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Shader.cpp

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00001 //------------------------------------------------------------------------------
00002 // Lamp : Open source game middleware
00003 // Copyright (C) 2004  Junpei Ohtani ( Email : junpee@users.sourceforge.jp )
00004 //
00005 // This library is free software; you can redistribute it and/or
00006 // modify it under the terms of the GNU Lesser General Public
00007 // License as published by the Free Software Foundation; either
00008 // version 2.1 of the License, or (at your option) any later version.
00009 //
00010 // This library is distributed in the hope that it will be useful,
00011 // but WITHOUT ANY WARRANTY; without even the implied warranty of
00012 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
00013 // Lesser General Public License for more details.
00014 //
00015 // You should have received a copy of the GNU Lesser General Public
00016 // License along with this library; if not, write to the Free Software
00017 // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
00018 //------------------------------------------------------------------------------
00019 
00020 /** @file
00021  * シェーダ実装
00022  * @author Junpee
00023  */
00024 
00025 #include "LampBasic.h"
00026 #include "Graphics/Shader/Shader.h"
00027 #include "Graphics/Renderer/Renderer.h"
00028 #include "Graphics/Renderer/RenderingDevice.h"
00029 #include "Graphics/Renderer/DrawRequest.h"
00030 #include "Graphics/Mesh/Mesh.h"
00031 #include "Graphics/Material/Material.h"
00032 #include "Graphics/Texture/Texture.h"
00033 
00034 namespace Lamp{
00035 
00036 // 最大アクティブライト数
00037 const int Shader::maxActiveLightCount_ = Renderer::maxActiveLightCount_;
00038 
00039 //------------------------------------------------------------------------------
00040 // コンストラクタ
00041 Shader::Shader(){
00042     device_ = RenderingDevice::getInstance();
00043 }
00044 //------------------------------------------------------------------------------
00045 // デストラクタ
00046 Shader::~Shader(){
00047 }
00048 //------------------------------------------------------------------------------
00049 // マテリアル開始の構築
00050 void Shader::buildMaterialStart(Material* material){
00051     // アルファ値はFixedとProgrammableで扱いが違うのでサブクラスで設定する
00052 
00053     // アルファブレンド
00054     if(material->isBlendEnabled()){
00055         device_->setBlendMode(material->getBlendMode(),
00056             material->getBlendSource(), material->getBlendDestination());
00057     }
00058 
00059     // Z書き込み
00060     device_->setRenderState(D3DRS_ZWRITEENABLE, material->useZWrite());
00061     // Zテスト
00062     device_->setZTest(material->useZTest());
00063 }
00064 //------------------------------------------------------------------------------
00065 // マテリアル終了の構築
00066 //void Shader::buildMaterialEnd(Material* material){
00067 //}
00068 //------------------------------------------------------------------------------
00069 // 描画
00070 //------------------------------------------------------------------------------
00071 // 描画コール
00072 void Shader::drawCall(DrawRequest* request){
00073     Mesh* mesh = request->getMesh();
00074     // インデックスを持つか
00075     if(mesh->hasVertexIndices()){
00076         // パイプラインに関係なく、同じメッシュデータならば設定を行わない
00077         if(request->isMeshDataChanged()){
00078             // インデックスバッファを設定
00079             device_->setIndexBuffer(mesh->getIndexBuffer());
00080         }
00081         // インデックス三角リスト描画
00082         device_->drawIndexedTriangleList(
00083             mesh->getVertexCount(), mesh->getPrimitiveCount());
00084     }else{
00085         // 三角リスト描画
00086         device_->drawTriangleList(mesh->getPrimitiveCount());
00087     }
00088 }
00089 //------------------------------------------------------------------------------
00090 } // End of namespace Lamp
00091 //------------------------------------------------------------------------------

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