Example #1
0
void SDFShadow::GetCullingVolume(D3DXVECTOR3&center, D3DXVECTOR3& extend, 
					  D3DXVECTOR3& lightDir,D3DXMATRIX& worldMat)
{
	if(mCullingVolumeIB) mCullingVolumeIB->Release();
	if(mCullingVolumeVB) mCullingVolumeVB->Release();
	static D3DXVECTOR3 vt[8] =
	{
		D3DXVECTOR3(1, -1, -1),
		D3DXVECTOR3(1, 1, -1),
		D3DXVECTOR3(-1, 1, -1),
		D3DXVECTOR3(-1, -1, -1),
		D3DXVECTOR3(1, -1, 1),
		D3DXVECTOR3(1, 1, 1),
		D3DXVECTOR3(-1, 1, 1),
		D3DXVECTOR3(-1, -1, 1),
	};

	GeometryGenerator geoGen;

	D3DXVECTOR3 vert[8];
	for (int i = 0; i < 8; i++){
		vert[i] = center;
		for(int j = 0; j < 3; j++)
			vert[i][j] += vt[i][j] * extend[j];
		D3DXVECTOR4 tmpout;
		D3DXVec3Transform(&tmpout, &vert[i], &worldMat);
		for(int j = 0; j < 3; j ++) vert[i][j] = tmpout[j];
	}

	std::vector<D3DXVECTOR3> vertices;
	std::vector<USHORT> indices16;
	geoGen.CreateLightVolume(vertices, indices16, vert, lightDir);

	void *tvb, *tib;
	mVertexCount = vertices.size();
	HR(gd3dDevice->CreateVertexBuffer(
		mVertexCount * sizeof(VertexPos)
		,0
		,D3DFVF_XYZ
		,D3DPOOL_MANAGED
		,&mCullingVolumeVB
		,NULL));
	
	HR(mCullingVolumeVB->Lock(0, sizeof(VertexPos) * mVertexCount, & tvb, 0));
	memcpy(tvb, &vertices[0], sizeof(VertexPos) * mVertexCount);
	HR(mCullingVolumeVB->Unlock());

	mIndexCount = indices16.size();
	HR(gd3dDevice->CreateIndexBuffer(
		mIndexCount * sizeof(USHORT)
		,0
		,D3DFMT_INDEX16
		,D3DPOOL_MANAGED
		,&mCullingVolumeIB
		,NULL
		));
	HR(mCullingVolumeIB->Lock(0, sizeof(USHORT) * mIndexCount, & tib, 0));
	memcpy(tib, &indices16[0], sizeof(USHORT) * mIndexCount);
	HR(mCullingVolumeIB->Unlock());

}