예제 #1
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);
        }
예제 #2
0
        public override void Setup(Material mat, ref RenderOperation op)
        {
            Matrix mvp = op.Transformation * EffectParams.CurrentCamera.ViewMatrix * EffectParams.CurrentCamera.ProjectionMatrix;

            vtxShader.SetValue("mvp", ref mvp);
            //vtxShader.SetValue("cameraZ", EffectParams.InvView.Forward);

            if (!stateSetted)
            {
                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.SetValue("k_a", mat.Ambient);
                pixShader.SetValue("k_d", mat.Diffuse);
                pixShader.SetValue("k_e", mat.Emissive);


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

                ResourceHandle <Texture> clrTex = mat.GetTexture(0);
                if (clrTex == null)
                {
                    pixShader.SetTexture("texDif", noTexture);
                }
                else
                {
                    pixShader.SetTexture("texDif", clrTex);
                }
            }
        }
예제 #3
0
        public override void Setup(Material mat, ref RenderOperation op)
        {
            if (mode == RenderMode.Depth)
            {
                Matrix lightPrjTrans;
                Matrix.Multiply(ref op.Transformation, ref EffectParams.DepthViewProj, out lightPrjTrans);
                shdVtxShader.SetValue("mvp", ref lightPrjTrans);
            }
            else if (mode == RenderMode.DeferredNormal)
            {
                Matrix worldView = op.Transformation * EffectParams.CurrentCamera.ViewMatrix;
                Matrix mvp = worldView * EffectParams.CurrentCamera.ProjectionMatrix;
                nrmGenVShader.SetValue("mvp", ref mvp);
                nrmGenVShader.SetValue("worldView", ref worldView);

                if (!stateSetted)
                {
                    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;

                    nrmGenPShader.SetSamplerState("texDif", ref state);

                    ResourceHandle<Texture> clrTex = mat.GetTexture(0);
                    if (clrTex == null)
                    {
                        nrmGenPShader.SetTexture("texDif", noTexture);
                    }
                    else
                    {
                        nrmGenPShader.SetTexture("texDif", clrTex);
                    }
                }
            }
            else
            {
                Matrix mvp = op.Transformation * EffectParams.CurrentCamera.ViewMatrix * EffectParams.CurrentCamera.ProjectionMatrix;

                vtxShader.SetValue("mvp", ref mvp);
               
                Matrix lightPrjTrans;
                Matrix.Multiply(ref op.Transformation, ref EffectParams.DepthViewProj, out lightPrjTrans);

                vtxShader.SetValue("smTrans", lightPrjTrans);

                TreeBatchModel mdl = op.Sender as TreeBatchModel;
                if (mdl != null)
                {
                    vtxShader.SetValue("world", ref mdl.TreeOrientation);
                }
                else
                {
                    vtxShader.SetValue("world", ref op.Transformation);
                }

                if (!stateSetted)
                {

                    pixShader.SetValue("k_a", mat.Ambient);
                    pixShader.SetValue("k_d", mat.Diffuse);
                    pixShader.SetValue("k_s", mat.Specular);
                    pixShader.SetValue("k_e", mat.Emissive);
                    pixShader.SetValue("k_power", mat.Power);

                    ResourceHandle<Texture> clrTex = mat.GetTexture(0);
                    if (clrTex == null)
                    {
                        pixShader.SetTexture("texDif", null);
                    }
                    else
                    {
                        pixShader.SetTexture("texDif", clrTex);
                    }
                    pixShader.SetTexture("texFog", TerrainEffect.FogMask);

                    Vector2 isVeg_wind = new Vector2();

                    if (mat.IsVegetation)
                    {
                        isVeg_wind.X = 100;// vtxShader.SetValue("isVeg_wind", new Vector4(100, 100, 100, 100));
                    }
                    isVeg_wind.Y = winding;
                    vtxShader.SetValue("isVeg_wind", ref isVeg_wind);


                    stateSetted = true;
                }
            }
        }
예제 #4
0
 public void SetSamplerState(string name, ref ShaderSamplerState state)
 {
     pixShader.SetSamplerState(name, ref state);
 }
예제 #5
0
 public void SetSamplerStateDirect(int si, ref ShaderSamplerState state)
 {
     pixShader.SetSamplerStateDirect(si, ref state);
 }
예제 #6
0
 public void SetSamplerState(string name, ref ShaderSamplerState state)
 {
     pixShader.SetSamplerState(name, ref state);
 }
예제 #7
0
        public override void Setup(Material mat, ref RenderOperation op)
        {

            Matrix mvp = op.Transformation * EffectParams.CurrentCamera.ViewMatrix * EffectParams.CurrentCamera.ProjectionMatrix;

            vtxShader.SetValue("mvp", ref mvp);
            //vtxShader.SetValue("cameraZ", EffectParams.InvView.Forward);

            if (!stateSetted)
            {
                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.SetValue("k_a", mat.Ambient);
                pixShader.SetValue("k_d", mat.Diffuse);
                pixShader.SetValue("k_e", mat.Emissive);


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

                ResourceHandle<Texture> clrTex = mat.GetTexture(0);
                if (clrTex == null)
                {
                    pixShader.SetTexture("texDif", noTexture);
                }
                else
                {
                    pixShader.SetTexture("texDif", clrTex);
                }
            }



        }
예제 #8
0
        public override void Setup(Material mat, ref RenderOperation op)
        {
            if (mode == RenderMode.Depth)
            {
                Matrix lightPrjTrans;
                Matrix.Multiply(ref op.Transformation, ref EffectParams.DepthViewProj, out lightPrjTrans);
                shdVtxShader.SetValue("mvp", ref lightPrjTrans);
            }
            else if (mode == RenderMode.DeferredNormal) 
            {
                Matrix worldView = op.Transformation * EffectParams.CurrentCamera.ViewMatrix;
                Matrix mvp = worldView * EffectParams.CurrentCamera.ProjectionMatrix;
                nrmGenVShader.SetValue("mvp", ref mvp);
                nrmGenVShader.SetValue("worldView", ref worldView);

                if (!stateSetted)
                {
                    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;

                    nrmGenPShader.SetSamplerState("texDif", ref state);

                    ResourceHandle<Texture> clrTex = mat.GetTexture(0);
                    if (clrTex == null)
                    {
                        nrmGenPShader.SetTexture("texDif", noTexture);
                    }
                    else
                    {
                        nrmGenPShader.SetTexture("texDif", clrTex);
                    }
                    stateSetted = true;
                }
            }
            else
            {
                Matrix mvp = op.Transformation * EffectParams.CurrentCamera.ViewMatrix * EffectParams.CurrentCamera.ProjectionMatrix;

                vtxShader.SetValue("mvp", ref mvp);
                vtxShader.SetValue("world", ref op.Transformation);

                Matrix lightPrjTrans;
                Matrix.Multiply(ref op.Transformation, ref EffectParams.DepthViewProj, out lightPrjTrans);

                vtxShader.SetValue("smTrans", lightPrjTrans);


                WorldObject wo = op.Sender as WorldObject;
                if (wo != null)
                {
                    pixShader.SetValue("visiblity", wo.Visiblity);
                }
                else
                {
                    pixShader.SetValue("visiblity", 1.0f);
                }


                if (!stateSetted)
                {
                    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.SetValue("k_a", mat.Ambient);
                    pixShader.SetValue("k_d", mat.Diffuse);
                    pixShader.SetValue("k_s", mat.Specular);
                    pixShader.SetValue("k_e", mat.Emissive);
                    pixShader.SetValue("k_power", mat.Power);

                    

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

                    ResourceHandle<Texture> clrTex = mat.GetTexture(0);
                    if (clrTex == null)
                    {
                        pixShader.SetTexture("texDif", noTexture);
                    }
                    else
                    {
                        pixShader.SetTexture("texDif", clrTex);
                    }

                    if (mat.IsVegetation)
                    {
                        vtxShader.SetValue("isVegetation", new Vector4(100, 100, 100, 100));
                    }
                    else
                    {
                        vtxShader.SetValue("isVegetation", new Vector4());
                    }
                    stateSetted = true;
                }
            }
        }
예제 #9
0
        public override void Setup(Material mat, ref RenderOperation op)
        {
            if (mode == RenderMode.Final)
            {
                Matrix mvp = op.Transformation * EffectParams.CurrentCamera.ViewMatrix * EffectParams.CurrentCamera.ProjectionMatrix;

                vtxShader.SetValue("mvp", ref mvp);


                if (!stateSetted)
                {
                    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("texDif", ref state);

                    ResourceHandle<Texture> clrTex = mat.GetTexture(0);
                    pixShader.SetTexture("texDif", clrTex != null ? clrTex.Resource : null);

                    stateSetted = true;
                }
            }
            else if (mode == RenderMode.DeferredNormal)
            {
                Matrix worldView = op.Transformation * EffectParams.CurrentCamera.ViewMatrix;
                Matrix mvp = worldView * EffectParams.CurrentCamera.ProjectionMatrix;
                nrmGenVShader.SetValue("mvp", ref mvp);
                nrmGenVShader.SetValue("worldView", ref worldView);

                if (!stateSetted)
                {
                    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;

                    nrmGenPShader.SetSamplerState("texDif", ref state);

                    ResourceHandle<Texture> clrTex = mat.GetTexture(0);
                    if (clrTex == null)
                    {
                        nrmGenPShader.SetTexture("texDif", null);
                    }
                    else
                    {
                        nrmGenPShader.SetTexture("texDif", clrTex);
                    }
                }
            }
        }
예제 #10
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);
        }
예제 #11
0
        /// <summary>
        ///  见接口
        /// </summary>
        /// <param name="renderer"></param>
        /// <param name="screenTarget"></param>
        public void RenderFullScene(ISceneRenderer renderer, RenderTarget screenTarget, RenderMode mode)
        {
            Microsoft.Xna.Framework.Input.KeyboardState ks = Microsoft.Xna.Framework.Input.Keyboard.GetState();
            if (ks.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.C) &&
                lastState.IsKeyUp(Microsoft.Xna.Framework.Input.Keys.C))
            {
                testMode++;
                if (testMode > TestMode.Blurred)
                {
                    testMode = TestMode.Final;
                }
            }
            lastState = ks;

            if (testMode == TestMode.Original)
            {
                renderer.RenderScene(screenTarget, RenderMode.Final);
                return;
            }
            if (testMode == TestMode.Normal)
            {
                renderer.RenderScene(screenTarget, RenderMode.DeferredNormal);
                return;
            }

            renderer.RenderScene(nrmDepthBuffer, RenderMode.DeferredNormal);

            renderer.RenderScene(colorBuffer, RenderMode.Final);


            Viewport vp = renderSys.Viewport;

            ShaderSamplerState sampler1;

            sampler1.AddressU      = TextureAddressMode.Clamp;
            sampler1.AddressV      = TextureAddressMode.Clamp;
            sampler1.AddressW      = TextureAddressMode.Clamp;
            sampler1.BorderColor   = ColorValue.Transparent;
            sampler1.MagFilter     = TextureFilter.Point;
            sampler1.MaxAnisotropy = 0;
            sampler1.MaxMipLevel   = 0;
            sampler1.MinFilter     = TextureFilter.Point;
            sampler1.MipFilter     = TextureFilter.None;
            sampler1.MipMapLODBias = 0;


            ShaderSamplerState sampler2 = sampler1;

            sampler2.MagFilter = TextureFilter.Linear;
            sampler2.MinFilter = TextureFilter.Linear;

            #region 边缘合成
            renderSys.SetRenderTarget(0, testMode == TestMode.Edge ? screenTarget : edgeResultBuffer);
            edgeEff.Begin();

            edgeEff.SetSamplerStateDirect(0, ref sampler1);
            edgeEff.SetSamplerStateDirect(1, ref sampler1);

            edgeEff.SetTextureDirect(0, nrmDepthBuffer.GetColorBufferTexture());
            edgeEff.SetTextureDirect(1, testMode == TestMode.Edge ? whitePixel : colorBuffer.GetColorBufferTexture());

            Vector2 nrmBufSize = new Vector2(vp.Width, vp.Height);
            edgeEff.SetValue("normalBufferSize", ref nrmBufSize);
            DrawBigQuad();
            edgeEff.End();
            #endregion

            if (testMode == TestMode.Edge)
            {
                return;
            }
            if (testMode == TestMode.Depth)
            {
                renderSys.SetRenderTarget(0, screenTarget);
                depthViewEff.Begin();
                depthViewEff.SetSamplerStateDirect(0, ref sampler1);
                depthViewEff.SetTextureDirect(0, nrmDepthBuffer.GetColorBufferTexture());
                DrawBigQuad();
                depthViewEff.End();
                return;
            }
            #region 高斯X
            renderSys.SetRenderTarget(0, blurredRt1);

            gaussBlur.Begin();

            gaussBlur.SetSamplerStateDirect(0, ref sampler1);
            gaussBlur.SetTextureDirect(0, edgeResultBuffer.GetColorBufferTexture());

            for (int i = 0; i < SampleCount; i++)
            {
                gaussBlur.SetValueDirect(i, ref guassFilter.SampleOffsetsX[i]);
                gaussBlur.SetValueDirect(i + 15, guassFilter.SampleWeights[i]);
            }

            DrawSmallQuad();

            gaussBlur.End();
            #endregion

            #region 高斯Y

            renderSys.SetRenderTarget(0, testMode == TestMode.Blurred ? screenTarget : blurredRt2);
            gaussBlur.Begin();

            gaussBlur.SetSamplerStateDirect(0, ref sampler1);
            gaussBlur.SetTextureDirect(0, blurredRt1.GetColorBufferTexture());

            for (int i = 0; i < SampleCount; i++)
            {
                gaussBlur.SetValueDirect(i, ref guassFilter.SampleOffsetsY[i]);
                gaussBlur.SetValueDirect(i + 15, guassFilter.SampleWeights[i]);
            }
            if (testMode == TestMode.Blurred)
            {
                DrawBigQuad();
            }
            else
            {
                DrawSmallQuad();
            }

            gaussBlur.End();


            #endregion

            if (testMode == TestMode.Blurred)
            {
                return;
            }

            #region DOF合成

            renderSys.SetRenderTarget(0, screenTarget);

            compEff.Begin();

            compEff.SetSamplerStateDirect(0, ref sampler1);
            compEff.SetSamplerStateDirect(1, ref sampler2);
            compEff.SetSamplerStateDirect(2, ref sampler2);

            compEff.SetTextureDirect(0, edgeResultBuffer.GetColorBufferTexture());
            compEff.SetTextureDirect(1, blurredRt2.GetColorBufferTexture());
            compEff.SetTextureDirect(2, nrmDepthBuffer.GetColorBufferTexture());

            //if (camera != null)
            //{
            //    float focNear = (camera.Position.Length() - PlanetEarth.PlanetRadius) / camera.FarPlane;
            //    compEff.SetValue("FocusNear", focNear);
            //}
            //else
            //{
            //    compEff.SetValue("FocusNear", 0.3f);
            //}

            renderSys.RenderStates.AlphaBlendEnable = true;
            renderSys.RenderStates.SourceBlend      = Blend.SourceAlpha;
            renderSys.RenderStates.DestinationBlend = Blend.InverseSourceAlpha;
            renderSys.RenderStates.BlendOperation   = BlendFunction.Add;

            DrawBigQuad();

            compEff.End();
            #endregion
        }
예제 #12
0
        public override void Setup(Material mat, ref RenderOperation op)
        {
            if (mode == RenderMode.Depth)
            {
                Matrix lightPrjTrans;
                Matrix.Multiply(ref op.Transformation, ref EffectParams.DepthViewProj, out lightPrjTrans);
                shdVtxShader.SetValue("mvp", ref lightPrjTrans);
            }
            else if (mode == RenderMode.DeferredNormal)
            {
                Matrix worldView = op.Transformation * EffectParams.CurrentCamera.ViewMatrix;
                Matrix mvp = worldView * EffectParams.CurrentCamera.ProjectionMatrix;
                nrmGenVShader.SetValue("mvp", ref mvp);
                nrmGenVShader.SetValue("worldView", ref worldView);

                if (!stateSetted)
                {
                    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;

                    nrmGenPShader.SetSamplerState("texDif", ref state);

                    ResourceHandle<Texture> clrTex = mat.GetTexture(0);
                    if (clrTex != null)
                    {
                        nrmGenPShader.SetTexture("texDif", clrTex);
                    }
                }
            }
            else
            {
                Matrix mvp = op.Transformation * EffectParams.CurrentCamera.ViewMatrix * EffectParams.CurrentCamera.ProjectionMatrix;

                vtxShader.SetValue("mvp", ref mvp);
                vtxShader.SetValue("world", ref op.Transformation);

                Matrix lightPrjTrans;
                Matrix.Multiply(ref op.Transformation, ref EffectParams.DepthViewProj, out lightPrjTrans);

                vtxShader.SetValue("smTrans", lightPrjTrans);

                City sender = op.Sender as City;

                pixShader.SetValue("k_a", mat.Ambient);
                if (sender != null && sender.IsCaptured)
                {
                    Color4F color = new Color4F(sender.Owner.SideColor);
                    pixShader.SetValue("k_d", color);
                }
                else
                {
                    pixShader.SetValue("k_d", mat.Diffuse);
                }

                if (!stateSetted)
                {
                    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("texDif", ref state);

                    ResourceHandle<Texture> clrTex = mat.GetTexture(0);
                    if (clrTex != null)
                    {
                        pixShader.SetTexture("texDif", clrTex);
                    }

                    stateSetted = true;
                }
            }
        }
예제 #13
0
        public override void Setup(Material mat, ref RenderOperation op)
        {
            if (mode == RenderMode.Depth)
            {
                Matrix lightPrjTrans;
                Matrix.Multiply(ref op.Transformation, ref EffectParams.DepthViewProj, out lightPrjTrans);
                shdVtxShader.SetValue("mvp", ref lightPrjTrans);
            }
            else if (mode == RenderMode.DeferredNormal)
            {
                Matrix worldView = op.Transformation * EffectParams.CurrentCamera.ViewMatrix;
                Matrix mvp       = worldView * EffectParams.CurrentCamera.ProjectionMatrix;
                nrmGenVShader.SetValue("mvp", ref mvp);
                nrmGenVShader.SetValue("worldView", ref worldView);

                if (!stateSetted)
                {
                    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;

                    nrmGenPShader.SetSamplerState("texDif", ref state);

                    ResourceHandle <Texture> clrTex = mat.GetTexture(0);
                    if (clrTex != null)
                    {
                        nrmGenPShader.SetTexture("texDif", clrTex);
                    }
                }
            }
            else
            {
                Matrix mvp = op.Transformation * EffectParams.CurrentCamera.ViewMatrix * EffectParams.CurrentCamera.ProjectionMatrix;

                vtxShader.SetValue("mvp", ref mvp);
                vtxShader.SetValue("world", ref op.Transformation);

                Matrix lightPrjTrans;
                Matrix.Multiply(ref op.Transformation, ref EffectParams.DepthViewProj, out lightPrjTrans);

                vtxShader.SetValue("smTrans", lightPrjTrans);

                City sender = op.Sender as City;

                pixShader.SetValue("k_a", mat.Ambient);
                if (sender != null && sender.IsCaptured)
                {
                    Color4F color = new Color4F(sender.Owner.SideColor);
                    pixShader.SetValue("k_d", color);
                }
                else
                {
                    pixShader.SetValue("k_d", mat.Diffuse);
                }

                if (!stateSetted)
                {
                    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("texDif", ref state);

                    ResourceHandle <Texture> clrTex = mat.GetTexture(0);
                    if (clrTex != null)
                    {
                        pixShader.SetTexture("texDif", clrTex);
                    }

                    stateSetted = true;
                }
            }
        }
예제 #14
0
        public override void Setup(Material mat, ref RenderOperation op)
        {
            if (mode == RenderMode.Depth)
            {
                Matrix lightPrjTrans;
                Matrix.Multiply(ref op.Transformation, ref EffectParams.DepthViewProj, out lightPrjTrans);
                shdVtxShader.SetValue("mvp", ref lightPrjTrans);
            }
            else if (mode == RenderMode.DeferredNormal)
            {
                Matrix worldView = op.Transformation * EffectParams.CurrentCamera.ViewMatrix;
                Matrix mvp       = worldView * EffectParams.CurrentCamera.ProjectionMatrix;
                nrmGenVShader.SetValue("mvp", ref mvp);
                nrmGenVShader.SetValue("worldView", ref worldView);

                if (!stateSetted)
                {
                    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;

                    nrmGenPShader.SetSamplerState("texDif", ref state);

                    ResourceHandle <Texture> clrTex = mat.GetTexture(0);
                    if (clrTex == null)
                    {
                        nrmGenPShader.SetTexture("texDif", noTexture);
                    }
                    else
                    {
                        nrmGenPShader.SetTexture("texDif", clrTex);
                    }
                }
            }
            else
            {
                Matrix mvp = op.Transformation * EffectParams.CurrentCamera.ViewMatrix * EffectParams.CurrentCamera.ProjectionMatrix;

                vtxShader.SetValue("mvp", ref mvp);
                vtxShader.SetValue("world", ref op.Transformation);

                Matrix lightPrjTrans;
                Matrix.Multiply(ref op.Transformation, ref EffectParams.DepthViewProj, out lightPrjTrans);

                vtxShader.SetValue("smTrans", lightPrjTrans);

                WorldObject wo = op.Sender as WorldObject;
                if (wo != null)
                {
                    pixShader.SetValue("visiblity", wo.Visiblity);
                }
                else
                {
                    pixShader.SetValue("visiblity", 1.0f);
                }


                if (!stateSetted)
                {
                    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.SetValue("k_a", mat.Ambient);
                    pixShader.SetValue("k_d", mat.Diffuse);
                    pixShader.SetValue("k_s", mat.Specular);
                    pixShader.SetValue("k_e", mat.Emissive);
                    pixShader.SetValue("k_power", mat.Power);


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

                    ResourceHandle <Texture> clrTex = mat.GetTexture(0);
                    if (clrTex == null)
                    {
                        pixShader.SetTexture("texDif", noTexture);
                    }
                    else
                    {
                        pixShader.SetTexture("texDif", clrTex);
                    }

                    if (mat.IsVegetation)
                    {
                        vtxShader.SetValue("isVegetation", new Vector4(100, 100, 100, 100));
                    }
                    else
                    {
                        vtxShader.SetValue("isVegetation", new Vector4());
                    }
                    stateSetted = true;
                }
            }
        }
예제 #15
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);
        }
예제 #16
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);
        }
예제 #17
0
        public override void Setup(Material mat, ref RenderOperation op)
        {
            if (mode == RenderMode.Depth)
            {
                Matrix lightPrjTrans;
                Matrix.Multiply(ref op.Transformation, ref EffectParams.DepthViewProj, out lightPrjTrans);
                shdVtxShader.SetValue("mvp", ref lightPrjTrans);
            }
            else if (mode == RenderMode.DeferredNormal)
            {
                Matrix worldView = op.Transformation * EffectParams.CurrentCamera.ViewMatrix;
                Matrix mvp       = worldView * EffectParams.CurrentCamera.ProjectionMatrix;
                nrmGenVShader.SetValue("mvp", ref mvp);
                nrmGenVShader.SetValue("worldView", ref worldView);

                if (!stateSetted)
                {
                    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;

                    nrmGenPShader.SetSamplerState("texDif", ref state);

                    ResourceHandle <Texture> clrTex = mat.GetTexture(0);
                    if (clrTex == null)
                    {
                        nrmGenPShader.SetTexture("texDif", noTexture);
                    }
                    else
                    {
                        nrmGenPShader.SetTexture("texDif", clrTex);
                    }
                }
            }
            else
            {
                Matrix mvp = op.Transformation * EffectParams.CurrentCamera.ViewMatrix * EffectParams.CurrentCamera.ProjectionMatrix;

                vtxShader.SetValue("mvp", ref mvp);

                Matrix lightPrjTrans;
                Matrix.Multiply(ref op.Transformation, ref EffectParams.DepthViewProj, out lightPrjTrans);

                vtxShader.SetValue("smTrans", lightPrjTrans);

                TreeBatchModel mdl = op.Sender as TreeBatchModel;
                if (mdl != null)
                {
                    vtxShader.SetValue("world", ref mdl.TreeOrientation);
                }
                else
                {
                    vtxShader.SetValue("world", ref op.Transformation);
                }

                if (!stateSetted)
                {
                    pixShader.SetValue("k_a", mat.Ambient);
                    pixShader.SetValue("k_d", mat.Diffuse);
                    pixShader.SetValue("k_s", mat.Specular);
                    pixShader.SetValue("k_e", mat.Emissive);
                    pixShader.SetValue("k_power", mat.Power);

                    ResourceHandle <Texture> clrTex = mat.GetTexture(0);
                    if (clrTex == null)
                    {
                        pixShader.SetTexture("texDif", null);
                    }
                    else
                    {
                        pixShader.SetTexture("texDif", clrTex);
                    }
                    pixShader.SetTexture("texFog", TerrainEffect.FogMask);

                    Vector2 isVeg_wind = new Vector2();

                    if (mat.IsVegetation)
                    {
                        isVeg_wind.X = 100;// vtxShader.SetValue("isVeg_wind", new Vector4(100, 100, 100, 100));
                    }
                    isVeg_wind.Y = winding;
                    vtxShader.SetValue("isVeg_wind", ref isVeg_wind);


                    stateSetted = true;
                }
            }
        }
예제 #18
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;
        }
예제 #19
0
 public void SetSamplerStateDirect(int si, ref ShaderSamplerState state)
 {
     pixShader.SetSamplerStateDirect(si, ref state);
 }
예제 #20
0
        public override void Setup(Material mat, ref RenderOperation op)
        {
            if (mode == RenderMode.Final)
            {
                Matrix mvp = op.Transformation * EffectParams.CurrentCamera.ViewMatrix * EffectParams.CurrentCamera.ProjectionMatrix;

                vtxShader.SetValue("mvp", ref mvp);


                if (!stateSetted)
                {
                    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("texDif", ref state);

                    ResourceHandle <Texture> clrTex = mat.GetTexture(0);
                    pixShader.SetTexture("texDif", clrTex != null ? clrTex.Resource : null);

                    stateSetted = true;
                }
            }
            else if (mode == RenderMode.DeferredNormal)
            {
                Matrix worldView = op.Transformation * EffectParams.CurrentCamera.ViewMatrix;
                Matrix mvp       = worldView * EffectParams.CurrentCamera.ProjectionMatrix;
                nrmGenVShader.SetValue("mvp", ref mvp);
                nrmGenVShader.SetValue("worldView", ref worldView);

                if (!stateSetted)
                {
                    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;

                    nrmGenPShader.SetSamplerState("texDif", ref state);

                    ResourceHandle <Texture> clrTex = mat.GetTexture(0);
                    if (clrTex == null)
                    {
                        nrmGenPShader.SetTexture("texDif", null);
                    }
                    else
                    {
                        nrmGenPShader.SetTexture("texDif", clrTex);
                    }
                }
            }
        }
예제 #21
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;
        }