Beispiel #1
0
void RenderFrameDX10(void)
{
	Vector4 vClearColor(0.0f, 0.0f, 0.0f, 0.0f);
	// frame buffer
	ID3D10RenderTargetView *pRenderTargetView = GutGetDX10RenderTargetView(); 
	// depth/stencil buffer
	ID3D10DepthStencilView *pDepthStencilView = GutGetDX10DepthStencilView(); 
	// front/back buffer
	IDXGISwapChain *pSwapChain = GutGetDX10SwapChain(); 
	// 清除顏色
	g_pDevice->ClearRenderTargetView(pRenderTargetView, (float *)&vClearColor);
	// 清除Depth/Stencil buffer
	g_pDevice->ClearDepthStencilView(pDepthStencilView, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 0);
	// 取得轉換矩陣
	Matrix4x4 view_matrix = g_Control.GetViewMatrix();
	Matrix4x4 world_matrix = g_Control.GetObjectMatrix();
	Matrix4x4 ident_matrix = Matrix4x4::IdentityMatrix();

	CGutModel_DX10::SetProjectionMatrix(g_proj_matrix);
	CGutModel_DX10::SetViewMatrix(view_matrix);
	// 畫出茶具組
	{
		g_pDevice->OMSetDepthStencilState(NULL, 1);
		CGutModel_DX10::SetWorldMatrix(world_matrix);
		CGutModel_DX10::UpdateMatrix();
		g_Model_DX10.Render();
	}
	// stencil pass, 在stencil buffer里標出光源照射到的像素
	{
		g_pDevice->OMSetDepthStencilState(g_pZStencil_Mask, 1);
		CGutModel_DX10::SetWorldMatrix(ident_matrix);
		CGutModel_DX10::UpdateMatrix();
		CGutModel_DX10::SetMaterialOverwrite(&g_material_stencilpass);
		g_SpotLightModel_DX10.Render();
	}
	// 畫出被光線照射到的區域
	{
		g_pDevice->OMSetDepthStencilState(g_pZStencil_Test, 1);
		CGutModel_DX10::SetMaterialOverwrite(&g_material_spotlightpass);
		g_SpotLightModel_DX10.Render();
	}
	// 畫出光柱圓錐
	{
		g_pDevice->OMSetDepthStencilState(NULL, 1);
		CGutModel_DX10::SetMaterialOverwrite(NULL);
		g_SpotLightModel_DX10.Render();
	}
	// 等待硬體掃結束, 然後才更新畫面.
	pSwapChain->Present(1, 0);
}
Beispiel #2
0
void RenderModelDX10(bool mirror, Vector4 *pPlane)
{
	ID3D10Device *pDevice = GutGetGraphicsDeviceDX10();

	Matrix4x4 view_matrix;
	Matrix4x4 proj_matrix;
	Matrix4x4 world_matrix = g_Control.GetObjectMatrix();

	if ( mirror )
	{
		Vector4 vEye = g_Control.GetCameraPosition();
		Vector4 vUp = g_Control.m_vUp;
		Vector4 vLookAt = g_Control.m_vLookAt;

		Vector4 mirror_eye = MirrorPoint(vEye, *pPlane);
		Vector4 mirror_lookat = MirrorPoint(vLookAt, *pPlane);
		Vector4 mirror_up = MirrorPoint(vUp, *pPlane);

		view_matrix = GutMatrixLookAtRH(mirror_eye, mirror_lookat, mirror_up);
		g_mirror_view_matrix = view_matrix;
	}
	else
	{
		view_matrix = g_Control.GetViewMatrix();
	}

	// `CGutModel_DX10中有提供一些模擬Fixed Piepline的函式`
	CGutModel_DX10::SetProjectionMatrix(g_proj_matrix);
	CGutModel_DX10::SetViewMatrix(view_matrix);
	CGutModel_DX10::SetWorldMatrix(world_matrix);
	CGutModel_DX10::UpdateMatrix();

	g_Model_DX10.Render();
}
Beispiel #3
0
void RenderFrameDX10(void)
{
	Vector4 vClearColor(0.0f, 0.0f, 0.0f, 0.0f);
	// 取得呼叫GutCreateGraphicsDeviceDX10時所產生的D3D10物件
	ID3D10RenderTargetView *pRenderTargetView = GutGetDX10RenderTargetView(); //frame buffer
	ID3D10DepthStencilView *pDepthStencilView = GutGetDX10DepthStencilView(); //depth/stencil buffer
	IDXGISwapChain *pSwapChain = GutGetDX10SwapChain(); // front/back buffer

	g_pDevice->ClearRenderTargetView(pRenderTargetView, &vClearColor[0]);
	g_pDevice->ClearDepthStencilView(pDepthStencilView, D3D10_CLEAR_DEPTH|D3D10_CLEAR_STENCIL, 1.0f, 0);

	Matrix4x4 camera_matrix = g_Control.GetCameraMatrix();
	Matrix4x4 view_matrix = g_Control.GetViewMatrix();
	Matrix4x4 world_matrix = g_Control.GetObjectMatrix();

	g_Model_DX10.SetLight(0, g_Lights[0]);
	g_Model_DX10.SetLight(1, g_Lights[1]);
	g_Model_DX10.EnableLighting(true);

	g_Model_DX10.SetProjectionMatrix(g_proj_matrix);
	g_Model_DX10.SetWorldMatrix(world_matrix);
	g_Model_DX10.SetViewMatrix(view_matrix);
	g_Model_DX10.SetInvViewMatrix(camera_matrix);
	g_Model_DX10.UpdateMatrix();

	g_Model_DX10.Render();

	// 等待硬體掃結束, 然後才更新畫面
	pSwapChain->Present(1, 0);
}
Beispiel #4
0
void RenderFrameDX10(void)
{
	Matrix4x4 view_matrix = g_Control.GetViewMatrix();
	Matrix4x4 world_matrix = g_Control.GetObjectMatrix();

	Vector4 vClearColor(0.0f, 0.0f, 0.0f, 0.0f);

	UINT stride = sizeof(Vertex_VT);
	UINT offset = 0;

	ID3D10RenderTargetView *pRenderTargetView = GutGetDX10RenderTargetView();
	ID3D10DepthStencilView *pDepthStencilView = GutGetDX10DepthStencilView();

	g_pDevice->OMSetRenderTargets(1, &g_pRTView[FULLSIZE], pDepthStencilView);
	g_pDevice->ClearRenderTargetView(g_pRTView[FULLSIZE], &vClearColor[0]);
	g_pDevice->ClearDepthStencilView(pDepthStencilView, D3D10_CLEAR_DEPTH|D3D10_CLEAR_STENCIL, 1.0f, 0);

	SetViewport(FULLSIZE);

	CGutModel_DX10::SetViewMatrix(view_matrix);
	CGutModel_DX10::SetWorldMatrix(world_matrix);
	CGutModel_DX10::SetProjectionMatrix(g_proj_matrix);
	CGutModel_DX10::UpdateMatrix();

	g_Model_DX10.Render();

	ConvertToLuminance();
	Average();

	AdaptiveLuminance();
	AutoExposure();

	if ( g_iMode & 0x01 )
	{
		g_pDevice->OMSetRenderTargets(1, &pRenderTargetView, pDepthStencilView);
		SetViewport(FULLSIZE);

		float x = -1.0f;
		float y = -1.0f;
		float w = 0.2f;
		float h = 0.2f;

		DrawImage(g_pSRView[LUMINANCE_CURRENT], x, y, w, h);
		x+=w;
		DrawImage(g_pSRView[LUMINANCE_PREVIOUS], x, y, w, h);
		x+=w;
	}

	// 等待硬體掃結束, 然後才更新畫面
	IDXGISwapChain *pSwapChain = GutGetDX10SwapChain();
	pSwapChain->Present(1, 0);
}
Beispiel #5
0
void RenderFrameDX10(void)
{
	Vector4 vClearColor(0.0f);
	Vector4 vObjectColor(0.0f, 1.0f, 0.0f);

	ID3D10RenderTargetView *pRenderTargetView = GutGetDX10RenderTargetView(); //frame buffer
	ID3D10DepthStencilView *pDepthStencilView = GutGetDX10DepthStencilView(); //depth/stencil buffer
	g_pDevice->ClearRenderTargetView(pRenderTargetView, &vClearColor[0]);
	g_pDevice->ClearDepthStencilView(pDepthStencilView, D3D10_CLEAR_DEPTH|D3D10_CLEAR_STENCIL, 1.0f, 0);

	// background image
	DrawImage(g_pTexture);

	// refraction

	Matrix4x4 view_matrix = g_Control.GetViewMatrix();
	Matrix4x4 world_matrix = g_Control.GetObjectMatrix();
	Matrix4x4 wvp_matrix = world_matrix * view_matrix * g_proj_matrix;
	Matrix4x4 wv_matrix = world_matrix * view_matrix;

	ID3D10EffectTechnique *pShader = g_pRefractionFX->GetTechniqueByName("Refraction");
	ID3D10EffectShaderResourceVariable *texture_param = g_pRefractionFX->GetVariableByName("BackgroundImage")->AsShaderResource();
	ID3D10EffectMatrixVariable *wvpmatrix_param = g_pRefractionFX->GetVariableByName("wvp_matrix")->AsMatrix();
	ID3D10EffectMatrixVariable *wvmatrix_param = g_pRefractionFX->GetVariableByName("wv_matrix")->AsMatrix();
	ID3D10EffectVectorVariable *color_param = g_pRefractionFX->GetVariableByName("object_color")->AsVector();

	texture_param->SetResource(g_pTexture);
	wvpmatrix_param->SetMatrix( (float *)&wvp_matrix );
	wvmatrix_param->SetMatrix( (float *)&wv_matrix );
	color_param->SetFloatVector( (float *)&vObjectColor );

	pShader->GetPassByIndex(0)->Apply(0);
	g_pDevice->IASetInputLayout(g_pRefractionLayout);

	g_Model_DX10.Render(SUBMIT_CULLFACE);

	// 等待硬體掃結束, 然後才更新畫面
	IDXGISwapChain *pSwapChain = GutGetDX10SwapChain();
	pSwapChain->Present(1, 0);
}
Beispiel #6
0
void RenderFrameDX10(void)
{
	Vector4 vClearColor(0.0f, 0.0f, 0.0f, 0.0f);

	// frame buffer
	ID3D10RenderTargetView *pRenderTargetView = GutGetDX10RenderTargetView(); 
	// depth/stencil buffer
	ID3D10DepthStencilView *pDepthStencilView = GutGetDX10DepthStencilView(); 
	// front/back buffer
	IDXGISwapChain *pSwapChain = GutGetDX10SwapChain(); 

	Matrix4x4 ident_matrix; ident_matrix.Identity();
	Matrix4x4 view_matrix = g_Control.GetViewMatrix();
	Matrix4x4 world_matrix = g_Control.GetObjectMatrix();
	Matrix4x4 world_view_proj_matrix = world_matrix * view_matrix * g_proj_matrix;

	// 清除顏色
	g_pDevice->ClearRenderTargetView(pRenderTargetView, (float *)&vClearColor);
	// 清除Depth/Stencil buffer
	g_pDevice->ClearDepthStencilView(pDepthStencilView, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 0);

	// 畫出茶壼, 并更新 Stencil Buffer.
	{
		g_pDevice->OMSetDepthStencilState(g_pZStencil_Incr, 0);

		CGutModel_DX10::SetProjectionMatrix(g_proj_matrix);
		CGutModel_DX10::SetViewMatrix(view_matrix);
		CGutModel_DX10::SetWorldMatrix(world_matrix);
		CGutModel_DX10::UpdateMatrix();

		g_Model_DX10.Render();
	}

	// 套用 Shader
	{
		UINT stride = sizeof(Vertex_V);
		UINT offset = 0;
		// 設定Shader
		g_pDevice->VSSetShader(g_pVertexShader);
		g_pDevice->PSSetShader(g_pPixelShader);
		// 設定Shader讀取參數的記憶體位罝
		g_pDevice->VSSetConstantBuffers(0, 1, &g_pConstantBuffer);
		g_pDevice->PSSetConstantBuffers(0, 1, &g_pConstantBuffer);
		// 設定vertex資料格式
		g_pDevice->IASetInputLayout(g_pVertexLayout);
		// 設定Vertex Buffer
		g_pDevice->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &stride, &offset);
		// 設定三角形頂點索引值資料排列是triangle strip
		g_pDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
	}

	ShaderConstant *pConstData = NULL;

	// 用綠色標示出只更新1次的像素
	{
		// 設定shader參數
		g_pConstantBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pConstData );
		pConstData->m_wvp_matrix = ident_matrix;
		pConstData->m_color.Set(0,1,0,1);
		g_pConstantBuffer->Unmap();
		// 畫出看板
		g_pDevice->OMSetDepthStencilState(g_pZStencil_Test, 1);
		g_pDevice->Draw(4, 0);
	}
	// 用藍色標示出更新2次的像素
	{
		// 設定shader參數
		g_pConstantBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pConstData );
		pConstData->m_wvp_matrix = ident_matrix;
		pConstData->m_color.Set(0,0,1,1);
		g_pConstantBuffer->Unmap();
		// 畫出看板
		g_pDevice->OMSetDepthStencilState(g_pZStencil_Test, 2);
		g_pDevice->Draw(4, 0);
	}
	// 用紅色標示出更新3次的像素
	{
		// 設定shader參數
		g_pConstantBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pConstData );
		pConstData->m_wvp_matrix = ident_matrix;
		pConstData->m_color.Set(1,0,0,1);
		g_pConstantBuffer->Unmap();
		// 畫出看板
		g_pDevice->OMSetDepthStencilState(g_pZStencil_Test, 3);
		g_pDevice->Draw(4, 0);
	}
	// 用白色標示出更新超過3次的像素
	{
		// 設定shader參數
		g_pConstantBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pConstData );
		pConstData->m_wvp_matrix = ident_matrix;
		pConstData->m_color.Set(1,1,1,1);
		g_pConstantBuffer->Unmap();
		// 畫出看板
		g_pDevice->OMSetDepthStencilState(g_pZStencil_Less, 3);
		g_pDevice->Draw(4, 0);
	}

	// 等待硬體掃結束, 然後才更新畫面.
	pSwapChain->Present(1, 0);
}