コード例 #1
0
ファイル: render_dx9.cpp プロジェクト: as2120/ZNginx
// 使用Direct3D9來繪圖
void RenderFrameDX9(void)
{
	LPDIRECT3DDEVICE9 device = GutGetGraphicsDeviceDX9();
	Vector4 vPlane(0.0f, 0.0f, 1.0f, -g_mirror_z);

	device->BeginScene(); 
	// 消除畫面
	device->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL, D3DCOLOR_RGBA(0, 0, 150, 255), 1.0f, 0);
	// 畫出茶壼
	RenderModelDX9(false, NULL);

	// 畫出鏡面, 同時把stencil值設為1.
	{	
		device->SetRenderState(D3DRS_STENCILENABLE, TRUE);
		device->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
		device->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
		device->SetRenderState(D3DRS_STENCILREF, 1);

		Matrix4x4 identity_matrix = Matrix4x4::IdentityMatrix();
		device->SetTransform(D3DTS_WORLD, (D3DMATRIX *) &identity_matrix);

		sModelMaterial_DX9 material;
		material.m_Material.Diffuse.r = material.m_Material.Diffuse.g = material.m_Material.Diffuse.b = material.m_Material.Diffuse.a = 0.0f;
		material.Submit();
		// 畫出鏡面
		device->SetFVF(D3DFVF_XYZ);
		device->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, g_Quad_v, sizeof(Vertex_V));
	}
	// 把鏡面范圍的ZBuffer清為1.0
	{
		// 設定stencil test條件, 只更新鏡面范圍的像素.
		device->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_EQUAL);
		device->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
		device->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS); // 關閉z test
		device->SetRenderState(D3DRS_COLORWRITEENABLE, 0); // 關閉RGBA的輸出
		// 經由修改viewport Z范圍的方法, 把3D物件的Z值輸出固定為1.
		int w, h; 
		GutGetWindowSize(w, h);
		D3DVIEWPORT9 viewport;
		viewport.X = viewport.Y = 0;
		viewport.Width = w; viewport.Height = h;
		viewport.MinZ = 1.0f; viewport.MaxZ = 1.0f;
		device->SetViewport(&viewport);
		// 畫出鏡面
		device->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, g_Quad_v, sizeof(Vertex_V));
		// 把Z值范圍還原成0-1
		viewport.MinZ = 0.0f; viewport.MaxZ = 1.0f;
		device->SetViewport(&viewport);
		// 還原zbuffer test的測試條件
		device->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
		// 重新打開RGBA的輸出
		device->SetRenderState(D3DRS_COLORWRITEENABLE, 
			D3DCOLORWRITEENABLE_RED | 
			D3DCOLORWRITEENABLE_GREEN |
			D3DCOLORWRITEENABLE_BLUE |
			D3DCOLORWRITEENABLE_ALPHA);
	}
	// 在鏡面范圍里畫出鏡射的茶壼
	{
		RenderModelDX9(true, &vPlane);
		device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
	}
	// 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 );
}
コード例 #2
0
ファイル: render_dx9.cpp プロジェクト: chenbk85/3dlearn
// 使用DirectX 9來繪圖
void RenderFrameDX9(void)
{
	LPDIRECT3DDEVICE9 device = GutGetGraphicsDeviceDX9();
	Vector4 vPlane(0.0f, 0.0f, 1.0f, -g_mirror_z);

	// 開始下繪圖指令
	device->BeginScene(); 

	{
		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(0, 0, 200, 255), 1.0f, 0);

		RenderModelDX9(true, &vPlane);

		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);

		RenderModelDX9(false, NULL);

		Matrix4x4 identMat; identMat.Identity();
		device->SetTransform(D3DTS_WORLD, (D3DMATRIX *) &identMat);

		sModelMaterial_DX9 material;
		material.m_pTextures[0] = g_pTexture;
		material.Submit();

		device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
		device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
		device->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);

		device->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
		device->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
		device->SetSamplerState(1, D3DSAMP_MIPFILTER, D3DTEXF_NONE);

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

		Matrix4x4 inv_view_matrix = g_Control.GetViewMatrix();
		inv_view_matrix.FastInvert();

		Matrix4x4 texture_matrix = inv_view_matrix * g_mirror_view_matrix * g_projection_matrix * uv_offset_matrix;

		device->SetTransform(D3DTS_TEXTURE0, (D3DMATRIX *) &texture_matrix);
		device->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
		// D3DTTFF_PROJECTED告知direct3d裝置texcoord需要除以w
		device->SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4|D3DTTFF_PROJECTED);
		float v[12];
		for ( int i=0; i<4; i++ )
		{
			g_Quad[i].m_Position.StoreXYZ(&v[i*3]);
		}
		// 畫出矩形
		device->SetFVF(D3DFVF_XYZ);
		//device->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, g_Quad, sizeof(Vertex_V));
		device->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, v, 12);

	}

	// 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 );
}