Exemplo n.º 1
0
void Geometry::renderAlphaGeometry(unsigned int subsetId)
{   
    if( _numPrelights )
    {
        _dxCR( dxSetRenderState( D3DRS_COLORVERTEX, TRUE ) );
        _dxCR( dxSetRenderState( D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL ) );
        _dxCR( dxSetRenderState( D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL ) );
        _dxCR( dxSetRenderState( D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL ) );
        _dxCR( dxSetRenderState( D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_COLOR1 ) );
    }
    else
    {
        _dxCR( dxSetRenderState( D3DRS_COLORVERTEX, FALSE ) );
        _dxCR( dxSetRenderState( D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL ) );
        _dxCR( dxSetRenderState( D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL ) );
        _dxCR( dxSetRenderState( D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL ) );
        _dxCR( dxSetRenderState( D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL ) );
    }

    unsigned int shaderId = _mesh->getAttributeId( subsetId );
    if( _shaders[shaderId]->effect() )
    {
        reinterpret_cast<Effect*>( _shaders[shaderId]->effect() )->render( 
            _mesh, subsetId, _shaders[shaderId]
        );
        dxSetVertexShader( NULL );
        dxSetPixelShader( NULL );
    }
    else
    {
        _shaders[shaderId]->apply();
        _mesh->renderSubset( subsetId, _shaders[shaderId] );
    }
}
Exemplo n.º 2
0
static void setWireRenderStates(const Color* color)
{
    _dxCR( dxSetRenderState( D3DRS_COLORVERTEX, FALSE ) );
    _dxCR( dxSetRenderState( D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL ) );
    _dxCR( dxSetRenderState( D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL ) );
    _dxCR( dxSetRenderState( D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL ) );
    _dxCR( dxSetRenderState( D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL ) );
    D3DMATERIAL9 material;
    material.Diffuse  = _wrap( wrap( *color ) );
    material.Ambient  = material.Diffuse;
    material.Specular = material.Diffuse;
    material.Emissive = material.Diffuse;
    _dxCR( dxSetMaterial( &material ) ); 
    _dxCR( dxSetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG2 ) );
    _dxCR( dxSetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ) );
    _dxCR( dxSetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG2 ) );
    _dxCR( dxSetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE ) );
    _dxCR( dxSetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE ) );
    _dxCR( dxSetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE ) );
}
Exemplo n.º 3
0
void Geometry::renderDepthMap(void)
{
    // for each triangle - the fill rule is simple opaque black-colored painting    
    _dxCR( dxSetRenderState( D3DRS_TEXTUREFACTOR, depthColor ) );
    _dxCR( dxSetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 ) );
    _dxCR( dxSetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TFACTOR ) );
    _dxCR( dxSetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 ) );
    _dxCR( dxSetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR ) );
    _dxCR( dxSetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE ) );
    _dxCR( dxSetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE ) );    

    int shaderId;
    int numAttributes = _mesh->NumAttributeGroups;

    for( int i=0; i<numAttributes; i++ )
    {
        shaderId = _mesh->getAttributeId( i );

        if( !shader( shaderId )->isInvisible() )
        {            
            _mesh->renderSubset( i, shader( shaderId ) );
        }
    }
}
Exemplo n.º 4
0
void Camera::renderTextureAdditive(engine::ITexture* texture)
{
	Texture* t = dynamic_cast<Texture*>( texture ); assert( t );

    t->apply( 0 );
    dxSetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
    dxSetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
    dxSetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
    dxSetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
    dxSetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );

	_dxCR( dxSetRenderState( D3DRS_ALPHABLENDENABLE, TRUE ) );
	_dxCR( dxSetRenderState( D3DRS_SRCBLEND, D3DBLEND_ONE ) );
    _dxCR( dxSetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE ) );
    _dxCR( dxSetRenderState( D3DRS_BLENDOP, D3DBLENDOP_ADD ) );

    dxRenderRect( 0, 0, _viewPort.Width, _viewPort.Height, white  );

	_dxCR( dxSetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA ) );
    _dxCR( dxSetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA ) );
}
Exemplo n.º 5
0
void CameraEffect::applyMotionBlur(void)
{
    if( _prevIsEmpty || _weight == 0.0f )
    {
        _prevIsEmpty = false;
        
        // setup new image for texture rendering
        _newImage->apply( 0 );
        dxSetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
        dxSetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
        dxSetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
        dxSetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
        dxSetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
        dxSetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
        dxSetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );

        // render new image in to the previous image        
        IDirect3DSurface9* iDirect3DSurface;
        _dxCR( _prevImage->iDirect3DTexture()->GetSurfaceLevel( 0, &iDirect3DSurface ) );
        _dxCR( _rts->BeginScene( iDirect3DSurface, &_viewPort ) );
        iDirect3DSurface->Release();        
        _dxCR( iDirect3DDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, black, 1.0f, 0L ) );
        dxRenderRect( 
            0, 0, 
            Engine::instance->screenWidth-1, Engine::instance->screenHeight-1, 
            white 
        );
        _dxCR( _rts->EndScene( D3DX_FILTER_LINEAR ) );

        // render new image in to the render target
        _dxCR( _renderTarget->iDirect3DTexture()->GetSurfaceLevel( 0, &iDirect3DSurface ) );
        _dxCR( _rts->BeginScene( iDirect3DSurface, &_viewPort ) );
        iDirect3DSurface->Release();
        _dxCR( iDirect3DDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, black, 1.0f, 0L ) );
        dxRenderRect( 
            0, 0, 
            Engine::instance->screenWidth-1, Engine::instance->screenHeight-1, 
            white 
        );
        _dxCR( _rts->EndScene( D3DX_FILTER_LINEAR ) );
    }
    else
    {
        // setup blending of new image & previous image
        _prevImage->apply( 0 );
        _newImage->apply( 1 );

        Color w = D3DCOLOR_RGBA( int(255 * _weight), int(255 * _weight), int(255 * _weight), 255 );

        dxSetRenderState( D3DRS_TEXTUREFACTOR, w );

        dxSetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
        dxSetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
        dxSetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
        dxSetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
        dxSetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );

        dxSetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 0 );
        dxSetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_LERP );
        dxSetTextureStageState( 1, D3DTSS_COLORARG0, D3DTA_TFACTOR );
        dxSetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_CURRENT );
        dxSetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_TEXTURE );
        dxSetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
        dxSetTextureStageState( 1, D3DTSS_ALPHAARG1, D3DTA_CURRENT );

        dxSetTextureStageState( 2, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
        dxSetTextureStageState( 2, D3DTSS_COLOROP, D3DTOP_DISABLE );

        // blend new image & prev image into the render target
        IDirect3DSurface9* iDirect3DSurface;
        _dxCR( _renderTarget->iDirect3DTexture()->GetSurfaceLevel( 0, &iDirect3DSurface ) );
        _dxCR( _rts->BeginScene( iDirect3DSurface, &_viewPort ) );
        iDirect3DSurface->Release();
        _dxCR( iDirect3DDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, black, 1.0f, 0L ) );
        dxRenderRect( 
            0, 0, 
            Engine::instance->screenWidth-1, Engine::instance->screenHeight-1, 
            white
        );
        _rts->EndScene( D3DX_FILTER_LINEAR );

        // setup rendering of render target
        _renderTarget->apply( 0 );
        dxSetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
        dxSetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
        dxSetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
        dxSetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
        dxSetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
        dxSetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
        dxSetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );

        // copy target image into the previous image       
        _dxCR( _prevImage->iDirect3DTexture()->GetSurfaceLevel( 0, &iDirect3DSurface ) );
        _dxCR( _rts->BeginScene( iDirect3DSurface, &_viewPort ) );
        iDirect3DSurface->Release();
        _dxCR( iDirect3DDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, black, 1.0f, 0L ) );
        dxRenderRect( 
            0, 0, 
            Engine::instance->screenWidth-1, Engine::instance->screenHeight-1, 
            white 
        );        
        _dxCR( _rts->EndScene( D3DX_FILTER_LINEAR ) );
    }
}
Exemplo n.º 6
0
void Shader::apply(void)
{
    // simple caching
    if( ( _lightset == 0 ) && ( _flags & engine::sfCaching ) && ( _lastShader == this ) ) 
    {
        Engine::instance->statistics.shaderCacheHits++;
        return;
    }
    _lastShader = this;

    // setup lighting
    if( _lightset == 0 )
    {
        _materialColor.Emissive = _globalAmbient;    
        dxModulateColorValue( &_materialColor.Emissive, &_materialColor.Diffuse );
        _dxCR( dxSetMaterial( &_materialColor ) );
    }
    else
    {
        BSP::currentBSP->calculateGlobalAmbient( _lightset );
        BSPSector::currentSector->illuminate( _lightset );
        _materialColor.Emissive = _globalAmbient;    
        dxModulateColorValue( &_materialColor.Emissive, &_materialColor.Diffuse );
        _dxCR( dxSetMaterial( &_materialColor ) );
    }

    // current lightmap (if exists)
    Texture* lightmap = NULL;
    if( BSPSector::currentSector )
    {
        if( BSPSector::currentSector->lightmap() )
        {
            lightmap = BSPSector::currentSector->lightmap();
        }
        if( Atomic::currentAtomic && Atomic::currentAtomic->lightmap() )
        {
            lightmap = Atomic::currentAtomic->lightmap();
        }
    }

    // cannot cache shaders with lightmaps
    if( lightmap ) _lastShader = NULL;

    // setup culling    
    if( _flags & engine::sfCulling )
    {
        _dxCR( dxSetRenderState( D3DRS_CULLMODE, D3DCULL_CW ) );
    }
    else
    {
        _dxCR( dxSetRenderState( D3DRS_CULLMODE, D3DCULL_NONE ) );
    }

    // setup alpha-blending
    if( _flags & engine::sfAlphaBlending )
    {
        _dxCR( dxSetRenderState( D3DRS_ALPHABLENDENABLE, TRUE ) );
        _dxCR( dxSetRenderState( D3DRS_SRCBLEND, _srcBlend ) );
        _dxCR( dxSetRenderState( D3DRS_DESTBLEND, _dstBlend ) );
        _dxCR( dxSetRenderState( D3DRS_BLENDOP, _blendOp ) );
    }
    else
    {
        _dxCR( dxSetRenderState( D3DRS_ALPHABLENDENABLE, FALSE ) );
    }

    // setup alpha-testing
    if( _flags & engine::sfAlphaTesting )
    {               
        _dxCR( dxSetRenderState( D3DRS_ALPHATESTENABLE, TRUE ) );
        _dxCR( dxSetRenderState( D3DRS_ALPHAFUNC, _alphaTestFunction ) );
        _dxCR( dxSetRenderState( D3DRS_ALPHAREF, _alphaTestRef ) );
    }
    else
    {
        _dxCR( dxSetRenderState( D3DRS_ALPHATESTENABLE, FALSE ) );
    }

    // fixed function pipeline : first texture
    if( _numLayers )
    {
        assert( _layerTexture[0] );
        _layerTexture[0]->apply( 0 );
        _dxCR( dxSetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, _layerUV[0] ) );
        _dxCR( dxSetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 ) );
        _dxCR( dxSetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ) );
        _dxCR( dxSetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 ) );
        _dxCR( dxSetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE ) );
    }

    // fixed function pipeline : multitextures
	int stageId;
    for( stageId=1; stageId<_numLayers; stageId++ )
    {
        assert( _layerTexture[stageId] );
        _layerTexture[stageId]->apply( stageId );
        _dxCR( dxSetTextureStageState( stageId, D3DTSS_TEXCOORDINDEX, _layerUV[stageId] ) );
        switch( _layerBlending[stageId] )
        {
        case engine::btOver:
            _dxCR( dxSetTextureStageState( stageId, D3DTSS_COLOROP, D3DTOP_SELECTARG2 ) );
            _dxCR( dxSetTextureStageState( stageId, D3DTSS_COLORARG2, D3DTA_TEXTURE ) );
        case engine::btAdd:
            _dxCR( dxSetTextureStageState( stageId, D3DTSS_COLOROP, D3DTOP_ADD ) );
            _dxCR( dxSetTextureStageState( stageId, D3DTSS_COLORARG1, D3DTA_CURRENT ) );
            _dxCR( dxSetTextureStageState( stageId, D3DTSS_COLORARG2, D3DTA_TEXTURE ) );
            break;
        case engine::btSub:
            _dxCR( dxSetTextureStageState( stageId, D3DTSS_COLOROP, D3DTOP_SUBTRACT ) );
            _dxCR( dxSetTextureStageState( stageId, D3DTSS_COLORARG1, D3DTA_CURRENT ) );
            _dxCR( dxSetTextureStageState( stageId, D3DTSS_COLORARG2, D3DTA_TEXTURE ) );
            break;
        case engine::btAddSigned:
            _dxCR( dxSetTextureStageState( stageId, D3DTSS_COLOROP, D3DTOP_ADDSIGNED ) );
            _dxCR( dxSetTextureStageState( stageId, D3DTSS_COLORARG1, D3DTA_CURRENT ) );
            _dxCR( dxSetTextureStageState( stageId, D3DTSS_COLORARG2, D3DTA_TEXTURE ) );
            break;
        case engine::btAddSmooth:
            _dxCR( dxSetTextureStageState( stageId, D3DTSS_COLOROP, D3DTOP_ADDSMOOTH ) );
            _dxCR( dxSetTextureStageState( stageId, D3DTSS_COLORARG1, D3DTA_CURRENT ) );
            _dxCR( dxSetTextureStageState( stageId, D3DTSS_COLORARG2, D3DTA_TEXTURE ) );
            break;
        case engine::btModulate:
            _dxCR( dxSetTextureStageState( stageId, D3DTSS_COLOROP, D3DTOP_MODULATE ) );
            _dxCR( dxSetTextureStageState( stageId, D3DTSS_COLORARG1, D3DTA_CURRENT ) );
            _dxCR( dxSetTextureStageState( stageId, D3DTSS_COLORARG2, D3DTA_TEXTURE ) );
            break;
        case engine::btModulate2x:
            _dxCR( dxSetTextureStageState( stageId, D3DTSS_COLOROP, D3DTOP_MODULATE2X ) );
            _dxCR( dxSetTextureStageState( stageId, D3DTSS_COLORARG1, D3DTA_CURRENT ) );
            _dxCR( dxSetTextureStageState( stageId, D3DTSS_COLORARG2, D3DTA_TEXTURE ) );
            break;
        case engine::btModulate4x:
            _dxCR( dxSetTextureStageState( stageId, D3DTSS_COLOROP, D3DTOP_MODULATE4X ) );
            _dxCR( dxSetTextureStageState( stageId, D3DTSS_COLORARG1, D3DTA_CURRENT ) );
            _dxCR( dxSetTextureStageState( stageId, D3DTSS_COLORARG2, D3DTA_TEXTURE ) );
            break;
        case engine::btBlendTextureAlpha:
            _dxCR( dxSetTextureStageState( stageId, D3DTSS_COLOROP, D3DTOP_BLENDTEXTUREALPHA ) );
            _dxCR( dxSetTextureStageState( stageId, D3DTSS_COLORARG1, D3DTA_TEXTURE ) );
            _dxCR( dxSetTextureStageState( stageId, D3DTSS_COLORARG2, D3DTA_CURRENT ) );
            break;
        case engine::btLerp:
            _dxCR( dxSetTextureStageState( stageId, D3DTSS_COLOROP, D3DTOP_LERP ) );
            _dxCR( dxSetTextureStageState( stageId, D3DTSS_COLORARG1, D3DTA_CURRENT ) );
            _dxCR( dxSetTextureStageState( stageId, D3DTSS_COLORARG2, D3DTA_TEXTURE ) );
            _dxCR( dxSetTextureStageState( stageId, D3DTSS_COLORARG0, D3DTA_CONSTANT ) );
            _dxCR( dxSetTextureStageState( stageId, D3DTSS_CONSTANT, _layerConstant[stageId] ) );
            break;
        default:
            assert( !"Shouldn't be here!" );
        }

        _dxCR( dxSetTextureStageState( stageId, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 ) );
        _dxCR( dxSetTextureStageState( stageId, D3DTSS_ALPHAARG1, D3DTA_CURRENT ) );
    }

    // lighting
    if( _flags & engine::sfLighting ) 
    {
        if( lightmap )
        {
            if( _numLayers )
            {
                lightmap->apply( stageId );
                _dxCR( dxSetTextureStageState( stageId, D3DTSS_TEXCOORDINDEX, 1 ) );
                _dxCR( dxSetTextureStageState( stageId, D3DTSS_COLOROP, D3DTOP_MODULATE ) );
                _dxCR( dxSetTextureStageState( stageId, D3DTSS_COLORARG1, D3DTA_CURRENT ) );
                _dxCR( dxSetTextureStageState( stageId, D3DTSS_COLORARG2, D3DTA_TEXTURE ) );
                _dxCR( dxSetTextureStageState( stageId, D3DTSS_ALPHAOP, D3DTOP_MODULATE ) );
                _dxCR( dxSetTextureStageState( stageId, D3DTSS_ALPHAARG1, D3DTA_CURRENT ) );
                _dxCR( dxSetTextureStageState( stageId, D3DTSS_ALPHAARG2, D3DTA_TEXTURE ) );
                stageId++;
            }
            else
            {
                lightmap->apply( 0 );
                _dxCR( dxSetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 1 ) );
                _dxCR( dxSetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 ) );
                _dxCR( dxSetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ) );
                _dxCR( dxSetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 ) );
                _dxCR( dxSetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE ) );
                stageId++;
            }
        }
        else
        {
            if( _numLayers )
            {
                _dxCR( dxSetTextureStageState( stageId, D3DTSS_COLOROP, D3DTOP_MODULATE ) );
                _dxCR( dxSetTextureStageState( stageId, D3DTSS_COLORARG1, D3DTA_CURRENT ) );
                _dxCR( dxSetTextureStageState( stageId, D3DTSS_COLORARG2, D3DTA_DIFFUSE ) );
                _dxCR( dxSetTextureStageState( stageId, D3DTSS_ALPHAOP, D3DTOP_MODULATE ) );
                _dxCR( dxSetTextureStageState( stageId, D3DTSS_ALPHAARG1, D3DTA_CURRENT ) );
                _dxCR( dxSetTextureStageState( stageId, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE ) );
                stageId++;
            }
            else
            {
                _dxCR( dxSetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG2 ) );
                _dxCR( dxSetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ) );
                _dxCR( dxSetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG2 ) );
                _dxCR( dxSetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE ) );
            }
        }
    }

    // normal map ( for programmable pipeline only )
    /*if( _normalMap )
    {
        _normalMap->apply( stageId );
        _dxCR( dxSetTextureStageState( stageId, D3DTSS_TEXCOORDINDEX, 0 ) );
        _dxCR( dxSetTextureStageState( stageId, D3DTSS_COLOROP, D3DTOP_SELECTARG1 ) );
        _dxCR( dxSetTextureStageState( stageId, D3DTSS_COLORARG1, D3DTA_CURRENT ) );
        _dxCR( dxSetTextureStageState( stageId, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 ) );
        _dxCR( dxSetTextureStageState( stageId, D3DTSS_ALPHAARG1, D3DTA_CURRENT ) );
        stageId++;
    }*/

    // environment map ( for programmable pipeline only )
    /*if( _environmentMap )
    {
        _environmentMap->apply( stageId );
        _dxCR( dxSetTextureStageState( stageId, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR | 1 ) ); 
        _dxCR( dxSetTextureStageState( stageId, D3DTSS_COLOROP, D3DTOP_ADD ) );
        _dxCR( dxSetTextureStageState( stageId, D3DTSS_COLORARG1, D3DTA_CURRENT ) );
        _dxCR( dxSetTextureStageState( stageId, D3DTSS_COLORARG2, D3DTA_TEXTURE ) );
        _dxCR( dxSetTextureStageState( stageId, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 ) );
        _dxCR( dxSetTextureStageState( stageId, D3DTSS_ALPHAARG1, D3DTA_CURRENT ) );
        stageId++;
    }*/

    _dxCR( dxSetTextureStageState( stageId, D3DTSS_ALPHAOP, D3DTOP_DISABLE ) );
    //_dxCR( dxSetTextureStageState( stageId, D3DTSS_COLOROP, D3DTOP_DISABLE ) ); // ms2010error
}
Exemplo n.º 7
0
void BSP::render(void)
{
    currentBSP = this;

    // reset shader buffering
    Shader::_lastShader = NULL;
    _renderFrameId++;
    Engine::statistics.bspTotal += _root->getNumLeafSectors();

    // update LODs
    for( ClumpI clumpI = _clumps.begin(); clumpI != _clumps.end(); clumpI++ )
    {
        (*clumpI)->updateLODs();
    }

    calculateGlobalAmbient( 0 );

    // setup fog
    if( _fogMode != D3DFOG_NONE )
    {
        dxSetRenderState( D3DRS_FOGENABLE, TRUE );
        dxSetRenderState( D3DRS_FOGCOLOR, _fogColor );
        dxSetRenderState( D3DRS_FOGTABLEMODE, _fogMode );
        switch( _fogMode )
        {
        case D3DFOG_LINEAR:
            dxSetRenderState( D3DRS_FOGSTART, *(DWORD*)(&_fogStart) );
            dxSetRenderState( D3DRS_FOGEND,   *(DWORD*)(&_fogEnd) );
            break;
        case D3DFOG_EXP:
        case D3DFOG_EXP2:
            dxSetRenderState( D3DRS_FOGDENSITY, *(DWORD*)(&_fogDensity) );
            break;
        }
    }

    // render all opaque geometry
    sectorRender( _root );

    // render all batched geometries
    for( BatchI batchI = _batches.begin(); batchI != _batches.end(); batchI++ )
    {
        (*batchI)->render();
    }

    // render all transparent geometry
    renderAlphaGeometry();

    {
        // find light for shadow casting
        Light* caster = NULL;
        forAllClumps( findShadowCastLightCB, &caster );

        // build shadow casting data
        Vector lightPosData;
        if( caster )
        {
            lightPosData.x = caster->frame()->LTM._41;
            lightPosData.y = caster->frame()->LTM._42;
            lightPosData.z = caster->frame()->LTM._43;
        }
        Vector* lightPos = caster ? &lightPosData : NULL;
        Vector* lightDir = caster ? NULL : &_shadowCastDirection;

        // fill stencil buffer with shadow data
        _renderFrameId++;
        sectorRenderShadowVolume( _root, _shadowVolume, _shadowCastDepth, lightPos, lightDir );
    }

    // render shadow mask
    _shadowVolume->renderShadow( &_shadowCastColor );

    for( RenderingI renderingI = _renderings.begin();
                    renderingI != _renderings.end();
                    renderingI++ )
    {
        (*renderingI)->render();
    }

    for( ParticleSystemI pSysI = _particleSystems.begin();
                         pSysI != _particleSystems.end();
                         pSysI++ )
    {
        (*pSysI)->render();
    }

    if( _postRenderCallback ) _postRenderCallback( _postRenderCallbackData );

    // bugfix (render state corrector)
    dxSetRenderState( D3DRS_ZWRITEENABLE, FALSE );
    Gui::instance->renderRect( 
        rscRect,
        Engine::instance->alphaBlackTexture,
        rscTextureRect,
        rscColor
    );
    dxSetRenderState( D3DRS_ZWRITEENABLE, TRUE );

    // reset fog
    if( _fogMode != D3DFOG_NONE )
    {
        dxSetRenderState( D3DRS_FOGENABLE, FALSE );        
    }

    // reset global ambient
    dxSetColorValue( Shader::globalAmbient(), 0, 0, 0, 1 );

    // frame hierarchy
    if( Engine::instance->getRenderMode() & engine::rmFrameHierarchy )
    {
        dxSetRenderState( D3DRS_ZENABLE, FALSE );
        for( ClumpI clumpI = _clumps.begin(); clumpI != _clumps.end(); clumpI++ )
        {
            renderFrameHierarchy( (*clumpI)->frame() );
        }
        dxSetRenderState( D3DRS_ZENABLE, TRUE );
    }

    //fclose( _renderReport );
    //_renderReport = NULL;
}
Exemplo n.º 8
0
void Geometry::render(void)
{
	// add "false &&" to enable lights for all geometry
    if( _numPrelights )
    {
        _dxCR( dxSetRenderState( D3DRS_LIGHTING, FALSE ) );
        _dxCR( dxSetRenderState( D3DRS_COLORVERTEX, TRUE ) );
        _dxCR( dxSetRenderState( D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL ) );
        _dxCR( dxSetRenderState( D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL ) );
        _dxCR( dxSetRenderState( D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL ) );
        _dxCR( dxSetRenderState( D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_COLOR1 ) );
    }
    else
    {
        _dxCR( dxSetRenderState( D3DRS_LIGHTING, TRUE ) );
        _dxCR( dxSetRenderState( D3DRS_COLORVERTEX, FALSE ) );
        _dxCR( dxSetRenderState( D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL ) );
        _dxCR( dxSetRenderState( D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL ) );
        _dxCR( dxSetRenderState( D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL ) );
        _dxCR( dxSetRenderState( D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL ) );
    }

    int shaderId;
    int numAttributes = _mesh->NumAttributeGroups;
    for( int i=0; i<numAttributes; i++ )
    {
        shaderId = _mesh->getAttributeId( i );

        if( !shader( shaderId )->isInvisible() )
        {
            // shading technique contains alpha blending/testing?
            if( ( _shaders[shaderId]->getFlags() & engine::sfAlphaBlending || 
                  _shaders[shaderId]->getFlags() & engine::sfAlphaTesting 
                ) &&
                ( Atomic::currentAtomic || 
                  BSPSector::currentSector 
                )
              )
            {
                if( Atomic::currentAtomic )
                {
                    BSP* bsp = getAtomicBSP( Atomic::currentAtomic );
                    if( bsp ) bsp->addAlphaGeometry( Atomic::currentAtomic, i );
                }
                else if( BSPSector::currentSector )
                {
                    BSP* bsp = BSPSector::currentSector->bsp(); assert( bsp );
                    bsp->addAlphaGeometry( BSPSector::currentSector, i );
                }
            }
            else if( _shaders[shaderId]->effect() )
            {
                reinterpret_cast<Effect*>( _shaders[shaderId]->effect() )->render( 
                    _mesh, i, _shaders[shaderId]
                );
                dxSetVertexShader( NULL );
                dxSetPixelShader( NULL );
            }
            else
            {
                if( _mesh->pSkinInfo )
                {
                    int i=0;
                }
                _shaders[shaderId]->apply();
                _mesh->renderSubset( i, _shaders[shaderId] );
                // if shader use non-default lightset, then recalculate 
                // lighting back to default lightset
                if( _shaders[shaderId]->getLightset() )
                {
                    BSP::currentBSP->calculateGlobalAmbient( 0 );
                    BSPSector::currentSector->illuminate( 0 );
                }
            }
        }
    }
}
Exemplo n.º 9
0
void Rain::render(void)
{
    float  dot;
    Vector x,y,z;
    Vector vector;
    Matrix m;
    unsigned int i;

    // culling value
    float cullDot = cos( Camera::fov * D3DX_PI / 180.0f );

    // lock buffers
    void* vertexData = NULL;
    void* indexData = NULL;
    _dxCR( _vertexBuffer->Lock( 0, _numParticles * 4 * sizeof( RainParticleVertex ), &vertexData, D3DLOCK_DISCARD ) );
    _dxCR( _indexBuffer->Lock( 0, _numParticles * 6 * sizeof( WORD ), &indexData, D3DLOCK_DISCARD ) );
    assert( vertexData );
    assert( indexData );
    RainParticleVertex* vertex = (RainParticleVertex*)( vertexData );
    WORD* index = (WORD*)( indexData );

    // render particles
    RainParticle* particle;
    unsigned int numVisibleParticles = 0;
    for( i=0; i<_numParticles; i++ )
    {
        // particle pointer
        particle = _particles + i;

        // build billboard matrix        
        z = particle->pos - Camera::eyePos;
        D3DXVec3Normalize( &z, &z );
        // particle culling
        dot = D3DXVec3Dot( &z, &Camera::eyeDirection );
        if( -dot <= cullDot ) continue;        
        // rest of billboard matrix
        D3DXVec3Scale( &y, &particle->vel, -1 );
        D3DXVec3Normalize( &y, &y );
        D3DXVec3Cross( &x, &y, &z );
        D3DXVec3Normalize( &x, &x );
        x.x *= rainXScale, x.y *= rainXScale, x.z *= rainXScale;
        y.x *= rainYScale, y.y *= rainYScale, y.z *= rainYScale;
        z.x *= rainZScale, z.y *= rainZScale, z.z *= rainZScale;
        // finalize
        m._11 = x.x, m._12 = x.y, m._13 = x.z, m._14 = 0.0f,
        m._21 = y.x, m._22 = y.y, m._23 = y.z, m._24 = 0.0f,
        m._31 = z.x, m._32 = z.y, m._33 = z.z, m._34 = 0.0f,
        m._41 = 0.0f, m._42 = 0.0f, m._43 = 0.0f, m._44 = 1.0f;
        // transform vertex coordinates by matrix
        D3DXVec3TransformCoord( &vertex[0].pos, &billboardVertices[0], &m );
        D3DXVec3TransformCoord( &vertex[1].pos, &billboardVertices[1], &m );
        D3DXVec3TransformCoord( &vertex[2].pos, &billboardVertices[2], &m );
        D3DXVec3TransformCoord( &vertex[3].pos, &billboardVertices[3], &m );
        vertex[0].pos.x += particle->pos.x,
        vertex[0].pos.y += particle->pos.y,
        vertex[0].pos.z += particle->pos.z,
        vertex[1].pos.x += particle->pos.x,
        vertex[1].pos.y += particle->pos.y,
        vertex[1].pos.z += particle->pos.z,
        vertex[2].pos.x += particle->pos.x,
        vertex[2].pos.y += particle->pos.y,
        vertex[2].pos.z += particle->pos.z,
        vertex[3].pos.x += particle->pos.x,
        vertex[3].pos.y += particle->pos.y,
        vertex[3].pos.z += particle->pos.z;
        // setup uvs        
        vertex[0].uv = billboardUVs[0];
        vertex[1].uv = billboardUVs[1];
        vertex[2].uv = billboardUVs[2];
        vertex[3].uv = billboardUVs[3];
        // setup colors
        vertex[0].color = 
        vertex[1].color = 
        vertex[2].color = 
        vertex[3].color = _ambient;
        // indices...
        index[0] = numVisibleParticles * 4 + 0;
        index[1] = numVisibleParticles * 4 + 1;
        index[2] = numVisibleParticles * 4 + 2;
        index[3] = numVisibleParticles * 4 + 0;
        index[4] = numVisibleParticles * 4 + 2;
        index[5] = numVisibleParticles * 4 + 3;
        // next particle
        vertex += 4, index += 6, numVisibleParticles++;            
    }

    // unlock buffers
    _vertexBuffer->Unlock();
    _indexBuffer->Unlock();

    // render buffers
    // render
    _dxCR( dxSetRenderState( D3DRS_LIGHTING, FALSE ) );    
    _dxCR( dxSetRenderState( D3DRS_ZWRITEENABLE, FALSE ) );
    _dxCR( dxSetRenderState( D3DRS_COLORVERTEX, TRUE ) );
    _dxCR( dxSetRenderState( D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL ) );
    _dxCR( dxSetRenderState( D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1 ) );
    _dxCR( dxSetRenderState( D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL ) );
    _dxCR( dxSetRenderState( D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL ) );
    
    _shader->apply();

    _dxCR( iDirect3DDevice->SetTransform( D3DTS_WORLD, &identity ) );
    _dxCR( iDirect3DDevice->SetFVF( particleFVF ) );
    _dxCR( iDirect3DDevice->SetStreamSource( 0, _vertexBuffer, 0, sizeof( RainParticleVertex ) ) );
    _dxCR( iDirect3DDevice->SetIndices( _indexBuffer ) );
    _dxCR( iDirect3DDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, 0, numVisibleParticles * 4, 0, numVisibleParticles * 2 ) );

    _dxCR( dxSetRenderState( D3DRS_ZWRITEENABLE, TRUE ) );
    _dxCR( dxSetRenderState( D3DRS_LIGHTING, TRUE ) ); 

    // debug info
    //mainwnd::IMainWnd* iMainWnd;
    //queryInterfaceT( "MainWnd", &iMainWnd );
    //iMainWnd->setWindowText( strformat( "Rain::render(): numVisibleParticles = %d", numVisibleParticles ).c_str() );
}