Exemple #1
0
	Common::Plane Transform_Plane_By_Mat44(const Plane& plane, const Matrix44& mat)
	{
		Vector4 v(plane.n, plane.d);

		// To transform normal, we can not use the matrix directly
		// See: http://www.songho.ca/opengl/gl_normaltransform.html
		Matrix44 matInvTranspose = mat.Inverse();
		matInvTranspose.Transpose();

		v = Common::Transform_Vec4_By_Mat44(v, matInvTranspose);

		Plane ret;
		ret.n = v.GetVec3();
		ret.d = v.w / ret.n.Normalize();

		return ret;
	}
void GetRay(int sx, int sy, Vector3 &orig, Vector3 &dir)
{
	const float x =  ( (sx * 2.0F / WINSIZE_X ) - 1.0F );
	const float y = -( (sy * 2.0F / WINSIZE_Y) - 1.0F );

	Vector3 v;
	v.x = x / g_matProj._11;
	v.y = y / g_matProj._22;
	v.z =  1.0F;

	Matrix44 m = g_matView.Inverse();

	dir.x = v.x * m._11 + v.y * m._21 + v.z * m._31;
	dir.y = v.x * m._12 + v.y * m._22 + v.z * m._32;
	dir.z = v.x * m._13 + v.y * m._23 + v.z * m._33;

	orig.x = m._41;
	orig.y = m._42;
	orig.z = m._43;
}
Exemple #3
0
//-----------------------------------------------------------------------------//
// 카메라(view) * 프로젝션(projection)행렬을 입력받아 6개의 평면을 만든다.
//-----------------------------------------------------------------------------//
bool cFrustum::Create(cRenderer &renderer, const Matrix44 &matViewProj)
{
	// 투영행렬까지 거치면 모든 3차원 월드좌표의 점은 (-1,-1,0) ~ (1,1,1)사이의 값으로 바뀐다.
	SetCube(renderer, Vector3(-1,-1,0), Vector3(1,1,1) );

	// view * proj의 역행렬을 구한다.
	Matrix44 matInv = matViewProj.Inverse();

	// Vertex_최종 = Vertex_local * Matrix_world * Matrix_view * Matrix_Proj 인데,
	// Vertex_world = Vertex_local * Matrix_world이므로,
	// Vertex_최종 = Vertex_world * Matrix_view * Matrix_Proj 이다.
	// Vertex_최종 = Vertex_world * ( Matrix_view * Matrix_Proj ) 에서
	// 역행렬( Matrix_view * Matrix_Proj )^-1를 양변에 곱하면
	// Vertex_최종 * 역행렬( Matrix_view * Matrix_Proj )^-1 = Vertex_World 가 된다.
	// 그러므로, m_Vtx * matInv = Vertex_world가 되어, 월드좌표계의 프러스텀 좌표를 얻을 수 있다.
	sVertexDiffuse *vertices = (sVertexDiffuse*)m_vtxBuff.Lock();
	RETV(!vertices, false);

	m_fullCheck = false;

	for (int i = 0; i < 8; i++)
		vertices[ i].p *= matInv;

	// 2번과 5번은 프러스텀중 near평면의 좌측상단과 우측하단이므로, 둘의 좌표를 더해서 2로 나누면
	// 카메라의 좌표를 얻을 수 있다.(정확히 일치하는 것은 아니다.)
	m_pos = ( vertices[2].p + vertices[5].p ) / 2.0f;

	// 얻어진 월드좌표로 프러스텀 평면을 만든다
	// 벡터가 프러스텀 안쪽에서 바깥쪽으로 나가는 평면들이다.
	m_plane[3].Init( vertices[ 4].p, vertices[ 5].p, vertices[ 6].p );	// 원 평면(far)
	m_plane[4].Init( vertices[ 0].p, vertices[ 2].p, vertices[ 6].p );	// 좌 평면(left)
	m_plane[5].Init( vertices[ 1].p, vertices[ 5].p, vertices[ 7].p );	// 우 평면(right)

	m_vtxBuff.Unlock();

	return TRUE;
}
Exemple #4
0
void cMesh::RenderShadow(cRenderer &renderer, cShader &shader, const Matrix44 &parentTm)
{
	RET(!IsRender());
	RET(!m_buffers);

	if (m_buffers->GetAttributes().empty())
	{
		const Matrix44 tm = m_localTM * m_aniTM * m_TM * parentTm;
		shader.SetMatrix("mWorld", tm);

		Matrix44 wit = tm.Inverse();
		wit.Transpose();
		shader.SetMatrix("mWIT", wit);

		//const Matrix44 tm = m_localTM * m_aniTM * m_TM * parentTm;
		//shader.SetMatrix("mWorld", tm);
		//Matrix44 wit = tm.Inverse();
		//wit.Transpose();
		//shader.SetMatrix("mWIT", wit);
		//if (!m_mtrls.empty())
		//	m_mtrls[ 0].Bind(shader);
		//if (!m_textures.empty())
		//	m_textures[ 0]->Bind(shader, "colorMapTexture");

		m_buffers->Bind(renderer);

		shader.Begin();
		shader.BeginPass();

		renderer.GetDevice()->DrawIndexedPrimitive( 
			D3DPT_TRIANGLELIST, 0, 0, 
			m_buffers->GetVertexBuffer().GetVertexCount(), 0, 
			m_buffers->GetIndexBuffer().GetFaceCount());

		shader.End();
		shader.EndPass();
	}
	else
	{
		const Matrix44 tm = m_localTM * m_aniTM * m_TM * parentTm;
		shader.SetMatrix("mWorld", tm);

		Matrix44 wit = tm.Inverse();
		wit.Transpose();
		shader.SetMatrix("mWIT", wit);

		//const Matrix44 tm = m_localTM * m_aniTM * m_TM * parentTm;
		//shader.SetMatrix("mWorld", tm);
		//Matrix44 wit = tm.Inverse();
		//wit.Transpose();
		//shader.SetMatrix("mWIT", wit);

		shader.Begin();
		m_buffers->Bind(renderer);
		//m_vtxBuff.Bind();
		//m_idxBuff.Bind();

		for (u_int i=0; i < m_buffers->GetAttributes().size(); ++i)
		{
			const int mtrlId = m_buffers->GetAttributes()[ i].attribId;
			if ((int)m_mtrls.size() <= mtrlId)
				continue;

			//m_mtrls[ mtrlId].Bind(shader);
			//if (m_textures[ mtrlId])
			//	m_textures[ mtrlId]->Bind(shader, "colorMapTexture");

			shader.BeginPass();

			renderer.GetDevice()->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, 0, 
				m_buffers->GetVertexBuffer().GetVertexCount(), 
				m_buffers->GetAttributes()[ i].faceStart*3, 
				m_buffers->GetAttributes()[ i].faceCount);

			shader.EndPass();
		}

		shader.End();
	}
}
Exemple #5
0
// 그림자 출력.
void cMesh::RenderShadow(cRenderer &renderer, const Matrix44 &viewProj,
	const Vector3 &lightPos, const Vector3 &lightDir, const Matrix44 &parentTm)
{
	RET(!IsRender());
	RET(!m_shader);
	RET(!m_buffers);

	const cLight &mainLight = cLightManager::Get()->GetMainLight();
	mainLight.Bind(*m_shader);

	m_shader->SetMatrix( "mVP", viewProj);
	m_shader->SetVector( "vEyePos", lightPos);

	if (m_buffers->GetAttributes().empty())
	{
		const Matrix44 tm = m_localTM * m_aniTM * m_TM * parentTm;
		m_shader->SetMatrix("mWorld", tm);

		Matrix44 wit = tm.Inverse();
		wit.Transpose();
		m_shader->SetMatrix("mWIT", wit);

		m_buffers->Bind(renderer);

		m_shader->Begin();
		m_shader->BeginPass(1);

		renderer.GetDevice()->DrawIndexedPrimitive(
			D3DPT_TRIANGLELIST, 0, 0, 
			m_buffers->GetVertexBuffer().GetVertexCount(), 0, 
			m_buffers->GetIndexBuffer().GetFaceCount());

		m_shader->End();
		m_shader->EndPass();
	}
	else
	{
		const Matrix44 tm = m_localTM * m_aniTM * m_TM * parentTm;
		m_shader->SetMatrix("mWorld", tm);

		Matrix44 wit = tm.Inverse();
		wit.Transpose();
		m_shader->SetMatrix("mWIT", wit);

		m_shader->Begin();

		m_buffers->Bind(renderer);

		for (u_int i=0; i < m_buffers->GetAttributes().size(); ++i)
		{
			const int mtrlId = m_buffers->GetAttributes()[ i].attribId;
			if ((int)m_mtrls.size() <= mtrlId)
				continue;

			m_shader->BeginPass(1);

			renderer.GetDevice()->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0,
				m_buffers->GetVertexBuffer().GetVertexCount(), 
				m_buffers->GetAttributes()[ i].faceStart*3, 
				m_buffers->GetAttributes()[ i].faceCount);

			m_shader->EndPass();
		}

		m_shader->End();
	}

}
Exemple #6
0
// 셰이더를 통해 화면을 그린다.
void cMesh::RenderShader(cRenderer &renderer, cShader &shader, const Matrix44 &parentTm)
{
	RET(!IsRender());
	RET(!m_buffers);

	const cLight &mainLight = cLightManager::Get()->GetMainLight();
	mainLight.Bind(shader);

	shader.SetMatrix( "mVP", cMainCamera::Get()->GetViewProjectionMatrix());
	shader.SetVector( "vEyePos", cMainCamera::Get()->GetEyePos());

	if (m_buffers->GetAttributes().empty())
	{
		const Matrix44 tm = m_localTM * m_aniTM * m_TM * parentTm;
		shader.SetMatrix("mWorld", tm);
		
		Matrix44 wit = tm.Inverse();
		wit.Transpose();
		shader.SetMatrix("mWIT", wit);

		const bool isNormalMapping = (!m_normalMap.empty()) && 
			(m_normalMap[ 0] && m_normalMap[ 0]->GetTexture());

		const bool isSpecularMapping = (!m_specularMap.empty()) && 
			(m_specularMap[ 0] && m_specularMap[ 0]->GetTexture());

		const bool isSelfIllumMapping = (!m_selfIllumMap.empty()) && 
			(m_selfIllumMap[ 0] && m_selfIllumMap[ 0]->GetTexture());

		if (!m_mtrls.empty())
			m_mtrls[ 0].Bind(shader);
		if (!m_colorMap.empty())
			m_colorMap[ 0]->Bind(shader, "colorMapTexture");
		if (isNormalMapping)
			m_normalMap[ 0]->Bind(shader, "normalMapTexture");
		if (isSpecularMapping)
			m_specularMap[ 0]->Bind(shader, "specularMapTexture");
		if (isSelfIllumMapping)
			m_selfIllumMap[ 0]->Bind(shader, "selfIllumMapTexture");

		shader.SetRenderPass(isNormalMapping? 4 : 0);

		m_buffers->Bind(renderer);

		shader.Begin();
		shader.BeginPass();

		renderer.GetDevice()->DrawIndexedPrimitive( 
			D3DPT_TRIANGLELIST, 0, 0, 
			m_buffers->GetVertexBuffer().GetVertexCount(), 0, 
			m_buffers->GetIndexBuffer().GetFaceCount());

		shader.End();
		shader.EndPass();
	}
	else
	{
		const Matrix44 tm = m_localTM * m_aniTM * m_TM * parentTm;
		shader.SetMatrix("mWorld", tm);

		Matrix44 wit = tm.Inverse();
		wit.Transpose();
		shader.SetMatrix("mWIT", wit);

		shader.Begin();

		m_buffers->Bind(renderer);

		for (u_int i=0; i < m_buffers->GetAttributes().size(); ++i)
		{
			const int mtrlId = m_buffers->GetAttributes()[ i].attribId;
			if ((int)m_mtrls.size() <= mtrlId)
				continue;

			const bool isNormalMapping = m_normalMap[ mtrlId] && 
				m_normalMap[ mtrlId]->GetTexture();

			const bool isSpecularMapping = m_specularMap[ mtrlId] && 
				m_specularMap[ mtrlId]->GetTexture();

			const bool isSelfIllumMapping = m_selfIllumMap[ mtrlId] && 
				m_selfIllumMap[ mtrlId]->GetTexture();

			m_mtrls[ mtrlId].Bind(shader);
			if (m_colorMap[ mtrlId])
				m_colorMap[ mtrlId]->Bind(shader, "colorMapTexture");
			if (isNormalMapping)
				m_normalMap[ mtrlId]->Bind(shader, "normalMapTexture");
			if (isSpecularMapping)
				m_specularMap[ mtrlId]->Bind(shader, "specularMapTexture");
			if (isSelfIllumMapping)
				m_selfIllumMap[ mtrlId]->Bind(shader, "selfIllumMapTexture");

			shader.SetRenderPass(isNormalMapping? 4 : 0);

			shader.BeginPass();

			renderer.GetDevice()->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, 0, 
				m_buffers->GetVertexBuffer().GetVertexCount(), 
				m_buffers->GetAttributes()[ i].faceStart*3, 
				m_buffers->GetAttributes()[ i].faceCount);

			shader.EndPass();
		}

		shader.End();
	}
}