[1378] | 1 | #include "dxstdafx.h"
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| 2 | #include ".\renderpass.h"
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| 3 |
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| 4 | #include "Scene.h"
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| 5 | #include "GameScene.h"
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| 6 | #include "SkyBox.h"
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| 7 | #include "Renderer.h"
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| 8 |
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| 9 | RenderPass::RenderPass(void)
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| 10 | {
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| 11 | this->renderTargetSurfaceOld = NULL;
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| 12 | this->depthStencilSurfaceOld = NULL;
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| 13 |
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| 14 | this->renderTarget = NULL;
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| 15 | this->dephStencilSurface = NULL;
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| 16 |
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| 17 | for(int i=0;i<SIZEOFCMD;i++)
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| 18 | {
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| 19 | this->executeCommand[i] = false;
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| 20 | }
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| 21 |
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| 22 | D3DXMatrixIdentity(&this->viewMat);
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| 23 | D3DXMatrixIdentity(&this->projMat);
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| 24 | this->renderPassId = -1;
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| 25 |
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| 26 | this->usedRendererList = &this->myRendererList;
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| 27 | }
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| 28 |
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| 29 | RenderPass::~RenderPass(void)
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| 30 | {
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| 31 | }
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| 32 |
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| 33 | void RenderPass::setRenderer(Renderer* _renderer)
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| 34 | {
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| 35 | this->renderer = _renderer;
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| 36 | this->scene = this->renderer->myScene;
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| 37 | this->device = this->scene->device;
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| 38 | }
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| 39 |
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| 40 | void RenderPass::setSafeAndRestoreRenderTarget(bool _safeRenderTarget)
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| 41 | {
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| 42 | this->safeRenderTarget = _safeRenderTarget;
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| 43 | }
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| 44 |
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| 45 | void RenderPass::setRenderTarget(LPDIRECT3DSURFACE9 _renderTarget)
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| 46 | {
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| 47 | this->renderTarget = _renderTarget;
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| 48 | }
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| 49 |
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| 50 | void RenderPass::setDepthStencilSurface(LPDIRECT3DSURFACE9 _depthStencilSurface)
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| 51 | {
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| 52 | this->dephStencilSurface = _depthStencilSurface;
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| 53 | }
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| 54 |
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| 55 | void RenderPass::setViewMatrix(D3DXMATRIX &_viewMat)
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| 56 | {
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| 57 | this->viewMat = _viewMat;
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| 58 | }
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| 59 |
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| 60 | void RenderPass::setProjectionMatrix(D3DXMATRIX &_projMat)
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| 61 | {
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| 62 | this->projMat = _projMat;
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| 63 | }
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| 64 |
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| 65 | void RenderPass::execute(int command, bool _execute)
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| 66 | {
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| 67 | this->executeCommand[command] = _execute;
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| 68 | }
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| 69 |
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| 70 | void RenderPass::executePass()
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| 71 | {
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| 72 | this->device = this->scene->device;
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| 73 | if(this->scene->activeRenderPass!=this) {
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| 74 | this->scene->manager->printToConsole("activeRenderPass != executed RenderPass!!! -> call setActiveRenderPass in Scene!");
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| 75 | return;
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| 76 | }
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| 77 | //asdf++;
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| 78 |
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| 79 | HRESULT hr;
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| 80 |
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| 81 | if(!this->device)
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| 82 | {
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| 83 | this->device = this->scene->device;
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| 84 | }
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| 85 |
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| 86 | if(this->safeRenderTarget) {
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| 87 | V( this->device->GetRenderTarget(0, &this->renderTargetSurfaceOld));
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| 88 | V( this->device->GetDepthStencilSurface(&this->depthStencilSurfaceOld))
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| 89 | }
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| 90 | V( this->device->SetRenderTarget( 0, this->renderTarget) );
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| 91 |
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| 92 | if(this->dephStencilSurface!=NULL) {
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| 93 | V( this->device->SetDepthStencilSurface( this->dephStencilSurface ) );
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| 94 | }
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| 95 | for(int i=0;i<SIZEOFCMD;i++)
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| 96 | {
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| 97 | if(this->executeCommand[i])
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| 98 | {
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| 99 | switch(i)
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| 100 | {
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| 101 | case this->CMD_CLEARRENDERTARGETANDZBUFFER:
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| 102 | this->scene->clearRenderTargetAndZBuffer();
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| 103 | break;
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| 104 | case this->CMD_DOFRUSTUMCULLING:
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| 105 | this->scene->doFrustumCulling();
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| 106 | break;
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| 107 | case this->CMD_RENDERNODES:
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| 108 | this->scene->renderNodes();
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| 109 | break;
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| 110 | }
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| 111 | }
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| 112 | }
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| 113 |
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| 114 | //Restore old RenderTarget
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| 115 | if(this->safeRenderTarget) {
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| 116 | if(this->depthStencilSurfaceOld)
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| 117 | {
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| 118 | V(this->device->SetDepthStencilSurface(this->depthStencilSurfaceOld));
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| 119 | SAFE_RELEASE(this->depthStencilSurfaceOld);
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| 120 | }
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| 121 | V(this->device->SetRenderTarget( 0, this->renderTargetSurfaceOld));
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| 122 | SAFE_RELEASE(this->renderTargetSurfaceOld);
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| 123 | }
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| 124 | }
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| 125 |
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| 126 | D3DXMATRIX* RenderPass::getViewMatrix()
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| 127 | {
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| 128 | return &this->viewMat;
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| 129 | }
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| 130 |
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| 131 | D3DXMATRIX* RenderPass::getProjectionMatrix()
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| 132 | {
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| 133 | return &this->projMat;
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| 134 | }
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| 135 |
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| 136 | D3DXMATRIX* RenderPass::getViewProjectionMatrix()
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| 137 | {
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| 138 | return &this->viewProjMat;
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| 139 | }
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| 140 |
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| 141 | D3DXMATRIX RenderPass::getWorldViewMatrix(D3DXMATRIX *worldMat)
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| 142 | {
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| 143 | D3DXMATRIX temp;
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| 144 | D3DXMatrixMultiply(&temp, worldMat, &this->viewMat);
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| 145 | return temp;
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| 146 | }
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| 147 |
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| 148 | D3DXMATRIX RenderPass::getWorldViewProjectionMatrix(D3DXMATRIX *worldMat)
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| 149 | {
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| 150 | D3DXMATRIX temp;
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| 151 | D3DXMatrixMultiply(&temp, worldMat, &this->viewProjMat);
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| 152 | return temp;
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| 153 | }
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| 154 |
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| 155 | void RenderPass::setRenderPassId(int _passId)
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| 156 | {
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| 157 | this->renderPassId = _passId;
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| 158 | }
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| 159 |
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| 160 | int RenderPass::getRenderPassId()
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| 161 | {
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| 162 | if(this->renderPassId==-1) {
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| 163 | this->scene->manager->printToConsole("RenderPass ID not set!!!!!");
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| 164 | }
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| 165 | return this->renderPassId;
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| 166 | }
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| 167 |
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| 168 | void RenderPass::setScene(Scene &_scene)
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| 169 | {
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| 170 | this->scene = &_scene;
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| 171 | this->device = this->scene->device;
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| 172 | }
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| 173 |
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| 174 | void RenderPass::calculateMatrices()
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| 175 | {
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| 176 | D3DXMatrixMultiply(&this->viewProjMat, &this->viewMat, &this->projMat);
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| 177 | }
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| 178 |
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| 179 | void RenderPass::useThisRendererList(std::vector<Renderer *>* _otherList)
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| 180 | {
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| 181 | this->usedRendererList = _otherList;
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| 182 | } |
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