コード例 #1
0
// startup
void	CRenderTarget::phase_scene_prepare	()
{
	// Clear depth & stencil
	//u_setrt	( Device.dwWidth,Device.dwHeight,HW.pBaseRT,NULL,NULL,HW.pBaseZB );
	//CHK_DX	( HW.pDevice->Clear	( 0L, NULL, D3DCLEAR_ZBUFFER|D3DCLEAR_STENCIL, 0x0, 1.0f, 0L) );
	//	Igor: soft particles

	CEnvDescriptor&	E = *g_pGamePersistent->Environment().CurrentEnv;
	float fValue = E.m_fSunShaftsIntensity;
	//	TODO: add multiplication by sun color here
	//if (fValue<0.0001) FlagSunShafts = 0;

	if ( RImplementation.o.advancedpp &&
			(
				ps_r2_ls_flags.test(R2FLAG_SOFT_PARTICLES|R2FLAG_DOF) ||
				( (ps_r_sun_shafts>0) && (fValue>=0.0001) ) ||
				(ps_r_ssao>0)
			)
		)
	{
		u_setrt	( Device.dwWidth,Device.dwHeight,rt_Position->pRT,NULL,NULL,HW.pBaseZB );
		CHK_DX	( HW.pDevice->Clear	( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER|D3DCLEAR_STENCIL, 0x0, 1.0f, 0L) );
	}
	else
	{
		u_setrt	( Device.dwWidth,Device.dwHeight,HW.pBaseRT,NULL,NULL,HW.pBaseZB );
		CHK_DX	( HW.pDevice->Clear	( 0L, NULL, D3DCLEAR_ZBUFFER|D3DCLEAR_STENCIL, 0x0, 1.0f, 0L) );
	}

	//	Igor: for volumetric lights
	m_bHasActiveVolumetric				= false;
	//	Clear later if try to draw volumetric
}
コード例 #2
0
ファイル: Xr_input.cpp プロジェクト: OLR-xray/OLR-3.0
//-----------------------------------------------------------------------------
// Name: CreateInputDevice()
// Desc: Create a DirectInput device.
//-----------------------------------------------------------------------------
HRESULT CInput::CreateInputDevice( LPDIRECTINPUTDEVICE8* device, GUID guidDevice, const DIDATAFORMAT* pdidDataFormat, u32 dwFlags, u32 buf_size )
{
	// Obtain an interface to the input device
//.	CHK_DX( pDI->CreateDeviceEx( guidDevice, IID_IDirectInputDevice8, (void**)device, NULL ) );
	CHK_DX( pDI->CreateDevice( guidDevice, /*IID_IDirectInputDevice8,*/ device, NULL ) );

	// Set the device data format. Note: a data format specifies which
	// controls on a device we are interested in, and how they should be
	// reported.
	CHK_DX((*device)->SetDataFormat( pdidDataFormat ) );

	// Set the cooperativity level to let DirectInput know how this device
	// should interact with the system and with other DirectInput applications.
	HRESULT _hr = (*device)->SetCooperativeLevel( Device.m_hWnd, dwFlags );
	if (FAILED(_hr) && (_hr==E_NOTIMPL)) Msg("! INPUT: Can't set coop level. Emulation???");
	else R_CHK(_hr);

	// setup the buffer size for the keyboard data
	DIPROPDWORD				dipdw;
	dipdw.diph.dwSize		= sizeof(DIPROPDWORD);
	dipdw.diph.dwHeaderSize = sizeof(DIPROPHEADER);
	dipdw.diph.dwObj		= 0;
	dipdw.diph.dwHow		= DIPH_DEVICE;
	dipdw.dwData			= buf_size;

	CHK_DX( (*device)->SetProperty( DIPROP_BUFFERSIZE, &dipdw.diph ) );

	return S_OK;
}
コード例 #3
0
ファイル: device.cpp プロジェクト: AntonioModer/xray-16
BOOL CEditorRenderDevice::Begin	()
{
	VERIFY(b_is_Ready);
	HW.Validate		();
	HRESULT	_hr		= HW.pDevice->TestCooperativeLevel();
    if (FAILED(_hr))
	{
		// If the device was lost, do not render until we get it back
		if		(D3DERR_DEVICELOST==_hr)		{
			Sleep	(33);
			return	FALSE;
		}

		// Check if the device is ready to be reset
		if		(D3DERR_DEVICENOTRESET==_hr)
		{
			Reset	();
		}
	}

    VERIFY 					(FALSE==g_bRendering);
	CHK_DX					(HW.pDevice->BeginScene());
	CHK_DX(HW.pDevice->Clear(0,0,
		D3DCLEAR_ZBUFFER|D3DCLEAR_TARGET|
		(HW.Caps.bStencil?D3DCLEAR_STENCIL:0),
		EPrefs->scene_clear_color,1,0
		));
	RCache.OnFrameBegin		();
	g_bRendering = 	TRUE;
	return		TRUE;
}
コード例 #4
0
ファイル: xr_streamsnd.cpp プロジェクト: 2asoft/xray
//--------------------------------------------------------------------------------------------------
BOOL CSoundStream::Decompress(unsigned char *dest)
{
    u32				dwSrcSize = dwSrcBufSize;
	BOOL				r = true;

	VERIFY				(hAcmStream);

	// check for EOF
    if (dwDecPos+dwSrcSize>dwTotalSize) {
		dwSrcSize=dwTotalSize-dwDecPos;
		r=false;
	}
	hf->r	(WaveSource,dwSrcSize);

    stream.cbStruct=sizeof(stream);
    stream.fdwStatus=0;
    stream.pbSrc=WaveSource;
    stream.cbSrcLength=dwSrcSize;
    stream.pbDst=dest;
    stream.cbDstLength=dwDestBufSize;

	CHK_DX(acmStreamPrepareHeader(hAcmStream,&stream,0));
    CHK_DX(acmStreamConvert(hAcmStream,&stream,0));
    CHK_DX(acmStreamUnprepareHeader(hAcmStream,&stream,0));
    dwDecPos+=stream.cbSrcLengthUsed;

	AppWriteDataToBuffer(writepos,WaveDest,stream.cbDstLengthUsed);

    return r;
}
コード例 #5
0
ファイル: xr_streamsnd.cpp プロジェクト: 2asoft/xray
void CSoundStream::Play	( BOOL loop, int cnt )
{
	VERIFY(Sound);

	if (isPause) { Pause(); return; }
	if (dwStatus & DSBSTATUS_PLAYING) return;
    dwDecPos		= 0;
	isPresentData	= true;
//----------------
	if (hAcmStream){
		CHK_DX(acmStreamClose(hAcmStream,0));
	}
	CHK_DX(acmStreamOpen(&hAcmStream,0,psrc,pwfx,0,NULL,0,0));
	CHK_DX(acmStreamSize(hAcmStream,dwDestBufSize,LPDWORD(&dwSrcBufSize),ACM_STREAMSIZEF_DESTINATION));
	// alloc source data buffer
	VERIFY(dwSrcBufSize);
	xr_free(WaveSource);
	WaveSource = (unsigned char *)xr_malloc(dwSrcBufSize);

	// seek to data start
	hf->seek	(DataPos);
	writepos	= 0;
	Decompress	(WaveDest);
	writepos	=stream.cbDstLengthUsed;
//-------
	iLoopCountRested= cnt;
	bMustLoop		= loop;
	bMustPlay		= true;
}
コード例 #6
0
ファイル: R_Backend_DBG.cpp プロジェクト: 2asoft/xray-16
void CBackend::dbg_Draw			(D3DPRIMITIVETYPE T, FVF::L* pVerts, int pcnt)
{
#if defined(USE_DX10) || defined(USE_DX11)
	//	TODO: DX10: implement
	//VERIFY(!"CBackend::dbg_Draw not implemented.");
#else	//	USE_DX10
	OnFrameEnd					();
	CHK_DX(HW.pDevice->SetFVF	(FVF::F_L));
	CHK_DX(HW.pDevice->DrawPrimitiveUP(T, pcnt, pVerts, sizeof(FVF::L)	));
#endif	//	USE_DX10
}
コード例 #7
0
ファイル: r__occlusion.cpp プロジェクト: OLR-xray/OLR-3.0
void	R_occlusion::occq_end		(u32&	ID		)
{
	if (!enabled)		return;

	// Msg				("end  : [%2d] - %d", used[ID].order, ID);
	CHK_DX			(used[ID].Q->Issue	(D3DISSUE_END));
}
コード例 #8
0
SGeometry*	CResourceManager::CreateGeom		(u32 FVF, IDirect3DVertexBuffer9* vb, IDirect3DIndexBuffer9* ib)
{
	D3DVERTEXELEMENT9	dcl	[MAX_FVF_DECL_SIZE];
	CHK_DX				(D3DXDeclaratorFromFVF(FVF,dcl));
	SGeometry* g		=  CreateGeom	(dcl,vb,ib);
	return	g;
}
コード例 #9
0
void	CRenderTarget::phase_smap_direct_tsh	(light* L, u32 sub_phase)
{
	VERIFY								(RImplementation.o.Tshadows);
	u32		_clr						= 0xffffffff;	//color_rgba(127,127,12,12);
	RCache.set_ColorWriteEnable			();
	CHK_DX								(HW.pDevice->Clear( 0L, NULL, D3DCLEAR_TARGET,	_clr,	1.0f, 0L));
}
コード例 #10
0
ファイル: Xr_input.cpp プロジェクト: OLR-xray/OLR-3.0
CInput::CInput						( BOOL bExclusive, int deviceForInit)
{
	g_exclusive							= !!bExclusive;

	Log("Starting INPUT device...");

	pDI 								=	NULL;
	pMouse								=	NULL;
	pKeyboard							=	NULL;

	//=====================Mouse
	mouse_property.mouse_dt				=	25;

	ZeroMemory							( mouseState,	sizeof(mouseState) );
	ZeroMemory							( KBState,		sizeof(KBState) );
	ZeroMemory							( timeStamp,	sizeof(timeStamp) );
	ZeroMemory							( timeSave,		sizeof(timeStamp) );
	ZeroMemory							( offs,			sizeof(offs) );

	//===================== Dummy pack
	iCapture	(&dummyController);

	if (!pDI) CHK_DX(DirectInput8Create( GetModuleHandle(NULL), DIRECTINPUT_VERSION, IID_IDirectInput8, (void**)&pDI, NULL ));

	// KEYBOARD
	if (deviceForInit & keyboard_device_key)
		CHK_DX(CreateInputDevice(
		&pKeyboard, 	GUID_SysKeyboard, 	&c_dfDIKeyboard,
		((bExclusive)?DISCL_EXCLUSIVE:DISCL_NONEXCLUSIVE) | DISCL_FOREGROUND,
		KEYBOARDBUFFERSIZE ));

	// MOUSE
	if (deviceForInit & mouse_device_key)
		CHK_DX(CreateInputDevice(
		&pMouse,		GUID_SysMouse,		&c_dfDIMouse2,
		((bExclusive)?DISCL_EXCLUSIVE:DISCL_NONEXCLUSIVE) | DISCL_FOREGROUND | DISCL_NOWINKEY,
		MOUSEBUFFERSIZE ));

	Debug.set_on_dialog				(&on_error_dialog);

#ifdef ENGINE_BUILD
	Device.seqAppActivate.Add		(this);
	Device.seqAppDeactivate.Add		(this);
	Device.seqFrame.Add				(this, REG_PRIORITY_HIGH);
#endif
}
コード例 #11
0
ファイル: UIStaticItem.cpp プロジェクト: OLR-xray/XRay-NEW
void CUIStaticItem::Render()
{
	VERIFY(g_bRendering);
	// установить обязательно перед вызовом CustomItem::Render() !!!
	VERIFY(hShader);
	RCache.set_Shader			(hShader);
	if(alpha_ref!=-1)
		CHK_DX(HW.pDevice->SetRenderState(D3DRS_ALPHAREF,alpha_ref));
	// convert&set pos
	Fvector2		bp;
	UI()->ClientToScreenScaled	(bp,float(iPos.x),float(iPos.y));
	bp.x						= (float)iFloor(bp.x);
	bp.y						= (float)iFloor(bp.y);

	// actual rendering
	u32							vOffset;
	Fvector2					pos;
	Fvector2					f_len;
	UI()->ClientToScreenScaled	(f_len, iVisRect.x2, iVisRect.y2 );

	int tile_x					= fis_zero(iRemX)?iTileX:iTileX+1;
	int tile_y					= fis_zero(iRemY)?iTileY:iTileY+1;
	int							x,y;
	if (!(tile_x&&tile_y))		return;
	// render
	FVF::TL* start_pv			= (FVF::TL*)RCache.Vertex.Lock	(8*tile_x*tile_y,hGeom_fan.stride(),vOffset);
	FVF::TL* pv					= start_pv;
	for (x=0; x<tile_x; ++x){
		for (y=0; y<tile_y; ++y){
			pos.set				(bp.x+f_len.x*x,bp.y+f_len.y*y);
			inherited::Render	(pv,pos,dwColor);
		}
	}
	std::ptrdiff_t p_cnt		= (pv-start_pv)/3;						VERIFY((pv-start_pv)<=8*tile_x*tile_y);
	RCache.Vertex.Unlock		(u32(pv-start_pv),hGeom_fan.stride());
	// set scissor
	Frect clip_rect				= {iPos.x,iPos.y,iPos.x+iVisRect.x2*iTileX+iRemX,iPos.y+iVisRect.y2*iTileY+iRemY};
	UI()->PushScissor			(clip_rect);
	// set geom
	RCache.set_Geometry			(hGeom_fan);
	if (p_cnt!=0)RCache.Render	(D3DPT_TRIANGLELIST,vOffset,u32(p_cnt));
	if(alpha_ref!=-1)
		CHK_DX(HW.pDevice->SetRenderState(D3DRS_ALPHAREF,0));
	UI()->PopScissor			();
}
コード例 #12
0
// begin
void	CRenderTarget::phase_scene_begin	()
{
	// Enable ANISO
	for (u32 i=0; i<HW.Caps.raster.dwStages; i++)
		CHK_DX(HW.pDevice->SetSamplerState( i, D3DSAMP_MAXANISOTROPY, ps_r__tf_Anisotropic	));

	// Targets, use accumulator for temporary storage
	if (RImplementation.o.albedo_wo)	u_setrt		(rt_Position,	rt_Normal,	rt_Accumulator,	HW.pBaseZB);
	else								u_setrt		(rt_Position,	rt_Normal,	rt_Color,		HW.pBaseZB);

	// Stencil - write 0x1 at pixel pos
	RCache.set_Stencil					( TRUE,D3DCMP_ALWAYS,0x01,0xff,0xff,D3DSTENCILOP_KEEP,D3DSTENCILOP_REPLACE,D3DSTENCILOP_KEEP);

	// Misc		- draw only front-faces
	CHK_DX(HW.pDevice->SetRenderState	( D3DRS_TWOSIDEDSTENCILMODE,FALSE				));
	RCache.set_CullMode					( CULL_CCW );
	RCache.set_ColorWriteEnable			( );
}
コード例 #13
0
ファイル: dxRenderDeviceRender.cpp プロジェクト: 2asoft/xray
void dxRenderDeviceRender::ClearTarget()
{
#ifdef	USE_DX10
	FLOAT ColorRGBA[4] = {0.0f,0.0f,0.0f,0.0f};
	HW.pDevice->ClearRenderTargetView(RCache.get_RT(), ColorRGBA);
#else	//	USE_DX10
	CHK_DX(HW.pDevice->Clear(0,0,D3DCLEAR_TARGET,D3DCOLOR_XRGB(0,0,0),1,0));
#endif	//	USE_DX10
}
コード例 #14
0
ファイル: dxEnvironmentRender.cpp プロジェクト: 2asoft/xray
void dxEnvironmentRender::OnFrame(CEnvironment &env)
{
	dxEnvDescriptorMixerRender &mixRen = *(dxEnvDescriptorMixerRender*)&*env.CurrentEnv->m_pDescriptorMixer;

	if (::Render->get_generation()==IRender_interface::GENERATION_R2){
		//. very very ugly hack
		if (HW.Caps.raster_major >= 3 && HW.Caps.geometry.bVTF){
			// tonemapping in VS
			mixRen.sky_r_textures.push_back		(mk_pair(u32(D3DVERTEXTEXTURESAMPLER0),tonemap));	//. hack
			mixRen.sky_r_textures_env.push_back	(mk_pair(u32(D3DVERTEXTEXTURESAMPLER0),tonemap));	//. hack
			mixRen.clouds_r_textures.push_back	(mk_pair(u32(D3DVERTEXTEXTURESAMPLER0),tonemap));	//. hack
		} else {
			// tonemapping in PS
			mixRen.sky_r_textures.push_back		(mk_pair(2,tonemap));								//. hack
			mixRen.sky_r_textures_env.push_back	(mk_pair(2,tonemap));								//. hack
			mixRen.clouds_r_textures.push_back	(mk_pair(2,tonemap));								//. hack
		}

	}

	//. Setup skybox textures, somewhat ugly
	ID3DBaseTexture*	e0	= mixRen.sky_r_textures[0].second->surface_get();
	ID3DBaseTexture*	e1	= mixRen.sky_r_textures[1].second->surface_get();

	tsky0->surface_set		(e0);	_RELEASE(e0);
	tsky1->surface_set		(e1);	_RELEASE(e1);

	// ******************** Environment params (setting)
#ifdef	USE_DX10
	//	TODO: DX10: Implement environment parameters setting for DX10 (if necessary)
#else	//	USE_DX10

#if		RENDER==R_R1
	Fvector3	fog_color = env.CurrentEnv->fog_color;
				fog_color.mul(ps_r1_fog_luminance);
#else	//	RENDER==R_R1
	Fvector3	&fog_color = env.CurrentEnv->fog_color;
#endif	//	RENDER==R_R1

	CHK_DX(HW.pDevice->SetRenderState( D3DRS_FOGCOLOR,	 color_rgba_f(fog_color.x,fog_color.y,fog_color.z,0) ));
	CHK_DX(HW.pDevice->SetRenderState( D3DRS_FOGSTART,	*(u32 *)(&env.CurrentEnv->fog_near)	));
	CHK_DX(HW.pDevice->SetRenderState( D3DRS_FOGEND,	*(u32 *)(&env.CurrentEnv->fog_far)	));
#endif	//	USE_DX10
}
コード例 #15
0
ファイル: dxRenderDeviceRender.cpp プロジェクト: 2asoft/xray
void dxRenderDeviceRender::Begin()
{
#ifndef	USE_DX10
	CHK_DX					(HW.pDevice->BeginScene());
#endif	//	USE_DX10
	RCache.OnFrameBegin		();
	RCache.set_CullMode		(CULL_CW);
	RCache.set_CullMode		(CULL_CCW);
	if (HW.Caps.SceneMode)	overdrawBegin	();
}
コード例 #16
0
ファイル: r_constants_cache.cpp プロジェクト: NeoAnomaly/xray
void R_constants::flush_cache()
{
	if (a_pixel.b_dirty)
	{
		// fp
		R_constant_array::t_f&	F	= a_pixel.c_f;
		{
			if (F.r_lo() <= 32) //. hack
			{		
				u32		count		= F.r_hi()-F.r_lo();
				if (count)			{
					count = (count>31)?31:count;
					PGO		(Msg("PGO:P_CONST:%d",count));
					CHK_DX	(HW.pDevice->SetPixelShaderConstantF	(F.r_lo(), (float*)F.access(F.r_lo()),count));
					F.flush	();
				}
			}
		}
		a_pixel.b_dirty		= false;
	}
	if (a_vertex.b_dirty)
	{
		// fp
		R_constant_array::t_f&	F	= a_vertex.c_f;
		{
			u32		count		= F.r_hi()-F.r_lo();
			if (count)			{
#ifdef DEBUG
				if (F.r_hi() > HW.Caps.geometry.dwRegisters)
				{
					Debug.fatal(DEBUG_INFO,"Internal error setting VS-constants: overflow\nregs[%d],hi[%d]",
						HW.Caps.geometry.dwRegisters,F.r_hi()
						);
				}
				PGO		(Msg("PGO:V_CONST:%d",count));
#endif				&
				CHK_DX	(HW.pDevice->SetVertexShaderConstantF	(F.r_lo(), (float*)F.access(F.r_lo()),count));
				F.flush	();
			}
		}
		a_vertex.b_dirty	= false;
	}
}
コード例 #17
0
ファイル: xrRender_console.cpp プロジェクト: Zen13L/xray-16
    void	apply	()	{
        if (0==HW.pDevice)	return	;

#if defined(USE_DX10) || defined(USE_DX11)
        //	TODO: DX10: Implement mip bias control
        //VERIFY(!"apply not implmemented.");
#else	//	USE_DX10
        for (u32 i=0; i<HW.Caps.raster.dwStages; i++)
            CHK_DX(HW.pDevice->SetSamplerState( i, D3DSAMP_MIPMAPLODBIAS, *((LPDWORD) value)));
#endif	//	USE_DX10
    }
コード例 #18
0
ファイル: dx10StateCache.cpp プロジェクト: 2asoft/xray
void 
dx10StateCache<ID3D10DepthStencilState, D3D10_DEPTH_STENCIL_DESC>
::CreateState( D3D10_DEPTH_STENCIL_DESC desc, ID3D10DepthStencilState** ppIState )
{
	CHK_DX(HW.pDevice->CreateDepthStencilState( &desc, ppIState));

	//	TODO: DX10: Remove this.
#ifdef	DEBUG
	Msg("ID3D10DepthStencilState #%d created.", m_StateArray.size());
#endif	//	DEBUG
}
コード例 #19
0
ファイル: dx10StateCache.cpp プロジェクト: 2asoft/xray
void 
dx10StateCache<ID3D10BlendState, D3D10_BLEND_DESC>
::CreateState( D3D10_BLEND_DESC desc, ID3D10BlendState** ppIState )
{
	CHK_DX(HW.pDevice->CreateBlendState( &desc, ppIState));

	//	TODO: DX10: Remove this.
#ifdef	DEBUG
	Msg("ID3D10BlendState #%d created.", m_StateArray.size());
#endif	//	DEBUG
}
コード例 #20
0
ファイル: device.cpp プロジェクト: AntonioModer/xray-16
//---------------------------------------------------------------------------
void CEditorRenderDevice::End()
{
	VERIFY(HW.pDevice);
	VERIFY(b_is_Ready);

    seqRender.Process						(rp_Render);
    
	Statistic->Show(pSystemFont);
	EDevice.SetRS	(D3DRS_FILLMODE,D3DFILL_SOLID);
	pSystemFont->OnRender();
    EDevice.SetRS	(D3DRS_FILLMODE,EDevice.dwFillMode);

	g_bRendering = 	FALSE;

	// end scene
	RCache.OnFrameEnd();
    CHK_DX(HW.pDevice->EndScene());

	CHK_DX(HW.pDevice->Present( NULL, NULL, NULL, NULL ));
}
コード例 #21
0
ファイル: xrRender_console.cpp プロジェクト: Zen13L/xray-16
    void	apply	()	{
        if (0==HW.pDevice)	return	;
        int	val = *value;
        clamp(val,1,16);
#if defined(USE_DX10) || defined(USE_DX11)
        SSManager.SetMaxAnisotropy(val);
#else	//	USE_DX10
        for (u32 i=0; i<HW.Caps.raster.dwStages; i++)
            CHK_DX(HW.pDevice->SetSamplerState( i, D3DSAMP_MAXANISOTROPY, val	));
#endif	//	USE_DX10
    }
コード例 #22
0
ファイル: dx103DFluidRenderer.cpp プロジェクト: 2asoft/xray
void dx103DFluidRenderer::CreateJitterTexture()
{
	BYTE data[256 * 256];
	for (int i = 0; i < 256 * 256; i++)
	{
		data[i] = (unsigned char) (rand()/float(RAND_MAX)*256);
	}

	D3D10_TEXTURE2D_DESC desc;
	desc.Width = 256;
	desc.Height = 256;
	desc.MipLevels = 1;
	desc.ArraySize = 1;
	//desc.Format = DXGI_FORMAT_R8_TYPELESS;
	desc.Format = DXGI_FORMAT_R8_UNORM;
	desc.SampleDesc.Count = 1;
	desc.SampleDesc.Quality = 0;
	//desc.Usage = D3D10_USAGE_IMMUTABLE;
	desc.Usage = D3D10_USAGE_DEFAULT;
	desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
	desc.CPUAccessFlags = 0;
	desc.MiscFlags = 0;

	D3D10_SUBRESOURCE_DATA dataDesc;
	dataDesc.pSysMem = data;
	dataDesc.SysMemPitch = 256;

	ID3D10Texture2D* NoiseTexture = NULL;
	//ID3D10ShaderResourceView* JitterTextureSRV = NULL;

	CHK_DX( HW.pDevice->CreateTexture2D(&desc, &dataDesc, &NoiseTexture));

	//( m_pD3DDevice->CreateTexture2D(&desc, &dataDesc, &NoiseTexture) );

	// Create the shader resource view for jittering
	//D3D10_SHADER_RESOURCE_VIEW_DESC descSRV;

	//ZeroMemory( &descSRV, sizeof(descSRV) );
	//descSRV.Format = DXGI_FORMAT_R8_UNORM;
	//descSRV.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
	//descSRV.Texture2D.MipLevels = 1;
	//descSRV.Texture2D.MostDetailedMip = 0;

	//V( m_pD3DDevice->CreateShaderResourceView( NoiseTexture, &descSRV, &JitterTextureSRV ) );
	//pEffect->GetVariableByName("jitterTex")->AsShaderResource() -> SetResource (JitterTextureSRV);

	m_JitterTexture = dxRenderDeviceRender::Instance().Resources->_CreateTexture("$user$NVjitterTex");
	m_JitterTexture->surface_set(NoiseTexture);


	_RELEASE(NoiseTexture);
	//SAFE_RELEASE(JitterTextureSRV);
}
コード例 #23
0
ファイル: dx10ConstantBuffer.cpp プロジェクト: 2asoft/xray
void dx10ConstantBuffer::Flush()
{
	if (m_bChanged)
	{
		void	*pData;
		CHK_DX(m_pBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &pData));
		VERIFY(pData);
		VERIFY(m_pBufferData);
		CopyMemory(pData, m_pBufferData, m_uiBufferSize);
		m_pBuffer->Unmap();
		m_bChanged = false;
	}
}
コード例 #24
0
ファイル: dx10ConstantBuffer.cpp プロジェクト: 2asoft/xray
dx10ConstantBuffer::dx10ConstantBuffer(ID3D10ShaderReflectionConstantBuffer* pTable)
	: m_bChanged(true)
{
	D3D10_SHADER_BUFFER_DESC Desc;

	CHK_DX(pTable->GetDesc(&Desc));

	m_strBufferName._set(Desc.Name);
	m_eBufferType = Desc.Type;
	m_uiBufferSize = Desc.Size;

	//	Fill member list with variable descriptions
	m_MembersList.resize(Desc.Variables);
	m_MembersNames.resize(Desc.Variables);
	for (u32 i=0; i<Desc.Variables; ++i)
	{
		ID3D10ShaderReflectionVariable* pVar;
		ID3D10ShaderReflectionType*		pType;

		D3D10_SHADER_VARIABLE_DESC		var_desc;

		pVar = pTable->GetVariableByIndex(i);
		VERIFY(pVar);
		pType = pVar->GetType();
		VERIFY(pType);
		pType->GetDesc(&m_MembersList[i]);
		//	Buffers with the same layout can contain totally different members
		CHK_DX(pVar->GetDesc(&var_desc));
		m_MembersNames[i] = var_desc.Name;
	}

	m_uiMembersCRC = crc32( &m_MembersList[0], Desc.Variables*sizeof(m_MembersList[0]));

	R_CHK(dx10BufferUtils::CreateConstantBuffer(&m_pBuffer, Desc.Size));
	VERIFY(m_pBuffer);
	m_pBufferData = xr_malloc(Desc.Size);
	VERIFY(m_pBufferData);
}
コード例 #25
0
ファイル: dxRenderDeviceRender.cpp プロジェクト: 2asoft/xray
void dxRenderDeviceRender::overdrawEnd()
{
#ifdef	USE_DX10
	//	TODO: DX10: Implement overdrawEnd
	VERIFY(!"dxRenderDeviceRender::overdrawBegin not implemented.");
#else	//	USE_DX10
	// Set up the stencil states
	CHK_DX	(HW.pDevice->SetRenderState( D3DRS_STENCILZFAIL,		D3DSTENCILOP_KEEP	));
	CHK_DX	(HW.pDevice->SetRenderState( D3DRS_STENCILFAIL,		D3DSTENCILOP_KEEP	));
	CHK_DX	(HW.pDevice->SetRenderState( D3DRS_STENCILPASS,		D3DSTENCILOP_KEEP	));
	CHK_DX	(HW.pDevice->SetRenderState( D3DRS_STENCILFUNC,		D3DCMP_EQUAL		));
	CHK_DX	(HW.pDevice->SetRenderState( D3DRS_STENCILMASK,		0xff				));

	// Set the background to black
	CHK_DX	(HW.pDevice->Clear(0,0,D3DCLEAR_TARGET,D3DCOLOR_XRGB(255,0,0),0,0));

	// Draw a rectangle wherever the count equal I
	RCache.OnFrameEnd	();
	CHK_DX	(HW.pDevice->SetFVF( FVF::F_TL ));

	// Render gradients
	for (int I=0; I<12; I++ ) 
	{
		u32	_c	= I*256/13;
		u32	c	= D3DCOLOR_XRGB(_c,_c,_c);

		FVF::TL	pv[4];
		pv[0].set(float(0),			float(Device.dwHeight),	c,0,0);			
		pv[1].set(float(0),			float(0),			c,0,0);					
		pv[2].set(float(Device.dwWidth),	float(Device.dwHeight),	c,0,0);	
		pv[3].set(float(Device.dwWidth),	float(0),			c,0,0);

		CHK_DX(HW.pDevice->SetRenderState	( D3DRS_STENCILREF,		I	));
		CHK_DX(HW.pDevice->DrawPrimitiveUP	( D3DPT_TRIANGLESTRIP,	2,	pv, sizeof(FVF::TL) ));
	}
	CHK_DX(HW.pDevice->SetRenderState( D3DRS_STENCILENABLE,		FALSE ));
#endif	//	USE_DX10
}
コード例 #26
0
ファイル: SH_Texture.cpp プロジェクト: 2asoft/xray
void CTexture::apply_seq	(u32 dwStage)	{
	// SEQ
	u32	frame		= Device.dwTimeContinual/seqMSPF; //Device.dwTimeGlobal
	u32	frame_data	= seqDATA.size();
	if (flags.seqCycles)		{
		u32	frame_id	= frame%(frame_data*2);
		if (frame_id>=frame_data)	frame_id = (frame_data-1) - (frame_id%frame_data);
		pSurface 			= seqDATA[frame_id];
	} else {
		u32	frame_id	= frame%frame_data;
		pSurface 			= seqDATA[frame_id];
	}
	CHK_DX(HW.pDevice->SetTexture(dwStage,pSurface));
};
コード例 #27
0
ファイル: xr_streamsnd.cpp プロジェクト: 2asoft/xray
//--------------------------------------------------------------------------------------------------
void CSoundStream::LoadADPCM( )
{
    char			buf	[255];
	int				pos;
	sxr_riff		riff;
	sxr_hdr			hdr;

	string256		fn;
	strconcat		(fn,fName,".ogg");

	DataPos			= NULL;

    hf				= FS.r_open("$game_sounds$",fn);
	R_ASSERT		(hf>=0);
	ZeroMemory		(&riff, sizeof(riff));
    XRead			(riff);
    CopyMemory	(buf,riff.id,4); buf[4]=0;
    CopyMemory	(buf,riff.wave_id,4); buf[4]=0;

    while (!hf->eof()) 
	{
		XRead			(hdr);
        CopyMemory	(buf,hdr.id,4); buf[4]=0;
        pos				= hf->tell();
        if (stricmp(buf, "fmt ")==0) {
			dwFMT_Size		= hdr.len;
			psrc			= (LPWAVEFORMATEX)xr_malloc(dwFMT_Size);
			pwfx			= (LPWAVEFORMATEX)xr_malloc(dwFMT_Size);
			hf->r			(psrc,		dwFMT_Size);
			CopyMemory	(pwfx,psrc,	dwFMT_Size);
			pwfx->wFormatTag = WAVE_FORMAT_PCM;
        } else {
            if (stricmp(buf,"data")==0) {
                DataPos=hf->tell();
				dwTotalSize=hdr.len;
            }
		}
        hf->seek(hdr.len+pos);
    }

	VERIFY	(DataPos);
	// dest format
	CHK_DX	(acmFormatSuggest(NULL,psrc,pwfx,dwFMT_Size,ACM_FORMATSUGGESTF_WFORMATTAG));
	// dest buffer (const size)
    WaveDest		= (unsigned char *)xr_malloc(dwDestBufSize);
	// wave source -- alloc on Play

    // DSound----------------------------------------------------------------
	ADPCMCreateSoundBuffer	(SoundRender.pDevice, &pBuffer, pwfx);
}
コード例 #28
0
void	CRenderTarget::phase_smap_direct		(light* L, u32 sub_phase)
{
	// Targets
	if (RImplementation.o.HW_smap)		u_setrt	(rt_smap_surf, NULL, NULL, rt_smap_depth->pRT);
	else								u_setrt	(rt_smap_surf, NULL, NULL, rt_smap_ZB);

	// Clear
	if (SE_SUN_NEAR==sub_phase)			{
		// optimized clear
		D3DRECT		R;
		R.x1		= L->X.D.minX;
		R.x2		= L->X.D.maxX;
		R.y1		= L->X.D.minY;
		R.y2		= L->X.D.maxY;
		CHK_DX							(HW.pDevice->Clear( 1L, &R,	  D3DCLEAR_ZBUFFER,	0xFFFFFFFF, 1.0f, 0L));
	} else {
		// full-clear
		CHK_DX							(HW.pDevice->Clear( 0L, NULL, D3DCLEAR_ZBUFFER,	0xFFFFFFFF, 1.0f, 0L));
	}

	// Stencil	- disable
	RCache.set_Stencil					( FALSE );

	// Misc		- draw only front/back-faces
	/*
	if (SE_SUN_NEAR==sub_phase)			RCache.set_CullMode			( CULL_CCW	);	// near
	else								{
		if (RImplementation.o.HW_smap)	RCache.set_CullMode			( CULL_CW	);	// far, reversed
		else							RCache.set_CullMode			( CULL_CCW	);	// far, front-faces
	}
	*/
	//	Cull always CCW. If you want to revert to previouse solution, please, revert bias setup/
	RCache.set_CullMode			( CULL_CCW	);	// near
	if (RImplementation.o.HW_smap)		RCache.set_ColorWriteEnable	( FALSE		);
	else								RCache.set_ColorWriteEnable	( );
}
コード例 #29
0
ファイル: UIStaticItem.cpp プロジェクト: OLR-xray/XRay-NEW
void CUIStaticItem::Render(float angle)
{
	VERIFY						(g_bRendering);
	// установить обязательно перед вызовом CustomItem::Render() !!!
	VERIFY						(hShader);
	RCache.set_Shader			(hShader);
	if(alpha_ref!=-1)
		CHK_DX(HW.pDevice->SetRenderState(D3DRS_ALPHAREF,alpha_ref));
	// convert&set pos
	Fvector2		bp_ns;
	bp_ns.set		(iPos);
	// actual rendering
	u32		vOffset;
	FVF::TL* start_pv			= (FVF::TL*)RCache.Vertex.Lock	(32,hGeom_fan.stride(),vOffset);
	FVF::TL* pv					= start_pv;
	inherited::Render			(pv,bp_ns,dwColor,angle);
	// unlock VB and Render it as triangle LIST
	std::ptrdiff_t p_cnt		= pv-start_pv;
	RCache.Vertex.Unlock		(u32(p_cnt),hGeom_fan.stride());
	RCache.set_Geometry	 		(hGeom_fan);
	if (p_cnt>2) RCache.Render	(D3DPT_TRIANGLEFAN,vOffset,u32(p_cnt-2));
	if(alpha_ref!=-1)
		CHK_DX(HW.pDevice->SetRenderState(D3DRS_ALPHAREF,0));
}
コード例 #30
0
ファイル: xr_effgamma.cpp プロジェクト: 2asoft/xray-16
void CGammaControl::Update() 
{
	if (HW.pDevice) 
	{
		DXGI_GAMMA_CONTROL_CAPABILITIES GC;
		DXGI_GAMMA_CONTROL				G;
		IDXGIOutput *pOutput;

		CHK_DX (HW.m_pSwapChain->GetContainingOutput(&pOutput));
		HRESULT hr = pOutput->GetGammaControlCapabilities(&GC);
		if (SUCCEEDED(hr))
		{
			GenLUT( GC, G );
			pOutput->SetGammaControl(&G);
		}
	}
}