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C++ VertexShader::setParam方法代码示例

本文整理汇总了C++中VertexShader::setParam方法的典型用法代码示例。如果您正苦于以下问题:C++ VertexShader::setParam方法的具体用法?C++ VertexShader::setParam怎么用?C++ VertexShader::setParam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VertexShader的用法示例。


在下文中一共展示了VertexShader::setParam方法的1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: drawImage

bool World::drawImage(RenderFrame* pRenderFrame,RenderMesh* pRenderMesh)
{
	//デバイスの状況チェック
	if(!isDeviceActive())
		return false;
	IDirect3DDevice9* pd3dDevice = Device::getInterface();
	if(!pd3dDevice)
		return false;

	Mesh* mesh = pRenderMesh->mesh;
	if(!mesh)
		return false;

	RenderFrame* renderFrame = pRenderMesh->renderFrame;

	Vertex* vertex = mesh->getVertexBuffer();
	if(!vertex)
		return false;
	IDirect3DVertexBuffer9* pVertexBuffer = vertex->getInterface();
	if(!pVertexBuffer)
		return false;
	Index* index = mesh->getIndexBuffer();
	IDirect3DIndexBuffer9* pIndexBuffer = index?index->getInterface():NULL;
	

	RenderUnit* renderUnit = renderFrame->renderUnit;
	Unit* unit = renderUnit->unit;
	bool shaderFlag = mesh->isShader();

	//ビュークリップ
	if(unit->isViewClip())
	{
		RECT& viewRect = renderFrame->renderUnit->clipRect;
		if(viewRect.top >= viewRect.bottom || viewRect.left >= viewRect.right)
			return true;

		NVector box1 = {(FLOAT)viewRect.left,(FLOAT)viewRect.top,0,1};
		NVector	box2 = {(FLOAT)viewRect.right,(FLOAT)viewRect.top,0,1};
		NVector	box3 = {(FLOAT)viewRect.left,(FLOAT)viewRect.bottom,0,1};
		NVector out1 = box1.transformCoord(renderFrame->matrix);
		NVector out2 = box2.transformCoord(renderFrame->matrix);
		NVector out3 = box3.transformCoord(renderFrame->matrix);

		Device::setClipper(
			out1.x,out1.y,out1.z,
			out2.x,out2.y,out2.z,
			out3.x,out3.y,out3.z);
	}

	//座標の設定
	if(shaderFlag)
	{
		VertexShader* vertexShader = mesh->getVertexShader();
		Device::getInterface()->SetVertexShader(*vertexShader);
		//シェーダ
		NMatrix matrix[100];	
		NMatrix* matView;
		NMatrix* matProj;
		NMatrix matWork;
		if(m_camera)
		{
			if(unit->isView2D())
			{
				matView = &m_camera->getBaseView();
				pd3dDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_NONE);
			}
			else
			{
				matView = &m_camera->getView();
				pd3dDevice->SetRenderState(D3DRS_CULLMODE,m_camera->getCull());
			}
			matProj = &m_camera->getProjection();
		}
		vertexShader->setDefaultParam();

		Material* material = mesh->getMaterial();
		vertexShader->setParam("MaterialDiffuse",&material->Diffuse);
		vertexShader->setParam("MaterialAmbient",&material->Ambient);
		vertexShader->setParam("View",matView);
		vertexShader->setParam("Proj",matProj);
		vertexShader->setParam("World",&renderFrame->matrix);
		
		if(vertexShader->isParam("LightDir"))
		{
			if(unit->isLight())
			{
				NVector v = {0.1f,-0.5f,-0.5f,0.0f};
				vertexShader->setParam("LightDir",&v);
			}
			else
			{
				static NVector v = {0,0,0};
				vertexShader->setParam("LightDir",&v);
			}
		}
		if(vertexShader->isParam("WorldView") || vertexShader->isParam("WorldViewProj"))
		{
			
			matWork = renderFrame->matrix * *matView;
			vertexShader->setParam("WorldView",&matWork);
//.........这里部分代码省略.........
开发者ID:mofon001,项目名称:AflLib,代码行数:101,代码来源:aflDirect3DWorld.cpp


注:本文中的VertexShader::setParam方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。