[1378] | 1 | #include "dxstdafx.h"
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| 2 | #include ".\SkyBoxRenderer.h"
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| 3 | #include "GameManager.h"
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| 4 |
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| 5 | SkyBoxRenderer::SkyBoxRenderer(void) : Renderer()
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| 6 | {
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| 7 | this->setRenderPriority(0);
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| 8 | this->rendererType |= Renderer::RENDERER_SKYBOX;
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| 9 | this->rayEffect = NULL;
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| 10 | }
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| 11 |
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| 12 | SkyBoxRenderer::~SkyBoxRenderer(void)
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| 13 | {
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| 14 | this->myScene->manager->releaseEffect(this->rayEffect);
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| 15 | this->rayEffect = NULL;
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| 16 | }
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| 17 |
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| 18 | void SkyBoxRenderer::init() {
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| 19 | this->rayEffect = this->myScene->manager->getEffect(GameManager::EFFECT_RAYTRACE);
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| 20 | if(!this->rayEffect) {
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| 21 | this->rayEffect = this->myScene->manager->loadEffect(GameManager::EFFECT_RAYTRACE, L"shaders/RayTraceEffects.obj");
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| 22 | }
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| 23 | }
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| 24 |
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| 25 | void SkyBoxRenderer::render()
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| 26 | {
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| 27 | SPTR<Node> node = this->myNode.lock();
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| 28 | Object3d *obj = (Object3d *) (node.get());
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| 29 | switch(this->myScene->getActivePassId()) {
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| 30 | case Scene::PASS_NORMAL:
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| 31 | case Scene::PASS_DEPTH:
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| 32 | this->device->BeginScene();
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| 33 | if(obj!=NULL && obj->isModelLoaded()) {
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| 34 | this->device->SetTransform(D3DTS_WORLD, obj->getWorldMatrix());
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| 35 | this->device->SetTransform(D3DTS_VIEW, &this->myScene->getViewMatrix());
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| 36 | this->device->SetTransform(D3DTS_PROJECTION, &this->myScene->getProjectionMatrix());
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| 37 | this->device->SetRenderState( D3DRS_CULLMODE, D3DCULL_CW );
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| 38 | this->device->SetRenderState( D3DRS_LIGHTING, FALSE );
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| 39 | this->device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
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| 40 |
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| 41 | // bilinear texture filtering:
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| 42 | this->device->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
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| 43 | this->device->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
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| 44 | this->device->SetSamplerState( 0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR );
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| 45 |
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| 46 | // Disable writing to the z buffer
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| 47 | // achtung: im moment alles standard (true, lessequal, true)
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| 48 | this->device->SetRenderState( D3DRS_ZENABLE, FALSE );
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| 49 | this->device->SetRenderState( D3DRS_ZWRITEENABLE, FALSE );
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| 50 |
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| 51 | // Clamp texture co-ordinates
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| 52 | this->device->SetSamplerState( 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP );
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| 53 | this->device->SetSamplerState( 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP );
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| 54 |
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| 55 | for(UINT i = 0; i < obj->Materials.size(); i++) {
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| 56 | this->device->SetMaterial( &obj->Materials[i] );
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| 57 | this->device->SetTexture(0, obj->Textures[i]);
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| 58 | if(obj->isPMesh()) {
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| 59 | (*obj->getProgressiveMesh())->DrawSubset(i);
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| 60 | } else {
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| 61 | (*obj->getMesh())->DrawSubset(i);
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| 62 | }
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| 63 | }
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| 64 |
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| 65 | // Wrap texture co-ordinates again
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| 66 | this->device->SetSamplerState( 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP );
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| 67 | this->device->SetSamplerState( 0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP );
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| 68 |
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| 69 | // Enable writing to the z buffer again
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| 70 | this->device->SetRenderState( D3DRS_ZENABLE, TRUE );
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| 71 | this->device->SetRenderState( D3DRS_ZWRITEENABLE, TRUE );
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| 72 | DXUTGetD3DDevice()->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0, 0, 0, 0), 1.0f, 0);
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| 73 |
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| 74 | //deactivate textures
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| 75 | this->device->SetTexture(0, 0);
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| 76 | }
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| 77 | this->device->SetTransform(D3DTS_WORLD, &this->myScene->getIdentityMatrix());
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| 78 | this->device->SetTransform(D3DTS_VIEW, &this->myScene->getIdentityMatrix());
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| 79 | this->device->SetTransform(D3DTS_PROJECTION, &this->myScene->getIdentityMatrix());
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| 80 | this->device->EndScene();
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| 81 | break;
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| 82 | case Scene::PASS_RAYTRACE:
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| 83 | this->rayPass();
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| 84 | break;
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| 85 | }
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| 86 | }
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| 87 |
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| 88 | void SkyBoxRenderer::rayPass()
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| 89 | {
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| 90 | UINT cPass;
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| 91 | HRESULT hr;
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| 92 | this->device->BeginScene();
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| 93 | SPTR<Node> node = this->myNode.lock();
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| 94 | Object3d *obj = (Object3d *) (node.get());
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| 95 | if(obj!=NULL && obj->isModelLoaded()) {
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| 96 | V( this->rayEffect->SetMatrix("g_mWorldViewProjection", &this->myScene->activeRenderPass->getWorldViewProjectionMatrix(obj->getWorldMatrix())) );
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| 97 | V( this->rayEffect->SetMatrix("g_mWorldView", &this->myScene->activeRenderPass->getWorldViewMatrix(obj->getWorldMatrix())) );
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| 98 | V( this->rayEffect->SetTechnique("ColorDistance") );
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| 99 | V( this->rayEffect->CommitChanges() );
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| 100 | V( this->rayEffect->Begin( &cPass, 0 ) );
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| 101 | V( this->rayEffect->BeginPass( 0 ) );
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| 102 | this->device->SetRenderState( D3DRS_CULLMODE, D3DCULL_CW );
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| 103 | this->device->SetRenderState( D3DRS_LIGHTING, FALSE );
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| 104 | this->device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
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| 105 |
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| 106 | // bilinear texture filtering:
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| 107 | this->device->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
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| 108 | this->device->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
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| 109 | this->device->SetSamplerState( 0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR );
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| 110 |
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| 111 | // Clamp texture co-ordinates
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| 112 | this->device->SetSamplerState( 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP );
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| 113 | this->device->SetSamplerState( 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP );
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| 114 |
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| 115 | for(UINT i = 0; i < obj->Materials.size(); i++) {
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| 116 | this->device->SetMaterial( &obj->Materials[i] );
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| 117 | this->device->SetTexture(0, obj->Textures[i]);
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| 118 | V( this->rayEffect->SetTexture( "g_txCurrentTexture", obj->Textures[i]) );
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| 119 | V( this->rayEffect->CommitChanges() );
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| 120 | if(obj->isPMesh()) {
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| 121 | (*obj->getProgressiveMesh())->DrawSubset(i);
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| 122 | } else {
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| 123 | (*obj->getMesh())->DrawSubset(i);
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| 124 | }
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| 125 | }
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| 126 |
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| 127 | // Wrap texture co-ordinates again
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| 128 | this->device->SetSamplerState( 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP );
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| 129 | this->device->SetSamplerState( 0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP );
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| 130 |
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| 131 | // Enable writing to the z buffer again
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| 132 | V( DXUTGetD3DDevice()->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0, 0, 0, 0), 1.0f, 0) );
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| 133 |
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| 134 | //deactivate textures
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| 135 | this->device->SetTexture(0, 0);
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| 136 | }
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| 137 | V( this->rayEffect->EndPass() );
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| 138 | V( this->rayEffect->End() );
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| 139 | this->device->EndScene();
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| 140 | }
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| 141 |
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| 142 | void SkyBoxRenderer::OnLostDevice( void* pUserContext )
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| 143 | {
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| 144 | HRESULT hr;
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| 145 | this->myScene->manager->printToConsole(" OnLostDevice SkyBoxRenderer");
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| 146 | V( this->rayEffect->OnLostDevice() );
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| 147 | }
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| 148 |
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| 149 | void SkyBoxRenderer::OnDestroyDevice( void* pUserContext )
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| 150 | {
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| 151 | this->myScene->manager->printToConsole(" OnDestroyDevice SkyBoxRenderer");
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| 152 | this->myScene->manager->releaseEffect(this->rayEffect);
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| 153 | this->rayEffect = NULL;
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| 154 | }
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| 155 |
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| 156 | HRESULT SkyBoxRenderer::OnResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
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| 157 | {
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| 158 | this->device = pd3dDevice;
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| 159 | this->rayEffect = this->myScene->manager->getEffect(GameManager::EFFECT_RAYTRACE);
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| 160 | if(!this->rayEffect) {
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| 161 | this->rayEffect = this->myScene->manager->loadEffect(GameManager::EFFECT_RAYTRACE, L"shaders/RayTraceEffects.obj");
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| 162 | }
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| 163 | return S_OK;
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| 164 | }
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| 165 |
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| 166 | bool SkyBoxRenderer::isLowerThan(Renderer* renderer)
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| 167 | {
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| 168 | return this->getRenderPriority() < renderer->getRenderPriority();
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| 169 | }
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