Example #1
0
void RenderPolyPlane::Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, const PolyTransferHeights &fakeflat, uint32_t stencilValue, bool ceiling, double skyHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> &sectorPortals)
{
	FSectorPortal *portal = fakeflat.FrontSector->ValidatePortal(ceiling ? sector_t::ceiling : sector_t::floor);
	if (!portal || (portal->mFlags & PORTSF_INSKYBOX) == PORTSF_INSKYBOX) // Do not recurse into portals we already recursed into
	{
		RenderNormal(thread, worldToClip, clipPlane, fakeflat, stencilValue, ceiling, skyHeight);
	}
	else
	{
		RenderPortal(thread, worldToClip, clipPlane, fakeflat, stencilValue, ceiling, skyHeight, portal, sectorPortals);
	}
}
Example #2
0
File: Mesh.cpp Project: hoijui/CG1
void Mesh::RenderVertexNormals() const {

	glPushMatrix();
	for (int t = 0; t < faces.size(); ++t) {
		const vector<int>& vertexIndices = faces.at(t);
		for (int v = 0; v < vertexIndices.size(); ++v) {
			const int vInd = vertexIndices.at(v);
			const Vec3f& vertex = vertices.at(vInd);
			const Vec3f& normal = vertexNormals.at(vInd);
			RenderNormal(vertex, normal / 5.0f);
		}
	}
	glPopMatrix();
}
Example #3
0
File: Mesh.cpp Project: hoijui/CG1
void Mesh::RenderFaceNormals() const {

	glPushMatrix();
	for (int t = 0; t < faces.size(); ++t) {
		const vector<int>& vertexIndices = faces.at(t);
		const Vec3f& normal = faceNormals.at(t);
		Vec3f faceCenter(0.0f, 0.0f, 0.0f);
		for (int v = 0; v < vertexIndices.size(); ++v) {
			faceCenter += vertices.at(vertexIndices.at(v));
		}
		faceCenter /= vertexIndices.size();
		RenderNormal(faceCenter, normal / 5.0f);
	}
	glPopMatrix();
}
bool Display( float timeDelta )
{
	if( !g_pDevice ) return false;

	D3DXMATRIX mRot;
	D3DXMatrixRotationAxis( &mRot, &g_vAxis, g_fAngle );

	D3DXMATRIX mView;
	D3DXMatrixMultiply( &mView, &mRot, &g_mCamera );
	//	g_pDevice->SetTransform( D3DTS_VIEW, &mView );
	g_pDevice->SetTransform( D3DTS_WORLD, &mView );

	D3DLIGHT9 light;
	D3DXCOLOR c = d3d::WHITE;
	//D3DXVECTOR3 position( 10 * cosf(g_fLightAngle), 10 * sinf(g_fLightAngle), -.5f );
	//position.x -= 1.f;
	//light.Position = D3DXVECTOR3(0, 0, -10.f);
	//D3DXVECTOR3 directioon( 0.0f, 1.0f, 0.f );
	//light = d3d::InitPointLight(&position, &c);

	D3DXVECTOR3 directioon( cosf(g_fLightAngle), sinf(g_fLightAngle), 0.f );
	light = d3d::InitDirectionalLight(&directioon, &c);

	g_pDevice->SetLight( 0, &light );
	g_pDevice->LightEnable( 0, true );

	InitMaterial();
	UpdateAlphaTexture();

	g_pDevice->Clear( 0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(200,200,200), 1.0f, 0 );
	g_pDevice->BeginScene();

	g_pDevice->SetRenderState( D3DRS_LIGHTING, TRUE);
	g_pDevice->SetRenderState( D3DRS_AMBIENT, 0x00202020 );

	g_pDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
	g_pDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);

	g_pDevice->SetRenderState( D3DRS_NORMALIZENORMALS, TRUE );
	g_pDevice->SetRenderState( D3DRS_SPECULARENABLE, FALSE );

	//g_pDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
	//g_pDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
	//g_pDevice->SetRenderState( D3DRS_FOGENABLE, FALSE );
	//g_pDevice->SetRenderState( D3DRS_ZENABLE, D3DZB_TRUE );
	//g_pDevice->SetRenderState( D3DRS_ZWRITEENABLE, TRUE );

	//	g_pDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
	//	g_pDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );

	g_pDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
	g_pDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
	g_pDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
	g_pDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE );

	g_pDevice->SetMaterial( &g_Mtrl1 );

	//NormalRendering(g_pTex1);
	AlphaBlending(g_pAlphaTex1, g_pTex1);
	//AlphaBlending(g_pAlphaTex2, g_pTex2);

	//g_pDevice->SetMaterial( &g_Mtrl2 );
	//g_pMesh->DrawSubset( 0 );

	g_pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE);
	g_pDevice->SetTexture( 0, NULL);
	g_pDevice->SetTexture( 1, NULL);

	RenderNormal(g_pvtxBuff1);

	g_pDevice->EndScene();
	g_pDevice->Present( 0, 0, 0, 0 );

	return true;
}