//*************************************************************************************************************
void Render(float alpha, float elapsedtime)
{
	D3DXMATRIX		world, view, proj;
	D3DXMATRIX		skyworld, viewproj;
	D3DXVECTOR3		eye(0, 0, -5);
	D3DXVECTOR3		look(0, 0, 0);
	D3DXVECTOR3		up(0, 1, 0);
	D3DXVECTOR2		orient = cameraangle.smooth(alpha);

	D3DXMatrixRotationYawPitchRoll(&view, orient.x, orient.y, 0);
	D3DXVec3TransformCoord(&eye, &eye, &view);

	D3DXMatrixPerspectiveFovLH(&proj, D3DX_PI / 4, (float)screenwidth / (float)screenheight, 0.1f, 50);
	D3DXMatrixLookAtLH(&view, &eye, &look, &up);
	D3DXMatrixMultiply(&viewproj, &view, &proj);

	device->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0xff6694ed, 1.0f, 0);
	device->SetTransform(D3DTS_VIEW, &view);
	device->SetTransform(D3DTS_PROJECTION, &proj);

	for( int i = 0; i < NUM_DWARFS; ++i )
		dwarfs[i].Update(elapsedtime, &dwarfmatrices[i]);

	effect->SetMatrix("matViewProj", &viewproj);

	if( SUCCEEDED(device->BeginScene()) )
	{
		// render sky
		device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);

		D3DXMatrixScaling(&skyworld, 20, 20, 20);
		skyeffect->SetMatrix("matWorld", &skyworld);

		D3DXMatrixIdentity(&skyworld);
		skyeffect->SetMatrix("matWorldSky", &skyworld);

		skyeffect->SetMatrix("matViewProj", &viewproj);
		skyeffect->SetVector("eyePos", (D3DXVECTOR4*)&eye);

		skyeffect->Begin(0, 0);
		skyeffect->BeginPass(0);
		{
			device->SetTexture(0, skytex);
			skymesh->DrawSubset(0);
		}
		skyeffect->EndPass();
		skyeffect->End();

		device->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);

		// render ground
		D3DXMatrixScaling(&world, 5, 0.1f, 5);
		world._42 = -0.05f;

		device->SetTransform(D3DTS_WORLD, &world);
		device->SetTexture(0, texture2);
		mesh->DrawSubset(0);

		// dwarfs
		for( int i = 0; i < NUM_DWARFS; ++i )
			dwarfs[i].Draw();

		// fire
		D3DXMatrixTranslation(&world, 0, 0.25f, 0);
		device->SetTransform(D3DTS_WORLD, &world);

		system1.Draw(world, view);

		// render text
		device->SetFVF(D3DFVF_XYZRHW|D3DFVF_TEX1);
		device->SetRenderState(D3DRS_ZENABLE, FALSE);
		device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
		device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
		device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);

		device->SetTexture(0, text);
		device->DrawPrimitiveUP(D3DPT_TRIANGLELIST, 2, textvertices, 6 * sizeof(float));

		device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
		device->SetRenderState(D3DRS_ZENABLE, TRUE);

		device->EndScene();
	}

	device->Present(NULL, NULL, NULL, NULL);
}
//*************************************************************************************************************
void Render(float alpha, float elapsedtime)
{
	static float time = 0;

	D3DXMATRIX		view, proj, vp;
	D3DXMATRIX		world;
	D3DXMATRIX		inv;

	D3DXVECTOR4		amblight(0.2f, 0.2f, 0.2f, 1);
	D3DXVECTOR4		intensity(0.8f, 0.8f, 0.8f, 1);
	D3DXVECTOR4		zero(0, 0, 0, 1);

	D3DXVECTOR3		lightpos(0, 0, -10);
	D3DXVECTOR3		eye(0, 0, -5.2f);
	D3DXVECTOR3		look(0, 0.5f, 0);
	D3DXVECTOR3		up(0, 1, 0);
	D3DXVECTOR3		p1, p2;
	D3DXVECTOR2		orient	= cameraangle.smooth(alpha);
	D3DXVECTOR2		light	= lightangle.smooth(alpha);

	time += elapsedtime;

	// setup light
	D3DXMatrixRotationYawPitchRoll(&view, light.x, light.y, 0);
	D3DXVec3TransformCoord(&lightpos, &lightpos, &view);

	// TODO: no need to calculate every frame
	for( int i = 0; i < NUM_OBJECTS; ++i )
	{
		FindSilhouette(objects[i], (D3DXVECTOR3&)lightpos);
		ExtrudeSilhouette(objects[i], (D3DXVECTOR3&)lightpos);
	}

	// setup camera
	D3DXMatrixRotationYawPitchRoll(&view, orient.x, orient.y, 0);
	D3DXVec3TransformCoord(&eye, &eye, &view);

	D3DXMatrixLookAtLH(&view, &eye, &look, &up);
	D3DXMatrixPerspectiveFovLH(&proj, D3DX_PI / 4, (float)screenwidth / (float)screenheight, 0.1f, 20);

	// put far plane to infinity
	proj._33 = 1;
	proj._43 = -0.1f;

	D3DXMatrixMultiply(&vp, &view, &proj);
	D3DXMatrixScaling(&world, 5, 0.1f, 5);

	// specular effect uniforms
	specular->SetMatrix("matViewProj", &vp);
	specular->SetVector("eyePos", (D3DXVECTOR4*)&eye);
	specular->SetVector("lightPos", (D3DXVECTOR4*)&lightpos);
	specular->SetVector("ambient", &zero); // it's a f**k-up
	specular->SetVector("lightColor", &intensity); // lazy to tonemap
	
	ambient->SetMatrix("matViewProj", &vp);
	ambient->SetVector("ambient", &amblight);

	if( SUCCEEDED(device->BeginScene()) )
	{
		device->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER|D3DCLEAR_STENCIL, 0xff6694ed, 1.0f, 0);

		// STEP 1: z pass
		ambient->SetTechnique("ambientlight");
		ambient->SetMatrix("matViewProj", &vp);

		DrawScene(ambient);

		// STEP 2: draw shadow with depth fail method
		device->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
		device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);

		device->SetRenderState(D3DRS_STENCILENABLE, TRUE);
		device->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
		device->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
		device->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
		device->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_INCR);
		device->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);

		extrude->SetTechnique("extrude");
		extrude->SetMatrix("matViewProj", &vp);

		extrude->Begin(0, 0);
		extrude->BeginPass(0);
		{
			for( int i = 0; i < NUM_OBJECTS; ++i )
				DrawShadowVolume(objects[i]);

			device->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_DECR);
			device->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);

			for( int i = 0; i < NUM_OBJECTS; ++i )
				DrawShadowVolume(objects[i]);
		}
		extrude->EndPass();
		extrude->End();

		device->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED|D3DCOLORWRITEENABLE_GREEN|D3DCOLORWRITEENABLE_BLUE|D3DCOLORWRITEENABLE_ALPHA);

		// STEP 3: multipass lighting
		device->SetRenderState(D3DRS_ZENABLE, TRUE);
		device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
		device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
		device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
		device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);

		device->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
		device->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_GREATER);
		device->SetRenderState(D3DRS_STENCILREF, 1);

		DrawScene(specular);

		device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
		device->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
		device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);

		if( drawsilhouette )
		{
			amblight = D3DXVECTOR4(1, 1, 0, 0.5f);

			// reuse whatever we can...
			extrude->SetVector("ambient", &amblight);
			extrude->Begin(0, 0);
			extrude->BeginPass(0);

			device->SetVertexDeclaration(shadowdecl);

			for( int i = 0; i < NUM_OBJECTS; ++i )
			{
				const ShadowCaster& caster = objects[i];
				D3DXVECTOR4* verts = (D3DXVECTOR4*)malloc(caster.silhouette.size() * 2 * sizeof(D3DXVECTOR4));

				for( size_t j = 0; j < caster.silhouette.size(); ++j )
				{
					const Edge& e = caster.silhouette[j];

					verts[j * 2 + 0] = D3DXVECTOR4(e.v1, 1);
					verts[j * 2 + 1] = D3DXVECTOR4(e.v2, 1);
				}

				extrude->SetMatrix("matWorld", &caster.world);
				extrude->CommitChanges();

				device->DrawPrimitiveUP(D3DPT_LINELIST, caster.silhouette.size(), verts, sizeof(D3DXVECTOR4));
				free(verts);
			}

			extrude->EndPass();
			extrude->End();
			extrude->SetVector("ambient", &zero);
		}

		if( drawvolume )
		{
			device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
			device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
			device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);

			amblight = D3DXVECTOR4(1, 1, 0, 0.5f);

			extrude->SetVector("ambient", &amblight);
			extrude->Begin(0, 0);
			extrude->BeginPass(0);

			for( int i = 0; i < NUM_OBJECTS; ++i )
				DrawShadowVolume(objects[i]);

			extrude->EndPass();
			extrude->End();
			extrude->SetVector("ambient", &zero);

			device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
		}

		// render text
		device->SetFVF(D3DFVF_XYZRHW|D3DFVF_TEX1);
		device->SetRenderState(D3DRS_ZENABLE, FALSE);
		device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
		device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
		device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);

		device->SetTexture(0, text);
		device->DrawPrimitiveUP(D3DPT_TRIANGLELIST, 2, textvertices, 6 * sizeof(float));

		device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
		device->SetRenderState(D3DRS_ZENABLE, TRUE);

		device->SetTexture(0, 0);
		device->EndScene();
	}

	device->Present(NULL, NULL, NULL, NULL);
}
Example #3
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);
}
//*************************************************************************************************************
void Render(float alpha, float elapsedtime)
{
	D3DXMATRIX view, proj;
	D3DXMATRIX inv, vp, tmp;
	D3DXMATRIX lightview, lightproj, lightvp;

	D3DXVECTOR2 orient = cameraangle.smooth(alpha);
	D3DXVECTOR4 lightpos(0, 0, -5, 0);
	D3DXVECTOR3 look(0, 0.5f, 0), up(0, 1, 0);
	D3DXVECTOR3 eye(0, 0, -5.2f);
	D3DXVECTOR4 clipplanes(0, 0, 0, 0);
	D3DXVECTOR4 texelsize(1.0f / SHADOWMAP_SIZE, 1.0f / SHADOWMAP_SIZE, 0, 0);

	// setup camera
	D3DXMatrixRotationYawPitchRoll(&tmp, orient.x, orient.y, 0);
	D3DXVec3TransformCoord(&eye, &eye, &tmp);

	D3DXMatrixLookAtLH(&view, &eye, &look, &up);
	D3DXMatrixPerspectiveFovLH(&proj, D3DX_PI / 4, (float)screenwidth / (float)screenheight, 0.1f, 20);
	D3DXMatrixMultiply(&vp, &view, &proj);

	// setup light
	orient = lightangle.smooth(alpha);
	look = D3DXVECTOR3(0, 0, 0);

	D3DXMatrixRotationYawPitchRoll(&tmp, orient.x, orient.y, 0);
	D3DXVec4Transform(&lightpos, &lightpos, &tmp);

	D3DXMatrixLookAtLH(&lightview, (D3DXVECTOR3*)&lightpos, &look, &up);
	DXFitToBox(lightproj, clipplanes, lightview, scenebb);
	D3DXMatrixMultiply(&lightvp, &lightview, &lightproj);

	if( SUCCEEDED(device->BeginScene()) )
	{
		switch( shadowtech )
		{
		case 0:
			RenderWithPCF(vp, eye, lightview, lightproj, lightpos, clipplanes, D3DXVECTOR4(0, 0, 0, 0));
			break;

		case 1:
			RenderWithPCF(vp, eye, lightview, lightproj, lightpos, clipplanes, texelsize);
			break;

		case 2:
			RenderWithIrregularPCF(vp, eye, lightview, lightproj, lightpos, clipplanes, texelsize);
			break;

		case 3:
			RenderWithVariance(vp, eye, lightview, lightproj, lightpos, clipplanes);
			break;

		case 4:
			RenderWithConvolution(vp, eye, lightview, lightproj, lightpos, clipplanes);
			break;

		case 5:
			RenderWithExponential(vp, eye, lightview, lightproj, lightpos, clipplanes);
			break;

		case 6:
			RenderWithExponentialVariance(vp, eye, lightview, lightproj, lightpos, clipplanes);
			break;

		case 7:
			RenderWithPCSS(vp, eye, lightview, lightproj, lightpos, clipplanes, texelsize);
			break;

		default:
			device->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0xff6694ed, 1.0f, 0);
			break;
		}

		// render text
		device->SetFVF(D3DFVF_XYZRHW|D3DFVF_TEX1);
		device->SetRenderState(D3DRS_ZENABLE, FALSE);
		device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
		device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
		device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);

		device->SetTexture(0, text);
		device->DrawPrimitiveUP(D3DPT_TRIANGLELIST, 2, textvertices, 6 * sizeof(float));

		device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
		device->SetRenderState(D3DRS_ZENABLE, TRUE);

		device->EndScene();
	}

	device->Present(NULL, NULL, NULL, NULL);
}
Example #5
0
//*************************************************************************************************************
void Render(float alpha, float elapsedtime)
{
	LPDIRECT3DSURFACE9 oldtarget = NULL;

	D3DXMATRIX		vp, inv, tmp1, tmp2;
	D3DXVECTOR3		axis(0, 1, 0);
	D3DXVECTOR3		eye(0, 0, -5);
	D3DXVECTOR3		look(0, 0, 0);
	D3DXVECTOR3		up(0, 1, 0);

	D3DXVECTOR2		cangle	= cameraangle.smooth(alpha);
	D3DXVECTOR2		oangle	= objectangle.smooth(alpha);
	float			expo	= exposure.smooth(alpha);

	D3DXMatrixRotationYawPitchRoll(&world, cangle.x, cangle.y, 0);
	D3DXVec3TransformCoord(&eye, &eye, &world);

	D3DXMatrixLookAtLH(&view, &eye, &look, &up);
	D3DXMatrixMultiply(&vp, &view, &proj);
	D3DXMatrixInverse(&inv, NULL, &view);

	memcpy(&eye, inv.m[3], 3 * sizeof(float));

	if( mesh == mesh1 )
	{
		// skullocc
		D3DXMatrixScaling(&world, 0.4f, 0.4f, 0.4f);
		world._42 = -1.5f;
	}
	else if( mesh == mesh2 )
	{
		// knot
		D3DXMatrixScaling(&world, 0.8f, 0.8f, 0.8f);
	}
	else
	{
		// teapot
		D3DXMatrixScaling(&world, 1.5f, 1.5f, 1.5f);
	}

	D3DXMatrixRotationYawPitchRoll(&tmp1, oangle.x, oangle.y, 0);
	D3DXMatrixMultiply(&world, &world, &tmp1);
	D3DXMatrixInverse(&inv, NULL, &world);

	fresnel->SetVector("eyePos", (D3DXVECTOR4*)&eye);
	fresnel->SetMatrix("matWorld", &world);
	fresnel->SetMatrix("matWorldInv", &inv);
	fresnel->SetMatrix("matViewProj", &vp);

	D3DXMatrixScaling(&world, 20, 20, 20);
	skyeffect->SetMatrix("matWorld", &world);

	D3DXMatrixIdentity(&world);
	skyeffect->SetMatrix("matWorldSky", &world);
	skyeffect->SetMatrix("matViewProj", &vp);

	memcpy(tmpvert, quadvertices, 36 * sizeof(float));

	if( SUCCEEDED(device->BeginScene()) )
	{
		device->SetRenderState(D3DRS_SRGBWRITEENABLE, false);
		device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
		device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);

		// STEP 1: render sky
		device->GetRenderTarget(0, &oldtarget);

		if( firstframe )
		{
			device->SetRenderTarget(0, aftersurfaces[0]);
			device->Clear(0, NULL, D3DCLEAR_TARGET, 0, 1.0f, 0);

			device->SetRenderTarget(0, aftersurfaces[1]);
			device->Clear(0, NULL, D3DCLEAR_TARGET, 0, 1.0f, 0);

			device->SetRenderTarget(0, avglumsurfaces[4]);
			device->Clear(0, NULL, D3DCLEAR_TARGET, 0x11111111, 1.0f, 0);

			device->SetRenderTarget(0, avglumsurfaces[5]);
			device->Clear(0, NULL, D3DCLEAR_TARGET, 0x11111111, 1.0f, 0);

			firstframe = false;
		}

		device->SetRenderTarget(0, scenesurface);
		device->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0xff6694ed, 1.0f, 0);
		device->SetRenderState(D3DRS_ZENABLE, FALSE);

		device->SetTexture(0, skytexture);

		skyeffect->Begin(NULL, 0);
		skyeffect->BeginPass(0);
		{
			skymesh->DrawSubset(0);
		}
		skyeffect->EndPass();
		skyeffect->End();
		
		device->SetRenderState(D3DRS_ZENABLE, TRUE);

		// STEP 2: render object
		device->SetTexture(0, texture);
		device->SetTexture(1, fresneltexture);
		device->SetTexture(2, skytexture);
		device->SetTexture(3, roughspecular);

		fresnel->Begin(NULL, 0);
		fresnel->BeginPass(0);
		{
			mesh->DrawSubset(0);
		}
		fresnel->EndPass();
		fresnel->End();

		device->SetVertexDeclaration(vertexdecl);

		// STEP 3: measure average luminance
		MeasureLuminance();

		// STEP 4: adapt luminance to eye
		AdaptLuminance(elapsedtime);

		// STEP 5: bright pass
		BrightPass();

		// STEP 6: downsample bright pass texture
		DownSample();

		// STEP 7: blur downsampled textures
		Blur();

		// STEP 8: ghost
		LensFlare();

		// STEP 9: star
		Star();

		// STEP 10: final combine
		hdreffect->SetTechnique("final");
		hdreffect->SetFloat("targetluminance", targetluminance);

		device->SetRenderTarget(0, oldtarget);
		device->SetTexture(0, scenetarget);			// scene
		device->SetTexture(1, blurtargets[0]);		// blur
		device->SetTexture(2, blurtargets[1]);		// star
		device->SetTexture(3, ghosttargets[0]);		// ghost
		device->SetTexture(4, afterimages[1 - afterimagetex]);

		device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
		device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
		device->SetRenderState(D3DRS_SRGBWRITEENABLE, true);

		oldtarget->Release();

		hdreffect->Begin(NULL, 0);
		hdreffect->BeginPass(0);
		{
			device->DrawPrimitiveUP(D3DPT_TRIANGLELIST, 2, quadvertices, sizeof(D3DXVECTOR4) + sizeof(D3DXVECTOR2));
		}
		hdreffect->EndPass();
		hdreffect->End();

		if( drawhelp )
		{
			// render text
			device->SetFVF(D3DFVF_XYZRHW|D3DFVF_TEX1);
			device->SetRenderState(D3DRS_ZENABLE, FALSE);
			device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
			device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
			device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);

			device->SetTexture(0, text);
			device->DrawPrimitiveUP(D3DPT_TRIANGLELIST, 2, textvertices, 6 * sizeof(float));

			device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
			device->SetRenderState(D3DRS_ZENABLE, TRUE);
		}

		// clean up
		device->SetTexture(1, NULL);
		device->SetTexture(2, NULL);
		device->SetTexture(3, NULL);
		device->SetTexture(4, NULL);
		device->SetTexture(5, NULL);

		device->EndScene();
	}

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