/* 影を作成するために関係する処理を行ないます */
int Batch_Render::BatchCreateShadow(){

	/* 変数の初期化 */
	int ech = 0;// エラーチェック変数
	int ShadowCRTFlug = 0;// 影を描画するテクスチャが作られたかどうか
	const D3DXVECTOR3 ldir1( -1.0, -1.0, -1.0);
	const SIZE TextureSize = { 1028, 1028};

	// Zバッファのバイアスを設定
	ech = E3DSetShadowBias( 0.005f);
	if( ech != 0){
			_ASSERT( 0 );
	};

	// 影の方向を指定します
	ech = E3DSetShadowMapLightDir( ldir1);
	if( ech != 0){
			_ASSERT( 0 );
	};


	// テクスチャの作成
	ech = E3DCreateRenderTargetTexture( TextureSize, D3DFMT_A8R8G8B8, &ShadowScid, &ShadowTexture, &ShadowCRTFlug);
	if( ech != 0){
			_ASSERT( 0 );
	};

	if( ShadowCRTFlug == 1){// 作成に成功したら
			ShadowFlag = 1;
	}



	return 0;
}
Exemple #2
0
int OneTimeSceneInit()
{
	int ret;

	D3DXVECTOR3 campos = D3DXVECTOR3( 0.0f, 800.0f, -2000.0 );
	ret = E3DSetCameraPos( campos );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}
	ret = E3DSetCameraDeg( 180.0f, 0.0f );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}
	ret = E3DSetProjection( 1000.0f, 30000.0f, 60.0f );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}
	
	char signame[MAX_PATH];
	sprintf_s( signame, MAX_PATH, "%s\\poo\\poo.sig", szMediaDir );
	ret = E3DSigLoad( signame, 0, 1.0f, &hsid1 ); 
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}


	char motname[MAX_PATH];
	sprintf_s( motname, MAX_PATH, "%s\\poo\\idling.qua", szMediaDir );
	ret = E3DAddMotion( hsid1, motname, 1.0f, &motid1, &maxframe1 );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}
	ret = E3DSetMotionKind( hsid1, motid1 );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}


	ret = E3DCreateLight( &lid1 );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}
	D3DXVECTOR3 ldir( 0.0f, 0.0f, 1.0f );
	E3DCOLOR4UC col= {255, 200, 200, 200 };
	ret = E3DSetDirectionalLight( lid1, ldir, col );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}

	int okflag;
	SIZE largesize = { 256, 256 };
	SIZE smallsize = { 64, 64 };
	ret = E3DCreateRenderTargetTexture( largesize, D3DFMT_X8R8G8B8, &scid_org, &texid_org, &okflag );
	if( ret || !okflag ){
		_ASSERT( 0 );
		return 1;
	}
	E3DCOLOR4UC clearcol = { 0, 0, 0, 0 };
	ret = E3DSetClearCol( scid_org, clearcol );
	_ASSERT( !ret );

	ret = E3DCreateRenderTargetTexture( smallsize, D3DFMT_A8R8G8B8, &scid_small, &texid_small, &okflag );
	if( ret || !okflag ){
		_ASSERT( 0 );
		return 1;
	}
	ret = E3DCreateRenderTargetTexture( smallsize, D3DFMT_A8R8G8B8, &scid_work, &texid_work, &okflag );
	if( ret || !okflag ){
		_ASSERT( 0 );
		return 1;
	}
	ret = E3DCreateRenderTargetTexture( smallsize, D3DFMT_A8R8G8B8, &scid_blur, &texid_blur, &okflag );
	if( ret || !okflag ){
		_ASSERT( 0 );
		return 1;
	}
	ret = E3DCreateRenderTargetTexture( largesize, D3DFMT_A8R8G8B8, &scid_final, &texid_final, &okflag );
	if( ret || !okflag ){
		_ASSERT( 0 );
		return 1;
	}

	char spname[MAX_PATH];
	sprintf_s( spname, MAX_PATH, "%s\\dummy256.png", szMediaDir );

	ret = E3DCreateSprite( spname, 0, 0, &spid1 );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}
	ret = E3DSetTextureToDispObj( -2, spid1, texid_org );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}

	ret = E3DCreateSprite( spname, 0, 0, &spid2 );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}
	ret = E3DSetTextureToDispObj( -2, spid2, texid_blur );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}

	ret = E3DCreateSprite( spname, 0, 0, &spid3 );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}
	ret = E3DSetTextureToDispObj( -2, spid3, texid_final );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}


	return 0;

}
Exemple #3
0
int OneTimeSceneInit()
{
	int ret;

	D3DXVECTOR3 campos = D3DXVECTOR3( -546.0f, 400.0f, -1845.0f );
	ret = E3DSetCameraPos( campos );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}
	D3DXVECTOR3 camtar = D3DXVECTOR3( 3.2733f, 450.0f, 70.6515f );
	D3DXVECTOR3 camup = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
	ret = E3DSetCameraTarget( camtar, camup );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}

	ret = E3DSetProjection( 1000.0f, 30000.0f, 60.0f );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}
	
	char mqoname[MAX_PATH];
	sprintf_s( mqoname, MAX_PATH, "%s\\hdrscene3.mqo", szMediaDir );
	ret = E3DLoadMQOFileAsGround( mqoname, 10.0f, 0, BONETYPE_RDB2, &hsid0 );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}

	//ピクセル単位のPhongライティングにする
	ret = E3DSetShaderType( hsid0, COL_PPHONG );
	_ASSERT( !ret );


	ret = E3DCreateLight( &lid1 );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}
	D3DXVECTOR3 lpos( 1000.0f, 0.0f, 3500.0f );
	E3DCOLOR4UC col= {255, 255, 255, 255 };
	ret = E3DSetPointLight( lid1, lpos, 9000.0f, col );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}
	
	//HDR用の強い光をセット
	E3DCOLOR4F diffuse = { 10.0f, 10.0f, 10.0f, 1.0f };
	E3DCOLOR4F specular = { 0.2f, 0.2f, 0.2f, 1.0f };
	ret = E3DSetHDRLightDiffuse( lid1, diffuse );
	_ASSERT( !ret );
	ret = E3DSetHDRLightSpecular( lid1, specular );
	_ASSERT( !ret );

	//トーンマップのテクスチャを作成
	int toneok = 0;
	ret = E3DCreateToneMapTexture( 4, toneformat, &tonemapid, &toneok );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}





	int okflag;
	SIZE orgsize = { 640 / 2, 480 };
	SIZE small4 = { orgsize.cx / 4, orgsize.cy / 4 };
	SIZE small8 = { orgsize.cx / 8, orgsize.cy / 8 };

	ret = E3DCreateRenderTargetTexture( orgsize, hdrformat, &scid_org, &texid_org, &okflag );
	if( ret || !okflag ){
		_ASSERT( 0 );
		return 1;
	}
	ret = E3DCreateRenderTargetTexture( small4, hdrformat, &scid_small, &texid_small, &okflag );
	if( ret || !okflag ){
		_ASSERT( 0 );
		return 1;
	}
	ret = E3DCreateRenderTargetTexture( small4, D3DFMT_A8R8G8B8, &scid_bright, &texid_bright, &okflag );
	if( ret || !okflag ){
		_ASSERT( 0 );
		return 1;
	}
	ret = E3DCreateRenderTargetTexture( small8, D3DFMT_A8R8G8B8, &scid_bloom0, &texid_bloom0, &okflag );
	if( ret || !okflag ){
		_ASSERT( 0 );
		return 1;
	}
	ret = E3DCreateRenderTargetTexture( small8, D3DFMT_A8R8G8B8, &scid_bloom1, &texid_bloom1, &okflag );
	if( ret || !okflag ){
		_ASSERT( 0 );
		return 1;
	}
	ret = E3DCreateRenderTargetTexture( small8, D3DFMT_A8R8G8B8, &scid_work, &texid_work, &okflag );
	if( ret || !okflag ){
		_ASSERT( 0 );
		return 1;
	}
	ret = E3DCreateRenderTargetTexture( small8, D3DFMT_A8R8G8B8, &scid_bloom2, &texid_bloom2, &okflag );
	if( ret || !okflag ){
		_ASSERT( 0 );
		return 1;
	}
	ret = E3DCreateRenderTargetTexture( orgsize, D3DFMT_A8R8G8B8, &scid_final, &texid_final, &okflag );
	if( ret || !okflag ){
		_ASSERT( 0 );
		return 1;
	}



	char spname[MAX_PATH];
	sprintf_s( spname, MAX_PATH, "%s\\dummy256.png", szMediaDir );

	ret = E3DCreateSprite( spname, 0, 0, &spid1 );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}
	ret = E3DSetTextureToDispObj( -2, spid1, texid_org );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}
	ret = E3DGetSpriteSize( spid1, &spw1, &sph1 );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}

	ret = E3DCreateSprite( spname, 0, 0, &spid2 );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}
	ret = E3DSetTextureToDispObj( -2, spid2, texid_final );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}
	ret = E3DGetSpriteSize( spid2, &spw2, &sph2 );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}

	keydir = 0;
	middlegray = 0.1f;
	threshold = 9.5f;
	offset = 7.0f;


	return 0;

}