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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