本文整理汇总了C++中CBlender_Compile::PassSET_Blend方法的典型用法代码示例。如果您正苦于以下问题:C++ CBlender_Compile::PassSET_Blend方法的具体用法?C++ CBlender_Compile::PassSET_Blend怎么用?C++ CBlender_Compile::PassSET_Blend使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CBlender_Compile
的用法示例。
在下文中一共展示了CBlender_Compile::PassSET_Blend方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1:
void CBlender_Editor_Wire::Compile (CBlender_Compile& C)
{
IBlender::Compile (C);
#if !defined(USE_DX10) && !defined(USE_DX11)
if (C.bEditor)
{
C.PassBegin ();
{
C.PassSET_ZB (TRUE,TRUE);
C.PassSET_Blend (FALSE,D3DBLEND_ONE,D3DBLEND_ZERO, FALSE,0);
C.PassSET_LightFog (FALSE,FALSE);
// Stage0 - Base texture
C.StageBegin ();
C.StageSET_Color (D3DTA_DIFFUSE, D3DTOP_MODULATE, D3DTA_TFACTOR);
C.StageSET_Alpha (D3DTA_DIFFUSE, D3DTOP_MODULATE, D3DTA_TFACTOR);
C.Stage_Texture ("$null");
C.Stage_Matrix ("$null", 0);
C.Stage_Constant ("$null");
// C.Stage_Constant ("$base0", "$user$wire");
C.StageEnd ();
}
C.PassEnd ();
}
else
#endif // USE_DX10
{
C.r_Pass ("editor","simple_color",FALSE,TRUE,TRUE);
C.r_End ();
}
}
示例2:
void CBlender_Editor_Selection::Compile (CBlender_Compile& C)
{
IBlender::Compile (C);
if (C.bEditor) {
C.PassBegin ();
{
C.PassSET_ZB (TRUE,FALSE);
C.PassSET_Blend (TRUE,D3DBLEND_SRCALPHA,D3DBLEND_INVSRCALPHA, FALSE,0);
C.PassSET_LightFog (FALSE,FALSE);
// Stage0 - Base texture
C.StageBegin ();
C.StageSET_Address (D3DTADDRESS_CLAMP);
C.StageSET_Color (D3DTA_TFACTOR, D3DTOP_MODULATE, D3DTA_DIFFUSE);
C.StageSET_Alpha (D3DTA_TFACTOR, D3DTOP_MODULATE, D3DTA_DIFFUSE);
C.Stage_Texture (oT_Name );
C.Stage_Matrix (oT_xform, 0);
C.Stage_Constant ("$null" );
C.StageEnd ();
}
C.PassEnd ();
} else {
C.r_Pass ("editor","simple_color",FALSE,TRUE,FALSE,TRUE,D3DBLEND_SRCALPHA,D3DBLEND_INVSRCALPHA);
C.r_End ();
}
}
示例3: switch
void CBlender_Vertex::Compile (CBlender_Compile& C)
{
IBlender::Compile (C);
if (C.bEditor)
{
// Editor shader
C.PassBegin ();
{
C.PassSET_ZB (TRUE,TRUE);
C.PassSET_Blend (FALSE,D3DBLEND_ONE,D3DBLEND_ZERO, FALSE,0);
C.PassSET_LightFog (TRUE,TRUE);
// Stage0 - Base texture
C.StageBegin ();
C.StageSET_Color (D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
C.StageSET_Alpha (D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
C.Stage_Texture (oT_Name);
C.Stage_Matrix (oT_xform,0);
C.Stage_Constant ("$null");
C.StageEnd ();
}
C.PassEnd ();
} else {
switch (C.iElement)
{
case SE_R1_NORMAL_HQ:
// Level view
if (C.bDetail_Diffuse)
{
C.r_Pass ("vert_dt","vert_dt",TRUE);
C.r_Sampler ("s_base", C.L_textures[0]);
C.r_Sampler ("s_detail",C.detail_texture);
C.r_End ();
} else {
C.r_Pass ("vert","vert",TRUE);
C.r_Sampler ("s_base",C.L_textures[0]);
C.r_End ();
}
break;
case SE_R1_NORMAL_LQ:
// Level view
C.r_Pass ("vert","vert",TRUE);
C.r_Sampler ("s_base",C.L_textures[0]);
C.r_End ();
break;
case SE_R1_LPOINT:
C.r_Pass ("vert_point","add_point",FALSE,TRUE,FALSE,TRUE,D3DBLEND_ONE,D3DBLEND_ONE,TRUE);
C.r_Sampler ("s_base", C.L_textures[0]);
C.r_Sampler_clf ("s_lmap", TEX_POINT_ATT );
C.r_Sampler_clf ("s_att", TEX_POINT_ATT );
C.r_End ();
break;
case SE_R1_LSPOT:
C.r_Pass ("vert_spot","add_spot",FALSE,TRUE,FALSE,TRUE,D3DBLEND_ONE,D3DBLEND_ONE,TRUE);
C.r_Sampler ("s_base", C.L_textures[0]);
C.r_Sampler_clf ("s_lmap", "internal\\internal_light_att", true);
C.r_Sampler_clf ("s_att", TEX_SPOT_ATT );
C.r_End ();
break;
case SE_R1_LMODELS:
// Lighting only
C.r_Pass ("vert_l","vert_l",FALSE);
C.r_Sampler ("s_base",C.L_textures[0]);
C.r_End ();
break;
}
}
}