Пример #1
0
void render()
{
    assert(g_pd3dDevice);

    camera();

    g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(255, 0, 0), 1.0f, 0);

    g_pd3dDevice->BeginScene();
    {
        switch(g_object) {
            case sphere:
                g_pSphereMesh->DrawSubset(0);
                break;

            case cube:
                g_pCubeMesh->DrawSubset(0);
                break;

            case torus:
                g_pTorusMesh->DrawSubset(0);
                break;

            default:
                assert(!"Invalid object");
                break;
        }
    }
    g_pd3dDevice->EndScene();

    g_pd3dDevice->Present(NULL, NULL, NULL, NULL);

    g_rotation += ROTATION_DELTA;
}
Пример #2
0
VOID render(){
	g_pDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
		D3DCOLOR_XRGB(192, 192, 192), 1.0f, 0);

	if(SUCCEEDED(g_pDevice->BeginScene())){

		setWorldMatrix();
		//First, Render the not transparent part
		for(DWORD i=0; i<g_dwNumMaterials; ++i){
			if(g_pMeshMaterials[i].Diffuse.a == 1.0f){
				g_pDevice->SetMaterial(&g_pMeshMaterials[i]);
				g_pDevice->SetTexture(0, g_pMeshTextures[i]);

				g_pMesh->DrawSubset(i);
			}
		}

		//Second , Render the transparent part
		for(DWORD i=0; i<g_dwNumMaterials; ++i){
			if(g_pMeshMaterials[i].Diffuse.a != 1.0f){
				g_pDevice->SetMaterial(&g_pMeshMaterials[i]);
				g_pDevice->SetTexture(0, g_pMeshTextures[i]);

				g_pMesh->DrawSubset(i);
			}
		}
		g_pDevice->EndScene();
	}
	g_pDevice->Present(NULL, NULL, NULL, NULL);
}
Пример #3
0
//*************************************************************************************************************
void RenderScene(LPD3DXEFFECT effect, int what)
{
	D3DXMATRIX inv;
	D3DXVECTOR4 uv(1, 1, 1, 1);
	D3DXVECTOR4 spec(1, 1, 1, 1);

	for( int i = 0; i < numobjects; ++i )
	{
		SceneObject& obj = objects[i];

		if( obj.behavior == what )
		{
			D3DXMatrixInverse(&inv, 0, &obj.world);

			effect->SetMatrix("matWorld", &obj.world);
			effect->SetMatrix("matWorldInv", &inv);

			if( obj.type == FLOOR )
			{
				uv.x = uv.y = 3;
				spec = D3DXVECTOR4(0.2f, 0.2f, 0.2f, 20.0f);

				effect->SetVector("uv", &uv);
				effect->SetVector("matSpecular", &spec);
				effect->CommitChanges();

				device->SetTexture(0, texture2);
				box->DrawSubset(0);
			}
			else if( obj.type == CRATE )
			{
				uv.x = uv.y = 1;
				spec = D3DXVECTOR4(0.2f, 0.2f, 0.2f, 20.0f);

				effect->SetVector("uv", &uv);
				effect->SetVector("matSpecular", &spec);
				effect->CommitChanges();

				device->SetTexture(0, texture3);
				box->DrawSubset(0);
			}
			else if( obj.type == SKULL )
			{
				uv.x = uv.y = 1;
				spec = D3DXVECTOR4(0.75f, 0.75f, 0.75f, 80.0f);

				effect->SetVector("uv", &uv);
				effect->SetVector("matSpecular", &spec);
				effect->CommitChanges();

				device->SetTexture(0, texture1);
				skull->DrawSubset(0);
			}
		}
	}
}
Пример #4
0
void Render(HWND hWnd)
{
	g_pDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);

	g_pDevice->BeginScene();

	SetMatrix();

	if (::GetAsyncKeyState(0x31) & 0x8000f)
		g_pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
	if (::GetAsyncKeyState(0x32) & 0x8000f)
		g_pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);

	if (::GetAsyncKeyState(0x51) & 0x8000f)
		SetLight(g_pDevice, 1);
	if (::GetAsyncKeyState(0x57) & 0x8000f)
		SetLight(g_pDevice, 2);
	if (::GetAsyncKeyState(0x45) & 0x8000f)
		SetLight(g_pDevice, 3);

	D3DXMatrixTranslation(&g_WorldMatrix[0], -3.0f, -3.0f, 0.0f);
	g_WorldMatrix[0] = g_WorldMatrix[0] * R;
	g_pDevice->SetTransform(D3DTS_WORLD, &g_WorldMatrix[0]);
	g_pTeapot->DrawSubset(0);

	D3DXMatrixTranslation(&g_WorldMatrix[1], 3.0f, -3.0f, 0.0f);
	g_WorldMatrix[1] = g_WorldMatrix[1] * R;
	g_pDevice->SetTransform(D3DTS_WORLD, &g_WorldMatrix[1]);
	g_pCube->DrawSubset(0);

	D3DXMatrixTranslation(&g_WorldMatrix[2], 3.0f, 3.0f, 0.0f);
	g_WorldMatrix[2] = g_WorldMatrix[2] * R;
	g_pDevice->SetTransform(D3DTS_WORLD, &g_WorldMatrix[2]);
	g_pTorus->DrawSubset(0);

	D3DXMatrixTranslation(&g_WorldMatrix[3], -3.0f, 3.0f, 0.0f);
	g_WorldMatrix[3] = g_WorldMatrix[3] * R;
	g_pDevice->SetTransform(D3DTS_WORLD, &g_WorldMatrix[3]);
	g_pSphere->DrawSubset(0);

	RECT rect;
	GetClientRect(hWnd, &rect);
	int count = _stprintf_s(g_strFPS, 20, TEXT("FPS : %0.3f"), GetFPS());
	g_pFont->DrawText(NULL, g_strFPS, count, &rect, DT_TOP | DT_RIGHT, D3DCOLOR_XRGB(255, 239, 136));

	g_pDevice->EndScene();
	g_pDevice->Present(NULL, NULL, NULL, NULL);
}
Пример #5
0
//-----------------------------------------------------------------------------
// Name: render_1()
// Desc:
//-----------------------------------------------------------------------------
void render_1( void )
{
    D3DXMATRIX matView;
    D3DXMATRIX matWorld;
    D3DXMATRIX matRotation;
    D3DXMATRIX matTranslation;

    // Now we can clear just view-port's portion of the buffer to green...
    g_pd3dDevice_1->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_COLORVALUE( 0.0f, 1.0f, 0.0f, 1.0f ), 1.0f, 0 );

    g_pd3dDevice_1->BeginScene();

    // For the left view-port, leave the view at the origin...
    D3DXMatrixIdentity( &matView );
    g_pd3dDevice_1->SetTransform( D3DTS_VIEW, &matView );

    // ... and use the world matrix to spin and translate the teapot
    // out where we can see it...
    D3DXMatrixRotationYawPitchRoll( &matRotation, D3DXToRadian(g_fSpinX), D3DXToRadian(g_fSpinY), 0.0f );
    D3DXMatrixTranslation( &matTranslation, 0.0f, 0.0f, 5.0f );
    matWorld = matRotation * matTranslation;
    g_pd3dDevice_1->SetTransform( D3DTS_WORLD, &matWorld );


    g_pd3dDevice_1->SetMaterial( &g_teapotMtrl );
    g_pTeapotMesh_1->DrawSubset(0);

    g_pd3dDevice_1->EndScene();

    // We're done! Now, we just call Present()
    g_pd3dDevice_1->Present( NULL, NULL, NULL, NULL );
}
Пример #6
0
void XEnitity::DrawMeshContainer(LPD3DXMESHCONTAINER pMeshContainerBase, LPD3DXFRAME pFrameBase) const
{
	
	CUSTOM_FRAME* pFrame = (CUSTOM_FRAME*)pFrameBase;
	CUSTOM_MESHCONTAINER* pMeshContainer = (CUSTOM_MESHCONTAINER*)pMeshContainerBase;

	if(pMeshContainer->pSkinInfo){
		D3DXMATRIX Ident;
		D3DXMatrixIdentity(&Ident);
		m_d3ddev->SetTransform(D3DTS_WORLD, &Ident);
	}
	else{
		m_d3ddev->SetTransform(D3DTS_WORLD, &pFrame->exCombTransformationMatrix);
	}

	unsigned int NumMaterials = pMeshContainer->NumMaterials;
	for(unsigned int i = 0; i < NumMaterials; ++i){
		
		m_d3ddev->SetMaterial(&pMeshContainer->pExMaterials[i]);
		m_d3ddev->SetTexture(0, pMeshContainer->pExTextures[i]);
	
		LPD3DXMESH pMeshToDraw = (pMeshContainer->pSkinInfo) ? pMeshContainer->pExSkinMesh : pMeshContainer->MeshData.pMesh;

		pMeshToDraw->DrawSubset(i);
	}

	return;
}
Пример #7
0
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render(bool b_AutoRotation, bool b_WireframeMode)
{
    // Clear the backbuffer and the zbuffer
    g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
                         D3DCOLOR_ARGB( 0, 0, 0, 0 ), 1.0f, 0 );

    // Begin the scene
    if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
    {
        // Setup the world, view, and projection matrices
		// SetupMatrices();
        if (b_AutoRotation) SetupMatrices();
		g_pd3dDevice->SetRenderState(D3DRS_FILLMODE, (b_WireframeMode) ? D3DFILL_WIREFRAME : D3DFILL_SOLID);
		g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, (b_WireframeMode) ? D3DCULL_NONE : D3DCULL_CCW);

        // D3DRenderer are divided into subsets, one for each material. Render them in
        // a loop
        for( DWORD i = 0; i < g_dwNumMaterials; i++ )
        {
            // Set the material and texture for this subset
            g_pd3dDevice->SetMaterial( &g_pMeshMaterials[i] );
            g_pd3dDevice->SetTexture( 0, g_pMeshTextures[i] );

            // Draw the mesh subset
            g_pMesh->DrawSubset( i );
        }

        // End the scene
        g_pd3dDevice->EndScene();
    }

    // Present the backbuffer contents to the display
    // g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
Пример #8
0
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
    // Clear the backbuffer and the zbuffer
    g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 
                         D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
    
    // Begin the scene
    g_pd3dDevice->BeginScene();

    // Setup the world, view, and projection matrices
    SetupMatrices();

    // Meshes are divided into subsets, one for each material. Render them in
    // a loop
    for( DWORD i=0; i<g_dwNumMaterials; i++ )
    {
        // Set the material and texture for this subset
        g_pd3dDevice->SetMaterial( &g_pMeshMaterials[i] );
        g_pd3dDevice->SetTexture( 0, g_pMeshTextures[i] );
        
        // Draw the mesh subset
        g_pMesh->DrawSubset( i );
    }

    // End the scene
    g_pd3dDevice->EndScene();
    
    // Present the backbuffer contents to the display
    g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
Пример #9
0
void Render()
{
    g_pd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 255), 1.0f, 0);
    g_pd3dDevice->BeginScene();

    D3DXMATRIXA16 matWorld;
    D3DXMatrixRotationY(&matWorld, timeGetTime() / 1000.0f);
    g_pd3dDevice->SetTransform(D3DTS_WORLD, &matWorld);

    D3DXVECTOR3 vEyePt(0.0f, 3.0f,-5.0f);
    D3DXVECTOR3 vLookatPt(0.0f, 0.0f, 0.0f);
    D3DXVECTOR3 vUpVec(0.0f, 1.0f, 0.0f);
    D3DXMATRIXA16 matView;
    D3DXMatrixLookAtLH(&matView, &vEyePt, &vLookatPt, &vUpVec);
    g_pd3dDevice->SetTransform(D3DTS_VIEW, &matView);

    D3DXMATRIXA16 matProj;
    D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI / 4, 1.0f, 1.0f, 100.0f);
    g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &matProj);

    for (DWORD i = 0; i < g_dwNumMaterials; i++)
    {
        g_pd3dDevice->SetMaterial(&g_pMeshMaterials[i]);
        g_pd3dDevice->SetTexture(0, g_pMeshTextures[i]);
        g_pMesh->DrawSubset(i);
    }

    g_pd3dDevice->EndScene();
    g_pd3dDevice->Present(0, 0, 0, 0);
}
Пример #10
0
//-----------------------------------------------------------------------------
// Desc: 渲染场景
//-----------------------------------------------------------------------------
VOID Render()
{
	// 清除缓冲区
	g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 
		D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );

	//开始渲染场景
	if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
	{
		SetWorldMatrix();  //设置世界矩阵

		//逐块渲染网格模型
		for( DWORD i=0; i<g_dwNumMaterials; i++ )
		{
			//设置材料和纹理
			g_pd3dDevice->SetMaterial( &g_pMeshMaterials[i] );
			g_pd3dDevice->SetTexture( 0, g_pMeshTextures[i] );

			//渲染模型
			g_pMesh->DrawSubset( i );
		}

		//场景渲染结束
		g_pd3dDevice->EndScene();
	}

	//在屏幕上显示场景
	g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
Пример #11
0
void Game_Run(HWND window)
{
    if (!d3ddev) return;
    DirectInput_Update();
    d3ddev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,100), 1.0f, 0);


    // slow rendering to approximately 60 fps
    if (timeGetTime() > screentimer + 14)
    {
        screentimer = GetTickCount();

        //start rendering
        if (d3ddev->BeginScene())
        {
			//rotate the view
			D3DXMATRIX matWorld;
			D3DXMatrixRotationY(&matWorld, timeGetTime()/1000.0f);
			d3ddev->SetTransform(D3DTS_WORLD, &matWorld);
	        
			//draw the mesh
			mesh->DrawSubset(0);


            //stop rendering
            d3ddev->EndScene();
            d3ddev->Present(NULL, NULL, NULL, NULL);
        }
    }

    //exit with escape key or controller Back button
    if (KEY_DOWN(VK_ESCAPE)) gameover = true;
    if (controllers[0].wButtons & XINPUT_GAMEPAD_BACK) gameover = true;
}
Пример #12
0
VOID render(){
	g_pDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
		D3DCOLOR_XRGB(192, 192, 192), 1.0f, 0);

	if(SUCCEEDED(g_pDevice->BeginScene())){
		
		//Render the Shutter
		g_pDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
		g_pDevice->SetTransform(D3DTS_WORLD, &g_matShutter);
		g_pDevice->SetStreamSource(0, g_pShutter, 0, sizeof(CUSTOMVERTEX));
		g_pDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
		g_pDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);

		//Render the Mesh
		g_pDevice->SetRenderState(D3DRS_LIGHTING, TRUE);
		g_pDevice->SetTransform(D3DTS_WORLD, &g_matTank);
		for(DWORD i=0; i<g_dwNumMaterials; ++i){
			g_pDevice->SetMaterial(&g_pMeshMaterials[i]);
			g_pDevice->SetTexture(0, g_pMeshTextures[i]);

			g_pMesh->DrawSubset(i);
		}//Render the Mesh
		g_pDevice->EndScene();
	}
	g_pDevice->Present(NULL, NULL, NULL, NULL);
}
Пример #13
0
//랜더
void Render(int timeDelta)
{
	//화면 청소
	if (SUCCEEDED(g_pDevice->Clear( 
		0,			//청소할 영역의 D3DRECT 배열 갯수		( 전체 클리어 0 )
		NULL,		//청소할 영역의 D3DRECT 배열 포인터		( 전체 클리어 NULL )
		D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL,	//청소될 버퍼 플레그 ( D3DCLEAR_TARGET 컬러버퍼, D3DCLEAR_ZBUFFER 깊이버퍼, D3DCLEAR_STENCIL 스텐실버퍼
		D3DCOLOR_XRGB(0,0,0),			//컬러버퍼를 청소하고 채워질 색상( 0xAARRGGBB )
		1.0f,				//깊이버퍼를 청소할값 ( 0 ~ 1 0 이 카메라에서 제일가까운 1 이 카메라에서 제일 먼 )
		0					//스텐실 버퍼를 채울값
		)))
	{
		//화면 청소가 성공적으로 이루어 졌다면... 랜더링 시작
		g_pDevice->BeginScene();

		//r.SetTranslate(Vector3(0, 0, -498)); // teapot
		g_pDevice->SetTransform(D3DTS_WORLD, (D3DXMATRIX*)&g_LocalTm);

		g_pDevice->SetMaterial(&g_Mtrl);
		if (g_Mesh)
			g_Mesh->DrawSubset(0);

		//랜더링 끝
		g_pDevice->EndScene();
		//랜더링이 끝났으면 랜더링된 내용 화면으로 전송
		g_pDevice->Present( NULL, NULL, NULL, NULL );
	}
}
Пример #14
0
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
	// Clear the backbuffer and the zbuffer
	g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
		D3DCOLOR_XRGB( 0, 0, 0 ), 1.0f, 0 );

	// Begin the scene
	if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
	{
		// Setup the world, view, and projection matrices
		SetupMatrices();

		SetupLights();

		// Meshes are divided into subsets, one for each material. Render them in
		// a loop
		for( DWORD i = 0; i < g_dwNumMaterials; i++ )
		{
			// Set the material and texture for this subset
			g_pd3dDevice->SetMaterial( &g_pMeshMaterials[i] );
			g_pd3dDevice->SetTexture( 0, g_pMeshTextures[i] );

			// Draw the mesh subset
			g_pMesh->DrawSubset( i );
		}
		D3DXMATRIXA16 mat;
		D3DXMatrixTranslation( &mat, 1,0,0 );
		g_pd3dDevice->SetTransform( D3DTS_WORLD, &mat );
		for( DWORD i = 0; i < g_dwNumMaterials2; i++ )
		{
			// Set the material and texture for this subset
			g_pd3dDevice->SetMaterial( &g_pMeshMaterials2[i] );
			g_pd3dDevice->SetTexture( 0, g_pMeshTextures2[i] );

			// Draw the mesh subset
			g_pMesh->DrawSubset( i );
		}

		// End the scene
		g_pd3dDevice->EndScene();
	}
	LPDIRECT3DTEXTURE9* pTemp = g_pMeshTextures;
	g_pMeshTextures = g_pMeshTextures2;
	g_pMeshTextures2 = pTemp;
	// Present the backbuffer contents to the display
	g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
Пример #15
0
// 3D 물체등을 그린다.
void RenderScene()
{
	// 뷰 행렬을 만든다.
	D3DXMATRIXA16 matView;
	D3DXVECTOR3 vEyePt(gWorldCameraPosition.x, gWorldCameraPosition.y, gWorldCameraPosition.z);
	D3DXVECTOR3 vLookatPt(0.0f, 0.0f, 0.0f);
	D3DXVECTOR3 vUpVec(0.0f, 1.0f, 0.0f);
	D3DXMatrixLookAtLH(&matView, &vEyePt, &vLookatPt, &vUpVec);

	// 투영행렬을 만든다.
	D3DXMATRIXA16			matProjection;
	D3DXMatrixPerspectiveFovLH(&matProjection, FOV, ASPECT_RATIO, NEAR_PLANE, FAR_PLANE);

	// 프레임마다 0.4도씩 회전을 시킨다.
	gRotationY += 0.4f * PI / 180.0f;
	if (gRotationY > 2 * PI)
	{
		gRotationY -= 2 * PI;
	}

	// 월드행렬을 만든다.
	D3DXMATRIXA16			matWorld;
	D3DXMatrixRotationY(&matWorld, gRotationY);

	// 월드/뷰/투영행렬을 미리 곱한다.
	D3DXMATRIXA16 matWorldView;
	D3DXMATRIXA16 matWorldViewProjection;
	D3DXMatrixMultiply(&matWorldView, &matWorld, &matView);
	D3DXMatrixMultiply(&matWorldViewProjection, &matWorldView, &matProjection);

	// 쉐이더 전역변수들을 설정
	gpEnvironmentMappingShader->SetMatrix("gWorldMatrix", &matWorld);
	gpEnvironmentMappingShader->SetMatrix("gWorldViewProjectionMatrix", &matWorldViewProjection);

	gpEnvironmentMappingShader->SetVector("gWorldLightPosition", &gWorldLightPosition);
	gpEnvironmentMappingShader->SetVector("gWorldCameraPosition", &gWorldCameraPosition);

	gpEnvironmentMappingShader->SetVector("gLightColor", &gLightColor);
	gpEnvironmentMappingShader->SetTexture("DiffuseMap_Tex", gpStoneDM);
	gpEnvironmentMappingShader->SetTexture("SpecularMap_Tex", gpStoneSM);
	gpEnvironmentMappingShader->SetTexture("NormalMap_Tex", gpStoneNM);
	gpEnvironmentMappingShader->SetTexture("EnvironmentMap_Tex", gpSnowENV);

	// 쉐이더를 시작한다.
	UINT numPasses = 0;
	gpEnvironmentMappingShader->Begin(&numPasses, NULL);
	{
		for (UINT i = 0; i < numPasses; ++i)
		{
			gpEnvironmentMappingShader->BeginPass(i);
			{
				// 구체를 그린다.
				gpTeapot->DrawSubset(0);
			}
			gpEnvironmentMappingShader->EndPass();
		}
	}
	gpEnvironmentMappingShader->End();
}
Пример #16
0
 /* ================ */
 virtual void commit ()
 {
     if (m_map_kd != NULL)
         m_device->SetTexture(0, m_map_kd->obj.base);
     else
         m_device->SetTexture(0, NULL);
     m_device->SetMaterial(m_mtl);
     m_msh->DrawSubset(m_idx);
 }
Пример #17
0
//Add your objects here.
void CALLBACK RenderFunc(void)
{
	/**
	 *	Show GPU info on TOP|LEFT .
	 */
	WCHAR TempName[60] = L"GPU Info:";
	WCHAR adapterName[30]{0};
	D3DADAPTER_IDENTIFIER9 Adapter; 
	LPDIRECT3D9  pD3D = NULL;
	if (NULL == (pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
	{
		return;
	}
	pD3D->GetAdapterIdentifier(0, 0, &Adapter);
	int len = ::MultiByteToWideChar(CP_ACP, 0, Adapter.Description, -1, NULL, 0);
	::MultiByteToWideChar(CP_ACP, 0, Adapter.Description, -1, adapterName, len);
	wcscat_s(TempName, adapterName);
	pD3D->Release();

	gPFont->DrawText(nullptr, TempName, -1, nullptr, DT_TOP | DT_LEFT, D3DCOLOR_XRGB(124, 24, 222));

	/**
	 *	Set camera and view here.
	 */
	D3DMATRIX* pMatView = nullptr;
	GD::CMatrix44<float> viewMat(gEnv.m_pCamera->GetViewMatrixDX());
	pMatView = (D3DMATRIX*)(&viewMat);
	gEnv.m_pDXDevice->GetD3DDevice()->SetTransform(D3DTS_VIEW, pMatView); //应用取景变换矩阵

	D3DMATRIX* pProjMatrix;
	pProjMatrix = (D3DMATRIX*)(&gEnv.m_pCamera->GetProjMatrix().GetFliped());
	gEnv.m_pDXDevice->GetD3DDevice()->SetTransform(D3DTS_PROJECTION, pProjMatrix);  //设置投影变换矩阵

	D3DVIEWPORT9* pViewPort;
	pViewPort = (D3DVIEWPORT9*)(&gEnv.m_pCamera->GetViewPort());
	gEnv.m_pDXDevice->GetD3DDevice()->SetViewport(pViewPort); //视口的设置
	/**
	 *	Draw terrain here.
	 */
	Matrix I;
	I.Identity();
	gEnv.m_pTerrain->Draw(I, false);
	/**
	 *	Draw objects in scene here.
	 */	
	D3DXMATRIX W;
	D3DXMatrixIdentity(&W);
	gEnv.m_pDXDevice->GetD3DDevice()->SetTransform(D3DTS_WORLD, &W);
	D3DMATERIAL9 mtrl;
	mtrl.Ambient = D3DCOLOR_WHITE;
	mtrl.Diffuse = D3DCOLOR_WHITE;
	mtrl.Emissive = D3DCOLOR_RED;
	mtrl.Specular = D3DCOLOR_PUREGREEN;
	mtrl.Power = 2.0f;
	gEnv.m_pDXDevice->GetD3DDevice()->SetMaterial(&mtrl);	
	gPMesh->DrawSubset(0);
}
Пример #18
0
//**************************************************************************
//3D描画にとって核となる関数関連
//**************************************************************************
//メッシュサブセットを描画
void Dx_Graphics3D::DrawSubset(LPD3DXMESH lpMesh,DWORD AttribId,D3DMATERIAL9 *pMat,LPDIRECT3DTEXTURE9 pTex)
{
	//デバイスにマテリアルプロパティを設定
	this->device->SetMaterial(pMat);
	//デバイスのステージにテクスチャを割り当てる
	this->device->SetTexture(0,pTex);

	//メッシュサブセットの属性IDを指定して描画
	lpMesh->DrawSubset(AttribId);
}
Пример #19
0
VOID ALPHA::draw(LPD3DXMESH mesh,LPDIRECT3DTEXTURE9* textures,INT n)			//绘制
{
	_device->SetRenderState(D3DRS_ALPHABLENDENABLE,true);				//打开Alpha融合
	for(int i = 0;i < n;i++)
	{
		_device->SetTexture(0,textures[i]);
		mesh->DrawSubset(i);
	}
	_device->SetRenderState(D3DRS_ALPHABLENDENABLE,false);				//关闭Alpha融合
}
Пример #20
0
void Direct3DRender(HWND hwnd)
{
	gPD3DDevice->Clear(0, nullptr, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
	gPD3DDevice->BeginScene();
	
	InputUpdate();
	MatrixSet();

	RECT formatRect;
	GetClientRect(hwnd, &formatRect);

	for (int i = 0; i < gDwNumMtrl; i++)
	{
		gPD3DDevice->SetMaterial(&gPMaterial[i]);
		gPD3DDevice->SetTexture(0, gPTexture[i]);
		gPCharacter->DrawSubset(i);
	}

	int strLen = swprintf_s(gStrFPS, _T("FPS: %f"), 123.45f);
	gPTextFPSFont->DrawTextW(nullptr, gStrFPS, strLen, &formatRect, DT_TOP | DT_RIGHT, D3DCOLOR_XRGB(0, 239, 136));	
	strLen = sizeof(gStrAdapterDesc);
	gPTextAdapterFont->DrawTextW(nullptr, gStrAdapterDesc, -1, &formatRect, DT_TOP | DT_LEFT, D3DCOLOR_XRGB(23, 23, 236));

	formatRect.top = 30;
	static wchar_t strInfo[256] = { 0 };
	swprintf_s(strInfo, -1, L"模型坐标: (%.2f, %.2f, %.2f)", gMatWorld._41, gMatWorld._42, gMatWorld._43);
	gPTextHelperFont->DrawText(NULL, strInfo, -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(135, 239, 136, 255));

	formatRect.top = WINDOW_HEIGHT * 2 / 3;
	gPTextInfoFont->DrawTextW(nullptr, _T("控制说明:"), -1, &formatRect, DT_NOCLIP|DT_LEFT | DT_SINGLELINE, D3DCOLOR_XRGB(23, 25, 111));
	formatRect.top += 35;
	formatRect.left += 50;
	gPTextHelperFont->DrawText(NULL, L"按住鼠标左键并拖动:平移模型", -1, &formatRect,
		DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(255, 200, 0, 255));
	formatRect.top += 25;
	gPTextHelperFont->DrawText(NULL, L"按住鼠标右键并拖动:旋转模型", -1, &formatRect,
		DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(255, 200, 0, 255));
	formatRect.top += 25;
	gPTextHelperFont->DrawText(NULL, L"滑动鼠标滚轮:拉伸模型", -1, &formatRect,
		DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(255, 200, 0, 255));
	formatRect.top += 25;
	gPTextHelperFont->DrawText(NULL, L"W、S、A、D键:平移模型 ", -1, &formatRect,
		DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(255, 200, 0, 255));
	formatRect.top += 25;
	gPTextHelperFont->DrawText(NULL, L"上、下、左、右方向键:旋转模型 ", -1, &formatRect,
		DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(255, 200, 0, 255));
	formatRect.top += 25;
	gPTextHelperFont->DrawText(NULL, L"ESC键 : 退出程序", -1, &formatRect,
		DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(255, 200, 0, 255));


	gPD3DDevice->EndScene();
	gPD3DDevice->Present(nullptr, nullptr, nullptr, nullptr);

}
Пример #21
0
// 3D 물체등을 그린다.
void RenderScene()
{
	
	// 뷰행렬 초기화.
	D3DXMATRIXA16 matView;
	// D3DXVECTOR3 vEyePt(0.0f, 0.0f, -200.0f);
	D3DXVECTOR3 vEyePt(gWorldCameraPosition.x, gWorldCameraPosition.y, gWorldCameraPosition.z);

	D3DXVECTOR3 vLookatPt(0.0f, 0.0f, 0.0f);
	D3DXVECTOR3 vUpVec(0.0f, 1.0f, 0.0f);
	D3DXMatrixLookAtLH(&matView, &vEyePt, &vLookatPt, &vUpVec);


	// 투영행렬 초기화.
	D3DXMATRIXA16 matProjection;
	D3DXMatrixPerspectiveFovLH(&matProjection, FOV, ASPECT_RATIO, NEAR_PLANE, FAR_PLANE);

	
	// 회전.
	gRotationY += ((0.4f * PI) / 180.0f);
	if (gRotationY > 2 * PI)
		gRotationY -= 2 * PI;


	// 월드행렬 초기화.
	D3DXMATRIXA16 matWorld;
	// D3DXMatrixIdentity(&matWorld);
	D3DXMatrixRotationY(&matWorld, gRotationY);


	// 쉐이더에 전달.
	gpTextureMappingShader->SetMatrix("gWorldMatrix", &matWorld);
	gpTextureMappingShader->SetMatrix("gViewMatrix", &matView);
	gpTextureMappingShader->SetMatrix("gProjectionMatrix", &matProjection);


	gpTextureMappingShader->SetVector("gWorldLightPosition", &gWorldLightPosition);
	gpTextureMappingShader->SetVector("gWorldCameraPosition", &gWorldCameraPosition);
	// gpTextureMappingShader->SetTexture("DiffuseMap_Tex", gpEarthDM);

	// 쉐이더 적용.
	UINT numPasses = 0;
	gpTextureMappingShader->Begin(&numPasses, NULL);
	for (UINT i = 0; i < numPasses; ++i) {
		gpTextureMappingShader->BeginPass(i);

		gpSphere->DrawSubset(0);

		gpTextureMappingShader->EndPass();
	}
	gpTextureMappingShader->End();


}
VOID Render( )
{
	RECT rt1, rt2;
	D3DXMATRIX matWorld, matScale, matRotateZ, matTrans;

	g_pD3DDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB( 0, 0, 255 ), 1.0f, 0 );

	if ( SUCCEEDED( g_pD3DDevice->BeginScene( ) ) )
	{

		SetupMatrices( );
		SetRect( &rt1, 10, 10, 0, 0 );
		if (!g_Method)
		{
			g_pFont->DrawTextW( NULL, L"AABB 충돌(left click으로 방법 변경)", -1, &rt1, DT_NOCLIP, D3DXCOLOR( 1.f, 1.f, 0.f, 1.f ) );
		}
		else
		{
			g_pFont->DrawTextW( NULL, L"OBB 충돌(left click으로 방법 변경)", -1, &rt1, DT_NOCLIP, D3DXCOLOR( 1.f, 1.f, 0.f, 1.f ) );
		}
		


		g_pD3DDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );


		for ( DWORD i = 0; i < sizeof( g_Box ) / sizeof( g_Box[1] ); ++i )
		{
			D3DXMatrixTranslation( &matTrans, g_Box[i].CenterPos.x, g_Box[i].CenterPos.y, g_Box[i].CenterPos.z );
			D3DXMatrixScaling( &matScale, g_Box[i].BoxScaling, g_Box[i].BoxScaling, g_Box[i].BoxScaling );
			D3DXMatrixRotationZ( &matRotateZ, g_Box[i].BoxRotateZ );
			matWorld = matRotateZ * matScale * matTrans;

			g_pD3DDevice->SetTransform( D3DTS_WORLD, &matWorld );

			g_pMesh->DrawSubset( 0 );
		}
		SetRect( &rt2, 10, 30, 0, 0 );

		if ( g_CheckFlag )
		{
			g_pFont->DrawTextW( NULL, L"박았음!!", -1, &rt2, DT_NOCLIP, D3DXCOLOR( 1.f, 1.f, 0.f, 1.f ) );
		}
		else
		{
			g_pFont->DrawTextW( NULL, L"아직 멀었음!!", -1, &rt2, DT_NOCLIP, D3DXCOLOR( 1.f, 1.f, 0.f, 1.f ) );
		}

		g_pD3DDevice->EndScene( );
	}

	g_pD3DDevice->Present( NULL, NULL, NULL, NULL );
}
Пример #23
0
//-----------------------------------------------------------------------------
// Name: render_0()
// Desc:
//-----------------------------------------------------------------------------
void render_0( void )
{
    D3DXMATRIX matView;
    D3DXMATRIX matWorld;
    D3DXMATRIX matRotation;
    D3DXMATRIX matTranslation;
    static int nFrameCount = 0;
    static double nTimeOfLastFPSUpdate = 0.0;
    static char fpsString[50] = "Frames Per Second = ";
    RECT destRect;

    // Now we can clear just view-port's portion of the buffer to red...
    g_pd3dDevice_0->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_COLORVALUE( 1.0f, 0.0f, 0.0f, 1.0f ), 1.0f, 0 );

    g_pd3dDevice_0->BeginScene();

    // For the left view-port, leave the view at the origin...
    D3DXMatrixIdentity( &matView );
    g_pd3dDevice_0->SetTransform( D3DTS_VIEW, &matView );

    // ... and use the world matrix to spin and translate the teapot
    // out where we can see it...
    D3DXMatrixRotationYawPitchRoll( &matRotation, D3DXToRadian(g_fSpinX), D3DXToRadian(g_fSpinY), 0.0f );
    D3DXMatrixTranslation( &matTranslation, 0.0f, 0.0f, 5.0f );
    matWorld = matRotation * matTranslation;
    g_pd3dDevice_0->SetTransform( D3DTS_WORLD, &matWorld );

    g_pd3dDevice_0->SetMaterial( &g_teapotMtrl );
    g_pTeapotMesh_0->DrawSubset(0);

    g_pd3dDevice_0->EndScene();

    // Report frames per second and the number of objects culled...
    ++nFrameCount;

    if( g_dElpasedAppTime - nTimeOfLastFPSUpdate > 1000 ) // Update once a second
    {
        sprintf( fpsString, "Frames Per Second = %4.2f", nFrameCount*1000.0/(g_dElpasedAppTime - nTimeOfLastFPSUpdate) );

        nTimeOfLastFPSUpdate = g_dElpasedAppTime;
        nFrameCount = 0;
    }

    SetRect( &destRect, 5, 5, 0, 0 );

    g_pd3dxFont->DrawText( NULL, fpsString, -1, &destRect, DT_NOCLIP, D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) );

    g_pd3dDevice_0->Present( NULL, NULL, NULL, NULL );
}
void Renderer::DrawMesh( LPD3DXMESH	pMesh )
{
	if ( pMesh == NULL )
	{
		return;
	}

	UVNormalEnvVertexShader* pShader = &UVNormalEnvVertexShader::StaticType;
	CommitTransforms( pShader );
	CommitTextureState();
	m_pD3DDevice->SetVertexShader( pShader->GetVertexShader() );
	m_pD3DDevice->SetVertexDeclaration( g_pPosNormalDeclaration );

	pMesh->DrawSubset( 0 );
}
VOID Render()
{
	if ( NULL == g_pd3dDevice )
	{
		return;
	}

	g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB( 30, 10, 10 ), 1.0f, 0 );

	if ( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
	{
		SetupLights();

		SetupMatrices();

		g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
		g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
		g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
		g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE );

		D3DXMATRIXA16 thisMatrix;

		D3DXMatrixTranslation( &thisMatrix, 0.0f, -10.0f, 30.0f );
		g_pd3dDevice->MultiplyTransform( D3DTS_WORLD, &thisMatrix );
		D3DXMatrixRotationY( &thisMatrix, timeGetTime() / 1000.0f );
		g_pd3dDevice->MultiplyTransform( D3DTS_WORLD, &thisMatrix );
		D3DXMatrixScaling( &thisMatrix, 1.0f, 1.2f, 1.0f );
		g_pd3dDevice->MultiplyTransform( D3DTS_WORLD, &thisMatrix );


		for ( DWORD i = 0; i < g_dwNumMaterials; ++i )
		{
			g_pd3dDevice->SetMaterial( &g_pMeshMaterials[i] );
			g_pd3dDevice->SetTexture( 0, g_pMeshTextures[i] );
			g_pMesh->DrawSubset( i );
		}

		g_pd3dDevice->EndScene();
	}

	g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
Пример #26
0
VOID Render()
{
    if ( !g_pd3dDevice ) return;
    LPDIRECT3DDEVICE9 d = g_pd3dDevice;

    d->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
    
    if ( SUCCEEDED( d->BeginScene() )) {
        SetupMatrices();

        for (int i = 0; i< g_materialNums; ++i) {
            d->SetMaterial( &g_pMeshMaterials[i] );
            d->SetTexture( 0, g_pMeshTextures[i] );
            g_pMesh->DrawSubset( i );
        }

        d->EndScene();
    }
    d->Present( NULL, NULL, NULL, NULL );
}
Пример #27
0
//*************************************************************************************************************
void DrawScene(LPD3DXEFFECT effect)
{
	D3DXMATRIX	world;
	D3DXMATRIX	inv;
	D3DXVECTOR4	uv(3, 3, 0, 0);

	D3DXMatrixScaling(&world, 5, 0.1f, 5);
	D3DXMatrixInverse(&inv, NULL, &world);

	effect->SetMatrix("matWorld", &world);
	effect->SetMatrix("matWorldInv", &inv);
	effect->SetVector("uv", &uv);

	effect->Begin(0, 0);
	effect->BeginPass(0);
	{
		device->SetTexture(0, texture2);
		shadowreceiver->DrawSubset(0);

		if( !drawsilhouette )
		{
			device->SetTexture(0, texture1);

			uv.x = uv.y = 1;
			effect->SetVector("uv", &uv);

			for( int i = 0; i < NUM_OBJECTS; ++i )
			{
				D3DXMatrixInverse(&inv, NULL, &objects[i].world);

				effect->SetMatrix("matWorld", &objects[i].world);
				effect->SetMatrix("matWorldInv", &inv);
				effect->CommitChanges();

				objects[i].object->DrawSubset(0);
			}
		}
	}
	effect->EndPass();
	effect->End();
}
Пример #28
0
/**
 * \brief Called to render a mesh
 * \param device - the Direct3D device object
 * \param meshContainerBase - the mesh container
 * \param frameBase - frame containing the mesh
 * \author Keith Ditchburn \date 18 July 2005
*/
void SkinnedData::DrawMeshContainer(LPD3DXMESHCONTAINER meshContainerBase, LPD3DXFRAME frameBase) const
{
	// Cast to our extended frame type
	D3DXFRAME_EXTENDED *frame = (D3DXFRAME_EXTENDED*)frameBase;		

	// Cast to our extended mesh container
	D3DXMESHCONTAINER_EXTENDED *meshContainer = (D3DXMESHCONTAINER_EXTENDED*)meshContainerBase;
	
	// Set the world transform
    d3dDevice->SetTransform(D3DTS_WORLD, &frame->exCombinedTransformationMatrix);

	// Loop through all the materials in the mesh rendering each subset
    for (unsigned int iMaterial = 0; iMaterial < meshContainer->NumMaterials; iMaterial++)
    {
		// Select the mesh to draw, if there is skin then use the skinned mesh else the normal one
		LPD3DXMESH pDrawMesh = (meshContainer->pSkinInfo) ? meshContainer->exSkinMesh: meshContainer->MeshData.pMesh;

		// Finally Call the mesh draw function
        pDrawMesh->DrawSubset(iMaterial);
    }
}
Пример #29
0
VOID render(){
	g_pDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
		D3DCOLOR_XRGB(192, 192, 192), 1.0f, 0);

	if(SUCCEEDED(g_pDevice->BeginScene())){

		setWorldMatrix();

		for(DWORD i=0; i<g_dwNumMaterials; ++i){

			g_pDevice->SetMaterial(&g_pMeshMaterials[i]);
			g_pDevice->SetTexture(0, g_pMeshTextures[i]);

			g_pMesh->DrawSubset(i);

		}

		g_pDevice->EndScene();
	}
	g_pDevice->Present(NULL, NULL, NULL, NULL);
}
VOID Render()
{
	g_pD3DDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB( 0, 0, 255 ), 1.0f, 0 );

	if ( SUCCEEDED( g_pD3DDevice->BeginScene() ) )
	{
		SetupLights();

		SetupMatrices();

		g_pD3DDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
		g_pD3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
		g_pD3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
		g_pD3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE );

		//soldier
		D3DXMATRIXA16 matFirstTiger, matTrans, matRotate;
		//D3DXMatrixIdentity(&matFirstTiger);

		//g_pD3DDevice->GetTransform(D3DTS_WORLD, &matFirstTiger);
		D3DXMatrixTranslation( &matTrans, 0.f, -2.f, 0.f );
		D3DXMatrixRotationY( &matRotate, timeGetTime() / 1000.0f );
		D3DXMatrixMultiply( &matFirstTiger, &matRotate, &matTrans );
		g_pD3DDevice->SetTransform( D3DTS_WORLD, &matFirstTiger );


		for ( DWORD i = 0; i < g_dwNumMaterials; ++i )
		{
			g_pD3DDevice->SetMaterial( &g_pMeshMaterials0[i] );
			g_pD3DDevice->SetTexture( 0, g_pMeshTextures0[i] );

			g_pMesh0->DrawSubset( i );
		}

		g_pD3DDevice->EndScene();
	}

	g_pD3DDevice->Present( NULL, NULL, NULL, NULL );
	g_tick++;
}