[1378] | 1 | #pragma once
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| 2 | #include "renderer.h"
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| 3 | #include "RenderPass.h"
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| 4 |
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| 5 | #define SPTR boost::shared_ptr
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| 6 | #define WPTR boost::weak_ptr
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| 7 |
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| 8 | class RaytraceRenderer :
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| 9 | public Renderer
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| 10 | {
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| 11 |
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| 12 | public:
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| 13 |
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| 14 |
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| 15 | RaytraceRenderer(void);
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| 16 | ~RaytraceRenderer(void);
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| 17 |
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| 18 | virtual void init();
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| 19 | virtual void render();
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| 20 |
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| 21 | HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc );
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| 22 | virtual HRESULT OnResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext );
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| 23 | void OnLostDevice(void* pUserContext );
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| 24 | void OnDestroyDevice(void* pUserContext );
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| 25 | void RenderSceneInitialization();
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| 26 | IDirect3DTexture9* CreateTexture( int size, D3DFORMAT Format );
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| 27 | IDirect3DCubeTexture9* CreateCubeTexture( int size, D3DFORMAT Format );
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| 28 | IDirect3DSurface9* CreateDepthStencilSurface( int size );
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| 29 | void CreateVertexBuffer();
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| 30 | virtual void setCurrentTexture(IDirect3DTexture9* texture);
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| 31 | void setFresnelFactor(float _fresnel);
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| 32 | void setRefractionIndex(float _refraction);
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| 33 | void setNumberOfIterations(int _nbIteration);
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| 34 | virtual bool isLowerThan(Renderer* renderer);
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| 35 | D3DXMATRIX* getCubeMapProjectionMatrix();
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| 36 | D3DXMATRIX getCubeMapView(int nbView);
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| 37 | IDirect3DSurface9* getCubeMapSurface(int nbView);
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| 38 |
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| 39 | void blurDepthPass(int face);
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| 40 | void renderRefractionMap();
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| 41 | bool needsUpdate();
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| 42 | void renderDepth();
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| 43 | protected:
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| 44 | float nextUpdate;
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| 45 | int counter;
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| 46 | bool tempRenderMyNode;
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| 47 |
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| 48 | RenderPass rpDistance;
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| 49 |
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| 50 | D3DXMATRIX cubeMapProjectionMat;
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| 51 | LPDIRECT3DSURFACE9 pCubeMapDistSurf;
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| 52 |
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| 53 |
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| 54 | enum {
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| 55 | RENDER_ROOM_COLOR_DISTANCE,
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| 56 | RENDER_ROOM_UV,
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| 57 | RENDER_REFRACT_OBJECT_SCREEN,
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| 58 | };
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| 59 |
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| 60 | ID3DXEffect* g_pEffect; // D3DX effect interface
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| 61 | LPDIRECT3DSURFACE9 g_pRenderTargetSurfaceOld; // Store the original Screen's surface
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| 62 | LPDIRECT3DSURFACE9 g_pDepthStencilSurfaceOld; // Store the original Screen's DSS
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| 63 |
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| 64 | // Cube map textures
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| 65 | IDirect3DCubeTexture9* g_pRoomColorDistCubeMapTexture; // CubeMap for store: Color + Distance
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| 66 | //IDirect3DCubeTexture9* g_pRoomUVCubeMapTexture; // CubeMap for store: UV + ObjectID
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| 67 |
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| 68 | IDirect3DSurface9* g_pCubeMapDepthStencilSurface; // Depth-stencil buffer for rendering to cube texture
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| 69 | IDirect3DSurface9* g_pDepthStencilSurface; // Depth-stencil buffer for Room Texture
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| 70 |
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| 71 | bool g_bInitialization; // Initialization is in progress
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| 72 | bool g_bUseDistanceImpostors; // Use distance impostor method
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| 73 |
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| 74 | // Matrices
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| 75 | D3DXMATRIXA16 g_mWorldCenterObject; // World matrix of the CenterObject (scaling & offset)
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| 76 | D3DXMATRIXA16 g_mWorldViewLight; // Light's worldview matrix
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| 77 |
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| 78 | // Floats
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| 79 | float g_fFresnelFactor; // The Fresnel factor
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| 80 | float g_fRefractionIndex; // The Refraction index
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| 81 | D3DXVECTOR3 g_vCenterObjectPos; // Define the offset of the CenterObject
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| 82 | int g_iNumberOfIteration; // The number of the iteration of the algorithm.
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| 83 | };
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