mirror of
https://github.com/Almamu/linux-wallpaperengine.git
synced 2025-09-14 13:56:48 +08:00

~ Improved Shader Compiler parameter list to a better approach + Added support for one-pass effects with shaders (only first shader/pass will be applied) Signed-off-by: Alexis Maiquez <almamu@almamu.com>
246 lines
12 KiB
C++
246 lines
12 KiB
C++
#include "CImage.h"
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#include "WallpaperEngine/Render/Shaders/Compiler.h"
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#include "WallpaperEngine/Render/Shaders/Parameters/CShaderParameter.h"
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#include "WallpaperEngine/Render/Shaders/Parameters/CShaderParameterFloat.h"
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#include "WallpaperEngine/Render/Shaders/Parameters/CShaderParameterInteger.h"
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#include "WallpaperEngine/Render/Shaders/Parameters/CShaderParameterVector2.h"
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#include "WallpaperEngine/Render/Shaders/Parameters/CShaderParameterVector3.h"
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#include "WallpaperEngine/Render/Shaders/Parameters/CShaderParameterVector4.h"
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using namespace WallpaperEngine;
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using namespace WallpaperEngine::Render::Objects;
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using namespace WallpaperEngine::Render::Shaders::Parameters;
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extern irr::f32 g_Time;
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CImage::CImage (CScene* scene, Core::Objects::CImage* image) :
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Render::CObject (scene, Type, image),
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m_image (image)
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{
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// TODO: INITIALIZE NEEDED EFFECTS AND PROPERLY CALCULATE THESE?
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irr::f32 xright = this->m_image->getOrigin ()->X;
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irr::f32 xleft = -this->m_image->getOrigin ()->X;
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irr::f32 ztop = this->m_image->getOrigin ()->Y;
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irr::f32 zbottom = -this->m_image->getOrigin ()->Y;
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irr::f32 z = this->getScene ()->getCamera ()->getEye ()->Z;
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// top left
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this->m_vertex [0].Pos = irr::core::vector3df (xleft, ztop, z);
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// top right
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this->m_vertex [1].Pos = irr::core::vector3df (xright, ztop, z);
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// bottom right
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this->m_vertex [2].Pos = irr::core::vector3df (xright, zbottom, z);
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// bottom left
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this->m_vertex [3].Pos = irr::core::vector3df (xleft, zbottom, z);
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this->m_vertex [0].TCoords = irr::core::vector2df (1.0f, 0.0f);
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this->m_vertex [1].TCoords = irr::core::vector2df (0.0f, 0.0f);
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this->m_vertex [2].TCoords = irr::core::vector2df (0.0f, 1.0f);
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this->m_vertex [3].TCoords = irr::core::vector2df (1.0f, 1.0f);
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this->m_vertex [0].Color = irr::video::SColor (255, 255, 255, 255);
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this->m_vertex [1].Color = irr::video::SColor (255, 255, 255, 255);
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this->m_vertex [2].Color = irr::video::SColor (255, 255, 255, 255);
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this->m_vertex [3].Color = irr::video::SColor (255, 255, 255, 255);
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this->generateMaterial ();
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this->setAutomaticCulling (irr::scene::EAC_OFF);
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this->m_boundingBox = irr::core::aabbox3d<irr::f32>(0, 0, 0, 0, 0, 0);
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}
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void CImage::render()
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{
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uint16_t indices [] =
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{
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0, 1, 2, 3
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};
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irr::video::IVideoDriver* driver = SceneManager->getVideoDriver ();
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driver->setMaterial (this->m_material);
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driver->drawVertexPrimitiveList (
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this->m_vertex, 4, indices, 1,
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irr::video::EVT_STANDARD, irr::scene::EPT_QUADS, irr::video::EIT_16BIT
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);
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}
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void CImage::generateMaterial ()
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{
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if (this->m_image->getMaterial ()->getPasses ()->empty () == true)
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return;
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// TODO: SUPPORT OBJECT EFFECTS AND MULTIPLE MATERIAL PASSES
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Core::Objects::Images::Materials::CPassess* pass = *this->m_image->getMaterial ()->getPasses ()->begin ();
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std::string shader = pass->getShader ();
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std::vector<std::string>* textures = pass->getTextures ();
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std::vector<std::string>::const_iterator cur = textures->begin ();
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std::vector<std::string>::const_iterator end = textures->end ();
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for (int textureNumber = 0; cur != end; cur ++, textureNumber ++)
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{
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// TODO: LOOK THIS UP PROPERLY
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irr::io::path texturepath = std::string ("materials/" + (*cur) + ".tex").c_str ();
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irr::video::ITexture* texture = this->getScene ()->getContext ()->getDevice ()->getVideoDriver ()->getTexture (texturepath);
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this->m_material.setTexture (textureNumber, texture);
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}
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// TODO: MOVE SHADER INITIALIZATION ELSEWHERE
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irr::io::path vertpath = std::string ("shaders/" + shader + ".vert").c_str ();
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irr::io::path fragpath = std::string ("shaders/" + shader + ".frag").c_str ();
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this->m_vertexShader = new Render::Shaders::Compiler (vertpath, Render::Shaders::Compiler::Type::Type_Vertex, pass->getCombos (), false);
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this->m_pixelShader = new Render::Shaders::Compiler (fragpath, Render::Shaders::Compiler::Type::Type_Pixel, pass->getCombos (), false);
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this->m_material.MaterialType = (irr::video::E_MATERIAL_TYPE)
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this->getScene ()->getContext ()->getDevice ()->getVideoDriver ()->getGPUProgrammingServices ()->addHighLevelShaderMaterial (
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this->m_vertexShader->precompile ().c_str (), "main", irr::video::EVST_VS_2_0,
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this->m_pixelShader->precompile ().c_str (), "main", irr::video::EPST_PS_2_0,
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this, irr::video::EMT_TRANSPARENT_ALPHA_CHANNEL, 0, irr::video::EGSL_DEFAULT
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);
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// this->m_material.MaterialType = irr::video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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this->m_material.setFlag (irr::video::EMF_LIGHTING, false);
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this->m_material.setFlag (irr::video::EMF_BLEND_OPERATION, true);
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}
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const irr::core::aabbox3d<irr::f32>& CImage::getBoundingBox() const
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{
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return this->m_boundingBox;
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}
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void CImage::OnRegisterSceneNode ()
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{
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if (this->m_image->isVisible () == true)
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SceneManager->registerNodeForRendering (this);
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ISceneNode::OnRegisterSceneNode ();
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}
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void CImage::OnSetConstants (irr::video::IMaterialRendererServices *services, int32_t userData)
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{
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irr::f32 g_Texture0 = 0;
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irr::f32 g_Texture1 = 1;
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irr::f32 g_Texture2 = 2;
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irr::f32 g_Texture3 = 3;
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irr::f32 g_Texture4 = 4;
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irr::f32 g_Texture5 = 5;
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irr::f32 g_Texture6 = 6;
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irr::f32 g_Texture7 = 7;
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irr::f32 g_Texture0Rotation [4] = { this->m_image->getAngles ()->X, this->m_image->getAngles ()->Y, this->m_image->getAngles ()->Z, this->m_image->getAngles ()->Z};
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irr::f32 g_Texture1Rotation [4] = { this->m_image->getAngles ()->X, this->m_image->getAngles ()->Y, this->m_image->getAngles ()->Z, this->m_image->getAngles ()->Z};
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irr::f32 g_Texture2Rotation [4] = { this->m_image->getAngles ()->X, this->m_image->getAngles ()->Y, this->m_image->getAngles ()->Z, this->m_image->getAngles ()->Z};
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irr::f32 g_Texture3Rotation [4] = { this->m_image->getAngles ()->X, this->m_image->getAngles ()->Y, this->m_image->getAngles ()->Z, this->m_image->getAngles ()->Z};
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irr::f32 g_Texture4Rotation [4] = { this->m_image->getAngles ()->X, this->m_image->getAngles ()->Y, this->m_image->getAngles ()->Z, this->m_image->getAngles ()->Z};
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irr::f32 g_Texture5Rotation [4] = { this->m_image->getAngles ()->X, this->m_image->getAngles ()->Y, this->m_image->getAngles ()->Z, this->m_image->getAngles ()->Z};
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irr::f32 g_Texture6Rotation [4] = { this->m_image->getAngles ()->X, this->m_image->getAngles ()->Y, this->m_image->getAngles ()->Z, this->m_image->getAngles ()->Z};
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irr::f32 g_Texture7Rotation [4] = { this->m_image->getAngles ()->X, this->m_image->getAngles ()->Y, this->m_image->getAngles ()->Z, this->m_image->getAngles ()->Z};
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irr::f32 g_Texture0Resolution [4] = { this->m_image->getSize ()->X, this->m_image->getSize ()->Y, this->m_image->getSize ()->X, this->m_image->getSize ()->Y};
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irr::f32 g_Texture1Resolution [4] = { this->m_image->getSize ()->X, this->m_image->getSize ()->Y, this->m_image->getSize ()->X, this->m_image->getSize ()->Y};
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irr::f32 g_Texture2Resolution [4] = { this->m_image->getSize ()->X, this->m_image->getSize ()->Y, this->m_image->getSize ()->X, this->m_image->getSize ()->Y};
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irr::f32 g_Texture3Resolution [4] = { this->m_image->getSize ()->X, this->m_image->getSize ()->Y, this->m_image->getSize ()->X, this->m_image->getSize ()->Y};
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irr::f32 g_Texture4Resolution [4] = { this->m_image->getSize ()->X, this->m_image->getSize ()->Y, this->m_image->getSize ()->X, this->m_image->getSize ()->Y};
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irr::f32 g_Texture5Resolution [4] = { this->m_image->getSize ()->X, this->m_image->getSize ()->Y, this->m_image->getSize ()->X, this->m_image->getSize ()->Y};
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irr::f32 g_Texture6Resolution [4] = { this->m_image->getSize ()->X, this->m_image->getSize ()->Y, this->m_image->getSize ()->X, this->m_image->getSize ()->Y};
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irr::f32 g_Texture7Resolution [4] = { this->m_image->getSize ()->X, this->m_image->getSize ()->Y, this->m_image->getSize ()->X, this->m_image->getSize ()->Y};
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irr::video::IVideoDriver* driver = services->getVideoDriver ();
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irr::core::matrix4 worldViewProj;worldViewProj.makeIdentity();
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worldViewProj = driver->getTransform(irr::video::ETS_PROJECTION);
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worldViewProj *= driver->getTransform(irr::video::ETS_VIEW);
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worldViewProj *= driver->getTransform(irr::video::ETS_WORLD);
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std::vector<Render::Shaders::Parameters::CShaderParameter*>::const_iterator cur = this->m_vertexShader->getParameters ().begin ();
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std::vector<Render::Shaders::Parameters::CShaderParameter*>::const_iterator end = this->m_vertexShader->getParameters ().end ();
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for (; cur != end; cur ++)
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{
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if ((*cur)->Is <CShaderParameterInteger> () == true)
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{
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services->setVertexShaderConstant (
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(*cur)->getName ().c_str (),
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(irr::s32*) (*cur)->getValue (),
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(*cur)->getSize ()
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);
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}
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else if (
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(*cur)->Is <CShaderParameterFloat> () == true ||
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(*cur)->Is <CShaderParameterVector2> () == true ||
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(*cur)->Is <CShaderParameterVector3> () == true ||
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(*cur)->Is <CShaderParameterVector4> () == true)
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{
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services->setVertexShaderConstant (
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(*cur)->getName ().c_str (),
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(irr::f32*) (*cur)->getValue (),
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(*cur)->getSize ()
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);
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}
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}
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cur = this->m_pixelShader->getParameters ().begin ();
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end = this->m_pixelShader->getParameters ().end ();
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for (; cur != end; cur ++)
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{
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if ((*cur)->Is <CShaderParameterInteger> () == true)
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{
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services->setPixelShaderConstant (
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(*cur)->getName ().c_str (),
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(irr::s32*) (*cur)->getValue (),
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(*cur)->getSize ()
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);
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}
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else if (
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(*cur)->Is <CShaderParameterFloat> () == true ||
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(*cur)->Is <CShaderParameterVector2> () == true ||
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(*cur)->Is <CShaderParameterVector3> () == true ||
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(*cur)->Is <CShaderParameterVector4> () == true)
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{
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services->setPixelShaderConstant (
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(*cur)->getName ().c_str (),
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(irr::f32*) (*cur)->getValue (),
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(*cur)->getSize ()
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);
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}
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}
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services->setVertexShaderConstant ("g_Time", &g_Time, 1);
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services->setPixelShaderConstant ("g_Time", &g_Time, 1);
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services->setVertexShaderConstant ("g_ModelViewProjectionMatrix", worldViewProj.pointer(), 16);
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services->setVertexShaderConstant ("g_Texture0Resolution", g_Texture0Resolution, 4);
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services->setVertexShaderConstant ("g_Texture1Resolution", g_Texture1Resolution, 4);
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services->setVertexShaderConstant ("g_Texture2Resolution", g_Texture2Resolution, 4);
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services->setVertexShaderConstant ("g_Texture3Resolution", g_Texture3Resolution, 4);
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services->setVertexShaderConstant ("g_Texture4Resolution", g_Texture4Resolution, 4);
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services->setVertexShaderConstant ("g_Texture5Resolution", g_Texture5Resolution, 4);
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services->setVertexShaderConstant ("g_Texture6Resolution", g_Texture6Resolution, 4);
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services->setVertexShaderConstant ("g_Texture7Resolution", g_Texture7Resolution, 4);
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services->setVertexShaderConstant ("g_Texture0Rotation", g_Texture0Rotation, 4);
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services->setVertexShaderConstant ("g_Texture1Rotation", g_Texture1Rotation, 4);
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services->setVertexShaderConstant ("g_Texture2Rotation", g_Texture2Rotation, 4);
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services->setVertexShaderConstant ("g_Texture3Rotation", g_Texture3Rotation, 4);
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services->setVertexShaderConstant ("g_Texture4Rotation", g_Texture4Rotation, 4);
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services->setVertexShaderConstant ("g_Texture5Rotation", g_Texture5Rotation, 4);
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services->setVertexShaderConstant ("g_Texture6Rotation", g_Texture6Rotation, 4);
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services->setVertexShaderConstant ("g_Texture7Rotation", g_Texture7Rotation, 4);
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services->setPixelShaderConstant ("g_Texture0", &g_Texture0, 1);
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services->setPixelShaderConstant ("g_Texture1", &g_Texture1, 1);
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services->setPixelShaderConstant ("g_Texture2", &g_Texture2, 1);
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services->setPixelShaderConstant ("g_Texture3", &g_Texture3, 1);
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services->setPixelShaderConstant ("g_Texture4", &g_Texture4, 1);
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services->setPixelShaderConstant ("g_Texture5", &g_Texture5, 1);
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services->setPixelShaderConstant ("g_Texture6", &g_Texture6, 1);
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services->setPixelShaderConstant ("g_Texture7", &g_Texture7, 1);
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}
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const std::string CImage::Type = "image"; |