[2197] | 1 | #include "dxstdafx.h"
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| 2 | #include ".\depthrenderstrategy.h"
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| 3 | #include "PathMapEffect.h"
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| 4 | #include "Entity.h"
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| 5 | #include "SubEntity.h"
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| 6 |
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| 7 | DepthRenderStrategy::DepthRenderStrategy(PathMapEffect* pathMapEffect)
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| 8 | :RenderStrategy(pathMapEffect)
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| 9 | {
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| 10 | }
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| 11 |
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| 12 | void DepthRenderStrategy::applyTargets() const
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| 13 | {
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| 14 | LPDIRECT3DDEVICE9 device = pathMapEffect->device;
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| 15 | device->SetRenderTarget(0, pathMapEffect->fakeSurface);
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| 16 | device->SetDepthStencilSurface( pathMapEffect->depthMapDepthStencilBuffer);
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| 17 | }
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| 18 |
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| 19 | void DepthRenderStrategy::applyRenderState() const
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| 20 | {
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| 21 | LPDIRECT3DDEVICE9 device = pathMapEffect->device;
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| 22 | device->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
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| 23 | // render backfaces to avoid z-fighting
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| 24 | device->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
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| 25 |
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| 26 | device->Clear( 0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(255, 0, 0, 0), 1.0f, 0 );
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| 27 | }
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| 28 |
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| 29 | void DepthRenderStrategy::applyTechnique() const
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| 30 | {
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| 31 | pathMapEffect->effect->SetTechnique("Depth");
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| 32 | }
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| 33 |
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| 34 | void DepthRenderStrategy::applyTransforms(Entity* entity) const
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| 35 | {
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| 36 | LPD3DXEFFECT effect = pathMapEffect->effect;
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| 37 | effect->SetMatrix("modelToProjMatrix",
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| 38 | &( entity->modelWorldTransform * *camera.GetViewMatrix() * *camera.GetProjMatrix() ) );
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| 39 | effect->CommitChanges();
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| 40 | }
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| 41 |
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| 42 |
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| 43 | void DepthRenderStrategy::resetRenderState() const
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| 44 | {
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| 45 | LPDIRECT3DDEVICE9 device = pathMapEffect->device;
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| 46 | device->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
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| 47 | device->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_ALPHA);
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| 48 | }
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| 49 |
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