[1378] | 1 | #include "dxstdafx.h"
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| 2 | #include ".\simplemeshrenderer.h"
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| 3 | #include "GameManager.h"
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| 4 | #include "Sprite.h"
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| 5 |
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| 6 | SimpleMeshRenderer::SimpleMeshRenderer(void) : Renderer()
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| 7 | {
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| 8 | this->effect = NULL;
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| 9 | this->rayEffect = NULL;
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| 10 | this->alphaBlending = false;
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| 11 | this->setRenderPriority(30);
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| 12 | this->rendererType |= Renderer::RENDERER_SIMPLEMESH;
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| 13 | }
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| 14 |
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| 15 | SimpleMeshRenderer::~SimpleMeshRenderer(void)
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| 16 | {
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| 17 | this->myScene->manager->releaseEffect(this->effect);
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| 18 | this->myScene->manager->releaseEffect(this->rayEffect);
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| 19 | this->effect = NULL;
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| 20 | this->rayEffect = NULL;
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| 21 | }
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| 22 |
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| 23 |
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| 24 | void SimpleMeshRenderer::init()
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| 25 | {
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| 26 | this->effect = this->myScene->manager->getEffect(GameManager::EFFECT_DEPTHIMP);
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| 27 | if(!this->effect) {
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| 28 | this->effect = this->myScene->manager->loadEffect(GameManager::EFFECT_DEPTHIMP, L"shaders/depthImp.obj");
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| 29 | }
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| 30 | this->rayEffect = this->myScene->manager->getEffect(GameManager::EFFECT_RAYTRACE);
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| 31 | if(!this->rayEffect) {
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| 32 | this->rayEffect = this->myScene->manager->loadEffect(GameManager::EFFECT_RAYTRACE, L"shaders/RayTraceEffects.obj");
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| 33 | }
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| 34 | }
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| 35 |
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| 36 |
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| 37 | void SimpleMeshRenderer::render()
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| 38 | {
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| 39 | switch(this->myScene->getActivePassId()) {
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| 40 | case Scene::PASS_NORMAL:
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| 41 | this->defaultPass();
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| 42 | break;
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| 43 | case Scene::PASS_DEPTH:
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| 44 | this->depthPass();
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| 45 | break;
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| 46 | case Scene::PASS_RAYTRACE:
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| 47 | this->rayPass();
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| 48 | break;
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| 49 | }
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| 50 | }
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| 51 |
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| 52 | void SimpleMeshRenderer::defaultPass()
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| 53 | {
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| 54 | HRESULT hr = 0;
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| 55 | SPTR<Node> node = this->myNode.lock();
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| 56 | if(node->isA(Scene::NODE_SPRITE)) {
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| 57 | return;
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| 58 | }
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| 59 |
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| 60 | Object3d *obj = (Object3d *) (node.get());
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| 61 | if(obj!=NULL && obj->isModelLoaded()) {
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| 62 | ID3DXEffect* fadeEffect;
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| 63 | UINT cPass;
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| 64 | this->device->BeginScene();
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| 65 |
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| 66 |
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| 67 | fadeEffect = this->myScene->manager->getEffect(GameManager::EFFECT_FADE);
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| 68 | V( fadeEffect->SetFloat("alpha", obj->softKillAlpha) );
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| 69 | V( fadeEffect->SetMatrix("g_mWorldViewProjection", &this->myScene->activeRenderPass->getWorldViewProjectionMatrix(obj->getWorldMatrix())) );
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| 70 | D3DXMATRIX modelViewIT;
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| 71 | D3DXMATRIX invModelView;
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| 72 |
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| 73 | modelViewIT = *obj->getWorldMatrix();
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| 74 |
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| 75 | D3DXMatrixInverse(&invModelView, NULL, &modelViewIT);
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| 76 | D3DXMATRIX trans;
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| 77 | Vector absPos = obj->getAbsolutePosition();
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| 78 | D3DXMatrixTranslation(&trans, -absPos.x, -absPos.y, -absPos.z);
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| 79 | D3DXMatrixMultiply(&modelViewIT, &modelViewIT, &trans);
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| 80 | D3DXMatrixTranspose(&modelViewIT, &modelViewIT);
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| 81 |
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| 82 | Vector lightDir;
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| 83 | Vector eyeDir;
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| 84 | Vector halfVector;
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| 85 | lightDir = ((this->myScene->getSunDirection()) * -1);
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| 86 | eyeDir = this->myScene->getActiveCamera()->getAbsolutePosition() - obj->getAbsolutePosition();
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| 87 | halfVector = lightDir + eyeDir;
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| 88 | halfVector.normalize();
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| 89 | lightDir.normalize();
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| 90 |
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| 91 | V( fadeEffect->SetMatrix("g_mWorldViewIT", &modelViewIT) );
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| 92 | V( fadeEffect->SetVector("lightDir", &lightDir));
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| 93 | V( fadeEffect->SetVector("halfVector", &halfVector) );
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| 94 | V( fadeEffect->CommitChanges() );
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| 95 | V( fadeEffect->SetTechnique("fadeObject") );
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| 96 | V( fadeEffect->Begin( &cPass, 0 ) );
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| 97 | V( fadeEffect->BeginPass( 0 ) );
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| 98 |
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| 99 | if(obj->doingSoftKill) {
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| 100 | this->device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
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| 101 | this->device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
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| 102 | this->device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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| 103 | this->device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
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| 104 | }
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| 105 | if (obj->Materials.size() == 0) {
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| 106 | this->device->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
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| 107 | this->device->SetRenderState( D3DRS_LIGHTING, FALSE );
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| 108 | this->device->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
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| 109 | if(obj->isPMesh()) {
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| 110 | (*obj->getProgressiveMesh())->DrawSubset(0);
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| 111 | } else {
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| 112 | (*obj->getMesh())->DrawSubset(0);
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| 113 | }
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| 114 | this->device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
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| 115 | } else {
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| 116 | this->device->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW);
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| 117 | this->device->SetRenderState( D3DRS_LIGHTING, FALSE );
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| 118 | this->device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
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| 119 |
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| 120 | // bilinear texture filtering:
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| 121 | this->device->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
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| 122 | this->device->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
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| 123 | this->device->SetSamplerState( 0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR );
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| 124 |
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| 125 | for(UINT i = 0; i < obj->Materials.size(); i++) {
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| 126 |
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| 127 | V( fadeEffect->SetFloatArray("ambient", (float*) (&obj->Materials[i].Ambient), 4) );
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| 128 | V( fadeEffect->SetFloatArray("diffuse", (float*) (&obj->Materials[i].Diffuse), 4) );
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| 129 | V( fadeEffect->SetFloatArray("specular", (float*) (&obj->Materials[i].Specular), 4) );
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| 130 | V( fadeEffect->SetFloat("power", obj->Materials[i].Power) );
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| 131 | V( fadeEffect->SetTexture("objTexture", obj->Textures[i]) );
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| 132 | V( fadeEffect->CommitChanges() );
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| 133 |
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| 134 | if(obj->isPMesh()) {
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| 135 | (*obj->getProgressiveMesh())->DrawSubset(i);
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| 136 | } else {
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| 137 | (*obj->getMesh())->DrawSubset(i);
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| 138 | }
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| 139 | }
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| 140 |
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| 141 |
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| 142 | //deactivate textures
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| 143 | this->device->SetTexture(0, 0);
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| 144 |
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| 145 | V( fadeEffect->EndPass() );
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| 146 | V( fadeEffect->End() );
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| 147 | if(obj->doingSoftKill) {
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| 148 | this->device->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
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| 149 | this->device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
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| 150 | }
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| 151 | }
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| 152 | this->device->SetTransform(D3DTS_WORLD, &this->myScene->getIdentityMatrix());
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| 153 | this->device->SetTransform(D3DTS_VIEW, &this->myScene->getIdentityMatrix());
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| 154 | this->device->SetTransform(D3DTS_PROJECTION, &this->myScene->getIdentityMatrix());
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| 155 | this->device->EndScene();
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| 156 | }
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| 157 | }
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| 158 |
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| 159 | void SimpleMeshRenderer::depthPass()
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| 160 | {
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| 161 | SPTR<Node> node = this->myNode.lock();
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| 162 | Object3d *obj = (Object3d *) (node.get());
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| 163 | UINT cPass;
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| 164 | HRESULT hr;
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| 165 | if(obj!=NULL && obj->isModelLoaded()) {
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| 166 | V( this->effect->SetMatrix("g_mWorldViewProjection", &this->myScene->activeRenderPass->getWorldViewProjectionMatrix(obj->getWorldMatrix())) );
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| 167 | V( this->effect->SetTechnique("DepthPass") );
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| 168 | V( this->effect->CommitChanges() );
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| 169 | this->device->BeginScene();
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| 170 | V( this->effect->Begin( &cPass, 0 ) );
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| 171 | V( this->effect->BeginPass( 0 ) );
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| 172 | if (obj->Materials.size() == 0) {
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| 173 | this->device->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
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| 174 | this->device->SetRenderState( D3DRS_LIGHTING, FALSE );
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| 175 | this->device->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
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| 176 | if(obj->isPMesh()) {
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| 177 | (*obj->getProgressiveMesh())->DrawSubset(0);
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| 178 | } else {
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| 179 | (*obj->getMesh())->DrawSubset(0);
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| 180 | }
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| 181 | this->device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
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| 182 | } else {
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| 183 | this->device->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW);
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| 184 | this->device->SetRenderState( D3DRS_LIGHTING, TRUE );
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| 185 | this->device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
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| 186 | if(this->alphaBlending) {
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| 187 | this->device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
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| 188 | this->device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
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| 189 | this->device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
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| 190 | this->device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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| 191 | }
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| 192 |
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| 193 | // bilinear texture filtering:
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| 194 | this->device->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
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| 195 | this->device->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
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| 196 | this->device->SetSamplerState( 0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR );
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| 197 |
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| 198 | for(UINT i = 0; i < obj->Materials.size(); i++) {
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| 199 | this->device->SetMaterial( &obj->Materials[i] );
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| 200 | this->device->SetTexture(0, obj->Textures[i]);
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| 201 | if(obj->isPMesh()) {
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| 202 | (*obj->getProgressiveMesh())->DrawSubset(i);
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| 203 | } else {
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| 204 | (*obj->getMesh())->DrawSubset(i);
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| 205 | }
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| 206 | }
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| 207 | if(this->alphaBlending) {
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| 208 | this->device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
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| 209 | this->device->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
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| 210 | }
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| 211 |
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| 212 | //deactivate textures
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| 213 | this->device->SetTexture(0, 0);
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| 214 | }
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| 215 | V( this->effect->EndPass() );
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| 216 | V( this->effect->End() );
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| 217 | this->device->EndScene();
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| 218 | }
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| 219 | }
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| 220 |
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| 221 | void SimpleMeshRenderer::rayPass()
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| 222 | {
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| 223 | SPTR<Node> node = this->myNode.lock();
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| 224 | Object3d *obj = (Object3d *) (node.get());
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| 225 | UINT cPass;
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| 226 | HRESULT hr;
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| 227 | this->device->BeginScene();
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| 228 | if(obj!=NULL && obj->isModelLoaded()) {
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| 229 | V( this->rayEffect->SetMatrix("g_mWorldViewProjection", &this->myScene->activeRenderPass->getWorldViewProjectionMatrix(obj->getWorldMatrix())) );
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| 230 | V( this->rayEffect->SetMatrix("g_mWorldView", &this->myScene->activeRenderPass->getWorldViewMatrix(obj->getWorldMatrix())) );
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| 231 | V( this->rayEffect->SetTechnique("ColorDistance") );
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| 232 | V( this->rayEffect->CommitChanges() );
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| 233 | V( this->rayEffect->Begin( &cPass, 0 ) );
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| 234 | V( this->rayEffect->BeginPass( 0 ) );
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| 235 |
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| 236 | if (obj->Materials.size() == 0) {
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| 237 | this->device->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
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| 238 | this->device->SetRenderState( D3DRS_LIGHTING, FALSE );
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| 239 | this->device->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
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| 240 | if(obj->isPMesh()) {
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| 241 | (*obj->getProgressiveMesh())->DrawSubset(0);
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| 242 | } else {
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| 243 | (*obj->getMesh())->DrawSubset(0);
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| 244 | }
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| 245 | this->device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
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| 246 | } else {
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| 247 | this->device->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW);
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| 248 | this->device->SetRenderState( D3DRS_LIGHTING, TRUE );
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| 249 | this->device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
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| 250 |
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| 251 | if(this->alphaBlending) {
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| 252 | this->device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
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| 253 | this->device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
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| 254 | this->device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
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| 255 | this->device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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| 256 | }
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| 257 |
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| 258 | // bilinear texture filtering:
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| 259 | this->device->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
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| 260 | this->device->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
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| 261 | this->device->SetSamplerState( 0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR );
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| 262 |
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| 263 | for(UINT i = 0; i < obj->Materials.size(); i++) {
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| 264 | this->device->SetMaterial( &obj->Materials[i] );
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| 265 | this->device->SetTexture(0, obj->Textures[i]);
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| 266 | V( this->rayEffect->SetTexture( "g_txCurrentTexture", obj->Textures[i]) );
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| 267 | V( this->rayEffect->CommitChanges() );
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| 268 | if(obj->isPMesh()) {
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| 269 | (*obj->getProgressiveMesh())->DrawSubset(i);
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| 270 | } else {
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| 271 | (*obj->getMesh())->DrawSubset(i);
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| 272 | }
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| 273 | }
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| 274 | if(this->alphaBlending) {
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| 275 | this->device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
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| 276 | this->device->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
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| 277 | }
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| 278 | //deactivate textures
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| 279 | this->device->SetTexture(0, 0);
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| 280 | }
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| 281 | V( this->rayEffect->EndPass() );
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| 282 | V( this->rayEffect->End() );
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| 283 | this->device->EndScene();
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| 284 | }
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| 285 | }
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| 286 |
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| 287 | void SimpleMeshRenderer::enableAlphaBlending(bool _alpha)
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| 288 | {
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| 289 | this->alphaBlending = _alpha;
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| 290 | }
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| 291 |
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| 292 | void SimpleMeshRenderer::OnLostDevice( void* pUserContext )
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| 293 | {
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| 294 | HRESULT hr;
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| 295 | this->myScene->manager->printToConsole(" OnLostDevice SimpleMeshRenderer");
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| 296 | V( this->effect->OnLostDevice() );
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| 297 | V( this->rayEffect->OnLostDevice() );
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| 298 | }
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| 299 |
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| 300 | void SimpleMeshRenderer::OnDestroyDevice( void* pUserContext )
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| 301 | {
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| 302 | this->myScene->manager->printToConsole(" OnDestroyDevice SimpleMeshRenderer");
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| 303 | this->myScene->manager->releaseEffect(this->effect);
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| 304 | this->myScene->manager->releaseEffect(this->rayEffect);
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| 305 | this->effect = NULL;
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| 306 | this->rayEffect = NULL;
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| 307 | }
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| 308 |
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| 309 | HRESULT SimpleMeshRenderer::OnResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
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| 310 | {
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| 311 | this->device = pd3dDevice;
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| 312 | this->effect = this->myScene->manager->getEffect(GameManager::EFFECT_DEPTHIMP);
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| 313 | if(!this->effect) {
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| 314 | this->effect = this->myScene->manager->loadEffect(GameManager::EFFECT_DEPTHIMP, L"shaders/depthImp.obj");
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| 315 | }
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| 316 | this->rayEffect = this->myScene->manager->getEffect(GameManager::EFFECT_RAYTRACE);
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| 317 | if(!this->rayEffect) {
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| 318 | this->rayEffect = this->myScene->manager->loadEffect(GameManager::EFFECT_RAYTRACE, L"shaders/RayTraceEffects.obj");
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| 319 | }
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| 320 | return NULL;
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| 321 | }
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| 322 |
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| 323 |
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| 324 | bool SimpleMeshRenderer::isLowerThan(Renderer* renderer)
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| 325 | {
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| 326 | SPTR<Node> node1 = this->myNode.lock();
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| 327 | Object3d *myObj = (Object3d *) (node1.get());
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| 328 | SPTR<Node> node2 = renderer->myNode.lock();
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| 329 | Object3d *otherObj = (Object3d *) (node2.get());
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| 330 | if(this->getRenderPriority()<renderer->getRenderPriority()) {
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| 331 | return true;
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| 332 | } else {
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| 333 | if(this->getRenderPriority()==renderer->getRenderPriority()) {
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| 334 | if(myObj->doingSoftKill && !otherObj->doingSoftKill) {
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| 335 | return false;
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| 336 | }
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| 337 | if(!myObj->doingSoftKill && otherObj->doingSoftKill) {
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| 338 | return true;
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| 339 | }
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| 340 | return myObj->camDistance>otherObj->camDistance;
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| 341 | } else {
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| 342 | return false;
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| 343 | }
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| 344 | }
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| 345 | } |
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