Example #1
0
void CTLSprite::Render(Fvector &pos, u32 color, float radius, float angle)
{
	FVF::TL			P;

	P.transform     (pos, Device.mFullTransform);
    if (P.p.w<=0) 	return;

	float cx		= Device._x2real(P.p.x);
	float cy		= Device._y2real(P.p.y);

	float sz		= (UI->GetRenderWidth()*radius)/P.p.w;
	if (sz<1.5f) 	return;

	// Rotation
	float			_sin1=_sin(angle),_cos1=_cos(angle);
    float			_sin2=_sin(angle+PI_DIV_2),_cos2=_cos(angle+PI_DIV_2);

	mesh.m[0].p.x = cx+sz*_sin1;	mesh.m[0].p.y = cy+sz*_cos1;
	mesh.m[1].p.x = cx-sz*_sin2;	mesh.m[1].p.y = cy-sz*_cos2;
	mesh.m[2].p.x = cx+sz*_sin2;	mesh.m[2].p.y = cy+sz*_cos2;
	mesh.m[3].p.x = cx-sz*_sin1;	mesh.m[3].p.y = cy-sz*_cos1;

	mesh.setdepth	(P.p.z, P.p.w);
	mesh.setcolor	(color);

    DU_impl.DrawPrimitiveTL(D3DPT_TRIANGLESTRIP,2,(FVF::TL*)&mesh,4,false,false);
}
Example #2
0
void CRenderTarget::reset_light_marker( bool bResetStencil)
{
    dwLightMarkerID = 5;
    if (bResetStencil)
    {
        u32		Offset;
        float	_w					= float(Device.dwWidth);
        float	_h					= float(Device.dwHeight);
        u32		C					= color_rgba	(255,255,255,255);
        float	eps					= 0;
        float	_dw					= 0.5f;
        float	_dh					= 0.5f;
        FVF::TL* pv					= (FVF::TL*) RCache.Vertex.Lock	(4,g_combine->vb_stride,Offset);
        pv->set						(-_dw,		_h-_dh,		eps,	1.f, C, 0, 0);
        pv++;
        pv->set						(-_dw,		-_dh,		eps,	1.f, C, 0, 0);
        pv++;
        pv->set						(_w-_dw,	_h-_dh,		eps,	1.f, C, 0, 0);
        pv++;
        pv->set						(_w-_dw,	-_dh,		eps,	1.f, C, 0, 0);
        pv++;
        RCache.Vertex.Unlock		(4,g_combine->vb_stride);
        RCache.set_Element			(s_occq->E[2]	);
        RCache.set_Geometry			(g_combine		);
        RCache.Render				(D3DPT_TRIANGLELIST,Offset,0,4,0,2);
    }
}
void CRenderTarget::phase_downsamp	()
{
	// DON'T DO THIS!!!
	//IDirect3DSurface9 *source, *dest;
	//rt_Position->pSurface->GetSurfaceLevel(0, &source);
	//rt_half_depth->pSurface->GetSurfaceLevel(0, &dest);
	//HW.pDevice->StretchRect(source, NULL, dest, NULL, D3DTEXF_POINT);

	//Fvector2	p0,p1;
	u32			Offset = 0;

    u_setrt( rt_half_depth,0,0,0/*HW.pBaseZB*/ );
   	FLOAT ColorRGBA[4] = {0.0f, 0.0f, 0.0f, 0.0f};
    HW.pContext->ClearRenderTargetView(rt_half_depth->pRT, ColorRGBA);
	u32 w = Device.dwWidth;
	u32 h = Device.dwHeight;

	if (RImplementation.o.ssao_half_data)
	{
		set_viewport(HW.pDevice, Device.dwWidth/2, Device.dwHeight/2);
		w /= 2;
		h /= 2;
	}

	RCache.set_Stencil	(FALSE);

	{
		Fmatrix		m_v2w;			m_v2w.invert				(Device.mView		);

		// Fill VB
		float	scale_X				= float(w)	/ float(TEX_jitter);
		float	scale_Y				= float(h)  / float(TEX_jitter);

		// Fill vertex buffer
		FVF::TL* pv					= (FVF::TL*)	RCache.Vertex.Lock	(4,g_combine->vb_stride,Offset);
		pv->set						( -1,  1, 0, 1, 0,		0,	scale_Y	);	pv++;
		pv->set						( -1, -1, 0, 0, 0,		0,		  0	);	pv++;
		pv->set						(  1,  1, 1, 1, 0, scale_X,	scale_Y	);	pv++;
		pv->set						(  1, -1, 1, 0, 0, scale_X,		  0	);	pv++;
		RCache.Vertex.Unlock		(4,g_combine->vb_stride);

		// Draw
		RCache.set_Element			(s_ssao->E[1]	);
		RCache.set_Geometry			(g_combine		);
		RCache.set_c				("m_v2w",			m_v2w	);

		RCache.Render				(D3DPT_TRIANGLELIST,Offset,0,4,0,2);
	}

	if (RImplementation.o.ssao_half_data)
		set_viewport(HW.pDevice, Device.dwWidth, Device.dwHeight);
}
Example #4
0
void CDrawUtilities::DrawPrimitiveTL(D3DPRIMITIVETYPE pt, u32 pc, FVF::TL* vertices, int vc, BOOL bCull, BOOL bCycle)
{
	// fill VB
	_VertexStream*	Stream	= &RCache.Vertex;
	u32			vBase, dwNeed=(bCycle)?vc+1:vc;
	FVF::TL* pv		= (FVF::TL*)Stream->Lock(dwNeed,vs_TL->vb_stride,vBase);
    for(int k=0; k<vc; k++,pv++)
    	pv->set		(vertices[k]);
    if (bCycle)		pv->set(*(pv-vc));
	Stream->Unlock(dwNeed,vs_TL->vb_stride);

    if (!bCull) 	DU_DRAW_RS(D3DRS_CULLMODE,D3DCULL_NONE);
    DU_DRAW_DP		(pt,vs_TL,vBase,pc);
    if (!bCull) 	DU_DRAW_RS(D3DRS_CULLMODE,D3DCULL_CCW);
}
Example #5
0
void CDrawUtilities::DrawSelectionRect(const Ivector2& m_SelStart, const Ivector2& m_SelEnd){
	VERIFY( Device.b_is_Ready );
	// fill VB
	_VertexStream*	Stream	= &RCache.Vertex;
    u32 vBase;
	FVF::TL* pv	= (FVF::TL*)Stream->Lock(4,vs_TL->vb_stride,vBase);
    pv->set(m_SelStart.x*SCREEN_QUALITY, m_SelStart.y*SCREEN_QUALITY, m_SelectionRect,0.f,0.f); pv++;
    pv->set(m_SelStart.x*SCREEN_QUALITY, m_SelEnd.y*SCREEN_QUALITY,   m_SelectionRect,0.f,0.f); pv++;
    pv->set(m_SelEnd.x*SCREEN_QUALITY,   m_SelEnd.y*SCREEN_QUALITY,   m_SelectionRect,0.f,0.f); pv++;
    pv->set(m_SelEnd.x*SCREEN_QUALITY,   m_SelStart.y*SCREEN_QUALITY, m_SelectionRect,0.f,0.f); pv++;
	Stream->Unlock(4,vs_TL->vb_stride);
	// Render it as triangle list
    DU_DRAW_RS(D3DRS_CULLMODE,D3DCULL_NONE);
	DU_DRAW_SH(dxRenderDeviceRender::Instance().m_SelectionShader);
    DU_DRAW_DP(D3DPT_TRIANGLEFAN,vs_TL,vBase,2);
    DU_DRAW_RS(D3DRS_CULLMODE,D3DCULL_CCW);
}
Example #6
0
void CDrawUtilities::DrawAxis(const Fmatrix& T)
{
	_VertexStream*	Stream	= &RCache.Vertex;
    Fvector p[6];
    u32 	c[6];

    // colors
    c[0]=c[2]=c[4]=0x00222222; c[1]=0x00FF0000; c[3]=0x0000FF00; c[5]=0x000000FF;

    // position
  	p[0].mad(T.c,T.k,0.25f);
    p[1].set(p[0]); p[1].x+=.015f;
    p[2].set(p[0]);
    p[3].set(p[0]); p[3].y+=.015f;
    p[4].set(p[0]);
    p[5].set(p[0]); p[5].z+=.015f;

    u32 vBase;
	FVF::TL* pv	= (FVF::TL*)Stream->Lock(6,vs_TL->vb_stride,vBase);
    // transform to screen
    float dx=-float(Device.dwWidth)/2.2f;
    float dy=float(Device.dwHeight)/2.25f;

    for (int i=0; i<6; i++,pv++){
	    pv->color = c[i]; pv->transform(p[i],Device.mFullTransform);
	    pv->p.set((float)iFloor(_x2real(pv->p.x)+dx),(float)iFloor(_y2real(pv->p.y)+dy),0,1);
        p[i].set(pv->p.x,pv->p.y,0);
    }

	// unlock VB and Render it as triangle list
	Stream->Unlock(6,vs_TL->vb_stride);
	DU_DRAW_RS(D3DRS_SHADEMODE,D3DSHADE_GOURAUD);
	DU_DRAW_SH(dxRenderDeviceRender::Instance().m_WireShader);
    DU_DRAW_DP(D3DPT_LINELIST,vs_TL,vBase,3);
	DU_DRAW_RS(D3DRS_SHADEMODE,SHADE_MODE);

    m_Font->SetColor(0xFF909090);
    m_Font->Out(p[1].x,p[1].y,"x");
    m_Font->Out(p[3].x,p[3].y,"y");
    m_Font->Out(p[5].x,p[5].y,"z");
    m_Font->SetColor(0xFF000000);
    m_Font->Out(p[1].x-1,p[1].y-1,"x");
    m_Font->Out(p[3].x-1,p[3].y-1,"y");
    m_Font->Out(p[5].x-1,p[5].y-1,"z");
}
Example #7
0
void CRenderTarget::reset_light_marker( bool bResetStencil)
{
	dwLightMarkerID = 5;
	if (bResetStencil)
	{
		RCache.set_ColorWriteEnable	(FALSE);
		u32		Offset;
		float	_w					= float(Device.dwWidth);
		float	_h					= float(Device.dwHeight);
		u32		C					= color_rgba	(255,255,255,255);
		float	eps					= EPS_S;
		FVF::TL* pv					= (FVF::TL*) RCache.Vertex.Lock	(4,g_combine->vb_stride,Offset);
		pv->set						(eps,			float(_h+eps),	eps,	1.f, C, 0, 0);	pv++;
		pv->set						(eps,			eps,			eps,	1.f, C, 0, 0);	pv++;
		pv->set						(float(_w+eps),	float(_h+eps),	eps,	1.f, C, 0, 0);	pv++;
		pv->set						(float(_w+eps),	eps,			eps,	1.f, C, 0, 0);	pv++;
		RCache.Vertex.Unlock		(4,g_combine->vb_stride);
		RCache.set_CullMode			(CULL_NONE	);
		//	Clear everything except last bit
		RCache.set_Stencil	(TRUE,D3DCMP_ALWAYS,dwLightMarkerID,0x00,0xFE, D3DSTENCILOP_ZERO, D3DSTENCILOP_ZERO, D3DSTENCILOP_ZERO);
		//RCache.set_Stencil	(TRUE,D3DCMP_ALWAYS,dwLightMarkerID,0x00,0xFF, D3DSTENCILOP_ZERO, D3DSTENCILOP_ZERO, D3DSTENCILOP_ZERO);
		RCache.set_Element			(s_occq->E[1]	);
		RCache.set_Geometry			(g_combine		);
		RCache.Render				(D3DPT_TRIANGLELIST,Offset,0,4,0,2);

/*
		u32		Offset;
		float	_w					= float(Device.dwWidth);
		float	_h					= float(Device.dwHeight);
		u32		C					= color_rgba	(255,255,255,255);
		float	eps					= 0;
		float	_dw					= 0.5f;
		float	_dh					= 0.5f;
		FVF::TL* pv					= (FVF::TL*) RCache.Vertex.Lock	(4,g_combine->vb_stride,Offset);
		pv->set						(-_dw,		_h-_dh,		eps,	1.f, C, 0, 0);	pv++;
		pv->set						(-_dw,		-_dh,		eps,	1.f, C, 0, 0);	pv++;
		pv->set						(_w-_dw,	_h-_dh,		eps,	1.f, C, 0, 0);	pv++;
		pv->set						(_w-_dw,	-_dh,		eps,	1.f, C, 0, 0);	pv++;
		RCache.Vertex.Unlock		(4,g_combine->vb_stride);
		RCache.set_Element			(s_occq->E[2]	);
		RCache.set_Geometry			(g_combine		);
		RCache.Render				(D3DPT_TRIANGLELIST,Offset,0,4,0,2);
*/
	}
}
Example #8
0
void CTLSprite::Render(Fvector &pos, float radius, bool bFixedSize, u32 clr)
{
	FVF::TL			P;
    float 			cx,cy,sz;

	P.transform		( pos, Device.mFullTransform );
    cx				= Device._x2real(P.p.x);
    cy				= Device._y2real(P.p.y);
    if (bFixedSize) sz = Device._x2real(radius)-Device._x2real(0);
    else			sz = UI->GetRenderWidth()*radius/P.p.w;
    mesh.m[0].p.x = cx-sz;	mesh.m[0].p.y = cy+sz;
    mesh.m[1].p.x = cx-sz;	mesh.m[1].p.y = cy-sz;
    mesh.m[3].p.x = cx+sz;	mesh.m[3].p.y = cy-sz;
    mesh.m[2].p.x = cx+sz;	mesh.m[2].p.y = cy+sz;
    mesh.setdepth	( P.p.z, P.p.w );
    mesh.setcolor	( clr );

    DU_impl.DrawPrimitiveTL(D3DPT_TRIANGLESTRIP,2,(FVF::TL*)&mesh,4,false,false);
}
Example #9
0
void CRender::render_menu	()
{
	//	Globals
	RCache.set_CullMode				(CULL_CCW);
	RCache.set_Stencil				(FALSE);
	RCache.set_ColorWriteEnable		();

	// Main Render
	{
		Target->u_setrt						(Target->rt_Generic_0,0,0,HW.pBaseZB);		// LDR RT
		g_pGamePersistent->OnRenderPPUI_main()	;	// PP-UI
	}
	// Distort
	{
		Target->u_setrt						(Target->rt_Generic_1,0,0,HW.pBaseZB);		// Now RT is a distortion mask
		CHK_DX(HW.pDevice->Clear			( 0L, NULL, D3DCLEAR_TARGET, color_rgba(127,127,0,127), 1.0f, 0L));
		g_pGamePersistent->OnRenderPPUI_PP	()	;	// PP-UI
	}

	// Actual Display
	Target->u_setrt					( Device.dwWidth,Device.dwHeight,HW.pBaseRT,NULL,NULL,HW.pBaseZB);
	RCache.set_Shader				( Target->s_menu	);
	RCache.set_Geometry				( Target->g_menu	);

	Fvector2						p0,p1;
	u32								Offset;
	u32		C						= color_rgba	(255,255,255,255);
	float	_w						= float(Device.dwWidth);
	float	_h						= float(Device.dwHeight);
	float	d_Z						= EPS_S;
	float	d_W						= 1.f;
	p0.set							(.5f/_w, .5f/_h);
	p1.set							((_w+.5f)/_w, (_h+.5f)/_h );

	FVF::TL* pv						= (FVF::TL*) RCache.Vertex.Lock	(4,Target->g_menu->vb_stride,Offset);
	pv->set							(EPS,			float(_h+EPS),	d_Z,	d_W, C, p0.x, p1.y);	pv++;
	pv->set							(EPS,			EPS,			d_Z,	d_W, C, p0.x, p0.y);	pv++;
	pv->set							(float(_w+EPS),	float(_h+EPS),	d_Z,	d_W, C, p1.x, p1.y);	pv++;
	pv->set							(float(_w+EPS),	EPS,			d_Z,	d_W, C, p1.x, p0.y);	pv++;
	RCache.Vertex.Unlock			(4,Target->g_menu->vb_stride);
	RCache.Render					(D3DPT_TRIANGLELIST,Offset,0,4,0,2);
}
Example #10
0
void	CRenderTarget::u_stencil_optimize	(BOOL		common_stencil)
{
	VERIFY	(RImplementation.o.nvstencil);
	RCache.set_ColorWriteEnable	(FALSE);
	u32		Offset;
	float	_w					= float(Device.dwWidth);
	float	_h					= float(Device.dwHeight);
	u32		C					= color_rgba	(255,255,255,255);
	float	eps					= EPS_S;
	FVF::TL* pv					= (FVF::TL*) RCache.Vertex.Lock	(4,g_combine->vb_stride,Offset);
	pv->set						(eps,			float(_h+eps),	eps,	1.f, C, 0, 0);	pv++;
	pv->set						(eps,			eps,			eps,	1.f, C, 0, 0);	pv++;
	pv->set						(float(_w+eps),	float(_h+eps),	eps,	1.f, C, 0, 0);	pv++;
	pv->set						(float(_w+eps),	eps,			eps,	1.f, C, 0, 0);	pv++;
	RCache.Vertex.Unlock		(4,g_combine->vb_stride);
	RCache.set_CullMode			(CULL_NONE	);
	if (common_stencil)			RCache.set_Stencil	(TRUE,D3DCMP_LESSEQUAL,dwLightMarkerID,0xff,0x00);	// keep/keep/keep
	RCache.set_Element			(s_occq->E[1]	);
	RCache.set_Geometry			(g_combine		);
	RCache.Render				(D3DPT_TRIANGLELIST,Offset,0,4,0,2);
}
void	CRenderTarget::phase_smap_spot_tsh	(light* L)
{
	VERIFY(!"Implement clear of the buffer for tsh!");
	VERIFY							(RImplementation.o.Tshadows);
	RCache.set_ColorWriteEnable		();
	if (IRender_Light::OMNIPART == L->flags.type)	{
		// omni-part
		//CHK_DX							(HW.pDevice->Clear( 0L, NULL, D3DCLEAR_TARGET,	0xffffffff,	1.0f, 0L));
		FLOAT ColorRGBA[4] = {1.0f, 1.0f, 1.0f, 1.0f};
		HW.pContext->ClearRenderTargetView(RCache.get_RT(), ColorRGBA);
	} else {
		// real-spot
		// Select color-mask
		ref_shader		shader			= L->s_spot;
		if (!shader)	shader			= s_accum_spot;
		RCache.set_Element				(shader->E[ SE_L_FILL ]	);

		// Fill vertex buffer
		Fvector2						p0,p1;
		u32		Offset;
		u32		C						= color_rgba	(255,255,255,255);
		float	_w						= float(L->X.S.size);
		float	_h						= float(L->X.S.size);
		float	d_Z						= EPS_S;
		float	d_W						= 1.f;
		p0.set							(.5f/_w, .5f/_h);
		p1.set							((_w+.5f)/_w, (_h+.5f)/_h );

		FVF::TL* pv						= (FVF::TL*) RCache.Vertex.Lock	(4,g_combine->vb_stride,Offset);
		pv->set							(EPS,			float(_h+EPS),	d_Z,	d_W, C, p0.x, p1.y);	pv++;
		pv->set							(EPS,			EPS,			d_Z,	d_W, C, p0.x, p0.y);	pv++;
		pv->set							(float(_w+EPS),	float(_h+EPS),	d_Z,	d_W, C, p1.x, p1.y);	pv++;
		pv->set							(float(_w+EPS),	EPS,			d_Z,	d_W, C, p1.x, p0.y);	pv++;
		RCache.Vertex.Unlock			(4,g_combine->vb_stride);
		RCache.set_Geometry				(g_combine);

		// draw
		RCache.Render					(D3DPT_TRIANGLELIST,Offset,0,4,0,2);
	}
}
Example #12
0
void	CRenderTarget::u_stencil_optimize	(eStencilOptimizeMode eSOM)
{
    //	TODO: DX10: remove half pixel offset?
    VERIFY	(RImplementation.o.nvstencil);
    //RCache.set_ColorWriteEnable	(FALSE);
    u32		Offset;
    float	_w					= float(Device.dwWidth);
    float	_h					= float(Device.dwHeight);
    u32		C					= color_rgba	(255,255,255,255);
    float	eps					= 0;
    float	_dw					= 0.5f;
    float	_dh					= 0.5f;
    FVF::TL* pv					= (FVF::TL*) RCache.Vertex.Lock	(4,g_combine->vb_stride,Offset);
    pv->set						(-_dw,		_h-_dh,		eps,	1.f, C, 0, 0);
    pv++;
    pv->set						(-_dw,		-_dh,		eps,	1.f, C, 0, 0);
    pv++;
    pv->set						(_w-_dw,	_h-_dh,		eps,	1.f, C, 0, 0);
    pv++;
    pv->set						(_w-_dw,	-_dh,		eps,	1.f, C, 0, 0);
    pv++;
    RCache.Vertex.Unlock		(4,g_combine->vb_stride);
    RCache.set_Element			(s_occq->E[1]	);

    switch(eSOM)
    {
    case SO_Light:
        StateManager.SetStencilRef(dwLightMarkerID);
        break;
    case SO_Combine:
        StateManager.SetStencilRef(0x01);
        break;
    default:
        VERIFY(!"CRenderTarget::u_stencil_optimize. switch no default!");
    }

    RCache.set_Geometry			(g_combine		);
    RCache.Render				(D3DPT_TRIANGLELIST,Offset,0,4,0,2);

}
Example #13
0
void draw_rect(Frect& r, u32 color)
{

	if(!dbg_draw_sh){
		dbg_draw_sh.create("hud\\default","ui\\ui_pop_up_active_back");
		dbg_draw_gm.create(FVF::F_TL, RCache.Vertex.Buffer(), 0);
	}
	RCache.set_Shader			(dbg_draw_sh);
	u32							vOffset;
	FVF::TL* pv					= (FVF::TL*)RCache.Vertex.Lock	(5,dbg_draw_gm.stride(),vOffset);

	pv->set(r.lt.x, r.lt.y, color, 0,0); ++pv;
	pv->set(r.rb.x, r.lt.y, color, 0,0); ++pv;
	pv->set(r.rb.x, r.rb.y, color, 0,0); ++pv;
	pv->set(r.lt.x, r.rb.y, color, 0,0); ++pv;
	pv->set(r.lt.x, r.lt.y, color, 0,0); ++pv;

	RCache.Vertex.Unlock		(5,dbg_draw_gm.stride());
	RCache.set_Geometry			(dbg_draw_gm);
	RCache.Render				(D3DPT_LINESTRIP,vOffset,4);

}
// end
void	CRenderTarget::phase_scene_end		()
{
	disable_aniso	();

	if (!RImplementation.o.albedo_wo)		return;

	// transfer from "rt_Accumulator" into "rt_Color"
	u_setrt								( rt_Color,	0,	0,	HW.pBaseZB	);
	RCache.set_CullMode					( CULL_NONE );
	RCache.set_Stencil					(TRUE,D3DCMP_LESSEQUAL,0x01,0xff,0x00);	// stencil should be >= 1
	if (RImplementation.o.nvstencil)	u_stencil_optimize	(FALSE);
	RCache.set_Stencil					(TRUE,D3DCMP_LESSEQUAL,0x01,0xff,0x00);	// stencil should be >= 1
	RCache.set_ColorWriteEnable			();

	// common calc for quad-rendering
	u32		Offset;
	u32		C					= color_rgba	(255,255,255,255);
	float	_w					= float			(Device.dwWidth);
	float	_h					= float			(Device.dwHeight);
	Fvector2					p0,p1;
	p0.set						(.5f/_w, .5f/_h);
	p1.set						((_w+.5f)/_w, (_h+.5f)/_h );
	float	d_Z	= EPS_S, d_W = 1.f;

	// Fill vertex buffer
	FVF::TL* pv					= (FVF::TL*)	RCache.Vertex.Lock	(4,g_combine->vb_stride,Offset);
	pv->set						(EPS,			float(_h+EPS),	d_Z,	d_W, C, p0.x, p1.y);	pv++;
	pv->set						(EPS,			EPS,			d_Z,	d_W, C, p0.x, p0.y);	pv++;
	pv->set						(float(_w+EPS),	float(_h+EPS),	d_Z,	d_W, C, p1.x, p1.y);	pv++;
	pv->set						(float(_w+EPS),	EPS,			d_Z,	d_W, C, p1.x, p0.y);	pv++;
	RCache.Vertex.Unlock		(4,g_combine->vb_stride);

	// if (stencil>=1 && aref_pass)	stencil = light_id
	RCache.set_Element			(s_accum_mask->E[SE_MASK_ALBEDO]);		// masker
	RCache.set_Geometry			(g_combine);
	RCache.Render				(D3DPT_TRIANGLELIST,Offset,0,4,0,2);
}
Example #15
0
void CDrawUtilities::DrawObjectAxis(const Fmatrix& T, float sz, BOOL sel)
{
	VERIFY( Device.b_is_Ready );
	_VertexStream*	Stream	= &RCache.Vertex;
    Fvector c,r,n,d;
	float w	= T.c.x*Device.mFullTransform._14 + T.c.y*Device.mFullTransform._24 + T.c.z*Device.mFullTransform._34 + Device.mFullTransform._44;
    if (w<0) return; // culling

	float s = w*sz;
								Device.mFullTransform.transform(c,T.c);
    r.mul(T.i,s); r.add(T.c); 	Device.mFullTransform.transform(r);
    n.mul(T.j,s); n.add(T.c); 	Device.mFullTransform.transform(n);
    d.mul(T.k,s); d.add(T.c); 	Device.mFullTransform.transform(d);
	c.x = (float)iFloor(_x2real(c.x)); c.y = (float)iFloor(_y2real(-c.y));
    r.x = (float)iFloor(_x2real(r.x)); r.y = (float)iFloor(_y2real(-r.y));
    n.x = (float)iFloor(_x2real(n.x)); n.y = (float)iFloor(_y2real(-n.y));
    d.x = (float)iFloor(_x2real(d.x)); d.y = (float)iFloor(_y2real(-d.y));

    u32 vBase;
	FVF::TL* pv	= (FVF::TL*)Stream->Lock(6,vs_TL->vb_stride,vBase);
	pv->set	(c.x,c.y,0,1, 0xFF222222, 0,0); 				pv++;
	pv->set	(d.x,d.y,0,1, sel?0xFF0000FF:0xFF000080, 0,0); 	pv++;
	pv->set	(c.x,c.y,0,1, 0xFF222222, 0,0); 				pv++;
	pv->set	(r.x,r.y,0,1, sel?0xFFFF0000:0xFF800000, 0,0); 	pv++;
	pv->set	(c.x,c.y,0,1, 0xFF222222, 0,0); 				pv++;
	pv->set	(n.x,n.y,0,1, sel?0xFF00FF00:0xFF008000, 0,0);
	Stream->Unlock(6,vs_TL->vb_stride);

	// Render it as line list
	DU_DRAW_RS	(D3DRS_SHADEMODE,D3DSHADE_GOURAUD);
	DU_DRAW_SH(dxRenderDeviceRender::Instance().m_WireShader);
    DU_DRAW_DP		(D3DPT_LINELIST,vs_TL,vBase,3);
	DU_DRAW_RS	(D3DRS_SHADEMODE,SHADE_MODE);

    m_Font->SetColor(sel?0xFF000000:0xFF909090);
    m_Font->Out(r.x,r.y,"x");
    m_Font->Out(n.x,n.y,"y");
    m_Font->Out(d.x,d.y,"z");
    m_Font->SetColor(sel?0xFFFFFFFF:0xFF000000);
    m_Font->Out(r.x-1,r.y-1,"x");
    m_Font->Out(n.x-1,n.y-1,"y");
    m_Font->Out(d.x-1,d.y-1,"z");
}
Example #16
0
void CHUDTarget::Render()
{
	VERIFY		(g_bRendering);

	CObject*	O		= Level().CurrentEntity();
	if (0==O)	return;
	CEntity*	E		= smart_cast<CEntity*>(O);
	if (0==E)	return;

	Fvector p1				= Device.vCameraPosition;
	Fvector dir				= Device.vCameraDirection;
	
	// Render cursor
	u32 C				= C_DEFAULT;
	
	FVF::TL				PT;
	Fvector				p2;
	p2.mad				(p1,dir,RQ.range);
	PT.transform		(p2,Device.mFullTransform);
	float				di_size = C_SIZE/powf(PT.p.w,.2f);

	CGameFont* F		= HUD().Font().pFontGraffiti19Russian;
	F->SetAligment		(CGameFont::alCenter);
	F->OutSetI			(0.f,0.05f);

	if (psHUD_Flags.test(HUD_CROSSHAIR_DIST)){
		F->SetColor		(C);
		F->OutNext		("%4.1f",RQ.range);
	}

	if (psHUD_Flags.test(HUD_INFO)){ 
		if (RQ.O){
			CEntityAlive*	E		= smart_cast<CEntityAlive*>	(RQ.O);
			CEntityAlive*	pCurEnt = smart_cast<CEntityAlive*>	(Level().CurrentEntity());
			PIItem			l_pI	= smart_cast<PIItem>		(RQ.O);

			if (IsGameTypeSingle())
			{
				CInventoryOwner* our_inv_owner		= smart_cast<CInventoryOwner*>(pCurEnt);
				if (E && E->g_Alive() && !E->cast_base_monster())
				{
//.					CInventoryOwner* our_inv_owner		= smart_cast<CInventoryOwner*>(pCurEnt);
					CInventoryOwner* others_inv_owner	= smart_cast<CInventoryOwner*>(E);

					if(our_inv_owner && others_inv_owner){

						switch(RELATION_REGISTRY().GetRelationType(others_inv_owner, our_inv_owner))
						{
						case ALife::eRelationTypeEnemy:
							C = C_ON_ENEMY; break;
						case ALife::eRelationTypeNeutral:
							C = C_ON_NEUTRAL; break;
						case ALife::eRelationTypeFriend:
							C = C_ON_FRIEND; break;
						}

					if (fuzzyShowInfo>0.5f){
						CStringTable	strtbl		;
						F->SetColor	(subst_alpha(C,u8(iFloor(255.f*(fuzzyShowInfo-0.5f)*2.f))));
						F->OutNext	("%s", *strtbl.translate(others_inv_owner->Name()) );
						F->OutNext	("%s", *strtbl.translate(others_inv_owner->CharacterInfo().Community().id()) );
					}
					}

					fuzzyShowInfo += SHOW_INFO_SPEED*Device.fTimeDelta;
				}
				else 
					if (l_pI && our_inv_owner && RQ.range < 2.0f*our_inv_owner->inventory().GetTakeDist())
					{
						if (fuzzyShowInfo>0.5f){
							F->SetColor	(subst_alpha(C,u8(iFloor(255.f*(fuzzyShowInfo-0.5f)*2.f))));
							F->OutNext	("%s",l_pI->Name/*Complex*/());
						}
						fuzzyShowInfo += SHOW_INFO_SPEED*Device.fTimeDelta;
					}
			}
			else
			{
				if (E && (E->GetfHealth()>0))
				{
					if (pCurEnt && GameID() == GAME_SINGLE){	
						if (GameID() == GAME_DEATHMATCH)			C = C_ON_ENEMY;
						else{	
							if (E->g_Team() != pCurEnt->g_Team())	C = C_ON_ENEMY;
							else									C = C_ON_FRIEND;
						};
						if (RQ.range >= recon_mindist() && RQ.range <= recon_maxdist()){
							float ddist = (RQ.range - recon_mindist())/(recon_maxdist() - recon_mindist());
							float dspeed = recon_minspeed() + (recon_maxspeed() - recon_minspeed())*ddist;
							fuzzyShowInfo += Device.fTimeDelta/dspeed;
						}else{
							if (RQ.range < recon_mindist()) fuzzyShowInfo += recon_minspeed()*Device.fTimeDelta;
							else fuzzyShowInfo = 0;
						};

						if (fuzzyShowInfo>0.5f){
							clamp(fuzzyShowInfo,0.f,1.f);
							int alpha_C = iFloor(255.f*(fuzzyShowInfo-0.5f)*2.f);
							u8 alpha_b	= u8(alpha_C & 0x00ff);
							F->SetColor	(subst_alpha(C,alpha_b));
							F->OutNext	("%s",*RQ.O->cName());
						}
					}
				};
			};

		}else{
			fuzzyShowInfo -= HIDE_INFO_SPEED*Device.fTimeDelta;
		}
		clamp(fuzzyShowInfo,0.f,1.f);
	}

	//отрендерить кружочек или крестик
	if(!m_bShowCrosshair){
		// actual rendering
		u32			vOffset;
		FVF::TL*	pv		= (FVF::TL*)RCache.Vertex.Lock(4,hGeom.stride(),vOffset);
		
		float			size_x = float(Device.dwWidth)	* di_size;
		float			size_y = float(Device.dwHeight) * di_size;
		size_y = size_x;

		float			w_2		= Device.fWidth_2;
		float			h_2		= Device.fHeight_2;

		// Convert to screen coords
		float cx		    = (PT.p.x+1)*w_2;
		float cy		    = (PT.p.y+1)*h_2;

		pv->set				(cx - size_x, cy + size_y, C, 0, 1); ++pv;
		pv->set				(cx - size_x, cy - size_y, C, 0, 0); ++pv;
		pv->set				(cx + size_x, cy + size_y, C, 1, 1); ++pv;
		pv->set				(cx + size_x, cy - size_y, C, 1, 0); ++pv;

		// unlock VB and Render it as triangle LIST
		RCache.Vertex.Unlock(4,hGeom.stride());
		RCache.set_Shader	(hShader);
		RCache.set_Geometry	(hGeom);
		RCache.Render		(D3DPT_TRIANGLELIST,vOffset,0,4,0,2);
	}else{
		//отрендерить прицел
		HUDCrosshair.cross_color	= C;
		HUDCrosshair.OnRender		();
	}
}
void CRenderTarget::draw_rain( light &RainSetup )
{
	float	fRainFactor	= g_pGamePersistent->Environment().CurrentEnv->rain_density;

	// Common calc for quad-rendering
	u32		Offset;
	u32		C					= color_rgba	(255,255,255,255);
	float	_w					= float			(Device.dwWidth);
	float	_h					= float			(Device.dwHeight);
	Fvector2					p0,p1;
	p0.set						(.5f/_w, .5f/_h);
	p1.set						((_w+.5f)/_w, (_h+.5f)/_h );
	float	d_Z	= EPS_S, d_W = 1.f;

	// Common constants (light-related)
	Fvector		L_dir;
	Device.mView.transform_dir	(L_dir,RainSetup.direction);
	L_dir.normalize				();

	Fvector		W_dirX;
	Device.mView.transform_dir	(W_dirX,Fvector().set(1.0f, 0.0f, 0.0f));
	W_dirX.normalize				();

	Fvector		W_dirZ;
	Device.mView.transform_dir	(W_dirZ,Fvector().set(0.0f, 0.0f, 1.0f));
	W_dirZ.normalize				();

	// Perform masking (only once - on the first/near phase)
	//RCache.set_CullMode			(CULL_NONE	);
	//if (SE_SUN_NEAR==sub_phase)	//.
	{
		// Fill vertex buffer
		FVF::TL* pv					= (FVF::TL*)	RCache.Vertex.Lock	(4,g_combine->vb_stride,Offset);
		pv->set						(EPS,			float(_h+EPS),	d_Z,	d_W, C, p0.x, p1.y);	pv++;
		pv->set						(EPS,			EPS,			d_Z,	d_W, C, p0.x, p0.y);	pv++;
		pv->set						(float(_w+EPS),	float(_h+EPS),	d_Z,	d_W, C, p1.x, p1.y);	pv++;
		pv->set						(float(_w+EPS),	EPS,			d_Z,	d_W, C, p1.x, p0.y);	pv++;
		RCache.Vertex.Unlock		(4,g_combine->vb_stride);
		RCache.set_Geometry			(g_combine);

		// setup
//		float	intensity			= 0.3f*fuckingsun->color.r + 0.48f*fuckingsun->color.g + 0.22f*fuckingsun->color.b;
//		Fvector	dir					= L_dir;
//		dir.normalize().mul	(- _sqrt(intensity+EPS));
//		RCache.set_Element			(s_accum_mask->E[SE_MASK_DIRECT]);		// masker
//		RCache.set_c				("Ldynamic_dir",		dir.x,dir.y,dir.z,0		);

		// if (stencil>=1 && aref_pass)	stencil = light_id
		//	Done in blender!
		//RCache.set_ColorWriteEnable	(FALSE		);
//		RCache.set_Stencil			(TRUE,D3DCMP_LESSEQUAL,dwLightMarkerID,0x01,0xff,D3DSTENCILOP_KEEP,D3DSTENCILOP_REPLACE,D3DSTENCILOP_KEEP);
//		RCache.Render				(D3DPT_TRIANGLELIST,Offset,0,4,0,2);
	}

	// recalculate d_Z, to perform depth-clipping
	const float fRainFar = ps_r3_dyn_wet_surf_far;

	Fvector	center_pt;			center_pt.mad	(Device.vCameraPosition,Device.vCameraDirection,fRainFar);
	Device.mFullTransform.transform(center_pt)	;
	d_Z							= center_pt.z	;

	// nv-stencil recompression
	//if (RImplementation.o.nvstencil  && (SE_SUN_NEAR==sub_phase))	u_stencil_optimize();	//. driver bug?

	// Perform lighting
	{
//		phase_accumulator					()	;
//		RCache.set_CullMode					(CULL_NONE);
//		RCache.set_ColorWriteEnable			()	;


		// texture adjustment matrix
		//float			fRange				= (SE_SUN_NEAR==sub_phase)?ps_r2_sun_depth_near_scale:ps_r2_sun_depth_far_scale;
		float			fRange				=  1;
		//float			fBias				= (SE_SUN_NEAR==sub_phase)?ps_r2_sun_depth_near_bias:ps_r2_sun_depth_far_bias;
		//float			fBias				= 0.00001;
		float			fBias				= -0.0001;
		float			smapsize			= float(RImplementation.o.smapsize);
		float			fTexelOffs			= (.5f / smapsize);
//		float			view_dimX			= float(RainSetup.X.D.maxX-RainSetup.X.D.minX-2)/smapsize;
//		float			view_dimY			= float(RainSetup.X.D.maxX-RainSetup.X.D.minX-2)/smapsize;
//		float			view_sx				= float(RainSetup.X.D.minX+1)/smapsize;
//		float			view_sy				= float(RainSetup.X.D.minY+1)/smapsize;
		float			view_dimX			= float(RainSetup.X.D.maxX-RainSetup.X.D.minX)/smapsize;
		float			view_dimY			= float(RainSetup.X.D.maxX-RainSetup.X.D.minX)/smapsize;
		float			view_sx				= float(RainSetup.X.D.minX)/smapsize;
		float			view_sy				= float(RainSetup.X.D.minY)/smapsize;
		Fmatrix			m_TexelAdjust		= 
		{
			view_dimX/2.f,							0.0f,									0.0f,		0.0f,
			0.0f,									-view_dimY/2.f,							0.0f,		0.0f,
			0.0f,									0.0f,									fRange,		0.0f,
			view_dimX/2.f + view_sx + fTexelOffs,	view_dimY/2.f + view_sy + fTexelOffs,	fBias,		1.0f
		};

		// compute xforms
		FPU::m64r			();
		Fmatrix				xf_invview;		xf_invview.invert	(Device.mView)	;

		// shadow xform
		Fmatrix				m_shadow;
		{
			Fmatrix			xf_project;		xf_project.mul		(m_TexelAdjust,RainSetup.X.D.combine);
			m_shadow.mul	(xf_project,	xf_invview);

			FPU::m24r		();
		}

		/*
		// texture adjustment matrix
		//float			fRange				= (SE_SUN_NEAR==sub_phase)?ps_r2_sun_depth_near_scale:ps_r2_sun_depth_far_scale;
		float			fRange				=  1;
		//float			fBias				= (SE_SUN_NEAR==sub_phase)?ps_r2_sun_depth_near_bias:ps_r2_sun_depth_far_bias;
		//	TODO: DX10: Remove this when fix inverse culling for far region
		float			fBias				= 0;
		Fmatrix			m_TexelAdjust		= 
		{
			0.5f,				0.0f,				0.0f,			0.0f,
			0.0f,				-0.5f,				0.0f,			0.0f,
			0.0f,				0.0f,				fRange,			0.0f,
			0.5f,				0.5f,				fBias,			1.0f
		};

		// compute xforms
		FPU::m64r			();
		Fmatrix				xf_invview;		xf_invview.invert	(Device.mView)	;

		// shadow xform
		Fmatrix				m_shadow;
		{
			Fmatrix			xf_project;		xf_project.mul		(m_TexelAdjust,RainSetup.X.D.combine);
			m_shadow.mul	(xf_project,	xf_invview);

			FPU::m24r		();
		}
		*/

		// clouds xform
		Fmatrix				m_clouds_shadow;
		{
			static	float	w_shift		= 0;
			Fmatrix			m_xform;
			//Fvector			direction	= RainSetup.direction	;
			Fvector			normal	;	normal.setHP(1,0);
			//w_shift		+=	0.003f*Device.fTimeDelta;
			//Fvector			position;	position.set(0,0,0);
			//m_xform.build_camera_dir	(position,direction,normal)	;
			m_xform.identity();
			Fvector			localnormal;m_xform.transform_dir(localnormal,normal); localnormal.normalize();
			m_clouds_shadow.mul			(m_xform,xf_invview)		;
			//m_xform.scale				(0.002f,0.002f,1.f)			;
			m_xform.scale				(1.f,1.f,1.f)				;
			m_clouds_shadow.mulA_44		(m_xform)					;
			m_xform.translate			(localnormal.mul(w_shift))	;
			m_clouds_shadow.mulA_44		(m_xform)					;
		}

		// Make jitter texture
		Fvector2					j0,j1;
		float	scale_X				= float(Device.dwWidth)	/ float(TEX_jitter);
		//float	scale_Y				= float(Device.dwHeight)/ float(TEX_jitter);
		float	offset				= (.5f / float(TEX_jitter));
		j0.set						(offset,offset);
		j1.set						(scale_X,scale_X).add(offset);

		// Fill vertex buffer
		FVF::TL2uv* pv				= (FVF::TL2uv*) RCache.Vertex.Lock	(4,g_combine_2UV->vb_stride,Offset);
		pv->set						(-1,	-1,	d_Z,	d_W, C, 0, 1, 0,		scale_X);	pv++;
		pv->set						(-1,	1,	d_Z,	d_W, C, 0, 0, 0,		0);	pv++;
		pv->set						(1,		-1,	d_Z,	d_W, C, 1, 1, scale_X,	scale_X);	pv++;
		pv->set						(1,		1,	d_Z,	d_W, C, 1, 0, scale_X,	0);	pv++;
		RCache.Vertex.Unlock		(4,g_combine_2UV->vb_stride);
		RCache.set_Geometry			(g_combine_2UV);

		// setup
		//RCache.set_Element			(s_accum_direct->E[sub_phase]);
		//u_setrt	(rt_Normal,NULL,NULL,HW.pBaseZB);
		//RCache.set_Element			(s_rain->E[0]);
		//RCache.set_c				("Ldynamic_dir",		L_dir.x,L_dir.y,L_dir.z,0		);
//		RCache.set_c				("Ldynamic_color",		L_clr.x,L_clr.y,L_clr.z,L_spec	);
		//RCache.set_c				("m_shadow",			m_shadow						);
		//RCache.set_c				("m_sunmask",			m_clouds_shadow					);

		/*
		// nv-DBT
		float zMin,zMax;
		if (SE_SUN_NEAR==sub_phase)	{
			zMin = 0;
			zMax = ps_r2_sun_near;
		} else {
			extern float	OLES_SUN_LIMIT_27_01_07;
			zMin = ps_r2_sun_near;
			zMax = OLES_SUN_LIMIT_27_01_07;
		}
		center_pt.mad(Device.vCameraPosition,Device.vCameraDirection,zMin);	Device.mFullTransform.transform	(center_pt);
		zMin = center_pt.z	;

		center_pt.mad(Device.vCameraPosition,Device.vCameraDirection,zMax);	Device.mFullTransform.transform	(center_pt);
		zMax = center_pt.z	;
		*/

		//	TODO: DX10: Check if DX10 has analog for NV DBT
		//		if (u_DBT_enable(zMin,zMax))	{
		// z-test always
		//			HW.pDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
		//			HW.pDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
		//		}

		// Fetch4 : enable
		//		if (RImplementation.o.HW_smap_FETCH4)	{
		//. we hacked the shader to force smap on S0
		//#			define FOURCC_GET4  MAKEFOURCC('G','E','T','4') 
		//			HW.pDevice->SetSamplerState	( 0, D3DSAMP_MIPMAPLODBIAS, FOURCC_GET4 );
		//		}

		// setup stencil
//		RCache.set_Stencil			(TRUE,D3DCMP_LESSEQUAL,dwLightMarkerID,0xff,0x00);
//		RCache.Render				(D3DPT_TRIANGLELIST,Offset,0,4,0,2);

		// Fetch4 : disable
		//		if (RImplementation.o.HW_smap_FETCH4)	{
		//. we hacked the shader to force smap on S0
		//#			define FOURCC_GET1  MAKEFOURCC('G','E','T','1') 
		//			HW.pDevice->SetSamplerState	( 0, D3DSAMP_MIPMAPLODBIAS, FOURCC_GET1 );
		//		}

		//	Use for intermediate results
		//	Patch normal
		if( !RImplementation.o.dx10_msaa )
			u_setrt	(rt_Accumulator,NULL,NULL,HW.pBaseZB);
		else
			u_setrt	(rt_Accumulator,NULL,NULL,rt_MSAADepth->pZRT);

      //u_setrt	(rt_Normal,NULL,NULL,HW.pBaseZB);
		RCache.set_Element		(s_rain->E[1]);
		RCache.set_c				("Ldynamic_dir",		L_dir.x,L_dir.y,L_dir.z,0		);
		RCache.set_c				("WorldX",				W_dirX.x,W_dirX.y,W_dirX.z,0		);
		RCache.set_c				("WorldZ",				W_dirZ.x,W_dirZ.y,W_dirZ.z,0		);
		RCache.set_c				("m_shadow",			m_shadow						);
		RCache.set_c				("m_sunmask",			m_clouds_shadow					);
		RCache.set_c				("RainDensity",			fRainFactor, 0, 0, 0			);
		RCache.set_c				("RainFallof",			ps_r3_dyn_wet_surf_near, ps_r3_dyn_wet_surf_far, 0, 0			);
		if( !RImplementation.o.dx10_msaa )
		{
			RCache.set_Stencil( TRUE, D3DCMP_EQUAL, 0x01, 0x01, 0 );
			RCache.Render		(D3DPT_TRIANGLELIST,Offset,0,4,0,2);
		}
		else 
		{
			// per pixel execution
			RCache.set_Stencil( TRUE, D3DCMP_EQUAL, 0x01, 0x81, 0 );
			RCache.Render		( D3DPT_TRIANGLELIST,Offset,0,4,0,2);
      		
			// per sample
			if( RImplementation.o.dx10_msaa_opt )
			{
				RCache.set_Element( s_rain_msaa[0]->E[0]);
				RCache.set_c				("Ldynamic_dir",		L_dir.x,L_dir.y,L_dir.z,0		);
				RCache.set_c				("WorldX",				W_dirX.x,W_dirX.y,W_dirX.z,0		);
				RCache.set_c				("WorldZ",				W_dirZ.x,W_dirZ.y,W_dirZ.z,0		);
				RCache.set_c				("m_shadow",			m_shadow						);
				RCache.set_c				("m_sunmask",			m_clouds_shadow					);
				RCache.set_c				("RainDensity",			fRainFactor, 0, 0, 0			);
				RCache.set_CullMode(CULL_NONE	);
				RCache.set_Stencil( TRUE, D3DCMP_EQUAL, 0x81, 0x81, 0  );
				RCache.Render		( D3DPT_TRIANGLELIST,Offset,0,4,0,2);
			}
			else
			{
				for( u32 i = 0; i < RImplementation.o.dx10_msaa_samples; ++i )
				{
					RCache.set_Element			( s_rain_msaa[i]->E[0]);
					RCache.set_c				("Ldynamic_dir",		L_dir.x,L_dir.y,L_dir.z,0		);
					RCache.set_c				("WorldX",				W_dirX.x,W_dirX.y,W_dirX.z,0		);
					RCache.set_c				("WorldZ",				W_dirZ.x,W_dirZ.y,W_dirZ.z,0		);
					RCache.set_c				("m_shadow",			m_shadow						);
					RCache.set_c				("m_sunmask",			m_clouds_shadow					);
					RCache.set_c				("RainDensity",			fRainFactor, 0, 0, 0			);
					StateManager.SetSampleMask ( u32(1) << i );
					RCache.set_CullMode(CULL_NONE	);
					RCache.set_Stencil         ( TRUE, D3DCMP_EQUAL, 0x81, 0x81, 0  );
					RCache.Render					( D3DPT_TRIANGLELIST,Offset,0,4,0,2);
				}
				StateManager.SetSampleMask( 0xffffffff );
			}
		}

		//	Apply normal
		RCache.set_Element	(s_rain->E[2]);
		RCache.set_c				("Ldynamic_dir",		L_dir.x,L_dir.y,L_dir.z,0		);
		RCache.set_c				("m_shadow",			m_shadow						);
		RCache.set_c				("m_sunmask",			m_clouds_shadow					);

		if( !RImplementation.o.dx10_gbuffer_opt )
		{
			//	Do this in blender!
			//StateManager.SetColorWriteEnable( D3Dxx_COLOR_WRITE_ENABLE_RED | D3Dxx_COLOR_WRITE_ENABLE_GREEN | D3Dxx_COLOR_WRITE_ENABLE_BLUE );
			if( ! RImplementation.o.dx10_msaa )
				u_setrt	(rt_Normal,NULL,NULL,HW.pBaseZB);
			else
				u_setrt	(rt_Normal,NULL,NULL,rt_MSAADepth->pZRT);
		}
		else
		{
			//StateManager.SetColorWriteEnable( D3Dxx_COLOR_WRITE_ENABLE_RED | D3Dxx_COLOR_WRITE_ENABLE_GREEN );
			if( ! RImplementation.o.dx10_msaa )
				u_setrt	(rt_Position,NULL,NULL,HW.pBaseZB); 
			else
				u_setrt	(rt_Position,NULL,NULL,rt_MSAADepth->pZRT); 
		}

		if( ! RImplementation.o.dx10_msaa )
		{
			RCache.set_Stencil( TRUE, D3DCMP_EQUAL, 0x01, 0x01, 0 );
			RCache.Render		(D3DPT_TRIANGLELIST,Offset,0,4,0,2);
		}
		else 
		{
			// per pixel execution
			RCache.set_Stencil( TRUE, D3DCMP_EQUAL, 0x01, 0x81, 0 );
			RCache.Render		( D3DPT_TRIANGLELIST,Offset,0,4,0,2);

			// per sample
			if( RImplementation.o.dx10_msaa_opt )
			{
				RCache.set_Element	( s_rain_msaa[0]->E[1]);
				RCache.set_Stencil   ( TRUE, D3DCMP_EQUAL, 0x81, 0x81, 0 );
				RCache.set_CullMode(CULL_NONE	);
				RCache.Render			( D3DPT_TRIANGLELIST,Offset,0,4,0,2);
			}
			else
			{
				for( u32 i = 0; i < RImplementation.o.dx10_msaa_samples; ++ i )
				{
					RCache.set_Element			(s_rain_msaa[i]->E[1]);
					StateManager.SetSampleMask ( u32(1) << i );
					RCache.set_Stencil         ( TRUE, D3DCMP_EQUAL, 0x81, 0x81, 0 );
					RCache.set_CullMode(CULL_NONE	);
					RCache.Render					(D3DPT_TRIANGLELIST,Offset,0,4,0,2);
				}
				StateManager.SetSampleMask( 0xffffffff );
			}
		}

		//	Apply gloss
		RCache.set_Element		(s_rain->E[3]);
		RCache.set_c				("Ldynamic_dir",		L_dir.x,L_dir.y,L_dir.z,0		);
		RCache.set_c				("m_shadow",			m_shadow						);
		RCache.set_c				("m_sunmask",			m_clouds_shadow					);

		//	It is restored automatically by a set_Element call
		//StateManager.SetColorWriteEnable( D3Dxx_COLOR_WRITE_ENABLE_ALL );
		if( ! RImplementation.o.dx10_msaa )
			u_setrt	(rt_Color,NULL,NULL,HW.pBaseZB);
		else
			u_setrt	(rt_Color,NULL,NULL,rt_MSAADepth->pZRT);

		if( ! RImplementation.o.dx10_msaa )
		{
			RCache.set_Stencil( TRUE, D3DCMP_EQUAL, 0x01, 0x01, 0 );
			RCache.Render		(D3DPT_TRIANGLELIST,Offset,0,4,0,2);
		}
		else 
		{
			// per pixel execution
			RCache.set_Stencil( TRUE, D3DCMP_EQUAL, 0x01, 0x81, 0 );
			RCache.Render		( D3DPT_TRIANGLELIST,Offset,0,4,0,2);

			// per sample
			if( RImplementation.o.dx10_msaa_opt )
			{
				RCache.set_Element(s_rain_msaa[0]->E[2]);
				RCache.set_Stencil( TRUE, D3DCMP_EQUAL, 0x81, 0x81, 0 );
				RCache.Render		(D3DPT_TRIANGLELIST,Offset,0,4,0,2);
			}
			else 
			{
				for( u32 i = 0; i < RImplementation.o.dx10_msaa_samples; ++i )
				{
					RCache.set_Element		   (s_rain_msaa[i]->E[2]);
					RCache.set_Stencil         ( TRUE, D3DCMP_EQUAL, 0x81, 0x81, 0 );
					StateManager.SetSampleMask ( u32(1) << i );
					RCache.Render					(D3DPT_TRIANGLELIST,Offset,0,4,0,2);
				}
				StateManager.SetSampleMask( 0xffffffff );
			}
		}

		//	TODO: DX10: Check if DX10 has analog for NV DBT
		// disable depth bounds
		//		u_DBT_disable	();
	}
}
Example #18
0
void CGameFont::OnRender()
{
	VERIFY				(g_bRendering);
	if (pShader)		RCache.set_Shader	(pShader);

	if (!(uFlags&fsValid)){
		CTexture* T		= RCache.get_ActiveTexture(0);
		vTS.set			((int)T->get_Width(),(int)T->get_Height());
/*
		vHalfPixel.set	(0.5f/float(vTS.x),0.5f/float(vTS.y));
		for (int i=0; i<256; i++){
			Fvector& tc	= TCMap[i];
			tc.x		/= float(vTS.x);
			tc.y		/= float(vTS.y);
			tc.z		/= float(vTS.x);
		}
		fTCHeight		= fHeight/float(vTS.y);
		uFlags			|= fsValid;
*/
		fTCHeight		= fHeight/float(vTS.y);
		uFlags			|= fsValid;
	}

	for (u32 i=0; i<strings.size(); ){
		// calculate first-fit
		int		count	=	1;
		int		length	=	xr_strlen(strings[i].string);
		while	((i+count)<strings.size()) {
			int	L	=	xr_strlen(strings[i+count].string);
			if ((L+length)<MAX_CHARS){
				count	++;
				length	+=	L;
			}
			else		break;
		}

		// lock AGP memory
		u32	vOffset;
		FVF::TL* v		= (FVF::TL*)RCache.Vertex.Lock	(length*4,pGeom.stride(),vOffset);
		FVF::TL* start	= v;

		// fill vertices
		u32 last		= i+count;
		for (; i<last; i++) {
			String		&PS	= strings[i];
			int			len	= xr_strlen(PS.string);
			if (len) {
				float	X	= float(iFloor(PS.x));
				float	Y	= float(iFloor(PS.y));
				float	S	= PS.height*g_current_font_scale.y;
				float	Y2	= Y+S;

				switch(PS.align)
				{
				case alCenter:	
						X	-= ( iFloor(SizeOf_(PS.string,PS.height)*.5f) ) * g_current_font_scale.x;	
						break;
				case alRight:	
						X	-=	iFloor(SizeOf_(PS.string,PS.height));		
						break;
				}

				u32	clr,clr2;
				clr2 = clr	= PS.c;
				if (uFlags&fsGradient){
					u32	_R	= color_get_R	(clr)/2;
					u32	_G	= color_get_G	(clr)/2;
					u32	_B	= color_get_B	(clr)/2;
					u32	_A	= color_get_A	(clr);
					clr2	= color_rgba	(_R,_G,_B,_A);
				}

				float	tu,tv;
				for (int j=0; j<len; j++)
				{
					int c			= GetCharRM	(PS.string[j]);
					
					Fvector l		= GetCharTC	(PS.string[j]);
					float scw		= l.z * g_current_font_scale.x;
					
//.					float scw		= vTS.x * l.z * g_current_font_scale.x;
					
					float fTCWidth	= l.z/vTS.x;

					if ((c>=0)&&!fis_zero(l.z))
					{
						tu			= l.x/vTS.x;//+vHalfPixel.x;
						tv			= l.y/vTS.y;//+vHalfPixel.y;
						v->set		(X-0.5f,		Y2-0.5f,	clr2,tu,			tv+fTCHeight);	v++;
						v->set		(X-0.5f,		Y-0.5f,		clr, tu,			tv);			v++;
						v->set		(X+scw-0.5f,	Y2-0.5f,	clr2,tu+fTCWidth,	tv+fTCHeight);	v++;
						v->set		(X+scw-0.5f,	Y-0.5f,		clr, tu+fTCWidth,	tv);			v++;
					}
					X+=scw*vInterval.x;
				}
			}
		}

		// Unlock and draw
		u32 vCount = (u32)(v-start);
		RCache.Vertex.Unlock		(vCount,pGeom.stride());
		if (vCount){
			RCache.set_Geometry		(pGeom);
			RCache.Render			(D3DPT_TRIANGLELIST,vOffset,0,vCount,0,vCount/2);
		}
	}
	strings.clear_not_free			();
}
void CRenderTarget::phase_ssao	()
{
	u32	Offset	= 0;

	FLOAT ColorRGBA[4] = {0.0f, 0.0f, 0.0f, 0.0f};
	HW.pDevice->ClearRenderTargetView(rt_ssao_temp->pRT, ColorRGBA);
	
	// low/hi RTs
	if( !RImplementation.o.dx10_msaa )
	{
		u_setrt				( rt_ssao_temp,0,0,0/*HW.pBaseZB*/ );
	}
	else
	{
		u_setrt				( rt_ssao_temp, 0, 0, 0/*RImplementation.Target->rt_MSAADepth->pZRT*/ );
	}

	RCache.set_Stencil	(FALSE);

	/*RCache.set_Stencil					(TRUE,D3DCMP_LESSEQUAL,0x01,0xff,0x00);	// stencil should be >= 1
	if (RImplementation.o.nvstencil)	{
		u_stencil_optimize				(CRenderTarget::SO_Combine);
		RCache.set_ColorWriteEnable		();
	}*/

	// Compute params
	Fmatrix		m_v2w;			m_v2w.invert				(Device.mView		);

	float		fSSAONoise = 2.0f;
	fSSAONoise *= tan(deg2rad(67.5f));
	fSSAONoise /= tan(deg2rad(Device.fFOV));

	float		fSSAOKernelSize = 150.0f;
	fSSAOKernelSize *= tan(deg2rad(67.5f));
	fSSAOKernelSize /= tan(deg2rad(Device.fFOV));

	// Fill VB
	float	scale_X				= float(Device.dwWidth)	* 0.5f / float(TEX_jitter);
	float	scale_Y				= float(Device.dwHeight) * 0.5f / float(TEX_jitter);

	u32 _w = Device.dwWidth/2;
	u32 _h = Device.dwHeight/2;

	set_viewport(HW.pDevice, _w, _h);

	// Fill vertex buffer
	FVF::TL* pv					= (FVF::TL*)	RCache.Vertex.Lock	(4,g_combine->vb_stride,Offset);
	pv->set						( -1,  1, 0, 1, 0,		0,	scale_Y	);	pv++;
	pv->set						( -1, -1, 0, 0, 0,		0,		  0	);	pv++;
	pv->set						(  1,  1, 1, 1, 0, scale_X,	scale_Y	);	pv++;
	pv->set						(  1, -1, 1, 0, 0, scale_X,		  0	);	pv++;
	RCache.Vertex.Unlock		(4,g_combine->vb_stride);

	// Draw
	RCache.set_Element			(s_ssao->E[0]	);
	RCache.set_Geometry			(g_combine		);

	RCache.set_c				("m_v2w",			m_v2w	);
	RCache.set_c				("ssao_noise_tile_factor",	fSSAONoise	);
	RCache.set_c				("ssao_kernel_size",		fSSAOKernelSize	);
	RCache.set_c				("resolution", float(_w), float(_h), 1.0f / float(_w), 1.0f / float(_h) );


	if( !RImplementation.o.dx10_msaa )
		RCache.Render				(D3DPT_TRIANGLELIST,Offset,0,4,0,2);
	else
	{
		RCache.Render				(D3DPT_TRIANGLELIST,Offset,0,4,0,2);
		/*RCache.set_Stencil( TRUE, D3DCMP_EQUAL, 0x01, 0x81, 0 );
		RCache.Render		( D3DPT_TRIANGLELIST,Offset,0,4,0,2);
		if( RImplementation.o.dx10_msaa_opt )
		{
			RCache.set_Element( s_ssao_msaa[0]->E[0]	);
			RCache.set_Stencil( TRUE, D3DCMP_EQUAL, 0x81, 0x81, 0 );
			RCache.Render	  ( D3DPT_TRIANGLELIST,Offset,0,4,0,2);
		}
		else
		{
			for( u32 i = 0; i < RImplementation.o.dx10_msaa_samples; ++i )
			{
				RCache.set_Element			( s_ssao_msaa[i]->E[0]	);
				StateManager.SetSampleMask	( u32(1) << i  );
				RCache.set_Stencil			( TRUE, D3DCMP_EQUAL, 0x81, 0x81, 0 );
				RCache.Render				( D3DPT_TRIANGLELIST,Offset,0,4,0,2);
			}
			StateManager.SetSampleMask( 0xffffffff );
		}*/
		//RCache.set_Stencil( FALSE, D3DCMP_EQUAL, 0x01, 0xff, 0 );
	}  

	set_viewport(HW.pDevice, Device.dwWidth, Device.dwHeight);

	RCache.set_Stencil	(FALSE);
}
void CRenderTarget::accum_direct_f		(u32 sub_phase)
{
	// Select target
	if (SE_SUN_LUMINANCE==sub_phase)	{
		accum_direct_lum	();
		return				;
	}
	phase_accumulator					();
	u_setrt								(rt_Generic_0,NULL,NULL,HW.pBaseZB);

	// *** assume accumulator setted up ***
	light*			fuckingsun			= (light*)RImplementation.Lights.sun_adapted._get()	;

	// Common calc for quad-rendering
	u32		Offset;
	u32		C					= color_rgba	(255,255,255,255);
	float	_w					= float			(Device.dwWidth);
	float	_h					= float			(Device.dwHeight);
	Fvector2					p0,p1;
	p0.set						(.5f/_w, .5f/_h);
	p1.set						((_w+.5f)/_w, (_h+.5f)/_h );
	float	d_Z	= EPS_S, d_W = 1.f;

	// Common constants (light-related)
	Fvector		L_dir,L_clr;	float L_spec;
	L_clr.set					(fuckingsun->color.r,fuckingsun->color.g,fuckingsun->color.b);
	L_spec						= u_diffuse2s	(L_clr);
	Device.mView.transform_dir	(L_dir,fuckingsun->direction);
	L_dir.normalize				();

	// Perform masking (only once - on the first/near phase)
	RCache.set_CullMode			(CULL_NONE	);
	if (SE_SUN_NEAR==sub_phase)	//.
	{
		// For sun-filter - clear to zero
		CHK_DX	(HW.pDevice->Clear	( 0L, NULL, D3DCLEAR_TARGET, 0, 1.0f, 0L));

		// Fill vertex buffer
		FVF::TL* pv					= (FVF::TL*)	RCache.Vertex.Lock	(4,g_combine->vb_stride,Offset);
		pv->set						(EPS,			float(_h+EPS),	d_Z,	d_W, C, p0.x, p1.y);	pv++;
		pv->set						(EPS,			EPS,			d_Z,	d_W, C, p0.x, p0.y);	pv++;
		pv->set						(float(_w+EPS),	float(_h+EPS),	d_Z,	d_W, C, p1.x, p1.y);	pv++;
		pv->set						(float(_w+EPS),	EPS,			d_Z,	d_W, C, p1.x, p0.y);	pv++;
		RCache.Vertex.Unlock		(4,g_combine->vb_stride);
		RCache.set_Geometry			(g_combine);

		// setup
		float	intensity			= 0.3f*fuckingsun->color.r + 0.48f*fuckingsun->color.g + 0.22f*fuckingsun->color.b;
		Fvector	dir					= L_dir;
		dir.normalize().mul	(- _sqrt(intensity+EPS));
		RCache.set_Element			(s_accum_mask->E[SE_MASK_DIRECT]);		// masker
		RCache.set_c				("Ldynamic_dir",		dir.x,dir.y,dir.z,0		);

		// if (stencil>=1 && aref_pass)	stencil = light_id
		RCache.set_ColorWriteEnable	(FALSE		);
		RCache.set_Stencil			(TRUE,D3DCMP_LESSEQUAL,dwLightMarkerID,0x01,0xff,D3DSTENCILOP_KEEP,D3DSTENCILOP_REPLACE,D3DSTENCILOP_KEEP);
		RCache.Render				(D3DPT_TRIANGLELIST,Offset,0,4,0,2);
	}

	// recalculate d_Z, to perform depth-clipping
	Fvector	center_pt;			center_pt.mad	(Device.vCameraPosition,Device.vCameraDirection,ps_r2_sun_near);
	Device.mFullTransform.transform(center_pt)	;
	d_Z							= center_pt.z	;

	// nv-stencil recompression
	if (RImplementation.o.nvstencil  && (SE_SUN_NEAR==sub_phase))	u_stencil_optimize();	//. driver bug?

	// Perform lighting
	{
		u_setrt								(rt_Generic_0,NULL,NULL,HW.pBaseZB);  // enshure RT setup
		RCache.set_CullMode					(CULL_NONE	);
		RCache.set_ColorWriteEnable			();

		// texture adjustment matrix
		float			fTexelOffs			= (.5f / float(RImplementation.o.smapsize));
		float			fRange				= (SE_SUN_NEAR==sub_phase)?ps_r2_sun_depth_near_scale:ps_r2_sun_depth_far_scale;
		float			fBias				= (SE_SUN_NEAR==sub_phase)?ps_r2_sun_depth_near_bias:ps_r2_sun_depth_far_bias;
		Fmatrix			m_TexelAdjust		= 
		{
			0.5f,				0.0f,				0.0f,			0.0f,
			0.0f,				-0.5f,				0.0f,			0.0f,
			0.0f,				0.0f,				fRange,			0.0f,
			0.5f + fTexelOffs,	0.5f + fTexelOffs,	fBias,			1.0f
		};

		// compute xforms
		Fmatrix				m_shadow;
		{
			FPU::m64r		();
			Fmatrix			xf_invview;		xf_invview.invert	(Device.mView)	;
			Fmatrix			xf_project;		xf_project.mul		(m_TexelAdjust,fuckingsun->X.D.combine);
			m_shadow.mul	(xf_project,	xf_invview);

			// tsm-bias
			if (SE_SUN_FAR == sub_phase)
			{
				Fvector		bias;	bias.mul		(L_dir,ps_r2_sun_tsm_bias);
				Fmatrix		bias_t;	bias_t.translate(bias);
				m_shadow.mulB_44	(bias_t);
			}
			FPU::m24r		();
		}

		// Make jitter texture
		Fvector2					j0,j1;
		float	scale_X				= float(Device.dwWidth)	/ float(TEX_jitter);
		//float	scale_Y				= float(Device.dwHeight)/ float(TEX_jitter);
		float	offset				= (.5f / float(TEX_jitter));
		j0.set						(offset,offset);
		j1.set						(scale_X,scale_X).add(offset);

		// Fill vertex buffer
		FVF::TL2uv* pv				= (FVF::TL2uv*) RCache.Vertex.Lock	(4,g_combine_2UV->vb_stride,Offset);
		pv->set						(EPS,			float(_h+EPS),	d_Z,	d_W, C, p0.x, p1.y, j0.x, j1.y);	pv++;
		pv->set						(EPS,			EPS,			d_Z,	d_W, C, p0.x, p0.y, j0.x, j0.y);	pv++;
		pv->set						(float(_w+EPS),	float(_h+EPS),	d_Z,	d_W, C, p1.x, p1.y, j1.x, j1.y);	pv++;
		pv->set						(float(_w+EPS),	EPS,			d_Z,	d_W, C, p1.x, p0.y, j1.x, j0.y);	pv++;
		RCache.Vertex.Unlock		(4,g_combine_2UV->vb_stride);
		RCache.set_Geometry			(g_combine_2UV);

		// setup
		RCache.set_Element			(s_accum_direct->E[sub_phase]);
		RCache.set_c				("Ldynamic_dir",		L_dir.x,L_dir.y,L_dir.z,0		);
		RCache.set_c				("Ldynamic_color",		L_clr.x,L_clr.y,L_clr.z,L_spec	);
		RCache.set_c				("m_shadow",			m_shadow						);

		// setup stencil
		RCache.set_Stencil			(TRUE,D3DCMP_LESSEQUAL,dwLightMarkerID,0xff,0x00);
		RCache.Render				(D3DPT_TRIANGLELIST,Offset,0,4,0,2);
	}
}
void CRenderTarget::accum_direct		(u32 sub_phase)
{
	// Choose normal code-path or filtered
	phase_accumulator					();
	if (RImplementation.o.sunfilter)	{
		accum_direct_f	(sub_phase);
		return			;
	}

	// *** assume accumulator setted up ***
	light*			fuckingsun			= (light*)RImplementation.Lights.sun_adapted._get()	;

	// Common calc for quad-rendering
	u32		Offset;
	u32		C					= color_rgba	(255,255,255,255);
	float	_w					= float			(Device.dwWidth);
	float	_h					= float			(Device.dwHeight);
	Fvector2					p0,p1;
	p0.set						(.5f/_w, .5f/_h);
	p1.set						((_w+.5f)/_w, (_h+.5f)/_h );
	float	d_Z	= EPS_S, d_W = 1.f;

	// Common constants (light-related)
	Fvector		L_dir,L_clr;	float L_spec;
	L_clr.set					(fuckingsun->color.r,fuckingsun->color.g,fuckingsun->color.b);
	L_spec						= u_diffuse2s	(L_clr);
	Device.mView.transform_dir	(L_dir,fuckingsun->direction);
	L_dir.normalize				();

	// Perform masking (only once - on the first/near phase)
	RCache.set_CullMode			(CULL_NONE	);
	if (SE_SUN_NEAR==sub_phase)	//.
	{
		// Fill vertex buffer
		FVF::TL* pv					= (FVF::TL*)	RCache.Vertex.Lock	(4,g_combine->vb_stride,Offset);
		pv->set						(EPS,			float(_h+EPS),	d_Z,	d_W, C, p0.x, p1.y);	pv++;
		pv->set						(EPS,			EPS,			d_Z,	d_W, C, p0.x, p0.y);	pv++;
		pv->set						(float(_w+EPS),	float(_h+EPS),	d_Z,	d_W, C, p1.x, p1.y);	pv++;
		pv->set						(float(_w+EPS),	EPS,			d_Z,	d_W, C, p1.x, p0.y);	pv++;
		RCache.Vertex.Unlock		(4,g_combine->vb_stride);
		RCache.set_Geometry			(g_combine);

		// setup
		float	intensity			= 0.3f*fuckingsun->color.r + 0.48f*fuckingsun->color.g + 0.22f*fuckingsun->color.b;
		Fvector	dir					= L_dir;
				dir.normalize().mul	(- _sqrt(intensity+EPS));
		RCache.set_Element			(s_accum_mask->E[SE_MASK_DIRECT]);		// masker
		RCache.set_c				("Ldynamic_dir",		dir.x,dir.y,dir.z,0		);

		// if (stencil>=1 && aref_pass)	stencil = light_id
		RCache.set_ColorWriteEnable	(FALSE		);
		RCache.set_Stencil			(TRUE,D3DCMP_LESSEQUAL,dwLightMarkerID,0x01,0xff,D3DSTENCILOP_KEEP,D3DSTENCILOP_REPLACE,D3DSTENCILOP_KEEP);
		RCache.Render				(D3DPT_TRIANGLELIST,Offset,0,4,0,2);
	}

	// recalculate d_Z, to perform depth-clipping
	Fvector	center_pt;			center_pt.mad	(Device.vCameraPosition,Device.vCameraDirection,ps_r2_sun_near);
	Device.mFullTransform.transform(center_pt)	;
	d_Z							= center_pt.z	;

	// nv-stencil recompression
	if (RImplementation.o.nvstencil  && (SE_SUN_NEAR==sub_phase))	u_stencil_optimize();	//. driver bug?

	// Perform lighting
	{
		phase_accumulator					()	;
		RCache.set_CullMode					(CULL_NONE);
		RCache.set_ColorWriteEnable			()	;

		// texture adjustment matrix
		float			fTexelOffs			= (.5f / float(RImplementation.o.smapsize));
		float			fRange				= (SE_SUN_NEAR==sub_phase)?ps_r2_sun_depth_near_scale:ps_r2_sun_depth_far_scale;
		float			fBias				= (SE_SUN_NEAR==sub_phase)?ps_r2_sun_depth_near_bias:ps_r2_sun_depth_far_bias;
		Fmatrix			m_TexelAdjust		= 
		{
			0.5f,				0.0f,				0.0f,			0.0f,
			0.0f,				-0.5f,				0.0f,			0.0f,
			0.0f,				0.0f,				fRange,			0.0f,
			0.5f + fTexelOffs,	0.5f + fTexelOffs,	fBias,			1.0f
		};

		// compute xforms
		FPU::m64r			();
		Fmatrix				xf_invview;		xf_invview.invert	(Device.mView)	;

		// shadow xform
		Fmatrix				m_shadow;
		{
			Fmatrix			xf_project;		xf_project.mul		(m_TexelAdjust,fuckingsun->X.D.combine);
			m_shadow.mul	(xf_project,	xf_invview);

			// tsm-bias
			if ( (SE_SUN_FAR == sub_phase) && (RImplementation.o.HW_smap) )
			{
				Fvector		bias;	bias.mul		(L_dir,ps_r2_sun_tsm_bias);
				Fmatrix		bias_t;	bias_t.translate(bias);
				m_shadow.mulB_44	(bias_t);
			}
			FPU::m24r		();
		}

		// clouds xform
		Fmatrix				m_clouds_shadow;
		{
			static	float	w_shift		= 0;
			Fmatrix			m_xform;
			Fvector			direction	= fuckingsun->direction	;
			float	w_dir				= g_pGamePersistent->Environment().CurrentEnv.wind_direction	;
			//float	w_speed				= g_pGamePersistent->Environment().CurrentEnv.wind_velocity	;
			Fvector			normal	;	normal.setHP(w_dir,0);
							w_shift		+=	0.003f*Device.fTimeDelta;
			Fvector			position;	position.set(0,0,0);
			m_xform.build_camera_dir	(position,direction,normal)	;
			Fvector			localnormal;m_xform.transform_dir(localnormal,normal); localnormal.normalize();
			m_clouds_shadow.mul			(m_xform,xf_invview)		;
			m_xform.scale				(0.002f,0.002f,1.f)			;
			m_clouds_shadow.mulA_44		(m_xform)					;
			m_xform.translate			(localnormal.mul(w_shift))	;
			m_clouds_shadow.mulA_44		(m_xform)					;
		}

		// Make jitter texture
		Fvector2					j0,j1;
		float	scale_X				= float(Device.dwWidth)	/ float(TEX_jitter);
		//float	scale_Y				= float(Device.dwHeight)/ float(TEX_jitter);
		float	offset				= (.5f / float(TEX_jitter));
		j0.set						(offset,offset);
		j1.set						(scale_X,scale_X).add(offset);

		// Fill vertex buffer
		FVF::TL2uv* pv				= (FVF::TL2uv*) RCache.Vertex.Lock	(4,g_combine_2UV->vb_stride,Offset);
		pv->set						(EPS,			float(_h+EPS),	d_Z,	d_W, C, p0.x, p1.y, j0.x, j1.y);	pv++;
		pv->set						(EPS,			EPS,			d_Z,	d_W, C, p0.x, p0.y, j0.x, j0.y);	pv++;
		pv->set						(float(_w+EPS),	float(_h+EPS),	d_Z,	d_W, C, p1.x, p1.y, j1.x, j1.y);	pv++;
		pv->set						(float(_w+EPS),	EPS,			d_Z,	d_W, C, p1.x, p0.y, j1.x, j0.y);	pv++;
		RCache.Vertex.Unlock		(4,g_combine_2UV->vb_stride);
		RCache.set_Geometry			(g_combine_2UV);

		// setup
		RCache.set_Element			(s_accum_direct->E[sub_phase]);
		RCache.set_c				("Ldynamic_dir",		L_dir.x,L_dir.y,L_dir.z,0		);
		RCache.set_c				("Ldynamic_color",		L_clr.x,L_clr.y,L_clr.z,L_spec	);
		RCache.set_c				("m_shadow",			m_shadow						);
		RCache.set_c				("m_sunmask",			m_clouds_shadow					);
		
		// nv-DBT
		if (RImplementation.o.nvdbt && ps_r2_ls_flags.test(R2FLAG_USE_NVDBT))	{
			float zMin,zMax;
			if (SE_SUN_NEAR==sub_phase)	{
				zMin = 0;
				zMax = ps_r2_sun_near;
			} else {
				extern float	OLES_SUN_LIMIT_27_01_07;
				zMin = ps_r2_sun_near;
				zMax = OLES_SUN_LIMIT_27_01_07;
			}

			center_pt.mad(Device.vCameraPosition,Device.vCameraDirection,zMin);	Device.mFullTransform.transform	(center_pt);
			zMin = center_pt.z	;

			center_pt.mad(Device.vCameraPosition,Device.vCameraDirection,zMax);	Device.mFullTransform.transform	(center_pt);
			zMax = center_pt.z	;

			// enable cheat
			HW.pDevice->SetRenderState(D3DRS_ADAPTIVETESS_X,MAKEFOURCC('N','V','D','B'));
			HW.pDevice->SetRenderState(D3DRS_ADAPTIVETESS_Z,*(DWORD*)&zMin);
			HW.pDevice->SetRenderState(D3DRS_ADAPTIVETESS_W,*(DWORD*)&zMax); 

			// z-test always
			HW.pDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
			HW.pDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
		}

		// Fetch4 : enable
		if (RImplementation.o.HW_smap_FETCH4)	{
			//. we hacked the shader to force smap on S0
#			define FOURCC_GET4  MAKEFOURCC('G','E','T','4') 
			HW.pDevice->SetSamplerState	( 0, D3DSAMP_MIPMAPLODBIAS, FOURCC_GET4 );
		}

		// setup stencil
		RCache.set_Stencil			(TRUE,D3DCMP_LESSEQUAL,dwLightMarkerID,0xff,0x00);
		RCache.Render				(D3DPT_TRIANGLELIST,Offset,0,4,0,2);

		// Fetch4 : disable
		if (RImplementation.o.HW_smap_FETCH4)	{
			//. we hacked the shader to force smap on S0
#			define FOURCC_GET1  MAKEFOURCC('G','E','T','1') 
			HW.pDevice->SetSamplerState	( 0, D3DSAMP_MIPMAPLODBIAS, FOURCC_GET1 );
		}

		// disable depth bounds
		if (RImplementation.o.nvdbt && ps_r2_ls_flags.test(R2FLAG_USE_NVDBT))	HW.pDevice->SetRenderState(D3DRS_ADAPTIVETESS_X,0);
	}
}