Exemple #1
0
	HRESULT BMaxObject::Draw(SceneState * sceneState)
	{
		if (!m_pAnimatedMesh)
			return E_FAIL;
		if (GetPrimaryTechniqueHandle() < 0)
		{
			// try loading the asset if it has not been done before. 
			m_pAnimatedMesh->LoadAsset();
			if (m_pAnimatedMesh->IsLoaded())
			{
				SetPrimaryTechniqueHandle(m_pAnimatedMesh->GetPrimaryTechniqueHandle());
				UpdateGeometry();
			}
			return E_FAIL;
		}

		if (!CGlobals::GetEffectManager()->IsCurrentEffectValid())
		{
			return E_FAIL;
		}
		sceneState->SetCurrentSceneObject(this);

		int nIndex = (sceneState && sceneState->IsLODEnabled()) ?
			m_pAnimatedMesh->GetLodIndex(sceneState->GetCameraToCurObjectDistance()/*, GetScaling()*/) : 0;
		CParaXModel* pModel = m_pAnimatedMesh->GetModel(nIndex);
		if (pModel == NULL)
			return E_FAIL;
		
		int nRestoreSpecialTextures = -1;
		for (auto const & tex : mReplaceTextures)
		{
			if(pModel->specialTextures[tex.first] >= 0)
				pModel->replaceTextures[pModel->specialTextures[tex.first]] = tex.second;
			else
			{
				// if there is only one texture, we will force replace it even there is no special replaceable id redefined.
				if (pModel->GetObjectNum().nTextures <= 1 && nRestoreSpecialTextures<0)
				{
					nRestoreSpecialTextures = tex.first;
					pModel->specialTextures[tex.first] = tex.first;
					pModel->replaceTextures[pModel->specialTextures[tex.first]] = tex.second;
					break;
				}
			}
		}

		sceneState->SetCurrentSceneObject(this);
		SetFrameNumber(sceneState->m_nRenderCount);
		// get world transform matrix
		Matrix4 mxWorld;
		GetRenderMatrix(mxWorld);


		RenderDevicePtr pd3dDevice = sceneState->m_pd3dDevice;
		EffectManager* pEffectManager = CGlobals::GetEffectManager();
		pEffectManager->applyObjectLocalLighting(this);

		CEffectFile* pEffectFile = pEffectManager->GetCurrentEffectFile();
		CGlobals::GetWorldMatrixStack().push(mxWorld);

		ApplyBlockLighting(sceneState);

		
		CApplyObjectLevelParamBlock p(GetEffectParamBlock());

		if (pEffectFile == 0)
		{
			// TODO: Fixed Function. 
		}
		else
		{
			bool bUsePointTextureFilter = false;

			// apply block space lighting for object whose size is comparable to a single block size
			if (CheckAttribute(MESH_USE_LIGHT) && !(sceneState->IsShadowPass()))
			{
				BlockWorldClient* pBlockWorldClient = BlockWorldClient::GetInstance();
				if (pBlockWorldClient && pBlockWorldClient->IsInBlockWorld())
				{
					Vector3 vPos = GetPosition();
					vPos.y += 0.1f;
					Uint16x3 blockId_ws(0, 0, 0);
					BlockCommon::ConvertToBlockIndex(vPos.x, vPos.y, vPos.z, blockId_ws.x, blockId_ws.y, blockId_ws.z);
					DWORD dwPositionHash = blockId_ws.GetHashCode();
					uint8_t brightness[2];
					pBlockWorldClient->GetBlockMeshBrightness(blockId_ws, brightness, 2);
					// block light
					float fBlockLightness = Math::Max(pBlockWorldClient->GetLightBrightnessLinearFloat(brightness[0]), 0.1f);
					sceneState->GetCurrentLightStrength().y = fBlockLightness;
					// sun light
					float fSunLightness = Math::Max(pBlockWorldClient->GetLightBrightnessLinearFloat(brightness[1]), 0.1f);
					sceneState->GetCurrentLightStrength().x = fSunLightness;

					float fLightness = Math::Max(fBlockLightness, fSunLightness*pBlockWorldClient->GetSunIntensity());
					if (m_fLastBlockLight != fLightness)
					{
						float fMaxStep = (float)(sceneState->dTimeDelta*0.5f);
						if (dwPositionHash == m_dwLastBlockHash || m_dwLastBlockHash == 0)
							m_fLastBlockLight = fLightness;
						else
							Math::SmoothMoveFloat1(m_fLastBlockLight, fLightness, fMaxStep);

						fLightness = m_fLastBlockLight;
					}
					else
					{
						m_dwLastBlockHash = dwPositionHash;
					}
					sceneState->GetLocalMaterial().Ambient = (LinearColor(fLightness*0.7f, fLightness*0.7f, fLightness*0.7f, 1.f));
					sceneState->GetLocalMaterial().Diffuse = (LinearColor(fLightness*0.4f, fLightness*0.4f, fLightness*0.4f, 1.f));

					sceneState->EnableLocalMaterial(true);
					bUsePointTextureFilter = bUsePointTextureFilter || pBlockWorldClient->GetUsePointTextureFiltering();
				}
			}

			if (bUsePointTextureFilter)
			{
				pEffectManager->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
				pEffectManager->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
			}
			else
			{
				pEffectManager->SetSamplerState(0, D3DSAMP_MINFILTER, pEffectManager->GetDefaultSamplerState(0, D3DSAMP_MINFILTER));
				pEffectManager->SetSamplerState(0, D3DSAMP_MAGFILTER, pEffectManager->GetDefaultSamplerState(0, D3DSAMP_MAGFILTER));
			}

			// just a single standing animation is supported now and looped. 
			UpdateModel(sceneState);
			pModel->draw(sceneState, p.GetParamsBlock()); 
		}

		if (nRestoreSpecialTextures >= 0)
		{
			pModel->specialTextures[nRestoreSpecialTextures] = -1;
			pModel->replaceTextures[nRestoreSpecialTextures] = nullptr;
		}

		CGlobals::GetWorldMatrixStack().pop();
		return S_OK;
	}
void CMiniSceneGraph::Draw_Internal(float fDeltaTime)
{
	PERF1("MiniSceneGraph_Draw");
	SceneState& sceneState = m_sceneState;
	m_sceneState.m_pd3dDevice = CGlobals::GetRenderDevice();
	RenderDevicePtr pd3dDevice = m_sceneState.m_pd3dDevice;

	EffectManager* pEffectManager = CGlobals::GetEffectManager();
	bool old_IsLocalLightEnabled = pEffectManager->IsLocalLightingEnabled();

	IScene * pOldScene = pEffectManager->GetScene();
	pEffectManager->SetScene(this);

	//////////////////////////////////////////////////////////////////////////
	// Set some initial states for the normal pipeline
	LinearColor fogColor = GetSunLight().ComputeFogColor();
	fogColor.r *= GetFogColorFactor().r;
	fogColor.g *= GetFogColorFactor().g;
	fogColor.b *= GetFogColorFactor().b;
	SetFogColor(fogColor);
	pEffectManager->EnableFog(IsFogEnabled());
	pEffectManager->SetD3DFogState();
#ifdef USE_DIRECTX_RENDERER
	pd3dDevice->SetMaterial((D3DMATERIAL9*)&(sceneState.GetGlobalMaterial()));
#elif defined(USE_OPENGL_RENDERER)
	if (!IsSunLightEnabled())
	{
		// sun light can not be disabled in shader, so we will fake it here. Remove this when shader support turn off global sun light. 
		GetSunLight().SetSunAmbient(LinearColor::White);
		GetSunLight().SetSunDiffuse(LinearColor::Black);
	}
#endif
	
	// disable local lights on bipeds
	if(old_IsLocalLightEnabled)
		pEffectManager->EnableLocalLighting(false);

	// end previous effects, since they may serve different IScene instance.
	pEffectManager->EndEffect();

	// copy the main scene's state
	sceneState.m_pCurrentEffect = pEffectManager->GetCurrentEffectFile();
	
	// rebuild scene state
	sceneState.dTimeDelta = fDeltaTime;
	PrepareRender(m_pCamera, &sceneState);
	
	{
		// all render code goes here

		/**
		All potentially visible scene objects in the scene state are put to three major post rendering lists for rendering.
		Each list is sorted according to object-to-camera distance. And then they will be rendered in the following order:
		- solid object list: sorted from front to back. In mesh report, it will display "F->B:%d". Their bounding boxes will be rendered as red boxes.
		- transparent object list: sorted from back to front. In mesh report, it will display "B->F:%d(%d1)".
		where %d is the total number of meshes rendered and that %d1 is the number of meshes that has been occluded during occlusion testing.
		Their bounding boxes will be rendered as blue boxes.
		- Biped list: sorted by primary asset. In mesh report, it will display "Biped:%d". Their bounding boxes will be rendered as green boxes.
		*/
		{
			// so that mesh and character that contains translucent faces are sorted and rendered later on. 
			if(!sceneState.GetFaceGroups()->IsEmpty())
			{
				sceneState.GetFaceGroups()->Clear();
			}
			sceneState.m_bEnableTranslucentFaceSorting = true;

			// object num in potentially visible set from current view point
			int nPVSCount = 0; 

			//////////////////////////////////////////////////////////////////////////
			/// Draw SkyBox 
			RenderSelection(RENDER_SKY_BOX);

			//////////////////////////////////////////////////////////////////////////
			/// draw solid object rendering list from front to back.
			if(!sceneState.listPRSolidObject.empty())
			{
				RenderSelection(RENDER_MESH_FRONT_TO_BACK);
			}

			//////////////////////////////////////////////////////////////////////////
			// draw smaller object rendering list from back to front.
			if(!sceneState.listPRSmallObject.empty())
			{
				nPVSCount = RenderSelection(RENDER_MESH_BACK_TO_FRONT);
			}
			
			//////////////////////////////////////////////////////////////////////////
			/// Draw queued bipeds
			/// we draw biped after its shadow, because we do not want biped to cast shadows on its own
			if(!sceneState.listPRBiped.empty())
			{
				RenderSelection(RENDER_CHARACTERS);
			}

			//////////////////////////////////////////////////////////////////////////
			// draw transparent object rendering list from back to front.it is rendered after ocean to prevent the ocean color over the particles. 
			if(!sceneState.listPRTransparentObject.empty())
			{
				RenderSelection(RENDER_MESH_TRANSPARENT);
			}

			//////////////////////////////////////////////////////////////////////////
			// render translucent face groups.
			if(!sceneState.GetFaceGroups()->IsEmpty())
			{
				// translucent faces are ignored. 
				RenderSelection(RENDER_TRANSLUCENT_FACE_GROUPS);
				sceneState.GetFaceGroups()->Clear();
			}

			//////////////////////////////////////////////////////////////////////////
			/// render all particle system instances after most of the scene have been rendered.
			/// it is rendered after ocean to prevent the ocean color over the particles. since all particles are z write disabled.
			{
				int nParticlesCount = RenderSelection(RENDER_PARTICLES, fDeltaTime);
			}

			//////////////////////////////////////////////////////////////////////////
			// bounding box
			if(CGlobals::GetScene()->IsShowBoundingBox())
				RenderSelection(RENDER_BOUNDINGBOX);

			//////////////////////////////////////////////////////////////////////////
			// portal 
			if(CGlobals::GetScene()->IsPortalSystemShown())
				RenderSelection(RENDER_PORTAL_SYSTEM);
		}
	}
#ifdef USE_DIRECTX_RENDERER
	if(m_pMask!=0 && pEffectManager->BeginEffect(TECH_GUI, &(m_sceneState.m_pCurrentEffect)))
	{
		/** draw the mask square in front of the screen. */
		CEffectFile* pEffectFile = CGlobals::GetEffectManager()->GetCurrentEffectFile();
		if(pEffectFile == 0)
		{
			//////////////////////////////////////////////////////////////////////////
			// fixed programming pipeline
			float sx = (float)m_nTextureWidth,sy = (float)m_nTextureHeight;

			DXUT_SCREEN_VERTEX v[10];
			v[0].x = 0;  v[0].y = sy; v[0].tu = 0;  v[0].tv = 1.0f;
			v[1].x = 0;  v[1].y = 0;  v[1].tu = 0;  v[1].tv = 0;
			v[2].x = sx; v[2].y = sy; v[2].tu = 1.f; v[2].tv = 1.f;
			v[3].x = sx; v[3].y = 0;  v[3].tu = 1.f; v[3].tv = 0;

			DWORD dwColor = LinearColor(1.f,1.f,1.f,1.f);
			int i;
			for(i=0;i<4;i++)
			{
				v[i].color = dwColor;
				v[i].z = 0;
				v[i].h = 1.0f;
			}
			//pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_SELECTARG1 );		// modulate operation
			//pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP,   D3DTOP_SELECTARG2 );
			//
			//pd3dDevice->SetRenderState( D3DRS_COLORWRITEENABLE,
			//	D3DCOLORWRITEENABLE_RED  | D3DCOLORWRITEENABLE_GREEN |
			//	D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_ALPHA );

			pd3dDevice->SetRenderState( D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA );

			pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);	
			pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
			pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_SRCALPHA);

			/*pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP,D3DTOP_SELECTARG2);
			pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1,D3DTA_TEXTURE);
			pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2,D3DTA_CURRENT);

			pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP,D3DTOP_SELECTARG1);
			pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1,D3DTA_TEXTURE);
			pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2,D3DTA_CURRENT);*/

			pd3dDevice->SetTexture(0, m_pMask->GetTexture());
			RenderDevice::DrawPrimitiveUP( pd3dDevice, RenderDevice::DRAW_PERF_TRIANGLES_MESH, D3DPT_TRIANGLESTRIP, 2, v, sizeof(DXUT_SCREEN_VERTEX) );

			/*pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP,D3DTOP_MODULATE);
			pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1,D3DTA_TEXTURE);
			pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2,D3DTA_CURRENT);

			pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP,D3DTOP_SELECTARG1);
			pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1,D3DTA_TEXTURE);
			pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2,D3DTA_CURRENT);*/

			pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
			pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);

			pd3dDevice->SetRenderState( D3DRS_COLORWRITEENABLE,
					D3DCOLORWRITEENABLE_RED  | D3DCOLORWRITEENABLE_GREEN |
					D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_ALPHA );
		}
	}
#endif

	// draw the head on display GUI
	RenderHeadOnDisplay();

	//////////////////////////////////////////////////////////////////////////
	// Restore state for the normal pipeline

	pEffectManager->SetScene(pOldScene);

	// enable fog
	pEffectManager->EnableFog(CGlobals::GetScene()->IsFogEnabled());

	// restore the main scene's state
	CGlobals::GetSceneState()->m_pCurrentEffect = sceneState.m_pCurrentEffect;

	if(old_IsLocalLightEnabled)
		pEffectManager->EnableLocalLighting(old_IsLocalLightEnabled);
}
Exemple #3
0
HRESULT CGlowEffect::Render(float fGlowThreshold, float fGlowAmount, bool bUseAlpha)
{
//#ifdef _DEBUG
//	bUseAlpha = true;
//#endif
	
	HRESULT hr=S_OK;

	LPDIRECT3DDEVICE9 pd3dDevice = CGlobals::GetRenderDevice();

	// get current render target
	m_pBackBuffer = CGlobals::GetDirectXEngine().GetRenderTarget();
	if(FAILED(pd3dDevice->GetDepthStencilSurface(&m_pZBuffer)))
		return E_FAIL;
	if(!m_pBackBuffer || !m_pZBuffer)
		return E_FAIL;

	// Copy scene to lower resolution render target texture
	if( FAILED(hr = pd3dDevice->StretchRect( m_pBackBuffer, NULL, m_pRTHalfSizeSurface, NULL, D3DTEXF_LINEAR )) ) {
		OUTPUT_LOG("StretchRect() failed!\r\n");
		return hr;
	}

	EffectManager* pEffectManager =  CGlobals::GetEffectManager();
	pEffectManager->BeginEffect(TECH_FULL_SCREEN_GLOW);
	CEffectFile* pEffectFile = pEffectManager->GetCurrentEffectFile();
	
	if(pEffectFile != 0 && pEffectFile->begin(true, 0))
	{
		// full screen glow effect is completed in four steps.
		assert(pEffectFile->totalPasses() == 4);
		mesh_vertex_plain quadVertices[4] = {
			{Vector3(-1,-1,0), Vector2(0,1)},
			{ Vector3(1, -1, 0), Vector2(1, 1) },
			{ Vector3(-1, 1, 0), Vector2(0, 0) },
			{ Vector3(1, 1, 0), Vector2(1, 0) },
		};
		
		// offset the texture coordinate by half texel in order to match texel to pixel. 
		// This takes me hours to figure out. :-(
		float fhalfTexelWidth = 0.5f/m_glowtextureWidth;
		float fhalfTexelHeight = 0.5f/m_glowtextureHeight;

		for (int i=0;i<4;++i)
		{
			quadVertices[i].uv.x += fhalfTexelWidth;
			quadVertices[i].uv.y += fhalfTexelHeight;
		}

		// shader constants
		/*
#ifdef TEST_GLOW
		static int i=0;
		++i;
		if(i>30){
			fGlowAmount  = 1.0f;
			fGlowThreshold = 0.f;
			if(i>60)
				i=0;
		}
		else
		{
			fGlowAmount  = 0.f;
			fGlowThreshold = 1.0f;
		}
		
#endif*/
		/*
		pEffectFile->setParameter(CEffectFile::k_ConstVector0, (const float*)&Vector4(1/m_glowtextureWidth, 1/m_glowtextureHeight, 0.0f, 0.0f));
		LinearColor glowness = pEffectManager->GetGlowness();
		glowness.a = fGlowThreshold;
		glowness.r *= fGlowAmount;
		glowness.g *= fGlowAmount;
		glowness.b *= fGlowAmount;
		pEffectFile->setParameter(CEffectFile::k_ConstVector1, (const float*)&glowness);
		*/
	
		bUseAlpha = true;
		if(bUseAlpha)
		{
			//////////////////////////////////////////////////////////////////////////
			// make the glow source. Multiply texture alpha * RGB to get the glow sources
			pd3dDevice->SetRenderTarget( 0, m_pRTGlowSourceSurface);
			pd3dDevice->SetDepthStencilSurface( NULL );

			if(pEffectFile->BeginPass(0))
			{
				pEffectFile->setTexture(0, m_pRTHalfSizeTexture);
				LPD3DXEFFECT fx = pEffectFile->GetDXEffect();
				fx->SetFloat(fx->GetParameterByName(NULL,"glowThreshold"),fGlowThreshold);
				
				pEffectFile->CommitChanges();

				HRESULT hr = RenderDevice::DrawPrimitiveUP( pd3dDevice, RenderDevice::DRAW_PERF_TRIANGLES_MESH, D3DPT_TRIANGLESTRIP,2,quadVertices,sizeof(mesh_vertex_plain));

				pEffectFile->EndPass();
			}
		}
		
		
		//////////////////////////////////////////////////////////////////////////
		// Blur glow sources in the horizontal axis

		pd3dDevice->SetRenderTarget( 0, m_pRTBlurHorizSurface );
		pd3dDevice->SetDepthStencilSurface( NULL );
		// no need to clear alpha channel?
		// pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, 0x00, 1.0f, 0 ); 

		if(pEffectFile->BeginPass(1))
		{
			
			SetBlurEffectParameters(1.0f / m_glowtextureWidth,0,fGlowAmount,pEffectFile);	
			pEffectFile->setTexture(0, m_pRTGlowSourceTexture);
			pEffectFile->CommitChanges();

			HRESULT hr = RenderDevice::DrawPrimitiveUP( pd3dDevice, RenderDevice::DRAW_PERF_TRIANGLES_MESH, D3DPT_TRIANGLESTRIP,2,quadVertices,sizeof(mesh_vertex_plain));

			pEffectFile->EndPass();
		}

		// set texture 0 to NULL so same texture is never simultaneously a source and render target
		pEffectFile->setTexture( 0, (LPDIRECT3DTEXTURE9)NULL );

		//////////////////////////////////////////////////////////////////////////
		// Blur the horizontal blur in the vertical direction

		pd3dDevice->SetRenderTarget( 0, m_pRTBlurVertSurface );
		pd3dDevice->SetDepthStencilSurface( NULL );
		// no need to clear alpha channel?
		// pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, 0x00, 1.0f, 0 ); 

		//fGlowAmount = 2;
		if(pEffectFile->BeginPass(1))
		{
			//pEffectFile->setTexture( 1, m_pRTBlurHorizTexture );
			SetBlurEffectParameters(0,1.0f / m_glowtextureHeight,fGlowAmount,pEffectFile);	
			pEffectFile->setTexture(0, m_pRTBlurHorizTexture );  //editor here!!!
			pEffectFile->CommitChanges();

			HRESULT hr = RenderDevice::DrawPrimitiveUP( pd3dDevice, RenderDevice::DRAW_PERF_TRIANGLES_MESH, D3DPT_TRIANGLESTRIP,2,quadVertices,sizeof(mesh_vertex_plain));

			pEffectFile->EndPass();
		}

		// Set all textures to NULL to prevent RTT being bound as source and destination at the same time,
		pEffectFile->setTexture( 0,(LPDIRECT3DTEXTURE9)NULL );

		//////////////////////////////////////////////////////////////////////////
		// Add the final blur image to the back buffer

		pd3dDevice->SetRenderTarget( 0, m_pBackBuffer);
		pd3dDevice->SetDepthStencilSurface( NULL );
		// no need to clear alpha channel?
		// pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, 0x00, 1.0f, 0 ); 

		for (int i=0;i<4;++i)
		{
			quadVertices[i].uv.x -= fhalfTexelWidth * 0.5f;
			quadVertices[i].uv.y -= fhalfTexelHeight * 0.5f;
		}

		if(pEffectFile->BeginPass(3))
		{
			pEffectFile->setTexture(0, m_pRTHalfSizeTexture );
			pEffectFile->setTexture(1,m_pRTBlurVertTexture);

			Vector4 glowParam = pEffectManager->GetGlowness();
			LPD3DXEFFECT fx = pEffectFile->GetDXEffect();
			fx->SetVector(fx->GetParameterByName(NULL,"glowParams"), (const DeviceVector4*)&glowParam);

			pEffectFile->CommitChanges();

			HRESULT hr = RenderDevice::DrawPrimitiveUP( pd3dDevice, RenderDevice::DRAW_PERF_TRIANGLES_MESH, D3DPT_TRIANGLESTRIP,2,quadVertices,sizeof(mesh_vertex_plain));

			pEffectFile->EndPass();
			pEffectFile->setTexture( 0, (LPDIRECT3DTEXTURE9)NULL );
			pEffectFile->setTexture(1,(LPDIRECT3DTEXTURE9)NULL);
		}

		// restore depth stencil buffer
		pd3dDevice->SetDepthStencilSurface( m_pZBuffer );
		pEffectFile->end();
	}
	else
	{
		CGlobals::GetScene()->EnableFullScreenGlow(false);
		//Glow effect will not be load when graphics setting set to middle
		//so we just disable this warnning 
		//OUTPUT_LOG("can not set full screen glow effect error \r\n");
	}
	SAFE_RELEASE(m_pZBuffer);
	return hr;
}
Exemple #4
0
HRESULT ParaEngine::CLightObject::RenderMesh(SceneState * sceneState)
{
	if (!m_pAnimatedMesh)
		return E_FAIL;
	if (GetPrimaryTechniqueHandle() < 0)
	{
		// try loading the asset if it has not been done before. 
		m_pAnimatedMesh->LoadAsset();
		if (m_pAnimatedMesh->IsLoaded())
		{
			SetPrimaryTechniqueHandle(m_pAnimatedMesh->GetPrimaryTechniqueHandle());
			UpdateGeometry();
		}
		return E_FAIL;
	}

	if (!CGlobals::GetEffectManager()->IsCurrentEffectValid())
	{
		return E_FAIL;
	}

	CParaXModel* pModel = m_pAnimatedMesh->GetModel(0);
	if (pModel == NULL)
		return E_FAIL;

	sceneState->SetCurrentSceneObject(this);
	SetFrameNumber(sceneState->m_nRenderCount);
	// get world transform matrix
	Matrix4 mxWorld;
	GetRenderMatrix(mxWorld);

	RenderDevicePtr pd3dDevice = sceneState->m_pd3dDevice;
	EffectManager* pEffectManager = CGlobals::GetEffectManager();
	pEffectManager->applyObjectLocalLighting(this);

	CEffectFile* pEffectFile = pEffectManager->GetCurrentEffectFile();
	CGlobals::GetWorldMatrixStack().push(mxWorld);

	if (pEffectFile == 0)
	{
		// TODO: Fixed Function. 
	}
	else
	{
		// apply block space lighting for object whose size is comparable to a single block size
		BlockWorldClient* pBlockWorldClient = BlockWorldClient::GetInstance();
		if (pBlockWorldClient && pBlockWorldClient->IsInBlockWorld())
		{
			uint8_t brightness[2];
			Uint16x3 blockId_ws(0, 0, 0);
			Vector3 vPos = GetPosition();
			BlockCommon::ConvertToBlockIndex(vPos.x, vPos.y + 0.1f, vPos.z, blockId_ws.x, blockId_ws.y, blockId_ws.z);
			float fLightness;

			pBlockWorldClient->GetBlockMeshBrightness(blockId_ws, brightness);
			// block light
			float fBlockLightness = Math::Max(pBlockWorldClient->GetLightBrightnessFloat(brightness[0]), 0.1f);
			sceneState->GetCurrentLightStrength().y = fBlockLightness;
			// sun light
			fLightness = Math::Max(pBlockWorldClient->GetLightBrightnessFloat(brightness[1]), 0.1f);
			sceneState->GetCurrentLightStrength().x = fLightness;
			fLightness *= pBlockWorldClient->GetSunIntensity();
			fLightness = Math::Max(fLightness, fBlockLightness);
			
			sceneState->GetLocalMaterial().Ambient = (LinearColor(fLightness*0.7f, fLightness*0.7f, fLightness*0.7f, 1.f));
			sceneState->GetLocalMaterial().Diffuse = (LinearColor(fLightness*0.4f, fLightness*0.4f, fLightness*0.4f, 1.f));
			
			sceneState->EnableLocalMaterial(true);
		}

		// just a single standing animation is supported now and looped. 
		if (!m_CurrentAnim.IsValid())
			m_CurrentAnim = pModel->GetAnimIndexByID(0);
		if (m_CurrentAnim.IsValid())
		{
			int nAnimLength = std::max(1, m_CurrentAnim.nEndFrame - m_CurrentAnim.nStartFrame);
			int nToDoFrame = (m_CurrentAnim.nCurrentFrame + (int)(sceneState->dTimeDelta * 1000)) % nAnimLength;
			m_CurrentAnim.nCurrentFrame = nToDoFrame;
		}
		pModel->m_CurrentAnim = m_CurrentAnim;
		pModel->m_NextAnim.nIndex = 0;
		pModel->m_BlendingAnim.MakeInvalid();
		pModel->blendingFactor = 0;
		pModel->animate(sceneState, NULL);
		// force CParaXModel::BMAX_MODEL? 
		pModel->draw(sceneState, NULL);
	}

	CGlobals::GetWorldMatrixStack().pop();
	return S_OK;
}