// Pass the world matrix and view/projection matrix to the vertex shader void VS_XFormFn( int method, CMatrix4x4* worldMatrix, CCamera* camera ) { LPD3DXCONSTANTTABLE shaderConsts = renderMethods[method].vertexConsts; D3DXMATRIXA16 matViewProj = ToD3DXMATRIX( camera->GetViewProjMatrix() ); shaderConsts->SetMatrix( g_pd3dDevice, "ViewProjMatrix", &matViewProj ); D3DXMATRIX* matWorld = ToD3DXMATRIXPtr( worldMatrix ); shaderConsts->SetMatrix( g_pd3dDevice, "WorldMatrix", matWorld ); }
//----------------------------------------------------------------------- void CEnvironmentMap::modelShaderApply(OwnMatrix4x4 *pModelMtx /*= NULL*/, bool bRenderEnvMappedMesh) { LPD3DXCONSTANTTABLE constable = mVtxConstTable; OwnMatrix4x4 modelMtx, viewProjMtx, modelViewProjMtx; if (NULL == pModelMtx) modelMtx.setIdentity(); else modelMtx = *pModelMtx; viewProjMtx.setMultiply(mCamera->mViewTrans, mCamera->mProjectionTrans); modelViewProjMtx.setMultiply(modelMtx, viewProjMtx); HRESULT hr; D3DXHANDLE handle; D3DXHANDLE modelViewProj = mVtxConstTable->GetConstantByName(0, "u_ModelViewProjMatrix"); hr = mVtxConstTable->SetMatrix(mD3DDevice, modelViewProj, (D3DXMATRIX*)&modelViewProjMtx); D3DXHANDLE u_ModelMatrix = constable->GetConstantByName(0, "u_ModelToWorld"); hr = constable->SetMatrix(mD3DDevice, u_ModelMatrix, (D3DXMATRIX*)&modelMtx); LPD3DXCONSTANTTABLE pixConstable = mPxlConstTable; float value = bRenderEnvMappedMesh ? 0.5f : 0; D3DXHANDLE reflectivity = pixConstable->GetConstantByName(0, "$reflectivity"); hr = pixConstable->SetFloat(mD3DDevice, reflectivity, value); }
// draw draws the set of graphics primitives using the object's world // transformation and reflected colour // void Graphic::draw(const iObject* object, int i) { // if graphic is not setup, set it up if (!isSetup) setup(object); if (isSetup) { #if PIPELINE == FIXED_FUNCTION #elif PIPELINE == PROGRAMMABLE || PIPELINE == PROGRAMMABLE_EFFECT Display* disp = reinterpret_cast<Display*>(display); Matrix worldView = object->world() * disp->viewMatrix(); Matrix worldViewProjection = worldView * disp->projectionMatrix(); #endif #if PIPELINE == FIXED_FUNCTION d3dd->SetTransform(D3DTS_WORLD, (D3DXMATRIX*)(&object->world())); d3dd->SetMaterial(&mat); if (!strcmp(technique, "opaque") || !strcmp(technique, "skybox")) d3dd->SetRenderState(D3DRS_ALPHABLENDENABLE, false); else if (!strcmp(technique, "translucent")) d3dd->SetRenderState(D3DRS_ALPHABLENDENABLE, true); vertexList->draw(i); #elif PIPELINE == PROGRAMMABLE LPD3DXCONSTANTTABLE vertexTable = (LPD3DXCONSTANTTABLE)uniformVS; LPD3DXCONSTANTTABLE fragmentTable = (LPD3DXCONSTANTTABLE)uniformFS; vertexTable->SetMatrix(d3dd, "world", (D3DXMATRIX*)&object->world()); fragmentTable->SetFloatArray(d3dd, "material.ambient", (FLOAT*)&ambient, 4); fragmentTable->SetFloatArray(d3dd, "material.diffuse", (FLOAT*)&diffuse, 4); fragmentTable->SetFloatArray(d3dd, "material.specular", (FLOAT*)&specular, 4); fragmentTable->SetFloat(d3dd, "material.power", (FLOAT)power); if (!strcmp(technique, "opaque") || !strcmp(technique, "skybox")) d3dd->SetRenderState(D3DRS_ALPHABLENDENABLE, false); else if (!strcmp(technique, "translucent")) d3dd->SetRenderState(D3DRS_ALPHABLENDENABLE, true); #elif PIPELINE == PROGRAMMABLE_EFFECT effect->SetInt(stagesHandle, nStages); effect->SetMatrix(worldHandle, (D3DXMATRIX*)&object->world()); effect->SetVector(ambientHandle, (D3DXVECTOR4*)&ambient); effect->SetVector(diffuseHandle, (D3DXVECTOR4*)&diffuse); effect->SetVector(specularHandle, (D3DXVECTOR4*)&specular); effect->SetFloat(powerHandle, power); effect->SetFloat(roughnessHandle, object->getRoughness()); effect->SetFloat(refractionHandle,object->getIndexOfRefraction()); effect->SetInt(algorithmHandle, object->getAlgorithm()); effect->SetMatrix(worldViewHandle, (D3DXMATRIX*)&worldView); effect->SetMatrix(clipMatrixHandle, (D3DXMATRIX*)&worldViewProjection); effect->CommitChanges(); Matrix viewProjectionBak; effect->GetMatrix("viewProjection", (D3DXMATRIX*)&viewProjectionBak); effect->SetTechnique(techniqueHandle); unsigned nPasses; effect->Begin(&nPasses, 0); for (unsigned iPass = 0; iPass < nPasses; iPass++) { effect->BeginPass(iPass); vertexList->draw(i); effect->EndPass(); } effect->End(); #endif } }
// Pass data to vertex shaders that perform vertex lighting (1 point light) // Passes full range of data - some shaders don't need all of it. This // reduces the number of these functions at the expense of redundancy void VS_VertLit1Fn( int method, CMatrix4x4* worldMatrix, CCamera* camera ) { LPD3DXCONSTANTTABLE shaderConsts = renderMethods[method].vertexConsts; D3DXMATRIXA16 matViewProj = ToD3DXMATRIX( camera->GetViewProjMatrix() ); shaderConsts->SetMatrix( g_pd3dDevice, "ViewProjMatrix", &matViewProj ); D3DXMATRIX* matWorld = ToD3DXMATRIXPtr( worldMatrix ); shaderConsts->SetMatrix( g_pd3dDevice, "WorldMatrix", matWorld ); D3DXVECTOR3 cameraPos = ToD3DXVECTOR( camera->Position() ); shaderConsts->SetFloatArray( g_pd3dDevice, "CameraPosition", (FLOAT*)&cameraPos, 3 ); // If needed shaderConsts->SetFloatArray( g_pd3dDevice, "AmbientLight", (FLOAT*)&m_AmbientLight, 3 ); shaderConsts->SetFloatArray( g_pd3dDevice, "LightPosition", (FLOAT*)&m_Lights[0]->GetPosition(), 3 ); shaderConsts->SetFloatArray( g_pd3dDevice, "LightColour", (FLOAT*)&m_Lights[0]->GetColour(), 3 ); shaderConsts->SetFloat( g_pd3dDevice, "LightBrightness", m_Lights[0]->GetBrightness() ); shaderConsts->SetFloatArray( g_pd3dDevice, "MaterialColour", (FLOAT*)&m_DiffuseColour, 3 ); // If needed shaderConsts->SetFloatArray( g_pd3dDevice, "SpecularStrength", (FLOAT*)&m_SpecularColour, 3 ); // If needed shaderConsts->SetFloat( g_pd3dDevice, "SpecularPower", m_SpecularPower ); // If needed }
void Renderer::SetConstantTableMatrix( LPD3DXCONSTANTTABLE pConstantTable, char* pConstantName, D3DXMATRIX* pMatrix ) { pConstantTable->SetMatrix( m_pD3DDevice, pConstantName, pMatrix ); }