// Copyright (C) 2002-2011 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #ifndef __C_D3D9_MATERIAL_RENDERER_H_INCLUDED__ #define __C_D3D9_MATERIAL_RENDERER_H_INCLUDED__ #include "IrrCompileConfig.h" #ifdef _IRR_WINDOWS_ #ifdef _IRR_COMPILE_WITH_DIRECT3D_9_ #if defined(__BORLANDC__) || defined (__BCPLUSPLUS__) #include "irrMath.h" // needed by borland for sqrtf define #endif #include <d3d9.h> #include "IMaterialRenderer.h" namespace irr { namespace video { D3DMATRIX UnitMatrixD3D9; D3DMATRIX SphereMapMatrixD3D9; //! Base class for all internal D3D9 material renderers class CD3D9MaterialRenderer : public IMaterialRenderer { public: //! Constructor CD3D9MaterialRenderer(IDirect3DDevice9* d3ddev, video::IVideoDriver* driver) : pID3DDevice(d3ddev), Driver(driver) { } ~CD3D9MaterialRenderer() { } //! sets a variable in the shader. //! \param vertexShader: True if this should be set in the vertex shader, false if //! in the pixel shader. //! \param name: Name of the variable //! \param floats: Pointer to array of floats //! \param count: Amount of floats in array. virtual bool setVariable(bool vertexShader, const c8* name, const f32* floats, int count) { os::Printer::log("Invalid material to set variable in."); return false; } protected: IDirect3DDevice9* pID3DDevice; video::IVideoDriver* Driver; }; //! Solid material renderer class CD3D9MaterialRenderer_SOLID : public CD3D9MaterialRenderer { public: CD3D9MaterialRenderer_SOLID(IDirect3DDevice9* p, video::IVideoDriver* d) : CD3D9MaterialRenderer(p, d) {} virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates, IMaterialRendererServices* services) { if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates) { pID3DDevice->SetTextureStageState (0, D3DTSS_COLOROP, D3DTOP_MODULATE); pID3DDevice->SetTextureStageState (0, D3DTSS_COLORARG1, D3DTA_TEXTURE); pID3DDevice->SetTextureStageState (0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); pID3DDevice->SetTextureStageState (0, D3DTSS_ALPHAOP, D3DTOP_DISABLE); } pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates); } }; //! Generic Texture Blend class CD3D9MaterialRenderer_ONETEXTURE_BLEND : public CD3D9MaterialRenderer { public: CD3D9MaterialRenderer_ONETEXTURE_BLEND(IDirect3DDevice9* p, video::IVideoDriver* d) : CD3D9MaterialRenderer(p, d) {} virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates, IMaterialRendererServices* services) { if (material.MaterialType != lastMaterial.MaterialType || material.MaterialTypeParam != lastMaterial.MaterialTypeParam || resetAllRenderstates) { E_BLEND_FACTOR srcFact,dstFact; E_MODULATE_FUNC modulate; u32 alphaSource; unpack_texureBlendFunc ( srcFact, dstFact, modulate, alphaSource, material.MaterialTypeParam ); if (srcFact == EBF_SRC_COLOR && dstFact == EBF_ZERO) { pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); } else { pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); pID3DDevice->SetRenderState(D3DRS_SRCBLEND, getD3DBlend ( srcFact ) ); pID3DDevice->SetRenderState(D3DRS_DESTBLEND, getD3DBlend ( dstFact ) ); } pID3DDevice->SetTextureStageState (0, D3DTSS_COLOROP, getD3DModulate ( modulate ) ); pID3DDevice->SetTextureStageState (0, D3DTSS_COLORARG1, D3DTA_TEXTURE); pID3DDevice->SetTextureStageState (0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); if ( textureBlendFunc_hasAlpha ( srcFact ) || textureBlendFunc_hasAlpha ( dstFact ) ) { if (alphaSource==EAS_VERTEX_COLOR) { pID3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 ); pID3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE ); } else if (alphaSource==EAS_TEXTURE) { pID3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 ); pID3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE ); } else { pID3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE ); pID3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE ); pID3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE ); } } else { pID3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE ); } pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); } services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates); } //! Returns if the material is transparent. /** The scene management needs to know this for being able to sort the materials by opaque and transparent. The return value could be optimized, but we'd need to know the MaterialTypeParam for it. */ virtual bool isTransparent() const { return true; } private: u32 getD3DBlend ( E_BLEND_FACTOR factor ) const { u32 r = 0; switch ( factor ) { case EBF_ZERO: r = D3DBLEND_ZERO; break; case EBF_ONE: r = D3DBLEND_ONE; break; case EBF_DST_COLOR: r = D3DBLEND_DESTCOLOR; break; case EBF_ONE_MINUS_DST_COLOR: r = D3DBLEND_INVDESTCOLOR; break; case EBF_SRC_COLOR: r = D3DBLEND_SRCCOLOR; break; case EBF_ONE_MINUS_SRC_COLOR: r = D3DBLEND_INVSRCCOLOR; break; case EBF_SRC_ALPHA: r = D3DBLEND_SRCALPHA; break; case EBF_ONE_MINUS_SRC_ALPHA: r = D3DBLEND_INVSRCALPHA; break; case EBF_DST_ALPHA: r = D3DBLEND_DESTALPHA; break; case EBF_ONE_MINUS_DST_ALPHA: r = D3DBLEND_INVDESTALPHA; break; case EBF_SRC_ALPHA_SATURATE: r = D3DBLEND_SRCALPHASAT; break; } return r; } u32 getD3DModulate ( E_MODULATE_FUNC func ) const { u32 r = D3DTOP_MODULATE; switch ( func ) { case EMFN_MODULATE_1X: r = D3DTOP_MODULATE; break; case EMFN_MODULATE_2X: r = D3DTOP_MODULATE2X; break; case EMFN_MODULATE_4X: r = D3DTOP_MODULATE4X; break; } return r; } bool transparent; }; //! Solid 2 layer material renderer class CD3D9MaterialRenderer_SOLID_2_LAYER : public CD3D9MaterialRenderer { public: CD3D9MaterialRenderer_SOLID_2_LAYER(IDirect3DDevice9* p, video::IVideoDriver* d) : CD3D9MaterialRenderer(p, d) {} virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates, IMaterialRendererServices* services) { if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates) { pID3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE); pID3DDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 0); pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_BLENDDIFFUSEALPHA); pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); } services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates); } }; //! Transparent add color material renderer class CD3D9MaterialRenderer_TRANSPARENT_ADD_COLOR : public CD3D9MaterialRenderer { public: CD3D9MaterialRenderer_TRANSPARENT_ADD_COLOR(IDirect3DDevice9* p, video::IVideoDriver* d) : CD3D9MaterialRenderer(p, d) {} virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates, IMaterialRendererServices* services) { if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates) { pID3DDevice->SetTextureStageState (0, D3DTSS_COLOROP, D3DTOP_MODULATE); pID3DDevice->SetTextureStageState (0, D3DTSS_COLORARG1, D3DTA_TEXTURE); pID3DDevice->SetTextureStageState (0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); pID3DDevice->SetTextureStageState (0, D3DTSS_ALPHAOP, D3DTOP_DISABLE); pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); pID3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE); pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCCOLOR); } services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates); } //! Returns if the material is transparent. The scene management needs to know this //! for being able to sort the materials by opaque and transparent. virtual bool isTransparent() const { return true; } }; //! Transparent vertex alpha material renderer class CD3D9MaterialRenderer_TRANSPARENT_VERTEX_ALPHA : public CD3D9MaterialRenderer { public: CD3D9MaterialRenderer_TRANSPARENT_VERTEX_ALPHA(IDirect3DDevice9* p, video::IVideoDriver* d) : CD3D9MaterialRenderer(p, d) {} virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates, IMaterialRendererServices* services) { if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates) { pID3DDevice->SetTextureStageState (0, D3DTSS_COLOROP, D3DTOP_MODULATE); pID3DDevice->SetTextureStageState (0, D3DTSS_COLORARG1, D3DTA_TEXTURE); pID3DDevice->SetTextureStageState (0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); pID3DDevice->SetTextureStageState (0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); pID3DDevice->SetTextureStageState (0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE); pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); pID3DDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); pID3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); } services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates); } //! Returns if the material is transparent. The scene managment needs to know this //! for being able to sort the materials by opaque and transparent. virtual bool isTransparent() const { return true; } }; //! Transparent alpha channel material renderer class CD3D9MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL : public CD3D9MaterialRenderer { public: CD3D9MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL(IDirect3DDevice9* p, video::IVideoDriver* d) : CD3D9MaterialRenderer(p, d) {} virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates, IMaterialRendererServices* services) { if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates || material.MaterialTypeParam != lastMaterial.MaterialTypeParam ) { pID3DDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE ); pID3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); pID3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_CURRENT ); pID3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 ); pID3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE ); pID3DDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE ); pID3DDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE ); pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); pID3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA ); pID3DDevice->SetRenderState(D3DRS_ALPHAREF, core::floor32(material.MaterialTypeParam * 255.f)); pID3DDevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL); pID3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE); } services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates); } virtual void OnUnsetMaterial() { pID3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); } //! Returns if the material is transparent. The scene managment needs to know this //! for being able to sort the materials by opaque and transparent. virtual bool isTransparent() const { return true; } }; //! Transparent alpha channel material renderer class CD3D9MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL_REF : public CD3D9MaterialRenderer { public: CD3D9MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL_REF(IDirect3DDevice9* p, video::IVideoDriver* d) : CD3D9MaterialRenderer(p, d) {} virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates, IMaterialRendererServices* services) { if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates) { pID3DDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE ); pID3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); pID3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_CURRENT ); pID3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 ); pID3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE ); pID3DDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE ); pID3DDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE ); pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); // 127 is required by EMT_TRANSPARENT_ALPHA_CHANNEL_REF pID3DDevice->SetRenderState(D3DRS_ALPHAREF, 127); pID3DDevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL); pID3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE); } services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates); } virtual void OnUnsetMaterial() { pID3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); } //! Returns if the material is transparent. The scene managment needs to know this //! for being able to sort the materials by opaque and transparent. virtual bool isTransparent() const { return false; // this material is not really transparent because it does no blending. } }; //! material renderer for all kinds of lightmaps class CD3D9MaterialRenderer_LIGHTMAP : public CD3D9MaterialRenderer { public: CD3D9MaterialRenderer_LIGHTMAP(IDirect3DDevice9* p, video::IVideoDriver* d) : CD3D9MaterialRenderer(p, d) {} virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates, IMaterialRendererServices* services) { if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates) { if (material.MaterialType >= EMT_LIGHTMAP_LIGHTING) { // with lighting pID3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); } else { pID3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); } pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE); pID3DDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 1); if (material.MaterialType == EMT_LIGHTMAP_ADD) pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_ADD); else if (material.MaterialType == EMT_LIGHTMAP_M4 || material.MaterialType == EMT_LIGHTMAP_LIGHTING_M4) pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE4X); else if (material.MaterialType == EMT_LIGHTMAP_M2 || material.MaterialType == EMT_LIGHTMAP_LIGHTING_M2) pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE2X); else pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE); pID3DDevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE); pID3DDevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT); pID3DDevice->SetTextureStageState (1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); } services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates); } }; //! material renderer for detail maps class CD3D9MaterialRenderer_DETAIL_MAP : public CD3D9MaterialRenderer { public: CD3D9MaterialRenderer_DETAIL_MAP(IDirect3DDevice9* p, video::IVideoDriver* d) : CD3D9MaterialRenderer(p, d) {} virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates, IMaterialRendererServices* services) { if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates) { pID3DDevice->SetTextureStageState (0, D3DTSS_COLOROP, D3DTOP_MODULATE); pID3DDevice->SetTextureStageState (0, D3DTSS_COLORARG1, D3DTA_TEXTURE); pID3DDevice->SetTextureStageState (0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); pID3DDevice->SetTextureStageState (0, D3DTSS_ALPHAOP, D3DTOP_DISABLE); pID3DDevice->SetTextureStageState (1, D3DTSS_COLOROP, D3DTOP_ADDSIGNED); pID3DDevice->SetTextureStageState (1, D3DTSS_COLORARG1, D3DTA_TEXTURE); pID3DDevice->SetTextureStageState (1, D3DTSS_COLORARG2, D3DTA_CURRENT); pID3DDevice->SetTextureStageState (1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); pID3DDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 1); pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); } services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates); } }; //! sphere map material renderer class CD3D9MaterialRenderer_SPHERE_MAP : public CD3D9MaterialRenderer { public: CD3D9MaterialRenderer_SPHERE_MAP(IDirect3DDevice9* p, video::IVideoDriver* d) : CD3D9MaterialRenderer(p, d) {} virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates, IMaterialRendererServices* services) { if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates) { pID3DDevice->SetTextureStageState (0, D3DTSS_COLOROP, D3DTOP_MODULATE); pID3DDevice->SetTextureStageState (0, D3DTSS_COLORARG1, D3DTA_TEXTURE); pID3DDevice->SetTextureStageState (0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); pID3DDevice->SetTextureStageState (0, D3DTSS_ALPHAOP, D3DTOP_DISABLE); pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); pID3DDevice->SetTransform( D3DTS_TEXTURE0, &SphereMapMatrixD3D9 ); pID3DDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 ); pID3DDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACENORMAL ); } services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates); } virtual void OnUnsetMaterial() { pID3DDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE ); pID3DDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0); pID3DDevice->SetTransform( D3DTS_TEXTURE0, &UnitMatrixD3D9 ); } }; //! reflection 2 layer material renderer class CD3D9MaterialRenderer_REFLECTION_2_LAYER : public CD3D9MaterialRenderer { public: CD3D9MaterialRenderer_REFLECTION_2_LAYER(IDirect3DDevice9* p, video::IVideoDriver* d) : CD3D9MaterialRenderer(p, d) {} virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates, IMaterialRendererServices* services) { if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates) { pID3DDevice->SetTextureStageState (0, D3DTSS_COLOROP, D3DTOP_MODULATE); pID3DDevice->SetTextureStageState (0, D3DTSS_COLORARG1, D3DTA_TEXTURE); pID3DDevice->SetTextureStageState (0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); pID3DDevice->SetTextureStageState (0, D3DTSS_ALPHAOP, D3DTOP_DISABLE); pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE); pID3DDevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE); pID3DDevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT); pID3DDevice->SetTransform( D3DTS_TEXTURE1, &SphereMapMatrixD3D9 ); pID3DDevice->SetTextureStageState( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 ); pID3DDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR); pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); } services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates); } virtual void OnUnsetMaterial() { pID3DDevice->SetTextureStageState( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE ); pID3DDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 1); pID3DDevice->SetTransform( D3DTS_TEXTURE1, &UnitMatrixD3D9 ); } }; //! reflection 2 layer material renderer class CD3D9MaterialRenderer_TRANSPARENT_REFLECTION_2_LAYER : public CD3D9MaterialRenderer { public: CD3D9MaterialRenderer_TRANSPARENT_REFLECTION_2_LAYER(IDirect3DDevice9* p, video::IVideoDriver* d) : CD3D9MaterialRenderer(p, d) {} virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates, IMaterialRendererServices* services) { if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates) { pID3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE); pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE); pID3DDevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE); pID3DDevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT); pID3DDevice->SetTransform(D3DTS_TEXTURE1, &SphereMapMatrixD3D9 ); pID3DDevice->SetTextureStageState(1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 ); pID3DDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR); pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); pID3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); } services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates); } virtual void OnUnsetMaterial() { pID3DDevice->SetTextureStageState(1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE); pID3DDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 1); pID3DDevice->SetTransform(D3DTS_TEXTURE1, &UnitMatrixD3D9); } //! Returns if the material is transparent. The scene managment needs to know this //! for being able to sort the materials by opaque and transparent. virtual bool isTransparent() const { return true; } }; } // end namespace video } // end namespace irr #endif #endif #endif
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