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doxygen="_cgi:http://www.nevrax.org/cgi-bin/nel-search.cgi" href="http://www.nevrax.org/cgi-bin/nel-search.cgi">Search</a> </center> +<hr><h1>material.cpp</h1><a href="material_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001 +00007 <font class="comment">/* Copyright, 2000 Nevrax Ltd.</font> +00008 <font class="comment"> *</font> +00009 <font class="comment"> * This file is part of NEVRAX NEL.</font> +00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font> +00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font> +00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font> +00013 <font class="comment"> * any later version.</font> +00014 <font class="comment"></font> +00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font> +00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font> +00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font> +00018 <font class="comment"> * General Public License for more details.</font> +00019 <font class="comment"></font> +00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font> +00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font> +00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font> +00023 <font class="comment"> * MA 02111-1307, USA.</font> +00024 <font class="comment"> */</font> +00025 +00026 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font> +00027 +00028 <font class="preprocessor">#include "<a class="code" href="material_8h.html">3d/material.h</a>"</font> +00029 <font class="preprocessor">#include "<a class="code" href="texture_8h.html">3d/texture.h</a>"</font> +00030 <font class="preprocessor">#include "<a class="code" href="shader_8h.html">3d/shader.h</a>"</font> +00031 <font class="preprocessor">#include "<a class="code" href="driver_8h.html">3d/driver.h</a>"</font> +00032 <font class="preprocessor">#include "<a class="code" href="stream_8h.html">nel/misc/stream.h</a>"</font> +00033 +00034 <font class="keyword">using</font> <font class="keyword">namespace </font>std; +00035 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC; +00036 +00037 <font class="keyword">namespace </font>NL3D +00038 { +00039 +00040 <font class="comment">// ***************************************************************************</font> +<a name="l00041"></a><a class="code" href="classNL3D_1_1CMaterial.html#z540_0">00041</a> CMaterial::CMaterial() +00042 { +00043 <a class="code" href="classNL3D_1_1CMaterial.html#o13">_Touched</a>= 0; +00044 <a class="code" href="classNL3D_1_1CMaterial.html#o1">_Flags</a>= <a class="code" href="namespaceNL3D.html#a112">IDRV_MAT_ZWRITE</a>; +00045 <font class="comment">// Must init All the flags by default.</font> +00046 <a class="code" href="classNL3D_1_1CMaterial.html#o0">_ShaderType</a>= <a class="code" href="classNL3D_1_1CMaterial.html#s66s21">Normal</a>; +00047 <a class="code" href="classNL3D_1_1CMaterial.html#o2">_SrcBlend</a>= <a class="code" href="classNL3D_1_1CMaterial.html#s65s12">srcalpha</a>; +00048 <a class="code" href="classNL3D_1_1CMaterial.html#o3">_DstBlend</a>= <a class="code" href="classNL3D_1_1CMaterial.html#s65s13">invsrcalpha</a>; +00049 <a class="code" href="classNL3D_1_1CMaterial.html#o4">_ZFunction</a>= <a class="code" href="classNL3D_1_1CMaterial.html#s64s6">lessequal</a>; +00050 <a class="code" href="classNL3D_1_1CMaterial.html#o5">_ZBias</a>= 0; +00051 <a class="code" href="classNL3D_1_1CMaterial.html#o6">_Color</a>.set(255,255,255,255); +00052 <a class="code" href="classNL3D_1_1CMaterial.html#o14">_StainedGlassWindow</a> = <font class="keyword">false</font>; +00053 <a class="code" href="classNL3D_1_1CMaterial.html#o12">_AlphaTestThreshold</a>= 0.5f; +00054 } +00055 +00056 <font class="comment">// ***************************************************************************</font> +<a name="l00057"></a><a class="code" href="classNL3D_1_1CMaterial.html#z551_0">00057</a> <font class="keywordtype">void</font> CMaterial::initUnlit() +00058 { +00059 <a class="code" href="classNL3D_1_1CMaterial.html#a0">setShader</a>(<a class="code" href="classNL3D_1_1CMaterial.html#s66s21">Normal</a>); +00060 <a class="code" href="classNL3D_1_1CMaterial.html#z547_1">setLighting</a>(<font class="keyword">false</font>); +00061 <a class="code" href="classNL3D_1_1CMaterial.html#z547_0">setColor</a>(CRGBA(255,255,255,255)); +00062 <font class="keywordflow">for</font>(uint32 i=0;i<<a class="code" href="namespaceNL3D.html#a94">IDRV_MAT_MAXTEXTURES</a>;i++) +00063 <a class="code" href="classNL3D_1_1CMaterial.html#z541_0">setTexture</a>((uint8)i ,NULL); +00064 <a class="code" href="classNL3D_1_1CMaterial.html#z546_2">setZBias</a>(0); +00065 <a class="code" href="classNL3D_1_1CMaterial.html#z546_0">setZFunc</a>(<a class="code" href="classNL3D_1_1CMaterial.html#s64s6">lessequal</a>); +00066 <a class="code" href="classNL3D_1_1CMaterial.html#z546_1">setZWrite</a>(<font class="keyword">true</font>); +00067 <a class="code" href="classNL3D_1_1CMaterial.html#z542_0">setBlend</a>(<font class="keyword">false</font>); +00068 <a class="code" href="classNL3D_1_1CMaterial.html#z545_2">setAlphaTestThreshold</a>(0.5f); +00069 } +00070 +00071 <font class="comment">// ***************************************************************************</font> +00072 +<a name="l00073"></a><a class="code" href="classNL3D_1_1CMaterial.html#z551_1">00073</a> <font class="keywordtype">void</font> CMaterial::initLighted() +00074 { +00075 <a class="code" href="classNL3D_1_1CMaterial.html#z551_0">initUnlit</a>(); +00076 <a class="code" href="classNL3D_1_1CMaterial.html#z547_1">setLighting</a>(<font class="keyword">true</font>); +00077 } +00078 +00079 +00080 <font class="comment">// ***************************************************************************</font> +<a name="l00081"></a><a class="code" href="classNL3D_1_1CMaterial.html#z540_3">00081</a> CMaterial &CMaterial::operator=(<font class="keyword">const</font> CMaterial &mat) +00082 { +00083 <a class="code" href="classNL3D_1_1CMaterial.html#o0">_ShaderType</a>= mat._ShaderType; +00084 <a class="code" href="classNL3D_1_1CMaterial.html#o1">_Flags</a>= mat._Flags; +00085 <a class="code" href="classNL3D_1_1CMaterial.html#o2">_SrcBlend</a>= mat._SrcBlend; +00086 <a class="code" href="classNL3D_1_1CMaterial.html#o3">_DstBlend</a>= mat._DstBlend; +00087 <a class="code" href="classNL3D_1_1CMaterial.html#o4">_ZFunction</a>= mat._ZFunction; +00088 <a class="code" href="classNL3D_1_1CMaterial.html#o5">_ZBias</a>= mat._ZBias; +00089 <a class="code" href="classNL3D_1_1CMaterial.html#o6">_Color</a>= mat._Color; +00090 <a class="code" href="classNL3D_1_1CMaterial.html#o7">_Emissive</a>= mat._Emissive; +00091 <a class="code" href="classNL3D_1_1CMaterial.html#o8">_Ambient</a>= mat._Ambient; +00092 <a class="code" href="classNL3D_1_1CMaterial.html#o9">_Diffuse</a>= mat._Diffuse; +00093 <a class="code" href="classNL3D_1_1CMaterial.html#o10">_Specular</a>= mat._Specular; +00094 <a class="code" href="classNL3D_1_1CMaterial.html#o11">_Shininess</a>= mat._Shininess; +00095 <a class="code" href="classNL3D_1_1CMaterial.html#o12">_AlphaTestThreshold</a>= mat._AlphaTestThreshold; +00096 +00097 <font class="keywordflow">for</font>(uint32 i=0;i<<a class="code" href="namespaceNL3D.html#a94">IDRV_MAT_MAXTEXTURES</a>;i++) +00098 { +00099 <a class="code" href="classNL3D_1_1CMaterial.html#o16">_Textures</a>[i]= mat._Textures[i]; +00100 <a class="code" href="classNL3D_1_1CMaterial.html#m1">_TexEnvs</a>[i]= mat._TexEnvs[i]; +00101 <a class="code" href="classNL3D_1_1CMaterial.html#m0">_TexAddrMode</a>[i] = mat._TexAddrMode[i]; +00102 } +00103 +00104 <font class="comment">// copy lightmaps.</font> +00105 <a class="code" href="classNL3D_1_1CMaterial.html#m3">_LightMaps</a>= mat._LightMaps; +00106 +00107 <font class="comment">// copy texture matrix if there.</font> +00108 <font class="keywordflow">if</font> (mat._TexUserMat.get()) +00109 { +00110 std::auto_ptr<CUserTexMat> texMatClone( <font class="keyword">new</font> CUserTexMat(*(mat._TexUserMat))); <font class="comment">// make cpy</font> +00111 std::swap(texMatClone, <a class="code" href="classNL3D_1_1CMaterial.html#o15">_TexUserMat</a>); <font class="comment">// swap with old</font> +00112 } +00113 <font class="keywordflow">else</font> +00114 { +00115 <a class="code" href="classNL3D_1_1CMaterial.html#o15">_TexUserMat</a>.reset(); +00116 } +00117 +00118 <font class="comment">// Must do not copy drv info.</font> +00119 +00120 <font class="comment">// All states of material is modified.</font> +00121 <a class="code" href="classNL3D_1_1CMaterial.html#o13">_Touched</a>= <a class="code" href="namespaceNL3D.html#a109">IDRV_TOUCHED_ALL</a>; +00122 +00123 <font class="keywordflow">return</font> *<font class="keyword">this</font>; +00124 } +00125 +00126 +00127 <font class="comment">// ***************************************************************************</font> +<a name="l00128"></a><a class="code" href="classNL3D_1_1CMaterial.html#z540_2">00128</a> CMaterial::~CMaterial() +00129 { +00130 <font class="comment">// Must kill the drv mirror of this material.</font> +00131 <a class="code" href="classNL3D_1_1CMaterial.html#m2">pShader</a>.kill(); +00132 } +00133 +00134 +00135 <font class="comment">// ***************************************************************************</font> +<a name="l00136"></a><a class="code" href="classNL3D_1_1CMaterial.html#a5">00136</a> <font class="keywordtype">void</font> CMaterial::serial(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &f) +00137 { +00138 <font class="comment">/*</font> +00139 <font class="comment"> Version 6:</font> +00140 <font class="comment"> - Texture matrix animation</font> +00141 <font class="comment"> Version 5:</font> +00142 <font class="comment"> - AlphaTest threshold</font> +00143 <font class="comment"> Version 4:</font> +00144 <font class="comment"> - Texture Addressing modes</font> +00145 <font class="comment"> Version 3:</font> +00146 <font class="comment"> - LightMaps.</font> +00147 <font class="comment"> Version 2:</font> +00148 <font class="comment"> - Shininess.</font> +00149 <font class="comment"> Version 1:</font> +00150 <font class="comment"> - texture environement.</font> +00151 <font class="comment"> Version 0:</font> +00152 <font class="comment"> - base version.</font> +00153 <font class="comment"> */</font> +00154 +00155 sint ver= f.<a class="code" href="classNLMISC_1_1IStream.html#a29">serialVersion</a>(6); +00156 <font class="comment">// For the version <=1:</font> +00157 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="namespaceNL3D.html#a94">IDRV_MAT_MAXTEXTURES</a>==4); +00158 +00159 f.<a class="code" href="classNLMISC_1_1IStream.html#a6">serialEnum</a>(<a class="code" href="classNL3D_1_1CMaterial.html#o0">_ShaderType</a>); +00160 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="classNL3D_1_1CMaterial.html#o1">_Flags</a>); +00161 f.<a class="code" href="classNLMISC_1_1IStream.html#a6">serialEnum</a>(<a class="code" href="classNL3D_1_1CMaterial.html#o2">_SrcBlend</a>); +00162 f.<a class="code" href="classNLMISC_1_1IStream.html#a6">serialEnum</a>(<a class="code" href="classNL3D_1_1CMaterial.html#o3">_DstBlend</a>); +00163 f.<a class="code" href="classNLMISC_1_1IStream.html#a6">serialEnum</a>(<a class="code" href="classNL3D_1_1CMaterial.html#o4">_ZFunction</a>); +00164 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="classNL3D_1_1CMaterial.html#o5">_ZBias</a>); +00165 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="classNL3D_1_1CMaterial.html#o6">_Color</a>); +00166 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="classNL3D_1_1CMaterial.html#o7">_Emissive</a>, <a class="code" href="classNL3D_1_1CMaterial.html#o8">_Ambient</a>, <a class="code" href="classNL3D_1_1CMaterial.html#o9">_Diffuse</a>, <a class="code" href="classNL3D_1_1CMaterial.html#o10">_Specular</a>); +00167 <font class="keywordflow">if</font>(ver>=2) +00168 { +00169 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="classNL3D_1_1CMaterial.html#o11">_Shininess</a>); +00170 } +00171 <font class="keywordflow">if</font>(ver>=5) +00172 { +00173 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="classNL3D_1_1CMaterial.html#o12">_AlphaTestThreshold</a>); +00174 } +00175 +00176 +00177 <font class="keywordflow">for</font>(uint32 i=0;i<<a class="code" href="namespaceNL3D.html#a94">IDRV_MAT_MAXTEXTURES</a>;i++) +00178 { +00179 <font class="comment">// Serial texture descriptor.</font> +00180 ITexture* text; +00181 <font class="keywordflow">if</font>(f.<a class="code" href="classNLMISC_1_1IStream.html#a4">isReading</a>()) +00182 { +00183 f.<a class="code" href="classNLMISC_1_1IStream.html#a28">serialPolyPtr</a>(text); +00184 <a class="code" href="classNL3D_1_1CMaterial.html#o16">_Textures</a>[i]= text; +00185 } +00186 <font class="keywordflow">else</font> +00187 { +00188 text= <a class="code" href="classNL3D_1_1CMaterial.html#o16">_Textures</a>[i]; +00189 f.<a class="code" href="classNLMISC_1_1IStream.html#a28">serialPolyPtr</a>(text); +00190 } +00191 +00192 <font class="comment">// Read texture environnement, or setup them.</font> +00193 <font class="keywordflow">if</font>(ver>=1) +00194 { +00195 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="classNL3D_1_1CMaterial.html#m1">_TexEnvs</a>[i]); +00196 } +00197 <font class="keywordflow">else</font> +00198 { +00199 <font class="comment">// Else setup as default behavior, like before...</font> +00200 <font class="keywordflow">if</font>(f.<a class="code" href="classNLMISC_1_1IStream.html#a4">isReading</a>()) +00201 <a class="code" href="classNL3D_1_1CMaterial.html#m1">_TexEnvs</a>[i].<a class="code" href="structNL3D_1_1CMaterial_1_1CTexEnv.html#a0">setDefault</a>(); +00202 } +00203 } +00204 +00205 <font class="keywordflow">if</font>(ver>=3) +00206 { +00207 f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="classNL3D_1_1CMaterial.html#m3">_LightMaps</a>); +00208 } +00209 +00210 <font class="keywordflow">if</font> (ver >= 4) +00211 { +00212 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CMaterial.html#o1">_Flags</a> & <a class="code" href="namespaceNL3D.html#a120">IDRV_MAT_TEX_ADDR</a>) +00213 { +00214 <font class="keywordflow">for</font>(uint32 i=0;i<<a class="code" href="namespaceNL3D.html#a94">IDRV_MAT_MAXTEXTURES</a>;i++) +00215 { +00216 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="classNL3D_1_1CMaterial.html#m0">_TexAddrMode</a>[i]); +00217 } +00218 } +00219 } +00220 +00221 <font class="keywordflow">if</font>(f.<a class="code" href="classNLMISC_1_1IStream.html#a4">isReading</a>()) +00222 { +00223 <font class="comment">// Converte Deprecated DEFMAT to std Mat.</font> +00224 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMaterial.html#o1">_Flags</a> & <a class="code" href="namespaceNL3D.html#a116">IDRV_MAT_DEFMAT</a>) +00225 { +00226 <a class="code" href="classNL3D_1_1CMaterial.html#z547_2">setEmissive</a>(CRGBA::Black); +00227 <a class="code" href="classNL3D_1_1CMaterial.html#z547_3">setAmbient</a>(CRGBA::White); +00228 <a class="code" href="classNL3D_1_1CMaterial.html#z547_4">setDiffuse</a>(CRGBA::White); +00229 <a class="code" href="classNL3D_1_1CMaterial.html#z547_6">setSpecular</a>(CRGBA::Black); +00230 } +00231 +00232 <font class="comment">// All states of material are modified.</font> +00233 <a class="code" href="classNL3D_1_1CMaterial.html#o13">_Touched</a>= <a class="code" href="namespaceNL3D.html#a109">IDRV_TOUCHED_ALL</a>; +00234 +00235 <font class="keywordflow">if</font> ((<a class="code" href="classNL3D_1_1CMaterial.html#o1">_Flags</a> & <a class="code" href="namespaceNL3D.html#a138">IDRV_MAT_USER_TEX_MAT_ALL</a>)) <font class="comment">// are there user textrue coordinates matrix ?</font> +00236 { +00237 std::auto_ptr<CUserTexMat> newPtr(<font class="keyword">new</font> CUserTexMat); <font class="comment">// create new </font> +00238 std::swap(<a class="code" href="classNL3D_1_1CMaterial.html#o15">_TexUserMat</a>, newPtr); <font class="comment">// replace old</font> +00239 } +00240 } +00241 +00242 <font class="keywordflow">if</font> (ver >= 6) +00243 { +00244 <font class="keywordflow">for</font>(uint i=0; i < <a class="code" href="namespaceNL3D.html#a94">IDRV_MAT_MAXTEXTURES</a>; ++i) +00245 { +00246 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CMaterial.html#z548_13">isUserTexMatEnabled</a>(i)) +00247 { +00248 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="classNL3D_1_1CMaterial.html#o15">_TexUserMat</a>->TexMat[i]); +00249 } +00250 } +00251 } +00252 +00253 } +00254 +00255 +00256 <font class="comment">// ***************************************************************************</font> +<a name="l00257"></a><a class="code" href="classNL3D_1_1CMaterial.html#a0">00257</a> <font class="keywordtype">void</font> CMaterial::setShader(TShader val) +00258 { +00259 <font class="comment">// First, reset all textures.</font> +00260 uint nTexts= <a class="code" href="namespaceNL3D.html#a94">IDRV_MAT_MAXTEXTURES</a>; +00261 <font class="comment">// If user color or lightmap, set only the 1st.</font> +00262 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMaterial.html#o0">_ShaderType</a>==<a class="code" href="classNL3D_1_1CMaterial.html#s66s24">LightMap</a> || <a class="code" href="classNL3D_1_1CMaterial.html#o0">_ShaderType</a>==<a class="code" href="classNL3D_1_1CMaterial.html#s66s23">UserColor</a>) +00263 nTexts=1; +00264 <font class="comment">// reset all needed</font> +00265 <font class="keywordflow">for</font>(uint i=0;i<nTexts;i++) +00266 <a class="code" href="classNL3D_1_1CMaterial.html#z541_0">setTexture</a>(i ,NULL); +00267 +00268 <font class="comment">// If userColor, use TexEnv caps (we got it, so use it :) ).</font> +00269 <font class="keywordflow">if</font>(val== CMaterial::UserColor) +00270 { +00271 <font class="comment">// force normal, to setup TexEnvMode correclty. </font> +00272 <a class="code" href="classNL3D_1_1CMaterial.html#o0">_ShaderType</a>=CMaterial::Normal; +00273 +00274 <font class="comment">// First stage, interpolate Constant and texture with Alpha of texture.</font> +00275 <a class="code" href="classNL3D_1_1CMaterial.html#z548_0">texEnvOpRGB</a>(0, <a class="code" href="classNL3D_1_1CMaterial.html#z538_0s35">InterpolateTexture</a>); +00276 <a class="code" href="classNL3D_1_1CMaterial.html#z548_1">texEnvArg0RGB</a>(0, <a class="code" href="classNL3D_1_1CMaterial.html#z538_1s40">Texture</a>, <a class="code" href="classNL3D_1_1CMaterial.html#z538_2s44">SrcColor</a>); +00277 <a class="code" href="classNL3D_1_1CMaterial.html#z548_2">texEnvArg1RGB</a>(0, <a class="code" href="classNL3D_1_1CMaterial.html#z538_1s43">Constant</a>, <a class="code" href="classNL3D_1_1CMaterial.html#z538_2s44">SrcColor</a>); +00278 <font class="comment">// And just use Alpha Diffuse.</font> +00279 <a class="code" href="classNL3D_1_1CMaterial.html#z548_3">texEnvOpAlpha</a>(0, <a class="code" href="classNL3D_1_1CMaterial.html#z538_0s31">Replace</a>); +00280 <a class="code" href="classNL3D_1_1CMaterial.html#z548_4">texEnvArg0Alpha</a>(0, <a class="code" href="classNL3D_1_1CMaterial.html#z538_1s41">Previous</a>, <a class="code" href="classNL3D_1_1CMaterial.html#z538_2s46">SrcAlpha</a>); +00281 +00282 <font class="comment">// Second stage, modulate result with diffuse color.</font> +00283 <a class="code" href="classNL3D_1_1CMaterial.html#z548_0">texEnvOpRGB</a>(1, <a class="code" href="classNL3D_1_1CMaterial.html#z538_0s32">Modulate</a>); +00284 <a class="code" href="classNL3D_1_1CMaterial.html#z548_1">texEnvArg0RGB</a>(1, <a class="code" href="classNL3D_1_1CMaterial.html#z538_1s41">Previous</a>, <a class="code" href="classNL3D_1_1CMaterial.html#z538_2s44">SrcColor</a>); +00285 <a class="code" href="classNL3D_1_1CMaterial.html#z548_2">texEnvArg1RGB</a>(1, <a class="code" href="classNL3D_1_1CMaterial.html#z538_1s42">Diffuse</a>, <a class="code" href="classNL3D_1_1CMaterial.html#z538_2s44">SrcColor</a>); +00286 <font class="comment">// And just use Alpha Diffuse.</font> +00287 <a class="code" href="classNL3D_1_1CMaterial.html#z548_3">texEnvOpAlpha</a>(1, <a class="code" href="classNL3D_1_1CMaterial.html#z538_0s31">Replace</a>); +00288 <a class="code" href="classNL3D_1_1CMaterial.html#z548_4">texEnvArg0Alpha</a>(1, <a class="code" href="classNL3D_1_1CMaterial.html#z538_1s41">Previous</a>, <a class="code" href="classNL3D_1_1CMaterial.html#z538_2s46">SrcAlpha</a>); +00289 } +00290 +00291 <a class="code" href="classNL3D_1_1CMaterial.html#o0">_ShaderType</a>= val; +00292 <a class="code" href="classNL3D_1_1CMaterial.html#o13">_Touched</a>|=<a class="code" href="namespaceNL3D.html#a97">IDRV_TOUCHED_SHADER</a>; +00293 } +00294 +00295 +00296 <font class="comment">// ***************************************************************************</font> +<a name="l00297"></a><a class="code" href="classNL3D_1_1CMaterial.html#z541_0">00297</a> <font class="keywordtype">void</font> CMaterial::setTexture(uint8 n, ITexture* ptex) +00298 { +00299 <a class="code" href="debug_8h.html#a6">nlassert</a>(n<<a class="code" href="namespaceNL3D.html#a94">IDRV_MAT_MAXTEXTURES</a>); +00300 +00301 <font class="comment">// User Color material?</font> +00302 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CMaterial.html#o0">_ShaderType</a>== CMaterial::UserColor) +00303 { +00304 <font class="comment">// user color. Only texture 0 can be set.</font> +00305 <a class="code" href="debug_8h.html#a6">nlassert</a>( n==0 ); +00306 +00307 <font class="comment">// Affect the 2 first textures.</font> +00308 <a class="code" href="classNL3D_1_1CMaterial.html#o16">_Textures</a>[0]=ptex; +00309 <a class="code" href="classNL3D_1_1CMaterial.html#o16">_Textures</a>[1]=ptex; +00310 <a class="code" href="classNL3D_1_1CMaterial.html#o13">_Touched</a>|=<a class="code" href="namespaceNL3D.html#a108">IDRV_TOUCHED_TEX</a>[0]; +00311 <a class="code" href="classNL3D_1_1CMaterial.html#o13">_Touched</a>|=<a class="code" href="namespaceNL3D.html#a108">IDRV_TOUCHED_TEX</a>[1]; +00312 } +00313 <font class="keywordflow">else</font> <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CMaterial.html#o0">_ShaderType</a>== CMaterial::LightMap) +00314 { +00315 <font class="comment">// Only texture 0 can be set.</font> +00316 <a class="code" href="debug_8h.html#a6">nlassert</a>( n==0 ); +00317 <a class="code" href="classNL3D_1_1CMaterial.html#o16">_Textures</a>[n]=ptex; +00318 <a class="code" href="classNL3D_1_1CMaterial.html#o13">_Touched</a>|=<a class="code" href="namespaceNL3D.html#a108">IDRV_TOUCHED_TEX</a>[n]; +00319 } +00320 <font class="comment">// Normal material?</font> +00321 <font class="keywordflow">else</font> +00322 { +00323 <a class="code" href="classNL3D_1_1CMaterial.html#o16">_Textures</a>[n]=ptex; +00324 <a class="code" href="classNL3D_1_1CMaterial.html#o13">_Touched</a>|=<a class="code" href="namespaceNL3D.html#a108">IDRV_TOUCHED_TEX</a>[n]; +00325 } +00326 } +00327 +00328 +00329 <font class="comment">// ***************************************************************************</font> +<a name="l00330"></a><a class="code" href="classNL3D_1_1CMaterial.html#a4">00330</a> <font class="keywordtype">void</font> CMaterial::flushTextures (IDriver &driver) +00331 { +00332 <font class="comment">// For each textures</font> +00333 <font class="keywordflow">for</font> (uint tex=0; tex<<a class="code" href="namespaceNL3D.html#a94">IDRV_MAT_MAXTEXTURES</a>; tex++) +00334 { +00335 <font class="comment">// Texture exist ?</font> +00336 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CMaterial.html#o16">_Textures</a>[tex]) +00337 { +00338 <font class="comment">// Force setup texture</font> +00339 driver.setupTexture (*<a class="code" href="classNL3D_1_1CMaterial.html#o16">_Textures</a>[tex]); +00340 } +00341 } +00342 +00343 <font class="comment">// If Lightmap material</font> +00344 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMaterial.html#o0">_ShaderType</a>==<a class="code" href="classNL3D_1_1CMaterial.html#s66s24">LightMap</a>) +00345 { +00346 <font class="comment">// For each lightmap</font> +00347 <font class="keywordflow">for</font> (uint lmap=0; lmap<<a class="code" href="classNL3D_1_1CMaterial.html#m3">_LightMaps</a>.size(); lmap++) +00348 { +00349 <font class="comment">// Texture exist?</font> +00350 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMaterial.html#m3">_LightMaps</a>[lmap].Texture) +00351 { +00352 <font class="comment">// Force setup texture</font> +00353 driver.setupTexture (*<a class="code" href="classNL3D_1_1CMaterial.html#m3">_LightMaps</a>[lmap].<a class="code" href="classNL3D_1_1CMaterial.html#z538_1s40">Texture</a>); +00354 } +00355 } +00356 } +00357 +00358 } +00359 +00360 +00361 <font class="comment">// ***************************************************************************</font> +<a name="l00362"></a><a class="code" href="classNL3D_1_1CMaterial.html#z550_0">00362</a> <font class="keywordtype">void</font> CMaterial::setLightMap(uint lmapId, ITexture *lmap) +00363 { +00364 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMaterial.html#o0">_ShaderType</a>==CMaterial::LightMap); +00365 <font class="keywordflow">if</font>(lmapId>=<a class="code" href="classNL3D_1_1CMaterial.html#m3">_LightMaps</a>.size()) +00366 <a class="code" href="classNL3D_1_1CMaterial.html#m3">_LightMaps</a>.resize(lmapId+1); +00367 <a class="code" href="classNL3D_1_1CMaterial.html#m3">_LightMaps</a>[lmapId].Texture= lmap; +00368 +00369 <a class="code" href="classNL3D_1_1CMaterial.html#o13">_Touched</a>|=<a class="code" href="namespaceNL3D.html#a105">IDRV_TOUCHED_LIGHTMAP</a>; +00370 } +00371 +00372 <font class="comment">// ***************************************************************************</font> +<a name="l00373"></a><a class="code" href="classNL3D_1_1CMaterial.html#z550_1">00373</a> ITexture *CMaterial::getLightMap(uint lmapId)<font class="keyword"> const</font> +00374 <font class="keyword"></font>{ +00375 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMaterial.html#o0">_ShaderType</a>==CMaterial::LightMap); +00376 <font class="keywordflow">if</font>(lmapId<<a class="code" href="classNL3D_1_1CMaterial.html#m3">_LightMaps</a>.size()) +00377 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CMaterial.html#m3">_LightMaps</a>[lmapId].Texture; +00378 <font class="keywordflow">else</font> +00379 <font class="keywordflow">return</font> NULL; +00380 } +00381 +00382 <font class="comment">// ***************************************************************************</font> +<a name="l00383"></a><a class="code" href="classNL3D_1_1CMaterial.html#z550_2">00383</a> <font class="keywordtype">void</font> CMaterial::setLightMapFactor(uint lmapId, CRGBA factor) +00384 { +00385 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CMaterial.html#o0">_ShaderType</a>==CMaterial::LightMap) +00386 { +00387 <font class="keywordflow">if</font>(lmapId>=<a class="code" href="classNL3D_1_1CMaterial.html#m3">_LightMaps</a>.size()) +00388 <a class="code" href="classNL3D_1_1CMaterial.html#m3">_LightMaps</a>.resize(lmapId+1); +00389 <a class="code" href="classNL3D_1_1CMaterial.html#m3">_LightMaps</a>[lmapId].Factor= factor; +00390 +00391 <a class="code" href="classNL3D_1_1CMaterial.html#o13">_Touched</a>|=<a class="code" href="namespaceNL3D.html#a105">IDRV_TOUCHED_LIGHTMAP</a>; +00392 } +00393 } +00394 +00395 +00396 <font class="comment">// ***************************************************************************</font> +<a name="l00397"></a><a class="code" href="structNL3D_1_1CMaterial_1_1CLightMap.html#a1">00397</a> <font class="keywordtype">void</font> CMaterial::CLightMap::serial(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &f) +00398 { +00399 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="structNL3D_1_1CMaterial_1_1CLightMap.html#m1">Factor</a>); +00400 <font class="comment">// Serial texture descriptor.</font> +00401 ITexture* text= NULL; +00402 <font class="keywordflow">if</font>(f.<a class="code" href="classNLMISC_1_1IStream.html#a4">isReading</a>()) +00403 { +00404 f.<a class="code" href="classNLMISC_1_1IStream.html#a28">serialPolyPtr</a>(text); +00405 <a class="code" href="structNL3D_1_1CMaterial_1_1CLightMap.html#m0">Texture</a>= text; +00406 } +00407 <font class="keywordflow">else</font> +00408 { +00409 text= <a class="code" href="structNL3D_1_1CMaterial_1_1CLightMap.html#m0">Texture</a>; +00410 f.<a class="code" href="classNLMISC_1_1IStream.html#a28">serialPolyPtr</a>(text); +00411 } +00412 } +00413 +00414 +00415 +00416 <font class="comment">// ***************************************************************************</font> +<a name="l00417"></a><a class="code" href="classNL3D_1_1CMaterial.html#z543_0">00417</a> <font class="keywordtype">void</font> CMaterial::enableTexAddrMode(<font class="keywordtype">bool</font> enable <font class="comment">/*= true*/</font>) +00418 { +00419 <font class="keywordflow">if</font> (enable) +00420 { +00421 <font class="keywordflow">if</font> (!(<a class="code" href="classNL3D_1_1CMaterial.html#o1">_Flags</a> & <a class="code" href="namespaceNL3D.html#a120">IDRV_MAT_TEX_ADDR</a>)) +00422 { +00423 <a class="code" href="classNL3D_1_1CMaterial.html#o1">_Flags</a> |= <a class="code" href="namespaceNL3D.html#a120">IDRV_MAT_TEX_ADDR</a>; +00424 <font class="keywordflow">for</font> (uint32 k = 0; k < <a class="code" href="namespaceNL3D.html#a94">IDRV_MAT_MAXTEXTURES</a>; ++k) +00425 { +00426 <a class="code" href="classNL3D_1_1CMaterial.html#m0">_TexAddrMode</a>[k] = (uint8) <a class="code" href="classNL3D_1_1CMaterial.html#z539_0s49">FetchTexture</a>; +00427 } +00428 } +00429 } +00430 <font class="keywordflow">else</font> +00431 { +00432 <a class="code" href="classNL3D_1_1CMaterial.html#o1">_Flags</a> &= ~<a class="code" href="namespaceNL3D.html#a120">IDRV_MAT_TEX_ADDR</a>; +00433 } +00434 } +00435 +00436 <font class="comment">// ***************************************************************************</font> +<a name="l00437"></a><a class="code" href="classNL3D_1_1CMaterial.html#z543_1">00437</a> <font class="keywordtype">bool</font> CMaterial::texAddrEnabled()<font class="keyword"> const</font> +00438 <font class="keyword"></font>{ +00439 <font class="keywordflow">return</font>( <a class="code" href="classNL3D_1_1CMaterial.html#o1">_Flags</a> & <a class="code" href="namespaceNL3D.html#a120">IDRV_MAT_TEX_ADDR</a>) != 0; +00440 } +00441 +00442 <font class="comment">// ***************************************************************************</font> +<a name="l00443"></a><a class="code" href="classNL3D_1_1CMaterial.html#z543_2">00443</a> <font class="keywordtype">void</font> CMaterial::setTexAddressingMode(uint8 stage, TTexAddressingMode mode) +00444 { +00445 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMaterial.html#o1">_Flags</a> & <a class="code" href="namespaceNL3D.html#a120">IDRV_MAT_TEX_ADDR</a>); +00446 <a class="code" href="debug_8h.html#a6">nlassert</a>(stage < <a class="code" href="namespaceNL3D.html#a94">IDRV_MAT_MAXTEXTURES</a>); +00447 <a class="code" href="debug_8h.html#a6">nlassert</a>(mode < <a class="code" href="classNL3D_1_1CMaterial.html#z539_0s63">TexAddrCount</a>); +00448 <a class="code" href="classNL3D_1_1CMaterial.html#m0">_TexAddrMode</a>[stage] = (uint8) mode; +00449 } +00450 +00451 +00452 <font class="comment">// ***************************************************************************</font> +<a name="l00453"></a><a class="code" href="classNL3D_1_1CMaterial.html#z543_3">00453</a> CMaterial::TTexAddressingMode CMaterial::getTexAddressingMode(uint8 stage) +00454 { +00455 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMaterial.html#o1">_Flags</a> & <a class="code" href="namespaceNL3D.html#a120">IDRV_MAT_TEX_ADDR</a>); +00456 <a class="code" href="debug_8h.html#a6">nlassert</a>(stage < <a class="code" href="namespaceNL3D.html#a94">IDRV_MAT_MAXTEXTURES</a>); +00457 <font class="keywordflow">return</font> (TTexAddressingMode) <a class="code" href="classNL3D_1_1CMaterial.html#m0">_TexAddrMode</a>[stage]; +00458 } +00459 +00460 <font class="comment">// ***************************************************************************</font> +<a name="l00461"></a><a class="code" href="classNL3D_1_1CMaterial.html#z548_16">00461</a> <font class="keywordtype">void</font> CMaterial::decompUserTexMat(uint stage, <font class="keywordtype">float</font> &uTrans, <font class="keywordtype">float</font> &vTrans, <font class="keywordtype">float</font> &wRot, <font class="keywordtype">float</font> &uScale, <font class="keywordtype">float</font> &vScale) +00462 { +00463 <a class="code" href="debug_8h.html#a6">nlassert</a>(stage < <a class="code" href="namespaceNL3D.html#a94">IDRV_MAT_MAXTEXTURES</a>); +00464 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMaterial.html#z548_13">isUserTexMatEnabled</a>(stage)); <font class="comment">// must activate animated texture matrix for this stage</font> +00465 <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a> texMat = <a class="code" href="classNL3D_1_1CMaterial.html#o15">_TexUserMat</a>->TexMat[stage]; +00466 uTrans = texMat.<a class="code" href="classNLMISC_1_1CMatrix.html#z291_4">getPos</a>().x; +00467 vTrans = texMat.<a class="code" href="classNLMISC_1_1CMatrix.html#z291_4">getPos</a>().y; +00469 <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> i = texMat.<a class="code" href="classNLMISC_1_1CMatrix.html#z291_7">getI</a>(); +00470 <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> j = texMat.<a class="code" href="classNLMISC_1_1CMatrix.html#z291_8">getJ</a>(); +00471 <font class="keywordtype">float</font> normI = i.<a class="code" href="classNLMISC_1_1CVector.html#z331_2">norm</a>(); +00472 <font class="keywordtype">float</font> normJ = i.<a class="code" href="classNLMISC_1_1CVector.html#z331_2">norm</a>(); +00473 i /= normI; +00474 j /= normJ; +00475 <font class="keywordtype">float</font> angle = ::acosf(i.<a class="code" href="classNLMISC_1_1CVector.html#m0">x</a>); +00476 <font class="keywordflow">if</font> (i.<a class="code" href="classNLMISC_1_1CVector.html#m1">y</a> < 0) +00477 { +00478 angle = 2.f * (float) NLMISC::Pi - angle; +00479 } +00480 wRot = angle; +00481 uScale = normI; +00482 vScale = normJ; +00483 } +00484 +00485 <font class="comment">// ***************************************************************************</font> +<a name="l00486"></a><a class="code" href="classNL3D_1_1CMaterial.html#z552_0">00486</a> <font class="keywordtype">void</font> CMaterial::selectTextureSet(uint <a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>) +00487 { +00488 <font class="keywordflow">for</font> (uint k = 0; k < <a class="code" href="namespaceNL3D.html#a94">IDRV_MAT_MAXTEXTURES</a>; ++k) +00489 { +00490 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CMaterial.html#o16">_Textures</a>[k] != NULL) <a class="code" href="classNL3D_1_1CMaterial.html#o16">_Textures</a>[k]->selectTexture(<a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>); +00491 } +00492 } +00493 +00494 } +00495 +</pre></div> + +<!-- footer --> +<BR><FONT Size=+5> </FONT> +</TD> +<TD WIDTH=15><IMG SRC=http://www.nevrax.org/inc/img/pixel.gif WIDTH=15 HEIGHT=15 BORDER=0 ALT=""></TD> +</TR> +</TABLE> +</BODY> +</HTML> |