HRESULT BMaxObject::Draw(SceneState * sceneState) { if (!m_pAnimatedMesh) return E_FAIL; if (GetPrimaryTechniqueHandle() < 0) { // try loading the asset if it has not been done before. m_pAnimatedMesh->LoadAsset(); if (m_pAnimatedMesh->IsLoaded()) { SetPrimaryTechniqueHandle(m_pAnimatedMesh->GetPrimaryTechniqueHandle()); UpdateGeometry(); } return E_FAIL; } if (!CGlobals::GetEffectManager()->IsCurrentEffectValid()) { return E_FAIL; } sceneState->SetCurrentSceneObject(this); int nIndex = (sceneState && sceneState->IsLODEnabled()) ? m_pAnimatedMesh->GetLodIndex(sceneState->GetCameraToCurObjectDistance()/*, GetScaling()*/) : 0; CParaXModel* pModel = m_pAnimatedMesh->GetModel(nIndex); if (pModel == NULL) return E_FAIL; int nRestoreSpecialTextures = -1; for (auto const & tex : mReplaceTextures) { if(pModel->specialTextures[tex.first] >= 0) pModel->replaceTextures[pModel->specialTextures[tex.first]] = tex.second; else { // if there is only one texture, we will force replace it even there is no special replaceable id redefined. if (pModel->GetObjectNum().nTextures <= 1 && nRestoreSpecialTextures<0) { nRestoreSpecialTextures = tex.first; pModel->specialTextures[tex.first] = tex.first; pModel->replaceTextures[pModel->specialTextures[tex.first]] = tex.second; break; } } } sceneState->SetCurrentSceneObject(this); SetFrameNumber(sceneState->m_nRenderCount); // get world transform matrix Matrix4 mxWorld; GetRenderMatrix(mxWorld); RenderDevicePtr pd3dDevice = sceneState->m_pd3dDevice; EffectManager* pEffectManager = CGlobals::GetEffectManager(); pEffectManager->applyObjectLocalLighting(this); CEffectFile* pEffectFile = pEffectManager->GetCurrentEffectFile(); CGlobals::GetWorldMatrixStack().push(mxWorld); ApplyBlockLighting(sceneState); CApplyObjectLevelParamBlock p(GetEffectParamBlock()); if (pEffectFile == 0) { // TODO: Fixed Function. } else { bool bUsePointTextureFilter = false; // apply block space lighting for object whose size is comparable to a single block size if (CheckAttribute(MESH_USE_LIGHT) && !(sceneState->IsShadowPass())) { BlockWorldClient* pBlockWorldClient = BlockWorldClient::GetInstance(); if (pBlockWorldClient && pBlockWorldClient->IsInBlockWorld()) { Vector3 vPos = GetPosition(); vPos.y += 0.1f; Uint16x3 blockId_ws(0, 0, 0); BlockCommon::ConvertToBlockIndex(vPos.x, vPos.y, vPos.z, blockId_ws.x, blockId_ws.y, blockId_ws.z); DWORD dwPositionHash = blockId_ws.GetHashCode(); uint8_t brightness[2]; pBlockWorldClient->GetBlockMeshBrightness(blockId_ws, brightness, 2); // block light float fBlockLightness = Math::Max(pBlockWorldClient->GetLightBrightnessLinearFloat(brightness[0]), 0.1f); sceneState->GetCurrentLightStrength().y = fBlockLightness; // sun light float fSunLightness = Math::Max(pBlockWorldClient->GetLightBrightnessLinearFloat(brightness[1]), 0.1f); sceneState->GetCurrentLightStrength().x = fSunLightness; float fLightness = Math::Max(fBlockLightness, fSunLightness*pBlockWorldClient->GetSunIntensity()); if (m_fLastBlockLight != fLightness) { float fMaxStep = (float)(sceneState->dTimeDelta*0.5f); if (dwPositionHash == m_dwLastBlockHash || m_dwLastBlockHash == 0) m_fLastBlockLight = fLightness; else Math::SmoothMoveFloat1(m_fLastBlockLight, fLightness, fMaxStep); fLightness = m_fLastBlockLight; } else { m_dwLastBlockHash = dwPositionHash; } sceneState->GetLocalMaterial().Ambient = (LinearColor(fLightness*0.7f, fLightness*0.7f, fLightness*0.7f, 1.f)); sceneState->GetLocalMaterial().Diffuse = (LinearColor(fLightness*0.4f, fLightness*0.4f, fLightness*0.4f, 1.f)); sceneState->EnableLocalMaterial(true); bUsePointTextureFilter = bUsePointTextureFilter || pBlockWorldClient->GetUsePointTextureFiltering(); } } if (bUsePointTextureFilter) { pEffectManager->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT); pEffectManager->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); } else { pEffectManager->SetSamplerState(0, D3DSAMP_MINFILTER, pEffectManager->GetDefaultSamplerState(0, D3DSAMP_MINFILTER)); pEffectManager->SetSamplerState(0, D3DSAMP_MAGFILTER, pEffectManager->GetDefaultSamplerState(0, D3DSAMP_MAGFILTER)); } // just a single standing animation is supported now and looped. UpdateModel(sceneState); pModel->draw(sceneState, p.GetParamsBlock()); } if (nRestoreSpecialTextures >= 0) { pModel->specialTextures[nRestoreSpecialTextures] = -1; pModel->replaceTextures[nRestoreSpecialTextures] = nullptr; } CGlobals::GetWorldMatrixStack().pop(); return S_OK; }
HRESULT ParaEngine::CLightObject::RenderMesh(SceneState * sceneState) { if (!m_pAnimatedMesh) return E_FAIL; if (GetPrimaryTechniqueHandle() < 0) { // try loading the asset if it has not been done before. m_pAnimatedMesh->LoadAsset(); if (m_pAnimatedMesh->IsLoaded()) { SetPrimaryTechniqueHandle(m_pAnimatedMesh->GetPrimaryTechniqueHandle()); UpdateGeometry(); } return E_FAIL; } if (!CGlobals::GetEffectManager()->IsCurrentEffectValid()) { return E_FAIL; } CParaXModel* pModel = m_pAnimatedMesh->GetModel(0); if (pModel == NULL) return E_FAIL; sceneState->SetCurrentSceneObject(this); SetFrameNumber(sceneState->m_nRenderCount); // get world transform matrix Matrix4 mxWorld; GetRenderMatrix(mxWorld); RenderDevicePtr pd3dDevice = sceneState->m_pd3dDevice; EffectManager* pEffectManager = CGlobals::GetEffectManager(); pEffectManager->applyObjectLocalLighting(this); CEffectFile* pEffectFile = pEffectManager->GetCurrentEffectFile(); CGlobals::GetWorldMatrixStack().push(mxWorld); if (pEffectFile == 0) { // TODO: Fixed Function. } else { // apply block space lighting for object whose size is comparable to a single block size BlockWorldClient* pBlockWorldClient = BlockWorldClient::GetInstance(); if (pBlockWorldClient && pBlockWorldClient->IsInBlockWorld()) { uint8_t brightness[2]; Uint16x3 blockId_ws(0, 0, 0); Vector3 vPos = GetPosition(); BlockCommon::ConvertToBlockIndex(vPos.x, vPos.y + 0.1f, vPos.z, blockId_ws.x, blockId_ws.y, blockId_ws.z); float fLightness; pBlockWorldClient->GetBlockMeshBrightness(blockId_ws, brightness); // block light float fBlockLightness = Math::Max(pBlockWorldClient->GetLightBrightnessFloat(brightness[0]), 0.1f); sceneState->GetCurrentLightStrength().y = fBlockLightness; // sun light fLightness = Math::Max(pBlockWorldClient->GetLightBrightnessFloat(brightness[1]), 0.1f); sceneState->GetCurrentLightStrength().x = fLightness; fLightness *= pBlockWorldClient->GetSunIntensity(); fLightness = Math::Max(fLightness, fBlockLightness); sceneState->GetLocalMaterial().Ambient = (LinearColor(fLightness*0.7f, fLightness*0.7f, fLightness*0.7f, 1.f)); sceneState->GetLocalMaterial().Diffuse = (LinearColor(fLightness*0.4f, fLightness*0.4f, fLightness*0.4f, 1.f)); sceneState->EnableLocalMaterial(true); } // just a single standing animation is supported now and looped. if (!m_CurrentAnim.IsValid()) m_CurrentAnim = pModel->GetAnimIndexByID(0); if (m_CurrentAnim.IsValid()) { int nAnimLength = std::max(1, m_CurrentAnim.nEndFrame - m_CurrentAnim.nStartFrame); int nToDoFrame = (m_CurrentAnim.nCurrentFrame + (int)(sceneState->dTimeDelta * 1000)) % nAnimLength; m_CurrentAnim.nCurrentFrame = nToDoFrame; } pModel->m_CurrentAnim = m_CurrentAnim; pModel->m_NextAnim.nIndex = 0; pModel->m_BlendingAnim.MakeInvalid(); pModel->blendingFactor = 0; pModel->animate(sceneState, NULL); // force CParaXModel::BMAX_MODEL? pModel->draw(sceneState, NULL); } CGlobals::GetWorldMatrixStack().pop(); return S_OK; }