LTRESULT CLTRenderMgr::UploadPreviousFrameToEffect(LTEffectShader* pEffect, const char* szParam) { LTEffectImpl* pEffectImpl = (LTEffectImpl*)pEffect; if(pEffectImpl && (szParam[0] != '\0')) { ID3DXEffect* pD3DEffect = pEffectImpl->GetEffect(); if(pD3DEffect && g_Device.m_pPreviousFrame) { if(FAILED(pD3DEffect->SetTexture(szParam, g_Device.m_pPreviousFrame))) { return LT_ERROR; } else { // It worked! return LT_OK; } } } return LT_ERROR; }
static void d3d_DrawSprite(const ViewParams& Params, SpriteInstance *pInstance, SharedTexture *pShared) { //the basis up and right vectors LTVector vBasisRight, vBasisUp, vBasisPos, vBasisForward; // If it's really close, change the near Z and transform it into clipping space if(pInstance->m_Flags & FLAG_REALLYCLOSE) { //we are in camera space, so up and right are always the standard vBasisRight.Init(1.0f, 0.0f, 0.0f); vBasisUp.Init(0.0f, 1.0f, 0.0f); vBasisForward.Init(0.0f, 0.0f, 1.0f); vBasisPos.Init(0.0f, 0.0f, 0.0f); } else { //Otherwise we need to grab the camera's up and right vBasisRight = Params.m_Right; vBasisUp = Params.m_Up; vBasisForward = Params.m_Forward; vBasisPos = Params.m_Pos; } //get the object position LTVector vPos = pInstance->GetPos(); //find the Z distance float fZ = (vPos - vBasisPos).Dot(vBasisForward); //bail if this is too close to even be seen if(!(pInstance->m_Flags & FLAG_REALLYCLOSE) && (fZ < NEARZ)) return; if(!d3d_SetTexture(pShared, 0, eFS_SpriteTexMemory)) return; float fWidth = (float)((RTexture*)pShared->m_pRenderData)->GetBaseWidth(); float fHeight = (float)((RTexture*)pShared->m_pRenderData)->GetBaseHeight(); float fSizeX = fWidth * pInstance->m_Scale.x; float fSizeY = fHeight * pInstance->m_Scale.y; if(pInstance->m_Flags & FLAG_GLOWSPRITE) { //find the scale factor float fFactor = (fZ - SPRITE_MINFACTORDIST) / (SPRITE_MAXFACTORDIST - SPRITE_MINFACTORDIST); fFactor = LTCLAMP(fFactor, 0.0f, 1.0f); fFactor = SPRITE_MINFACTOR + ((SPRITE_MAXFACTOR-SPRITE_MINFACTOR) * fFactor); fSizeX *= fFactor; fSizeY *= fFactor; } //find the color of this sprite RGBColor Color; d3d_GetSpriteColor(pInstance, &Color); uint32 nColor = Color.color; //scale up to be the appropriate half height LTVector vRight = vBasisRight * fSizeX; LTVector vUp = vBasisUp * fSizeY; // Generate our vertices CSpriteVertex SpriteVerts[4]; SpriteVerts[0].SetupVert(vPos + vUp - vRight, nColor, 0.0f, 0.0f); SpriteVerts[1].SetupVert(vPos + vUp + vRight, nColor, 1.0f, 0.0f); SpriteVerts[2].SetupVert(vPos + vRight - vUp, nColor, 1.0f, 1.0f); SpriteVerts[3].SetupVert(vPos - vRight - vUp, nColor, 0.0f, 1.0f); if((pInstance->m_Flags & FLAG_SPRITEBIAS) && !(pInstance->m_Flags & FLAG_REALLYCLOSE)) { //find the bias, up to, but not including the near plane float fBiasDist = SPRITE_POSITION_ZBIAS; if((fZ + fBiasDist) < NEARZ) fBiasDist = NEARZ - fZ; //now adjust our vectors accordingly so that we can move it forward //but have it be the same size float fScale = 1 + fBiasDist / fZ; //adjust the points for(uint32 nCurrPt = 0; nCurrPt < 4; nCurrPt++) { LTVector& vPt = SpriteVerts[nCurrPt].m_Vec; vPt = vBasisRight * (vPt - vBasisPos).Dot(vBasisRight) * fScale + vBasisUp * (vPt - vBasisPos).Dot(vBasisUp) * fScale + (fZ + fBiasDist) * vBasisForward + vBasisPos; } } //Render our lovely verts LTEffectImpl* pEffect = (LTEffectImpl*)LTEffectShaderMgr::GetSingleton().GetEffectShader(pInstance->m_nEffectShaderID); if(pEffect) { pEffect->UploadVertexDeclaration(); ID3DXEffect* pD3DEffect = pEffect->GetEffect(); if(pD3DEffect) { RTexture* pTexture = (RTexture*)pShared->m_pRenderData; pD3DEffect->SetTexture("texture0", pTexture->m_pD3DTexture); i_client_shell->OnEffectShaderSetParams(pEffect, NULL, NULL, LTShaderDeviceStateImp::GetSingleton()); UINT nPasses = 0; pD3DEffect->Begin(&nPasses, 0); for(UINT i = 0; i < nPasses; ++i) { pD3DEffect->BeginPass(i); D3D_CALL(PD3DDEVICE->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, SpriteVerts, sizeof(CSpriteVertex))); pD3DEffect->EndPass(); } pD3DEffect->End(); } } else { D3D_CALL(PD3DDEVICE->SetVertexShader(NULL)); D3D_CALL(PD3DDEVICE->SetFVF(SPRITEVERTEX_FORMAT)); D3D_CALL(PD3DDEVICE->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, SpriteVerts, sizeof(CSpriteVertex))); } d3d_DisableTexture(0); }
static void d3d_DrawRotatableSprite(const ViewParams& Params, SpriteInstance *pInstance, SharedTexture *pShared) { if(!d3d_SetTexture(pShared, 0, eFS_SpriteTexMemory)) return; float fWidth = (float)((RTexture*)pShared->m_pRenderData)->GetBaseWidth(); float fHeight = (float)((RTexture*)pShared->m_pRenderData)->GetBaseHeight(); //cache the object position LTVector vPos = pInstance->GetPos(); LTMatrix mRotation; d3d_SetupTransformation(&vPos, (float*)&pInstance->m_Rotation, &pInstance->m_Scale, &mRotation); //get our basis vectors LTVector vRight, vUp, vForward; mRotation.GetBasisVectors(&vRight, &vUp, &vForward); //scale the vectors to be the appropriate size vRight *= fWidth; vUp *= fHeight; // Setup the points. RGBColor Color; d3d_GetSpriteColor(pInstance, &Color); uint32 nColor = Color.color; CSpriteVertex SpriteVerts[4]; SpriteVerts[0].SetupVert(vPos + vUp - vRight, nColor, 0.0f, 0.0f); SpriteVerts[1].SetupVert(vPos + vUp + vRight, nColor, 1.0f, 0.0f); SpriteVerts[2].SetupVert(vPos + vRight - vUp, nColor, 1.0f, 1.0f); SpriteVerts[3].SetupVert(vPos - vRight - vUp, nColor, 0.0f, 1.0f); //figure out our final vertices to use CSpriteVertex *pPoints; uint32 nPoints; CSpriteVertex ClippedSpriteVerts[40 + 5]; if(pInstance->m_ClipperPoly != INVALID_HPOLY) { if(!d3d_ClipSprite(pInstance, pInstance->m_ClipperPoly, &pPoints, &nPoints, ClippedSpriteVerts)) { return; } } else { pPoints = SpriteVerts; nPoints = 4; } if((pInstance->m_Flags & FLAG_SPRITEBIAS) && !(pInstance->m_Flags & FLAG_REALLYCLOSE)) { //adjust the points for(uint32 nCurrPt = 0; nCurrPt < nPoints; nCurrPt++) { //get the sprite vertex that we are modifying LTVector& vPt = SpriteVerts[nCurrPt].m_Vec; //find a point relative to the viewer position LTVector vPtRelCamera = vPt - Params.m_Pos; //determine the distance from the camera float fZ = vPtRelCamera.Dot(Params.m_Forward); if(fZ <= NEARZ) continue; //find the bias, up to, but not including the near plane float fBiasDist = SPRITE_POSITION_ZBIAS; if((fZ + fBiasDist) < NEARZ) fBiasDist = NEARZ - fZ; //now adjust our vectors accordingly so that we can move it forward //but have it be the same size float fScale = 1 + fBiasDist / fZ; vPt = Params.m_Right * vPtRelCamera.Dot(Params.m_Right) * fScale + Params.m_Up * vPtRelCamera.Dot(Params.m_Up) * fScale + (fZ + fBiasDist) * Params.m_Forward + Params.m_Pos; } } LTEffectImpl* pEffect = (LTEffectImpl*)LTEffectShaderMgr::GetSingleton().GetEffectShader(pInstance->m_nEffectShaderID); if(pEffect) { pEffect->UploadVertexDeclaration(); ID3DXEffect* pD3DEffect = pEffect->GetEffect(); if(pD3DEffect) { RTexture* pTexture = (RTexture*)pShared->m_pRenderData; pD3DEffect->SetTexture("texture0", pTexture->m_pD3DTexture); i_client_shell->OnEffectShaderSetParams(pEffect, NULL, NULL, LTShaderDeviceStateImp::GetSingleton()); UINT nPasses = 0; pD3DEffect->Begin(&nPasses, 0); for(UINT i = 0; i < nPasses; ++i) { pD3DEffect->BeginPass(i); D3D_CALL(PD3DDEVICE->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, nPoints-2, pPoints, sizeof(CSpriteVertex))); pD3DEffect->EndPass(); } pD3DEffect->End(); } } else { D3D_CALL(PD3DDEVICE->SetVertexShader(NULL)); D3D_CALL(PD3DDEVICE->SetFVF(SPRITEVERTEX_FORMAT)); D3D_CALL(PD3DDEVICE->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, nPoints-2, pPoints, sizeof(CSpriteVertex))); } d3d_DisableTexture(0); }
void d3d_DrawPolyGrid(const ViewParams &Params, LTObject *pObj) { //the global pixel shader to be used for the water bumpmapping and a flag indicating if //creation failed bool s_bPixelShaderFailed = false; //make sure that the polygrid is valid assert(pObj); //get our polygrid LTPolyGrid *pGrid = (LTPolyGrid*)pObj; // Make sure it's initialized. if(!pGrid->m_Data) return; //must have an index buffer if(!pGrid->m_Indices || (pGrid->m_nIndices == 0)) return; //and of course, make sure that the size is reasonable if((pGrid->m_Width < 2) || (pGrid->m_Height < 2)) return; IncFrameStat(eFS_PolyGridTriangles, pGrid->m_nTris); //cache the half dimensions float fHalfGridWidth = ((float)pGrid->m_Width - 1) * 0.5f; float fHalfGridHeight = ((float)pGrid->m_Height - 1) * 0.5f; //now we need to build our color lookup table for this polygrid, this is faster for any //polygrid that is larger than 8x8, and even then we can get a nice tight loop that //should still be rather optimal // Set the blending mode based on the flags. uint32 nSrcBlend, nDestBlend, nFog, nFogColor; d3d_GetBlendStates(pGrid, nSrcBlend, nDestBlend, nFog, nFogColor); StateSet ssSrcBlend(D3DRS_SRCBLEND, nSrcBlend); StateSet ssDestBlend(D3DRS_DESTBLEND, nDestBlend); StateSet ssFog(D3DRS_FOGENABLE, nFog); StateSet ssFogColor(D3DRS_FOGCOLOR, nFogColor); //flag indicating whether or not bool bEnvMap = false; bool bCubicEnvMap = false; bool bBumpMap = false; //vertex information uint32 nVertexSize = sizeof(CPolyGridVertex); uint32 nVertexFVF = POLYGRIDVERTEX_FORMAT; //UV scales to adjust the texture by (defaults to 1, but if we are bump mapping, this will //be set to the detail texture scale) float fPGUScale = 1.0f; float fPGVScale = 1.0f; // Set the texture if necessary. SpriteTracker* pTracker; LTPixelShader *pPixelShader = NULL; if(pGrid->m_pSprite) { pTracker = &pGrid->m_SpriteTracker; if(pTracker->m_pCurFrame) { SharedTexture* pTex = pTracker->m_pCurFrame->m_pTex; if(pTex) { //get the type of this texture ESharedTexType eTexType = pTex->m_eTexType; //the base texture SharedTexture* pBaseTex = NULL; //the environment map SharedTexture* pEnvMapTex = pGrid->m_pEnvMap; //the bumpmap SharedTexture* pBumpMapTex = NULL; //determine our texture data if(pGrid->m_nPGFlags & PG_NORMALMAPSPRITE) { //only use a bump map texture if we actually have an environment map if(pEnvMapTex) pBumpMapTex = pTex; } else { //we have a normal texture pBaseTex = pTex; } // Set up the environment mapping texture if applicable if( pEnvMapTex && g_CV_EnvMapPolyGrids.m_Val) { //see if the is a cubic environment map RTexture *pRenderTexture = (RTexture*)pEnvMapTex->m_pRenderData; if(pRenderTexture && pRenderTexture->IsCubeMap()) { bCubicEnvMap = true; } bEnvMap = true; } if( pBumpMapTex && g_CV_BumpMapPolyGrids.m_Val) { //we now need to make sure that the bump map shader is valid //see if we need to load it if (!s_bPixelShaderFailed) { // Get the pixel shader. pPixelShader = LTPixelShaderMgr::GetSingleton().GetPixelShader(LTPixelShader::PIXELSHADER_ENVBUMPMAP); if (NULL == pPixelShader) { FileRef ref; ref.m_FileType = FILE_ANYFILE; ref.m_pFilename = "ps\\envbumpmap.psh"; // Try to load it. ILTStream *pStream = g_pIClientFileMgr->OpenFile(&ref); if (NULL != pStream) { if (LTPixelShaderMgr::GetSingleton().AddPixelShader(pStream, ref.m_pFilename, LTPixelShader::PIXELSHADER_ENVBUMPMAP, true)) { pPixelShader = LTPixelShaderMgr::GetSingleton().GetPixelShader(LTPixelShader::PIXELSHADER_ENVBUMPMAP); } // Close the file. pStream->Release(); } } } // See if we can continue. if (NULL != pPixelShader && pPixelShader->IsValidShader()) { bBumpMap = true; nVertexSize = sizeof(CPolyGridBumpVertex); nVertexFVF = POLYGRIDBUMPVERTEX_FORMAT; fPGUScale = ((RTexture*)pBumpMapTex->m_pRenderData)->m_DetailTextureScale; fPGVScale = fPGUScale; } else { //we failed to create the shader, the device can't support it s_bPixelShaderFailed = true; } } //setup the textures based upon the configuration if(bBumpMap) { d3d_SetTexture(pBumpMapTex, 0, eFS_PolyGridBumpMapTexMemory); d3d_SetTexture(pEnvMapTex, 3, eFS_PolyGridEnvMapTexMemory); } else { LTEffectImpl* pEffect = (LTEffectImpl*)LTEffectShaderMgr::GetSingleton().GetEffectShader(pGrid->m_nEffectShaderID); if(pEffect) { ID3DXEffect* pD3DEffect = pEffect->GetEffect(); if(pD3DEffect) { nVertexSize = sizeof(CPolyGridEffectVertex); RTexture* pRTexture = (RTexture*)pBaseTex->m_pRenderData; pD3DEffect->SetTexture("texture0", pRTexture->m_pD3DTexture); if(bEnvMap) { pRTexture = (RTexture*)pEnvMapTex->m_pRenderData; pD3DEffect->SetTexture("texture1", pRTexture->m_pD3DTexture); } } }else { d3d_SetTexture(pBaseTex, 0, eFS_PolyGridBaseTexMemory); if(bEnvMap) { d3d_SetTexture(pEnvMapTex, 1, eFS_PolyGridEnvMapTexMemory); } } } } else { //if we didn't set any texture, we need to make sure and clear out the texture //channel d3d_DisableTexture(0); } } } //specify that we were visible pGrid->m_Flags |= FLAG_INTERNAL1; // Build the vertex list. uint32 nBufferSize = pGrid->m_Width * pGrid->m_Height * nVertexSize; if(nBufferSize > g_TriVertListSize) { //we need to reallocate our list of vertices dfree(g_TriVertList); LT_MEM_TRACK_ALLOC(g_TriVertList = dalloc(nBufferSize),LT_MEM_TYPE_RENDERER); //check the allocation if(!g_TriVertList) { g_TriVertListSize = 0; return; } g_TriVertListSize = nBufferSize; } //determine if this polygrid should be lit or not bool bFresnel = (pGrid->m_nPGFlags & PG_FRESNEL) && (g_CV_FresnelPolyGrids.m_Val) ? true : false; //determine what alpha value we should use uint8 nColorAlpha = 0; if(!bEnvMap) nColorAlpha = 255; else if(!bFresnel) nColorAlpha = 128; float fScaledR = pGrid->m_ColorR * MATH_ONE_OVER_255; float fScaledG = pGrid->m_ColorG * MATH_ONE_OVER_255; float fScaledB = pGrid->m_ColorB * MATH_ONE_OVER_255; uint32 nColorTable[256]; for(uint32 nCurrColor = 0; nCurrColor < 256; nCurrColor++) { //Note that the color table is 0..255, object color is 0..255 as well nColorTable[nCurrColor] = D3DRGBA_255( pGrid->m_ColorTable[nCurrColor].x * fScaledR, pGrid->m_ColorTable[nCurrColor].y * fScaledG, pGrid->m_ColorTable[nCurrColor].z * fScaledB, nColorAlpha); } //setup our world matrix to represent a space that holds the orientation of the polygrid //as well as the center position. This allows all operations to take place //as if performed on the XZ plane (note that we don't do the scale as that tends //to mess up normals) LTMatrix mWorldTrans; LTVector vUnitScale(1.0f, 1.0f, 1.0f); d3d_SetupTransformation(&pGrid->GetPos(), (float*)&pGrid->m_Rotation, &vUnitScale, &mWorldTrans); d3d_SetD3DMat(D3DTS_WORLD, &mWorldTrans); //calculate our position increments float fXInc = pGrid->GetDims().x * 2.0f / (pGrid->m_Width - 1); float fZInc = pGrid->GetDims().z * 2.0f / (pGrid->m_Height - 1); float fYScale = pGrid->GetDims().y / 127.0f; float fXStart = -fHalfGridWidth * fXInc; float fCurrX = fXStart; float fCurrZ = -fHalfGridHeight * fZInc; int8* pDataPos = (int8*)pGrid->m_Data; int8* pDataEnd = pDataPos + pGrid->m_Width * pGrid->m_Height; int8* pLineDataEnd = pDataPos + pGrid->m_Width; uint32* pColor = nColorTable + 128; float fXScale = pGrid->m_xScale / ((pGrid->m_Width - 1) * fXInc); float fZScale = pGrid->m_yScale / ((pGrid->m_Height - 1) * fZInc); float fStartU = (float)fmod(pGrid->m_xPan * fPGUScale, 1.0f); float fStartV = (float)fmod(pGrid->m_yPan * fPGVScale, 1.0f); float fCurrU = fStartU; float fCurrV = fStartV; float fUInc = fXInc * fXScale * fPGUScale; float fVInc = fZInc * fZScale * fPGVScale; int32 nWidth = pGrid->m_Width; float fSpacingX = fXInc * 2.0f; float fSpacingZ = fZInc * 2.0f; uint32 nNumVerts; bool bEffect = false; LTEffectImpl* pEffect = (LTEffectImpl*)LTEffectShaderMgr::GetSingleton().GetEffectShader(pGrid->m_nEffectShaderID); if(pEffect) { ID3DXEffect* pD3DEffect = pEffect->GetEffect(); if(pD3DEffect) { bEffect = true; } } if(bBumpMap) { CPolyGridBumpVertex* pVertexPos = (CPolyGridBumpVertex*)g_TriVertList; if(pGrid->m_pValidMask) { //this polygrid has a valid mask, meaning that we need to skip over vertices //as needed uint32* pCurrMask = pGrid->m_pValidMask; //amount to adjust the mask at the end of a line uint32 nMaskLineAdjust = (pGrid->m_Width % 32) ? 1 : 0; uint32 nShift; uint32 nNormalY1 = 0; uint32 nNormalY2 = nWidth; float fWidthTimesHeight = fSpacingX * fSpacingZ; while(pDataPos < pDataEnd) { nShift = 0x1; while(pDataPos < pLineDataEnd) { if(*pCurrMask & nShift) { //this is valid, add this vertex d3d_SetupVertexPos(pVertexPos, fCurrX, *pDataPos * fYScale, fCurrZ, pColor[*pDataPos], fCurrU, fCurrV); //generate a normal for it GenerateBasisSpace(pDataPos, pVertexPos, -1, 1, nNormalY1, nNormalY2, fSpacingX, fSpacingZ, fWidthTimesHeight, fYScale); //move along to the next vertex pVertexPos++; } pDataPos++; fCurrX += fXInc; fCurrU += fUInc; if(nShift == 0x80000000) { pCurrMask++; nShift = 1; } else { nShift <<= 1; } } //reset the line fCurrX = fXStart; //update our threshold for when to move onto the next line pLineDataEnd += pGrid->m_Width; pCurrMask += nMaskLineAdjust; //update our position fCurrZ += fZInc; fCurrU = fStartU; fCurrV += fVInc; //update the normal offsets to ensure we don't go outside of our buffer nNormalY1 = -nWidth; if(pLineDataEnd >= pDataEnd) nNormalY2 = 0; } nNumVerts = pVertexPos - (CPolyGridBumpVertex*)g_TriVertList; } else { nNumVerts = pGrid->m_Width * pGrid->m_Height; while(pDataPos < pDataEnd) { while(pDataPos < pLineDataEnd) { d3d_SetupVertexPos(pVertexPos, fCurrX, *pDataPos * fYScale, fCurrZ, pColor[*pDataPos], fCurrU, fCurrV); pDataPos++; pVertexPos++; fCurrX += fXInc; fCurrU += fUInc; } //reset the line fCurrX = fXStart; //update our threshold for when to move onto the next line pLineDataEnd += pGrid->m_Width; //update our position fCurrZ += fZInc; fCurrU = fStartU; fCurrV += fVInc; } //now we need to generate the normals for the polygrid GeneratePolyGridVectors(pGrid, (CPolyGridBumpVertex*)g_TriVertList, GenerateBasisSpace); } } else if(bEffect) { CPolyGridEffectVertex* pVertexPos = (CPolyGridEffectVertex*)g_TriVertList; if(pGrid->m_pValidMask) { //this polygrid has a valid mask, meaning that we need to skip over vertices //as needed uint32* pCurrMask = pGrid->m_pValidMask; //amount to adjust the mask at the end of a line uint32 nMaskLineAdjust = (pGrid->m_Width % 32) ? 1 : 0; uint32 nShift; uint32 nNormalY1 = 0; uint32 nNormalY2 = nWidth; float fWidthTimesHeight = fSpacingX * fSpacingZ; while(pDataPos < pDataEnd) { nShift = 0x1; while(pDataPos < pLineDataEnd) { if(*pCurrMask & nShift) { //this is valid, add this vertex d3d_SetupVertexPos(pVertexPos, fCurrX, *pDataPos * fYScale, fCurrZ, pColor[*pDataPos], fCurrU, fCurrV); //generate a normal for it GenerateEffectBasisSpace(pDataPos, pVertexPos, -1, 1, nNormalY1, nNormalY2, fSpacingX, fSpacingZ, fWidthTimesHeight, fYScale); //move along to the next vertex pVertexPos++; } pDataPos++; fCurrX += fXInc; fCurrU += fUInc; if(nShift == 0x80000000) { pCurrMask++; nShift = 1; } else { nShift <<= 1; } } //reset the line fCurrX = fXStart; //update our threshold for when to move onto the next line pLineDataEnd += pGrid->m_Width; pCurrMask += nMaskLineAdjust; //update our position fCurrZ += fZInc; fCurrU = fStartU; fCurrV += fVInc; //update the normal offsets to ensure we don't go outside of our buffer nNormalY1 = -nWidth; if(pLineDataEnd >= pDataEnd) nNormalY2 = 0; } nNumVerts = pVertexPos - (CPolyGridEffectVertex*)g_TriVertList; } else { nNumVerts = pGrid->m_Width * pGrid->m_Height; while(pDataPos < pDataEnd) { while(pDataPos < pLineDataEnd) { d3d_SetupVertexPos(pVertexPos, fCurrX, *pDataPos * fYScale, fCurrZ, pColor[*pDataPos], fCurrU, fCurrV); pDataPos++; pVertexPos++; fCurrX += fXInc; fCurrU += fUInc; } //reset the line fCurrX = fXStart; //update our threshold for when to move onto the next line pLineDataEnd += pGrid->m_Width; //update our position fCurrZ += fZInc; fCurrU = fStartU; fCurrV += fVInc; } //now we need to generate the normals for the polygrid LTEffectImpl* pEffect = (LTEffectImpl*)LTEffectShaderMgr::GetSingleton().GetEffectShader(pGrid->m_nEffectShaderID); if(pEffect) { ID3DXEffect* pD3DEffect = pEffect->GetEffect(); if(pD3DEffect) { GeneratePolyGridVectors(pGrid, (CPolyGridEffectVertex*)g_TriVertList, GenerateEffectBasisSpace); } } else { GeneratePolyGridVectors(pGrid, (CPolyGridVertex*)g_TriVertList, GenerateNormal); } } } else //fixed function { CPolyGridVertex* pVertexPos = (CPolyGridVertex*)g_TriVertList; if(pGrid->m_pValidMask) { //this polygrid has a valid mask, meaning that we need to skip over vertices //as needed uint32* pCurrMask = pGrid->m_pValidMask; //amount to adjust the mask at the end of a line uint32 nMaskLineAdjust = (pGrid->m_Width % 32) ? 1 : 0; uint32 nShift; uint32 nNormalY1 = 0; uint32 nNormalY2 = nWidth; float fWidthTimesHeight = fSpacingX * fSpacingZ; while(pDataPos < pDataEnd) { nShift = 0x1; while(pDataPos < pLineDataEnd) { if(*pCurrMask & nShift) { //this is valid, add this vertex d3d_SetupVertexPos(pVertexPos, fCurrX, *pDataPos * fYScale, fCurrZ, pColor[*pDataPos], fCurrU, fCurrV); //generate a normal for it GenerateNormal(pDataPos, pVertexPos, -1, 1, nNormalY1, nNormalY2, fSpacingX, fSpacingZ, fWidthTimesHeight, fYScale); //move along to the next vertex pVertexPos++; } pDataPos++; fCurrX += fXInc; fCurrU += fUInc; if(nShift == 0x80000000) { pCurrMask++; nShift = 1; } else { nShift <<= 1; } } //reset the line fCurrX = fXStart; //update our threshold for when to move onto the next line pLineDataEnd += pGrid->m_Width; pCurrMask += nMaskLineAdjust; //update our position fCurrZ += fZInc; fCurrU = fStartU; fCurrV += fVInc; //update the normal offsets to ensure we don't go outside of our buffer nNormalY1 = -nWidth; if(pLineDataEnd >= pDataEnd) nNormalY2 = 0; } nNumVerts = pVertexPos - (CPolyGridVertex*)g_TriVertList; } else { nNumVerts = pGrid->m_Width * pGrid->m_Height; while(pDataPos < pDataEnd) { while(pDataPos < pLineDataEnd) { d3d_SetupVertexPos(pVertexPos, fCurrX, *pDataPos * fYScale, fCurrZ, pColor[*pDataPos], fCurrU, fCurrV); pDataPos++; pVertexPos++; fCurrX += fXInc; fCurrU += fUInc; } //reset the line fCurrX = fXStart; //update our threshold for when to move onto the next line pLineDataEnd += pGrid->m_Width; //update our position fCurrZ += fZInc; fCurrU = fStartU; fCurrV += fVInc; } //now we need to generate the normals for the polygrid LTEffectImpl* pEffect = (LTEffectImpl*)LTEffectShaderMgr::GetSingleton().GetEffectShader(pGrid->m_nEffectShaderID); if(pEffect) { ID3DXEffect* pD3DEffect = pEffect->GetEffect(); if(pD3DEffect) { GeneratePolyGridVectors(pGrid, (CPolyGridEffectVertex*)g_TriVertList, GenerateEffectBasisSpace); } } else { GeneratePolyGridVectors(pGrid, (CPolyGridVertex*)g_TriVertList, GenerateNormal); } } } // Set environment map texture coordinates. if(bEnvMap && !bBumpMap) { d3d_SetEnvMapTextureStates(Params, pTracker->m_pCurFrame->m_pTex->m_eTexType, pGrid, bCubicEnvMap); } //see if we are just doing a base texture if(!bEnvMap && !bBumpMap) { d3d_SetDefaultBlendStates(); } //generate the alpha if we can use it if(bBumpMap) { GeneratePolyGridFresnelAlphaAndCamera(Params.m_Pos, (CPolyGridBumpVertex*)g_TriVertList, pGrid, nNumVerts); } else if(bFresnel) { GeneratePolyGridFresnelAlpha(Params.m_Pos, (CPolyGridVertex*)g_TriVertList, pGrid, nNumVerts); } //make the backfacing polygons cull StateSet ssCullMode(D3DRS_CULLMODE, (pGrid->m_nPGFlags & PG_NOBACKFACECULL) ? D3DCULL_NONE : D3DCULL_CCW); //setup the pixel shader if we are bumpmapping if(bBumpMap) { assert(NULL != pPixelShader && pPixelShader->IsValidShader()); // Set the pixel shader constants. float *pConstants = pPixelShader->GetConstants(); pConstants[0] = 0.0f; pConstants[1] = 0.0f; pConstants[2] = 0.0f; pConstants[3] = pGrid->m_ColorA / 255.0f; LTPixelShaderMgr::GetSingleton().SetPixelShaderConstants(pPixelShader); // Install the pixel shader. LTPixelShaderMgr::GetSingleton().InstallPixelShader(pPixelShader); //now actually draw the polygrid D3D_CALL(PD3DDEVICE->SetVertexShader(NULL)); D3D_CALL(PD3DDEVICE->SetFVF(nVertexFVF)); int nNumPolies = (pGrid->m_nIndices/3); // Is this polygrid larger than our buffer? If so, break it into smaller patches. if(nNumPolies > g_CV_PolyGridBufferSize) { int32 nRemainingPolies = nNumPolies; uint32 nCurrentVertPosition = 0; while(nRemainingPolies > 0) { uint32 nPoliesThisFrame = (nRemainingPolies > g_CV_PolyGridBufferSize) ? g_CV_PolyGridBufferSize: nRemainingPolies; D3D_CALL(PD3DDEVICE->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST,0,nNumVerts,nPoliesThisFrame,&pGrid->m_Indices[nCurrentVertPosition],D3DFMT_INDEX16,g_TriVertList, nVertexSize)); nCurrentVertPosition += nPoliesThisFrame*3; nRemainingPolies -= nPoliesThisFrame; } } else { D3D_CALL(PD3DDEVICE->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST,0,nNumVerts,(pGrid->m_nIndices)/3,pGrid->m_Indices,D3DFMT_INDEX16,g_TriVertList, nVertexSize)); } // Uninstall the pixel shader. LTPixelShaderMgr::GetSingleton().UninstallPixelShader(); d3d_DisableTexture(0); d3d_DisableTexture(3); } else { //now actually draw the polygrid D3D_CALL(PD3DDEVICE->SetVertexShader(NULL)); D3D_CALL(PD3DDEVICE->SetFVF(nVertexFVF)); int nNumPolies = (pGrid->m_nIndices/3); // Is this polygrid larger than our buffer? If so, break it into smaller patches. if(nNumPolies > g_CV_PolyGridBufferSize) { int32 nRemainingPolies = nNumPolies; uint32 nCurrentVertPosition = 0; while(nRemainingPolies > 0) { uint32 nPoliesThisFrame = (nRemainingPolies > g_CV_PolyGridBufferSize) ? g_CV_PolyGridBufferSize: nRemainingPolies; LTEffectImpl* pEffect = (LTEffectImpl*)LTEffectShaderMgr::GetSingleton().GetEffectShader(pGrid->m_nEffectShaderID); if(pEffect) { pEffect->UploadVertexDeclaration(); ID3DXEffect* pD3DEffect = pEffect->GetEffect(); if(pD3DEffect) { i_client_shell->OnEffectShaderSetParams(pEffect, NULL, NULL, LTShaderDeviceStateImp::GetSingleton()); UINT nPasses = 0; pD3DEffect->Begin(&nPasses, 0); for(UINT i = 0; i < nPasses; ++i) { pD3DEffect->BeginPass(i); D3D_CALL(PD3DDEVICE->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST,0,nNumVerts,nPoliesThisFrame,&pGrid->m_Indices[nCurrentVertPosition],D3DFMT_INDEX16,g_TriVertList, nVertexSize)); pD3DEffect->EndPass(); } pD3DEffect->End(); } } else { D3D_CALL(PD3DDEVICE->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST,0,nNumVerts,nPoliesThisFrame,&pGrid->m_Indices[nCurrentVertPosition],D3DFMT_INDEX16,g_TriVertList, nVertexSize)); } nCurrentVertPosition += nPoliesThisFrame*3; nRemainingPolies -= nPoliesThisFrame; } } else { LTEffectImpl* pEffect = (LTEffectImpl*)LTEffectShaderMgr::GetSingleton().GetEffectShader(pGrid->m_nEffectShaderID); if(pEffect) { pEffect->UploadVertexDeclaration(); ID3DXEffect* pD3DEffect = pEffect->GetEffect(); if(pD3DEffect) { i_client_shell->OnEffectShaderSetParams(pEffect, NULL, NULL, LTShaderDeviceStateImp::GetSingleton()); UINT nPasses = 0; pD3DEffect->Begin(&nPasses, 0); for(UINT i = 0; i < nPasses; ++i) { pD3DEffect->BeginPass(i); D3D_CALL(PD3DDEVICE->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST,0,nNumVerts,(pGrid->m_nIndices)/3,pGrid->m_Indices,D3DFMT_INDEX16,g_TriVertList, nVertexSize)); pD3DEffect->EndPass(); } pD3DEffect->End(); } } else { // No Effect Shader, just fixed function. D3D_CALL(PD3DDEVICE->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST,0,nNumVerts,(pGrid->m_nIndices)/3,pGrid->m_Indices,D3DFMT_INDEX16,g_TriVertList, nVertexSize)); } } d3d_DisableTexture(0); d3d_DisableTexture(1); } if (bEnvMap) d3d_UnsetEnvMapTextureStates(); //reset our world transform so that it won't mess up the rendering of other objects d3d_SetD3DMat(D3DTS_WORLD, &Params.m_mIdentity); }