本文整理汇总了C++中CBlender_Compile::r_Sampler方法的典型用法代码示例。如果您正苦于以下问题:C++ CBlender_Compile::r_Sampler方法的具体用法?C++ CBlender_Compile::r_Sampler怎么用?C++ CBlender_Compile::r_Sampler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::r_Sampler方法的11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_deffer_model::Compile(CBlender_Compile& C)
{
IBlender::Compile (C);
BOOL bForward = FALSE;
if (oBlend.value && oAREF.value<16) bForward = TRUE;
if (oStrictSorting.value) bForward = TRUE;
if (bForward) {
// forward rendering
LPCSTR vsname,psname;
switch(C.iElement)
{
case 0: //
case 1: //
vsname = psname = "model_def_lq";
C.r_Pass (vsname,psname,TRUE,TRUE,FALSE,TRUE,D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA, TRUE,oAREF.value);
C.r_Sampler ("s_base", C.L_textures[0]);
C.r_End ();
break;
default:
break;
}
} else {
BOOL bAref = oBlend.value;
// deferred rendering
// codepath is the same, only the shaders differ
switch(C.iElement)
{
case SE_R2_NORMAL_HQ: // deffer
uber_deffer (C,true, "model", "base",bAref);
break;
case SE_R2_NORMAL_LQ: // deffer
uber_deffer (C,false, "model", "base",bAref);
break;
case SE_R2_SHADOW: // smap
if (bAref) {
if (RImplementation.o.HW_smap) C.r_Pass ("shadow_direct_model_aref","shadow_direct_base_aref", FALSE,TRUE,TRUE,FALSE,D3DBLEND_ZERO,D3DBLEND_ONE,TRUE,220);
else C.r_Pass ("shadow_direct_model_aref","shadow_direct_base_aref", FALSE);
C.r_Sampler ("s_base", C.L_textures[0]);
C.r_End ();
break;
} else {
if (RImplementation.o.HW_smap) C.r_Pass ("shadow_direct_model","dumb", FALSE,TRUE,TRUE,FALSE);
else C.r_Pass ("shadow_direct_model","shadow_direct_base", FALSE);
C.r_Sampler ("s_base", C.L_textures[0]);
C.r_End ();
break;
}
}
}
}
示例2:
void CBlender_deffer_aref::Compile(CBlender_Compile& C)
{
IBlender::Compile (C);
// oBlend.value = FALSE ;
if (oBlend.value) {
switch(C.iElement)
{
case SE_R2_NORMAL_HQ:
case SE_R2_NORMAL_LQ:
if (lmapped) {
C.r_Pass ("lmapE","lmapE",TRUE,TRUE,FALSE,TRUE,D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA, TRUE, oAREF.value);
C.r_Sampler ("s_base", C.L_textures[0] );
C.r_Sampler ("s_lmap", C.L_textures[1] );
C.r_Sampler_clf ("s_hemi", *C.L_textures[2]);
C.r_Sampler ("s_env", r2_T_envs0, false,D3DTADDRESS_CLAMP);
C.r_End ();
} else {
C.r_Pass ("vert", "vert", TRUE,TRUE,FALSE,TRUE,D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA, TRUE, oAREF.value);
C.r_Sampler ("s_base", C.L_textures[0] );
C.r_End ();
}
break;
default:
break;
}
} else {
C.SetParams (1,false); //.
// codepath is the same, only the shaders differ
// ***only pixel shaders differ***
switch(C.iElement)
{
case SE_R2_NORMAL_HQ: // deffer
uber_deffer (C,true,"base","base",true);
break;
case SE_R2_NORMAL_LQ: // deffer
uber_deffer (C,false,"base","base",true);
break;
case SE_R2_SHADOW: // smap
if (RImplementation.o.HW_smap) C.r_Pass ("shadow_direct_base_aref","shadow_direct_base_aref",FALSE,TRUE,TRUE,FALSE,D3DBLEND_ZERO,D3DBLEND_ONE,TRUE,220);
else C.r_Pass ("shadow_direct_base_aref","shadow_direct_base_aref",FALSE);
C.r_Sampler ("s_base",C.L_textures[0]);
C.r_End ();
break;
}
}
}
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_Particle::Compile (CBlender_Compile& C)
{
IBlender::Compile (C);
switch (C.iElement)
{
case SE_R2_NORMAL_HQ: // deffer
case SE_R2_NORMAL_LQ: // deffer
switch (oBlend.IDselected)
{
case 0: C.r_Pass ("deffer_particle", "deffer_particle", FALSE, TRUE,TRUE, FALSE, D3DBLEND_ONE, D3DBLEND_ZERO, FALSE,200); break; // SET
case 1: C.r_Pass ("particle", "particle", FALSE, TRUE,FALSE, TRUE, D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA, TRUE,0); break; // BLEND
case 2: C.r_Pass ("particle", "particle", FALSE, TRUE,FALSE, TRUE, D3DBLEND_ONE, D3DBLEND_ONE, TRUE,0); break; // ADD
case 3: C.r_Pass ("particle", "particle", FALSE, TRUE,FALSE, TRUE, D3DBLEND_DESTCOLOR, D3DBLEND_ZERO, TRUE,0); break; // MUL
case 4: C.r_Pass ("particle", "particle", FALSE, TRUE,FALSE, TRUE, D3DBLEND_DESTCOLOR, D3DBLEND_SRCCOLOR, TRUE,0); break; // MUL_2X
case 5: C.r_Pass ("particle", "particle", FALSE, TRUE,FALSE, TRUE, D3DBLEND_SRCALPHA, D3DBLEND_ONE, TRUE,0); break; // ALPHA-ADD
};
C.r_Sampler ("s_base", C.L_textures[0],false,oClamp.value?D3DTADDRESS_CLAMP:D3DTADDRESS_WRAP);
C.r_Sampler_rtf ("s_position", "$user$position"); // Nummer: for soft particles
C.r_End ();
break;
case SE_R2_SHADOW: // smap
// HARD or SOFT: shadow-map
switch (oBlend.IDselected)
{
case 0: C.r_Pass ("particle", "particle", FALSE, TRUE,TRUE, FALSE, D3DBLEND_ONE, D3DBLEND_ZERO, TRUE,200); break; // SET
case 1: C.r_Pass ("particle-clip", "particle_s-blend", FALSE, TRUE,FALSE, TRUE, D3DBLEND_DESTCOLOR, D3DBLEND_ZERO, TRUE,0); break; // BLEND
case 2: C.r_Pass ("particle-clip", "particle_s-add", FALSE, TRUE,FALSE, TRUE, D3DBLEND_DESTCOLOR, D3DBLEND_ZERO, TRUE,0); break; // ADD
case 3: C.r_Pass ("particle-clip", "particle_s-mul", FALSE, TRUE,FALSE, TRUE, D3DBLEND_DESTCOLOR, D3DBLEND_ZERO, TRUE,0); break; // MUL
case 4: C.r_Pass ("particle-clip", "particle_s-mul", FALSE, TRUE,FALSE, TRUE, D3DBLEND_DESTCOLOR, D3DBLEND_ZERO, TRUE,0); break; // MUL_2X
case 5: C.r_Pass ("particle-clip", "particle_s-aadd", FALSE, TRUE,FALSE, TRUE, D3DBLEND_DESTCOLOR, D3DBLEND_ZERO, TRUE,0); break; // ALPHA-ADD
};
C.r_Sampler ("s_base", C.L_textures[0],false,oClamp.value?D3DTADDRESS_CLAMP:D3DTADDRESS_WRAP);
C.r_Sampler_rtf ("s_position", "$user$position"); // Nummer: for soft particles
C.r_End ();
break;
case 4: // deffer-EMAP
break;
};
}
示例5:
void CBlender_Model_EbB::Compile(CBlender_Compile& C)
{
IBlender::Compile (C);
if (oBlend.value) {
// forward
LPCSTR vsname = 0;
LPCSTR psname = 0;
switch(C.iElement)
{
case 0:
case 1:
vsname = psname = "model_env_lq";
C.r_Pass (vsname,psname,TRUE,TRUE,FALSE,TRUE,D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA, TRUE,0);
C.r_Sampler ("s_base", C.L_textures[0]);
C.r_Sampler ("s_env", oT2_Name,false,D3DTADDRESS_CLAMP);
C.r_End ();
break;
}
} else {
// deferred
switch(C.iElement)
{
case SE_R2_NORMAL_HQ: // deffer
uber_deffer (C,true, "model","base",false);
break;
case SE_R2_NORMAL_LQ: // deffer
uber_deffer (C,false, "model","base",false);
break;
case SE_R2_SHADOW: // smap
if (RImplementation.o.HW_smap) C.r_Pass ("shadow_direct_model","dumb", FALSE,TRUE,TRUE,FALSE);
else C.r_Pass ("shadow_direct_model","shadow_direct_base", FALSE);
C.r_Sampler ("s_base", C.L_textures[0]);
C.r_End ();
break;
}
}
}
示例6:
void CBlender_deffer_flat::Compile(CBlender_Compile& C)
{
IBlender::Compile (C);
// codepath is the same, only the shaders differ
switch(C.iElement)
{
case SE_R2_NORMAL_HQ: // deffer
uber_deffer (C,true,"base","base",false);
break;
case SE_R2_NORMAL_LQ: // deffer
uber_deffer (C,false,"base","base",false);
break;
case SE_R2_SHADOW: // smap-direct
if (RImplementation.o.HW_smap) C.r_Pass ("shadow_direct_base","dumb", FALSE,TRUE,TRUE,FALSE);
else C.r_Pass ("shadow_direct_base","shadow_direct_base",FALSE);
C.r_Sampler ("s_base",C.L_textures[0]);
C.r_End ();
break;
}
}
示例7:
void CBlender_accum_spot::Compile(CBlender_Compile& C)
{
IBlender::Compile (C);
BOOL b_HW_smap = RImplementation.o.HW_smap;
BOOL b_HW_PCF = RImplementation.o.HW_smap_PCF;
BOOL blend = RImplementation.o.fp16_blend;
D3DBLEND dest = blend?D3DBLEND_ONE:D3DBLEND_ZERO;
switch (C.iElement)
{
case SE_L_FILL: // masking
C.r_Pass ("null", "copy", false, FALSE, FALSE);
C.r_Sampler ("s_base", C.L_textures[0]);
C.r_End ();
break;
case SE_L_UNSHADOWED: // unshadowed
C.r_Pass ("accum_volume", "accum_spot_unshadowed", false, FALSE,FALSE,blend,D3DBLEND_ONE,dest);
C.r_Sampler_rtf ("s_position", r2_RT_P);
C.r_Sampler_rtf ("s_normal", r2_RT_N);
C.r_Sampler_clw ("s_material", r2_material);
C.r_Sampler ("s_lmap", C.L_textures[0],false,D3DTADDRESS_CLAMP);
C.r_Sampler_rtf ("s_accumulator", r2_RT_accum );
C.r_End ();
break;
case SE_L_NORMAL: // normal
C.r_Pass ("accum_volume", "accum_spot_normal", false, FALSE,FALSE,blend,D3DBLEND_ONE,dest);
C.r_Sampler_rtf ("s_position", r2_RT_P);
C.r_Sampler_rtf ("s_normal", r2_RT_N);
C.r_Sampler_clw ("s_material", r2_material);
C.r_Sampler ("s_lmap", C.L_textures[0],false,D3DTADDRESS_CLAMP);
if (b_HW_smap) {
if (b_HW_PCF) C.r_Sampler_clf ("s_smap",r2_RT_smap_depth );
else C.r_Sampler_rtf ("s_smap",r2_RT_smap_depth );
}
else C.r_Sampler_rtf ("s_smap",r2_RT_smap_surf );
jitter (C);
C.r_Sampler_rtf ("s_accumulator", r2_RT_accum );
C.r_End ();
break;
case SE_L_FULLSIZE: // normal-fullsize
C.r_Pass ("accum_volume", "accum_spot_fullsize", false, FALSE,FALSE,blend,D3DBLEND_ONE,dest);
C.r_Sampler_rtf ("s_position", r2_RT_P);
C.r_Sampler_rtf ("s_normal", r2_RT_N);
C.r_Sampler_clw ("s_material", r2_material);
C.r_Sampler ("s_lmap", C.L_textures[0],false,D3DTADDRESS_CLAMP);
if (b_HW_smap) {
if (b_HW_PCF) C.r_Sampler_clf ("s_smap",r2_RT_smap_depth );
else C.r_Sampler_rtf ("s_smap",r2_RT_smap_depth );
}
else C.r_Sampler_rtf ("s_smap",r2_RT_smap_surf );
jitter (C);
C.r_Sampler_rtf ("s_accumulator", r2_RT_accum );
C.r_End ();
break;
case SE_L_TRANSLUENT: // shadowed + transluency
C.r_Pass ("accum_volume", "accum_spot_fullsize", false, FALSE,FALSE,blend,D3DBLEND_ONE,dest);
C.r_Sampler_rtf ("s_position", r2_RT_P);
C.r_Sampler_rtf ("s_normal", r2_RT_N);
C.r_Sampler_clw ("s_material", r2_material);
C.r_Sampler_clf ("s_lmap", r2_RT_smap_surf); // diff here
if (b_HW_smap) {
if (b_HW_PCF) C.r_Sampler_clf ("s_smap",r2_RT_smap_depth );
else C.r_Sampler_rtf ("s_smap",r2_RT_smap_depth );
}
else C.r_Sampler_rtf ("s_smap",r2_RT_smap_surf );
C.r_Sampler_rtf ("s_accumulator", r2_RT_accum );
jitter (C);
C.r_End ();
break;
}
}
示例8: 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 ("$null");
C.StageEnd ();
}
C.PassEnd ();
} else {
switch (C.iElement)
{
case SE_R1_NORMAL_HQ:
// Level view
if (C.bDetail_Diffuse)
{
C.r_Pass ("vert_dt","vert_dt",TRUE);
C.r_Sampler ("s_base", C.L_textures[0]);
C.r_Sampler ("s_detail",C.detail_texture);
C.r_End ();
} else {
C.r_Pass ("vert","vert",TRUE);
C.r_Sampler ("s_base",C.L_textures[0]);
C.r_End ();
}
break;
case SE_R1_NORMAL_LQ:
// Level view
C.r_Pass ("vert","vert",TRUE);
C.r_Sampler ("s_base",C.L_textures[0]);
C.r_End ();
break;
case SE_R1_LPOINT:
C.r_Pass ("vert_point","add_point",FALSE,TRUE,FALSE,TRUE,D3DBLEND_ONE,D3DBLEND_ONE,TRUE);
C.r_Sampler ("s_base", C.L_textures[0]);
C.r_Sampler_clf ("s_lmap", TEX_POINT_ATT );
C.r_Sampler_clf ("s_att", TEX_POINT_ATT );
C.r_End ();
break;
case SE_R1_LSPOT:
C.r_Pass ("vert_spot","add_spot",FALSE,TRUE,FALSE,TRUE,D3DBLEND_ONE,D3DBLEND_ONE,TRUE);
C.r_Sampler ("s_base", C.L_textures[0]);
C.r_Sampler_clf ("s_lmap", "internal\\internal_light_att", true);
C.r_Sampler_clf ("s_att", TEX_SPOT_ATT );
C.r_End ();
break;
case SE_R1_LMODELS:
// Lighting only
C.r_Pass ("vert_l","vert_l",FALSE);
C.r_Sampler ("s_base",C.L_textures[0]);
C.r_End ();
break;
}
}
}
示例9:
adopt_sampler _sampler (LPCSTR _name) { u32 s = C->r_Sampler(_name,0); return adopt_sampler(C,s); }
示例10:
void CBlender_Model::Compile (CBlender_Compile& C)
{
IBlender::Compile (C);
if (C.bEditor)
{
C.PassBegin ();
{
C.PassSET_ZB (TRUE,oBlend.value&&(oAREF.value<200)?FALSE:TRUE);
if (oBlend.value) C.PassSET_Blend_BLEND (TRUE,oAREF.value);
else C.PassSET_Blend_SET ();
C.PassSET_LightFog (TRUE,TRUE);
C.StageBegin ();
C.StageSET_Color (D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
C.StageSET_Alpha (D3DTA_TEXTURE, D3DTOP_SELECTARG1, D3DTA_DIFFUSE);
C.StageSET_TMC (oT_Name, "$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11: if
//.........这里部分代码省略.........
xr_strcat(params, "TESS_HM,");
}
if (lmap)
{
RImplementation.addShaderOption("USE_LM_HEMI", "1");
xr_strcat(params, "USE_LM_HEMI,");
}
if (C.bDetail_Diffuse)
{
RImplementation.addShaderOption("USE_TDETAIL", "1");
xr_strcat(params, "USE_TDETAIL,");
}
if (C.bDetail_Bump)
{
RImplementation.addShaderOption("USE_TDETAIL_BUMP", "1");
xr_strcat(params, "USE_TDETAIL_BUMP,");
}
xr_strcat(params, ")");
strconcat(sizeof(vs),vs,"deffer_", _vspec, "_bump", params);
strconcat(sizeof(ps),ps,"deffer_", _pspec, _aref?"_aref":"", "_bump", params);
strconcat(sizeof(hs),hs,"DX11\\tess", params);
strconcat(sizeof(ds),ds,"DX11\\tess", params);
VERIFY(strstr(vs, "bump")!=0);
VERIFY(strstr(ps, "bump")!=0);
C.r_TessPass (vs, hs, ds, "null", ps, FALSE);
RImplementation.clearAllShaderOptions();
u32 stage = C.r_dx10Sampler("smp_bump_ds");
if (stage != -1)
{
C.i_dx10Address(stage, D3DTADDRESS_WRAP);
C.i_dx10FilterAnizo(stage, TRUE);
}
if (ps_r2_ls_flags_ext.test(R2FLAGEXT_WIREFRAME))
C.R().SetRS(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
C.r_dx10Texture ("s_tbump", fnameA);
C.r_dx10Texture ("s_tbumpX", fnameB); // should be before base bump
if (bHasDetailBump)
{
C.r_dx10Texture ("s_tdetailBumpX", texDetailBumpX);
}
}
else
# endif
C.r_Pass (vs,ps, FALSE);
//C.r_Sampler ("s_base", C.L_textures[0], false, D3DTADDRESS_WRAP, D3DTEXF_ANISOTROPIC,D3DTEXF_LINEAR, D3DTEXF_ANISOTROPIC);
//C.r_Sampler ("s_bumpX", fnameB, false, D3DTADDRESS_WRAP, D3DTEXF_ANISOTROPIC,D3DTEXF_LINEAR, D3DTEXF_ANISOTROPIC); // should be before base bump
//C.r_Sampler ("s_bump", fnameA, false, D3DTADDRESS_WRAP, D3DTEXF_ANISOTROPIC,D3DTEXF_LINEAR, D3DTEXF_ANISOTROPIC);
//C.r_Sampler ("s_bumpD", dt, false, D3DTADDRESS_WRAP, D3DTEXF_ANISOTROPIC,D3DTEXF_LINEAR, D3DTEXF_ANISOTROPIC);
//C.r_Sampler ("s_detail", dt, false, D3DTADDRESS_WRAP, D3DTEXF_ANISOTROPIC,D3DTEXF_LINEAR, D3DTEXF_ANISOTROPIC);
C.r_dx10Texture ("s_base", C.L_textures[0]);
C.r_dx10Texture ("s_bumpX", fnameB); // should be before base bump
C.r_dx10Texture ("s_bump", fnameA);
C.r_dx10Texture ("s_bumpD", dt);
C.r_dx10Texture ("s_detail", dt);
if (bHasDetailBump)
{
C.r_dx10Texture ("s_detailBump", texDetailBump);
C.r_dx10Texture ("s_detailBumpX", texDetailBumpX);
}
C.r_dx10Sampler ("smp_base");
if (lmap)
{
//C.r_Sampler("s_hemi", C.L_textures[2], false, D3DTADDRESS_CLAMP, D3DTEXF_LINEAR, D3DTEXF_NONE, D3DTEXF_LINEAR);
C.r_dx10Texture ("s_hemi", C.L_textures[2]);
C.r_dx10Sampler ("smp_rtlinear");
}
#else // USE_DX10
C.r_Pass (vs,ps, FALSE);
VERIFY(C.L_textures[0].size());
if(bump)
{
VERIFY2(xr_strlen(fnameB), C.L_textures[0].c_str());
VERIFY2(xr_strlen(fnameA), C.L_textures[0].c_str());
}
if(bHasDetailBump)
{
VERIFY2(xr_strlen(texDetailBump), C.L_textures[0].c_str());
VERIFY2(xr_strlen(texDetailBumpX), C.L_textures[0].c_str());
}
C.r_Sampler ("s_base", C.L_textures[0], false, D3DTADDRESS_WRAP, D3DTEXF_ANISOTROPIC,D3DTEXF_LINEAR, D3DTEXF_ANISOTROPIC);
C.r_Sampler ("s_bumpX", fnameB, false, D3DTADDRESS_WRAP, D3DTEXF_ANISOTROPIC,D3DTEXF_LINEAR, D3DTEXF_ANISOTROPIC); // should be before base bump
C.r_Sampler ("s_bump", fnameA, false, D3DTADDRESS_WRAP, D3DTEXF_ANISOTROPIC,D3DTEXF_LINEAR, D3DTEXF_ANISOTROPIC);
C.r_Sampler ("s_bumpD", dt, false, D3DTADDRESS_WRAP, D3DTEXF_ANISOTROPIC,D3DTEXF_LINEAR, D3DTEXF_ANISOTROPIC);
C.r_Sampler ("s_detail", dt, false, D3DTADDRESS_WRAP, D3DTEXF_ANISOTROPIC,D3DTEXF_LINEAR, D3DTEXF_ANISOTROPIC);
if (bHasDetailBump)
{
C.r_Sampler ("s_detailBump", texDetailBump, false, D3DTADDRESS_WRAP, D3DTEXF_ANISOTROPIC,D3DTEXF_LINEAR, D3DTEXF_ANISOTROPIC);
C.r_Sampler ("s_detailBumpX",texDetailBumpX,false, D3DTADDRESS_WRAP, D3DTEXF_ANISOTROPIC,D3DTEXF_LINEAR, D3DTEXF_ANISOTROPIC);
}
if (lmap)C.r_Sampler("s_hemi", C.L_textures[2], false, D3DTADDRESS_CLAMP, D3DTEXF_LINEAR, D3DTEXF_NONE, D3DTEXF_LINEAR);
#endif // USE_DX10
if (!DO_NOT_FINISH) C.r_End ();
}