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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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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