void SpotlightDemo::drawSpheres() { D3DXMATRIX W, WIT; HR(mFX->SetValue(mhAmbientMtrl, &mSphereMtrl.ambient, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhDiffuseMtrl, &mSphereMtrl.diffuse, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhSpecMtrl, &mSphereMtrl.spec, sizeof(D3DXCOLOR))); HR(mFX->SetFloat(mhSpecPower, mSphereMtrl.specPower)); for(int z = -30; z <= 30; z+= 10) { D3DXMatrixTranslation(&W, -10.0f, 7.5f, (float)z); D3DXMatrixInverse(&WIT, 0, &W); D3DXMatrixTranspose(&WIT, &WIT); HR(mFX->SetMatrix(mhWVP, &(W*mView*mProj))); HR(mFX->SetMatrix(mhWorld, &W)); HR(mFX->SetMatrix(mhWorldInvTrans, &WIT)); HR(mFX->CommitChanges()); HR(mSphere->DrawSubset(0)); D3DXMatrixTranslation(&W, 10.0f, 7.5f, (float)z); D3DXMatrixInverse(&WIT, 0, &W); D3DXMatrixTranspose(&WIT, &WIT); HR(mFX->SetMatrix(mhWVP, &(W*mView*mProj))); HR(mFX->SetMatrix(mhWorld, &W)); HR(mFX->SetMatrix(mhWorldInvTrans, &WIT)); HR(mFX->CommitChanges()); HR(mSphere->DrawSubset(0)); } }
void MirrorDemo::drawScene() { // Clear the backbuffer and depth buffer. HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL, 0xffeeeeee, 1.0f, 0)); HR(gd3dDevice->BeginScene()); HR(mFX->SetTechnique(mhTech)); HR(mFX->SetValue(mhLightVecW, &mLightVecW, sizeof(D3DXVECTOR3))); HR(mFX->SetValue(mhDiffuseLight, &mDiffuseLight, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhAmbientLight, &mAmbientLight, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhSpecularLight, &mSpecularLight, sizeof(D3DXCOLOR))); // All objects use the same material. HR(mFX->SetValue(mhAmbientMtrl, &mWhiteMtrl.ambient, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhDiffuseMtrl, &mWhiteMtrl.diffuse, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhSpecularMtrl, &mWhiteMtrl.spec, sizeof(D3DXCOLOR))); HR(mFX->SetFloat(mhSpecularPower, mWhiteMtrl.specPower)); drawRoom(); drawMirror(); drawTeapot(); drawReflectedTeapot(); mGfxStats->display(); HR(gd3dDevice->EndScene()); // Present the backbuffer. HR(gd3dDevice->Present(0, 0, 0, 0)); }
void GateDemo::drawGround() { HR(mFX->SetValue(mhAmbientMtrl, &mGroundMtrl.ambient, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhDiffuseMtrl, &mGroundMtrl.diffuse, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhSpecularMtrl, &mGroundMtrl.spec, sizeof(D3DXCOLOR))); HR(mFX->SetFloat(mhSpecularPower, mGroundMtrl.specPower)); HR(mFX->SetMatrix(mhWVP, &(mGroundWorld*mView*mProj))); D3DXMATRIX worldInvTrans; D3DXMatrixInverse(&worldInvTrans, 0, &mGroundWorld); D3DXMatrixTranspose(&worldInvTrans, &worldInvTrans); HR(mFX->SetMatrix(mhWorldInvTrans, &worldInvTrans)); HR(mFX->SetMatrix(mhWorld, &mGroundWorld)); HR(mFX->SetTexture(mhTex, mGroundTex)); HR(gd3dDevice->SetVertexDeclaration(VertexPNT::Decl)); HR(gd3dDevice->SetStreamSource(0, mGridVB, 0, sizeof(VertexPNT))); HR(gd3dDevice->SetIndices(mGridIB)); // Begin passes. UINT numPasses = 0; HR(mFX->Begin(&numPasses, 0)); for(UINT i = 0; i < numPasses; ++i) { HR(mFX->BeginPass(i)); HR(gd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, mNumGridVertices, 0, mNumGridTriangles)); HR(mFX->EndPass()); } HR(mFX->End()); }
void SpotlightDemo::drawCylinders() { D3DXMATRIX T, R, W, WIT; D3DXMatrixRotationX(&R, D3DX_PI*0.5f); HR(mFX->SetValue(mhAmbientMtrl, &mCylinderMtrl.ambient, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhDiffuseMtrl, &mCylinderMtrl.diffuse, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhSpecMtrl, &mCylinderMtrl.spec, sizeof(D3DXCOLOR))); HR(mFX->SetFloat(mhSpecPower, mCylinderMtrl.specPower)); for(int z = -30; z <= 30; z+= 10) { D3DXMatrixTranslation(&T, -10.0f, 3.0f, (float)z); W = R*T; D3DXMatrixInverse(&WIT, 0, &W); D3DXMatrixTranspose(&WIT, &WIT); HR(mFX->SetMatrix(mhWVP, &(W*mView*mProj))); HR(mFX->SetMatrix(mhWorld, &W)); HR(mFX->SetMatrix(mhWorldInvTrans, &WIT)); HR(mFX->CommitChanges()); HR(mCylinder->DrawSubset(0)); D3DXMatrixTranslation(&T, 10.0f, 3.0f, (float)z); W = R*T; D3DXMatrixInverse(&WIT, 0, &W); D3DXMatrixTranspose(&WIT, &WIT); HR(mFX->SetMatrix(mhWVP, &(W*mView*mProj))); HR(mFX->SetMatrix(mhWorld, &W)); HR(mFX->SetMatrix(mhWorldInvTrans, &WIT)); HR(mFX->CommitChanges()); HR(mCylinder->DrawSubset(0)); } }
void MultiTexDemo::drawScene() { // Clear the backbuffer and depth buffer. HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffeeeeee, 1.0f, 0)); HR(gd3dDevice->BeginScene()); // Setup the rendering FX HR(mFX->SetTechnique(mhTech)); HR(mFX->SetMatrix(mhWVP, &(mWorld*mView*mProj))); D3DXMATRIX worldInvTrans; D3DXMatrixInverse(&worldInvTrans, 0, &mWorld); D3DXMatrixTranspose(&worldInvTrans, &worldInvTrans); HR(mFX->SetMatrix(mhWorldInvTrans, &worldInvTrans)); HR(mFX->SetValue(mhLightVecW, &mLightVecW, sizeof(D3DXVECTOR3))); HR(mFX->SetValue(mhDiffuseMtrl, &mDiffuseMtrl, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhDiffuseLight, &mDiffuseLight, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhAmbientMtrl, &mAmbientMtrl, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhAmbientLight, &mAmbientLight, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhSpecularLight, &mSpecularLight, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhSpecularMtrl, &mSpecularMtrl, sizeof(D3DXCOLOR))); HR(mFX->SetFloat(mhSpecularPower, mSpecularPower)); HR(mFX->SetMatrix(mhWorld, &mWorld)); HR(mFX->SetTexture(mhTex0, mTex0)); HR(mFX->SetTexture(mhTex1, mTex1)); HR(mFX->SetTexture(mhTex2, mTex2)); HR(mFX->SetTexture(mhBlendMap, mBlendMap)); HR(gd3dDevice->SetVertexDeclaration(VertexPNT::Decl)); HR(gd3dDevice->SetStreamSource(0, mGridVB, 0, sizeof(VertexPNT))); HR(gd3dDevice->SetIndices(mGridIB)); // Begin passes. UINT numPasses = 0; HR(mFX->Begin(&numPasses, 0)); for(UINT i = 0; i < numPasses; ++i) { HR(mFX->BeginPass(i)); HR(gd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, mNumGridVertices, 0, mNumGridTriangles)); HR(mFX->EndPass()); } HR(mFX->End()); mGfxStats->display(); HR(gd3dDevice->EndScene()); // Present the backbuffer. HR(gd3dDevice->Present(0, 0, 0, 0)); }
void GateDemo::drawGate() { // Enable alpha test. HR(gd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, true)); HR(gd3dDevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL)); HR(gd3dDevice->SetRenderState(D3DRS_ALPHAREF, 100)); // Turn off backface culling so you can see both sides of the gate. HR(gd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE)); HR(mFX->SetValue(mhAmbientMtrl, &mGateMtrl.ambient, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhDiffuseMtrl, &mGateMtrl.diffuse, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhSpecularMtrl, &mGateMtrl.spec, sizeof(D3DXCOLOR))); HR(mFX->SetFloat(mhSpecularPower, mGateMtrl.specPower)); HR(mFX->SetMatrix(mhWVP, &(mGateWorld*mView*mProj))); D3DXMATRIX worldInvTrans; D3DXMatrixInverse(&worldInvTrans, 0, &mGateWorld); D3DXMatrixTranspose(&worldInvTrans, &worldInvTrans); HR(mFX->SetMatrix(mhWorldInvTrans, &worldInvTrans)); HR(mFX->SetMatrix(mhWorld, &mGateWorld)); HR(mFX->SetTexture(mhTex, mGateTex)); HR(gd3dDevice->SetVertexDeclaration(VertexPNT::Decl)); HR(gd3dDevice->SetStreamSource(0, mGateVB, 0, sizeof(VertexPNT))); HR(gd3dDevice->SetIndices(mGateIB)); // Begin passes. UINT numPasses = 0; HR(mFX->Begin(&numPasses, 0)); for(UINT i = 0; i < numPasses; ++i) { HR(mFX->BeginPass(i)); HR(gd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 4, 0, 2)); HR(mFX->EndPass()); } HR(mFX->End()); // Disable alpha test. HR(gd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false)); // Turn culling back on. HR(gd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW)); }
void SphereCylDemo::drawCylinders() { HR(gd3dDevice->SetRenderState(D3DRS_WRAP0, D3DWRAP_U)); D3DXMATRIX T, R, W, WIT; D3DXMatrixRotationX(&R, -D3DX_PI*0.5f); HR(mFX->SetValue(mhAmbientMtrl, &mCylinderMtrl.ambient, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhDiffuseMtrl, &mCylinderMtrl.diffuse, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhSpecMtrl, &mCylinderMtrl.spec, sizeof(D3DXCOLOR))); HR(mFX->SetFloat(mhSpecPower, mCylinderMtrl.specPower)); HR(mFX->SetTexture(mhTex, mCylTex)); for(int z = -30; z <= 30; z+= 10) { D3DXMatrixTranslation(&T, -10.0f, 3.0f, (float)z); W = R*T; D3DXMatrixInverse(&WIT, 0, &W); D3DXMatrixTranspose(&WIT, &WIT); HR(mFX->SetMatrix(mhWVP, &(W*mView*mProj))); HR(mFX->SetMatrix(mhWorld, &W)); HR(mFX->SetMatrix(mhWorldInvTrans, &WIT)); HR(mFX->CommitChanges()); HR(mCylinder->DrawSubset(0)); D3DXMatrixTranslation(&T, 10.0f, 3.0f, (float)z); W = R*T; D3DXMatrixInverse(&WIT, 0, &W); D3DXMatrixTranspose(&WIT, &WIT); HR(mFX->SetMatrix(mhWVP, &(W*mView*mProj))); HR(mFX->SetMatrix(mhWorld, &W)); HR(mFX->SetMatrix(mhWorldInvTrans, &WIT)); HR(mFX->CommitChanges()); HR(mCylinder->DrawSubset(0)); } // Disable. HR(gd3dDevice->SetRenderState(D3DRS_WRAP0, 0)); }
void SpotlightDemo::drawGrid() { HR(gd3dDevice->SetStreamSource(0, mVB, 0, sizeof(VertexPN))); HR(gd3dDevice->SetIndices(mIB)); HR(gd3dDevice->SetVertexDeclaration(VertexPN::Decl)); D3DXMATRIX W, WIT; D3DXMatrixIdentity(&W); D3DXMatrixInverse(&WIT, 0, &W); D3DXMatrixTranspose(&WIT, &WIT); HR(mFX->SetMatrix(mhWorld, &W)); HR(mFX->SetMatrix(mhWVP, &(W*mView*mProj))); HR(mFX->SetMatrix(mhWorldInvTrans, &WIT)); HR(mFX->SetValue(mhAmbientMtrl, &mGridMtrl.ambient, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhDiffuseMtrl, &mGridMtrl.diffuse, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhSpecMtrl, &mGridMtrl.spec, sizeof(D3DXCOLOR))); HR(mFX->SetFloat(mhSpecPower, mGridMtrl.specPower)); HR(mFX->CommitChanges()); HR(gd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, mNumGridVertices, 0, mNumGridTriangles)); }
void SpotlightDemo::drawScene() { // Clear the backbuffer and depth buffer. HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0)); HR(gd3dDevice->BeginScene()); // Setup the rendering FX HR(mFX->SetValue(mhAmbientLight, &mAmbientLight, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhDiffuseLight, &mDiffuseLight, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhSpecLight, &mSpecLight, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhAttenuation012, &mAttenuation012, sizeof(D3DXVECTOR3))); HR(mFX->SetFloat(mhSpotPower, mSpotPower)); // Begin passes. UINT numPasses = 0; HR(mFX->Begin(&numPasses, 0)); for(UINT i = 0; i < numPasses; ++i) { HR(mFX->BeginPass(i)); drawGrid(); drawCylinders(); drawSpheres(); HR(mFX->EndPass()); } HR(mFX->End()); mGfxStats->display(); HR(gd3dDevice->EndScene()); // Present the backbuffer. HR(gd3dDevice->Present(0, 0, 0, 0)); }
bool Action(IDirect3DDevice9 *d3dev, IDirect3DTexture9 *src, IDirect3DTexture9 *dst, float w, float h, float power, dword color) { CUSTOMVERTEX vertices[] = { { 0.0f, 0.0f, 0.5f, 1.f, 0xffffffff, 0.f, 0.f}, { 320.0f, 0.0f, 0.5f, 1.f, 0xffffffff, 1.f, 0.f}, { 320.0f, 240.0f, 0.5f, 1.f, 0xffffffff, 1.f, 1.f}, { 0.0f, 0.0f, 0.5f, 1.f, 0xffffffff, 0.f, 0.f}, { 320.0f, 240.0f, 0.5f, 1.f, 0xffffffff, 1.f, 1.f}, { 0.0f, 240.0f, 0.5f, 1.f, 0xffffffff, 0.f, 1.f} }; HRESULT r; VOID *pVertices; int texType; float texCx,texCy; vertices[0].x=0; vertices[0].y=0; vertices[1].x=w; vertices[1].y=0; vertices[2].x=w; vertices[2].y=h; vertices[3].x=0; vertices[3].y=0; vertices[4].x=w; vertices[4].y=h; vertices[5].x=0; vertices[5].y=h; /* vertices[0].color=0xFFFFFFFF; vertices[1].color=0xFFFFFFFF; vertices[2].color=0xFFFFFFFF; vertices[3].color=0xFFFFFFFF; vertices[4].color=0xFFFFFFFF; vertices[5].color=0xFFFFFFFF; */ assert(VBUFSIZE==sizeof(vertices)); if(vb->Lock(0, VBUFSIZE, (void**)&pVertices, 0)==D3D_OK) { memcpy(pVertices, vertices, VBUFSIZE); vb->Unlock(); } IDirect3DSurface9 *renderO=null; IDirect3DSurface9 *renderS=null; d3dev->GetRenderTarget(0, &renderO); if(dst->GetSurfaceLevel(0, &renderS)==D3D_OK) { d3dev->BeginScene(); d3dev->SetRenderTarget(0, renderS); if(effect) { effect->SetTechnique("elektronika"); effect->SetTexture("texture0", src); if(hColor) { D3DXVECTOR4 v; byte rc,gc,bc; colorRGB(&rc,&gc, &bc, (dword)color); v.x=(float)rc/255.f; v.y=(float)gc/255.f; v.z=(float)bc/255.f; v.w=1.f; effect->SetVector(hColor, &v); } if(hPower) effect->SetFloat(hPower, (FLOAT)power); r=d3dev->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE); r=d3dev->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); r=d3dev->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); r=d3dev->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); r=d3dev->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); r=d3dev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE); r=d3dev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ZERO); r=d3dev->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); { UINT uPasses; effect->Begin( &uPasses, 0 ); for( UINT uPass = 0; uPass < uPasses; ++uPass ) { effect->BeginPass( uPass ); r=d3dev->SetStreamSource(0, vb, 0, sizeof(CUSTOMVERTEX)); r=d3dev->SetFVF(D3DFVF_CUSTOMVERTEX); r=d3dev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2); effect->EndPass(); } effect->End(); } } d3dev->EndScene(); renderS->Release(); } d3dev->SetRenderTarget(0, renderO); return true; }
void ShaderParamFloat< EffectShader >::setParam( Renderer& renderer, void* shaderPtr ) { ID3DXEffect* dxEffect = reinterpret_cast< ID3DXEffect* >( shaderPtr ); dxEffect->SetFloat( m_name.c_str(), m_val ); }
void PropsDemo::drawScene() { // Clear the backbuffer and depth buffer. HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff888888, 1.0f, 0)); HR(gd3dDevice->BeginScene()); HR(mFX->SetValue(mhEyePosW, &gCamera->pos(), sizeof(D3DXVECTOR3))); HR(mFX->SetTechnique(mhTech)); UINT numPasses = 0; HR(mFX->Begin(&numPasses, 0)); HR(mFX->BeginPass(0)); drawObject(mCastle, mCastleWorld); // Use alpha test to block non leaf pixels from being rendered in the // trees (i.e., use alpha mask). HR(gd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, true)); HR(gd3dDevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL)); HR(gd3dDevice->SetRenderState(D3DRS_ALPHAREF, 200)); // Draw the trees: NUM_TREES/4 of each of the four types. for(int i = 0; i < NUM_TREES; ++i) { if( i < NUM_TREES/4 ) drawObject(mTrees[0], mTreeWorlds[i]); else if( i < 2*NUM_TREES/4 ) drawObject(mTrees[1], mTreeWorlds[i]); else if( i < 3*NUM_TREES/4 ) drawObject(mTrees[2], mTreeWorlds[i]); else drawObject(mTrees[3], mTreeWorlds[i]); } HR(gd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false)); HR(mFX->EndPass()); HR(mFX->End()); HR(mGrassFX->SetValue(mhGrassEyePosW, &gCamera->pos(), sizeof(D3DXVECTOR3))); HR(mGrassFX->SetMatrix(mhGrassViewProj, &(gCamera->viewProj()))); HR(mGrassFX->SetFloat(mhGrassTime, mTime)); HR(mGrassFX->Begin(&numPasses, 0)); HR(mGrassFX->BeginPass(0)); // Draw to depth buffer only. HR(mGrassMesh->DrawSubset(0)); HR(mGrassFX->EndPass()); HR(mGrassFX->End()); mTerrain->draw(); mWater->draw(); // draw alpha blended objects last. mGfxStats->display(); HR(gd3dDevice->EndScene()); // Present the backbuffer. HR(gd3dDevice->Present(0, 0, 0, 0)); }