[1378] | 1 | #include "dxstdafx.h"
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| 2 | #include ".\TerrainRenderer.h"
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| 3 | #include "GameManager.h"
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| 4 |
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| 5 | TerrainRenderer::TerrainRenderer(void) : Renderer()
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| 6 | {
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| 7 | this->setRenderPriority(10);
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| 8 | this->rendererType |= Renderer::RENDERER_TERRAIN;
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| 9 | }
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| 10 |
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| 11 | TerrainRenderer::~TerrainRenderer(void)
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| 12 | {
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| 13 | this->myScene->manager->releaseEffect(this->TerrainEffect);
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| 14 | this->TerrainEffect = NULL;
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| 15 | }
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| 16 |
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| 17 | void TerrainRenderer::init()
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| 18 | {
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| 19 |
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| 20 | }
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| 21 |
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| 22 | void TerrainRenderer::setEffect(ID3DXEffect* effect) {
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| 23 | this->TerrainEffect = effect;
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| 24 |
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| 25 | //set technique handles:
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| 26 | ShaderTechHandle = TerrainEffect->GetTechniqueByName("TerrainShader");
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| 27 | ShaderTechHandleRay = TerrainEffect->GetTechniqueByName("TerrainShaderRay");
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| 28 | ShaderTechHandleDepth = TerrainEffect->GetTechniqueByName("TerrainShaderDepth");
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| 29 |
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| 30 | //new texture handles:
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| 31 | //shader:
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| 32 | WorldViewProjectionHandle = TerrainEffect->GetParameterByName(0, "g_mWorldViewProjection");
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| 33 | WorldViewHandle = TerrainEffect->GetParameterByName(0, "g_mWorldView");
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| 34 |
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| 35 | float nearPlane = this->myScene->getActiveCamera()->getNearClipping();
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| 36 | float farPlane = this->myScene->getActiveCamera()->getFarClipping();
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| 37 | FarPlaneMinusNearPlaneHandle = TerrainEffect->GetParameterByName(0, "FarPlaneMinusNearPlane");
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| 38 | TerrainEffect->SetFloat(FarPlaneMinusNearPlaneHandle, farPlane - nearPlane);
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| 39 | }
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| 40 |
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| 41 | void TerrainRenderer::render()
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| 42 | {
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| 43 | this->device->BeginScene();
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| 44 | SPTR<Node> node = this->myNode.lock();
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| 45 | Object3d *obj = (Object3d *) (node.get());
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| 46 | if(obj!=NULL && obj->isModelLoaded()) {
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| 47 | //Habe das von this->myScene->getActiveRenderPass() == NULL auf switch cases umgebaut..
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| 48 | //if(this->myScene->getActiveRenderPass() == NULL) {
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| 49 | UINT numPasses = 0;
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| 50 | switch(this->myScene->getActivePassId()) {
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| 51 | case Scene::PASS_NORMAL:
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| 52 | this->device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
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| 53 |
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| 54 | // set the technique to use
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| 55 | TerrainEffect->SetTechnique( ShaderTechHandle );
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| 56 |
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| 57 | D3DXMatrixMultiply(&this->worldViewMat, &this->myScene->getWorldMatrix(), &this->myScene->getViewMatrix());
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| 58 | D3DXMatrixMultiply(&this->worldViewProjMat, &this->worldViewMat, &this->myScene->getProjectionMatrix());
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| 59 | TerrainEffect->SetMatrix(WorldViewProjectionHandle, &this->worldViewProjMat);
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| 60 |
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| 61 |
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| 62 | TerrainEffect->Begin(&numPasses, 0);
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| 63 | for(UINT j = 0; j < numPasses; j++)
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| 64 | {
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| 65 | this->device->SetTexture(0, obj->Textures[0]);
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| 66 | // begin effect render pass
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| 67 | TerrainEffect->BeginPass(j);
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| 68 |
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| 69 | this->device->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
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| 70 |
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| 71 | if(obj->isPMesh()) {
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| 72 | (*obj->getProgressiveMesh())->DrawSubset(0);
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| 73 | } else {
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| 74 | (*obj->getMesh())->DrawSubset(0);
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| 75 | }
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| 76 |
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| 77 | // end effect render pass
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| 78 | TerrainEffect->EndPass();
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| 79 | }
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| 80 | TerrainEffect->End();
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| 81 | break;
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| 82 | case Scene::PASS_RAYTRACE:
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| 83 | //this->device->SetRenderState( D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_BLUE|D3DCOLORWRITEENABLE_GREEN|D3DCOLORWRITEENABLE_RED );
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| 84 | this->device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
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| 85 |
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| 86 | // set the technique to use
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| 87 | TerrainEffect->SetTechnique( ShaderTechHandleRay );
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| 88 |
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| 89 | D3DXMatrixMultiply(&this->worldViewMat, &this->myScene->getWorldMatrix(), &this->myScene->getViewMatrix());
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| 90 | TerrainEffect->SetMatrix(WorldViewHandle, &this->worldViewMat);
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| 91 | D3DXMatrixMultiply(&this->worldViewProjMat, &this->worldViewMat, &this->myScene->getProjectionMatrix());
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| 92 | TerrainEffect->SetMatrix(WorldViewProjectionHandle, &this->worldViewProjMat);
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| 93 |
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| 94 | TerrainEffect->Begin(&numPasses, 0);
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| 95 | for(UINT j = 0; j < numPasses; j++)
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| 96 | {
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| 97 | this->device->SetTexture(0, obj->Textures[0]);
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| 98 | // begin effect render pass
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| 99 | TerrainEffect->BeginPass(j);
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| 100 |
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| 101 | this->device->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
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| 102 |
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| 103 | if(obj->isPMesh()) {
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| 104 | (*obj->getProgressiveMesh())->DrawSubset(0);
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| 105 | } else {
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| 106 | (*obj->getMesh())->DrawSubset(0);
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| 107 | }
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| 108 |
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| 109 | // end effect render pass
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| 110 | TerrainEffect->EndPass();
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| 111 | }
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| 112 | TerrainEffect->End();
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| 113 | //this->device->SetRenderState( D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA|D3DCOLORWRITEENABLE_BLUE|D3DCOLORWRITEENABLE_GREEN|D3DCOLORWRITEENABLE_RED );
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| 114 |
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| 115 | break;
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| 116 | case Scene::PASS_DEPTH: //habs im fx file noch nicht umgestellt
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| 117 | this->device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
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| 118 |
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| 119 | // set the technique to use
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| 120 | TerrainEffect->SetTechnique( ShaderTechHandleDepth );
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| 121 |
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| 122 | D3DXMatrixMultiply(&this->worldViewMat, &this->myScene->getWorldMatrix(), &this->myScene->getViewMatrix());
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| 123 | D3DXMatrixMultiply(&this->worldViewProjMat, &this->worldViewMat, &this->myScene->getProjectionMatrix());
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| 124 | TerrainEffect->SetMatrix(WorldViewProjectionHandle, &this->worldViewProjMat);
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| 125 |
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| 126 | TerrainEffect->Begin(&numPasses, 0);
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| 127 | for(UINT j = 0; j < numPasses; j++)
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| 128 | {
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| 129 | this->device->SetTexture(0, obj->Textures[0]);
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| 130 | // begin effect render pass
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| 131 | TerrainEffect->BeginPass(j);
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| 132 |
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| 133 | this->device->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
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| 134 |
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| 135 | if(obj->isPMesh()) {
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| 136 | (*obj->getProgressiveMesh())->DrawSubset(0);
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| 137 | } else {
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| 138 | (*obj->getMesh())->DrawSubset(0);
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| 139 | }
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| 140 |
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| 141 | // end effect render pass
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| 142 | TerrainEffect->EndPass();
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| 143 | }
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| 144 | TerrainEffect->End();
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| 145 | break;
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| 146 | }
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| 147 | }
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| 148 | this->device->EndScene();
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| 149 | }
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| 150 |
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| 151 | void TerrainRenderer::OnLostDevice( void* pUserContext )
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| 152 | {
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| 153 | HRESULT hr;
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| 154 | this->myScene->manager->printToConsole(" OnLostDevice TerrainRenderer");
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| 155 | V( this->TerrainEffect->OnLostDevice() );
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| 156 | }
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| 157 |
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| 158 | void TerrainRenderer::OnDestroyDevice( void* pUserContext )
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| 159 | {
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| 160 | this->myScene->manager->printToConsole(" OnDestroyDevice TerrainRenderer");
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| 161 | //SAFE_RELEASE(this->TerrainEffect);
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| 162 | this->myScene->manager->releaseEffect(this->TerrainEffect);
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| 163 | this->TerrainEffect = NULL;
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| 164 | }
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| 165 |
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| 166 | HRESULT TerrainRenderer::OnResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
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| 167 | {
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| 168 | this->device = pd3dDevice;
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| 169 | this->TerrainEffect = this->myScene->manager->getEffect(GameManager::EFFECT_TERRAIN);
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| 170 | if(!this->TerrainEffect) {
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| 171 | this->TerrainEffect = this->myScene->manager->loadEffect(GameManager::EFFECT_TERRAIN, L"shaders/terrain.obj");
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| 172 | }
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| 173 | this->setEffect(this->TerrainEffect);
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| 174 | return S_OK;
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| 175 | }
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| 176 |
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| 177 | bool TerrainRenderer::isLowerThan(Renderer* renderer)
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| 178 | {
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| 179 | return this->getRenderPriority() < renderer->getRenderPriority();
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| 180 | } |
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