void OnShaderSet(MaterialRendererServices services, int userData) { if (userData == 2 || userData == 3) //All DirectX Shaders { Matrix4 worldViewProj; worldViewProj = _driver.GetTransform(TransformationState.Projection); worldViewProj *= _driver.GetTransform(TransformationState.View); worldViewProj *= _driver.GetTransform(TransformationState.World); services.SetVertexShaderConstant("mWorldViewProj", worldViewProj.ToShader()); } if (userData == 1 || userData == 3) //Clamp Shaders { if (userData == 1) //OpenGL Clamp Shader { services.SetPixelShaderConstant("DiffuseMap", 0f); services.SetPixelShaderConstant("DetailMap", 1f); } services.SetPixelShaderConstant("WaterPositionY", WaterNode.Position.Y); return; } //Water Shaders float time = (float)((DateTime.Now.TimeOfDay.TotalMilliseconds)); services.SetVertexShaderConstant("Time", time); services.SetVertexShaderConstant("WaveHeight", WaveHeight); services.SetVertexShaderConstant("WaveLength", WaveLength); services.SetVertexShaderConstant("WaveSpeed", WaveSpeed); services.SetPixelShaderConstant("AddedColor", AddedColor.ToShader()); services.SetPixelShaderConstant("MultiColor", MultiColor.ToShader()); services.SetPixelShaderConstant("WaveDisplacement", WaveDisplacement); services.SetPixelShaderConstant("WaveRepetition", WaveRepetition); services.SetPixelShaderConstant("RefractionFactor", RefractionFactor); services.SetPixelShaderConstant("UnderWater", IsUnderwater(_scene.ActiveCamera) ? 1.0f : 0.0f); }
public virtual void ShaderEvent(MaterialRendererServices services, int userData) { }
public void OnSetConstants(MaterialRendererServices services, int userData) { //This is called when we need to set shader's constants //It is very simple and taken from Irrlicht's original shader example. //Please notice that many types already has a "ToShader" func made especially //For exporting to shader floats ! //If the structure you want has no such function, then simply use "ToUnmanaged" instead //IrrlichtNETCP.Matrix4 world = driver.GetTransform(TransformationState.World); //IrrlichtNETCP.Matrix4 invWorld = world; //invWorld.MakeInverse(); //services.VideoDriver.GPUProgrammingServices. //services.SetVertexShaderConstant(invWorld.ToShader(), 0, 4); //services.SetVertexShaderConstant("LightPosition", (new Vector3D(128,128,128).ToShader())); //IrrlichtNETCP.Matrix4 worldviewproj; //worldviewproj = driver.GetTransform(TransformationState.Projection); ///worldviewproj *= driver.GetTransform(TransformationState.View); //worldviewproj *= world; //services.SetVertexShaderConstant(worldviewproj.ToShader(), 4, 4); //services.SetVertexShaderConstant(device.SceneManager.ActiveCamera.Position.ToShader(), 8, 1); //services.SetVertexShaderConstant(Colorf.Blue.ToShader(), 9, 1); //services.SetVertexShaderConstant(Colorf.Blue.ToShader(),9,1);//SurfaceColor; // (0.75, 0.75, 0.75) //world = world.GetTransposed(); //services.SetVertexShaderConstant(world.ToShader(), 10, 4); }
static void OnShaderSet(MaterialRendererServices services, int userData) { //This is called when we need to set shader's constants //It is very simple and taken from Irrlicht's original shader example. //Please notice that many types already has a "ToShader" func made especially //For exporting to shader floats ! //If the structure you want has no such function, then simply use "ToUnmanaged" instead Matrix4 world = Driver.GetTransform(TransformationState.World); Matrix4 invWorld = world; invWorld.MakeInverse(); services.SetVertexShaderConstant(invWorld.ToShader(), 0, 4); Matrix4 worldviewproj; worldviewproj = Driver.GetTransform(TransformationState.Projection); worldviewproj *= Driver.GetTransform(TransformationState.View); worldviewproj *= world; services.SetVertexShaderConstant(worldviewproj.ToShader(), 4, 4); services.SetVertexShaderConstant(Scene.ActiveCamera.Position.ToShader(), 8, 1); services.SetVertexShaderConstant(Colorf.Blue.ToShader(), 9, 1); world = world.GetTransposed(); services.SetVertexShaderConstant(world.ToShader(), 10, 4); }
public override void ShaderEvent(MaterialRendererServices services, int userData) { IrrlichtNETCP.VideoDriver driver = services.VideoDriver; // ***************************************** // VERTEX SHADER CONSTANTS // ***************************************** Matrix4 worldViewProj = driver.GetTransform(TransformationState.Projection); worldViewProj *= driver.GetTransform(TransformationState.View); worldViewProj *= driver.GetTransform(TransformationState.World); services.SetVertexShaderConstant("WorldViewProj", worldViewProj.ToShader(), 16); Matrix4 worldReflectionViewProj = driver.GetTransform(TransformationState.Projection); worldReflectionViewProj *= Camera.ViewMatrix; worldReflectionViewProj *= driver.GetTransform(TransformationState.World); services.SetVertexShaderConstant("WorldReflectionViewProj", worldReflectionViewProj.ToShader(), 16); services.SetVertexShaderConstant("WaveLength", 0.01f); // 0.1 float time = Reference.Device.Timer.Time / 1000000.0f; services.SetVertexShaderConstant("Time", time); services.SetVertexShaderConstant("WindForce", WindForce); services.SetVertexShaderConstant("WindDirection", WindDirection.ToShader(), 2); // ***************************************** // PIXEL SHADER CONSTANTS // ***************************************** Vector3D cameraPos = Reference.SceneManager.ActiveCamera.Position; services.SetPixelShaderConstant("CameraPosition", cameraPos.ToShader()); services.SetPixelShaderConstant("WaveHeight", WaveHeight); services.SetPixelShaderConstant("WaterColor", WaterColor.ToShader()); services.SetPixelShaderConstant("SpecularColor", SpecularColor.ToShader()); services.SetPixelShaderConstant("Specular", Specular); services.SetPixelShaderConstant("ColorBlendFactor", ColorBlendFactor); base.ShaderEvent(services, userData); }