[1378] | 1 | #include "dxstdafx.h"
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| 2 | #include ".\OceanRenderer.h"
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| 3 | #include "GameManager.h"
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| 4 |
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| 5 | OceanRenderer::OceanRenderer(void) : Renderer()
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| 6 | {
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| 7 | this->setRenderPriority(20);
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| 8 | this->rendererType |= Renderer::RENDERER_OCEAN;
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| 9 | }
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| 10 |
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| 11 | OceanRenderer::~OceanRenderer(void)
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| 12 | {
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| 13 | this->myScene->manager->releaseEffect(this->OceanEffect);
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| 14 | this->OceanEffect = NULL;
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| 15 | }
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| 16 |
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| 17 | void OceanRenderer::init()
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| 18 | {
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| 19 |
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| 20 | }
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| 21 |
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| 22 | void OceanRenderer::setEffect(ID3DXEffect* effect) {
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| 23 | this->OceanEffect = effect;
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| 24 |
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| 25 | //set technique handles:
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| 26 | ShaderTechHandle = OceanEffect->GetTechniqueByName("PS20");
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| 27 | ShaderTechHandleDepth = OceanEffect->GetTechniqueByName("PS20_Depth");
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| 28 |
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| 29 | //matrix handles:
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| 30 | WorldViewProjectionHandle = OceanEffect->GetParameterByName(0, "wvpMatrix");
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| 31 | WorldHandle = OceanEffect->GetParameterByName(0, "worldMatrix");
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| 32 | WorldViewHandle = OceanEffect->GetParameterByName(0, "worldViewMatrix");
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| 33 | ViewInverseHandle = OceanEffect->GetParameterByName(0, "viewInverseMatrix");
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| 34 |
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| 35 | //float handles:
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| 36 | TimeHandle = OceanEffect->GetParameterByName(0, "time");
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| 37 | RayHandle = OceanEffect->GetParameterByName(0, "forRaytracer");
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| 38 |
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| 39 | float nearPlane = this->myScene->getActiveCamera()->getNearClipping();
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| 40 | float farPlane = this->myScene->getActiveCamera()->getFarClipping();
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| 41 | FarPlaneMinusNearPlaneHandle = OceanEffect->GetParameterByName(0, "FarPlaneMinusNearPlane");
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| 42 | OceanEffect->SetFloat(FarPlaneMinusNearPlaneHandle, farPlane - nearPlane);
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| 43 |
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| 44 | this->angle = 0;
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| 45 | }
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| 46 |
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| 47 | void OceanRenderer::render()
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| 48 | {
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| 49 | this->device->BeginScene();
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| 50 | SPTR<Node> node = this->myNode.lock();
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| 51 | Object3d *obj = (Object3d *) (node.get());
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| 52 | if(obj!=NULL && obj->isModelLoaded()) {
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| 53 | //if(this->myScene->getActiveRenderPass() == NULL) {
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| 54 | UINT numPasses = 0;
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| 55 | switch(this->myScene->getActivePassId()) {
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| 56 | case Scene::PASS_NORMAL:
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| 57 | // set the technique to use
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| 58 | OceanEffect->SetTechnique( ShaderTechHandle );
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| 59 |
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| 60 | D3DXMatrixMultiply(&this->worldViewMat, &this->myScene->getWorldMatrix(), &this->myScene->getViewMatrix());
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| 61 | D3DXMatrixMultiply(&this->worldViewProjMat, &this->worldViewMat, &this->myScene->getProjectionMatrix());
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| 62 | D3DXMatrixInverse(&viewInverseMatrix, 0, &this->myScene->getViewMatrix());
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| 63 |
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| 64 | OceanEffect->SetMatrix(WorldViewHandle, &this->worldViewMat);
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| 65 | OceanEffect->SetMatrix(WorldViewProjectionHandle, &this->worldViewProjMat);
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| 66 | OceanEffect->SetMatrix(WorldHandle, &this->myScene->getWorldMatrix());
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| 67 | OceanEffect->SetMatrix(ViewInverseHandle, &this->viewInverseMatrix);
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| 68 |
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| 69 | //this->angle += 0.01f;
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| 70 | //OceanEffect->SetFloat(TimeHandle, angle);
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| 71 | //textur-wellen:
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| 72 | this->angle += 0.05f;
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| 73 | OceanEffect->SetFloat(TimeHandle, (float)sin(angle / 4.0f));
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| 74 |
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| 75 | OceanEffect->SetBool(RayHandle, false);
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| 76 |
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| 77 | OceanEffect->Begin(&numPasses, 0);
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| 78 | for(UINT j = 0; j < numPasses; j++)
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| 79 | {
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| 80 | this->device->SetTexture(0, obj->Textures[0]);
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| 81 | // begin effect render pass
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| 82 | OceanEffect->BeginPass(j);
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| 83 |
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| 84 | this->device->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
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| 85 | this->device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
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| 86 |
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| 87 | this->device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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| 88 | this->device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
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| 89 |
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| 90 | if(obj->isPMesh()) {
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| 91 | (*obj->getProgressiveMesh())->DrawSubset(0);
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| 92 | } else {
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| 93 | (*obj->getMesh())->DrawSubset(0);
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| 94 | }
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| 95 |
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| 96 | this->device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
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| 97 |
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| 98 | // end effect render pass
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| 99 | OceanEffect->EndPass();
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| 100 | }
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| 101 |
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| 102 | this->device->SetRenderState(D3DRS_FOGENABLE, FALSE);
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| 103 |
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| 104 | OceanEffect->End();
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| 105 | break;
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| 106 | case Scene::PASS_RAYTRACE:
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| 107 | // set the technique to use
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| 108 | //this->device->SetRenderState( D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_BLUE|D3DCOLORWRITEENABLE_GREEN|D3DCOLORWRITEENABLE_RED );
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| 109 | OceanEffect->SetTechnique( ShaderTechHandle );
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| 110 |
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| 111 | D3DXMatrixMultiply(&this->worldViewMat, &this->myScene->getWorldMatrix(), &this->myScene->getViewMatrix());
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| 112 | D3DXMatrixMultiply(&this->worldViewProjMat, &this->worldViewMat, &this->myScene->getProjectionMatrix());
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| 113 | D3DXMatrixInverse(&viewInverseMatrix, 0, &this->myScene->getViewMatrix());
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| 114 |
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| 115 | OceanEffect->SetMatrix(WorldViewHandle, &this->worldViewMat);
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| 116 | OceanEffect->SetMatrix(WorldViewProjectionHandle, &this->worldViewProjMat);
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| 117 | OceanEffect->SetMatrix(WorldHandle, &this->myScene->getWorldMatrix());
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| 118 | OceanEffect->SetMatrix(ViewInverseHandle, &this->viewInverseMatrix);
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| 119 |
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| 120 | //this->angle += 0.01f;
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| 121 | //OceanEffect->SetFloat(TimeHandle, (float)sin(angle / 4.0f));
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| 122 | //OceanEffect->SetFloat(TimeHandle, angle);
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| 123 | OceanEffect->SetBool(RayHandle, true);
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| 124 | OceanEffect->CommitChanges();
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| 125 |
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| 126 | OceanEffect->Begin(&numPasses, 0);
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| 127 | for(UINT j = 0; j < numPasses; j++)
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| 128 | {
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| 129 | this->device->SetTexture(0, obj->Textures[0]);
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| 130 | // begin effect render pass
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| 131 | OceanEffect->BeginPass(j);
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| 132 |
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| 133 | this->device->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
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| 134 |
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| 135 | if(obj->isPMesh()) {
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| 136 | (*obj->getProgressiveMesh())->DrawSubset(0);
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| 137 | } else {
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| 138 | (*obj->getMesh())->DrawSubset(0);
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| 139 | }
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| 140 |
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| 141 | // end effect render pass
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| 142 | OceanEffect->EndPass();
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| 143 | }
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| 144 |
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| 145 | this->device->SetRenderState(D3DRS_FOGENABLE, FALSE);
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| 146 |
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| 147 | OceanEffect->End();
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| 148 | //this->device->SetRenderState( D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA|D3DCOLORWRITEENABLE_BLUE|D3DCOLORWRITEENABLE_GREEN|D3DCOLORWRITEENABLE_RED );
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| 149 | break;
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| 150 | case Scene::PASS_DEPTH:
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| 151 | // set the technique to use
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| 152 | OceanEffect->SetTechnique( ShaderTechHandleDepth );
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| 153 | this->device->SetRenderState(D3DRS_FOGENABLE, FALSE);
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| 154 | D3DXMatrixMultiply(&this->worldViewMat, &this->myScene->getWorldMatrix(), &this->myScene->getViewMatrix());
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| 155 | D3DXMatrixMultiply(&this->worldViewProjMat, &this->worldViewMat, &this->myScene->getProjectionMatrix());
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| 156 |
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| 157 | OceanEffect->SetMatrix(WorldViewProjectionHandle, &this->worldViewProjMat);
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| 158 |
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| 159 | D3DXMATRIX worldMat;
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| 160 | D3DXMatrixIdentity(&worldMat);
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| 161 | this->device->SetTransform( D3DTS_WORLD, &worldMat);
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| 162 | this->device->SetTransform( D3DTS_PROJECTION, this->myScene->getActiveCamera()->getProjectionMatrix());
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| 163 | this->device->SetTransform( D3DTS_VIEW, this->myScene->getActiveCamera()->getViewMatrix());
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| 164 |
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| 165 | //this->angle += 0.01f;
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| 166 | //OceanEffect->SetFloat(TimeHandle, (float)sin(angle / 4.0f));
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| 167 | //OceanEffect->SetFloat(TimeHandle, angle);
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| 168 | OceanEffect->SetBool(RayHandle, false);
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| 169 | OceanEffect->CommitChanges();
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| 170 |
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| 171 | OceanEffect->Begin(&numPasses, 0);
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| 172 | for(UINT j = 0; j < numPasses; j++)
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| 173 | {
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| 174 | this->device->SetTexture(0, obj->Textures[0]);
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| 175 | // begin effect render pass
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| 176 | OceanEffect->BeginPass(j);
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| 177 |
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| 178 | this->device->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
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| 179 |
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| 180 | if(obj->isPMesh()) {
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| 181 | (*obj->getProgressiveMesh())->DrawSubset(0);
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| 182 | } else {
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| 183 | (*obj->getMesh())->DrawSubset(0);
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| 184 | }
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| 185 |
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| 186 | // end effect render pass
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| 187 | OceanEffect->EndPass();
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| 188 | }
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| 189 |
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| 190 | this->device->SetRenderState(D3DRS_FOGENABLE, FALSE);
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| 191 |
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| 192 | OceanEffect->End();
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| 193 | break;
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| 194 | }
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| 195 | }
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| 196 | this->device->EndScene();
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| 197 | }
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| 198 |
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| 199 | void OceanRenderer::OnLostDevice( void* pUserContext )
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| 200 | {
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| 201 | HRESULT hr;
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| 202 | this->myScene->manager->printToConsole(" OnLostDevice OceanRenderer");
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| 203 | V( this->OceanEffect->OnLostDevice() );
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| 204 | }
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| 205 |
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| 206 | void OceanRenderer::OnDestroyDevice( void* pUserContext )
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| 207 | {
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| 208 | this->myScene->manager->printToConsole(" OnDestroyDevice OceanRenderer");
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| 209 | this->myScene->manager->releaseEffect(this->OceanEffect);
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| 210 | this->OceanEffect = NULL;
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| 211 | }
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| 212 |
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| 213 | HRESULT OceanRenderer::OnResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
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| 214 | {
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| 215 | this->device = pd3dDevice;
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| 216 | this->OceanEffect = this->myScene->manager->getEffect(GameManager::EFFECT_OCEAN);
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| 217 | if(!this->OceanEffect) {
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| 218 | this->OceanEffect = this->myScene->manager->loadEffect(GameManager::EFFECT_OCEAN, L"shaders/Ocean.obj");
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| 219 | }
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| 220 | this->setEffect(this->OceanEffect);
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| 221 | return S_OK;
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| 222 | }
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| 223 |
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| 224 | bool OceanRenderer::isLowerThan(Renderer* renderer)
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| 225 | {
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| 226 | return this->getRenderPriority() < renderer->getRenderPriority();
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| 227 | }
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