Example #1
0
/** Renders the scene with the given view-proj-matrices */
void D3D11PointLight::RenderCubemapFace(const D3DXMATRIX& view, const D3DXMATRIX& proj, UINT faceIdx)
{
	D3D11GraphicsEngineBase* engineBase = (D3D11GraphicsEngineBase *)Engine::GraphicsEngine;
	D3D11GraphicsEngine* engine = (D3D11GraphicsEngine *) engineBase; // TODO: Remove and use newer system!
	CameraReplacement cr;
	cr.PositionReplacement = LightInfo->Vob->GetPositionWorld();
	cr.ProjectionReplacement = proj;
	cr.ViewReplacement = view;

	// Replace gothics camera
	Engine::GAPI->SetCameraReplacementPtr(&cr);

	if(engine->GetDummyCubeRT())
		engine->GetContext()->ClearRenderTargetView(engine->GetDummyCubeRT()->GetRTVCubemapFace(faceIdx), (float *)&float4(0,0,0,0));

	// Disable shadows for NPCs
	// TODO: Only for the player himself, because his shadows look ugly when using a torch
	bool oldDrawSkel = Engine::GAPI->GetRendererState()->RendererSettings.DrawSkeletalMeshes;
	//Engine::GAPI->GetRendererState()->RendererSettings.DrawSkeletalMeshes = false;

	float range = LightInfo->Vob->GetLightRange() * 1.1f;

	// Draw cubemap face
	ID3D11RenderTargetView* debugRTV = engine->GetDummyCubeRT() != NULL ? engine->GetDummyCubeRT()->GetRTVCubemapFace(faceIdx) : NULL;
	engine->RenderShadowCube(cr.PositionReplacement, range, DepthCubemap, DepthCubemap->GetDSVCubemapFace(faceIdx), debugRTV, false);

	//Engine::GAPI->GetRendererState()->RendererSettings.DrawSkeletalMeshes = oldDrawSkel;

	// Reset settings
	Engine::GAPI->SetCameraReplacementPtr(NULL);
}
Example #2
0
/** Renders all cubemap faces at once, using the geometry shader */
void D3D11PointLight::RenderFullCubemap()
{
	D3D11GraphicsEngineBase* engineBase = (D3D11GraphicsEngineBase *)Engine::GraphicsEngine;
	D3D11GraphicsEngine* engine = (D3D11GraphicsEngine *) engineBase; // TODO: Remove and use newer system!

	// Disable shadows for NPCs
	// TODO: Only for the player himself, because his shadows look ugly when using a torch
	bool oldDrawSkel = Engine::GAPI->GetRendererState()->RendererSettings.DrawSkeletalMeshes;
	//Engine::GAPI->GetRendererState()->RendererSettings.DrawSkeletalMeshes = false;

	float range = LightInfo->Vob->GetLightRange() * 1.1f;

	// Draw no npcs if this is a static light. This is archived by simply not drawing them in the first update
	bool noNPCs = !DrawnOnce;//!LightInfo->Vob->IsStatic();

	// Draw cubemap
	std::map<MeshKey, WorldMeshInfo*, cmpMeshKey>* wc = &WorldMeshCache;

	// Don't use the cache if we have moved
	if(WorldCacheInvalid)
		wc = NULL;

	engine->RenderShadowCube(LightInfo->Vob->GetPositionWorld(), range, DepthCubemap, NULL, NULL, false, LightInfo->IsIndoorVob, noNPCs, &VobCache, &SkeletalVobCache, wc);

	//Engine::GAPI->GetRendererState()->RendererSettings.DrawSkeletalMeshes = oldDrawSkel;
}