/*---------------------------------------------------------------------------* Project: NintendoWare File: gfx_DirectMaterialActivator.cpp Copyright (C)2009-2010 Nintendo Co., Ltd./HAL Laboratory, Inc. All rights reserved. These coded instructions, statements, and computer programs contain proprietary information of Nintendo of America Inc. and/or Nintendo Company Ltd., and are protected by Federal copyright law. They may not be disclosed to third parties or copied or duplicated in any form, in whole or in part, without the prior written consent of Nintendo. $Revision: 28423 $ *---------------------------------------------------------------------------*/ #include "precompiled.h" #include #include #include #include namespace nw { namespace gfx { NW_UT_RUNTIME_TYPEINFO_DEFINITION(DirectMaterialActivator, IMaterialActivator); //---------------------------------------- DirectMaterialActivator* DirectMaterialActivator::Create(os::IAllocator* allocator) { void* memory = allocator->Alloc(sizeof(DirectMaterialActivator)); if (memory == NULL) { return NULL; } else { return new(memory) DirectMaterialActivator(allocator); } } //---------------------------------------- void DirectMaterialActivator::Activate(RenderContext* renderContext, const Material* material) { NW_NULL_ASSERT(renderContext); const ShaderProgram* shaderProgram = renderContext->GetShaderProgram(); NW_NULL_ASSERT(shaderProgram); const Model* owner = material->GetOwnerModel(); NW_NULL_ASSERT(owner); const SceneEnvironment& sceneEnvironment = renderContext->GetSceneEnvironment(); RenderContext::MaterialHash materialHash = renderContext->GetMaterialHash(); if (ut::CheckFlag(m_ActivateFlags, Model::FLAG_BUFFER_SHADER_PARAMETER)) { internal::MaterialState::ActivateShaderParameter(shaderProgram, material->GetShaderParameterResMaterial()); materialHash.shaderParameter = 0x0; } const ResMaterial resShadingParameterResMaterial = material->GetShadingParameterResMaterial(); // FragmentLightEnabled は必ず設定します。 internal::MaterialState::ActivateFragmentLightParameters(sceneEnvironment, shaderProgram, resShadingParameterResMaterial); if (ut::CheckFlag(m_ActivateFlags, Model::FLAG_BUFFER_SHADING_PARAMETER)) { internal::MaterialState::ActivateShadingParameters(sceneEnvironment, shaderProgram, resShadingParameterResMaterial); materialHash.shadingParameter = 0x0; } const ResMaterial resRasterizationMaterial = material->GetRasterizationResMaterial(); if (ut::CheckFlag(m_ActivateFlags, Model::FLAG_BUFFER_RASTERIZATION)) { internal::MaterialState::ActivateRasterization(resRasterizationMaterial.GetRasterization()); materialHash.rasterization = 0x0; } if (ut::CheckFlag(m_ActivateFlags, Model::FLAG_BUFFER_TEXTURE_COORDINATOR)) { internal::MaterialState::ActivateTextureCoordinators(renderContext, shaderProgram, material->GetTextureCoordinatorResMaterial()); materialHash.textureCoordinator = 0x0; } if (ut::CheckFlag(m_ActivateFlags, Model::FLAG_BUFFER_TEXTURE_MAPPER)) { internal::MaterialState::ActivateTextureMappers(material->GetTextureMapperResMaterial()); materialHash.textureMapper = 0x0; } const ResMaterial resFragmentLightingResMaterial = material->GetFragmentLightingResMaterial(); const ResFragmentLighting resFragmentLighting = resFragmentLightingResMaterial.GetFragmentShader().GetFragmentLighting(); if (ut::CheckFlag(m_ActivateFlags, Model::FLAG_BUFFER_FRAGMENT_LIGHTING)) { internal::MaterialState::ActivateFragmentLighting(sceneEnvironment, resFragmentLighting); materialHash.fragmentLighting = 0x0; } const ResMaterial resFramgnetLightingTableResMaterial = material->GetFragmentLightingTableResMaterial(); if (ut::CheckFlag(m_ActivateFlags, Model::FLAG_BUFFER_FRAGMENT_LIGHTING_TABLE)) { const ResFragmentLightingTable resFragmentLightingTable = resFramgnetLightingTableResMaterial.GetFragmentShader().GetFragmentLightingTable(); internal::MaterialState::ActivateFragmentLightingTable(resFragmentLighting, resFragmentLightingTable); materialHash.fragmentLightingTable = 0x0; } const ResMaterial resMaterialColorResMaterial = material->GetMaterialColorResMaterial(); const ResMaterialColor resMaterialColor = resMaterialColorResMaterial.GetMaterialColor(); Material* cacheMaterial = renderContext->GetMaterialCache(); if (ut::CheckFlag(m_ActivateFlags, Model::FLAG_BUFFER_MATERIAL_COLOR)) { bool reflectionEnabled = ut::CheckFlag(resFragmentLighting.GetFlags(), ResFragmentLightingData::FLAG_REFLECTION_ENABLED); internal::MaterialState::ActivateMaterialColor(sceneEnvironment, shaderProgram, resMaterialColor, reflectionEnabled); materialHash.materialColor = 0x0; } const ResMaterial resTextureCombinerResMaterial = material->GetTextureCombinerResMaterial(); if (ut::CheckFlag(m_ActivateFlags, Model::FLAG_BUFFER_TEXTURE_COMBINER)) { const ResFragmentShader resTextureCombinerFragmentShader = resTextureCombinerResMaterial.GetFragmentShader(); internal::MaterialState::ActivateTextureCombiners(resTextureCombinerFragmentShader, resMaterialColor); materialHash.textureCombiner = 0x0; } const ResMaterial resAlphaTestResMaterial = material->GetAlphaTestResMaterial(); if (ut::CheckFlag(m_ActivateFlags, Model::FLAG_BUFFER_ALPHA_TEST)) { const ResAlphaTest resAlphaTest = resAlphaTestResMaterial.GetFragmentShader().GetAlphaTest(); internal::MaterialState::ActivateAlphaTest(resAlphaTest); materialHash.alphaTest = 0x0; } const ResMaterial resFragmentOperationResMaterial = material->GetFragmentOperationResMaterial(); if (ut::CheckFlag(m_ActivateFlags, Model::FLAG_BUFFER_FRAGMENT_OPERATION)) { const ResFragmentOperation resFragmentOperation = resFragmentOperationResMaterial.GetFragmentOperation(); internal::MaterialState::ActivateFragmentOperation(resFragmentOperation); materialHash.fragmentOperation = 0x0; } renderContext->SetMaterialHash(materialHash); } //---------------------------------------- DirectMaterialActivator::DirectMaterialActivator(os::IAllocator* allocator) : IMaterialActivator(allocator), m_ActivateFlags(Model::MULTI_FLAG_BUFFER_MATERIAL) { } //---------------------------------------- DirectMaterialActivator::~DirectMaterialActivator() { } } // namespace gfx } // namespace nw