveState | FX.DoNotSaveShaderState | FX.DoNotSaveSamplerState);
        }
Ejemplo n.º 5
0
        //protected override int beginInst()
        //{
        //    stateSetted = false;
        //    return effectInst.Begin(FX.DoNotSaveState | FX.DoNotSaveShaderState | FX.DoNotSaveSamplerState);
        //}
        //protected override void endInst()
        //{
        //    effectInst.End();
        //}
        //public override void BeginPassInst(int passId)
        //{
        //    effectInst.BeginPass(passId);
        //}
        //public override void EndPassInst()
        //{
        //    effectInst.EndPass();
        //}
        #endregion

        protected override int begin()
        {
            if (mode == RenderMode.Depth)
            {
                renderSys.BindShader(shdVtxShader);
                renderSys.BindShader(shdPixShader);
            }
            else if (mode == RenderMode.DeferredNormal)
            {
                renderSys.BindShader(nrmGenPShader);
                renderSys.BindShader(nrmGenVShader);
            }
            else
            {
                renderSys.BindShader(vtxShader);
                renderSys.BindShader(pixShader);

                pixShader.SetValue("i_a", EffectParams.LightAmbient);
                pixShader.SetValue("i_d", EffectParams.LightDiffuse);
                pixShader.SetValue("i_s", EffectParams.LightSpecular);
                pixShader.SetValue("lightDir", EffectParams.LightDir);
                vtxShader.SetValue("viewPos", EffectParams.CurrentCamera.Position);



                ShaderSamplerState state2 = new ShaderSamplerState();
                state2.AddressU      = TextureAddressMode.Wrap;
                state2.AddressV      = TextureAddressMode.Wrap;
                state2.AddressW      = TextureAddressMode.Wrap;
                state2.MinFilter     = TextureFilter.Anisotropic;
                state2.MagFilter     = TextureFilter.Anisotropic;
                state2.MipFilter     = TextureFilter.Linear;
                state2.MaxAnisotropy = 8;
                state2.MipMapLODBias = 0;

                pixShader.SetTexture("hatch0", MaterialLibrary.Instance.Hatch0);
                pixShader.SetTexture("hatch1", MaterialLibrary.Instance.Hatch1);
                pixShader.SetSamplerState("hatch0", ref state2);
                pixShader.SetSamplerState("hatch1", ref state2);


                ShaderSamplerState state = new ShaderSamplerState();
                state.AddressU      = TextureAddressMode.Border;
                state.AddressV      = TextureAddressMode.Border;
                state.AddressW      = TextureAddressMode.Border;
                state.MinFilter     = TextureFilter.Linear;
                state.MagFilter     = TextureFilter.Linear;
                state.MipFilter     = TextureFilter.None;
                state.BorderColor   = ColorValue.White;
                state.MaxAnisotropy = 0;
                state.MipMapLODBias = 0;

                pixShader.SetSamplerState("texShd", ref state);
                pixShader.SetTexture("texShd", EffectParams.DepthMap[0]);
            }

            stateSetted = false;
            return(1);
            //return effect.Begin(FX.DoNotSaveState | FX.DoNotSaveShaderState | FX.DoNotSaveSamplerState);
        }
Ejemplo n.º 6
0
 public virtual void Begin()
 {
     renderSys.BindShader(vtxShader);
     //renderSys.BindShader((VertexShader)null);
     renderSys.BindShader(pixShader);
 }
Ejemplo n.º 7
0
        protected override int begin()
        {
            if (mode == RenderMode.Depth)
            {
                renderSystem.BindShader(shdVtxShader);
                renderSystem.BindShader(shdPixShader);
            }
            else if (mode == RenderMode.DeferredNormal)
            {
                renderSystem.BindShader(nrmVtxShader);
                renderSystem.BindShader(nrmPixShader);


                nrmPixShader.SetTexture("texNorm", MaterialLibrary.Instance.GlobalBakedNormalTexture);
            }
            else
            {
                renderSystem.BindShader(vtxShader);
                renderSystem.BindShader(pixShader);

                vtxShader.SetValue("terrSize", (float)terrSize);
                pixShader.SetValue("i_a", EffectParams.LightAmbient);
                pixShader.SetValue("i_d", EffectParams.LightDiffuse);
                //pixShader.SetValue("i_s", EffectParams.LightSpecular);
                vtxShader.SetValue("lightDir", EffectParams.LightDir);
                //vtxShader.SetValue("viewPos", EffectParams.CurrentCamera.Position);

                pixShader.SetTexture("texShd", EffectParams.DepthMap[0]);
                pixShader.SetTexture("texFog", FogMask);

                ShaderSamplerState state = new ShaderSamplerState();
                state.AddressU      = TextureAddressMode.Wrap;
                state.AddressV      = TextureAddressMode.Wrap;
                state.AddressW      = TextureAddressMode.Wrap;
                state.MinFilter     = TextureFilter.Anisotropic;
                state.MagFilter     = TextureFilter.Anisotropic;
                state.MipFilter     = TextureFilter.Linear;
                state.MaxAnisotropy = 8;
                state.MipMapLODBias = 0;


                ShaderSamplerState state2 = new ShaderSamplerState();
                state2.AddressU      = TextureAddressMode.Wrap;
                state2.AddressV      = TextureAddressMode.Wrap;
                state2.AddressW      = TextureAddressMode.Wrap;
                state2.MinFilter     = TextureFilter.Anisotropic;
                state2.MagFilter     = TextureFilter.Anisotropic;
                state2.MipFilter     = TextureFilter.Linear;
                state2.MaxAnisotropy = 8;
                state2.MipMapLODBias = 0;

                pixShader.SetTexture("texDif", MaterialLibrary.Instance.GlobalIndexTexture);
                pixShader.SetTexture("texNorm", MaterialLibrary.Instance.GlobalNormalTexture);
                //pixShader.SetTexture("texEdge", MaterialLibrary.Instance.FadeEdge);


                pixShader.SetTexture("hatch0", MaterialLibrary.Instance.Hatch0);
                pixShader.SetTexture("hatch1", MaterialLibrary.Instance.Hatch1);
                pixShader.SetSamplerState("hatch0", ref state2);
                pixShader.SetSamplerState("hatch1", ref state2);

                pixShader.SetSamplerState("texDif", ref state);
                pixShader.SetSamplerState("texNorm", ref state);
                pixShader.SetSamplerState("texFog", ref state);

                TerrainTexture tex;
                tex = MaterialLibrary.Instance.GetTexture("Snow");
                pixShader.SetTexture("texDet1", tex.Texture);
                pixShader.SetSamplerState("texDet1", ref state);
                tex = MaterialLibrary.Instance.GetTexture("Grass");
                pixShader.SetTexture("texDet2", tex.Texture);
                pixShader.SetSamplerState("texDet2", ref state);
                tex = MaterialLibrary.Instance.GetTexture("Sand");
                pixShader.SetTexture("texDet3", tex.Texture);
                pixShader.SetSamplerState("texDet3", ref state);
                tex = MaterialLibrary.Instance.GetTexture("Rock");
                pixShader.SetTexture("texDet4", tex.Texture);
                pixShader.SetSamplerState("texDet4", ref state);



                state.AddressU      = TextureAddressMode.Clamp;
                state.AddressV      = TextureAddressMode.Clamp;
                state.AddressW      = TextureAddressMode.Clamp;
                state.AddressU      = TextureAddressMode.Border;
                state.AddressV      = TextureAddressMode.Border;
                state.AddressW      = TextureAddressMode.Border;
                state.MinFilter     = TextureFilter.Linear;
                state.MagFilter     = TextureFilter.Linear;
                state.MipFilter     = TextureFilter.None;
                state.BorderColor   = ColorValue.White;
                state.MaxAnisotropy = 0;
                state.MipMapLODBias = 0;

                pixShader.SetSamplerState("texShd", ref state);
            }
            stateSetted = false;
            return(1);
        }
Ejemplo n.º 8
0
        protected override int begin()
        {
            if (mode == RenderMode.DeferredNormal)
            {
                renderSystem.BindShader(nrmGenVS);
                renderSystem.BindShader(nrmGenPS);

                ShaderSamplerState state = new ShaderSamplerState();
                state.AddressU      = TextureAddressMode.Wrap;
                state.AddressV      = TextureAddressMode.Wrap;
                state.AddressW      = TextureAddressMode.Wrap;
                state.MinFilter     = TextureFilter.Linear;
                state.MagFilter     = TextureFilter.Linear;
                state.MipFilter     = TextureFilter.Linear;
                state.MaxAnisotropy = 8;
                state.MipMapLODBias = 0;

                nrmGenPS.SetSamplerState("dudvMap", ref state);
                nrmGenPS.SetSamplerState("normalMap", ref state);
            }
            else
            {
                renderSystem.BindShader(vtxShader);
                renderSystem.BindShader(pixShader);

                vtxShader.SetValue("lightDir", EffectParams.LightDir);

                ShaderSamplerState state = new ShaderSamplerState();
                state.AddressU      = TextureAddressMode.Wrap;
                state.AddressV      = TextureAddressMode.Wrap;
                state.AddressW      = TextureAddressMode.Wrap;
                state.MinFilter     = TextureFilter.Anisotropic;
                state.MagFilter     = TextureFilter.Anisotropic;
                state.MipFilter     = TextureFilter.Linear;
                state.MaxAnisotropy = 8;
                state.MipMapLODBias = 0;


                pixShader.SetSamplerState("dudvMap", ref state);
                pixShader.SetSamplerState("normalMap", ref state);

                pixShader.SetSamplerState("reflectionMap", ref state);

                pixShader.SetTexture("texShd", EffectParams.DepthMap[0]);

                state.AddressU      = TextureAddressMode.Clamp;
                state.AddressV      = TextureAddressMode.Clamp;
                state.AddressW      = TextureAddressMode.Clamp;
                state.AddressU      = TextureAddressMode.Border;
                state.AddressV      = TextureAddressMode.Border;
                state.AddressW      = TextureAddressMode.Border;
                state.MinFilter     = TextureFilter.Linear;
                state.MagFilter     = TextureFilter.Linear;
                state.MipFilter     = TextureFilter.None;
                state.BorderColor   = ColorValue.White;
                state.MaxAnisotropy = 0;
                state.MipMapLODBias = 0;

                pixShader.SetSamplerState("texShd", ref state);



                ShaderSamplerState state2 = new ShaderSamplerState();
                state2.AddressU      = TextureAddressMode.Wrap;
                state2.AddressV      = TextureAddressMode.Wrap;
                state2.AddressW      = TextureAddressMode.Wrap;
                state2.MinFilter     = TextureFilter.Anisotropic;
                state2.MagFilter     = TextureFilter.Anisotropic;
                state2.MipFilter     = TextureFilter.Linear;
                state2.MaxAnisotropy = 8;
                state2.MipMapLODBias = 0;

                pixShader.SetTexture("hatch0", MaterialLibrary.Instance.Hatch0);
                pixShader.SetTexture("hatch1", MaterialLibrary.Instance.Hatch1);
                pixShader.SetSamplerState("hatch0", ref state2);
                pixShader.SetSamplerState("hatch1", ref state2);
            }

            move += 0.0000067f;
            while (move > 1)
            {
                move--;
            }

            return(1);
        }