85 DWORD vertex_shader_declaration[]=
88 (D3DVSD_REG(0, D3DVSDT_FLOAT3)),
89 (D3DVSD_REG(1, D3DVSDT_FLOAT3)),
90 (D3DVSD_REG(2, D3DVSDT_D3DCOLOR)),
91 (D3DVSD_REG(3, D3DVSDT_FLOAT2)),
98 vertex_shader_declaration
226 unsigned vertex_count
231 for (
unsigned i=0; i<vertex_count; ++i)
270 verts[i].
u1=vss.
UV[0][i].
U;
271 verts[i].
v1=vss.
UV[0][i].
V;
static void Set_Vertex_Shader_Constant(int reg, const void *data, int count)
static void Set_Texture(unsigned stage, TextureBaseClass *texture)
static const DX8Caps * Get_Current_Caps()
static void Set_DX8_Texture_Stage_State(unsigned stage, D3DTEXTURESTAGESTATETYPE state, unsigned value)
static void Set_Vertex_Shader(DWORD vertex_shader)
static void Get_Transform(D3DTRANSFORMSTATETYPE transform, Matrix4x4 &m)
static void Set_DX8_Render_State(D3DRENDERSTATETYPE state, unsigned value)
WWINLINE float Get_X_Translation(void) const
WWINLINE float Get_Z_Translation(void) const
WWINLINE float Get_Y_Translation(void) const
WWINLINE friend Matrix4x4 Multiply(const Matrix4x4 &a, const Matrix4x4 &b)
const Matrix3D & Get_Transform(void) const
virtual unsigned Get_Vertex_Stream_Count() const
virtual void Copy_Vertex_Stream(unsigned stream, void *dest_buffer, const VertexStreamStruct &vss, unsigned vertex_count)
virtual ~Shd6BumpSpecClass()
static ShdHWVertexShader Vertex_Shader
virtual unsigned Get_Vertex_Size(unsigned stream) const
virtual void Apply_Instance(int cur_pass, RenderInfoClass &rinfo)
Apply per instance states for 1 pass DX6 specular with gloss map (no bump)
Shd6BumpSpecClass(const ShdDefClass *def)
static Matrix4x4 View_Projection_Matrix
virtual void Apply_Shared(int cur_pass, RenderInfoClass &rinfo)
static void Light(RenderInfoClass &rinfo, Vector4 &ambient, Vector4 &diffuse, Vector4 &specular)
Apply generic lighting.
ShdInterfaceClass(const ShdDefClass *def, int class_id)
Constructor.
const ShdDefClass * Definition
virtual TextureClass * Get_Texture(const char *filename, MipCountType mip_level_count=MIP_LEVELS_ALL, WW3DFormat texture_format=WW3D_FORMAT_UNKNOWN, bool allow_compression=true, TextureBaseClass::TexAssetType type=TextureBaseClass::TEX_REGULAR, bool allow_reduction=true)
static WW3DAssetManager * Get_Instance(void)
#define REF_PTR_RELEASE(x)
#define CV_WORLD_VIEW_PROJECTION
DWORD shd6bumpspec_vsh_code[]
@ SHDDEF_CLASSID_BUMPSPEC
const Vector2 * UV[MAX_TEXTURE_STAGES]
const unsigned * DiffuseInt
const Vector3 * Locations