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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