本文整理汇总了C++中IMaterialVar类的典型用法代码示例。如果您正苦于以下问题:C++ IMaterialVar类的具体用法?C++ IMaterialVar怎么用?C++ IMaterialVar使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了IMaterialVar类的15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: Assert
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMaterialModifyProxy::OnBindSetVar( C_MaterialModifyControl *pControl )
{
IMaterial *pMaterial = pControl->GetMaterial();
if( !pMaterial )
{
Assert( 0 );
return;
}
if ( pMaterial != m_pMaterial )
{
// Warning( "\t%s!=%s\n", pMaterial->GetName(), m_pMaterial->GetName() );
return;
}
bool bFound;
IMaterialVar *pMaterialVar = pMaterial->FindVar( pControl->GetMaterialVariableName(), &bFound, false );
if ( !bFound )
return;
if( Q_strcmp( pControl->GetMaterialVariableValue(), "" ) )
{
// const char *pMaterialName = m_pMaterial->GetName();
// const char *pMaterialVarName = pMaterialVar->GetName();
// const char *pMaterialVarValue = pControl->GetMaterialVariableValue();
// if( debug_materialmodifycontrol_client.GetBool()
// && Q_stristr( m_pMaterial->GetName(), "faceandhair" )
// && Q_stristr( pMaterialVar->GetName(), "self" )
// )
// {
// static int count = 0;
// DevMsg( 1, "CMaterialModifyProxy::OnBindSetVar \"%s\" %s=%s %d pControl=0x%p\n",
// m_pMaterial->GetName(), pMaterialVar->GetName(), pControl->GetMaterialVariableValue(), count++, pControl );
// }
pMaterialVar->SetValueAutodetectType( pControl->GetMaterialVariableValue() );
}
}
示例2: Assert
//-----------------------------------------------------------------------------
// Pixel and vertex shader constants....
//-----------------------------------------------------------------------------
void CBaseVSShader::SetPixelShaderConstant( int pixelReg, int constantVar, int constantVar2 )
{
Assert( !IsSnapshotting() );
if ((!s_ppParams) || (constantVar == -1) || (constantVar2 == -1))
return;
IMaterialVar* pPixelVar = s_ppParams[constantVar];
Assert( pPixelVar );
IMaterialVar* pPixelVar2 = s_ppParams[constantVar2];
Assert( pPixelVar2 );
float val[4];
if (pPixelVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
{
pPixelVar->GetVecValue( val, 3 );
}
else
{
val[0] = val[1] = val[2] = pPixelVar->GetFloatValue();
}
val[3] = pPixelVar2->GetFloatValue();
s_pShaderAPI->SetPixelShaderConstant( pixelReg, val );
}
示例3: SetEnvMapTintPixelShaderDynamicState
//-----------------------------------------------------------------------------
// Helpers for dealing with envmap tint
//-----------------------------------------------------------------------------
// set alphaVar to -1 to ignore it.
void CBaseVSShader::SetEnvMapTintPixelShaderDynamicState( int pixelReg, int tintVar, int alphaVar, bool bConvertFromGammaToLinear )
{
float color[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
if( g_pConfig->bShowSpecular && mat_fullbright.GetInt() != 2 )
{
IMaterialVar* pAlphaVar = NULL;
if( alphaVar >= 0 )
{
pAlphaVar = s_ppParams[alphaVar];
}
if( pAlphaVar )
{
color[3] = pAlphaVar->GetFloatValue();
}
IMaterialVar* pTintVar = s_ppParams[tintVar];
#ifdef _DEBUG
pTintVar->GetVecValue( color, 3 );
float envmapTintOverride = mat_envmaptintoverride.GetFloat();
float envmapTintScaleOverride = mat_envmaptintscale.GetFloat();
if( envmapTintOverride != -1.0f )
{
color[0] = color[1] = color[2] = envmapTintOverride;
}
if( envmapTintScaleOverride != -1.0f )
{
color[0] *= envmapTintScaleOverride;
color[1] *= envmapTintScaleOverride;
color[2] *= envmapTintScaleOverride;
}
if( bConvertFromGammaToLinear )
{
color[0] = color[0] > 1.0f ? color[0] : GammaToLinear( color[0] );
color[1] = color[1] > 1.0f ? color[1] : GammaToLinear( color[1] );
color[2] = color[2] > 1.0f ? color[2] : GammaToLinear( color[2] );
}
#else
if( bConvertFromGammaToLinear )
{
pTintVar->GetLinearVecValue( color, 3 );
}
else
{
pTintVar->GetVecValue( color, 3 );
}
#endif
}
else
{
color[0] = color[1] = color[2] = color[3] = 0.0f;
}
s_pShaderAPI->SetPixelShaderConstant( pixelReg, color, 1 );
}
示例4: Assert
void CLessOrEqualProxy::OnBind( void *pC_BaseEntity )
{
Assert( m_pSrc1 && m_pSrc2 && m_pLessVar && m_pGreaterVar && m_pResult );
IMaterialVar *pSourceVar;
if (m_pSrc1->GetFloatValue() <= m_pSrc2->GetFloatValue())
{
pSourceVar = m_pLessVar;
}
else
{
pSourceVar = m_pGreaterVar;
}
int vecSize = 0;
MaterialVarType_t resultType = m_pResult->GetType();
if (resultType == MATERIAL_VAR_TYPE_VECTOR)
{
if (m_ResultVecComp >= 0)
resultType = MATERIAL_VAR_TYPE_FLOAT;
vecSize = m_pResult->VectorSize();
}
else if (resultType == MATERIAL_VAR_TYPE_UNDEFINED)
{
resultType = pSourceVar->GetType();
if (resultType == MATERIAL_VAR_TYPE_VECTOR)
{
vecSize = pSourceVar->VectorSize();
}
}
switch( resultType )
{
case MATERIAL_VAR_TYPE_VECTOR:
{
Vector src;
pSourceVar->GetVecValue( src.Base(), vecSize );
m_pResult->SetVecValue( src.Base(), vecSize );
}
break;
case MATERIAL_VAR_TYPE_FLOAT:
SetFloatResult( pSourceVar->GetFloatValue() );
break;
case MATERIAL_VAR_TYPE_INT:
m_pResult->SetFloatValue( pSourceVar->GetIntValue() );
break;
}
if ( ToolsEnabled() )
{
ToolFramework_RecordMaterialParams( GetMaterial() );
}
}
示例5: Assert
void CBaseShader::SetFixedFunctionTextureScaledTransform( MaterialMatrixMode_t textureTransform,
int transformVar, int scaleVar )
{
Assert( !IsSnapshotting() );
float mat[16];
IMaterialVar* pTransformationVar = s_ppParams[transformVar];
if (pTransformationVar && (pTransformationVar->GetType() == MATERIAL_VAR_TYPE_MATRIX))
{
Vector2D scale( 1, 1 );
IMaterialVar* pScaleVar = s_ppParams[scaleVar];
if (pScaleVar)
{
if (pScaleVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
pScaleVar->GetVecValue( scale.Base(), 2 );
else if (pScaleVar->IsDefined())
scale[0] = scale[1] = pScaleVar->GetFloatValue();
}
s_pShaderAPI->MatrixMode( textureTransform );
const VMatrix &transformation = pTransformationVar->GetMatrixValue();
// only do the upper 3x3 since this is a 2D matrix
mat[0] = transformation[0][0] * scale[0]; mat[1] = transformation[1][0] * scale[0]; mat[2] = transformation[3][0] * scale[0];
mat[4] = transformation[0][1] * scale[1]; mat[5] = transformation[1][1] * scale[1]; mat[6] = transformation[3][1] * scale[1];
mat[8] = transformation[0][3]; mat[9] = transformation[1][3]; mat[10] = transformation[3][3];
// Better set the stuff we don't set with some sort of value!
mat[3] = mat[7] = mat[11] = 0;
mat[12] = mat[13] = mat[14] = 0;
mat[15] = 1;
s_pShaderAPI->LoadMatrix( mat );
}
else
{
SetFixedFunctionTextureScale( textureTransform, scaleVar );
}
}
示例6: if
//.........这里部分代码省略.........
stencilState.m_bEnable = true;
stencilState.m_nReferenceValue = 2;
stencilState.m_nTestMask = 0x1;
stencilState.m_nWriteMask = 0x3;
stencilState.m_CompareFunc = STENCILCOMPARISONFUNCTION_EQUAL;
stencilState.m_PassOp = STENCILOPERATION_INCRSAT;
stencilState.m_FailOp = STENCILOPERATION_KEEP;
stencilState.m_ZFailOp = STENCILOPERATION_REPLACE;
stencilState.SetStencilState( pRenderContext );
m_GlowObjectDefinitions[i].DrawModel();
}
}
iNumGlowObjects++;
}
// Need to do a 2nd pass to warm stencil for objects which are rendered only when occluded
for ( int i = 0; i < m_GlowObjectDefinitions.Count(); ++ i )
{
if ( m_GlowObjectDefinitions[i].IsUnused() || !m_GlowObjectDefinitions[i].ShouldDraw( nSplitScreenSlot ) )
continue;
if ( m_GlowObjectDefinitions[i].m_bRenderWhenOccluded && !m_GlowObjectDefinitions[i].m_bRenderWhenUnoccluded )
{
ShaderStencilState_t stencilState;
stencilState.m_bEnable = true;
stencilState.m_nReferenceValue = 2;
stencilState.m_CompareFunc = STENCILCOMPARISONFUNCTION_ALWAYS;
stencilState.m_PassOp = STENCILOPERATION_REPLACE;
stencilState.m_FailOp = STENCILOPERATION_KEEP;
stencilState.m_ZFailOp = STENCILOPERATION_KEEP;
stencilState.SetStencilState( pRenderContext );
m_GlowObjectDefinitions[i].DrawModel();
}
}
pRenderContext->OverrideDepthEnable( false, false );
render->SetBlend( flSavedBlend );
stencilStateDisable.SetStencilState( pRenderContext );
g_pStudioRender->ForcedMaterialOverride( NULL );
// If there aren't any objects to glow, don't do all this other stuff
// this fixes a bug where if there are glow objects in the list, but none of them are glowing,
// the whole screen blooms.
if ( iNumGlowObjects <= 0 )
return;
//=============================================
// Render the glow colors to _rt_FullFrameFB
//=============================================
{
PIXEvent pixEvent( pRenderContext, "RenderGlowModels" );
RenderGlowModels( pSetup, nSplitScreenSlot, pRenderContext );
}
// Get viewport
int nSrcWidth = pSetup->width;
int nSrcHeight = pSetup->height;
int nViewportX, nViewportY, nViewportWidth, nViewportHeight;
pRenderContext->GetViewport( nViewportX, nViewportY, nViewportWidth, nViewportHeight );
// Get material and texture pointers
ITexture *pRtQuarterSize1 = materials->FindTexture( "_rt_SmallFB1", TEXTURE_GROUP_RENDER_TARGET );
{
//=======================================================================================================//
// At this point, pRtQuarterSize0 is filled with the fully colored glow around everything as solid glowy //
// blobs. Now we need to stencil out the original objects by only writing pixels that have no //
// stencil bits set in the range we care about. //
//=======================================================================================================//
IMaterial *pMatHaloAddToScreen = materials->FindMaterial( "dev/halo_add_to_screen", TEXTURE_GROUP_OTHER, true );
// Do not fade the glows out at all (weight = 1.0)
IMaterialVar *pDimVar = pMatHaloAddToScreen->FindVar( "$C0_X", NULL );
pDimVar->SetFloatValue( 1.0f );
// Set stencil state
ShaderStencilState_t stencilState;
stencilState.m_bEnable = true;
stencilState.m_nWriteMask = 0x0; // We're not changing stencil
stencilState.m_nTestMask = 0xFF;
stencilState.m_nReferenceValue = 0x0;
stencilState.m_CompareFunc = STENCILCOMPARISONFUNCTION_EQUAL;
stencilState.m_PassOp = STENCILOPERATION_KEEP;
stencilState.m_FailOp = STENCILOPERATION_KEEP;
stencilState.m_ZFailOp = STENCILOPERATION_KEEP;
stencilState.SetStencilState( pRenderContext );
// Draw quad
pRenderContext->DrawScreenSpaceRectangle( pMatHaloAddToScreen, 0, 0, nViewportWidth, nViewportHeight,
0.0f, -0.5f, nSrcWidth / 4 - 1, nSrcHeight / 4 - 1,
pRtQuarterSize1->GetActualWidth(),
pRtQuarterSize1->GetActualHeight() );
stencilStateDisable.SetStencilState( pRenderContext );
}
}
示例7: Q_GetFileExtension
//.........这里部分代码省略.........
IMaterial *pMaterial = bik->GetMaterial( m_hBIKMaterial );
bik->GetFrameSize( m_hBIKMaterial, &m_width, &m_height );
m_numFrames = bik->GetFrameCount( m_hBIKMaterial );
for ( int i = 0; i < kRenderModeCount; ++i )
{
m_material[i] = pMaterial;
pMaterial->IncrementReferenceCount();
}
}
#endif
else
{
char pTemp[MAX_PATH];
char pMaterialName[MAX_PATH];
char pMaterialPath[MAX_PATH];
Q_StripExtension( pName, pTemp, sizeof(pTemp) );
Q_strlower( pTemp );
Q_FixSlashes( pTemp, '/' );
// Check to see if this is a UNC-specified material name
bool bIsUNC = pTemp[0] == '/' && pTemp[1] == '/' && pTemp[2] != '/';
if ( !bIsUNC )
{
Q_strncpy( pMaterialName, "materials/", sizeof(pMaterialName) );
Q_strncat( pMaterialName, pTemp, sizeof(pMaterialName), COPY_ALL_CHARACTERS );
}
else
{
Q_strncpy( pMaterialName, pTemp, sizeof(pMaterialName) );
}
Q_strncpy( pMaterialPath, pMaterialName, sizeof(pMaterialPath) );
Q_SetExtension( pMaterialPath, ".vmt", sizeof(pMaterialPath) );
for ( int i = 0; i < kRenderModeCount; ++i )
{
m_material[i] = NULL;
}
KeyValues *kv = new KeyValues( "vmt" );
if ( !kv->LoadFromFile( g_pFullFileSystem, pMaterialPath, "GAME" ) )
{
Warning( "Unable to load sprite material %s!\n", pMaterialPath );
return false;
}
for ( int i = 0; i < kRenderModeCount; ++i )
{
if ( i == kRenderNone || i == kRenderEnvironmental )
{
continue;
}
// strip possible materials/
Q_snprintf( pMaterialPath, sizeof(pMaterialPath), "%s_rendermode_%d", pMaterialName + ( bIsUNC ? 0 : 10 ), i );
KeyValues *pMaterialKV = kv->MakeCopy();
pMaterialKV->SetInt( "$spriteRenderMode", i );
m_material[i] = g_pMaterialSystem->FindProceduralMaterial( pMaterialPath, TEXTURE_GROUP_CLIENT_EFFECTS, pMaterialKV );
m_material[i]->IncrementReferenceCount();
}
kv->deleteThis();
m_width = m_material[0]->GetMappingWidth();
m_height = m_material[0]->GetMappingHeight();
m_numFrames = m_material[0]->GetNumAnimationFrames();
}
for ( int i = 0; i < kRenderModeCount; ++i )
{
if ( i == kRenderNone || i == kRenderEnvironmental )
continue;
if ( !m_material[i] )
return false;
}
IMaterialVar *orientationVar = m_material[0]->FindVarFast( "$spriteorientation", &spriteOrientationCache );
m_orientation = orientationVar ? orientationVar->GetIntValue() : C_SpriteRenderer::SPR_VP_PARALLEL_UPRIGHT;
IMaterialVar *originVar = m_material[0]->FindVarFast( "$spriteorigin", &spriteOriginCache );
Vector origin, originVarValue;
if( !originVar || ( originVar->GetType() != MATERIAL_VAR_TYPE_VECTOR ) )
{
origin[0] = -m_width * 0.5f;
origin[1] = m_height * 0.5f;
}
else
{
originVar->GetVecValue( &originVarValue[0], 3 );
origin[0] = -m_width * originVarValue[0];
origin[1] = m_height * originVarValue[1];
}
up = origin[1];
down = origin[1] - m_height;
left = origin[0];
right = m_width + origin[0];
return true;
}
示例8: OnBind
//-----------------------------------------------------------------------------
// Called when the texture is bound...
//-----------------------------------------------------------------------------
void CZZMaterialProxy::OnBind( C_BaseEntity *pEntity )
{
if( !m_pTextureVar )
{
return;
}
if(!m_pTextureVar->IsTexture()) // Make sure it is a texture
return;
//ITexture *pTexture = m_pTextureVar->GetTextureValue();
m_pTexture->Download();
// Mark it so it doesn't get regenerated on task switch
//m_pEnt = NULL;
}
示例9: OnBind
void C_BloodyTextureProxy::OnBind(void* pC_BaseEntity)
{
if (!pC_BaseEntity)
return;
C_BaseEntity *pEntity = BindArgToEntity(pC_BaseEntity);
C_BaseViewModel *pViewModel = dynamic_cast<C_BaseViewModel *>(pEntity);
if (pViewModel)
{
C_BasePlayer *pOwner = ToBasePlayer(pViewModel->GetOwner());
if (pOwner)
blendFactor->SetFloatValue(pOwner->m_bShouldDrawBloodOverlay ? 1.0f : 0.0f);
}
if (ToolsEnabled())
ToolFramework_RecordMaterialParams(GetMaterial());
}
示例10: OnBind
//-----------------------------------------------------------------------------
// Set the appropriate texture...
//-----------------------------------------------------------------------------
void CObjectBuildAlphaProxy::OnBind( C_BaseEntity *pEntity )
{
if( !m_pAlphaVar )
return;
// It needs to be a TF2 C_BaseObject to have this proxy applied
C_BaseObject *pObject = dynamic_cast< C_BaseObject * >( pEntity );
if ( !pObject )
return;
float build_amount = pObject->m_flCycle; //pObject->GetPercentageConstructed();
float frac;
if ( build_amount <= buildstart )
{
frac = 0.0f;
}
else if ( build_amount >= buildend )
{
frac = 1.0f;
}
else
{
// Avoid div by zero
if ( buildend == buildstart )
{
frac = 1.0f;
}
else
{
frac = ( build_amount - buildstart ) / ( buildend - buildstart );
frac = clamp( frac, 0.0f, 1.0f );
}
}
if ( !pObject->IsBuilding() )
{
frac = 1.0f;
}
m_pAlphaVar->SetFloatValue( frac );
}
示例11: OnBindFloatLerp
//-----------------------------------------------------------------------------
// Does the dirty deed
//-----------------------------------------------------------------------------
void CMaterialModifyProxy::OnBindFloatLerp( C_MaterialModifyControl *pControl )
{
if ( !pControl )
return;
if ( pControl->HasNewAnimationCommands() )
{
pControl->SetAnimationStartTime( gpGlobals->curtime );
pControl->ClearAnimationCommands();
}
// Read the data from the modify entity
materialfloatlerpcommands_t sCommands;
pControl->GetFloatLerpCommands( &sCommands );
m_flStartValue = sCommands.flStartValue;
m_flEndValue = sCommands.flEndValue;
m_flTransitionTime = sCommands.flTransitionTime;
m_flStartTime = pControl->GetAnimationStartTime();
bool bFound;
m_pMaterialVar = m_pMaterial->FindVar( pControl->GetMaterialVariableName(), &bFound, false );
if( bFound )
{
float currentValue;
if( m_flTransitionTime > 0.0f )
{
currentValue = m_flStartValue + ( m_flEndValue - m_flStartValue ) * clamp( ( ( gpGlobals->curtime - m_flStartTime ) / m_flTransitionTime ), 0.0f, 1.0f );
}
else
{
currentValue = m_flEndValue;
}
if( debug_materialmodifycontrol_client.GetBool() && Q_stristr( m_pMaterial->GetName(), "faceandhair" ) && Q_stristr( m_pMaterialVar->GetName(), "warp" ) )
{
static int count = 0;
DevMsg( 1, "CMaterialFloatLerpProxy::OnBind \"%s\" %s=%f %d\n", m_pMaterial->GetName(), m_pMaterialVar->GetName(), currentValue, count++ );
}
m_pMaterialVar->SetFloatValue( currentValue );
}
}
示例12: OnBind
void CShieldVisibilityProxy::OnBind( C_BaseEntity *pEnt )
{
if (!pEnt->GetOwnerEntity())
return;
if (!pEnt->GetOwnerEntity()->IsPlayer())
return;
C_CFPlayer* pPlayer = ToCFPlayer(pEnt->GetOwnerEntity());
if (m_AlphaVar)
{
float flRefractAmount;
if (pPlayer->m_bShieldPhysical)
flRefractAmount = cf_barrierrefract.GetFloat();
else
flRefractAmount = cf_shieldrefract.GetFloat();
m_AlphaVar->SetFloatValue( ((float)pEnt->m_clrRender->a) * flRefractAmount / 255 );
}
}
示例13: OnBind
void CMatrixRotateProxy::OnBind( void *pC_BaseEntity )
{
VMatrix mat;
Vector axis( 0, 0, 1 );
if (m_pAxisVar)
{
m_pAxisVar->GetVecValue( axis.Base(), 3 );
if (VectorNormalize( axis ) < 1e-3)
{
axis.Init( 0, 0, 1 );
}
}
MatrixBuildRotationAboutAxis( mat, axis, m_Angle.GetFloat() );
m_pResult->SetMatrixValue( mat );
if ( ToolsEnabled() )
{
ToolFramework_RecordMaterialParams( GetMaterial() );
}
}
示例14: OnBind
void CTextureProxy::OnBind( void *pEntity )
{
// Bail if no base variable
if ( !m_pBaseTextureVar )
return;
char texture[128];
if (Q_stricmp(m_szTextureType, "hometeamcrest") == 0 && GetGlobalTeam(TEAM_A)->HasCrest())
Q_snprintf(texture, sizeof(texture), "%s/%s/teamcrest", TEAMKITS_PATH, GetGlobalTeam(TEAM_A)->GetFolderName());
else if (Q_stricmp(m_szTextureType, "awayteamcrest") == 0 && GetGlobalTeam(TEAM_B)->HasCrest())
Q_snprintf(texture, sizeof(texture), "%s/%s/teamcrest", TEAMKITS_PATH, GetGlobalTeam(TEAM_B)->GetFolderName());
else
Q_snprintf(texture, sizeof(texture), "%s", m_pDefaultTexture->GetName());
m_pNewTexture = materials->FindTexture(texture, NULL, true);
m_pBaseTextureVar->SetTextureValue(m_pNewTexture);
GetMaterial()->RecomputeStateSnapshots();
}
示例15: Init
bool CZZMaterialProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
// ZZ return false; // hack! Need to make sure that the TGA loader has a valid filesystem before trying
// to load the camo pattern.
m_pMaterial = pMaterial;
// get pointers to material vars.
bool found;
m_pTextureVar = pMaterial->FindVar( "$baseTexture", &found );
if( !found )
{
m_pTextureVar = NULL;
return false;
}
m_pTexture = m_pTextureVar->GetTextureValue();
if (m_pTexture)
m_pTexture->SetTextureRegenerator( &m_TextureRegen );
return true;
}