1 | #include "dxstdafx.h"
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2 | #include ".\scene.h"
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3 | #include "GameManager.h"
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4 | #include "Object3d.h"
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5 | #include "Box.h"
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6 | #include "Sprite.h"
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7 | #include "ParticleGroup.h"
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8 | #include "ParticleEmitter.h"
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9 | #include "SoundNode.h"
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10 | #include "SharedResourceTexture.h"
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11 | #include "fmod.h"
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12 |
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13 | Scene::Scene(void)
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14 | {
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15 | this->sceneAlpha = 1;
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16 | this->root.setScene(*this);
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17 | this->sceneLifeTime = 0;
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18 | this->usePhysXDebugger = true;
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19 |
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20 | //Fade Stuff
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21 | this->visible = true;
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22 | this->fadeState = NOFADE;
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23 |
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24 | //Gravity
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25 | this->pDefaultGravity.x = 0;
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26 | this->pDefaultGravity.y = -9.8f;
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27 | this->pDefaultGravity.z = 0;
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28 |
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29 | //Frustum Stuff
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30 | this->enableFrustumCulling = true;
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31 | this->drawBBoxes = true;
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32 | this->boundingBox = NULL;
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33 | this->quadTreeBuilt = false;
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34 |
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35 | //RenderChain Timing usw
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36 | QueryPerformanceFrequency(&this->frequency);
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37 | this->firstFrame = true;
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38 |
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39 | //PhysicStuff
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40 | this->pScene = NULL;
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41 | D3DXMatrixIdentity(&this->worldMatrix);
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42 | D3DXMatrixIdentity(&this->identMatrix);
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43 |
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44 | this->root.myScene = this;
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45 | this->contactReport = NULL;
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46 | this->triggerReport = NULL;
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47 | this->notifyReport = NULL;
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48 |
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49 | //Get the Device
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50 | this->device = DXUTGetD3DDevice();
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51 | this->physxRenderer.setDevice(*this->device);
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52 |
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53 | //Sun Stuff
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54 | this->sunDirection.setXYZ(-1.0f, -2.0f, 1.0f);
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55 | this->specialRenderer = NULL;
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56 |
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57 | //DefaultRenderPass konfigurieren
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58 | this->activeRenderPass = NULL;
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59 |
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60 | //Particle Group Stuff
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61 | this->particleGroupCounter = 0;
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62 |
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63 | this->finalImage = NULL;
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64 | this->preDistortionFinal = NULL;
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65 | this->distortionMap1 = NULL;
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66 | this->distortionMap2 = NULL;
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67 | this->screenDistortionMap = NULL;
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68 | this->quadMesh = NULL;
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69 | this->meshCreated = false;
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70 | this->depthTextureResource = NULL;
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71 | this->useDepthImposter = true;
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72 | this->useRaytracer = true;
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73 |
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74 | this->muteMusic = false;
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75 | }
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76 |
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77 | Scene::~Scene(void)
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78 | {
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79 | SAFE_RELEASE(this->finalImage);
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80 | SAFE_RELEASE(this->finalImageSurface);
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81 | SAFE_RELEASE(this->quadMesh);
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82 | SAFE_RELEASE(this->depthSurface);
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83 | SAFE_RELEASE(this->preDistortionFinal);
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84 | SAFE_RELEASE(this->preDistortionFinalSurface);
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85 | SAFE_RELEASE(this->screenDistortionMapSurface);
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86 | }
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87 |
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88 | void Scene::initScene(GameManager &_manager)
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89 | {
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90 | HRESULT hr;
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91 |
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92 | this->manager = &_manager;
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93 |
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94 | //Textur für endgültiges Bild erzeugen
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95 | if(!this->finalImage) {
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96 | //Create Texture
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97 | V( DXUTGetD3DDevice()->CreateTexture(this->manager->screenWidth, this->manager->screenHeight, 1, D3DUSAGE_RENDERTARGET,
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98 | //V( DXUTGetD3DDevice()->CreateTexture(this->manager->screenWidth, this->manager->screenHeight+1, 1, D3DUSAGE_RENDERTARGET,
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99 | D3DFMT_A16B16G16R16F, D3DPOOL_DEFAULT, &this->finalImage, NULL ) );
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100 |
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101 | //Get Surface for RenderTarget
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102 | this->finalImage->GetSurfaceLevel(0, &this->finalImageSurface);
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103 | }
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104 |
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105 | this->sceneLifeTime = 0;
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106 | this->firstFrame = true;
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107 |
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108 | this->defaultParticleGroup = (ParticleGroup*) this->createNode(Scene::NODE_PARTICLEGROUP, false);
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109 | this->initPhysic();
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110 | this->boundingBox = (Box*) this->createNode(Scene::NODE_BOX);
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111 | this->boundingBox->setVisible(false);
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112 | this->boundingBox->setStandBy(true);
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113 |
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114 | //Camera Stuff
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115 | this->defaultCamera = (Camera *) this->createNode(this->NODE_CAMERA);
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116 | this->activeCamera = this->defaultCamera;
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117 |
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118 | //Default RenderPass
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119 | this->defaultRenderPass.setSafeAndRestoreRenderTarget(false);
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120 | this->defaultRenderPass.setScene(*this);
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121 | this->defaultRenderPass.setRenderPassId(Scene::PASS_NORMAL);
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122 | this->defaultRenderPass.setRenderTarget(this->finalImageSurface);
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123 | this->defaultRenderPass.execute(RenderPass::CMD_CLEARRENDERTARGETANDZBUFFER);
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124 | this->defaultRenderPass.execute(RenderPass::CMD_RENDERNODES);
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125 |
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126 | //Depth RenderPass
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127 | this->depthTextureResource = (SharedResourceTexture*) this->getSharedResource(Scene::SR_TEXTURE_VIEWDEPTH);
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128 | if(!this->depthTextureResource) {
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129 | if(this->depthSurface){
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130 | SAFE_RELEASE (this->depthSurface);
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131 | }
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132 | this->depthTextureResource = (SharedResourceTexture*) this->createSharedResource(Scene::SR_TEXTURE_VIEWDEPTH);
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133 | this->depthTextureResource->getTexture()->GetSurfaceLevel(0, &this->depthSurface);
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134 | }
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135 |
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136 | //Load DistortionMaps
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137 | if(!this->distortionMap1)
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138 | this->distortionMap1 = this->manager->resManager.loadTexture("./media/textures/heatnoise.tga");
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139 | if(!this->distortionMap2)
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140 | this->distortionMap2 = this->manager->resManager.loadTexture("./media/textures/heatnoise2.tga");
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141 | if(!this->screenDistortionMap) {
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142 | SharedResourceTexture* distMap = (SharedResourceTexture*) this->createSharedResource(Scene::SR_TEXTURE_DISTORTION);
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143 | this->screenDistortionMap = distMap->getTexture();
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144 | this->screenDistortionMap->GetSurfaceLevel(0, &this->screenDistortionMapSurface);
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145 | }
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146 |
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147 | if(!this->preDistortionFinal) {
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148 | //Create Texture
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149 | V( DXUTGetD3DDevice()->CreateTexture(this->manager->screenWidth, this->manager->screenHeight, 1, D3DUSAGE_RENDERTARGET,
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150 | D3DFMT_A16B16G16R16F, D3DPOOL_DEFAULT, &this->preDistortionFinal, NULL ) );
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151 |
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152 | //Get Surface for RenderTarget
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153 | this->preDistortionFinal->GetSurfaceLevel(0, &this->preDistortionFinalSurface);
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154 | }
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155 |
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156 | this->depthRenderPass.setSafeAndRestoreRenderTarget(false);
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157 | this->depthRenderPass.setScene(*this);
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158 | this->depthRenderPass.setRenderPassId(Scene::PASS_DEPTH);
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159 | this->depthRenderPass.setRenderTarget(this->depthSurface);
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160 | this->depthRenderPass.execute(RenderPass::CMD_CLEARRENDERTARGETANDZBUFFER);
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161 | this->depthRenderPass.execute(RenderPass::CMD_RENDERNODES);
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162 | this->depthRenderPass.useThisRendererList(this->defaultRenderPass.usedRendererList);
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163 |
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164 | //Raytrace RenderPass
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165 | this->raytraceRenderPass.setSafeAndRestoreRenderTarget(false);
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166 | this->raytraceRenderPass.setScene(*this);
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167 | this->raytraceRenderPass.setRenderPassId(Scene::PASS_RAYTRACE);
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168 | this->raytraceRenderPass.execute(RenderPass::CMD_CLEARRENDERTARGETANDZBUFFER);
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169 | this->raytraceRenderPass.execute(RenderPass::CMD_DOFRUSTUMCULLING);
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170 | this->raytraceRenderPass.execute(RenderPass::CMD_RENDERNODES);
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171 |
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172 | }
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173 |
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174 | float Scene::getSceneLiveTime()
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175 | {
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176 | return this->sceneLifeTime;
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177 | }
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178 |
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179 | void Scene::setVisible(bool _visible)
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180 | {
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181 | this->visible = _visible;
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182 | }
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183 |
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184 | bool Scene::isVisible()
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185 | {
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186 | return this->visible;
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187 | }
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188 | void Scene::fadeIn(float _duration)
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189 | {
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190 | this->fadeDuration = _duration;
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191 | this->fadeTimer = 0;
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192 | this->fadeState = FADEIN;
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193 | this->setVisible(true);
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194 | }
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195 | void Scene::fadeOut(float _duration)
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196 | {
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197 | this->fadeDuration = _duration;
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198 | this->fadeTimer = 0;
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199 | this->fadeState = FADEOUT;
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200 | }
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201 |
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202 | void Scene::setSceneAlpha(float _alpha)
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203 | {
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204 | if(_alpha>1) _alpha = 1;
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205 | if(_alpha<0) _alpha = 0;
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206 | this->sceneAlpha = _alpha;
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207 | }
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208 |
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209 | Node* Scene::getRoot()
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210 | {
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211 | return &this->root;
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212 | }
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213 |
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214 | void Scene::clearScene() {
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215 | this->root.removeAllChildren();
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216 | this->cleanUpScene();
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217 |
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218 | this->nodeList.clear();
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219 | this->particleList.clear();
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220 | this->rendererList.clear();
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221 | this->refObject3dList.clear();
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222 | this->refCameraList.clear();
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223 | this->refSoundList.clear();
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224 | this->triggerList.clear();
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225 | this->particleGroupVector.clear();
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226 | this->clearSharedResources();
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227 | this->sharedResourceVector.clear();
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228 | this->visibleNodeList.clear();
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229 | this->soundNodeList.clear();
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230 | //this->usedRendererList.clear();
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231 | this->zombieNodeList.clear();
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232 |
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233 | if(this->manager && this->manager->pPhysicsSDK) {
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234 | this->manager->pPhysicsSDK->releaseScene(*this->pScene);
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235 | this->pScene = NULL;
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236 | }
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237 | }
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238 |
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239 | void Scene::setWidth(float _w)
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240 | {
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241 | this->width = _w;
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242 | }
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243 |
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244 | void Scene::setHeight(float _h)
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245 | {
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246 | this->height = _h;
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247 | }
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248 |
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249 | void Scene::setDepth(float _d)
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250 | {
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251 | this->depth = _d;
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252 | }
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253 |
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254 | float Scene::getWidth()
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255 | {
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256 | return this->width;
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257 | }
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258 |
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259 | float Scene::getHeight()
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260 | {
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261 | return this->height;
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262 | }
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263 |
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264 | float Scene::getDepth()
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265 | {
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266 | return this->depth;
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267 | }
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268 |
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269 | float Scene::viewPortRatio()
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270 | {
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271 | //return float(this->width) / this->height;
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272 | return float(this->manager->screenWidth)/this->manager->screenHeight;
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273 | }
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274 |
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275 |
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276 | Camera* Scene::getActiveCamera()
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277 | {
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278 | return this->activeCamera;
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279 | }
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280 |
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281 | NxSceneDesc* Scene::getPhysicSceneDescriptor()
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282 | {
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283 | return &this->sceneDesc;
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284 | }
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285 |
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286 | bool Scene::initPhysic()
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287 | {
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288 | // Create the scene
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289 | this->manager->pPhysicsSDK->setParameter(NX_SKIN_WIDTH, (NxReal)0.01);
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290 | if(this->usePhysXDebugger) {
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291 | this->manager->pPhysicsSDK->setParameter(NX_VISUALIZATION_SCALE, 5.0f);
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292 | this->manager->pPhysicsSDK->setParameter(NX_VISUALIZE_COLLISION_SHAPES, 1);
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293 | this->manager->pPhysicsSDK->setParameter(NX_VISUALIZE_ACTOR_AXES, 1);
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294 | this->manager->pPhysicsSDK->setParameter(NX_VISUALIZE_JOINT_LOCAL_AXES, 1.0f);
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295 | this->manager->pPhysicsSDK->setParameter(NX_VISUALIZE_JOINT_WORLD_AXES, 1);
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296 | this->manager->pPhysicsSDK->setParameter(NX_VISUALIZE_JOINT_ERROR, 1);
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297 | this->manager->pPhysicsSDK->setParameter(NX_VISUALIZE_JOINT_LIMITS, 1);
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298 | this->manager->pPhysicsSDK->setParameter(NX_VISUALIZE_JOINT_FORCE, 1);
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299 | }
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300 | this->sceneDesc.gravity = pDefaultGravity;
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301 | this->sceneDesc.collisionDetection = true;
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302 | if(this->pScene!=NULL) {
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303 | this->manager->pPhysicsSDK->releaseScene(*this->pScene);
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304 | }
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305 | this->pScene = this->manager->pPhysicsSDK->createScene(this->sceneDesc);
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306 | if(this->contactReport) this->pScene->setUserContactReport(this->contactReport);
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307 | if(this->triggerReport) this->pScene->setUserTriggerReport(this->triggerReport);
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308 | if(this->notifyReport) this->pScene->setUserNotify(this->notifyReport);
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309 | this->pScene->setTiming(1.0f/60.0f, 8, NX_TIMESTEP_FIXED);
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310 |
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311 | // Create the default material
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312 | NxMaterial* defaultMaterial = this->pScene->getMaterialFromIndex(0);
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313 | defaultMaterial->setRestitution(0.5);
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314 | defaultMaterial->setStaticFriction(0.5);
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315 | defaultMaterial->setDynamicFriction(0.5);
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316 |
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317 | return true;
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318 | }
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319 |
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320 | float Scene::getDeltaTime()
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321 | {
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322 | return this->dt;
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323 | }
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324 |
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325 | void Scene::buildQuadTree()
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326 | {
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327 | this->fcQuad.setDimension(this->getWidth(), this->getWidth());
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328 | this->fcQuad.setPosition(this->getWidth()/2, this->getWidth()/2);
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329 | this->fcQuad.buildQuadTree(QUADLEVEL);
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330 | this->quadTreeBuilt = true;
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331 | }
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332 |
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333 | RenderPass* Scene::getActiveRenderPass()
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334 | {
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335 | return this->activeRenderPass;
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336 | }
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337 |
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338 | void Scene::renderScene(float fElapsedTime)
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339 | {
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340 | if(this->isVisible()) {
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341 | if(this->device==0) {
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342 | this->device = DXUTGetD3DDevice();
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343 | this->physxRenderer.setDevice(*this->device);
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344 | }
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345 | this->device->SetRenderTarget(0, this->finalImageSurface);
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346 |
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347 | this->takeTime();
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348 | //ClearScreen
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349 | //this->clearRenderTargetAndZBuffer();
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350 | //Clear SharedResources
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351 | this->clearSharedResources();
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352 | //Fetch Physic Results
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353 | this->fetchPhysicResults();
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354 | //Fading Stuff
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355 | this->doFade();
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356 | //Trigger updates
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357 | this->updateTrigger();
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358 | //Update Nodes
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359 | this->updateNodes();
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360 | //Calculate Transformations
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361 | this->calculateTransformations();
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362 |
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363 | //startRenderPasses
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364 | this->startRenderPasses();
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365 |
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366 | //Cleanup Memory
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367 | this->cleanUpScene();
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368 | //Start Physic
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369 | this->startPhysic();
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370 |
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371 | this->firstFrame = false;
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372 | }
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373 | }
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374 |
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375 | void Scene::takeTime()
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376 | {
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377 | //Take time
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378 | if(this->firstFrame) {
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379 | QueryPerformanceCounter(&this->currentFrame);
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380 | this->lastFrame = this->currentFrame;
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381 | return;
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382 | } else {
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383 | this->lastFrame = this->currentFrame;
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384 | QueryPerformanceCounter(&this->currentFrame);
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385 | }
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386 | double tempdt;
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387 | tempdt = (double)(this->currentFrame.QuadPart-this->lastFrame.QuadPart)/(double)this->frequency.QuadPart;
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388 | this->dt = (float) tempdt;
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389 | this->dt = min(0.033f, this->dt);
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390 | }
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391 |
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392 | void Scene::fetchPhysicResults()
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393 | {
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394 | if(!this->firstFrame) {
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395 | this->pScene->fetchResults(NX_RIGID_BODY_FINISHED, true);
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396 | }
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397 | }
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398 |
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399 | void Scene::doFade()
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400 | {
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401 | switch(this->fadeState)
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402 | {
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403 | case FADEOUT:
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404 | this->fadeTimer+=this->dt;
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405 | this->sceneAlpha -= this->dt/this->fadeDuration;
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406 | if(this->sceneAlpha<=0) {
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407 | this->setVisible(false);
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408 | this->fadeState = NOFADE;
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409 | this->sceneAlpha = 0;
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410 | }
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411 | this->updateSoundNodeVolume();
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412 | break;
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413 | case FADEIN:
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414 | if(!this->visible)
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415 | this->setVisible(true);
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416 | this->fadeTimer+=this->dt;
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417 | this->sceneAlpha+=this->dt/this->fadeDuration;
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418 | if(this->sceneAlpha>=1) {
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419 | this->fadeState = NOFADE;
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420 | this->sceneAlpha = 1;
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421 | }
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422 | this->updateSoundNodeVolume();
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423 | break;
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424 | default:
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425 | break;
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426 | }
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427 | }
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428 |
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429 | void Scene::updateTrigger()
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430 | {
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431 | this->sceneLifeTime+=this->getDeltaTime();
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432 | std::vector<SPTR<Trigger> >::iterator it;
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433 | for(it=this->triggerList.begin();it!=this->triggerList.end();it++) {
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434 | if(this->sceneLifeTime>(*it)->getTime()) {
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435 | this->executeTrigger(*it);
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436 | this->triggerList.erase(it);
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437 | it--;
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438 | } else {
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439 | return;
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440 | }
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441 | }
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442 |
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443 | for(UINT i=0;i<this->triggerList.size();i++) {
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444 | if(this->sceneLifeTime>this->triggerList.at(i)->getTime()) {
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445 | this->executeTrigger(this->triggerList.at(i));
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446 | i--;
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447 | } else {
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448 | return;
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449 | }
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450 | }
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451 | }
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452 |
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453 | void Scene::updateNodes()
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454 | {
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455 | this->root.update(this->dt);
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456 | }
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457 |
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458 |
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459 | void Scene::calculateTransformations()
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460 | {
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461 | //Object transformation
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462 | this->root.calcWorldMatrix(this->worldMatrix);
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463 | this->root.updateBBox();
|
---|
464 | }
|
---|
465 |
|
---|
466 |
|
---|
467 |
|
---|
468 | void Scene::doFrustumCulling()
|
---|
469 | {
|
---|
470 | Camera cam(this->viewPortRatio());
|
---|
471 | cam.setViewMatrix(*this->activeRenderPass->getViewMatrix());
|
---|
472 | cam.setProjectionMatrix(*this->activeRenderPass->getProjectionMatrix());
|
---|
473 |
|
---|
474 | std::vector<Renderer *>* usedRendererList;
|
---|
475 | usedRendererList = this->activeRenderPass->usedRendererList;
|
---|
476 |
|
---|
477 | std::list<SPTR<Node> >::iterator nodeIt;
|
---|
478 | Node* node;
|
---|
479 |
|
---|
480 | if(!this->quadTreeBuilt)
|
---|
481 | this->buildQuadTree();
|
---|
482 | usedRendererList->clear();
|
---|
483 |
|
---|
484 | Renderer *renderer;
|
---|
485 |
|
---|
486 | if(this->enableFrustumCulling) {
|
---|
487 | Plane view[4];
|
---|
488 |
|
---|
489 | view[0] = cam.getNearPlane();
|
---|
490 | view[1] = cam.getFarPlane();
|
---|
491 | view[2] = cam.getLeftPlane();
|
---|
492 | view[3] = cam.getRightPlane();
|
---|
493 | this->fcQuad.clipQuadAgainstCamera(&view[0]);
|
---|
494 |
|
---|
495 | for(nodeIt = this->nodeList.begin(); nodeIt!=this->nodeList.end();nodeIt++) {
|
---|
496 | node = (*nodeIt).get();
|
---|
497 | if(!node->onStandBy() && node->visible && node->hasRenderer() && node->testAgainstFrustum && this->fcQuad.nodeInside(node)) {
|
---|
498 | renderer = node->getRenderer().get();
|
---|
499 | if(this->activeRenderPass == &this->defaultRenderPass) {
|
---|
500 | if(renderer->isA(Renderer::RENDERER_PARTICLE)) {
|
---|
501 | this->needDepthPass |= renderer->needsExtraPass();
|
---|
502 | if(((ParticleRenderer*) renderer)->needHeatHazePass()) {
|
---|
503 | this->needDistortionPass = true;
|
---|
504 | this->heatHazeParticleRendererList.push_back((ParticleRenderer*) renderer);
|
---|
505 | }
|
---|
506 | } else if(renderer->isA(Renderer::RENDERER_RAYTRACE)) {
|
---|
507 | this->needRaytracePass = true;
|
---|
508 | this->raytraceRendererList.push_back((RaytraceRenderer*) renderer);
|
---|
509 | }
|
---|
510 | }
|
---|
511 | usedRendererList->push_back(renderer);
|
---|
512 | } else if(!node->onStandBy() && node->visible && node->hasRenderer() && !node->testAgainstFrustum) {
|
---|
513 | renderer = node->getRenderer().get();
|
---|
514 | if(this->activeRenderPass == &this->defaultRenderPass) {
|
---|
515 | if(renderer->isA(Renderer::RENDERER_PARTICLE)) {
|
---|
516 | this->needDepthPass |= renderer->needsExtraPass();
|
---|
517 | if(((ParticleRenderer*) renderer)->needHeatHazePass()) {
|
---|
518 | this->needDistortionPass = true;
|
---|
519 | this->heatHazeParticleRendererList.push_back((ParticleRenderer*) renderer);
|
---|
520 | }
|
---|
521 | } else if(renderer->isA(Renderer::RENDERER_RAYTRACE)) {
|
---|
522 | this->needRaytracePass = true;
|
---|
523 | this->raytraceRendererList.push_back((RaytraceRenderer*) renderer);
|
---|
524 | }
|
---|
525 | }
|
---|
526 | usedRendererList->push_back(renderer);
|
---|
527 | }
|
---|
528 | }
|
---|
529 | } else {
|
---|
530 | for(nodeIt = this->nodeList.begin(); nodeIt!=this->nodeList.end();nodeIt++) {
|
---|
531 | node = (*nodeIt).get();
|
---|
532 | if(!node->onStandBy() && node->visible && node->hasRenderer()) {
|
---|
533 | renderer = node->getRenderer().get();
|
---|
534 | if(this->activeRenderPass == &this->defaultRenderPass) {
|
---|
535 | if(renderer->isA(Renderer::RENDERER_PARTICLE)) {
|
---|
536 | this->needDepthPass |= renderer->needsExtraPass();
|
---|
537 | if(((ParticleRenderer*) renderer)->needHeatHazePass()) {
|
---|
538 | this->needDistortionPass = true;
|
---|
539 | this->heatHazeParticleRendererList.push_back((ParticleRenderer*) renderer);
|
---|
540 | }
|
---|
541 | } else if(renderer->isA(Renderer::RENDERER_RAYTRACE)) {
|
---|
542 | this->needRaytracePass = true;
|
---|
543 | this->raytraceRendererList.push_back((RaytraceRenderer*) renderer);
|
---|
544 | }
|
---|
545 | }
|
---|
546 | usedRendererList->push_back(renderer);
|
---|
547 | }
|
---|
548 | }
|
---|
549 | }
|
---|
550 | }
|
---|
551 |
|
---|
552 | void Scene::doViewingTransformation()
|
---|
553 | {
|
---|
554 | this->device->SetTransform(D3DTS_VIEW, this->activeCamera->getViewMatrix() );
|
---|
555 | }
|
---|
556 |
|
---|
557 |
|
---|
558 | void Scene::renderNodes()
|
---|
559 | {
|
---|
560 | std::vector<Renderer *>* usedRendererList;
|
---|
561 | usedRendererList = this->activeRenderPass->usedRendererList;
|
---|
562 |
|
---|
563 | //Sorts the rendering processes by its priority!
|
---|
564 | std::sort(usedRendererList->begin(), usedRendererList->end(), renderSortFunction());
|
---|
565 |
|
---|
566 | std::vector<Renderer *>::iterator it;
|
---|
567 | for(it=usedRendererList->begin();it!=usedRendererList->end();it++) {
|
---|
568 | if((*it) == 0) {
|
---|
569 | this->manager->printToConsole("Renderer in usedRenderList is NULL!!!!");
|
---|
570 | }
|
---|
571 | if((*it)->nodeAdded) {
|
---|
572 | SPTR<Node> n = (*it)->myNode.lock();
|
---|
573 | if(!n->onStandBy() && n->visible) {
|
---|
574 | this->worldMatrix = *n->getWorldMatrix();
|
---|
575 | (*it)->render();
|
---|
576 | }
|
---|
577 | }
|
---|
578 | }
|
---|
579 | if(this->usePhysXDebugger && this->activeRenderPass==&this->defaultRenderPass) {
|
---|
580 | D3DXMATRIX worldMat;
|
---|
581 | D3DXMatrixIdentity(&worldMat);
|
---|
582 | this->device->SetTransform( D3DTS_WORLD, &worldMat);
|
---|
583 | this->device->SetTransform( D3DTS_PROJECTION, this->activeCamera->getProjectionMatrix());
|
---|
584 | this->device->SetTransform( D3DTS_VIEW, this->activeCamera->getViewMatrix());
|
---|
585 | const NxDebugRenderable *dbgRenderable = pScene->getDebugRenderable();
|
---|
586 | this->physxRenderer.render(*dbgRenderable);
|
---|
587 | this->device->SetTransform( D3DTS_PROJECTION, &worldMat);
|
---|
588 | this->device->SetTransform( D3DTS_VIEW, &worldMat);
|
---|
589 | }
|
---|
590 | /*D3DXMatrixIdentity(&this->worldMatrix);
|
---|
591 | if(this->drawBBoxes && this->boundingBox!=NULL) {
|
---|
592 | for(it=this->usedRendererList.begin();it!=this->usedRendererList.end();it++) {
|
---|
593 | SPTR<Node> n = (*it)->myNode.lock();
|
---|
594 | D3DXMATRIX tMat;
|
---|
595 | Vector dim = *n->getAbsMaxBBox() - *n->getAbsMinBBox();
|
---|
596 | Vector absPos;
|
---|
597 | absPos = *n->getAbsMinBBox()+dim/2;
|
---|
598 | D3DXMatrixTranslation(&tMat, absPos.x, absPos.y, absPos.z);
|
---|
599 | this->device->SetTransform( D3DTS_WORLD, &tMat);
|
---|
600 |
|
---|
601 | this->boundingBox->setDimension(dim.x, dim.y, dim.z);
|
---|
602 | this->boundingBox->getRenderer()->render();
|
---|
603 | }
|
---|
604 | }*/
|
---|
605 | }
|
---|
606 |
|
---|
607 | void Scene::cleanUpScene()
|
---|
608 | {
|
---|
609 | std::list<SPTR<Node> >::iterator it;
|
---|
610 | std::list<SPTR<Node> >::iterator nit;
|
---|
611 | std::vector<SPTR<Renderer> >::iterator rit;
|
---|
612 | Node* node;
|
---|
613 | for(it=this->zombieNodeList.begin();it!=this->zombieNodeList.end();it++) {
|
---|
614 | node = (*it).get();
|
---|
615 | node->getFather()->removeChild(*it);
|
---|
616 |
|
---|
617 | //Delete Renderer
|
---|
618 | if(node->hasRenderer())
|
---|
619 | {
|
---|
620 | Renderer *r = node->getRenderer().get();
|
---|
621 | for(rit=this->rendererList.begin();rit!=this->rendererList.end();rit++) {
|
---|
622 | if((*rit).get() == r)
|
---|
623 | {
|
---|
624 | this->rendererList.erase(rit);
|
---|
625 | break;
|
---|
626 | }
|
---|
627 | }
|
---|
628 | }
|
---|
629 |
|
---|
630 | //Delete Physic Actor
|
---|
631 | if(node->getActor()!=NULL)
|
---|
632 | {
|
---|
633 | this->pScene->releaseActor(*node->getActor());
|
---|
634 | }
|
---|
635 |
|
---|
636 | //Delete from NodeList
|
---|
637 | this->deleteNodeInList(node, this->nodeList);
|
---|
638 | this->deleteNodeInList(node, this->particleList);
|
---|
639 | this->deleteNodeInList(node, this->soundNodeList);
|
---|
640 | }
|
---|
641 | this->zombieNodeList.clear();
|
---|
642 | }
|
---|
643 |
|
---|
644 | void Scene::deleteNodeInList(Node* node, std::list<SPTR<Node> > &list) {
|
---|
645 | std::list<SPTR<Node> >::iterator it;
|
---|
646 | for(it=list.begin();it!=list.end();it++) {
|
---|
647 | if((*it).get() == node)
|
---|
648 | {
|
---|
649 | list.erase(it);
|
---|
650 | break;
|
---|
651 | }
|
---|
652 | }
|
---|
653 | }
|
---|
654 |
|
---|
655 | void Scene::deleteRendererInList(Renderer* renderer) {
|
---|
656 | // remove particle renderer
|
---|
657 | std::vector<SPTR<Renderer> >::iterator it;
|
---|
658 | for(it=rendererList.begin();it!=rendererList.end();it++) {
|
---|
659 | if((*it).get() == renderer) {
|
---|
660 | rendererList.erase(it);
|
---|
661 | break;
|
---|
662 | }
|
---|
663 | }
|
---|
664 | }
|
---|
665 |
|
---|
666 | void Scene::startPhysic()
|
---|
667 | {
|
---|
668 | this->pScene->simulate(this->dt);
|
---|
669 | this->pScene->flushStream();
|
---|
670 | }
|
---|
671 |
|
---|
672 | void Scene::clearRenderTargetAndZBuffer()
|
---|
673 | {
|
---|
674 | DXUTGetD3DDevice()->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(255, 0, 0, 0), 1.0f, 0);
|
---|
675 | }
|
---|
676 |
|
---|
677 | //Clear SharedResources
|
---|
678 | void Scene::clearSharedResources()
|
---|
679 | {
|
---|
680 | for(UINT i=0;i<this->sharedResourceVector.size();i++) {
|
---|
681 | this->sharedResourceVector.at(i)->setResourceAvailable(false);
|
---|
682 | }
|
---|
683 | }
|
---|
684 |
|
---|
685 | void Scene::setKeyPressed(UINT key, bool bKeyPressed)
|
---|
686 | {
|
---|
687 | this->keyDown[key] = bKeyPressed;
|
---|
688 | }
|
---|
689 |
|
---|
690 | void Scene::setMouseStatus(bool bLeftButtonDown, bool bRightButtonDown,bool bMiddleButtonDown,
|
---|
691 | bool bSideButton1Down, bool bSideButton2Down, int nMouseWheelDelta,
|
---|
692 | int xPos, int yPos)
|
---|
693 | {
|
---|
694 | this->mouseButton[MOUSE_LEFT] = bLeftButtonDown;
|
---|
695 | this->mouseButton[MOUSE_RIGHT] = bRightButtonDown;
|
---|
696 | this->mouseButton[MOUSE_MIDDLE] = bMiddleButtonDown;
|
---|
697 | this->mouseButton[MOUSE_SIDE1] = bSideButton1Down;
|
---|
698 | this->mouseButton[MOUSE_SIDE2] = bSideButton2Down;
|
---|
699 | this->mousePos[0] = xPos;
|
---|
700 | this->mousePos[1] = yPos;
|
---|
701 | this->mouseWheel = nMouseWheelDelta;
|
---|
702 | }
|
---|
703 |
|
---|
704 | Node* Scene::createNode(int type)
|
---|
705 | {
|
---|
706 | return this->createNode(type, this->root, true, false);
|
---|
707 | }
|
---|
708 |
|
---|
709 | Node* Scene::createNode(int type, Node &father)
|
---|
710 | {
|
---|
711 | return this->createNode(type, father, true, false);
|
---|
712 | }
|
---|
713 |
|
---|
714 | Node* Scene::createNode(int type, bool addDefaultRenderer)
|
---|
715 | {
|
---|
716 | return this->createNode(type, this->root, addDefaultRenderer, false);
|
---|
717 | }
|
---|
718 |
|
---|
719 | Node* Scene::createNode(int type, Node &father, bool addDefaultRenderer) {
|
---|
720 | return this->createNode(type, father, addDefaultRenderer, false);
|
---|
721 | }
|
---|
722 |
|
---|
723 | Node* Scene::createReferenceNode(int type, bool addDefaultRenderer)
|
---|
724 | {
|
---|
725 | Node* n=0;
|
---|
726 | Node* newNode = this->createNode(type, *n, addDefaultRenderer, true);
|
---|
727 | newNode->setStandBy(true);
|
---|
728 | return newNode;
|
---|
729 | }
|
---|
730 |
|
---|
731 | Node* Scene::createNode(int type, Node &father, bool addDefaultRenderer, bool isReference)
|
---|
732 | {
|
---|
733 | switch(type)
|
---|
734 | {
|
---|
735 | case NODE_OBJECT3D:
|
---|
736 | {
|
---|
737 | SPTR<Node> node(new Object3d);
|
---|
738 | node->setScene(*this);
|
---|
739 | if(!isReference) {
|
---|
740 | father.addChild(node);
|
---|
741 | this->nodeList.push_back(node);
|
---|
742 | } else {
|
---|
743 | this->refObject3dList.push_back(node);
|
---|
744 | }
|
---|
745 | if(addDefaultRenderer) {
|
---|
746 | SPTR<Renderer> renderer(new SimpleMeshRenderer);
|
---|
747 | renderer->setScene(*this);
|
---|
748 | WPTR<Node> wn(node);
|
---|
749 | renderer->setNode(wn);
|
---|
750 | node->setRenderer(renderer);
|
---|
751 | renderer->init();
|
---|
752 | this->rendererList.push_back(renderer);
|
---|
753 | }
|
---|
754 | return node.get();
|
---|
755 | }
|
---|
756 | break;
|
---|
757 | case NODE_CAMERA:
|
---|
758 | {
|
---|
759 | //SPTR<Node> node(new Camera);
|
---|
760 | SPTR<Node> node(new Camera(this->viewPortRatio())); // MG
|
---|
761 | if(!isReference) {
|
---|
762 | father.addChild(node);
|
---|
763 | this->nodeList.push_back(node);
|
---|
764 | } else {
|
---|
765 | this->refCameraList.push_back(node);
|
---|
766 | }
|
---|
767 | node->setScene(*this);
|
---|
768 |
|
---|
769 | return node.get();
|
---|
770 | }
|
---|
771 | break;
|
---|
772 | case NODE_SOUND:
|
---|
773 | {
|
---|
774 | SPTR<Node> node(new SoundNode);
|
---|
775 | if(!isReference) {
|
---|
776 | father.addChild(node);
|
---|
777 | this->nodeList.push_back(node);
|
---|
778 | this->soundNodeList.push_back(node);
|
---|
779 | } else {
|
---|
780 | this->refSoundList.push_back(node);
|
---|
781 | }
|
---|
782 | node->setScene(*this);
|
---|
783 |
|
---|
784 | return node.get();
|
---|
785 | }
|
---|
786 | case NODE_BOX:
|
---|
787 | {
|
---|
788 | SPTR<Node> node(new Box);
|
---|
789 | node->setScene(*this);
|
---|
790 | if(!isReference) {
|
---|
791 | father.addChild(node);
|
---|
792 | this->nodeList.push_back(node);
|
---|
793 | }
|
---|
794 | if(addDefaultRenderer) {
|
---|
795 | SPTR<Renderer> renderer(new SimpleMeshRenderer);
|
---|
796 | renderer->setScene(*this);
|
---|
797 | WPTR<Node> wn(node);
|
---|
798 | renderer->setNode(wn);
|
---|
799 | node->setRenderer(renderer);
|
---|
800 | renderer->init();
|
---|
801 | this->rendererList.push_back(renderer);
|
---|
802 | }
|
---|
803 | return node.get();
|
---|
804 | }
|
---|
805 | break;
|
---|
806 | case NODE_SPRITE:
|
---|
807 | {
|
---|
808 | SPTR<Node> node(new Sprite);
|
---|
809 | node->setScene(*this);
|
---|
810 | if(!isReference) {
|
---|
811 | father.addChild(node);
|
---|
812 | this->nodeList.push_back(node);
|
---|
813 | } else {
|
---|
814 | this->refObject3dList.push_back(node);
|
---|
815 | }
|
---|
816 | if(addDefaultRenderer) {
|
---|
817 | SPTR<Renderer> renderer(new ParticleRenderer);
|
---|
818 | renderer->setScene(*this);
|
---|
819 | WPTR<Node> wn(node);
|
---|
820 | renderer->setNode(wn);
|
---|
821 | ((ParticleRenderer*) renderer.get())->setRenderSingleParticle(true);
|
---|
822 | node->setRenderer(renderer);
|
---|
823 | renderer->init();
|
---|
824 | this->rendererList.push_back(renderer);
|
---|
825 | }
|
---|
826 | return node.get();
|
---|
827 | }
|
---|
828 | break;
|
---|
829 | case NODE_PARTICLEGROUP:
|
---|
830 | {
|
---|
831 | SPTR<Node> node(new ParticleGroup);
|
---|
832 | node->setScene(*this);
|
---|
833 | if(!isReference) {
|
---|
834 | if(&father != this->getRoot()) {
|
---|
835 | this->manager->printToConsole("ERROR: Call of createNode for ParticleGroup only allows rootNode as father!!");
|
---|
836 | }
|
---|
837 | father.addChild(node);
|
---|
838 | this->nodeList.push_back(node);
|
---|
839 | }
|
---|
840 | if(addDefaultRenderer) {
|
---|
841 | //TODO add ParticleRenderer
|
---|
842 | SPTR<Renderer> renderer(new ParticleRenderer);
|
---|
843 | renderer->setScene(*this);
|
---|
844 | WPTR<Node> wn(node);
|
---|
845 | renderer->setNode(wn);
|
---|
846 | node->setRenderer(renderer);
|
---|
847 | renderer->init();
|
---|
848 | this->rendererList.push_back(renderer);
|
---|
849 | }
|
---|
850 | ((ParticleGroup*) node.get())->setParticleGroup(this->particleGroupCounter);
|
---|
851 | this->particleGroupVector.push_back(node);
|
---|
852 | this->particleGroupCounter++;
|
---|
853 | return node.get();
|
---|
854 | }
|
---|
855 | break;
|
---|
856 | case NODE_PARTICLEEMITTER:
|
---|
857 | {
|
---|
858 | SPTR<Node> node(new ParticleEmitter);
|
---|
859 | node->setScene(*this);
|
---|
860 | if(!isReference) {
|
---|
861 | father.addChild(node);
|
---|
862 | this->nodeList.push_back(node);
|
---|
863 | }
|
---|
864 | return node.get();
|
---|
865 | }
|
---|
866 | break;
|
---|
867 | }
|
---|
868 | return 0;
|
---|
869 | }
|
---|
870 |
|
---|
871 | void Scene::connectNodeAndRenderer(Node &node, SPTR<Renderer> &renderer)
|
---|
872 | {
|
---|
873 | std::list<SPTR<Node> >::iterator it;
|
---|
874 | SPTR<Node> sN;
|
---|
875 | for(it = this->nodeList.begin(); it!=this->nodeList.end();it++) {
|
---|
876 | if((*it).get() == &node) {
|
---|
877 | WPTR<Node> wn(*it);
|
---|
878 | renderer->setScene(*this);
|
---|
879 | renderer->setNode(wn);
|
---|
880 | (*it)->setRenderer(renderer);
|
---|
881 | renderer->init();
|
---|
882 | this->rendererList.push_back(renderer);
|
---|
883 | break;
|
---|
884 | }
|
---|
885 | }
|
---|
886 | }
|
---|
887 |
|
---|
888 | void Scene::OnLostDevice( void* pUserContext )
|
---|
889 | {
|
---|
890 | SAFE_RELEASE(this->finalImage);
|
---|
891 | SAFE_RELEASE(this->finalImageSurface);
|
---|
892 | SAFE_RELEASE(this->quadMesh);
|
---|
893 | SAFE_RELEASE(this->depthSurface);
|
---|
894 | SAFE_RELEASE(this->preDistortionFinal);
|
---|
895 | SAFE_RELEASE(this->preDistortionFinalSurface);
|
---|
896 | SAFE_RELEASE(this->screenDistortionMapSurface);
|
---|
897 | this->finalImage = NULL;
|
---|
898 | this->finalImageSurface = NULL;
|
---|
899 | this->meshCreated = false;
|
---|
900 | this->quadMesh = NULL;
|
---|
901 | this->preDistortionFinal = NULL;
|
---|
902 | this->preDistortionFinalSurface = NULL;
|
---|
903 | this->screenDistortionMapSurface = NULL;
|
---|
904 |
|
---|
905 | std::list<SPTR<Node> >::iterator nit;
|
---|
906 | for(nit=this->nodeList.begin();nit!=this->nodeList.end();nit++) {
|
---|
907 | (*nit)->OnLostDevice(pUserContext);
|
---|
908 | }
|
---|
909 |
|
---|
910 | for(UINT i=0;i<this->sharedResourceVector.size();i++) {
|
---|
911 | this->sharedResourceVector.at(i)->OnLostDevice();
|
---|
912 | }
|
---|
913 |
|
---|
914 | std::vector<SPTR<Renderer> >::iterator it;
|
---|
915 | for(it=this->rendererList.begin();it!=this->rendererList.end();it++) {
|
---|
916 | (*it)->OnLostDevice(pUserContext);
|
---|
917 | }
|
---|
918 | }
|
---|
919 |
|
---|
920 | void Scene::OnDestroyDevice( void* pUserContext )
|
---|
921 | {
|
---|
922 | std::list<SPTR<Node> >::iterator nit;
|
---|
923 | for(nit=this->nodeList.begin();nit!=this->nodeList.end();nit++) {
|
---|
924 | (*nit)->OnDestroyDevice(pUserContext);
|
---|
925 | }
|
---|
926 |
|
---|
927 | std::vector<SPTR<Renderer> >::iterator it;
|
---|
928 | for(it=this->rendererList.begin();it!=this->rendererList.end();it++) {
|
---|
929 | (*it)->OnDestroyDevice(pUserContext);
|
---|
930 | }
|
---|
931 |
|
---|
932 | this->depthTextureResource = NULL;
|
---|
933 | this->sharedResourceVector.clear();
|
---|
934 | this->distortionMap1 = NULL;
|
---|
935 | this->distortionMap2 = NULL;
|
---|
936 | this->screenDistortionMap = NULL;
|
---|
937 | this->preDistortionFinal = NULL;
|
---|
938 | }
|
---|
939 |
|
---|
940 | HRESULT Scene::OnResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
|
---|
941 | {
|
---|
942 | HRESULT hr;
|
---|
943 |
|
---|
944 | //Restore that stuff
|
---|
945 | this->device = pd3dDevice;
|
---|
946 |
|
---|
947 | SAFE_RELEASE(this->quadMesh);
|
---|
948 | SAFE_RELEASE(this->depthSurface);
|
---|
949 | SAFE_RELEASE(this->preDistortionFinal);
|
---|
950 | SAFE_RELEASE(this->preDistortionFinalSurface);
|
---|
951 | SAFE_RELEASE(this->screenDistortionMapSurface);
|
---|
952 |
|
---|
953 |
|
---|
954 | //Textur für endgültiges Bild erzeugen
|
---|
955 | if(!this->finalImage) {
|
---|
956 | //Create Texture
|
---|
957 | V( DXUTGetD3DDevice()->CreateTexture(this->manager->screenWidth, this->manager->screenHeight, 1, D3DUSAGE_RENDERTARGET,
|
---|
958 | D3DFMT_A16B16G16R16F, D3DPOOL_DEFAULT, &this->finalImage, NULL ) );
|
---|
959 |
|
---|
960 | //Get Surface for RenderTarget
|
---|
961 | this->finalImage->GetSurfaceLevel(0, &this->finalImageSurface);
|
---|
962 | }
|
---|
963 |
|
---|
964 | //Depth RenderPass
|
---|
965 | this->depthTextureResource = (SharedResourceTexture*) this->getSharedResource(Scene::SR_TEXTURE_VIEWDEPTH);
|
---|
966 | if(!this->depthTextureResource) {
|
---|
967 | this->depthTextureResource = (SharedResourceTexture*) this->createSharedResource(Scene::SR_TEXTURE_VIEWDEPTH);
|
---|
968 | }
|
---|
969 | this->depthTextureResource->getTexture()->GetSurfaceLevel(0, &this->depthSurface);
|
---|
970 |
|
---|
971 | //Load DistortionMaps
|
---|
972 | if(!this->distortionMap1)
|
---|
973 | this->distortionMap1 = this->manager->resManager.loadTexture("./media/textures/heatnoise.tga");
|
---|
974 | if(!this->distortionMap2)
|
---|
975 | this->distortionMap2 = this->manager->resManager.loadTexture("./media/textures/heatnoise2.tga");
|
---|
976 | if(!this->screenDistortionMap) {
|
---|
977 | SharedResourceTexture* distMap = (SharedResourceTexture*) this->createSharedResource(Scene::SR_TEXTURE_DISTORTION);
|
---|
978 | this->screenDistortionMap = distMap->getTexture();
|
---|
979 | this->screenDistortionMap->GetSurfaceLevel(0, &this->screenDistortionMapSurface);
|
---|
980 | }
|
---|
981 |
|
---|
982 | if(!this->preDistortionFinal) {
|
---|
983 | //Create Texture
|
---|
984 | V( DXUTGetD3DDevice()->CreateTexture(this->manager->screenWidth, this->manager->screenHeight, 1, D3DUSAGE_RENDERTARGET,
|
---|
985 | D3DFMT_A16B16G16R16F, D3DPOOL_DEFAULT, &this->preDistortionFinal, NULL ) );
|
---|
986 |
|
---|
987 | //Get Surface for RenderTarget
|
---|
988 | this->preDistortionFinal->GetSurfaceLevel(0, &this->preDistortionFinalSurface);
|
---|
989 | }
|
---|
990 |
|
---|
991 | this->defaultRenderPass.setRenderTarget(this->finalImageSurface);
|
---|
992 | this->depthRenderPass.setRenderTarget(this->depthSurface);
|
---|
993 |
|
---|
994 | std::list<SPTR<Node> >::iterator nit;
|
---|
995 | for(nit=this->nodeList.begin();nit!=this->nodeList.end();nit++) {
|
---|
996 | (*nit)->OnResetDevice(pd3dDevice, pBackBufferSurfaceDesc, pUserContext);
|
---|
997 | }
|
---|
998 |
|
---|
999 | std::vector<SPTR<Renderer> >::iterator it;
|
---|
1000 | for(it=this->rendererList.begin();it!=this->rendererList.end();it++) {
|
---|
1001 | (*it)->OnResetDevice(pd3dDevice, pBackBufferSurfaceDesc, pUserContext);
|
---|
1002 | }
|
---|
1003 | return S_OK;
|
---|
1004 | }
|
---|
1005 |
|
---|
1006 | Vector Scene::getSunDirection()
|
---|
1007 | {
|
---|
1008 | return this->sunDirection;
|
---|
1009 | }
|
---|
1010 |
|
---|
1011 | void Scene::setSunDirection(Vector &v)
|
---|
1012 | {
|
---|
1013 | this->sunDirection.x = v.x;
|
---|
1014 | this->sunDirection.y = v.y;
|
---|
1015 | this->sunDirection.z = v.z;
|
---|
1016 | this->sunDirection.normalize();
|
---|
1017 | }
|
---|
1018 |
|
---|
1019 | D3DXMATRIX Scene::getIdentityMatrix()
|
---|
1020 | {
|
---|
1021 | return this->identMatrix;
|
---|
1022 | }
|
---|
1023 |
|
---|
1024 | D3DXMATRIX Scene::getWorldMatrix()
|
---|
1025 | {
|
---|
1026 | return this->worldMatrix;
|
---|
1027 | }
|
---|
1028 |
|
---|
1029 | D3DXMATRIX Scene::getViewMatrix()
|
---|
1030 | {
|
---|
1031 | return *this->activeRenderPass->getViewMatrix();
|
---|
1032 | }
|
---|
1033 |
|
---|
1034 | D3DXMATRIX Scene::getProjectionMatrix()
|
---|
1035 | {
|
---|
1036 | return *this->activeRenderPass->getProjectionMatrix();
|
---|
1037 | }
|
---|
1038 |
|
---|
1039 | void Scene::setTrigger(int type, float time)
|
---|
1040 | {
|
---|
1041 | SPTR<Trigger> t(new Trigger(type, time));
|
---|
1042 | this->triggerList.push_back(t);
|
---|
1043 | std::sort(this->triggerList.begin(), this->triggerList.end(), triggerSortFunction());
|
---|
1044 | }
|
---|
1045 |
|
---|
1046 | void Scene::setTrigger(int type, Node *node, float time)
|
---|
1047 | {
|
---|
1048 | SPTR<Node> sN = this->getSmartPointer(node);
|
---|
1049 |
|
---|
1050 | SPTR<Trigger> t(new Trigger(type, sN, time));
|
---|
1051 | this->triggerList.push_back(t);
|
---|
1052 | std::sort(this->triggerList.begin(), this->triggerList.end(), triggerSortFunction());
|
---|
1053 | }
|
---|
1054 |
|
---|
1055 | void Scene::setTrigger(int type, Node *node, Node* secondNode, float time)
|
---|
1056 | {
|
---|
1057 | SPTR<Node> sN = this->getSmartPointer(node);
|
---|
1058 | SPTR<Node> secondSN = this->getSmartPointer(secondNode);
|
---|
1059 |
|
---|
1060 | SPTR<Trigger> t(new Trigger(type, sN, secondSN, time));
|
---|
1061 | this->triggerList.push_back(t);
|
---|
1062 | std::sort(this->triggerList.begin(), this->triggerList.end(), triggerSortFunction());
|
---|
1063 | }
|
---|
1064 |
|
---|
1065 | void Scene::setTrigger(int type, Node *node, Node* secondNode, Vector normal, float time)
|
---|
1066 | {
|
---|
1067 | SPTR<Node> sN = this->getSmartPointer(node);
|
---|
1068 | SPTR<Node> secondSN = this->getSmartPointer(secondNode);
|
---|
1069 |
|
---|
1070 | SPTR<Trigger> t(new Trigger(type, sN, secondSN, normal, time));
|
---|
1071 | this->triggerList.push_back(t);
|
---|
1072 | std::sort(this->triggerList.begin(), this->triggerList.end(), triggerSortFunction());
|
---|
1073 | }
|
---|
1074 |
|
---|
1075 | SPTR<Node> Scene::getSmartPointer(Node *node)
|
---|
1076 | {
|
---|
1077 | std::list<SPTR<Node> >::iterator it;
|
---|
1078 | for(it = this->nodeList.begin(); it!=this->nodeList.end();it++) {
|
---|
1079 | if((*it).get() == node) {
|
---|
1080 | break;
|
---|
1081 | }
|
---|
1082 | }
|
---|
1083 | if(it==this->nodeList.end()) {
|
---|
1084 | this->manager->printToConsole("NODE NOT FOUND IN LIST!!!");
|
---|
1085 | }
|
---|
1086 | return (*it);
|
---|
1087 | }
|
---|
1088 |
|
---|
1089 | void Scene::executeTrigger(SPTR<Trigger> trigger)
|
---|
1090 | {
|
---|
1091 | Trigger *t = trigger.get();
|
---|
1092 | switch(t->getType())
|
---|
1093 | {
|
---|
1094 | case this->TRIGGER_UNSETSTANDBY:
|
---|
1095 | if(!t->getNode()->isA(Scene::NODE_SOUND)) {
|
---|
1096 | t->getNode()->setStandBy(false);
|
---|
1097 | } else {
|
---|
1098 | t->getNode()->setStandBy(false);
|
---|
1099 | ((SoundNode*) t->getNode().get())->play();
|
---|
1100 | }
|
---|
1101 | break;
|
---|
1102 | case this->TRIGGER_KILLNODE:
|
---|
1103 | t->getNode()->killMe();
|
---|
1104 | break;
|
---|
1105 | case this->TRIGGER_SETDETAIL:
|
---|
1106 | break;
|
---|
1107 | }
|
---|
1108 | }
|
---|
1109 |
|
---|
1110 | void Scene::deleteNode(Node* node)
|
---|
1111 | {
|
---|
1112 | std::list<SPTR<Node> >::iterator it;
|
---|
1113 | for(it=this->zombieNodeList.begin();it!=this->zombieNodeList.end();it++) {
|
---|
1114 | if((*it).get() == node) {
|
---|
1115 | return;
|
---|
1116 | }
|
---|
1117 | }
|
---|
1118 | SPTR<Node> sn = this->getSmartPointer(node);
|
---|
1119 | this->zombieNodeList.push_back(sn);
|
---|
1120 | }
|
---|
1121 |
|
---|
1122 | void Scene::setContactReport(NxUserContactReport *_contactReport)
|
---|
1123 | {
|
---|
1124 | this->contactReport = _contactReport;
|
---|
1125 | ((UserContactReport*) this->contactReport)->setScene(this);
|
---|
1126 | }
|
---|
1127 |
|
---|
1128 | void Scene::setTriggerReport(NxUserTriggerReport *_triggerReport)
|
---|
1129 | {
|
---|
1130 | this->triggerReport = _triggerReport;
|
---|
1131 | ((UserTriggerReport*) this->triggerReport)->setScene(this);
|
---|
1132 | }
|
---|
1133 |
|
---|
1134 | void Scene::setNotifyReport(NxUserNotify* _notifyReport)
|
---|
1135 | {
|
---|
1136 | this->notifyReport = _notifyReport;
|
---|
1137 | ((UserNotify*) this->notifyReport)->setScene(this);
|
---|
1138 | }
|
---|
1139 |
|
---|
1140 | void Scene::setLight(Vector direction) {
|
---|
1141 | //set ambient light:
|
---|
1142 | DXUTGetD3DDevice()->SetRenderState( D3DRS_AMBIENT, D3DCOLOR_XRGB(120,120,120) );
|
---|
1143 |
|
---|
1144 | // Fill in a light structure defining our light
|
---|
1145 | D3DLIGHT9 light;
|
---|
1146 | ZeroMemory( &light, sizeof(D3DLIGHT9) );
|
---|
1147 | light.Type = D3DLIGHT_DIRECTIONAL;
|
---|
1148 | light.Diffuse.r = 1.0f;
|
---|
1149 | light.Diffuse.g = 1.0f;
|
---|
1150 | light.Diffuse.b = 1.0f;
|
---|
1151 | light.Diffuse.a = 1.0f;
|
---|
1152 | light.Range = 1000.0f;
|
---|
1153 |
|
---|
1154 | // Create a direction for our light - it must be normalized
|
---|
1155 | D3DXVECTOR3 vecDir;
|
---|
1156 | vecDir = D3DXVECTOR3(direction.x,direction.y,direction.z);
|
---|
1157 | D3DXVec3Normalize( (D3DXVECTOR3*)&light.Direction, &vecDir );
|
---|
1158 |
|
---|
1159 | // Tell the device about the light and turn it on
|
---|
1160 | DXUTGetD3DDevice()->SetLight( 0, &light );
|
---|
1161 | DXUTGetD3DDevice()->LightEnable( 0, TRUE );
|
---|
1162 | }
|
---|
1163 |
|
---|
1164 | std::list<SPTR<Node> >* Scene::getParticleList()
|
---|
1165 | {
|
---|
1166 | return &this->particleList;
|
---|
1167 | }
|
---|
1168 |
|
---|
1169 | void Scene::addToParticleList(Node *node)
|
---|
1170 | {
|
---|
1171 | SPTR<Node> sn = this->getSmartPointer(node);
|
---|
1172 | this->particleList.push_back(sn);
|
---|
1173 | }
|
---|
1174 |
|
---|
1175 | ParticleGroup* Scene::getParticleGroup(int id)
|
---|
1176 | {
|
---|
1177 | ParticleGroup* pg;
|
---|
1178 | for(UINT i=0;i<this->particleGroupVector.size();i++) {
|
---|
1179 | pg = (ParticleGroup*) this->particleGroupVector.at(i).get();
|
---|
1180 | if(pg->getParticleGroup()==id) {
|
---|
1181 | return pg;
|
---|
1182 | }
|
---|
1183 | }
|
---|
1184 | return NULL;
|
---|
1185 | }
|
---|
1186 |
|
---|
1187 | SharedResource* Scene::createSharedResource(int id)
|
---|
1188 | {
|
---|
1189 | switch(id) {
|
---|
1190 | case this->SR_TEXTURE_VIEWDEPTH:
|
---|
1191 | {
|
---|
1192 | SPTR<SharedResource> srt(new SharedResourceTexture);
|
---|
1193 | SharedResourceTexture* t = (SharedResourceTexture*) srt.get();
|
---|
1194 | t->setResourceIdentifier(id);
|
---|
1195 | t->createTexture(this->manager->screenWidth, this->manager->screenHeight, D3DFMT_A16B16G16R16F, D3DUSAGE_RENDERTARGET, D3DPOOL_DEFAULT);
|
---|
1196 | this->sharedResourceVector.push_back(srt);
|
---|
1197 | return t;
|
---|
1198 | }
|
---|
1199 | break;
|
---|
1200 | case this->SR_TEXTURE_DISTORTION:
|
---|
1201 | {
|
---|
1202 | SPTR<SharedResource> srt(new SharedResourceTexture);
|
---|
1203 | SharedResourceTexture* t = (SharedResourceTexture*) srt.get();
|
---|
1204 | t->setResourceIdentifier(id);
|
---|
1205 | t->createTexture(this->manager->screenWidth, this->manager->screenHeight, D3DFMT_A16B16G16R16F, D3DUSAGE_RENDERTARGET, D3DPOOL_DEFAULT);
|
---|
1206 | this->sharedResourceVector.push_back(srt);
|
---|
1207 | return t;
|
---|
1208 | }
|
---|
1209 | break;
|
---|
1210 | }
|
---|
1211 | return NULL;
|
---|
1212 | }
|
---|
1213 |
|
---|
1214 | SharedResource* Scene::getSharedResource(int id)
|
---|
1215 | {
|
---|
1216 | for(UINT i=0;i<this->sharedResourceVector.size();i++) {
|
---|
1217 | if(this->sharedResourceVector.at(i)->getResourceIdentifier()==id) {
|
---|
1218 | SharedResource* sr = this->sharedResourceVector.at(i).get();
|
---|
1219 | return sr;
|
---|
1220 | }
|
---|
1221 | }
|
---|
1222 | return NULL;
|
---|
1223 | }
|
---|
1224 |
|
---|
1225 | int* Scene::getMousePos() {
|
---|
1226 | return this->mousePos;
|
---|
1227 | }
|
---|
1228 |
|
---|
1229 | void Scene::OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext )
|
---|
1230 | {
|
---|
1231 | }
|
---|
1232 |
|
---|
1233 | void Scene::createQuadMesh()
|
---|
1234 | {
|
---|
1235 | HRESULT hr;
|
---|
1236 | //Create a quad for rendering to screen
|
---|
1237 | if(SUCCEEDED( D3DXCreateMeshFVF(2, 4, D3DXMESH_MANAGED, this->FVF_Flags, this->device, &this->quadMesh)) ) {
|
---|
1238 | //lock vertex buffer
|
---|
1239 | Vector ecken[4];
|
---|
1240 | Vertex* pVertices;
|
---|
1241 | V( this->quadMesh->LockVertexBuffer( 0, (void**)&pVertices ) );
|
---|
1242 |
|
---|
1243 | ecken[0] = Vector(-1.0f, 1.0f, 0.0f);
|
---|
1244 | ecken[1] = Vector(-1.0f, -1.0f, 0.0f);
|
---|
1245 | ecken[2] = Vector(1.0f, -1.0f, 0.0f);
|
---|
1246 | ecken[3] = Vector(1.0f, 1.0f, 0.0f);
|
---|
1247 |
|
---|
1248 | pVertices[0] = Vertex(ecken[0], 0.0f, 0.0f);
|
---|
1249 | pVertices[1] = Vertex(ecken[1], 0.0f, 1.0f);
|
---|
1250 | pVertices[2] = Vertex(ecken[2], 1.0f, 1.0f);
|
---|
1251 | pVertices[3] = Vertex(ecken[3], 1.0f, 0.0f);
|
---|
1252 |
|
---|
1253 | //unlock vertex buffer
|
---|
1254 | V( this->quadMesh->UnlockVertexBuffer() );
|
---|
1255 |
|
---|
1256 | // fill the indices:
|
---|
1257 | WORD* pIndices = NULL;
|
---|
1258 | this->quadMesh->LockIndexBuffer( 0, (void**)&pIndices );
|
---|
1259 |
|
---|
1260 | pIndices[0] = (WORD) 0; pIndices[1] = (WORD) 2; pIndices[2] = (WORD) 1;
|
---|
1261 | pIndices[3] = (WORD) 0; pIndices[4] = (WORD) 3; pIndices[5] = (WORD) 2;
|
---|
1262 |
|
---|
1263 | this->quadMesh->UnlockIndexBuffer();
|
---|
1264 | this->meshCreated=true;
|
---|
1265 | } else {
|
---|
1266 | this->manager->printToConsole("ERROR creating mesh!");
|
---|
1267 | }
|
---|
1268 |
|
---|
1269 | }
|
---|
1270 |
|
---|
1271 | void Scene::renderFinalImage(ID3DXEffect* fadeEffect)
|
---|
1272 | {
|
---|
1273 | HRESULT hr = 0;
|
---|
1274 |
|
---|
1275 |
|
---|
1276 | if(!this->meshCreated) {
|
---|
1277 | this->createQuadMesh();
|
---|
1278 | }
|
---|
1279 |
|
---|
1280 | UINT cPass;
|
---|
1281 | V( fadeEffect->SetFloat("alpha", this->sceneAlpha) );
|
---|
1282 | V( fadeEffect->SetTexture("sceneRendering", this->finalImage) );
|
---|
1283 | V( fadeEffect->CommitChanges() );
|
---|
1284 | V( fadeEffect->SetTechnique("fade") );
|
---|
1285 | V( fadeEffect->Begin( &cPass, 0 ) );
|
---|
1286 | V( fadeEffect->BeginPass( 0 ) );
|
---|
1287 | V( this->device->BeginScene() );
|
---|
1288 | V( this->device->SetTexture(0, this->finalImage) );
|
---|
1289 | V( this->quadMesh->DrawSubset(0) );
|
---|
1290 | V( this->device->SetTexture(0, 0) );
|
---|
1291 | V( this->device->EndScene() );
|
---|
1292 | V( fadeEffect->EndPass() );
|
---|
1293 | V( fadeEffect->End() );
|
---|
1294 | }
|
---|
1295 |
|
---|
1296 | int Scene::getActivePassId() {
|
---|
1297 | if(this->activeRenderPass==NULL) {
|
---|
1298 | return this->PASS_NORMAL;
|
---|
1299 | } else {
|
---|
1300 | return this->activeRenderPass->getRenderPassId();
|
---|
1301 | }
|
---|
1302 | }
|
---|
1303 |
|
---|
1304 | void Scene::setActiveRenderPass(RenderPass &_activePass)
|
---|
1305 | {
|
---|
1306 | this->activeRenderPass = &_activePass;
|
---|
1307 | this->activeRenderPass->calculateMatrices();
|
---|
1308 | }
|
---|
1309 |
|
---|
1310 | void Scene::startRenderPasses()
|
---|
1311 | {
|
---|
1312 | //char temp[100];
|
---|
1313 | HRESULT hr;
|
---|
1314 | bool tempDistortionPass = false;
|
---|
1315 |
|
---|
1316 | //Reset values
|
---|
1317 | this->needDepthPass = false;
|
---|
1318 | this->needRaytracePass = false;
|
---|
1319 | this->needDistortionPass = false;
|
---|
1320 | this->heatHazeParticleRendererList.clear();
|
---|
1321 |
|
---|
1322 | //DefaultRenderPass aktivieren
|
---|
1323 | this->defaultRenderPass.setViewMatrix(*this->activeCamera->getViewMatrix());
|
---|
1324 | this->defaultRenderPass.setProjectionMatrix(*this->activeCamera->getProjectionMatrix());
|
---|
1325 | this->setActiveRenderPass(this->defaultRenderPass);
|
---|
1326 | //Gegen Frustum Cullen
|
---|
1327 | this->doFrustumCulling();
|
---|
1328 |
|
---|
1329 | //Ueberprufen ob heatHaze benötigt wird, defaultRenderPass...renderTarget umstellen!
|
---|
1330 | if(this->needDistortionPass) {
|
---|
1331 | tempDistortionPass = true;
|
---|
1332 | this->defaultRenderPass.setRenderTarget(this->preDistortionFinalSurface);
|
---|
1333 | }
|
---|
1334 |
|
---|
1335 | //Ueberpruefen welche Passes gerendert werden
|
---|
1336 | if(this->needDepthPass && this->useDepthImposter) {
|
---|
1337 | //this->depthRenderPass.setRenderTarget(this->finalImageSurface);
|
---|
1338 | //this->manager->printToConsole("DepthPass Needed");
|
---|
1339 | this->depthRenderPass.setViewMatrix(*this->activeCamera->getViewMatrix());
|
---|
1340 | this->depthRenderPass.setProjectionMatrix(*this->activeCamera->getProjectionMatrix());
|
---|
1341 | this->setActiveRenderPass(this->depthRenderPass);
|
---|
1342 | this->activeRenderPass->executePass();
|
---|
1343 | this->depthTextureResource->setResourceAvailable(true);
|
---|
1344 | }
|
---|
1345 |
|
---|
1346 | if(this->needRaytracePass) {
|
---|
1347 | //Nächster Raytracerenderer finden
|
---|
1348 | Vector objPos;
|
---|
1349 | Vector camPos;
|
---|
1350 | Vector dist;
|
---|
1351 | float minDistance=9999999;
|
---|
1352 | float distance=0;
|
---|
1353 | RaytraceRenderer* nearestRenderer = NULL;
|
---|
1354 | camPos = this->activeCamera->getAbsolutePosition();
|
---|
1355 |
|
---|
1356 | for(UINT i=0;i<this->raytraceRendererList.size();i++) {
|
---|
1357 | objPos = this->raytraceRendererList.at(i)->myNode.lock().get()->getAbsolutePosition();
|
---|
1358 | distance = (camPos-objPos).length();
|
---|
1359 | if(minDistance>distance) {
|
---|
1360 | minDistance = distance;
|
---|
1361 | nearestRenderer = this->raytraceRendererList.at(i);
|
---|
1362 | }
|
---|
1363 | }
|
---|
1364 |
|
---|
1365 | //RaytracePass aktivieren
|
---|
1366 | bool oldFrustum = this->enableFrustumCulling;
|
---|
1367 | this->raytraceRenderPass.setProjectionMatrix(*nearestRenderer->getCubeMapProjectionMatrix());
|
---|
1368 | for(int i=0;i<6;i++) {
|
---|
1369 | this->raytraceRenderPass.setViewMatrix(nearestRenderer->getCubeMapView(i));
|
---|
1370 | this->raytraceRenderPass.setRenderTarget(nearestRenderer->getCubeMapSurface(i));
|
---|
1371 | this->setActiveRenderPass(this->raytraceRenderPass);
|
---|
1372 | if(i==2)
|
---|
1373 | this->enableFrustumCulling = false ;
|
---|
1374 | this->activeRenderPass->executePass();
|
---|
1375 | if(i==2)
|
---|
1376 | this->enableFrustumCulling = oldFrustum;
|
---|
1377 | SAFE_RELEASE(this->raytraceRenderPass.renderTarget);
|
---|
1378 |
|
---|
1379 | //BlurThatStuff
|
---|
1380 | //nearestRenderer->blurDepthPass(i);
|
---|
1381 | }
|
---|
1382 | RaytraceRenderer* tempRenderer;
|
---|
1383 | for(UINT i=0;i<this->raytraceRendererList.size();i++) {
|
---|
1384 | tempRenderer = this->raytraceRendererList.at(i);
|
---|
1385 | if(tempRenderer!=nearestRenderer && tempRenderer->needsUpdate()) {
|
---|
1386 | //this->manager->printToConsole("UPDATING OTHER RAYTRACER!");
|
---|
1387 | this->raytraceRenderPass.setProjectionMatrix(*tempRenderer->getCubeMapProjectionMatrix());
|
---|
1388 | for(int i=0;i<6;i++) {
|
---|
1389 | this->raytraceRenderPass.setViewMatrix(tempRenderer->getCubeMapView(i));
|
---|
1390 | this->raytraceRenderPass.setRenderTarget(tempRenderer->getCubeMapSurface(i));
|
---|
1391 | this->setActiveRenderPass(this->raytraceRenderPass);
|
---|
1392 | if(i==2)
|
---|
1393 | this->enableFrustumCulling = false ;
|
---|
1394 | this->activeRenderPass->executePass();
|
---|
1395 | if(i==2)
|
---|
1396 | this->enableFrustumCulling = oldFrustum;
|
---|
1397 | SAFE_RELEASE(this->raytraceRenderPass.renderTarget);
|
---|
1398 | }
|
---|
1399 | }
|
---|
1400 | }
|
---|
1401 |
|
---|
1402 | //Cullen, Nodes rendern...gegen die 6 flächen....
|
---|
1403 | //Clear Raytracerlist
|
---|
1404 | this->raytraceRendererList.clear();
|
---|
1405 | }
|
---|
1406 |
|
---|
1407 | FSOUND_Update(); //Update sount because of jittering
|
---|
1408 |
|
---|
1409 | //DefaultRenderPass aktivieren
|
---|
1410 | this->setActiveRenderPass(this->defaultRenderPass);
|
---|
1411 | this->activeRenderPass->executePass();
|
---|
1412 |
|
---|
1413 | //if(this->needDistortionPass) {
|
---|
1414 | if(tempDistortionPass) {
|
---|
1415 | //Distortion
|
---|
1416 | if(!this->meshCreated) {
|
---|
1417 | this->createQuadMesh();
|
---|
1418 | }
|
---|
1419 |
|
---|
1420 | ID3DXEffect* particleEffect;
|
---|
1421 | particleEffect = this->manager->getEffect(GameManager::EFFECT_DEPTHIMP);
|
---|
1422 |
|
---|
1423 | //Distortion Map rendern
|
---|
1424 | this->device->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
|
---|
1425 | this->device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
|
---|
1426 | this->device->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW);
|
---|
1427 | this->device->SetRenderState( D3DRS_LIGHTING, FALSE );
|
---|
1428 | this->device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
|
---|
1429 | this->device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
|
---|
1430 | this->device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
|
---|
1431 | this->device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
|
---|
1432 | this->device->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
|
---|
1433 | this->device->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
|
---|
1434 | this->device->SetSamplerState( 0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR );
|
---|
1435 |
|
---|
1436 | this->device->SetRenderTarget(0, this->screenDistortionMapSurface);
|
---|
1437 | this->device->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0, 128, 128, 128), 1.0f, 0);
|
---|
1438 |
|
---|
1439 | V( particleEffect->SetTexture("distortionMap1", this->distortionMap1) );
|
---|
1440 | V( particleEffect->SetTexture("distortionMap2", this->distortionMap2) );
|
---|
1441 | V( particleEffect->SetTexture("screenDistortionMap", this->screenDistortionMap) );
|
---|
1442 | V( particleEffect->CommitChanges() );
|
---|
1443 |
|
---|
1444 | for(UINT i=0;i<this->heatHazeParticleRendererList.size();i++) {
|
---|
1445 | this->heatHazeParticleRendererList.at(i)->renderHeatHaze();
|
---|
1446 | }
|
---|
1447 |
|
---|
1448 | this->device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
|
---|
1449 |
|
---|
1450 | //Bild auf finalRenderPass rendern
|
---|
1451 | this->device->SetRenderTarget(0, this->finalImageSurface);
|
---|
1452 | this->device->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0, 0, 0, 0), 1.0f, 0);
|
---|
1453 |
|
---|
1454 |
|
---|
1455 | //Bild in finalImageSurface kopieren
|
---|
1456 | UINT cPass;
|
---|
1457 | V( particleEffect->SetTexture("preDistortion", this->preDistortionFinal) );
|
---|
1458 | V( particleEffect->CommitChanges() );
|
---|
1459 | V( particleEffect->SetTechnique("HeatHazeCopy") );
|
---|
1460 | V( particleEffect->Begin( &cPass, 0 ) );
|
---|
1461 | V( particleEffect->BeginPass( 0 ) );
|
---|
1462 | V( this->device->BeginScene() );
|
---|
1463 | V( this->quadMesh->DrawSubset(0) );
|
---|
1464 | V( this->device->SetTexture(0, 0) );
|
---|
1465 | V( this->device->EndScene() );
|
---|
1466 | V( particleEffect->EndPass() );
|
---|
1467 | V( particleEffect->End() );
|
---|
1468 |
|
---|
1469 | this->device->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
|
---|
1470 | this->device->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
|
---|
1471 |
|
---|
1472 | //Reset default RenderTarget
|
---|
1473 | this->defaultRenderPass.setRenderTarget(this->finalImageSurface);
|
---|
1474 | }
|
---|
1475 | }
|
---|
1476 |
|
---|
1477 | void Scene::updateSoundNodeVolume()
|
---|
1478 | {
|
---|
1479 | std::list<SPTR<Node> >::iterator it;
|
---|
1480 | for(it = this->soundNodeList.begin();it!=this->soundNodeList.end();it++) {
|
---|
1481 | ((SoundNode*) it->get())->setSceneAlpha(this->sceneAlpha);
|
---|
1482 | }
|
---|
1483 | if(this->bgSoundChannel!=-1 && !this->muteMusic) {
|
---|
1484 | FSOUND_SetVolume(this->bgSoundChannel, (int)(255*this->bgSoundVolume*this->sceneAlpha));
|
---|
1485 | }
|
---|
1486 | }
|
---|
1487 |
|
---|
1488 | LPD3DXMESH Scene::getQuadMesh()
|
---|
1489 | {
|
---|
1490 | if(!this->meshCreated) {
|
---|
1491 | this->createQuadMesh();
|
---|
1492 | }
|
---|
1493 | return this->quadMesh;
|
---|
1494 | }
|
---|
1495 |
|
---|
1496 | void Scene::setBackgroundSoundMute(bool _muteMusic)
|
---|
1497 | {
|
---|
1498 | this->muteMusic = _muteMusic;
|
---|
1499 | if(!this->muteMusic) {
|
---|
1500 | if(this->bgSoundChannel!=-1) {
|
---|
1501 | FSOUND_SetVolume(this->bgSoundChannel, (int)(255*this->bgSoundVolume*this->sceneAlpha));
|
---|
1502 | }
|
---|
1503 | } else {
|
---|
1504 | if(this->bgSoundChannel!=-1) {
|
---|
1505 | FSOUND_SetVolume(this->bgSoundChannel, 0);
|
---|
1506 | }
|
---|
1507 | }
|
---|
1508 | }
|
---|
1509 |
|
---|
1510 | bool Scene::getBackgroundSoundMute() {
|
---|
1511 | return this->muteMusic;
|
---|
1512 | }
|
---|
1513 |
|
---|
1514 | void Scene::setBackgroundSound(std::string filename) {
|
---|
1515 | this->bgMusicStream = FSOUND_Stream_Open(filename.c_str(), FSOUND_LOOP_NORMAL, 0, 0);
|
---|
1516 | }
|
---|
1517 |
|
---|
1518 | void Scene::setBackgroundSoundVolume(float vol) {
|
---|
1519 | this->bgSoundVolume = vol;
|
---|
1520 | if(this->bgSoundChannel!=-1) {
|
---|
1521 | if(!this->muteMusic) {
|
---|
1522 | FSOUND_SetVolume(this->bgSoundChannel, (int)(255*this->bgSoundVolume));
|
---|
1523 | } else {
|
---|
1524 | FSOUND_SetVolume(this->bgSoundChannel, 0);
|
---|
1525 | }
|
---|
1526 | }
|
---|
1527 | }
|
---|
1528 |
|
---|
1529 | void Scene::playBackgroundSound() {
|
---|
1530 | if(this->bgMusicStream!=NULL) {
|
---|
1531 | this->bgSoundChannel = FSOUND_Stream_Play(FSOUND_FREE, this->bgMusicStream);
|
---|
1532 | if(!this->muteMusic) {
|
---|
1533 | FSOUND_SetVolume(this->bgSoundChannel, (int)(255*this->bgSoundVolume));
|
---|
1534 | } else {
|
---|
1535 | FSOUND_SetVolume(this->bgSoundChannel, 0);
|
---|
1536 | }
|
---|
1537 | }
|
---|
1538 | } |
---|