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C++ IMaterialVar::GetIntValue方法代码示例

本文整理汇总了C++中IMaterialVar::GetIntValue方法的典型用法代码示例。如果您正苦于以下问题:C++ IMaterialVar::GetIntValue方法的具体用法?C++ IMaterialVar::GetIntValue怎么用?C++ IMaterialVar::GetIntValue使用的例子?那么恭喜您, 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IMaterialVar的用法示例。


在下文中一共展示了IMaterialVar::GetIntValue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: OnBind

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() );
	}
}
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:55,代码来源:mathproxy.cpp

示例2: GetShaderAPITextureBindHandle

ShaderAPITextureHandle_t CBaseShader::GetShaderAPITextureBindHandle( int nTextureVar, int nFrameVar, int nTextureChannel )
{
	Assert( !IsSnapshotting() );
	Assert( nTextureVar != -1 );
	Assert ( s_ppParams );

	IMaterialVar* pTextureVar = s_ppParams[nTextureVar];
	IMaterialVar* pFrameVar = (nFrameVar != -1) ? s_ppParams[nFrameVar] : NULL;
	int nFrame = pFrameVar ? pFrameVar->GetIntValue() : 0;
	return GetShaderSystem()->GetShaderAPITextureBindHandle( pTextureVar->GetTextureValue(), nFrame, nTextureChannel );
}
开发者ID:BenLubar,项目名称:riflemod,代码行数:11,代码来源:BaseShader.cpp

示例3: Init

bool CEngineSprite::Init( const char *pName )
{
	m_hAVIMaterial = AVIMATERIAL_INVALID;
	m_width = m_height = m_numFrames = 1;

	const char *pExt = Q_GetFileExtension( pName );
	bool bIsAVI = pExt && !Q_stricmp( pExt, "avi" );
	if ( bIsAVI )
	{
		m_hAVIMaterial = avi->CreateAVIMaterial( pName, pName, "GAME" );
		if ( m_hAVIMaterial == AVIMATERIAL_INVALID )
			return false;

		m_material = avi->GetMaterial( m_hAVIMaterial );
		avi->GetFrameSize( m_hAVIMaterial, &m_width, &m_height );
		m_numFrames = avi->GetFrameCount( m_hAVIMaterial );
	}
	else
	{
		m_material = materials->FindMaterial( pName, TEXTURE_GROUP_CLIENT_EFFECTS );
		m_width = m_material->GetMappingWidth();
		m_height = m_material->GetMappingHeight();
		m_numFrames = (!bIsAVI) ? m_material->GetNumAnimationFrames() : avi->GetFrameCount( m_hAVIMaterial );
	}

	if ( !m_material )
		return false;

	m_material->IncrementReferenceCount();

	IMaterialVar *orientationVar = m_material->FindVarFast( "$spriteorientation", &spriteOrientationCache );
	m_orientation = orientationVar ? orientationVar->GetIntValue() : C_SpriteRenderer::SPR_VP_PARALLEL_UPRIGHT;

	IMaterialVar *originVar = m_material->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;
}
开发者ID:HJeon139,项目名称:Hys,代码行数:54,代码来源:spritemodel.cpp

示例4: Paint

//-----------------------------------------------------------------------------
// Purpose: Draw the jetpack level
//-----------------------------------------------------------------------------
void CHudEMP::Paint()
{
	// Rush label
	int iX, iY;
	GetPos( iX, iY );
	int iWidth = XRES(16);
	int iHeight = YRES(16);

	if ( m_pFrameVar )
	{
		float curtime = gpGlobals->curtime;

		if ( curtime >= m_flNextFrameChange )
		{
			m_flNextFrameChange = curtime + ( 1.0f / HUDEMP_FRAMERATE );

			int frame = m_pFrameVar->GetIntValue();
			frame++;
			if ( frame >= m_nNumFrames )
			{
				frame = 0;
			}
			m_pFrameVar->SetIntValue(frame);
		}
	}

	IMesh* pMesh = materials->GetDynamicMesh( true, NULL, NULL, m_pEMPIcon );

	CMeshBuilder meshBuilder;
	meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );

	meshBuilder.Color3f( 1.0, 1.0, 1.0 );
	meshBuilder.TexCoord2f( 0,0,0 );
	meshBuilder.Position3f( iX,iY,0 );
	meshBuilder.AdvanceVertex();

	meshBuilder.Color3f( 1.0, 1.0, 1.0 );
	meshBuilder.TexCoord2f( 0,1,0 );
	meshBuilder.Position3f( iX+iWidth, iY, 0 );
	meshBuilder.AdvanceVertex();

	meshBuilder.Color3f( 1.0, 1.0, 1.0 );
	meshBuilder.TexCoord2f( 0,1,1 );
	meshBuilder.Position3f( iX+iWidth, iY+iHeight, 0 );
	meshBuilder.AdvanceVertex();

	meshBuilder.Color3f( 1.0, 1.0, 1.0 );
	meshBuilder.TexCoord2f( 0,0,1 );
	meshBuilder.Position3f( iX, iY+iHeight, 0 );
	meshBuilder.AdvanceVertex();

	meshBuilder.End();
	pMesh->Draw();
}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:57,代码来源:hud_emp.cpp

示例5: BindTexture

//-----------------------------------------------------------------------------
// Binds a texture
//-----------------------------------------------------------------------------
void CBaseShader::BindTexture( TextureStage_t stage, int nTextureVar, int nFrameVar )
{
	Assert( !IsSnapshotting() );
	Assert( nTextureVar != -1 );
	Assert ( s_ppParams );

	IMaterialVar* pTextureVar = s_ppParams[nTextureVar];
	IMaterialVar* pFrameVar = (nFrameVar != -1) ? s_ppParams[nFrameVar] : NULL;
	if (pTextureVar)
	{
		int nFrame = pFrameVar ? pFrameVar->GetIntValue() : 0;
		GetShaderSystem()->BindTexture( stage, pTextureVar->GetTextureValue(), nFrame );
	}
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:17,代码来源:BaseShader.cpp

示例6: SetRenderMode

void CEngineSprite::SetRenderMode( int renderMode )
{
	CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
	if ( pRenderContext->GetCallQueue() ) 
	{
		pRenderContext->GetCallQueue()->QueueCall( this, &CEngineSprite::SetRenderMode, renderMode );
		return;
	}

	IMaterialVar* pRenderModeVar = m_material->FindVarFast( "$spriteRenderMode", &spriteRenderModeCache );
	if (pRenderModeVar)
	{
		if ( pRenderModeVar->GetIntValue() != renderMode )
		{
			pRenderModeVar->SetIntValue( renderMode );
			m_material->RecomputeStateSnapshots();
		}
	}
}
开发者ID:HJeon139,项目名称:Hys,代码行数:19,代码来源:spritemodel.cpp

示例7: BindTexture

void CBaseShader::BindTexture( Sampler_t sampler1, Sampler_t sampler2, int nTextureVar, int nFrameVar /* = -1 */ )
{
	Assert( !IsSnapshotting() );
	Assert( nTextureVar != -1 );
	Assert ( s_ppParams );

	IMaterialVar* pTextureVar = s_ppParams[nTextureVar];
	IMaterialVar* pFrameVar = (nFrameVar != -1) ? s_ppParams[nFrameVar] : NULL;
	if (pTextureVar)
	{
		int nFrame = pFrameVar ? pFrameVar->GetIntValue() : 0;

		if ( sampler2 == -1 )
		{
			GetShaderSystem()->BindTexture( sampler1, pTextureVar->GetTextureValue(), nFrame );
		}
		else
		{
			GetShaderSystem()->BindTexture( sampler1, sampler2, pTextureVar->GetTextureValue(), nFrame );
		}
	}
}
开发者ID:BenLubar,项目名称:riflemod,代码行数:22,代码来源:BaseShader.cpp

示例8: Init

bool CEngineSprite::Init( const char *pName )
{
	m_VideoMaterial = NULL;
	for ( int i = 0; i < kRenderModeCount; ++i )
	{
		m_material[ i ] = NULL;
	}

	m_width = m_height = m_numFrames = 1;

	Assert( g_pVideo != NULL );
	
	if ( g_pVideo != NULL && g_pVideo->LocateVideoSystemForPlayingFile( pName ) != VideoSystem::NONE ) 
	{
		m_VideoMaterial = g_pVideo->CreateVideoMaterial( pName, pName, "GAME", VideoPlaybackFlags::DEFAULT_MATERIAL_OPTIONS, VideoSystem::DETERMINE_FROM_FILE_EXTENSION, false ); 
		
		if ( m_VideoMaterial == NULL )
			return false;

		IMaterial *pMaterial = m_VideoMaterial->GetMaterial();
		m_VideoMaterial->GetVideoImageSize( &m_width, &m_height );
		m_numFrames = m_VideoMaterial->GetFrameCount();
		for ( int i = 0; i < kRenderModeCount; ++i )
		{
			m_material[i] = pMaterial;
			pMaterial->IncrementReferenceCount();
		}
	}
	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) );

		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 )
			{
				m_material[i] = NULL;
				continue;
			}

			Q_snprintf( pMaterialPath, sizeof(pMaterialPath), "%s_rendermode_%d", pMaterialName, 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
//.........这里部分代码省略.........
开发者ID:1n73rf4c3,项目名称:source-sdk-2013,代码行数:101,代码来源:spritemodel.cpp

示例9: Init


//.........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;
}
开发者ID:Au-heppa,项目名称:swarm-sdk,代码行数:101,代码来源:spritemodel.cpp

示例10: R_StudioSetupSkinAndLighting


//.........这里部分代码省略.........
				{
					pOriginalMaterialVar->SetMaterialValue( NULL );
				}
			}
			else if( m_pRC->m_nForcedMaterialType == OVERRIDE_DEPTH_WRITE )
			{
				// Disable any alpha modulation on the original material that was left over from when it was last rendered
				ppMaterials[index]->AlphaModulate( 1.0f );

				// Bail if the material is still considered translucent after setting the AlphaModulate to 1.0
				if ( ppMaterials[index]->IsTranslucent() )
				{
					return NULL;
				}

				static unsigned int originalTextureVarCache = 0;
				IMaterialVar *pOriginalTextureVar = ppMaterials[index]->FindVarFast( "$basetexture", &originalTextureVarCache );

				// Select proper override material
				int nAlphaTest = (int) ( ppMaterials[index]->IsAlphaTested() && pOriginalTextureVar->IsTexture() ); // alpha tested base texture
				int nNoCull = (int) ppMaterials[index]->IsTwoSided();
				pMaterial = m_pDepthWrite[nAlphaTest][nNoCull];

				// If we're alpha tested, we should set up the texture variables from the original material
				if ( nAlphaTest != 0 )
				{
					static unsigned int originalTextureFrameVarCache = 0;
					IMaterialVar *pOriginalTextureFrameVar = ppMaterials[index]->FindVarFast( "$frame", &originalTextureFrameVarCache );
					static unsigned int originalAlphaRefCache = 0;
					IMaterialVar *pOriginalAlphaRefVar = ppMaterials[index]->FindVarFast( "$AlphaTestReference", &originalAlphaRefCache );

					static unsigned int textureVarCache = 0;
					IMaterialVar *pTextureVar = pMaterial->FindVarFast( "$basetexture", &textureVarCache );
					static unsigned int textureFrameVarCache = 0;
					IMaterialVar *pTextureFrameVar = pMaterial->FindVarFast( "$frame", &textureFrameVarCache );
					static unsigned int alphaRefCache = 0;
					IMaterialVar *pAlphaRefVar = pMaterial->FindVarFast( "$AlphaTestReference", &alphaRefCache );

					if ( pOriginalTextureVar->IsTexture() ) // If $basetexture is defined
					{
						if( pTextureVar && pOriginalTextureVar )
						{
							pTextureVar->SetTextureValue( pOriginalTextureVar->GetTextureValue() );
						}

						if( pTextureFrameVar && pOriginalTextureFrameVar )
						{
							pTextureFrameVar->SetIntValue( pOriginalTextureFrameVar->GetIntValue() );
						}

						if( pAlphaRefVar && pOriginalAlphaRefVar )
						{
							pAlphaRefVar->SetFloatValue( pOriginalAlphaRefVar->GetFloatValue() );
						}
					}
				}
			}
		}

		// Set this bool to check after the bind below
		bCheckForConVarDrawTranslucentSubModels = true;

		if ( m_pRC->m_nForcedMaterialType != OVERRIDE_DEPTH_WRITE )
		{
			// Try to set the alpha based on the blend
			pMaterial->AlphaModulate( m_pRC->m_AlphaMod );

			// Try to set the color based on the colormod
			pMaterial->ColorModulate( m_pRC->m_ColorMod[0], m_pRC->m_ColorMod[1], m_pRC->m_ColorMod[2] );
		}
	}

	lighting = R_StudioComputeLighting( pMaterial, materialFlags, pColorMeshes );
	if ( lighting == LIGHTING_MOUTH )
	{
		if ( !m_pRC->m_Config.bTeeth || !R_TeethAreVisible() )
			return NULL;
		// skin it and light it, but only if we need to.
		if ( m_pRC->m_Config.m_bSupportsVertexAndPixelShaders )
		{
			R_MouthSetupVertexShader( pMaterial );
		}
	}

	pRenderContext->Bind( pMaterial, pClientRenderable );

	if ( bCheckForConVarDrawTranslucentSubModels )
	{
		bool translucent = pMaterial->IsTranslucent();

		if (( m_bDrawTranslucentSubModels && !translucent ) ||
			( !m_bDrawTranslucentSubModels && translucent ))
		{
			m_bSkippedMeshes = true;
			return NULL;
		}
	}

	return pMaterial;
}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:101,代码来源:r_studio.cpp

示例11: PopulateShaderParameters

//-----------------------------------------------------------------------------
// Sets up the shader param editbox
//-----------------------------------------------------------------------------
void CMaterialEditorPanel::PopulateShaderParameters()
{
	Assert( m_nShaderIndex >= 0 );
	m_pEditorPanel->RemoveAll();
	int nCount = g_pMaterialSystem->GetNumShaderParams(m_nShaderIndex);
	for (int i = 0; i < nCount; ++i)
	{
		const char *pParamName = g_pMaterialSystem->GetShaderParamName(m_nShaderIndex, i);

		char tempBuf[512];
		Q_strncpy( tempBuf, pParamName, 512 );
		Q_strnlwr( tempBuf, 512 );

		// build a control & label (strip off '$' prefix)
		Label *pLabel = new Label( this, NULL, tempBuf + 1 ); 
		pLabel->SetSize(128, 24);
		
		// Set up the tooltip for this puppy...
		pLabel->SetTooltipText( g_pMaterialSystem->GetShaderParamHelp(m_nShaderIndex, i) );

		// Get at the material var
		bool bFound;
		IMaterialVar *pMaterialVar = m_pMaterial->FindVar( pParamName, &bFound );
		Assert( bFound );

		Panel *pEditPanel;
		switch( g_pMaterialSystem->GetShaderParamType(m_nShaderIndex, i) )
		{
		case SHADER_PARAM_TYPE_TEXTURE:
			pEditPanel = new Label( this, NULL, "texture" ); 
			break;

		case SHADER_PARAM_TYPE_INTEGER:
			{
				TextEntry *pTextEntry = new TextEntry(this, "Shader Param Integer");
				Q_snprintf( tempBuf, 512, "%d", pMaterialVar->GetIntValue() );
				pTextEntry->SetText( tempBuf );
				pTextEntry->SetEditable( true );

				pEditPanel = pTextEntry;
			}
			break;

		case SHADER_PARAM_TYPE_COLOR:
			pEditPanel = new Label( this, NULL, "color" ); 
			break;
		case SHADER_PARAM_TYPE_VEC2:
			pEditPanel = new Label( this, NULL, "vec2" ); 
			break;
		case SHADER_PARAM_TYPE_VEC3:
			pEditPanel = new Label( this, NULL, "vec3" ); 
			break;

		case SHADER_PARAM_TYPE_FLOAT:
			{
				TextEntry *pTextEntry = new TextEntry(this, "Shader Param Float");
				Q_snprintf( tempBuf, 512, "%f", pMaterialVar->GetIntValue() );
				pTextEntry->SetText( tempBuf );
				pTextEntry->SetEditable( true );

				pEditPanel = pTextEntry;
			}
			break;

		default:
			pEditPanel = new Label( this, NULL, "other" ); 
			break;
		}

		pEditPanel->SetSize(128, 24);
//		pEditPanel->SetContentAlignment( Label::a_east );
		m_pEditorPanel->AddItem( pLabel, pEditPanel );
	}
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:77,代码来源:mateditpanel.cpp


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