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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-13 23:54:35 +00:00
Use shader data for get sampler register in CloudLayer and BasicClouds.
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parent
2142d452d4
commit
cb8b8b7316
4 changed files with 6 additions and 2 deletions
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@ -129,6 +129,7 @@ bool BasicClouds::onAdd()
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mTexScaleSC = mShader->getShaderConstHandle( "$texScale" );
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mTexScaleSC = mShader->getShaderConstHandle( "$texScale" );
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mTexDirectionSC = mShader->getShaderConstHandle( "$texDirection" );
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mTexDirectionSC = mShader->getShaderConstHandle( "$texDirection" );
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mTexOffsetSC = mShader->getShaderConstHandle( "$texOffset" );
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mTexOffsetSC = mShader->getShaderConstHandle( "$texOffset" );
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mDiffuseMapSC = mShader->getShaderConstHandle( "$diffuseMap" );
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// Create StateBlocks
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// Create StateBlocks
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GFXStateBlockDesc desc;
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GFXStateBlockDesc desc;
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@ -312,7 +313,7 @@ void BasicClouds::renderObject( ObjectRenderInst *ri, SceneRenderState *state, B
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mShaderConsts->setSafe( mTexDirectionSC, mTexDirection[i] * mTexSpeed[i] );
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mShaderConsts->setSafe( mTexDirectionSC, mTexDirection[i] * mTexSpeed[i] );
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mShaderConsts->setSafe( mTexOffsetSC, mTexOffset[i] );
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mShaderConsts->setSafe( mTexOffsetSC, mTexOffset[i] );
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GFX->setTexture( 0, mTexture[i] );
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GFX->setTexture( mDiffuseMapSC->getSamplerRegister(), mTexture[i] );
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GFX->setVertexBuffer( mVB[i] );
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GFX->setVertexBuffer( mVB[i] );
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GFX->drawIndexedPrimitive( GFXTriangleList, 0, 0, smVertCount, 0, smTriangleCount );
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GFX->drawIndexedPrimitive( GFXTriangleList, 0, 0, smVertCount, 0, smTriangleCount );
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@ -103,6 +103,7 @@ protected:
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GFXShaderConstHandle *mTexScaleSC;
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GFXShaderConstHandle *mTexScaleSC;
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GFXShaderConstHandle *mTexDirectionSC;
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GFXShaderConstHandle *mTexDirectionSC;
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GFXShaderConstHandle *mTexOffsetSC;
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GFXShaderConstHandle *mTexOffsetSC;
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GFXShaderConstHandle *mDiffuseMapSC;
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GFXVertexBufferHandle<GFXVertexPT> mVB[TEX_COUNT];
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GFXVertexBufferHandle<GFXVertexPT> mVB[TEX_COUNT];
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GFXPrimitiveBufferHandle mPB;
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GFXPrimitiveBufferHandle mPB;
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@ -143,6 +143,7 @@ bool CloudLayer::onAdd()
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mCoverageSC = mShader->getShaderConstHandle( "$cloudCoverage" );
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mCoverageSC = mShader->getShaderConstHandle( "$cloudCoverage" );
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mExposureSC = mShader->getShaderConstHandle( "$cloudExposure" );
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mExposureSC = mShader->getShaderConstHandle( "$cloudExposure" );
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mBaseColorSC = mShader->getShaderConstHandle( "$cloudBaseColor" );
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mBaseColorSC = mShader->getShaderConstHandle( "$cloudBaseColor" );
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mNormalHeightMapSC = mShader->getShaderConstHandle( "$normalHeightMap" );
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// Create StateBlocks
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// Create StateBlocks
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GFXStateBlockDesc desc;
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GFXStateBlockDesc desc;
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@ -365,7 +366,7 @@ void CloudLayer::renderObject( ObjectRenderInst *ri, SceneRenderState *state, Ba
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mShaderConsts->setSafe( mExposureSC, mExposure );
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mShaderConsts->setSafe( mExposureSC, mExposure );
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GFX->setTexture( 0, mTexture );
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GFX->setTexture( mNormalHeightMapSC->getSamplerRegister(), mTexture );
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GFX->setVertexBuffer( mVB );
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GFX->setVertexBuffer( mVB );
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GFX->setPrimitiveBuffer( mPB );
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GFX->setPrimitiveBuffer( mPB );
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@ -110,6 +110,7 @@ protected:
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GFXShaderConstHandle *mCoverageSC;
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GFXShaderConstHandle *mCoverageSC;
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GFXShaderConstHandle *mExposureSC;
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GFXShaderConstHandle *mExposureSC;
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GFXShaderConstHandle *mEyePosWorldSC;
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GFXShaderConstHandle *mEyePosWorldSC;
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GFXShaderConstHandle *mNormalHeightMapSC;
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GFXVertexBufferHandle<GFXCloudVertex> mVB;
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GFXVertexBufferHandle<GFXCloudVertex> mVB;
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GFXPrimitiveBufferHandle mPB;
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GFXPrimitiveBufferHandle mPB;
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