Пример #1
0
	void renderSpotBuffers(Storm3D_Scene &scene, bool renderShadows)
	{
        GFX_TRACE_SCOPE("renderSpotBuffers");

		device.SetRenderState(D3DRS_COLORWRITEENABLE, 0);
		Storm3D_ShaderManager::GetSingleton()->setNormalShaders();

		Storm3D_Camera &camera = *static_cast<Storm3D_Camera *> (scene.GetCamera());
		Storm3D_Spotlight::clearCache();

		if(renderShadows)
		{
			SpotList::iterator it = spots.begin();
			for(; it != spots.end(); ++it)
			{
				Storm3D_Spotlight *spot = it->get();
				if(!spot || !spot->enabled() || !spot->featureEnabled(IStorm3D_Spotlight::Shadows))
					continue;

				// Test spot visibility with foo scissor rect -- not really an optimal way of doing this
				if(!spot->setScissorRect(camera, VC2I(100, 100), scene))
					continue;
				device.SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);

				const float *cameraView = camera.GetView4x4Matrix();
				if(!spot->setAsRenderTarget(cameraView))
					continue;

                /* debug
				static unsigned int count = 0;
				count++;
				device.Clear(0, NULL, D3DCLEAR_ZBUFFER, 0, float(count % 21) / 20.0f, 0);
                */
				//glClearDepth(float(count % 11) / 10.0f);
				//glClear(GL_DEPTH_BUFFER_BIT);

				renderer.render(IStorm3D_TerrainRendererBase::SpotBuffer, scene, spot);
			}
		}

		device.SetSamplerState(1, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
		device.SetSamplerState(1, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);

		Storm3D_ShaderManager::GetSingleton()->setNormalShaders();
		device.SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE);
		device.SetPixelShader(0);

		camera.Apply();
	}
Пример #2
0
	void renderSpotLights(Storm3D_Scene &scene, bool renderShadows, LightType type)
	{
        GFX_TRACE_SCOPE("renderSpotLights");

		// this renders spotlight light & shadows
		//setTracing(true);

		Storm3D_ShaderManager::GetSingleton()->setProjectedShaders();

		device.SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
		device.SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
		device.SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
		device.SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
		device.SetRenderState(D3DRS_ALPHAREF, 0x1);
		device.SetRenderState(D3DRS_ZWRITEENABLE, FALSE);

		for(int i = 0; i < 4; ++i)
		{
			if(i != 2)
			{
				device.SetSamplerState(i, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
				device.SetSamplerState(i, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
			}
		}

		Storm3D_Camera &camera = *static_cast<Storm3D_Camera *> (scene.GetCamera());
		SpotList::iterator it = spots.begin();
		for(; it != spots.end(); ++it)
		{
			Storm3D_Spotlight *spot = it->get();
			if(!spot || !spot->enabled())
				continue;

			// Test spot visibility with foo scissor rect -- not really an optimal way of doing this
			if(!spot->setScissorRect(camera, VC2I(100, 100), scene))
				continue;
			device.SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);

			if(!false)
			{
				device.SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_PROJECTED);
				device.SetTextureStageState(1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_PROJECTED);
				device.SetTextureStageState(2, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
				device.SetTextureStageState(3, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
			}

			const float *cameraView = camera.GetView4x4Matrix();
			const float *cameraViewProjection = camera.GetViewProjection4x4Matrix();
			spot->applyTextures(cameraView, cameraViewProjection, storm, renderShadows);

			if(type == RealSolid)
				renderer.render(IStorm3D_TerrainRendererBase::SpotProjectionSolid, scene, spot);
			else
			{
				renderer.render(IStorm3D_TerrainRendererBase::SpotProjectionDecal, scene, spot);
				renderer.render(IStorm3D_TerrainRendererBase::SpotProjectionAlpha, scene, spot);
			}
		}

		Storm3D_ShaderManager::GetSingleton()->setNormalShaders();
		for(int i = 0; i < 4; ++i)
		{
			device.SetSamplerState(i, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
			device.SetSamplerState(i, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
		}
		//setTracing(false);

		device.SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
		device.SetTextureStageState(1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
		device.SetTextureStageState(2, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
		device.SetTextureStageState(3, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);

		device.SetTexture(1, 0);
		device.SetTexture(2, 0);
		device.SetTexture(3, 0);
		device.SetTexture(4, 0);

		device.SetPixelShader(0);
		device.SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
		device.SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
		device.SetRenderState(D3DRS_CLIPPLANEENABLE, FALSE);
	}
Пример #3
0
void Storm3D_Spotlight::querySizes(Storm3D &storm, bool ps14, int shadowQuality)
{
	if(shadowQuality >= 100)
	{
		SHADOW_WIDTH = 1024;
		SHADOW_HEIGHT = 1024;
		//SHADOW_WIDTH = 2048;
		//SHADOW_HEIGHT = 2048;
	}
	else if(shadowQuality >= 75)
	{
		SHADOW_WIDTH = 1024;
		SHADOW_HEIGHT = 512;
	}
	else if(shadowQuality >= 50)
	{
		SHADOW_WIDTH = 512;
		SHADOW_HEIGHT = 512;
	}
	else if(shadowQuality >= 25)
	{
		SHADOW_WIDTH = 512;
		SHADOW_HEIGHT = 256;
	}
	else
	{
		SHADOW_WIDTH = 256;
		SHADOW_HEIGHT = 256;
	}

	/*
	if(shadowQuality >= 100)
	{
		SHADOW_WIDTH = 768;
		SHADOW_HEIGHT = 768;
	}
	else if(shadowQuality >= 66)
	{
		SHADOW_WIDTH = 512;
		SHADOW_HEIGHT = 512;
	}
	else if(shadowQuality >= 33)
	{
		SHADOW_WIDTH = 384;
		SHADOW_HEIGHT = 384;
	}
	else
	{
		SHADOW_WIDTH = 256;
		SHADOW_HEIGHT = 256;
	}
	*/

	if(type == Legacy)
	{
		bool enableFloats = true;
		if(shadowQuality <= 33)
			enableFloats = false;

		findDepthType(*storm.D3D, ps14, enableFloats);
	}

	if(type != DepthBuffer)
		storm.setNeededDepthTarget(VC2I(SHADOW_WIDTH * 2, SHADOW_HEIGHT * 2));
	//else
		//storm.setNeededColorTarget(VC2I(SHADOW_WIDTH * 2, SHADOW_HEIGHT * 2));
}