1 | #include "dxstdafx.h"
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2 | #include ".\finalcompositionrenderstrategy.h"
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3 |
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4 | #include "PathMapEffect.h"
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5 | #include "Entity.h"
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6 | #include "SubEntity.h"
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7 | #include "SubMesh.h"
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8 | #include "Mesh.h"
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9 |
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10 | FinalCompositionRenderStrategy::FinalCompositionRenderStrategy(PathMapEffect* pathMapEffect)
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11 | :RenderStrategy(pathMapEffect)
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12 | {
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13 | }
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14 |
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15 | void FinalCompositionRenderStrategy::applyTargets() const
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16 | {
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17 | LPDIRECT3DDEVICE9 device = pathMapEffect->device;
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18 | device->SetRenderTarget(0, pathMapEffect->frameColorBuffer);
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19 | device->SetDepthStencilSurface(pathMapEffect->frameDepthStencilBuffer);
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20 |
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21 | }
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22 |
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23 | void FinalCompositionRenderStrategy::applyRenderState() const
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24 | {
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25 | LPDIRECT3DDEVICE9 device = pathMapEffect->device;
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26 |
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27 | device->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1.0f, 0 );
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28 | }
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29 |
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30 | void FinalCompositionRenderStrategy::applyTechnique() const
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31 | {
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32 | LPD3DXEFFECT effect = pathMapEffect->effect;
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33 | int lmode = pathMapEffect->parameters->GetInt(fIndirectLightingMode);
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34 | if(lmode == 3)
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35 | effect->SetTechnique("walkIndirect");
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36 | if(lmode == 2)
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37 | effect->SetTechnique("walk");
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38 | if(lmode == 1)
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39 | effect->SetTechnique("walkAmbient");
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40 | if(lmode == 0)
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41 | effect->SetTechnique("walkDirect");
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42 |
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43 | }
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44 |
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45 | void FinalCompositionRenderStrategy::applyTransforms(Entity* entity) const
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46 | {
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47 | LPD3DXEFFECT effect = pathMapEffect->effect;
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48 |
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49 | //set global params
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50 | static float opttme[9] = {0.5f, 0.0f, 0.0f,
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51 | 0.0f, -0.5f, 0.0f,
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52 | 0.5f + (0.5f / pathMapEffect->DEPTHMAPRES), 0.5f + (0.5f / pathMapEffect->DEPTHMAPRES), 1.0f};
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53 |
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54 | D3DXMATRIX torchMatrix;
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55 | D3DXMatrixTranslation(&torchMatrix, 0.0, -pathMapEffect->parameters->Get(fTorchDistance), 0.0);
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56 |
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57 | effect->SetFloatArray("occProjToTexMatrix", opttme, 9);
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58 | effect->SetMatrix("occWorldToProjMatrix", &(*pathMapEffect->lightCamera->GetViewMatrix() * *pathMapEffect->lightCamera->GetProjMatrix()));
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59 |
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60 | effect->SetTexture("depthMap", pathMapEffect->depthMapTexture);
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61 |
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62 | effect->SetFloatArray("lightPower", (float*)&lightPower, 3);
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63 | effect->SetFloatArray("lightPos", (float*)&lightPos, 3);
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64 | effect->SetFloatArray("lightDir", (float*)&lightDir, 3);
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65 |
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66 | if(pathMapEffect->parameters->Get(bLookFromLight))
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67 | effect->SetMatrix("modelToProjMatrix",
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68 | &( entity->modelWorldTransform * *pathMapEffect->lightCamera->GetViewMatrix() * torchMatrix * *pathMapEffect->lightCamera->GetProjMatrix() ) );
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69 | else
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70 | effect->SetMatrix("modelToProjMatrix",
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71 | &( entity->modelWorldTransform * *pathMapEffect->camera->GetViewMatrix() * *pathMapEffect->camera->GetProjMatrix() ) );
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72 |
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73 | effect->SetMatrix("modelToWorldMatrix", &entity->modelWorldTransform);
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74 | effect->SetMatrix("inverseTransposedModelToWorldMatrix", &entity->inverseTransposedModelWorldTransform);
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75 | }
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76 |
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77 | void FinalCompositionRenderStrategy::applyTextures(SubEntity* subEntity) const
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78 | {
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79 | LPD3DXEFFECT effect = pathMapEffect->effect;
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80 |
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81 | // nearestIdx -> bushId
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82 | static float weightsa[256]; // = new float[entityIterator->nNearClusters];
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83 | for(unsigned int y=0; y<subEntity->nNearClusters; y++)
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84 | {
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85 | // Entity e = *entityIterator;
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86 | weightsa[y] = pathMapEffect->weights[subEntity->nearClusterIndices[y]];
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87 | }
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88 | HRESULT hr = effect->SetFloatArray("weightsa", weightsa, subEntity->nNearClusters);
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89 |
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90 | effect->SetTexture("filteredAtlas", subEntity->prmTexture);
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91 | if(subEntity->subMesh->bumpTexture)
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92 | effect->SetTexture("bumpMap", subEntity->subMesh->bumpTexture);
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93 | if(subEntity->subMesh->normalTexture)
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94 | effect->SetTexture("normalMap", subEntity->subMesh->normalTexture);
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95 |
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96 | int prmAtlasSize = subEntity->subMesh->parent->prmAtlasSize;
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97 | int prmnt[2] = {subEntity->prmxres / prmAtlasSize, subEntity->prmyres / prmAtlasSize};
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98 |
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99 | effect->SetIntArray("prmAtlasTiles", prmnt, 2);
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100 | effect->SetFloatArray("atlasHalfPixel", (float*)&Vector(
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101 | 0.5 / subEntity->prmxres, 0.5 / subEntity->prmyres, 0.0), 2);
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102 |
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103 | if(subEntity->subMesh->lambertTexture)
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104 | effect->SetTexture("brdfMap", subEntity->subMesh->lambertTexture);
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105 | else
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106 | effect->SetTexture("brdfMap", pathMapEffect->emptyTexture);
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107 |
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108 | effect->CommitChanges();
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109 | }
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110 |
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111 | void FinalCompositionRenderStrategy::resetRenderState() const
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112 | {
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113 | LPDIRECT3DDEVICE9 device = pathMapEffect->device;
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114 | device->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
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115 | device->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_ALPHA);
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116 | }
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117 |
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