Esempio n. 1
0
// 使用DirectX 9來繪圖
void RenderFrameDX9(void)
{
	LPDIRECT3DDEVICE9 device = GutGetGraphicsDeviceDX9();
	LPDIRECT3DTEXTURE9 pBlurredTexture = NULL;

	Matrix4x4 light_projection_matrix;
	Matrix4x4 light_view_matrix;

	Matrix4x4 view_matrix = g_Control.GetViewMatrix();
	Matrix4x4 world_matrix = g_Control.GetObjectMatrix();

	// 開始下繪圖指令
	device->BeginScene(); 
	{
		// 保存主framebuffer
		LPDIRECT3DSURFACE9 pFrameBufferBackup, pDepthBufferBackup;
		device->GetRenderTarget(0, &pFrameBufferBackup); pFrameBufferBackup->Release();
		device->GetDepthStencilSurface(&pDepthBufferBackup); pDepthBufferBackup->Release();
		// 取出動態貼圖中的surface
		LPDIRECT3DSURFACE9 pSurface;
		g_pTexture->GetSurfaceLevel(0, &pSurface); 
		// 把繪圖結果輸出到動態貼圖中
		device->SetRenderTarget(0, pSurface);
		device->SetDepthStencilSurface(g_pDepthStencil);
		// 清除畫面
		device->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_RGBA(255, 255, 255, 255), 1.0f, 0);
		// 設定光源位置
		Vector4 vLightPos = g_Light.m_Position;
		Vector4 vLightUp(0.0f, 1.0f, 0.0f);
		Vector4 vLightLookat(0.0f, 0.0f, 0.0f);

		light_projection_matrix = GutMatrixPerspectiveRH_DirectX(60.0f, 1.0f, 0.1f, 100.0f);
		light_view_matrix = GutMatrixLookAtRH(vLightPos, vLightLookat, vLightUp);
		// 把鏡頭放到光源位置來畫陰影
		device->SetTransform(D3DTS_PROJECTION, (D3DMATRIX *)&light_projection_matrix);
		device->SetTransform(D3DTS_VIEW, (D3DMATRIX *)&light_view_matrix);
		device->SetTransform(D3DTS_WORLD, (D3DMATRIX *)&world_matrix);

		// 把所有反射關閉,讓模型在畫面上呈現黑色。
		D3DCOLORVALUE zero = {0.0f, 0.0f, 0.0f, 1.0f};

		sModelMaterial_DX9 material;
		material.m_Material.Ambient = zero;
		material.m_Material.Emissive = zero;
		material.m_Material.Diffuse = zero;
		material.m_Material.Specular = zero;
		material.m_bCullFace = false;

		material.Submit();

		SetupLightingDX9();
		// 畫出模型
		g_Model_DX9.Render(0);
		// 告知direct3d9裝置rendertarget使用完畢
		pSurface->Release();
		// 還原主framebuffer
		device->SetRenderTarget(0, pFrameBufferBackup);
		device->SetDepthStencilSurface(pDepthBufferBackup);
	}

	// 把影子柔化
	{
		pBlurredTexture = BlurTexture(g_pTexture);
	}

	// 把上一個步驟的結果當成貼圖來使用
	{
		// 消除畫面
		device->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_RGBA(0, 0, 150, 255), 1.0f, 0);
		// 設定轉換矩陣
		device->SetTransform(D3DTS_PROJECTION, (D3DMATRIX *) &g_projection_matrix);
		device->SetTransform(D3DTS_VIEW, (D3DMATRIX *) &view_matrix);
		device->SetTransform(D3DTS_WORLD, (D3DMATRIX *) &world_matrix);
		// 設定光源
		SetupLightingDX9();

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

		device->SetSamplerState(1, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
		device->SetSamplerState(1, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);

		// 畫出茶壼
		g_Model_DX9.Render();

		sModelMaterial_DX9 material;
		material.m_pTextures[0] = pBlurredTexture;
		material.Submit();
		// 計算貼圖矩陣
		Matrix4x4 inv_view_matrix = g_Control.GetCameraMatrix();
		Matrix4x4 uv_offset_matrix;
		uv_offset_matrix.Identity();
		uv_offset_matrix.Scale(0.5f, -0.5f, 0.5f);
		uv_offset_matrix[3].Set(0.5f, 0.5f, 0.5f, 1.0f);

		Matrix4x4 texture_matrix = inv_view_matrix * light_view_matrix * light_projection_matrix * uv_offset_matrix;
		Matrix4x4 indent_matrix = Matrix4x4::IdentityMatrix();
		// 設定轉換矩陣
		device->SetTransform(D3DTS_TEXTURE0, (D3DMATRIX *) &texture_matrix);
		device->SetTransform(D3DTS_WORLD, (D3DMATRIX *) &indent_matrix);
		// 開啟自動產生貼圖座標功能
		device->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
		device->SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4 | D3DTTFF_PROJECTED);

		device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
		device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);

		device->SetSamplerState(1, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
		device->SetSamplerState(1, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);

		// 畫出地表
		g_Terrain_DX9.Render(0);

		device->SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
		device->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, 0);
	}

	// 宣告所有的繪圖指令都下完了
	device->EndScene(); 

	// 把背景backbuffer的畫面呈現出來
	device->Present( NULL, NULL, NULL, NULL );
}
Esempio n. 2
0
// `使用Direct3D9來繪圖`
void RenderFrameDX9(void)
{
	LPDIRECT3DDEVICE9 device = GutGetGraphicsDeviceDX9();

	Matrix4x4 light_projection_matrix;
	Matrix4x4 light_view_matrix;

	Matrix4x4 view_matrix = g_Control.GetViewMatrix();
	Matrix4x4 world_matrix = g_Control.GetObjectMatrix();

	// `開始下繪圖指令`
	device->BeginScene(); 

	// `把剪影畫在動態貼圖中`
	if(1)
	{
		//! 设置临时framebuffer
		LPDIRECT3DSURFACE9 pFrameBufferBackup, pDepthBufferBackup;
		device->GetRenderTarget(0, &pFrameBufferBackup); 
		pFrameBufferBackup->Release();
		device->GetDepthStencilSurface(&pDepthBufferBackup); 
		pDepthBufferBackup->Release();

		LPDIRECT3DSURFACE9 pSurface;
		g_pTexture->GetSurfaceLevel(0, &pSurface); 

		device->SetRenderTarget(0, pSurface);
		device->SetDepthStencilSurface(g_pDepthStencil);

		device->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_RGBA(255, 255, 255, 255), 1.0f, 0);

		Vector4 vLightPos = g_Light.m_Position;
		Vector4 vLightUp(0.0f, 1.0f, 0.0f);
		Vector4 vLightLookat(0.0f, 0.0f, 0.0f);
		// `把鏡頭放在光源的`
		light_projection_matrix = GutMatrixPerspectiveRH_DirectX(60.0f, 1.0f, 0.1f, 100.0f);
		light_view_matrix = GutMatrixLookAtRH(vLightPos, vLightLookat, vLightUp);
		// `設定轉換矩陣`
		device->SetTransform(D3DTS_PROJECTION, (D3DMATRIX *)&light_projection_matrix);
		device->SetTransform(D3DTS_VIEW, (D3DMATRIX *)&light_view_matrix);
		device->SetTransform(D3DTS_WORLD, (D3DMATRIX *)&world_matrix);

		D3DCOLORVALUE zero = {0.0f, 0.0f, 0.0f, 1.0f};

		sModelMaterial_DX9 material;
		material.m_Material.Ambient = zero;
		material.m_Material.Emissive = zero;
		material.m_Material.Diffuse = zero;
		material.m_Material.Specular = zero;
		material.m_bCullFace = false;

		material.Submit();

		device->SetRenderState(D3DRS_LIGHTING, 0);

		g_Model_DX9.Render(0);

		pSurface->Release();
		device->SetRenderTarget(0, pFrameBufferBackup);
		device->SetDepthStencilSurface(pDepthBufferBackup);
	}

	// `把上一個步驟的結果當成貼圖來使用`
	{
		// `消除畫面`
		device->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_RGBA(0, 0, 150, 255), 1.0f, 0);
		// `設定轉換矩陣`
		device->SetTransform(D3DTS_PROJECTION, (D3DMATRIX *) &g_projection_matrix);
		device->SetTransform(D3DTS_VIEW, (D3DMATRIX *) &view_matrix);
		device->SetTransform(D3DTS_WORLD, (D3DMATRIX *) &world_matrix);


#define DRAW_TEAPORT_FIRST 1

		//! 画茶壶
		if (DRAW_TEAPORT_FIRST)
		{
			SetupLightingDX9();
			g_Model_DX9.Render();
		}

		//! 设置矩形的纹理
		sModelMaterial_DX9 material;
		material.m_pTextures[0] = g_pTexture;
		material.Submit();

		Matrix4x4 inv_view_matrix = view_matrix;
		inv_view_matrix.FastInvert();

		Matrix4x4 uv_offset_matrix;
		uv_offset_matrix.Identity();
		uv_offset_matrix.Scale(0.5f, -0.5f, 0.5f);
		uv_offset_matrix[3].Set(0.5f, 0.5f, 0.5f, 1.0f);

		Matrix4x4 texture_matrix = inv_view_matrix * light_view_matrix * light_projection_matrix * uv_offset_matrix;
		Matrix4x4 indent_matrix = Matrix4x4::IdentityMatrix();

		device->SetTransform(D3DTS_TEXTURE0, (D3DMATRIX *) &texture_matrix);
		device->SetTransform(D3DTS_WORLD, (D3DMATRIX *) &indent_matrix);

		device->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
		device->SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4 |  D3DTTFF_PROJECTED );
		device->SetRenderState(D3DRS_LIGHTING, FALSE);
		// `畫出矩形`
		device->SetFVF(D3DFVF_XYZ);
		device->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, g_Quad, sizeof(Vertex_VT));

		//! 关闭纹理矩阵
		device->SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);

		if (!DRAW_TEAPORT_FIRST)
		{
			//SetupLightingDX9();
			device->SetTransform(D3DTS_WORLD, (D3DMATRIX *) &world_matrix);
			g_Model_DX9.Render();
		}


	}
	// `宣告所有的繪圖指令都下完了`
	device->EndScene(); 
	// `把背景backbuffer的畫面呈現出來`
	device->Present( NULL, NULL, NULL, NULL );
}
Esempio n. 3
0
// 使用OpenGL來繪圖
void RenderFrameOpenGL(void)
{
	Matrix4x4 light_projection_matrix;
	Matrix4x4 light_view_matrix;
	Matrix4x4 light_world_view_matrix;

	Matrix4x4 view_matrix =  g_Control.GetViewMatrix();
	Matrix4x4 world_matrix = g_Control.GetObjectMatrix();

	{
		// `使用` g_framebuffer framebuffer object	
		glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, g_framebuffer);
		glViewport(0, 0, 512, 512);
		// `清除畫面`
		glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		// `光源位置`
		Vector4 vLightPos = g_Light.m_Position;
		Vector4 vLightUp(0.0f, 1.0f, 0.0f);
		Vector4 vLightLookat(0.0f, 0.0f, 0.0f);
		// `設定光源的轉換矩陣`
		light_projection_matrix = GutMatrixPerspectiveRH_OpenGL(60.0f, 1.0f, 0.1f, 100.0f);
		light_view_matrix = GutMatrixLookAtRH(vLightPos, vLightLookat, vLightUp);
		light_world_view_matrix = world_matrix * light_view_matrix;

		glMatrixMode(GL_PROJECTION);
		glLoadMatrixf( (float *) &light_projection_matrix );

		glMatrixMode(GL_MODELVIEW);
		glLoadMatrixf( (float *) &light_world_view_matrix );

		glDisable(GL_LIGHTING);

		// `畫出黑色的茶壼`
		sModelMaterial_OpenGL material;
		material.m_bCullFace = false;
		material.m_Diffuse.Set(0.0);
		material.Submit(NULL);

		g_Model_OpenGL.Render(0);
	}

	{
		// `使用主framebuffer object, 也就是視窗.`
		glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
		int w, h;
		GutGetWindowSize(w, h);
		glViewport(0, 0, w, h);

		// `清除畫面`
		glClearColor(0.0f, 0.0f, 0.6f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

		// `計算出一個可以轉換到鏡頭座標系的矩陣`
		Matrix4x4 view_matrix = g_Control.GetViewMatrix();

		glMatrixMode(GL_MODELVIEW);
		glLoadMatrixf( (float *) &view_matrix);
		SetupLightingOpenGL();

		Matrix4x4 world_view_matrix = world_matrix * view_matrix;

		glMatrixMode(GL_PROJECTION);
		glLoadMatrixf( (float *) &g_projection_matrix);

		glMatrixMode(GL_MODELVIEW);
		glLoadMatrixf( (float *) &world_view_matrix);

		g_Model_OpenGL.Render();

		glMatrixMode(GL_MODELVIEW);
		glLoadMatrixf( (float *) &view_matrix);

		glDisable(GL_LIGHTING);

		sModelMaterial_OpenGL material;
		material.m_Diffuse.Set(1.0f);
		material.m_Textures[0] = g_texture;
		material.Submit(NULL);

		Matrix4x4 uv_offset_matrix;

		uv_offset_matrix.Identity();
		uv_offset_matrix.Scale(0.5f, 0.5f, 0.5f);
		uv_offset_matrix[3].Set(0.5f, 0.5f, 0.5f, 1.0f);

		Matrix4x4 texture_matrix = light_view_matrix * light_projection_matrix * uv_offset_matrix;

		glMatrixMode(GL_TEXTURE);
		glLoadMatrixf( (float *)&texture_matrix);

		glDisable(GL_LIGHTING);

		// `設定頂點資料格式`
		glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);

		glEnableClientState(GL_VERTEX_ARRAY);
		glClientActiveTexture(GL_TEXTURE0_ARB);
		glEnableClientState(GL_TEXTURE_COORD_ARRAY);
		//
		glVertexPointer(3, GL_FLOAT, sizeof(Vertex_VT), &g_Quad[0].m_Position);
		// `直接把頂點資料拿來當貼圖座標使用`
		glTexCoordPointer(4, GL_FLOAT, sizeof(Vertex_VT), &g_Quad[0].m_Position);
		// `畫出看板`
		glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

		glPopClientAttrib();

		glLoadIdentity();
	}

	// 把背景backbuffer的畫面呈現出來
	GutSwapBuffersOpenGL();
}
Esempio n. 4
0
// 使用OpenGL來繪圖
void RenderFrameOpenGL(void)
{
	Matrix4x4 light_projection_matrix;
	Matrix4x4 light_view_matrix;
	Matrix4x4 light_world_view_matrix;

	Matrix4x4 view_matrix = g_Control.GetViewMatrix();
	Matrix4x4 world_matrix = g_Control.GetObjectMatrix();

	GLuint blurred_texture = 0;

	{
		// 使用g_framebuffer framebuffer object	
		glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, g_framebuffer);
		glViewport(0, 0, g_framebuffer_w, g_framebuffer_h);
		// 清除畫面
		glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		// 設定光源位置
		Vector4 vLightPos = g_Light.m_Position;
		Vector4 vLightUp(0.0f, 1.0f, 0.0f);
		Vector4 vLightLookat(0.0f, 0.0f, 0.0f);

		light_projection_matrix = GutMatrixPerspectiveRH_OpenGL(60.0f, 1.0f, 0.1f, 100.0f);
		light_view_matrix = GutMatrixLookAtRH(vLightPos, vLightLookat, vLightUp);
		light_world_view_matrix = world_matrix * light_view_matrix;

		// 把鏡頭放到光源位置來畫陰影
		glMatrixMode(GL_PROJECTION);
		glLoadMatrixf( (float *) &light_projection_matrix );
		glMatrixMode(GL_MODELVIEW);
		glLoadMatrixf( (float *) &light_world_view_matrix );

		SetupLightingOpenGL();

		// 套用預設材質, 把貼圖全部關閉
		sModelMaterial_OpenGL material;

		material.m_Ambient = Vector4::GetZero();
		material.m_Emissive = Vector4::GetZero();
		material.m_Diffuse = Vector4::GetZero();
		material.m_Specular = Vector4::GetZero();

		material.m_bCullFace = false;
		material.Submit(NULL);

		// 畫出模型
		g_Model_OpenGL.Render(0);
	}

	// 把影子柔化
	{
		blurred_texture = BlurTexture(g_texture);	
	}

	{
		// 使用主framebuffer object, 也就是視窗.
		glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
		int w, h;
		GutGetWindowSize(w, h);
		glViewport(0, 0, w, h);

		// 清除畫面
		glClearColor(0.0f, 0.0f, 0.6f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

		glMatrixMode(GL_MODELVIEW);
		glLoadMatrixf( (float *) &view_matrix);
		// 設定光源
		SetupLightingOpenGL();

		// 設定轉換矩陣
		Matrix4x4 world_view_matrix = world_matrix * view_matrix;

		glMatrixMode(GL_PROJECTION);
		glLoadMatrixf( (float *) &g_projection_matrix);

		glMatrixMode(GL_MODELVIEW);
		glLoadMatrixf( (float *) &world_view_matrix);

		// 畫出茶壼
		g_Model_OpenGL.Render();

		glMatrixMode(GL_MODELVIEW);
		glLoadMatrixf( (float *) &view_matrix);

		sModelMaterial_OpenGL material;
		material.m_Textures[0] = blurred_texture;
		material.Submit(NULL);

		// 計算貼圖矩陣
		Matrix4x4 uv_offset_matrix;
		uv_offset_matrix.Identity();
		uv_offset_matrix.Scale(0.5f, 0.5f, 0.5f);
		uv_offset_matrix[3].Set(0.5f, 0.5f, 0.5f, 1.0f);

		Matrix4x4 texture_matrix = light_view_matrix * light_projection_matrix * uv_offset_matrix;

		glMatrixMode(GL_TEXTURE);
		glLoadMatrixf( (float *)&texture_matrix);

		// 開啟自動產生貼圖座標功能
		// S/T/R分別代表貼圖座標的X/Y/Z軸
		glEnable(GL_TEXTURE_GEN_S);
		glEnable(GL_TEXTURE_GEN_T);
		glEnable(GL_TEXTURE_GEN_R);
		// 以光線的反射向量來做為貼圖座標
		glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
		glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
		glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);

		Matrix4x4 identMatrix = Matrix4x4::IdentityMatrix();

		glTexGenfv(GL_S, GL_OBJECT_PLANE, &identMatrix[0][0]);
		glTexGenfv(GL_T, GL_OBJECT_PLANE, &identMatrix[1][0]);
		glTexGenfv(GL_R, GL_OBJECT_PLANE, &identMatrix[2][0]);

		// 畫出地表
		g_Terrain_OpenGL.Render(0);

		glLoadIdentity();
	}

	// 把背景backbuffer的畫面呈現出來
	GutSwapBuffersOpenGL();
}