void RenderFrameDX10(void) { Vector4 vClearColor(0.0f, 0.0f, 0.0f, 0.0f); // frame buffer ID3D10RenderTargetView *pRenderTargetView = GutGetDX10RenderTargetView(); // depth/stencil buffer ID3D10DepthStencilView *pDepthStencilView = GutGetDX10DepthStencilView(); // front/back buffer IDXGISwapChain *pSwapChain = GutGetDX10SwapChain(); // 清除顏色 g_pDevice->ClearRenderTargetView(pRenderTargetView, (float *)&vClearColor); // 清除Depth/Stencil buffer g_pDevice->ClearDepthStencilView(pDepthStencilView, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 0); // 取得轉換矩陣 Matrix4x4 view_matrix = g_Control.GetViewMatrix(); Matrix4x4 world_matrix = g_Control.GetObjectMatrix(); Matrix4x4 ident_matrix = Matrix4x4::IdentityMatrix(); CGutModel_DX10::SetProjectionMatrix(g_proj_matrix); CGutModel_DX10::SetViewMatrix(view_matrix); // 畫出茶具組 { g_pDevice->OMSetDepthStencilState(NULL, 1); CGutModel_DX10::SetWorldMatrix(world_matrix); CGutModel_DX10::UpdateMatrix(); g_Model_DX10.Render(); } // stencil pass, 在stencil buffer里標出光源照射到的像素 { g_pDevice->OMSetDepthStencilState(g_pZStencil_Mask, 1); CGutModel_DX10::SetWorldMatrix(ident_matrix); CGutModel_DX10::UpdateMatrix(); CGutModel_DX10::SetMaterialOverwrite(&g_material_stencilpass); g_SpotLightModel_DX10.Render(); } // 畫出被光線照射到的區域 { g_pDevice->OMSetDepthStencilState(g_pZStencil_Test, 1); CGutModel_DX10::SetMaterialOverwrite(&g_material_spotlightpass); g_SpotLightModel_DX10.Render(); } // 畫出光柱圓錐 { g_pDevice->OMSetDepthStencilState(NULL, 1); CGutModel_DX10::SetMaterialOverwrite(NULL); g_SpotLightModel_DX10.Render(); } // 等待硬體掃結束, 然後才更新畫面. pSwapChain->Present(1, 0); }
void RenderModelDX10(bool mirror, Vector4 *pPlane) { ID3D10Device *pDevice = GutGetGraphicsDeviceDX10(); Matrix4x4 view_matrix; Matrix4x4 proj_matrix; Matrix4x4 world_matrix = g_Control.GetObjectMatrix(); if ( mirror ) { Vector4 vEye = g_Control.GetCameraPosition(); Vector4 vUp = g_Control.m_vUp; Vector4 vLookAt = g_Control.m_vLookAt; Vector4 mirror_eye = MirrorPoint(vEye, *pPlane); Vector4 mirror_lookat = MirrorPoint(vLookAt, *pPlane); Vector4 mirror_up = MirrorPoint(vUp, *pPlane); view_matrix = GutMatrixLookAtRH(mirror_eye, mirror_lookat, mirror_up); g_mirror_view_matrix = view_matrix; } else { view_matrix = g_Control.GetViewMatrix(); } // `CGutModel_DX10中有提供一些模擬Fixed Piepline的函式` CGutModel_DX10::SetProjectionMatrix(g_proj_matrix); CGutModel_DX10::SetViewMatrix(view_matrix); CGutModel_DX10::SetWorldMatrix(world_matrix); CGutModel_DX10::UpdateMatrix(); g_Model_DX10.Render(); }
void RenderFrameDX10(void) { Vector4 vClearColor(0.0f, 0.0f, 0.0f, 0.0f); // 取得呼叫GutCreateGraphicsDeviceDX10時所產生的D3D10物件 ID3D10RenderTargetView *pRenderTargetView = GutGetDX10RenderTargetView(); //frame buffer ID3D10DepthStencilView *pDepthStencilView = GutGetDX10DepthStencilView(); //depth/stencil buffer IDXGISwapChain *pSwapChain = GutGetDX10SwapChain(); // front/back buffer g_pDevice->ClearRenderTargetView(pRenderTargetView, &vClearColor[0]); g_pDevice->ClearDepthStencilView(pDepthStencilView, D3D10_CLEAR_DEPTH|D3D10_CLEAR_STENCIL, 1.0f, 0); Matrix4x4 camera_matrix = g_Control.GetCameraMatrix(); Matrix4x4 view_matrix = g_Control.GetViewMatrix(); Matrix4x4 world_matrix = g_Control.GetObjectMatrix(); g_Model_DX10.SetLight(0, g_Lights[0]); g_Model_DX10.SetLight(1, g_Lights[1]); g_Model_DX10.EnableLighting(true); g_Model_DX10.SetProjectionMatrix(g_proj_matrix); g_Model_DX10.SetWorldMatrix(world_matrix); g_Model_DX10.SetViewMatrix(view_matrix); g_Model_DX10.SetInvViewMatrix(camera_matrix); g_Model_DX10.UpdateMatrix(); g_Model_DX10.Render(); // 等待硬體掃結束, 然後才更新畫面 pSwapChain->Present(1, 0); }
void RenderFrameDX10(void) { Matrix4x4 view_matrix = g_Control.GetViewMatrix(); Matrix4x4 world_matrix = g_Control.GetObjectMatrix(); Vector4 vClearColor(0.0f, 0.0f, 0.0f, 0.0f); UINT stride = sizeof(Vertex_VT); UINT offset = 0; ID3D10RenderTargetView *pRenderTargetView = GutGetDX10RenderTargetView(); ID3D10DepthStencilView *pDepthStencilView = GutGetDX10DepthStencilView(); g_pDevice->OMSetRenderTargets(1, &g_pRTView[FULLSIZE], pDepthStencilView); g_pDevice->ClearRenderTargetView(g_pRTView[FULLSIZE], &vClearColor[0]); g_pDevice->ClearDepthStencilView(pDepthStencilView, D3D10_CLEAR_DEPTH|D3D10_CLEAR_STENCIL, 1.0f, 0); SetViewport(FULLSIZE); CGutModel_DX10::SetViewMatrix(view_matrix); CGutModel_DX10::SetWorldMatrix(world_matrix); CGutModel_DX10::SetProjectionMatrix(g_proj_matrix); CGutModel_DX10::UpdateMatrix(); g_Model_DX10.Render(); ConvertToLuminance(); Average(); AdaptiveLuminance(); AutoExposure(); if ( g_iMode & 0x01 ) { g_pDevice->OMSetRenderTargets(1, &pRenderTargetView, pDepthStencilView); SetViewport(FULLSIZE); float x = -1.0f; float y = -1.0f; float w = 0.2f; float h = 0.2f; DrawImage(g_pSRView[LUMINANCE_CURRENT], x, y, w, h); x+=w; DrawImage(g_pSRView[LUMINANCE_PREVIOUS], x, y, w, h); x+=w; } // 等待硬體掃結束, 然後才更新畫面 IDXGISwapChain *pSwapChain = GutGetDX10SwapChain(); pSwapChain->Present(1, 0); }
void RenderFrameDX10(void) { Vector4 vClearColor(0.0f); Vector4 vObjectColor(0.0f, 1.0f, 0.0f); ID3D10RenderTargetView *pRenderTargetView = GutGetDX10RenderTargetView(); //frame buffer ID3D10DepthStencilView *pDepthStencilView = GutGetDX10DepthStencilView(); //depth/stencil buffer g_pDevice->ClearRenderTargetView(pRenderTargetView, &vClearColor[0]); g_pDevice->ClearDepthStencilView(pDepthStencilView, D3D10_CLEAR_DEPTH|D3D10_CLEAR_STENCIL, 1.0f, 0); // background image DrawImage(g_pTexture); // refraction Matrix4x4 view_matrix = g_Control.GetViewMatrix(); Matrix4x4 world_matrix = g_Control.GetObjectMatrix(); Matrix4x4 wvp_matrix = world_matrix * view_matrix * g_proj_matrix; Matrix4x4 wv_matrix = world_matrix * view_matrix; ID3D10EffectTechnique *pShader = g_pRefractionFX->GetTechniqueByName("Refraction"); ID3D10EffectShaderResourceVariable *texture_param = g_pRefractionFX->GetVariableByName("BackgroundImage")->AsShaderResource(); ID3D10EffectMatrixVariable *wvpmatrix_param = g_pRefractionFX->GetVariableByName("wvp_matrix")->AsMatrix(); ID3D10EffectMatrixVariable *wvmatrix_param = g_pRefractionFX->GetVariableByName("wv_matrix")->AsMatrix(); ID3D10EffectVectorVariable *color_param = g_pRefractionFX->GetVariableByName("object_color")->AsVector(); texture_param->SetResource(g_pTexture); wvpmatrix_param->SetMatrix( (float *)&wvp_matrix ); wvmatrix_param->SetMatrix( (float *)&wv_matrix ); color_param->SetFloatVector( (float *)&vObjectColor ); pShader->GetPassByIndex(0)->Apply(0); g_pDevice->IASetInputLayout(g_pRefractionLayout); g_Model_DX10.Render(SUBMIT_CULLFACE); // 等待硬體掃結束, 然後才更新畫面 IDXGISwapChain *pSwapChain = GutGetDX10SwapChain(); pSwapChain->Present(1, 0); }
void RenderFrameDX10(void) { Vector4 vClearColor(0.0f, 0.0f, 0.0f, 0.0f); // frame buffer ID3D10RenderTargetView *pRenderTargetView = GutGetDX10RenderTargetView(); // depth/stencil buffer ID3D10DepthStencilView *pDepthStencilView = GutGetDX10DepthStencilView(); // front/back buffer IDXGISwapChain *pSwapChain = GutGetDX10SwapChain(); Matrix4x4 ident_matrix; ident_matrix.Identity(); Matrix4x4 view_matrix = g_Control.GetViewMatrix(); Matrix4x4 world_matrix = g_Control.GetObjectMatrix(); Matrix4x4 world_view_proj_matrix = world_matrix * view_matrix * g_proj_matrix; // 清除顏色 g_pDevice->ClearRenderTargetView(pRenderTargetView, (float *)&vClearColor); // 清除Depth/Stencil buffer g_pDevice->ClearDepthStencilView(pDepthStencilView, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 0); // 畫出茶壼, 并更新 Stencil Buffer. { g_pDevice->OMSetDepthStencilState(g_pZStencil_Incr, 0); CGutModel_DX10::SetProjectionMatrix(g_proj_matrix); CGutModel_DX10::SetViewMatrix(view_matrix); CGutModel_DX10::SetWorldMatrix(world_matrix); CGutModel_DX10::UpdateMatrix(); g_Model_DX10.Render(); } // 套用 Shader { UINT stride = sizeof(Vertex_V); UINT offset = 0; // 設定Shader g_pDevice->VSSetShader(g_pVertexShader); g_pDevice->PSSetShader(g_pPixelShader); // 設定Shader讀取參數的記憶體位罝 g_pDevice->VSSetConstantBuffers(0, 1, &g_pConstantBuffer); g_pDevice->PSSetConstantBuffers(0, 1, &g_pConstantBuffer); // 設定vertex資料格式 g_pDevice->IASetInputLayout(g_pVertexLayout); // 設定Vertex Buffer g_pDevice->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &stride, &offset); // 設定三角形頂點索引值資料排列是triangle strip g_pDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); } ShaderConstant *pConstData = NULL; // 用綠色標示出只更新1次的像素 { // 設定shader參數 g_pConstantBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pConstData ); pConstData->m_wvp_matrix = ident_matrix; pConstData->m_color.Set(0,1,0,1); g_pConstantBuffer->Unmap(); // 畫出看板 g_pDevice->OMSetDepthStencilState(g_pZStencil_Test, 1); g_pDevice->Draw(4, 0); } // 用藍色標示出更新2次的像素 { // 設定shader參數 g_pConstantBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pConstData ); pConstData->m_wvp_matrix = ident_matrix; pConstData->m_color.Set(0,0,1,1); g_pConstantBuffer->Unmap(); // 畫出看板 g_pDevice->OMSetDepthStencilState(g_pZStencil_Test, 2); g_pDevice->Draw(4, 0); } // 用紅色標示出更新3次的像素 { // 設定shader參數 g_pConstantBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pConstData ); pConstData->m_wvp_matrix = ident_matrix; pConstData->m_color.Set(1,0,0,1); g_pConstantBuffer->Unmap(); // 畫出看板 g_pDevice->OMSetDepthStencilState(g_pZStencil_Test, 3); g_pDevice->Draw(4, 0); } // 用白色標示出更新超過3次的像素 { // 設定shader參數 g_pConstantBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pConstData ); pConstData->m_wvp_matrix = ident_matrix; pConstData->m_color.Set(1,1,1,1); g_pConstantBuffer->Unmap(); // 畫出看板 g_pDevice->OMSetDepthStencilState(g_pZStencil_Less, 3); g_pDevice->Draw(4, 0); } // 等待硬體掃結束, 然後才更新畫面. pSwapChain->Present(1, 0); }