本文整理汇总了C++中CBlender_Compile::PassSET_LightFog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_LightFog方法的具体用法?C++ CBlender_Compile::PassSET_LightFog怎么用?C++ CBlender_Compile::PassSET_LightFog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_LightFog方法的9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 ("$null" );
C.StageEnd ();
}
C.PassEnd ();
} else {
C.r_Pass ("editor","simple_color",FALSE,TRUE,FALSE,TRUE,D3DBLEND_SRCALPHA,D3DBLEND_INVSRCALPHA);
C.r_End ();
}
}
示例3:
void CBlender_Detail_Still::Compile (CBlender_Compile& C)
{
IBlender::Compile (C);
if (C.bEditor)
{
C.PassBegin ();
{
C.PassSET_ZB (TRUE,TRUE);
if (oBlend.value) C.PassSET_Blend_BLEND (TRUE, 200);
else C.PassSET_Blend_SET (TRUE, 200);
C.PassSET_LightFog (TRUE,TRUE);
// Stage1 - Base texture
C.StageBegin ();
C.StageSET_Color (D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
C.StageSET_Alpha (D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
C.StageSET_TMC (oT_Name,"$null","$null",0);
C.StageEnd ();
}
C.PassEnd ();
} else {
switch (C.iElement)
{
case SE_R1_NORMAL_HQ:
C.r_Pass ("detail_wave", "detail",FALSE,TRUE,TRUE,FALSE, D3DBLEND_ONE,D3DBLEND_ZERO,oBlend.value?TRUE:FALSE,oBlend.value?200:0);
C.r_Sampler ("s_base", C.L_textures[0]);
C.r_End ();
break;
case SE_R1_NORMAL_LQ:
C.r_Pass ("detail_still", "detail",FALSE,TRUE,TRUE,FALSE, D3DBLEND_ONE,D3DBLEND_ZERO,oBlend.value?TRUE:FALSE,oBlend.value?200:0);
C.r_Sampler ("s_base", C.L_textures[0]);
C.r_End ();
break;
case SE_R1_LPOINT:
break;
case SE_R1_LSPOT:
break;
case SE_R1_LMODELS:
break;
}
}
}
示例4:
void CBlender_ShWorld::Compile (CBlender_Compile& C)
{
IBlender::Compile (C);
C.PassBegin ();
{
C.PassSET_ZB (TRUE, FALSE);
C.PassSET_Blend_MUL ();
C.PassSET_LightFog (FALSE, FALSE);
// Stage0 - Base texture
C.StageBegin ();
C.StageSET_Color (D3DTA_TEXTURE, D3DTOP_ADD, D3DTA_DIFFUSE);
C.StageSET_Alpha (D3DTA_TEXTURE, D3DTOP_ADD, D3DTA_DIFFUSE);
C.Stage_Texture ("$base0");
C.Stage_Matrix ("$null",0);
C.Stage_Constant ("$null");
C.StageEnd ();
}
C.PassEnd ();
}
示例5:
void CBlender_ShTex::Compile (CBlender_Compile& C)
{
IBlender::Compile (C);
C.PassBegin ();
{
C.PassSET_ZB (FALSE, FALSE);
C.PassSET_Blend_SET ();
C.PassSET_LightFog (FALSE, FALSE);
// Stage0 - Base texture
C.StageBegin ();
C.StageSET_Color (D3DTA_TFACTOR, D3DTOP_SELECTARG1, D3DTA_TFACTOR);
C.StageSET_Alpha (D3DTA_TFACTOR, D3DTOP_SELECTARG1, D3DTA_TFACTOR);
C.Stage_Texture ("$null");
C.Stage_Matrix ("$null",0);
C.Stage_Constant ("$null");
C.StageEnd ();
//
C.R().SetRS (D3DRS_TEXTUREFACTOR,0);
}
C.PassEnd ();
}
示例6: switch
void CBlender_Vertex::Compile (CBlender_Compile& C)
{
IBlender::Compile (C);
if (C.bEditor)
{
// Editor shader
C.PassBegin ();
{
C.PassSET_ZB (TRUE,TRUE);
C.PassSET_Blend (FALSE,D3DBLEND_ONE,D3DBLEND_ZERO, FALSE,0);
C.PassSET_LightFog (TRUE,TRUE);
// Stage0 - Base texture
C.StageBegin ();
C.StageSET_Color (D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
C.StageSET_Alpha (D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
C.Stage_Texture (oT_Name);
C.Stage_Matrix (oT_xform,0);
C.Stage_Constant ("$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;
}
}
}
示例7:
adopt_compiler& _fog (bool _fog) { C->PassSET_LightFog (FALSE,_fog); return *this; }
示例8:
void CBlender_Model::Compile (CBlender_Compile& C)
{
IBlender::Compile (C);
if (C.bEditor)
{
C.PassBegin ();
{
C.PassSET_ZB (TRUE,oBlend.value&&(oAREF.value<200)?FALSE:TRUE);
if (oBlend.value) C.PassSET_Blend_BLEND (TRUE,oAREF.value);
else C.PassSET_Blend_SET ();
C.PassSET_LightFog (TRUE,TRUE);
C.StageBegin ();
C.StageSET_Color (D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
C.StageSET_Alpha (D3DTA_TEXTURE, D3DTOP_SELECTARG1, D3DTA_DIFFUSE);
C.StageSET_TMC (oT_Name, "$null", "$null", 0 );
C.StageEnd ();
}
C.PassEnd ();
} else {
LPCSTR vsname = 0;
LPCSTR psname = 0;
switch (C.iElement)
{
case SE_R1_NORMAL_HQ:
vsname = psname = "model_def_hq";
if (oBlend.value) C.r_Pass (vsname,psname,TRUE,TRUE,TRUE,TRUE,D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA, TRUE,oAREF.value);
else C.r_Pass (vsname,psname,TRUE);
C.r_Sampler ("s_base", C.L_textures[0]);
C.r_Sampler_clf ("s_lmap", "$user$projector",true);
C.r_End ();
break;
case SE_R1_NORMAL_LQ:
vsname = psname = "model_def_lq";
if (oBlend.value) C.r_Pass (vsname,psname,TRUE,TRUE,TRUE,TRUE,D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA, TRUE,oAREF.value);
else C.r_Pass (vsname,psname,TRUE);
C.r_Sampler ("s_base", C.L_textures[0]);
C.r_End ();
break;
case SE_R1_LPOINT:
vsname = "model_def_point";
psname = "add_point";
if (oBlend.value) C.r_Pass (vsname,psname,FALSE,TRUE,FALSE,TRUE,D3DBLEND_ONE, D3DBLEND_ONE,TRUE,oAREF.value);
else C.r_Pass (vsname,psname,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:
vsname = "model_def_spot";
psname = "add_spot";
if (oBlend.value) C.r_Pass (vsname,psname,FALSE,TRUE,FALSE,TRUE,D3DBLEND_ONE, D3DBLEND_ONE,TRUE,oAREF.value);
else C.r_Pass (vsname,psname,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:
vsname = "model_def_shadow";
psname = "model_shadow";
C.r_Pass (vsname,psname,FALSE,FALSE,FALSE,TRUE,D3DBLEND_ZERO,D3DBLEND_SRCCOLOR,FALSE,0);
C.r_End ();
break;
}
}
}
示例9:
void CBlender_Model_EbB::Compile(CBlender_Compile& C)
{
IBlender::Compile (C);
if (C.bEditor) {
C.PassBegin ();
{
if (oBlend.value) { C.PassSET_ZB (TRUE,FALSE); C.PassSET_Blend_BLEND (); }
else { C.PassSET_ZB (TRUE,TRUE); C.PassSET_Blend_SET (); }
C.PassSET_LightFog (TRUE,TRUE);
// Stage1 - Env texture
C.StageBegin ();
C.StageSET_Address (D3DTADDRESS_CLAMP);
C.StageSET_Color (D3DTA_TEXTURE, D3DTOP_SELECTARG1, D3DTA_DIFFUSE);
C.StageSET_Alpha (D3DTA_TEXTURE, D3DTOP_SELECTARG1, D3DTA_DIFFUSE);
C.StageSET_TMC (oT2_Name, oT2_xform, "$null", 0);
C.StageEnd ();
// Stage2 - Base texture
C.StageBegin ();
C.StageSET_Color (D3DTA_TEXTURE, D3DTOP_BLENDTEXTUREALPHA, D3DTA_CURRENT);
C.StageSET_Alpha (D3DTA_TEXTURE, D3DTOP_SELECTARG1, D3DTA_CURRENT);
C.StageSET_TMC (oT_Name, oT_xform, "$null", 0);
C.StageEnd ();
// Stage3 - Lighting - should work on all 2tex hardware
C.StageBegin ();
C.StageSET_Color (D3DTA_DIFFUSE, D3DTOP_MODULATE, D3DTA_CURRENT);
C.StageSET_Alpha (D3DTA_DIFFUSE, D3DTOP_SELECTARG2, D3DTA_CURRENT);
C.Stage_Texture ("$null" );
C.Stage_Matrix ("$null", 0);
C.Stage_Constant ("$null" );
C.StageEnd ();
}
C.PassEnd ();
} else {
LPCSTR vsname = 0;
LPCSTR psname = 0;
switch (C.iElement)
{
case SE_R1_NORMAL_HQ:
vsname = psname = "model_env_hq";
if (oBlend.value) C.r_Pass (vsname,psname,TRUE,TRUE,FALSE,TRUE,D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA, TRUE,0);
else C.r_Pass (vsname,psname,TRUE);
C.r_Sampler ("s_base", C.L_textures[0]);
C.r_Sampler ("s_env", oT2_Name,false,D3DTADDRESS_CLAMP);
C.r_Sampler_clf ("s_lmap", "$user$projector",true);
C.r_End ();
break;
case SE_R1_NORMAL_LQ:
vsname = psname = "model_env_lq";
if (oBlend.value) C.r_Pass (vsname,psname,TRUE,TRUE,FALSE,TRUE,D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA, TRUE,0);
else C.r_Pass (vsname,psname,TRUE);
C.r_Sampler ("s_base", C.L_textures[0]);
C.r_Sampler ("s_env", oT2_Name,false,D3DTADDRESS_CLAMP);
C.r_End ();
break;
case SE_R1_LPOINT:
vsname = "model_def_point";
psname = "add_point";
C.r_Pass (vsname,psname,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:
vsname = "model_def_spot";
psname = "add_spot";
C.r_Pass (vsname,psname,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:
vsname = "model_def_shadow";
psname = "model_shadow";
C.r_Pass (vsname,psname,FALSE,FALSE,FALSE,TRUE,D3DBLEND_ZERO,D3DBLEND_SRCCOLOR,FALSE,0);
C.r_End ();
break;
}
}
}