ad5cd7b16a
match the genesis editor version 1.3.1.921.
280 lines
15 KiB
C++
280 lines
15 KiB
C++
/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "stdneb.h"
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#include "GlobalShaderParam.h"
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#include "Camera/RenderPipeline/RenderPipeline.h"
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namespace Graphic
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{
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using namespace Math;
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__ImplementRootClass(GlobalMaterialParam,'GMGS')
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__ImplementImageSingleton(GlobalMaterialParam)
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GlobalMaterialParam::GlobalMaterialParam()
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{
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__ConstructImageSingleton;
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InitializeParamMap();
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}
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GlobalMaterialParam::~GlobalMaterialParam()
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{
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__DestructImageSingleton;
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}
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void GlobalMaterialParam::InitializeParamMap()
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{
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//matrix map
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m_globalShaderParams.SetSize( GlobalParamCount );
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m_globalShaderParams[eGShaderMatMVP] = GlobalShaderParam(matrix44(),Util::String("g_ModelViewProj"));
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m_globalShaderParams[eGShaderMatV] = GlobalShaderParam(matrix44(),Util::String("g_View"));
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m_globalShaderParams[eGShaderMatInverseV] = GlobalShaderParam(matrix44(),Util::String("g_InverseView"));
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m_globalShaderParams[eGShaderMatM] = GlobalShaderParam(matrix44(),Util::String("g_Model"));
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m_globalShaderParams[eGShaderMatInverseTransposeM] = GlobalShaderParam(matrix44(),Util::String("g_InvTransModel"));
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m_globalShaderParams[eGShaderMatInverseM] = GlobalShaderParam(matrix44(),Util::String("g_InverseModel"));
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m_globalShaderParams[eGShaderMatP] = GlobalShaderParam(matrix44(),Util::String("g_Proj"));
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m_globalShaderParams[eGShaderMatInvVP] = GlobalShaderParam(matrix44(),Util::String("g_InvViewProj"));
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m_globalShaderParams[eGShaderMatLightV] = GlobalShaderParam(matrix44(),Util::String("g_LightView"));
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m_globalShaderParams[eGShaderMatProjector] = GlobalShaderParam(matrix44(),Util::String("g_Projector"));
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m_globalShaderParams[eGShaderMatMV] = GlobalShaderParam(matrix44(),Util::String("g_ModelView"));
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float4 row(0.f,0.f,0.f,0.f);
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for (SizeT i = 0; i < MAX_LIGHT_SUPPORT; ++i)
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{
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m_globalShaderParams[eGShaderMatLightP0 + i] = GlobalShaderParam(matrix44(row,row,row,row),Util::String("g_LightProj") + Util::String::FromInt(i));
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}
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//vector map
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m_globalShaderParams[eGShaderVecAmbientColor] = GlobalShaderParam(float4(0.5f,0.5f,0.5f,1.0f),Util::String("g_Ambient"));
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m_globalShaderParams[eGShaderVecCameraPos] = GlobalShaderParam(float4(0.f,0.f,0.f,0.f),Util::String("g_CameraPos"));
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m_globalShaderParams[eGShaderVecCameraParam] = GlobalShaderParam(float4(0.f,0.f,0.f,0.f),Util::String("g_CameraParam"));
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m_globalShaderParams[eGShaderVecScreenSize] = GlobalShaderParam(float4(0.f,0.f,0.f,0.f),Util::String("g_ScreenSize"));
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m_globalShaderParams[eGShaderVecShadowMapSize] = GlobalShaderParam(float4(0.f,0.f,0.f,0.f),Util::String("g_ShadowMapSize"));
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m_globalShaderParams[eGShaderVecSoftShadowParam] = GlobalShaderParam(float4(0.3f,1.0f,0.f,0.f),Util::String("g_SoftShadowParam"));
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m_globalShaderParams[eGShaderVecShadowColor] = GlobalShaderParam(float4(0.f,0.f,0.f,1.f),Util::String("g_ShadowColor"));
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m_globalShaderParams[eGShaderVecDebugCameraColor] = GlobalShaderParam(float4(0.f,0.f,0.f,0.f),Util::String("g_DebugColor"));
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m_globalShaderParams[eGShaderVecFogColor] = GlobalShaderParam(float4(0.5f,0.5f,0.5f,0.0f),Util::String("g_FogColor"));
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m_globalShaderParams[eGShaderVecFogParam] = GlobalShaderParam(float4(0.0f,300.f,1.f,0.f),Util::String("g_FogParam"));
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m_globalShaderParams[eGShaderVecTime] = GlobalShaderParam(float4(0.f,0.f,0.f,0.f),Util::String("g_Time"));
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for (SizeT i = 0; i < MAX_LIGHT_SUPPORT; ++i)
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{
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m_globalShaderParams[eGShaderVecLightDir0 + i * 4] = GlobalShaderParam(float4(0.f,0.f,0.f,0.f),Util::String("g_LightDir") + Util::String::FromInt(i));
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m_globalShaderParams[eGShaderVecLightDiffuse0 + i * 4] = GlobalShaderParam(float4(0.f,0.f,0.f,0.f),Util::String("g_LightDiffuse") + Util::String::FromInt(i));
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m_globalShaderParams[eGShaderVecLightPos0 + i * 4] = GlobalShaderParam(float4(0.f,0.f,0.f,-1.f),Util::String("g_LightPos") + Util::String::FromInt(i));
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m_globalShaderParams[eGShaderVecLightAttenuation0 + i * 4] = GlobalShaderParam(float4(0.f,0.f,0.f,0.f),Util::String("g_LightAttenFactor") + Util::String::FromInt(i));
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}
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m_globalShaderParams[eGShaderVecLightCameraNear] = GlobalShaderParam(float4(0.f,0.f,0.f,0.f),Util::String("g_LightCameraNear"));
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m_globalShaderParams[eGShaderVecLightCameraFar] = GlobalShaderParam(float4(0.f,0.f,0.f,0.f),Util::String("g_LightCameraFar"));
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m_globalShaderParams[eGShaderVecLightCameraFrustumIntervalEnd] = GlobalShaderParam(float4(0.f,0.f,0.f,0.f),Util::String("g_LightCameraFrustumIntervalEnd"));
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m_globalShaderParams[eGShaderBoolDefaultLight] = GlobalShaderParam(float4(1.f,0.f,0.f,0.f),Util::String("g_DefaultLight"));
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m_globalShaderParams[eGShaderParticleMeshColor] = GlobalShaderParam(float4(1.f,1.f,1.f,1.f),Util::String("g_ParticleMeshColor"));
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m_globalShaderParams[eGShaderParticleTime] = GlobalShaderParam(float4(1.f,0.f,0.f,0.f),Util::String("g_ParticleTime"));
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m_globalShaderParams[eGShaderParticleForce] = GlobalShaderParam(float4(0.f,0.f,0.f,3.0f),Util::String("g_ParticleForce"));
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m_globalShaderParams[eGShaderParticleGravity] = GlobalShaderParam(float4(0.f,0.f,0.f,0.f),Util::String("g_ParticleGravity"));
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m_globalShaderParams[eGShaderParticleMovement] = GlobalShaderParam(float4(0.f,0.f,0.f,0.f),Util::String("g_ParticleMovement"));
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m_globalShaderParams[eGShaderParticleColor] = GlobalShaderParam(float4(1.f,1.f,1.f,1.f),Util::String("g_ParticleColor"));
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m_globalShaderParams[eGShaderParticleTexAnim] = GlobalShaderParam(float4(1.f,1.f,0.f,0.f),Util::String("g_ParticleTexAnim"));
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m_globalShaderParams[eGShaderParticleUpVec] = GlobalShaderParam(float4(0.f,1.f,0.f,0.f),Util::String("g_ParticleUpVec"));
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m_globalShaderParams[eGShaderParticleRightVec] = GlobalShaderParam(float4(1.f,0.f,0.f,0.f),Util::String("g_ParticleRightVec"));
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m_globalShaderParams[eGShaderMatLMTexParam] = GlobalShaderParam(float4(0.f,0.f,1.f,1.f),Util::String("g_LMTexParam"));
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m_globalShaderParams[eGShaderMatLMEnable] = GlobalShaderParam(float4(0.f,0.f,0.f,0.f),Util::String("g_UseLM"));
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m_globalShaderParams[eGShaderMatShadowReceive] = GlobalShaderParam(float4(1.f,1.f,1.f,1.f),Util::String("g_ShadowReceive"));
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// texture
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m_globalShaderParams[eGShaderTexMainBuffer] = GlobalShaderParam(RenderBase::TextureHandle(),Util::String("g_MainBuffer"));
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m_globalShaderParams[eGShaderTexDepthMap] = GlobalShaderParam(RenderBase::TextureHandle(),Util::String("g_DepthMap"));
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m_globalShaderParams[eGShaderTexLightLitMap] = GlobalShaderParam(RenderBase::TextureHandle(),Util::String("g_LightLitMap"));
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m_globalShaderParams[eGShaderTexShadowMap0] = GlobalShaderParam(RenderBase::TextureHandle(),Util::String("g_ShadowMap0"));
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m_globalShaderParams[eGShaderTexShadowMap1] = GlobalShaderParam(RenderBase::TextureHandle(),Util::String("g_ShadowMap1"));
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m_globalShaderParams[eGShaderTexShadowMap2] = GlobalShaderParam(RenderBase::TextureHandle(),Util::String("g_ShadowMap2"));
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m_globalShaderParams[eGShaderTexShadowMap3] = GlobalShaderParam(RenderBase::TextureHandle(),Util::String("g_ShadowMap3"));
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m_globalShaderParams[eGShaderTexShadowMap4] = GlobalShaderParam(RenderBase::TextureHandle(),Util::String("g_ShadowMap4"));
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m_globalShaderParams[eGShaderTexShadowMap5] = GlobalShaderParam(RenderBase::TextureHandle(),Util::String("g_ShadowMap5"));
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m_globalShaderParams[eGShaderTexShadowMap6] = GlobalShaderParam(RenderBase::TextureHandle(),Util::String("g_ShadowMap6"));
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m_globalShaderParams[eGShaderTexShadowMap7] = GlobalShaderParam(RenderBase::TextureHandle(),Util::String("g_ShadowMap7"));
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m_globalShaderParams[eGShaderTexSwapBuffer] = GlobalShaderParam(RenderBase::TextureHandle(),Util::String("g_SwapBuffer"));
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m_globalShaderParams[eGShaderTexProjectorMap] = GlobalShaderParam(RenderBase::TextureHandle(),Util::String("g_ProjectorMap"));
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m_globalShaderParams[eGShaderTexCustom0] = GlobalShaderParam(RenderBase::TextureHandle(),Util::String("g_CustomMap0"));
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m_globalShaderParams[eGShaderTexCustom1] = GlobalShaderParam(RenderBase::TextureHandle(),Util::String("g_CustomMap1"));
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m_globalShaderParams[eGShaderTexCustom2] = GlobalShaderParam(RenderBase::TextureHandle(),Util::String("g_CustomMap2"));
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m_globalShaderParams[eGShaderTexCustom3] = GlobalShaderParam(RenderBase::TextureHandle(),Util::String("g_CustomMap3"));
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m_globalShaderParams[eGShaderTexDfNormalMap] = GlobalShaderParam(RenderBase::TextureHandle(),Util::String("g_DfNormalMap"));
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m_globalShaderParams[eGShaderTexDfDepthMap] = GlobalShaderParam(RenderBase::TextureHandle(),Util::String("g_DfDepthMap"));
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m_globalShaderParams[eGShaderTexDfParamMap] = GlobalShaderParam(RenderBase::TextureHandle(),Util::String("g_DfParamMap"));
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m_globalShaderParams[eGShaderTexDfLightMap0] = GlobalShaderParam(RenderBase::TextureHandle(),Util::String("g_DfAndSpecMap0"));
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m_globalShaderParams[eGShaderTexDfLightMap1] = GlobalShaderParam(RenderBase::TextureHandle(),Util::String("g_DfAndSpecMap1"));
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m_globalShaderParams[eGShaderTexDfLightMap2] = GlobalShaderParam(RenderBase::TextureHandle(),Util::String("g_DfAndSpecMap2"));
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// lightmap support
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m_globalShaderParams[eGShaderTexLightmap] = GlobalShaderParam(RenderBase::TextureHandle(),Util::String("g_Lightmap"));
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m_globalShaderParams[eGShaderTexLightmap2] = GlobalShaderParam(RenderBase::TextureHandle(),Util::String("g_Lightmap2"));
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}
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//------------------------------------------------------------------------
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void GlobalMaterialParam::SetMatrixParam(GlobalMatrixParamIndex index, const matrix44& mat)
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{
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n_assert(index >= eGShaderMatBegin && index < eGShaderMatEnd);
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m_globalShaderParams[index].m_value.SetMatrix44(mat);
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}
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void GlobalMaterialParam::GetMatrixParam(GlobalMatrixParamIndex index,Util::String& name, Math::matrix44& mat) const
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{
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n_assert(index >= eGShaderMatBegin && index < eGShaderMatEnd);
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name = m_globalShaderParams[index].m_name;
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mat = m_globalShaderParams[index].m_value.GetMatrix44();
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}
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void GlobalMaterialParam::SetVectorParam(GlobalVectorParamIndex index, const float4& vec)
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{
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n_assert(index >= eGShaderVecBegin && index < eGShaderVecEnd);
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m_globalShaderParams[index].m_value.SetFloat4(vec);
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}
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void GlobalMaterialParam::GetVectorParam(GlobalVectorParamIndex index,Util::String& name,Math::float4& vec) const
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{
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n_assert(index >= eGShaderVecBegin && index < eGShaderVecEnd);
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name = m_globalShaderParams[index].m_name;
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vec = m_globalShaderParams[index].m_value.GetFloat4();
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}
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void GlobalMaterialParam::SetVectorParam_X(GlobalVectorParamIndex index,float val)
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{
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n_assert(index >= eGShaderVecBegin && index < eGShaderVecEnd);
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m_globalShaderParams[index].m_value.SetFloat4_X(val);
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}
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void GlobalMaterialParam::GetVectorParam_X(GlobalVectorParamIndex index,Util::String& name,float& val) const
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{
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n_assert(index >= eGShaderVecBegin && index < eGShaderVecEnd);
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name = m_globalShaderParams[index].m_name;
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val = m_globalShaderParams[index].m_value.GetFloat4_X();
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}
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void GlobalMaterialParam::SetVectorParam_Y(GlobalVectorParamIndex index,float val)
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{
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n_assert(index >= eGShaderVecBegin && index < eGShaderVecEnd);
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m_globalShaderParams[index].m_value.SetFloat4_Y(val);
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}
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void GlobalMaterialParam::GetVectorParam_Y(GlobalVectorParamIndex index,Util::String& name,float& val) const
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{
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n_assert(index >= eGShaderVecBegin && index < eGShaderVecEnd);
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name = m_globalShaderParams[index].m_name;
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val = m_globalShaderParams[index].m_value.GetFloat4_Y();
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}
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void GlobalMaterialParam::SetVectorParam_Z(GlobalVectorParamIndex index,float val)
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{
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n_assert(index >= eGShaderVecBegin && index < eGShaderVecEnd);
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m_globalShaderParams[index].m_value.SetFloat4_Z(val);
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}
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void GlobalMaterialParam::GetVectorParam_Z(GlobalVectorParamIndex index,Util::String& name,float& val) const
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{
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n_assert(index >= eGShaderVecBegin && index < eGShaderVecEnd);
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name = m_globalShaderParams[index].m_name;
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val = m_globalShaderParams[index].m_value.GetFloat4_Z();
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}
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void GlobalMaterialParam::SetVectorParam_W(GlobalVectorParamIndex index,float val)
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{
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n_assert(index >= eGShaderVecBegin && index < eGShaderVecEnd);
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m_globalShaderParams[index].m_value.SetFloat4_W(val);
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}
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void GlobalMaterialParam::GetVectorParam_W(GlobalVectorParamIndex index,Util::String& name,float& val) const
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{
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n_assert(index >= eGShaderVecBegin && index < eGShaderVecEnd);
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name = m_globalShaderParams[index].m_name;
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val = m_globalShaderParams[index].m_value.GetFloat4_W();
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}
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void GlobalMaterialParam::SetTextureParam(GlobalTexParamIndex index, const Util::String& texName, RenderBase::TextureHandle texHandle)
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{
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n_assert( index >= eGShaderTexBegin && index < eGShaderTexEnd);
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if ( m_globalShaderParams[index].m_name == texName )
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{
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m_globalShaderParams[index].m_value.SetObject(texHandle.AsObject());
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}
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else
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{
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n_warning("GlobalMaterialParam::SetTextureParam: Invalid texName/n" );
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}
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}
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void GlobalMaterialParam::SetTextureParam(GlobalTexParamIndex index, RenderBase::TextureHandle texHandle)
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{
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n_assert( index >= eGShaderTexBegin && index < eGShaderTexEnd);
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m_globalShaderParams[index].m_value.SetObject(texHandle.AsObject());
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}
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void GlobalMaterialParam::GetTextureParam(GlobalTexParamIndex index,Util::String& name,RenderBase::TextureHandle& handle) const
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{
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n_assert( index >= eGShaderTexBegin && index < eGShaderTexEnd);
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name = m_globalShaderParams[index].m_name;
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handle = m_globalShaderParams[index].GetHandle();
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}
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void GlobalMaterialParam::ResetTextureCache()
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{
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for ( IndexT i = eGShaderTexBegin; i < eGShaderTexEnd; ++i )
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{
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m_globalShaderParams[i].m_value.SetObject(NULL);
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}
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}
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RenderBase::TextureHandle
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GlobalMaterialParam::FindTextureParam(const Util::String& texName)
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{
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for ( IndexT index = eGShaderTexBegin; index < eGShaderTexEnd; ++index )
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{
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if ( m_globalShaderParams[index].m_name == texName )
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{
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return m_globalShaderParams[index].GetHandle();
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}
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}
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return RenderBase::TextureHandle();
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}
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} |