deargui-vpl/ref/virtools/Samples/Behaviors/Shader/Sources/ApplyShader.cpp

71 lines
2.0 KiB
C++

#include "stdafx.h"
CKERROR CreateApplyShaderProto(CKBehaviorPrototype **pproto);
int ApplyShader( const CKBehaviorContext& behcontext );
/***********************************************/
// DECLARATION
/***********************************************/
CKObjectDeclaration *FillBehaviorApplyShader()
{
CKObjectDeclaration *od = CreateCKObjectDeclaration("Set Shader");
od->SetDescription("Apply a shader to a material.");
od->SetCategory("Shaders/General");
od->SetType(CKDLL_BEHAVIORPROTOTYPE);
od->SetGuid( CKGUID(0x7e747e40,0x58a17d30) );
od->SetAuthorGuid(VIRTOOLS_GUID);
od->SetAuthorName("Virtools");
od->SetVersion(0x00010000);
od->SetCreationFunction(CreateApplyShaderProto);
od->SetCompatibleClassId(CKCID_MATERIAL);
return od;
}
/***********************************************/
// PROTO
/***********************************************/
CKERROR CreateApplyShaderProto(CKBehaviorPrototype **pproto)
{
CKBehaviorPrototype *proto = CreateCKBehaviorPrototype("Set Shader");
if(!proto) return CKERR_OUTOFMEMORY;
proto->DeclareInput("In");
proto->DeclareOutput("Out");
proto->DeclareInParameter( "Shader", CKPGUID_SHADER );
proto->SetFlags(CK_BEHAVIORPROTOTYPE_NORMAL);
proto->SetFunction( ApplyShader );
proto->SetBehaviorFlags( (CK_BEHAVIOR_FLAGS)(CKBEHAVIOR_TARGETABLE) );
*pproto = proto;
return CK_OK;
}
/***********************************************/
// MAIN
/***********************************************/
int ApplyShader( const CKBehaviorContext& behcontext )
{
CKBehavior* beh = behcontext.Behavior;
beh->ActivateInput(0, FALSE);
beh->ActivateOutput(0);
CKMaterial* mat = (CKMaterial*)beh->GetTarget();
if( !mat ) return CKBR_PARAMETERERROR;
CKContext* ctx = behcontext.Context;
CKShaderManager* shaderMan = (CKShaderManager*)ctx->GetManagerByGuid( ShaderManagerGUID );
if( !shaderMan ) return CKBR_GENERICERROR;
char* shaderName = (char*)beh->GetInputParameterReadDataPtr(0);
CKShader* shader = shaderMan->GetShaderByName( shaderName );
mat->SetShader( shader );
return CKBR_OK;
}