Example #1
0
HRESULT HookIDirect3DDevice9::SetClipPlane(LPVOID _this, DWORD Index,CONST float* pPlane)
{
	LOG_API();
	return pD3Dev->SetClipPlane(Index, pPlane);
}
Example #2
0
void Render(float alpha, float elapsedtime)
{
	static float time = 0;
	LPDIRECT3DSURFACE9 backbuffer = 0;

	D3DXMATRIX		view, proj, viewproj;
	D3DXMATRIX		world, inv;

	D3DXVECTOR4		texelsize;
	D3DXVECTOR4		lightpos(-600, 350, 1000, 1);
	D3DXVECTOR4		refllight;
	D3DXVECTOR3		eye(0, 0, -5.0f);
	D3DXVECTOR3		look(0, 1.2f, 0);
	D3DXVECTOR3		refleye, refllook;
	D3DXVECTOR3		up(0, 1, 0);
	D3DXVECTOR2		orient	= cameraangle.smooth(alpha);

	D3DXMatrixRotationYawPitchRoll(&view, orient.x, orient.y, 0);
	D3DXVec3TransformCoord(&eye, &eye, &view);
	
	eye.y += 1.2f;

	D3DXMatrixPerspectiveFovLH(&proj, D3DX_PI / 2, (float)screenwidth / (float)screenheight, 0.1f, 30);

	time += elapsedtime;

	if( SUCCEEDED(device->BeginScene()) )
	{
		device->GetRenderTarget(0, &backbuffer);

		// STEP 1: render reflection texture
		device->SetRenderTarget(0, reflectsurf);
		device->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0xff6694ed, 1.0f, 0);

		D3DXPLANE plane(0, 1, 0, 1);

		refleye = eye - 2 * D3DXPlaneDotCoord(&plane, &eye) * (D3DXVECTOR3&)plane;
		refllook = look - 2 * D3DXPlaneDotCoord(&plane, &look) * (D3DXVECTOR3&)plane;

		refllight = lightpos - 2 * D3DXPlaneDot(&plane, &lightpos) * (D3DXVECTOR4&)plane;
		refllight.w = 1;

		D3DXMatrixLookAtLH(&view, &refleye, &refllook, &up);
		D3DXMatrixMultiply(&viewproj, &view, &proj);

		D3DXMatrixInverse(&inv, 0, &viewproj);
		D3DXMatrixTranspose(&inv, &inv);
		D3DXPlaneTransform(&plane, &plane, &inv);

		device->SetClipPlane(0, &plane.a);

		RenderScene(viewproj, refleye, refllight, true);

		// STEP 2: render scene (later used for refraction)
		D3DXMatrixLookAtLH(&view, &eye, &look, &up);
		D3DXMatrixMultiply(&viewproj, &view, &proj);

		device->SetRenderTarget(0, refractsurf);
		device->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0xff6694ed, 1.0f, 0);

		RenderScene(viewproj, eye, lightpos, false);

		// render water surface into alpha channel for masking
		device->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA);

		D3DXMatrixTranslation(&world, 0, -1, 0);

		device->SetTransform(D3DTS_WORLD, &world);
		device->SetTransform(D3DTS_VIEW, &view);
		device->SetTransform(D3DTS_PROJECTION, &proj);

		waterplane->DrawSubset(0, DXObject::Opaque);

		device->SetRenderState(D3DRS_COLORWRITEENABLE, 0x0f);

		// STEP 3: light shafts
		quadvertices[6] = quadvertices[24] = quadvertices[30]	= (float)screenwidth - 0.5f;
		quadvertices[13] = quadvertices[19] = quadvertices[31]	= (float)screenheight - 0.5f;

		RenderLightShafts(view, proj, eye, lightpos);

		// STEP 4: gamma correct
		device->SetRenderTarget(0, sceneldrsurf);

		device->SetRenderState(D3DRS_ZENABLE, FALSE);
		device->SetVertexDeclaration(quaddecl);

		bloom->SetTechnique("gammacorrect");
		bloom->Begin(0, 0);
		bloom->BeginPass(0);
		{
			device->SetTexture(0, refraction);
			device->DrawPrimitiveUP(D3DPT_TRIANGLELIST, 2, quadvertices, 6 * sizeof(float));
		}
		bloom->EndPass();
		bloom->End();

		device->SetRenderState(D3DRS_ZENABLE, TRUE);

		// STEP 5: water surface
		device->SetRenderState(D3DRS_SRGBWRITEENABLE, TRUE);

		D3DXMatrixTranslation(&world, 0, -1, 0);
		D3DXMatrixIdentity(&inv);

		water->SetMatrix("matViewProj", &viewproj);
		water->SetMatrix("matWorld", &world);
		water->SetMatrix("matWorldInv", &inv);
		water->SetVector("eyePos", (D3DXVECTOR4*)&eye);
		water->SetVector("lightPos", &lightpos);
		water->SetVector("lightColor", &lightcolor);
		water->SetFloat("time", time);

		water->Begin(0, 0);
		water->BeginPass(0);
		{
			device->SetTexture(0, refraction);
			device->SetTexture(1, reflection);
			device->SetTexture(2, waves);

			waterplane->DrawSubset(0, DXObject::Opaque);
		}
		water->EndPass();
		water->End();

		device->SetRenderState(D3DRS_SRGBWRITEENABLE, FALSE);

		// STEP 6: downsample & blur
		quadvertices[6] = quadvertices[24] = quadvertices[30]	= (float)screenwidth * 0.5f - 0.5f;
		quadvertices[13] = quadvertices[19] = quadvertices[31]	= (float)screenheight * 0.5f - 0.5f;

		device->SetRenderTarget(0, bloomsurf1);
		device->SetRenderState(D3DRS_ZENABLE, FALSE);
		device->SetVertexDeclaration(quaddecl);

		texelsize.x = 1.0f / screenwidth;
		texelsize.y = 1.0f / screenheight;

		bloom->SetTechnique("downsample");
		bloom->SetVector("texelSize", &texelsize);

		bloom->Begin(0, 0);
		bloom->BeginPass(0);
		{
			device->SetTexture(0, sceneldr);
			device->DrawPrimitiveUP(D3DPT_TRIANGLELIST, 2, quadvertices, 6 * sizeof(float));
		}
		bloom->EndPass();
		bloom->End();

		device->SetRenderTarget(0, bloomsurf2);

		texelsize.x = 2.0f / screenwidth;
		texelsize.y = 2.0f / screenheight;

		bloom->SetTechnique("blur");
		bloom->SetVector("texelSize", &texelsize);

		bloom->Begin(0, 0);
		bloom->BeginPass(0);
		{
			device->SetTexture(0, bloomtex1);
			device->DrawPrimitiveUP(D3DPT_TRIANGLELIST, 2, quadvertices, 6 * sizeof(float));
		}
		bloom->EndPass();
		bloom->End();

		// STEP 7: add light shafts
		quadvertices[6] = quadvertices[24] = quadvertices[30]	= (float)screenwidth - 0.5f;
		quadvertices[13] = quadvertices[19] = quadvertices[31]	= (float)screenheight - 0.5f;

		device->SetRenderTarget(0, backbuffer);

		godray->SetTechnique("final");
		godray->Begin(0, 0);
		godray->BeginPass(0);
		{
			device->SetTexture(0, sceneldr);
			device->SetTexture(1, occluders);
			device->SetTexture(2, bloomtex2);

			device->DrawPrimitiveUP(D3DPT_TRIANGLELIST, 2, quadvertices, 6 * sizeof(float));
		}
		godray->EndPass();
		godray->End();

		backbuffer->Release();

		device->SetRenderState(D3DRS_ZENABLE, TRUE);
		device->EndScene();
	}

	device->Present(NULL, NULL, NULL, NULL);
}