Revision 1378,
1.0 KB
checked in by giegl, 18 years ago
(diff) |
GTPD - Jungle Rumble - integrate into GTP SVN structure
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[1378] | 1 | #pragma once
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| 2 | #include "renderer.h"
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| 3 | #include "Object3d.h"
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| 4 |
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| 5 | // Our custom FVF, which describes our custom vertex structure
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| 6 | #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)
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| 7 |
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| 8 | // A structure for our custom vertex type
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| 9 | struct CUSTOMVERTEX
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| 10 | {
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| 11 | FLOAT x, y, z; // The untransformed, 3D position for the vertex
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| 12 | DWORD color; // The vertex color
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| 13 | };
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| 14 |
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| 15 | class SimpleMeshRenderer :
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| 16 | public Renderer
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| 17 | {
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| 18 | public:
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| 19 | SimpleMeshRenderer(void);
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| 20 | virtual ~SimpleMeshRenderer(void);
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| 21 |
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| 22 | virtual void init();
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| 23 | virtual void render();
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| 24 |
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| 25 | void enableAlphaBlending(bool _alpha);
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| 26 |
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| 27 | virtual void OnLostDevice( void* pUserContext );
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| 28 | virtual void OnDestroyDevice( void* pUserContext );
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| 29 | virtual HRESULT OnResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext );
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| 30 |
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| 31 | virtual bool isLowerThan(Renderer* renderer);
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| 32 |
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| 33 | protected:
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| 34 |
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| 35 | void defaultPass();
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| 36 | void depthPass();
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| 37 | void rayPass();
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| 38 | bool alphaBlending;
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| 39 | ID3DXEffect* effect;
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| 40 | ID3DXEffect* rayEffect;
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| 41 | };
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