void CExplodingBullet::Render() { if(GetType() == SMASHBULLET) return; CAssetManager* pAM = CAssetManager::GetInstance(); D3DXMATRIX ViewProj = CGameplayState::GetInstance()->GetCamera()->GetViewProjMatrix(); CRenderer* pRenderer = CRenderer::GetInstance(); IDirect3DDevice9* pD3D = pRenderer->GetDirect3DDevice(); pD3D->SetRenderState(D3DRS_ALPHABLENDENABLE, true); pD3D->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); pD3D->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); pD3D->SetVertexDeclaration(pAM->GetVertexDeclaration(BASEOBJECTDECL)); ID3DXEffect* pShader = pAM->GetShader(EFFECT_OBJ_SPHERE); unsigned passes(0); pShader->Begin(&passes,0); for(unsigned i(0);i < passes; i++) { pShader->BeginPass(i); pShader->SetTexture("gDiffuseTexture", pAM->GetTexture(EFFECT_OBJ_SPHERE)); pShader->SetMatrix("gViewProjection", &(ViewProj)); D3DXMATRIX scaleMat, worldMat; float scale = GetRadius(); D3DXMatrixScaling(&scaleMat, scale, scale, scale); pShader->SetMatrix("gWorld",&(scaleMat*GetMatrix())); pShader->SetFloatArray("gColor", GetColor(), 4); pShader->CommitChanges(); pD3D->SetVertexDeclaration(pAM->GetVertexDeclaration(BASEOBJECTDECL)); pD3D->SetStreamSource(0, pAM->GetVertBuffer(EFFECT_OBJ_SPHERE), 0, sizeof(tVertex)); pD3D->SetIndices(pAM->GetIndexBuffer(EFFECT_OBJ_SPHERE)); pD3D->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, pAM->GetNumVerts(EFFECT_OBJ_SPHERE), 0, pAM->GetNumTriangles(EFFECT_OBJ_SPHERE)); pShader->EndPass(); } pShader->End(); pD3D->SetRenderState(D3DRS_ALPHABLENDENABLE, false); }
// NOTE: The texture list needs to change to be device independent... void CD3DRigidMesh::Render(D3DMATRIX& WorldTransform,CD3DRenderStyle* pRenderStyle,vector<LPDXTexture>& TextureList) { if (pRenderStyle == NULL) return; g_RenderStateMgr.SetTransform(D3DTS_WORLDMATRIX(0), &WorldTransform); PD3DDEVICE->SetRenderState(D3DRS_VERTEXBLEND,D3DVBF_DISABLE); PD3DDEVICE->SetRenderState(D3DRS_LIGHTING,TRUE); PD3DDEVICE->SetRenderState(D3DRS_NORMALIZENORMALS,FALSE); //m_VBController.SetStreamSources(); if( (g_EffectMgr.GetEnabled()) && (g_EffectMgr.GetEffect() != NULL) ) { ID3DXEffect *pEffect = g_EffectMgr.GetEffect(); g_EffectMgr.UploadVertexDecl(); m_VBController.SetStreamSources(); // This is a temp HACK //g_RenderStateMgr.SetRenderStyleStates(pRenderStyle,0,TextureList); pEffect->SetTechnique(g_EffectMgr.GetTechnique()); D3DXMATRIX matD3DX( *g_RenderStateMgr.GetTransform(D3DTS_WORLD)); D3DXMATRIX MatWorld; D3DXMatrixTranspose(&MatWorld, &matD3DX); pEffect->SetMatrix("worldMatrix", &MatWorld); //view proj D3DXMATRIX MatView; PD3DDEVICE->GetTransform(D3DTS_VIEW, &MatView); pEffect->SetMatrix("viewMatrix", &MatView); D3DXMATRIX MatProj; PD3DDEVICE->GetTransform(D3DTS_PROJECTION, &MatProj); pEffect->SetMatrix("projMatrix", &MatProj); D3DXMATRIX MatViewProj; D3DXMatrixMultiply(&MatViewProj, &MatView, &MatProj); D3DXMatrixTranspose(&MatViewProj, &MatViewProj); D3DXMATRIX matD3DX2( MatViewProj); pEffect->SetMatrix("viewProjMatrix", &matD3DX2); float fTemp[4]; fTemp[0] = g_EffectMgr.GetPosition()->x; fTemp[1] = g_EffectMgr.GetPosition()->y; fTemp[2] = g_EffectMgr.GetPosition()->z; fTemp[3] = 0.0f; pEffect->SetFloatArray("CameraPosition", fTemp, 4); char szBuf[32]; ZeroMemory(szBuf, 32); for (uint32 iTexStage = 0; iTexStage < 4; ++iTexStage) { if(TextureList[iTexStage]) { PD3DDEVICE->SetTexture(iTexStage, TextureList[iTexStage]->GetTexture()); sprintf(szBuf, "texture%d", iTexStage); D3DXHANDLE hHandle = pEffect->GetParameterByName(NULL, szBuf); HRESULT hrTex = pEffect->SetTexture(hHandle, TextureList[iTexStage]->GetTexture()); if(FAILED(hrTex)) { OutputDebugString("Error sending texture to Effect!"); } } } UINT nPasses; pEffect->Begin(&nPasses, 0); for(int n = 0; n < (int)nPasses; ++n) { pEffect->BeginPass(n); m_VBController.Render(0,0,m_iVertCount,m_iPolyCount); pEffect->EndPass(); } pEffect->End(); PD3DDEVICE->SetTexture(0, NULL); PD3DDEVICE->SetTexture(1, NULL); PD3DDEVICE->SetTexture(2, NULL); PD3DDEVICE->SetTexture(3, NULL); } else { g_EffectMgr.UploadVertexDecl(); m_VBController.SetStreamSources(); for (uint32 iRenderPass = 0; iRenderPass < pRenderStyle->GetRenderPassCount(); ++iRenderPass) { LPDIRECT3DVERTEXSHADER9 VertexShader = pRenderStyle->GetVertexShader(iRenderPass,0); RSD3DRenderPass D3DRenderPass; if (VertexShader) { // Using a custom vertex shader... if (FAILED(g_RenderStateMgr.SetVertexShader(VertexShader))) { assert(0); return; } if (!pRenderStyle->GetRenderPass_D3DOptions(iRenderPass,&D3DRenderPass)) { assert(0); return; } // if (!g_RenderStateMgr.SetVertexShaderConstants(pRenderStyle, &D3DRenderPass,0)) { assert(0); return; } } else { // Using the standand pipe... /* if (!m_VBController.getVertexFormat(0)) return; // This is a non fixed function pipe VB - bail out... if (FAILED(g_RenderStateMgr.SetFVF(m_VBController.getVertexFormat(0)))) { assert(0); return; } */ } g_RenderStateMgr.SetRenderStyleStates(pRenderStyle,iRenderPass,TextureList); // Set your render states with the render state mgr... //g_EffectMgr.UploadVertexDecl(); m_VBController.Render(0,0,m_iVertCount,m_iPolyCount); } } D3DXMATRIX mIdentity; D3DXMatrixIdentity(&mIdentity); // Reset our World Matrix... g_RenderStateMgr.SetTransform(D3DTS_WORLDMATRIX(0),&mIdentity); PD3DDEVICE->SetRenderState(D3DRS_LIGHTING,FALSE); PD3DDEVICE->SetRenderState(D3DRS_ALPHABLENDENABLE, false); PD3DDEVICE->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); PD3DDEVICE->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); PD3DDEVICE->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); PD3DDEVICE->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); }