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Render.cpp
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Render.cpp
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/*
Render.cpp
描画処理
15/05/21
Naoki Nakagawa
*/
#include "vtx.h"
#define SafeRelease(p) if (p) { p->Release(); p = nullptr; }
inline DWORD FloatToDWORD(float v) { return *((DWORD *)&v); }
namespace vtx
{
//--------------------------------------------------
// 描画クラス
//--------------------------------------------------
// コンストラクタ
Render::Render(HWND hWnd, bool isFullScreen)
{
direct3d = Direct3DCreate9(D3D_SDK_VERSION);
if (!direct3d)
{
return;
}
RECT rect = { 0 };
GetClientRect(hWnd, &rect);
D3DPRESENT_PARAMETERS pp;
ZeroMemory(&pp, sizeof(pp));
pp.hDeviceWindow = hWnd;
pp.BackBufferCount = 1;
pp.BackBufferWidth = rect.right;
pp.BackBufferHeight = rect.bottom;
pp.BackBufferFormat = D3DFMT_UNKNOWN;
pp.Windowed = !isFullScreen;
pp.MultiSampleType = D3DMULTISAMPLE_NONE;
pp.MultiSampleQuality = 0;
pp.SwapEffect = D3DSWAPEFFECT_DISCARD;
pp.EnableAutoDepthStencil = true;
pp.AutoDepthStencilFormat = D3DFMT_D16;
pp.Flags = 0;
pp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
pp.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
if (FAILED(direct3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &pp, &d3d)))
{
direct3d->Release();
return;
}
d3d->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
d3d->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
d3d->SetRenderState(D3DRS_ZENABLE, true);
d3d->SetRenderState(D3DRS_ZWRITEENABLE, true);
d3d->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESS);
d3d->SetRenderState(D3DRS_LIGHTING, true);
d3d->SetRenderState(D3DRS_SPECULARENABLE, true);
d3d->SetRenderState(D3DRS_AMBIENT, 0x00666666);
d3d->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
d3d->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
d3d->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
d3d->SetRenderState(D3DRS_ALPHATESTENABLE, true);
d3d->SetRenderState(D3DRS_ALPHAREF, 0x00000000);
d3d->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER);
d3d->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
d3d->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
d3d->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
d3d->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
d3d->SetRenderState(D3DRS_POINTSPRITEENABLE, true);
d3d->SetRenderState(D3DRS_POINTSCALEENABLE, true);
d3d->SetRenderState(D3DRS_POINTSIZE, FloatToDWORD(1.0f));
d3d->SetRenderState(D3DRS_POINTSIZE_MIN, FloatToDWORD(0.0f));
d3d->SetRenderState(D3DRS_POINTSCALE_A, FloatToDWORD(0.0f));
d3d->SetRenderState(D3DRS_POINTSCALE_B, FloatToDWORD(0.0f));
d3d->SetRenderState(D3DRS_POINTSCALE_C, FloatToDWORD(1.0f));
d3d->SetRenderState(D3DRS_FOGENABLE, true);
d3d->SetRenderState(D3DRS_FOGCOLOR, 0x80000000);
d3d->SetRenderState(D3DRS_FOGSTART, FloatToDWORD(6.0f));
d3d->SetRenderState(D3DRS_FOGEND, FloatToDWORD(48.0f));
d3d->SetRenderState(D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
D3DLIGHT9 light;
ZeroMemory(&light, sizeof(D3DLIGHT9));
light.Type = D3DLIGHT_DIRECTIONAL;
light.Direction = D3DXVECTOR3(1, -1, 1);
light.Diffuse.r = 2.0f;
light.Diffuse.g = 2.0f;
light.Diffuse.b = 2.0f;
d3d->SetLight(0, &light);
d3d->LightEnable(0, true);
light.Direction = D3DXVECTOR3(-1, 1, -1);
light.Diffuse.r = 1.5f;
light.Diffuse.g = 1.5f;
light.Diffuse.b = 1.5f;
d3d->SetLight(1, &light);
d3d->LightEnable(1, true);
d3d->SetRenderState(D3DRS_LIGHTING, true);
}
// デストラクタ
Render::~Render()
{
SafeRelease(d3d);
SafeRelease(direct3d);
OutputDebugString(_T("レンダーを破棄しました。\n"));
}
// 描画の開始
void Render::Start()
{
d3d->BeginScene();
}
// 描画の終了
void Render::End()
{
d3d->EndScene();
d3d->Present(nullptr, nullptr, nullptr, nullptr);
}
// 画面のクリア
void Render::Clear(DWORD color)
{
d3d->Clear(0, nullptr, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, color, 1.0f, 0);
}
// 3Dデバイスの取得
const LPDIRECT3DDEVICE9 Render::GetD3d()
{
return d3d;
}
// コンストラクタ
Camera::Camera()
{
Create(D3DXVECTOR3(0, 0, 0), D3DXVECTOR3(0, 0, 0));
}
// コンストラクタ
Camera::Camera(D3DXVECTOR3 pos, D3DXVECTOR3 rota)
{
Create(pos, rota);
}
// デストラクタ
Camera::~Camera()
{
}
// 生成共通処理
void Camera::Create(D3DXVECTOR3 pos, D3DXVECTOR3 rota)
{
SetViewPort(0, 0, app->wnd->GetRectClient().right, app->wnd->GetRectClient().bottom);
Camera::pos = pos;
Camera::rota = rota;
// 射影行列の初期化
D3DXMatrixIdentity(&m_projection);
// 射影行列を作成
D3DXMatrixPerspectiveFovLH(&m_projection, D3DXToRadian(45.0f), aspect, 1.0f, 100000.0f);
// 射影行列をパイプラインに設定
render->GetD3d()->SetTransform(D3DTS_PROJECTION, &m_projection);
View();
}
// 撮影
void Camera::View()
{
D3DXMATRIX *m_temp = new D3DXMATRIX;
D3DXMatrixIdentity(&m_view);
D3DXMatrixIdentity(m_temp);
// 行列を回転する
D3DXMatrixRotationYawPitchRoll(m_temp, rota.y, rota.x, rota.z);
m_view *= *m_temp;
// 行列を平行移動させる
D3DXMatrixTranslation(m_temp, pos.x, pos.y, pos.z);
m_view *= *m_temp;
D3DXMatrixIdentity(m_temp);
D3DXMatrixInverse(m_temp, nullptr, &m_view); // カメラの逆行列を求める
// ビュー行列を設定
render->GetD3d()->SetTransform(D3DTS_VIEW, m_temp);
delete m_temp;
}
// ビューポートの設定
void Camera::SetViewPort(int x, int y, int width, int height)
{
D3DVIEWPORT9 viewPort;
viewPort.X = x;
viewPort.Y = y;
viewPort.Width = width;
viewPort.Height = height;
viewPort.MinZ = 0.0f;
viewPort.MaxZ = 1.0f;
render->GetD3d()->SetViewport(&viewPort);
aspect = (float)viewPort.Width / (float)viewPort.Height;
}
}