Пример #1
0
// called before rendering
void Effect::startEffect()
{
  if (!m_pEffect) return;

  m_clipPlaneChanged = false;

  

  // if a clipping plane is specified, it must be converted to projections space
  // the plane is currently assumed to be in world space.
  if (gRenderer.getClipPlaneEnable())
  {
    D3DXMATRIX View, Projection,ViewProj;
    
    
    D3DXPLANE projPlane, worldPlane;

	  //D3DXVECTOR4 projClipPlane;

    gRenderer.getClipPlane(&m_oldClipPlane);
    worldPlane.a = m_oldClipPlane.a;
    worldPlane.b = m_oldClipPlane.b;
    worldPlane.c = m_oldClipPlane.c;
    worldPlane.d = m_oldClipPlane.d;
        
        
    // get all matrices from device    
    pD3DDevice->GetTransform(D3DTS_VIEW, & View);
    pD3DDevice->GetTransform(D3DTS_PROJECTION, & Projection);

    // multiply them
    ViewProj = View * Projection;

    //worldPlane.y *= -1;

    D3DXPlaneNormalize(&worldPlane, &worldPlane);

    D3DXMatrixInverse(&ViewProj, NULL ,&ViewProj);
    D3DXMatrixTranspose(&ViewProj ,&ViewProj);

    D3DXPlaneTransform(&projPlane, &worldPlane, &ViewProj);

    D3DXPlaneNormalize(&projPlane, &projPlane);

    Plane passIn(projPlane.a, projPlane.b, projPlane.c, projPlane.d);

    gRenderer.setClipPlane(passIn);
    
    m_clipPlaneChanged = true;
  }
  
	m_pEffect->Begin(0,0);
	m_pEffect->BeginPass(0);
  m_pEffect->CommitChanges();
}
Пример #2
0
HRESULT KGraphicsEngine::GetPickRay(D3DXVECTOR3 * RayOrig,D3DXVECTOR3* RayDir )
{
	D3DXVECTOR3 vPickRayDir;
    D3DXVECTOR3 vPickRayOrig;
    
	D3DXMATRIX matProj;
    g_pd3dDevice->GetTransform( D3DTS_PROJECTION, &matProj );

    POINT ptCursor;
    GetCursorPos( &ptCursor );
    //ScreenToClient( g_hRenderWnd, &ptCursor );

	//ptCursor.x -= m_RenderWindowRect.left;
	//ptCursor.y += m_RenderWindowRect.top;

    D3DXVECTOR3 v;
    // Compute the vector of the pick ray in screen space
    ::GetWindowRect(g_hRenderWnd,&m_RenderWindowRect);

	float Width  = (float)( m_RenderWindowRect.right - m_RenderWindowRect.left);
	float Height = (float)( m_RenderWindowRect.bottom - m_RenderWindowRect.top);

	float X = (float)(ptCursor.x - m_RenderWindowRect.left);
	float Y = (float)(ptCursor.y - m_RenderWindowRect.top );

	v.x =(float)  ( ( ( 2.0f * X ) / Width  ) - 1.0f) / matProj._11;
    v.y =(float) -( ( ( 2.0f * Y ) / Height ) - 1.0f) / matProj._22;
    v.z =  1.0f;

    // Get the inverse view matrix
    
	D3DXMATRIX matView, m;
    g_pd3dDevice->GetTransform( D3DTS_VIEW, &matView );
    D3DXMatrixInverse( &m, NULL, &matView );

    // Transform the screen space pick ray into 3D space
    vPickRayDir.x  = v.x*m._11 + v.y*m._21 + v.z*m._31;
    vPickRayDir.y  = v.x*m._12 + v.y*m._22 + v.z*m._32;
    vPickRayDir.z  = v.x*m._13 + v.y*m._23 + v.z*m._33;
    vPickRayOrig.x = m._41 ;
    vPickRayOrig.y = m._42 ; 
    vPickRayOrig.z = m._43 ;

	*RayOrig = vPickRayOrig;
	*RayDir  = vPickRayDir ;
	
	return S_OK;
}
Пример #3
0
	type_result HierarchySubReferer::_render( D3DMATERIAL9& material )
	{
		_initializeMesh();
		//	main:
		//		DX9 바인딩:
		DX9& dx9 = getDependent();
		if( ! &dx9)
		{
			ALERT_ERROR(" : 디바이스 바인딩 실패로 중지");
			return RESULT_TYPE_ERROR;
		}
		LPDIRECT3DDEVICE9 device = dx9.getDevice();		
		//		월드좌표 갱신:
		D3DXMATRIX& world = getWorldMatrix();
		D3DXMATRIX origin;
		device->GetTransform(D3DTS_WORLD, &origin);
		device->SetTransform(D3DTS_WORLD, &world);

		device->SetRenderState(D3DRS_AMBIENT, 0xffffffff);

		//device->SetTexture(0, NULL);
		device->SetMaterial(&material);
		device->SetTexture(0, 0);
		if(_ball)
		{			
			_ball->DrawSubset(0);
		}

		//		자식과 선을 잇기:
		device->SetTransform(D3DTS_WORLD, &origin);

		_searchModuleSet(getConnector().getModuleCodeSetKey().getValue(), &ThisClass::_renderLineBetweenChild);			//		월드 좌표 복귀:
		return RESULT_SUCCESS;
	}
Пример #4
0
void RenderTree()
{
	// Disable lighting
	g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE) ;

	g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE,   TRUE );
	g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND,  D3DBLEND_SRCALPHA );
	g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );

	// Get current world matrix
	D3DXMATRIX matCurrentWorld ;
	g_pd3dDevice->GetTransform(D3DTS_WORLD, &matCurrentWorld) ;

	// Set world matrix for billboard
	g_pd3dDevice->SetTransform(D3DTS_WORLD, &g_matBillboardWorld) ;

	// Set texture
	g_pd3dDevice->SetTexture(0, g_pTexture) ;
	g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(Vertex)) ;
	g_pd3dDevice->SetFVF(Vertex_FVF) ;

	g_pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID) ;
	g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2) ;

	// Restore world matrix
	g_pd3dDevice->SetTransform(D3DTS_WORLD, &matCurrentWorld) ;

	g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE,   FALSE );

}
Пример #5
0
//-----------------------------------------------------------------------------
HRESULT CDXUTMeshFrame::Render( LPDIRECT3DDEVICE9 pd3dDevice, bool bDrawOpaqueSubsets,
                           bool bDrawAlphaSubsets, D3DXMATRIX* pmatWorldMatrix )
{
    // For pure devices, specify the world transform. If the world transform is not
    // specified on pure devices, this function will fail.

    D3DXMATRIX matSavedWorld, matWorld;

    if ( NULL == pmatWorldMatrix )
        pd3dDevice->GetTransform( D3DTS_WORLD, &matSavedWorld );
    else
        matSavedWorld = *pmatWorldMatrix;

    D3DXMatrixMultiply( &matWorld, &m_mat, &matSavedWorld );
    pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );

    if( m_pMesh )
        m_pMesh->Render( pd3dDevice, bDrawOpaqueSubsets, bDrawAlphaSubsets );

    if( m_pChild )
        m_pChild->Render( pd3dDevice, bDrawOpaqueSubsets, bDrawAlphaSubsets, &matWorld );

    pd3dDevice->SetTransform( D3DTS_WORLD, &matSavedWorld );

    if( m_pNext )
        m_pNext->Render( pd3dDevice, bDrawOpaqueSubsets, bDrawAlphaSubsets, &matSavedWorld );

    return S_OK;
}
Пример #6
0
	void Draw( int iMeshIndex ) const
	{
		const MeshInfo& meshInfo = m_vMeshInfo[iMeshIndex];

		if( meshInfo.bNeedsTextureMatrixScale )
		{
			// Kill the texture translation.
			// XXX: Change me to scale the translation by the TextureTranslationScale of the first vertex.
			RageMatrix m;
			g_pd3dDevice->GetTransform( D3DTS_TEXTURE0, (D3DMATRIX*)&m );

			m.m[2][0] = 0;
			m.m[2][1] = 0;

			g_pd3dDevice->SetTransform( D3DTS_TEXTURE0, (D3DMATRIX*)&m );
		}

		g_pd3dDevice->SetFVF( D3DFVF_RageModelVertex );
		g_pd3dDevice->DrawIndexedPrimitiveUP(
			D3DPT_TRIANGLELIST,			// PrimitiveType
			meshInfo.iVertexStart,		// MinIndex
			meshInfo.iVertexCount,		// NumVertices
			meshInfo.iTriangleCount,	// PrimitiveCount,
			&m_vTriangles[0]+meshInfo.iTriangleStart,// pIndexData,
			D3DFMT_INDEX16,				// IndexDataFormat,
			&m_vVertex[0],				// pVertexStreamZeroData,
			sizeof(m_vVertex[0])		// VertexStreamZeroStride
		);
	}
Пример #7
0
void COverlayQuadsDX::Render(SRenderState &state)
{
  if (m_count == 0)
    return;

  D3DXMATRIX orig;
  LPDIRECT3DDEVICE9 device = g_Windowing.Get3DDevice();
  device->GetTransform(D3DTS_WORLD, &orig);

  D3DXMATRIX world = orig;
  D3DXMATRIX trans, scale;

  D3DXMatrixTranslation(&trans, state.x - 0.5f
                              , state.y - 0.5f
                              , 0.0f);

  D3DXMatrixScaling    (&scale, state.width
                              , state.height
                              , 1.0f);

  D3DXMatrixMultiply(&world, &world, &scale);
  D3DXMatrixMultiply(&world, &world, &trans);

  device->SetTransform(D3DTS_WORLD, &world);

  device->SetTexture( 0, m_texture.Get() );
  device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
  device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
  device->SetSamplerState(0, D3DSAMP_ADDRESSU , D3DTADDRESS_CLAMP);
  device->SetSamplerState(0, D3DSAMP_ADDRESSV , D3DTADDRESS_CLAMP);

  device->SetTextureStageState(0, D3DTSS_COLOROP  , D3DTOP_SELECTARG1 );
  device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_DIFFUSE );
  device->SetTextureStageState(0, D3DTSS_ALPHAOP  , D3DTOP_MODULATE );
  device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
  device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );

  device->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
  device->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );

  device->SetRenderState( D3DRS_LIGHTING , FALSE );
  device->SetRenderState( D3DRS_ZENABLE  , FALSE );
  device->SetRenderState( D3DRS_FOGENABLE, FALSE );

  device->SetRenderState( D3DRS_ALPHATESTENABLE, TRUE );
  device->SetRenderState( D3DRS_ALPHAREF , 0 );
  device->SetRenderState( D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL );
  device->SetRenderState( D3DRS_FILLMODE , D3DFILL_SOLID );
  device->SetRenderState( D3DRS_CULLMODE , D3DCULL_NONE );

  device->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
  device->SetRenderState( D3DRS_SRCBLEND , D3DBLEND_SRCALPHA );
  device->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
  device->SetFVF(m_fvf);
  device->SetStreamSource(0, m_vertex.Get(), 0, sizeof(VERTEX));
  device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, m_count*2);

  device->SetTexture(0, NULL);
  device->SetTransform(D3DTS_WORLD, &orig);
}
Пример #8
0
HRESULT HookIDirect3DDevice9::GetTransform(LPVOID _this,
										   D3DTRANSFORMSTATETYPE State,
										   D3DMATRIX* pMatrix)
{
	LOG_API();
	return pD3Dev->GetTransform(State, pMatrix);
}
Пример #9
0
void CLcMdl2D::Render()
{
	DWORD dMnLgt;

	LPDIRECT3DDEVICE9 pDev = (LPDIRECT3DDEVICE9)LcDev_GetD3Device();

	pDev->GetRenderState( D3DRS_LIGHTING, &dMnLgt);

	pDev->SetRenderState( D3DRS_LIGHTING, FALSE);

	pDev->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE);
	pDev->SetRenderState(D3DRS_ALPHAREF, 0x40);
	pDev->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);

	pDev->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
	pDev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
	pDev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
	
	pDev->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
	pDev->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
	pDev->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
	
	pDev->SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_MODULATE );
	pDev->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
	pDev->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
	
	pDev->SetTextureStageState( 0, D3DTSS_ALPHAOP,   D3DTOP_MODULATE );
	pDev->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
	pDev->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );


	D3DXMATRIX	mtWld;
	D3DXMATRIX	mtViw;
	D3DXMATRIX	mtViwI;

	pDev->GetTransform(D3DTS_VIEW, &mtViw);
	D3DXMatrixInverse(&mtViwI, NULL, &mtViw);

	mtViwI._41 = 0;
	mtViwI._42 = 0;
	mtViwI._43 = 0;

	mtWld = mtViwI * m_mtWld;
	pDev->SetTransform(D3DTS_WORLD, &mtWld);


	PDTX pTex = (PDTX)m_pTex->GetPointer();

	pDev->SetTexture(0, pTex);
	pDev->SetFVF(VtxDUV1::FVF);
	pDev->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, m_pVtx, sizeof(VtxDUV1));


	pDev->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE);
	pDev->SetRenderState( D3DRS_ALPHATESTENABLE, FALSE);
	pDev->SetRenderState( D3DRS_ZWRITEENABLE, TRUE);
	pDev->SetRenderState( D3DRS_LIGHTING, dMnLgt);

	LcD3D_SetWorldIdentity(pDev);
}
Пример #10
0
RAY CPicking::CalcPickingRay(LPDIRECT3DDEVICE9 _device, HWND _hWnd, int x, int y)
{
	RAY ray;	
	
	RECT rt;
	GetClientRect(_hWnd, &rt);

	
	float px = 0.0f;
	float py = 0.0f;
	
	//get viewport 
	D3DVIEWPORT9 vp;
	_device->GetViewport(&vp);
	
	//get projection
	D3DXMATRIX proj;
	_device->GetTransform(D3DTS_PROJECTION, &proj);

	//px = ( ((2.0f*x) / vp.Width) - 1.0f ) / proj(0,0);
	//py = ( ((-2.0f*y) / vp.Height) + 1.0f ) / proj(1,1);
	
	px = ( ((2.0f*x) / vp.Width) - 1.0f );
	py = ( ((-2.0f*y) / vp.Height) + 1.0f );
	px /= proj._11;
	py /= proj._22;

	ray.origin = D3DXVECTOR3(0.0f, 0.0f, 0.0f);
	ray.direction = D3DXVECTOR3(px, py, 1.0f);
	
	D3DXMATRIX view;
	_device->GetTransform(D3DTS_VIEW, &view);
	
	D3DXMATRIX viewInverse;
	D3DXMatrixInverse(&viewInverse, 0, &view);	

	// 광선의 원점을 변환한다 w = 1
	D3DXVec3TransformCoord(&ray.origin, &ray.origin, &viewInverse);
	// 광선의 방향을 변환한다 w = 0
	D3DXVec3TransformNormal(&ray.direction, &ray.direction, &viewInverse);
	
	// 방향을 정규화
	D3DXVec3Normalize(&ray.direction, &ray.direction);

	return ray;
}
Пример #11
0
/// \param matrixName Name of matrix you want to set in effect file.
void Effect::setWorldViewProjMatrixFromDevice(const std::string &matrixName)
{
  if (!m_pEffect) return;

  D3DXMATRIX World,View, Projection,WorldViewProj;

  // get all matrices from device
  pD3DDevice->GetTransform(D3DTS_WORLD, & World);
  pD3DDevice->GetTransform(D3DTS_VIEW, & View);
  pD3DDevice->GetTransform(D3DTS_PROJECTION, & Projection);

  // multiply them
  WorldViewProj = World * View * Projection;

  // pass them to effect file
  m_pEffect->SetMatrix(matrixName.c_str(), &WorldViewProj);
}
Пример #12
0
// 使用DirectX9來繪圖
void RenderFrameDX9(void)
{
	LPDIRECT3DDEVICE9 device = GutGetGraphicsDeviceDX9();

	D3DMATRIX pMatrix[3]={0};

	device->GetTransform(D3DTS_WORLD , &pMatrix[0] );
	device->GetTransform(D3DTS_VIEW , &pMatrix[1] );
	device->GetTransform(D3DTS_PROJECTION , &pMatrix[2] );

	//D3DXMatrixOrthoLH(&matProject, width, height, Znear, Zfar);


	device->SetRenderState( D3DRS_LIGHTING, FALSE );
	device->Clear(
		0, NULL, // 清除整個畫面
		D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, // 清除顏色跟Z Buffer
		D3DCOLOR_ARGB(0, 0, 0, 0), // 設定要把顏色清成黑色
		1.0f, // 設定要把Z值清為1, 也就是離鏡頭最遠.
		0 // 設定要把Stencil buffer清為0, 在這沒差.
		);

	// 計算出一個可以轉換到鏡頭座標系的矩陣
	Matrix4x4 view_matrix = GutMatrixLookAtRH(g_eye, g_lookat, g_up);
	// 設定鏡頭轉換矩陣
	// 因為記憶體排列方法相同, 可以直接把Matrix4x4轉型成D3DMATRIX.
	device->SetTransform(D3DTS_VIEW, (D3DMATRIX *) &view_matrix);
	// 計算出一個使用非平行投影的矩陣
	Matrix4x4 perspective_matrix = GutMatrixPerspectiveRH_DirectX(90.0f, 1.0f, 1.0f, 100.0f);
	// 設定視角轉換矩陣
	device->SetTransform(D3DTS_PROJECTION, (D3DMATRIX *)&perspective_matrix);

	// 開始下繪圖指令
	device->BeginScene();	
	// 設定資料格式
	device->SetFVF(D3DFVF_XYZ);
	// 畫出金字塔的8條邊線
	device->DrawPrimitiveUP(D3DPT_LINELIST, 8, g_vertices, sizeof(Vector4)); 
	// 宣告所有的繪圖指令都下完了
	device->EndScene(); 

	// 呈現出背景backbuffer的畫面
	device->Present( NULL, NULL, NULL, NULL );
}
Пример #13
0
void initEffect()
{
	ID3DXBuffer* errorBuffer = 0;
	D3DXCreateEffectFromFile(
		device,
		L"effect.fx",
		NULL, // CONST D3DXMACRO* pDefines,
		NULL, // LPD3DXINCLUDE pInclude,
		D3DXSHADER_USE_LEGACY_D3DX9_31_DLL,
		NULL, // LPD3DXEFFECTPOOL pPool,
		&effect,
		&errorBuffer);

	if(errorBuffer)
	{
		MessageBoxA(hMainWnd, (char*)errorBuffer->GetBufferPointer(), 0, 0);
		errorBuffer->Release();
		terminate();
	}

	D3DXMATRIX W, V, P, Result;
	D3DXMatrixIdentity(&Result);
	device->GetTransform(D3DTS_WORLD, &W);
	device->GetTransform(D3DTS_VIEW, &V);
	device->GetTransform(D3DTS_PROJECTION, &P);
	D3DXMatrixMultiply(&Result, &W, &V);
	D3DXMatrixMultiply(&Result, &Result, &P);

	effect->SetMatrix(effect->GetParameterByName(0, "WorldViewProj"), &Result);

	effect->SetTechnique(effect->GetTechnique(0));

	auto hr = effect->SetTexture(effect->GetParameterByName(NULL, "Overlay"), overlayTexture);
	hr |= effect->SetTexture(effect->GetParameterByName(NULL, "Base"), particleTexture);
	hr |= effect->SetTexture(effect->GetParameterByName(NULL, "PreRender"), renderTexture);

	if(hr != 0)
	{
		MessageBox(hMainWnd, L"Unable to set effect textures.", L"", MB_ICONHAND);
	}
}
Пример #14
0
/// \param matrixName Name of matrix you want to set in the effect file.
void Effect::setWorldMatrix(const std::string &matrixName)
{ 
  if (!m_pEffect) return;

  D3DXMATRIX world;

  // get all matrices from device
  pD3DDevice->GetTransform(D3DTS_WORLD, &world);

  m_pEffect->SetMatrix(matrixName.c_str(), &world);
  
}
Пример #15
0
void CFrustum::ViewToWorld(LPDIRECT3DDEVICE9 pGraphicDev , _bool bMakPlane)						//영역 변환
{
    memcpy(m_vConvert_Point, m_vOriginal_Point, sizeof(_vec3) * 8);

    _matrix				matView;
    pGraphicDev->GetTransform(D3DTS_VIEW, &matView);
    D3DXMatrixInverse(&matView, NULL, &matView);

    for (_int i = 0; i < 8; ++i)
        D3DXVec3TransformCoord(&m_vConvert_Point[i], &m_vConvert_Point[i], &matView);

    if(bMakPlane == true)
        Make_Plane();

}
Пример #16
0
/**
 * モデルを描画する。
 * プラットフォームごとの固有設定も行う。
 * モデルが設定されてない場合は何もしない。
 * @param gl
 */
void LAppModel::draw()
{
    if (live2DModel == NULL)return;

	// 座標変換退避
	D3DXMATRIXA16 buf ;
	g_pD3DDevice->GetTransform(D3DTS_WORLD, &buf);//World座標を取得

	// モデルの変換を適用
	float* tr = modelMatrix->getArray() ;//float[16]
	g_pD3DDevice->MultiplyTransform( D3DTS_WORLD , (D3DXMATRIXA16*)tr ) ;

	// Live2Dを描画
	live2DModel->draw();

	g_pD3DDevice->SetTransform(D3DTS_WORLD, &buf);//変換を復元
}
Пример #17
0
INT CLcXSkinIns::FrameMove()
{
	LPDIRECT3DDEVICE9 pDev = (LPDIRECT3DDEVICE9)LcDev_GetD3Device();

	m_dTimeCur += m_fElapse;

	// For Sort...(optional)
	D3DXMATRIX	mtViwI;

	pDev->GetTransform( D3DTS_VIEW,  &mtViwI );
	D3DXMatrixInverse(&mtViwI, NULL, &mtViwI);
	
	D3DXVECTOR3	vcCam	= D3DXVECTOR3(mtViwI._41, mtViwI._42, mtViwI._43);
	D3DXVECTOR3	vcZ		= D3DXVECTOR3(mtViwI._31, mtViwI._32, mtViwI._33);
	D3DXVECTOR3	vcTmp	= m_vcTrn - vcCam;

	m_fStlSrtR = D3DXVec3Dot(&vcZ, &vcTmp);

	return 0;
}
Пример #18
0
HRESULT CFrustum::Init_Frustum(LPDIRECT3DDEVICE9 pGraphicDev)									//8개의 평면 생성과 영역 변환
{
    m_pGraphicDev = pGraphicDev;
    m_vOriginal_Point[0] = _vec3(-1.f , 1.f , 0.f);
    m_vOriginal_Point[1] = _vec3(1.f , 1.f , 0.f);
    m_vOriginal_Point[2] = _vec3(1.f , -1.f , 0.f);
    m_vOriginal_Point[3] = _vec3(-1.f , -1.f , 0.f);
    m_vOriginal_Point[4] = _vec3(-1.f , 1.f , 1.f);
    m_vOriginal_Point[5] = _vec3(1.f , 1.f , 1.f);
    m_vOriginal_Point[6] = _vec3(1.f , -1.f , 1.f);
    m_vOriginal_Point[7] = _vec3(-1.f , -1.f , 1.f);

    _matrix		matProj;
    pGraphicDev->GetTransform(D3DTS_PROJECTION , &matProj);

    D3DXMatrixInverse(&matProj , NULL , &matProj);

    for(_int i = 0 ; i < 8; ++i)
        D3DXVec3TransformCoord(&m_vOriginal_Point[i] , &m_vOriginal_Point[i] , &matProj);

    return NULL;
}
Пример #19
0
//描画
void Vertices::Draw(LPDIRECT3DDEVICE9 pD3DDevice, D3DXMATRIX *pmtrx) 
{
	if (!pD3DDevice || !pVertexBuffer)
		return;

	D3DXMATRIX mtrxOld; //ワールド変換行列保存用
	pD3DDevice->GetTransform(D3DTS_WORLD, &mtrxOld); //ワールド行列を保存
	pD3DDevice->SetTransform(D3DTS_WORLD, pmtrx); //デバイスにマトリックスを設定

	pD3DDevice->SetStreamSource(0, pVertexBuffer, 0, sizeof(D3DVERTEX)); //頂点バッファをデバイスのストリームにセット
	if (pIndexBuffer) //インデックスバッファが存在する場合
	{
		pD3DDevice->SetIndices(pIndexBuffer); //インデックスバッファをセット
		pD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, vectorD3DVERTEX.size(), 0, Primitives); //頂点インデックスありで描画
	} else { //存在しない場合
		pD3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, Primitives); //頂点インデックスなしで描画
	}

	pD3DDevice->SetTransform(D3DTS_WORLD, &mtrxOld); //デバイスのワールド変換行列を復元

	return;
}
Пример #20
0
//-----------------------------------------------------------------------------
HRESULT CDXUTMeshFile::Render( LPDIRECT3DDEVICE9 pd3dDevice, D3DXMATRIX* pmatWorldMatrix )
{

    // For pure devices, specify the world transform. If the world transform is not
    // specified on pure devices, this function will fail.

    // Set up the world transformation
    D3DXMATRIX matSavedWorld, matWorld;

    if ( NULL == pmatWorldMatrix )
        pd3dDevice->GetTransform( D3DTS_WORLD, &matSavedWorld );
    else
        matSavedWorld = *pmatWorldMatrix;

    D3DXMatrixMultiply( &matWorld, &matSavedWorld, &m_mat );
    pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );

    // Render opaque subsets in the meshes
    if( m_pChild )
        m_pChild->Render( pd3dDevice, TRUE, FALSE, &matWorld );

    // Enable alpha blending
    pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
    pd3dDevice->SetRenderState( D3DRS_SRCBLEND,  D3DBLEND_SRCALPHA );
    pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );

    // Render alpha subsets in the meshes
    if( m_pChild )
        m_pChild->Render( pd3dDevice, FALSE, TRUE, &matWorld );

    // Restore state
    pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
    pd3dDevice->SetTransform( D3DTS_WORLD, &matSavedWorld );

    return S_OK;
}
Пример #21
0
//=============================================================================
// 描画処理
//=============================================================================
void CMeshField::Draw(int pTexture)
{
	D3DXMATRIX  mtxWorld;
	D3DXMATRIX mtxScl,mtxRot,mtxTranslate;

	SetMtxView(CManager::GetCamera()->GetMtxView());

	// 視錐台 作成
	FRUSTUM	sFrustum;

	//  セットアップする関数
	SetupFOVClipPlanes(VIEW_ANGLE,VIEW_ASPECT,VIEW_NEAR_Z,VIEW_FAR_Z,sFrustum);

	//頂点バッファの中身を埋める
	VERTEX_3D *pVtx;

	// 頂点データの範囲をロックし、頂点バッファへのポインタを取得
	m_pD3DVtxBuff->Lock(0, 0, (void**)&pVtx, 0);

	for(int nCntVtxZ = 0; nCntVtxZ < (m_nNumBlockZ + 1); nCntVtxZ++)
	{
		for(int nCntVtxX = 0; nCntVtxX < (m_nNumBlockX + 1); nCntVtxX++)
		{
			VECTOR3 pos;

			// 頂点座標の設定
			pos.x=pVtx[nCntVtxZ * (m_nNumBlockX + 1) + nCntVtxX].vtx.x;
			pos.z=pVtx[nCntVtxZ * (m_nNumBlockX + 1) + nCntVtxX].vtx.z;
			pos.y=pVtx[nCntVtxZ * (m_nNumBlockX + 1) + nCntVtxX].vtx.y;

			MATRIX4x4 matrix;

			matrix._11 = m_MtxView._11;
			matrix._12 = m_MtxView._12;
			matrix._13 = m_MtxView._13;
			matrix._14 = m_MtxView._14;
			matrix._21 = m_MtxView._21;
			matrix._22 = m_MtxView._22;
			matrix._23 = m_MtxView._23;
			matrix._24 = m_MtxView._24;
			matrix._31 = m_MtxView._31;
			matrix._32 = m_MtxView._32;
			matrix._33 = m_MtxView._33;
			matrix._34 = m_MtxView._34;
			matrix._41 = m_MtxView._41;
			matrix._42 = m_MtxView._42;
			matrix._43 = m_MtxView._43;
			matrix._44 = m_MtxView._44;

			// ???
			if(!MeshFOVCheck(&pos,8,sFrustum,matrix))
			//if( 判定用関数 )  // 視錐台から、外れていたら
			{
				continue;		// 描画しないで、次のモデルへ
			}
		}

	}

	// 頂点データをアンロックする
	m_pD3DVtxBuff->Unlock();

	LPDIRECT3DDEVICE9 pDevice = CManager::GetDevice();

	// ワールドマトリックスの初期化
	D3DXMatrixIdentity(&m_mtxWorld);

	// 回転を反映
	D3DXMatrixRotationYawPitchRoll(&mtxRot, m_Rot.y, m_Rot.x, m_Rot.z);
	D3DXMatrixMultiply(&m_mtxWorld, &m_mtxWorld, &mtxRot);

	// 移動を反映
	D3DXMatrixTranslation(&mtxTranslate, m_Pos.x, m_Pos.y, m_Pos.z);
	D3DXMatrixMultiply(&m_mtxWorld, &m_mtxWorld, &mtxTranslate);

	if (m_bTransParent)
	{
		pDevice->SetRenderState(D3DRS_ZENABLE, FALSE);				// Zバッファを使用しない
	}
	else
	{
		pDevice->SetRenderState(D3DRS_ZENABLE, TRUE);				// Zバッファを使用する
	}

	//ワールド行列変数
	D3DXMATRIX world, view, proj, rot, pos, mtxParent;
	D3DXMATRIX invWorld;

	//ビュー行列
	D3DXVECTOR3 eye(0.0f, 50.0f, -100.0f);
	D3DXVECTOR3 at(0.0f, 20.0f, 0.0f);
	D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);

	D3DXVECTOR3 lightVec(0.20f, 0.0f, 0.80f);
	D3DXCOLOR   lightDiffuse(0.8f, 0.8f, 0.8f, 1.0f);
	D3DXCOLOR   lightDiffuse2(0.8f, 0.4f, 0.4f, 1.0f);
	D3DXCOLOR   lightAmbient(0.5f, 0.5f, 0.5f, 1.0f);

	CCamera *pCamera;
	// カメラを取得
	pCamera = CManager::GetCamera();

	eye = pCamera->GetPosP();
	at = pCamera->GetPosR();
	up = pCamera->GetVecUp();

	pDevice->GetTransform(D3DTS_WORLD, &mtxParent);

	//ワールド行列
	D3DXMatrixIdentity(&m_mtxWorld);
	D3DXMatrixRotationYawPitchRoll(&rot, m_Rot.y, m_Rot.x, m_Rot.z);
	D3DXMatrixMultiply(&m_mtxWorld, &m_mtxWorld, &rot);

	D3DXMatrixTranslation(&pos, m_Pos.x, m_Pos.y, m_Pos.z);
	D3DXMatrixMultiply(&m_mtxWorld, &m_mtxWorld, &pos);

	D3DXMatrixMultiply(&m_mtxWorld, &m_mtxWorld, &mtxParent);

	D3DXMatrixInverse(&invWorld, NULL, &m_mtxWorld);
	D3DXVec3TransformCoord(&lightVec, &lightVec, &invWorld);

	D3DXMatrixLookAtLH(&view, &eye, &at, &up);

	D3DXMatrixPerspectiveFovLH(&proj, D3DXToRadian(45), 960.0f / 540.0f, 10.0f, 100000.0f);

	D3DXMATRIX wvp = m_mtxWorld*view*proj;
	D3DXVECTOR3 cameraVec = at - eye;

	D3DXVec3Normalize(&cameraVec, &cameraVec);
	D3DXVec3Normalize(&lightVec, &lightVec);

	D3DXVECTOR3 playerPos = CGame::GetPlayer(0)->GetPos();

	// ワールドマトリックスの設定
	pDevice->SetTransform(D3DTS_WORLD, &m_mtxWorld);

	// 頂点バッファをレンダリングパイプラインに設定
	pDevice->SetStreamSource(0, m_pD3DVtxBuff, 0, sizeof(VERTEX_3D));

	// インデックスバッファをレンダリングパイプラインに設定
	pDevice->SetIndices(m_pD3DIndexBuff);

	// 頂点フォーマットの設定
	pDevice->SetFVF(FVF_VERTEX_3D);

	if (pTexture == NULL)
	{

		pDevice->SetRenderState(D3DRS_FOGENABLE, TRUE);
		pDevice->SetRenderState(D3DRS_FOGCOLOR, D3DCOLOR_XRGB(255, 255, 255));

		_vsc[1]->SetMatrix(pDevice, "world", &m_mtxWorld);
		_vsc[1]->SetMatrix(pDevice, "gWvp", &wvp);

		_vsc[1]->SetFloatArray(pDevice, "LightDir", (float*)&lightVec, 3);
		_vsc[1]->SetVector(pDevice, "LightDiffuse", (D3DXVECTOR4*)&lightDiffuse);
		_vsc[1]->SetVector(pDevice, "LightDiffuse2", (D3DXVECTOR4*)&lightDiffuse2);
		_vsc[1]->SetVector(pDevice, "LightAmbient", (D3DXVECTOR4*)&lightAmbient);
		_vsc[1]->SetFloatArray(pDevice, "CameraVec", (float*)&cameraVec, 3);
		_vsc[1]->SetFloatArray(pDevice, "PlayerPos", (float*)&playerPos, 3);
		_vsc[1]->SetFloatArray(pDevice, "Pos", (float*)&eye, 3);

		// テクスチャの設定
		pDevice->SetTexture(0, CTexture::GetTex(m_texid));

		unsigned int s0 = _psc->GetSamplerIndex("texSampler");
		pDevice->SetTexture(s0, CTexture::GetTex(m_texid));
		pDevice->SetVertexShader(_vs[1]);
	}
	else
	{
		_vsc[0]->SetMatrix(pDevice, "world", &m_mtxWorld);
		_vsc[0]->SetMatrix(pDevice, "gWvp", &wvp);

		_vsc[0]->SetFloatArray(pDevice, "LightDir", (float*)&lightVec, 3);
		_vsc[0]->SetVector(pDevice, "LightDiffuse", (D3DXVECTOR4*)&lightDiffuse);
		_vsc[0]->SetVector(pDevice, "LightDiffuse2", (D3DXVECTOR4*)&lightDiffuse2);
		_vsc[0]->SetVector(pDevice, "LightAmbient", (D3DXVECTOR4*)&lightAmbient);
		_vsc[0]->SetFloatArray(pDevice, "CameraVec", (float*)&cameraVec, 3);
		_vsc[0]->SetFloatArray(pDevice, "PlayerPos", (float*)&playerPos, 3);
		_vsc[0]->SetFloatArray(pDevice, "Pos", (float*)&m_Pos, 3);

		// テクスチャの設定
		pDevice->SetTexture(0, CTexture::GetTex(pTexture));

		unsigned int s0 = _psc->GetSamplerIndex("shadowSampler");
		pDevice->SetTexture(s0, CTexture::GetTex(pTexture));
		pDevice->SetVertexShader(_vs[0]);
	}
	pDevice->SetPixelShader(_ps);

	// マテリアルの設定
	pDevice->SetMaterial(&m_material);

	// ポリゴンの描画
	pDevice->DrawIndexedPrimitive(D3DPT_TRIANGLESTRIP, 0, 0, m_nNumVertex, 0, m_nNumPolygon);

	pDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);

	pDevice->SetRenderState(D3DRS_ZENABLE, TRUE);					// Zバッファを使用する

	pDevice->SetVertexShader(nullptr);

	pDevice->SetPixelShader(nullptr);
}
Пример #22
0
INT CLcAcmIns::FrameMove()
{
	INT		hr		= 0;
	INT		iNgeo	= m_pLcHead->iNgeo;

	INT		i		= 0;
	INT		dFrmB	= 0;						// Begin Frame
	INT		dFrmE	= 0;						// End Frame

	if(!m_bAnima)
		return 0;


	if(NULL == m_pFrame || m_pFrame->empty())
	{
		dFrmB	= m_pLcHead->nFrmF	;
		dFrmE	= m_pLcHead->nFrmL	;
	}
	else
	{
		vector<_Tframe >::iterator	p = m_pFrame->begin() + m_nActM;
		dFrmB	= p->nB;
		dFrmE	= p->nE;
	}

	// 현재 프레임 계산 : Frame = FrameSpeed(n/s) * Time(s) + Begin Frame
	// 시간 단위: 초
	m_dFrmCur = m_pLcHead->nFrmS * m_dTimeCur + dFrmB;

	// End Frame보다 크면 재조정
	if(m_dFrmCur>= dFrmE)
	{
		// 나머지 시간을 현재시간으로 설정
		FLOAT t = FLOAT(dFrmE-dFrmB) /m_pLcHead->nFrmS;
		m_dTimeCur = m_dTimeCur - t;

		m_dFrmCur = m_pLcHead->nFrmS * m_dTimeCur + dFrmB;

		hr		= 1;		// Return 값을 애니메이션 한 번 수행 것으로한다.
	}

	// 1. 현재 프레임, 다음 프레임, 비중을 구한다.
	// 시간에서 프레임을 구한다.
	INT		nFrmC	= INT(m_dFrmCur);			// End Frame
	FLOAT	fFrmW	= m_dFrmCur - nFrmC;		// 소수점은 비중이 된다.
	INT		nFrmN	= nFrmC+1;					// Next Frame

//	// End Frame보다 크면 재조정
//	if(1 == hr)
//		nFrmN = nFrmC;


	// 2. 애니메이션에 관련된 행렬들을 갱신한다.
	// 월드 행렬 = 지역행렬 * 부모의 월드 행렬 * 전체 월드 행렬
	// 전체 월드 행렬의 곱셈 적용은 쉐이더에서 한다.

	for(i=0; i<m_pLcHead->iNgeo; ++i)
	{
		CLcAcm::LcGeo*	pDst	= &m_pLcGeo[i];

		MATA	mtL(1,0,0,0,  0,1,0,0,  0,0,1,0,  0,0,0,1);
		MATA	mtP(1,0,0,0,  0,1,0,0,  0,0,1,0,  0,0,0,1);

		if(pDst->nPrn>=0)
		{
			CLcAcm::LcGeo*	pPrn = &m_pLcGeo[pDst->nPrn];
			mtP	= pPrn->mtWld;
		}

		// 프레임에 대한 행렬이 있는 경우 월드 행렬 = 지역행렬 * 부모의 월드 행렬
		// 을 적용하지 않고 바로 월드 행렬을 구한다.
		// 여기서 구한 월드 행렬은 맥스에서 구성한 장면의 기준 좌표계가 된다.
		// 각각의 Geometry의 행렬 = 해당 방향 행렬 * 지역행렬
		if(!pDst->vAniRot->empty())
		{	
			VEC3	p(0,0,0);
			QUAT	q(0,0,0,1);

			VEC3	p1 = *(pDst->vAniTrn->begin() + nFrmC);
			VEC3	p2 = *(pDst->vAniTrn->begin() + nFrmN);

			QUAT	q1 = *(pDst->vAniRot->begin() + nFrmC);
			QUAT	q2 = *(pDst->vAniRot->begin() + nFrmN);
			

			p = p1 * (1.f - fFrmW) + p2 * fFrmW;		// 위치를 선형 보간
			D3DXQuaternionSlerp(&q, &q1, &q2, fFrmW);	// 회전을 선형 보간. slerp을 이용

			D3DXMatrixRotationQuaternion(&mtL, &q);

			mtL._41 = p.x;
			mtL._42 = p.y;
			mtL._43 = p.z;

			pDst->mtWld = pDst->mtOrn * mtL;			// 맥스에서 지정된 방향 행렬을 곱해야 한다.

			if(NULL == m_mtPrn)
				pDst->mtPvt	= mtL * m_mtWld;
			else
				pDst->mtPvt	= mtL * (*m_mtPrn);
		}

		else											// 계층구조와 동일
		{
			pDst->mtWld = mtL * mtP;

			if(NULL == m_mtPrn)
				pDst->mtPvt	= pDst->mtOrI * pDst->mtWld * m_mtWld;
			else
				pDst->mtPvt	= pDst->mtOrI * pDst->mtWld * (*m_mtPrn);
		}

		m_pmtWld[i] = pDst->mtWld;						// 행렬 팔레트에 복사.
	}


//	// Texture Animation
//	int iSize = (INT)m_vIfl.size();
//
//	dTimeC = ::timeGetTime();
//	if(dTimeC >m_dIflTime+m_dIflIntv)
//	{
//		m_dIflTime = dTimeC;
//
//		for(i=0; i<iSize; ++i)
//		{
//			CLcAcm::TaniTx*	pTani = &m_vIfl[i];
//			CLcAcm::LcMtl*	pMtl = pTani->pM;
//
//			++pTani->nF;
//
//			INT	nTot = pMtl->pvIfl->size();
//
//			pTani->nF %= nTot;
//
//			vector<TaniIfl>::iterator it = pMtl->pvIfl->begin()  + pTani->nF;
//
//			pTani->pT = it->pT;
//		}
//	}



	// For Sort...(optional)
	MATA mtViwI;
	LPDIRECT3DDEVICE9 pDev = (LPDIRECT3DDEVICE9)LcDev_GetD3Device();

	pDev->GetTransform( D3DTS_VIEW,  &mtViwI );
	D3DXMatrixInverse(&mtViwI, NULL, &mtViwI);
	
	VEC3 vcCam	= VEC3(mtViwI._41, mtViwI._42, mtViwI._43);
	VEC3 vcZ	= VEC3(mtViwI._31, mtViwI._32, mtViwI._33);
	VEC3 vcTmp	= m_vcTrn - vcCam;

	m_fStlSrtR = D3DXVec3Dot(&vcZ, &vcTmp);
	
	return hr;
}
Пример #23
0
void CLcXSkinIns::Render()
{
	HRESULT hr=-1;

	LPDIRECT3DDEVICE9 pDev = (LPDIRECT3DDEVICE9)LcDev_GetD3Device();


	CLcXSkinSrc*	pOrg = (CLcXSkinSrc*)m_pOrg;

	ID3DXEffect*	pEft	= pOrg->GetEffect();

	// Setup the projection matrix
	D3DXMATRIX matProj;
	pDev->GetTransform(D3DTS_PROJECTION, &matProj);




	D3DLIGHT9 light;
	D3DXVECTOR3 vecLightDirUnnormalized(0.0f, -1.0f, 1.0f);
	ZeroMemory( &light, sizeof(D3DLIGHT9) );
	light.Type        = D3DLIGHT_DIRECTIONAL;
	light.Diffuse.r   = 1.0f;
	light.Diffuse.g   = 1.0f;
	light.Diffuse.b   = 1.0f;
	D3DXVec3Normalize( (D3DXVECTOR3*)&light.Direction, &vecLightDirUnnormalized );
	light.Position.x   = 0.0f;
	light.Position.y   = -1.0f;
	light.Position.z   = 1.0f;
	light.Range        = 1000.0f;

	pDev->SetLight(0, &light );
	pDev->LightEnable(0, TRUE );
	
	
	// Set Light for vertex shader
	D3DXVECTOR4 vLightDir( 0.0f, 1.0f, -1.0f, 0.0f );
	D3DXVec4Normalize( &vLightDir, &vLightDir );
	
	
	// for HLSL
	{
		pEft->SetMatrix( "mViewProj", &matProj);
		pEft->SetVector( "lhtDir", &vLightDir);
	}
	
	
	
	// for shader
	{
		// set the projection matrix for the vertex shader based skinning method
		D3DXMatrixTranspose(&matProj, &matProj);
		pDev->SetVertexShaderConstantF(2, (float*)&matProj, 4);
		pDev->SetVertexShaderConstantF(1, (float*)&vLightDir, 1);
	}

	if(m_pAC)
		m_pAC->AdvanceTime(m_fElapse, NULL);

	pOrg->UpdateFrameMatrices(m_pFrameOrg, &m_mtWld);	
	pOrg->DrawFrame(m_pFrameOrg);

	static	D3DXMATRIX	mtI(1,0,0,0,  0,1,0,0,  0,0,1,0,  0,0,0,1);
	pDev->SetTransform(D3DTS_WORLD, &mtI);
}
Пример #24
0
//////////////////////////////////////////////////////////////////////////
//	render
//////////////////////////////////////////////////////////////////////////
void RCharCloth::render()
{     
	//	bHarewareBuffer = true;
	int i;

	LPDIRECT3DDEVICE9 dev =	RGetDevice(); // Get Device Pointer

	UpdateNormal();

	RMtrlMgr* pMtrlMgr = &mpMeshNode->m_pParentMesh->m_mtrl_list_ex;
	RMtrl* pMtrl = pMtrlMgr->Get_s(mpMeshNode->m_mtrl_id,-1);
	int num_mtrl = pMtrl->m_sub_mtrl_num;

	int point_index;		// 현재 버텍스의 인덱스

	for( i = 0 ; i < mpMeshNode->m_face_num ; ++i )
	{
		for( int j = 0 ; j < 3; ++j )
		{
			point_index = mpMeshNode->m_face_list[i].m_point_index[j];
			gVertices[3*i+j].p	= m_pX[point_index];
			gVertices[3*i+j].tu	= mpMeshNode->m_face_list[i].m_point_tex[j].x;
			gVertices[3*i+j].tv	= mpMeshNode->m_face_list[i].m_point_tex[j].y;
			gVertices[3*i+j].n	= m_pNormal[point_index];
		}
	}	

	if( bHarewareBuffer && gpClothVertexBuffer)
	{
		//// Copy Begin
		void *Buffer;
		if( FAILED( gpClothVertexBuffer->Lock( 0, sizeof(RVertex) * mpMeshNode->m_face_num * 3, (VOID**)&Buffer, D3DLOCK_DISCARD )))
		{
			bHarewareBuffer = false;
			REL( gpClothVertexBuffer );

			mlog("Fail to lock of Vertex Buffer\n");
			goto e2SoftRender;
		}
		//memcpy( Buffer, gVertices, sizeof(RVertex) * m_nCntP );
		memcpy( Buffer, gVertices, sizeof(RVertex) * mpMeshNode->m_face_num * 3 );

		gpClothVertexBuffer->Unlock();
		// Copy End
	}
e2SoftRender:
	prerender();

	if(mpMesh->m_pVisualMesh)
		mpMesh->m_pVisualMesh->UpdateLight();

	rmatrix rtemp;
	dev->GetTransform( D3DTS_WORLD, &rtemp );
	dev->SetTransform( D3DTS_WORLD ,  &( mLocalMat * mWorldMat ) );

	mpMesh->SetCharacterMtrl_ON( pMtrl,mpMeshNode,1 ,mpMeshNode->GetTColor());

#ifdef USE_TOON_RENDER

	mpMeshNode->ToonRenderSettingOn(pMtrl);	

#endif

	if( bHarewareBuffer )
	{			
		dev->DrawPrimitive( D3DPT_TRIANGLELIST, 0, mpMeshNode->m_face_num );
	}
	else
	{
		dev->DrawPrimitiveUP( D3DPT_TRIANGLELIST, mpMeshNode->m_face_num, gVertices, sizeof(RVertex));
	}

#ifdef USE_TOON_RENDER

//	if(Silhouette)
	{
		mpMeshNode->ToonRenderSilhouetteSettingOn();

		if( bHarewareBuffer )
			dev->DrawPrimitive( D3DPT_TRIANGLELIST, 0, mpMeshNode->m_face_num );
		else
			dev->DrawPrimitiveUP( D3DPT_TRIANGLELIST, mpMeshNode->m_face_num, gVertices, sizeof(RVertex));

		mpMeshNode->ToonRenderSilhouetteSettingOff();
	}

	mpMeshNode->ToonRenderSettingOff();	

#endif

	mpMesh->SetCharacterMtrl_OFF( pMtrl, 1 );
	dev->SetTransform( D3DTS_WORLD, &rtemp );

	postrender();

}
Пример #25
0
//-------------------------------------
// Draw()
//-------------------------------------
void Shadow::Draw()
{
//	DWORD zfunc;
	LPDIRECT3DDEVICE9 device = DirectX9Holder::device_;

	D3DXMATRIX world, scaling;
	D3DXMatrixIdentity(&world);
	D3DXMatrixScaling(&scaling, parameter_.scaling_.x_, 1.0f, parameter_.scaling_.z_);
	world *= scaling;
	world._41 += parameter_.position_.x_;
	world._42 += parameter_.position_.y_;
	world._43 += parameter_.position_.z_;

	D3DXMATRIX view, projection, wvp;
	device->GetTransform(D3DTS_VIEW, &view);
	device->GetTransform(D3DTS_PROJECTION, &projection);
	wvp = world * view * projection;

	shader_->vertex_table()->SetMatrix(
		device, "matrix_wvp", &wvp);
	device->SetTexture(
		shader_->pixel_table()->GetSamplerIndex("texture_0"), texture_);

	device->SetVertexShader(shader_->vertex_shader());
	device->SetPixelShader(shader_->pixel_shader());

	device->SetVertexDeclaration(
		DirectX9Holder::vertex_declaration_shadow_);

	device->SetStreamSource(
		0,
		vertex_buffer_,
		0,
		sizeof(Vertex3DShadow));

	// レンダーステート保存
	DWORD blendop, srcblend, destblend;//, zfunc;
	device->GetRenderState(D3DRS_BLENDOP, &blendop);
	device->GetRenderState(D3DRS_SRCBLEND, &srcblend);
	device->GetRenderState(D3DRS_DESTBLEND, &destblend);
//	device->GetRenderState(D3DRS_ZFUNC, &zfunc);

	//影用にレンダーステートを減算合成に変更する
	device->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_REVSUBTRACT);
	device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
	device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);

	//Zバッファの設定を完全描画にする。
//	device->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);

	// 描画
	device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);

	// 変更したレンダースレート修正
//	device->SetRenderState(D3DRS_ZFUNC, zfunc);
	device->SetRenderState(D3DRS_BLENDOP, blendop);
	device->SetRenderState(D3DRS_SRCBLEND, srcblend);
	device->SetRenderState(D3DRS_DESTBLEND, destblend);

	device->SetVertexShader(NULL);
	device->SetPixelShader(NULL);
}
Пример #26
0
HRESULT KLightning::Render()
{
	HRESULT hr = 0;

	// Backup the previous render states

	DWORD dwPrevLightEnable = 0;
	g_pd3dDevice->GetRenderState(D3DRS_LIGHTING, &dwPrevLightEnable);
	g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);

	DWORD dwPrevCullMode = 0;
	g_pd3dDevice->GetRenderState(D3DRS_CULLMODE, &dwPrevCullMode);
	g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);

	DWORD dwPrevFillMode = 0;
	g_pd3dDevice->GetRenderState(D3DRS_FILLMODE, &dwPrevFillMode);
	g_pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);

	DWORD dwPrevTexFactor = 0;
	g_pd3dDevice->GetRenderState(D3DRS_TEXTUREFACTOR, &dwPrevTexFactor);
	g_pd3dDevice->SetRenderState(D3DRS_TEXTUREFACTOR, (0x00000000 | m_Alpha) << 24);

	DWORD dwPrevAlphaBlendEnable = 0;
	g_pd3dDevice->GetRenderState(D3DRS_ALPHABLENDENABLE, &dwPrevAlphaBlendEnable);
	g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);

	DWORD dwPrevBlendOP = 0;
	g_pd3dDevice->GetRenderState(D3DRS_BLENDOP, &dwPrevBlendOP);
	g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);

	DWORD dwPrevSrcBlend = 0;
	g_pd3dDevice->GetRenderState(D3DRS_SRCBLEND, &dwPrevSrcBlend);
	g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);

	DWORD dwPrevDestBlend = 0;
	g_pd3dDevice->GetRenderState(D3DRS_DESTBLEND, &dwPrevDestBlend);
	g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);

	D3DXMATRIX mtxPrevWorld, mtxMine;
	D3DXMatrixIdentity(&mtxMine);
	g_pd3dDevice->GetTransform(D3DTS_WORLD, &mtxPrevWorld);
	g_pd3dDevice->SetTransform(D3DTS_WORLD, &mtxMine);

	// Draw

	g_pd3dDevice->SetStreamSource(0, m_pVB, 0, sizeof(KLightningVertex));
	g_pd3dDevice->SetFVF(LIGHTNING_VERTEX_FVF);
	g_pd3dDevice->SetTexture(0, m_pTexture);
	g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
	g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
	g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_TFACTOR);
	g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);

	unsigned int NumOfPTs = m_CurrentNumOfNodes * 2;
	if(FAILED(hr = g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, NumOfPTs)))
	{
		return hr;
	}

	// Recover all the render states

	g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, dwPrevLightEnable);
	g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, dwPrevCullMode);
	g_pd3dDevice->SetRenderState(D3DRS_FILLMODE, dwPrevFillMode);
	g_pd3dDevice->SetRenderState(D3DRS_TEXTUREFACTOR, dwPrevTexFactor);
	g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, dwPrevAlphaBlendEnable);
	g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, dwPrevBlendOP);
	g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, dwPrevSrcBlend);
	g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, dwPrevDestBlend);
	g_pd3dDevice->SetTransform(D3DTS_WORLD, &mtxPrevWorld);

	return S_OK;
}
/// Rendering the particles involves looping through every live particle
/// and writing it's relevant data to a vertex buffer, and then rendering
/// that vertex buffer.
void ParticleEffect::render()
{
    if(m_nLiveParticleCount == 0) // make sure we have something to render
        return;

    if(m_sort)
        sort();

    // save render states before starting
    DWORD lighting;
    DWORD alphablend;
    DWORD zwrite;
    DWORD zenable;
    DWORD srcblend;
    DWORD destblend;

    pD3DDevice->GetRenderState(D3DRS_LIGHTING, &lighting);
    pD3DDevice->GetRenderState(D3DRS_ALPHABLENDENABLE, &alphablend);
    pD3DDevice->GetRenderState(D3DRS_ZWRITEENABLE, &zwrite);
    pD3DDevice->GetRenderState(D3DRS_ZENABLE, &zenable);
    pD3DDevice->GetRenderState(D3DRS_SRCBLEND, &srcblend);
    pD3DDevice->GetRenderState(D3DRS_DESTBLEND, &destblend);

    // set up particle engine states
    pD3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
    pD3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
    if(m_sort)
        pD3DDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
    else
        pD3DDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
    pD3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
    pD3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
    pD3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
    //pD3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
    //pD3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ZERO);

    // set texture operations for alpha blending by setting the color
    // to texture color times diffuse color, and alpha taken entirely from
    // texture value
    pD3DDevice->SetTextureStageState(0,D3DTSS_COLOROP,D3DTOP_MODULATE);
    pD3DDevice->SetTextureStageState(0,D3DTSS_COLORARG1,D3DTA_TEXTURE);
    pD3DDevice->SetTextureStageState(0,D3DTSS_COLORARG2,D3DTA_DIFFUSE);
    pD3DDevice->SetTextureStageState(0,D3DTSS_ALPHAOP,D3DTOP_MODULATE);
    pD3DDevice->SetTextureStageState(0,D3DTSS_ALPHAARG1,D3DTA_TEXTURE);
    pD3DDevice->SetTextureStageState(0,D3DTSS_ALPHAARG2,D3DTA_DIFFUSE);

    // get camera right and up vectors to figure out how to orient the sprites
    D3DXMATRIXA16 view;
    pD3DDevice->GetTransform(D3DTS_VIEW, &view);

    Vector3 vecRight = Vector3(view._11, view._21, view._31);
    Vector3 vecUp = Vector3(view._12, view._22, view._32);
    Vector3 vecForward = Vector3(view._13, view._23, view._33);

    // precalculate corners
    Vector3 ul, ur, bl, br;
    //ul = -vecRight + vecUp; // upper left
    //ur = vecRight + vecUp;  // upper right
    //bl = -vecRight - vecUp; // bottom left
    //br = vecRight - vecUp;  // bottom right

    pD3DDevice->SetTexture(0, m_txtParticleTexture);

    if(!m_vertBuffer->lock())
    {
        return;
    }

    // shorthand to the current vertex
    RenderVertexL *vert = &((*m_vertBuffer)[0]);

    // although these values are the same for all particles (except color.alpha),
    // you could implement some randomness, at which point there would be a
    // reason to assign to them with every iteration of the loop
    unsigned int color;
    float size = m_fPISize/2.0f; // half of m_fPISize in each direction
    float tTop = 0;
    float tBottom = 1.0f;
    float tLeft = 0;
    float tRight = 1.0f;

    // loop through all live particles to assign proper values to the vertices
    for (int i=0; i<m_nLiveParticleCount; i++)
    {
        Vector3 pos = m_Particles[m_drawOrder[i]].position;
        color = m_Particles[m_drawOrder[i]].color;

        Vector3 myUp, myRight;
        Quaternion q;
        q.setToRotateAboutAxis(vecForward, m_Particles[m_drawOrder[i]].rotation);

        RotationMatrix r;
        r.fromObjectToInertialQuaternion(q);

        myUp = r.objectToInertial(vecUp);
        myRight = r.objectToInertial(vecRight);

        ul = -myRight + myUp; // upper left
        ur = myRight + myUp;  // upper right
        bl = -myRight - myUp; // bottom left
        br = myRight - myUp;  // bottom right

        vert->p = pos + ul*size;
        vert->argb = color;
        vert->u = tLeft;
        vert->v = tTop;
        vert++;

        vert->p = pos + ur*size;
        vert->argb = color;
        vert->u = tRight;
        vert->v = tTop;
        vert++;

        vert->p = pos + bl*size;
        vert->argb = color;
        vert->u = tLeft;
        vert->v = tBottom;
        vert++;

        vert->p = pos + br*size;
        vert->argb = color;
        vert->u = tRight;
        vert->v = tBottom;
        vert++;
    }

    m_vertBuffer->unlock();

    gRenderer.render(
        m_vertBuffer,
        m_nLiveParticleCount * 4,
        m_indexBuffer,
        m_nLiveParticleCount * 2);

    // restore render states
    pD3DDevice->SetRenderState(D3DRS_LIGHTING, lighting);
    pD3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, alphablend);
    pD3DDevice->SetRenderState(D3DRS_ZWRITEENABLE, zwrite);
    pD3DDevice->SetRenderState(D3DRS_ZENABLE, zenable);
    pD3DDevice->SetRenderState(D3DRS_SRCBLEND, srcblend);
    pD3DDevice->SetRenderState(D3DRS_DESTBLEND, destblend);

}
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();

		if ( g_Tick )
		{
			g_pd3dDevice->SetTexture( 0, g_pTexture1 );
		}
		else
		{
			g_pd3dDevice->SetTexture( 0, g_pTexture2 );
		}

		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 );

#ifdef SHOW_HOW_TO_USE_TCI
		D3DXMATRIXA16 mTextureTransform;
		D3DXMATRIXA16 mProj;
		D3DXMATRIXA16 mTrans;
		D3DXMATRIXA16 mScale;

		g_pd3dDevice->GetTransform( D3DTS_PROJECTION , &mProj );
		D3DXMatrixTranslation( &mTrans , 0.5f , 0.5f , 0.0f );
		D3DXMatrixScaling( &mScale , 0.5f , -0.5f , 1.0f );
		mTextureTransform = mProj * mScale * mTrans;

		g_pd3dDevice->SetTransform( D3DTS_TEXTURE0 , &mTextureTransform );
		g_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4 | D3DTTFF_PROJECTED );
		g_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION );
#endif
		g_pd3dDevice->SetStreamSource( 0, g_pVB1, 0, sizeof( CUSTOMVERTEX ) );
		g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
		g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 * 50 - 2 );

		if ( g_Tick )
		{
			g_pd3dDevice->SetTexture( 0, g_pTexture2 );
		}
		else
		{
			g_pd3dDevice->SetTexture( 0, g_pTexture1 );
		}

		g_pd3dDevice->SetStreamSource( 0, g_pVB2, 0, sizeof( CUSTOMVERTEX ) );
		g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
		g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 * 50 - 2 );

		float scale = sinf( static_cast<float>( D3DX_PI * timeGetTime() / 1000 ) ) * 0.8f;
		D3DXMATRIXA16 thisMatrix, prevMatrix;

		g_pd3dDevice->GetTransform( D3DTS_WORLD, &prevMatrix );

		D3DXMATRIXA16 matFirstTiger, matTrans, matRotate;

		D3DXMatrixRotationY( &matRotate, timeGetTime() / 1000.0f );
		D3DXMatrixTranslation( &matTrans, -3.f, 2.0f, 5.0f );
		D3DXMatrixMultiply( &matFirstTiger, &matRotate, &matTrans );
		g_pd3dDevice->SetTransform( D3DTS_WORLD, &matFirstTiger );

		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->SetTransform( D3DTS_WORLD, &prevMatrix );

		D3DXMatrixTranslation( &thisMatrix, 3.0f, 2.0f, 5.0f );
		g_pd3dDevice->MultiplyTransform( D3DTS_WORLD, &thisMatrix );
		D3DXMatrixScaling( &thisMatrix, -scale + 1.0f, 1.0f, 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 #29
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
    if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
    {
		SetupCameraMatrices();
		SetupLights((timeGetTime() / 1000) % 2);

		SetupCylinderMatrices();
		
		int TextureIndex = (timeGetTime() / 1000) % 2;

		g_pd3dDevice->SetTexture(0, g_pTexture[TextureIndex]);
		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);

#ifdef SHOW_HOW_TO_USE_TCI
		D3DXMATRIXA16 mTextureTransform;
		D3DXMATRIXA16 mProj;
		D3DXMATRIXA16 mTrans;
		D3DXMATRIXA16 mScale;

		g_pd3dDevice->GetTransform(D3DTS_PROJECTION, &mProj);
		D3DXMatrixTranslation(&mTrans, 0.5f, 0.5f, 0.0f);
		D3DXMatrixScaling(&mScale, 0.5f, -0.5f, 1.0f);
		mTextureTransform = mProj * mScale * mTrans;

		g_pd3dDevice->SetTransform(D3DTS_TEXTURE0, &mTextureTransform);
		g_pd3dDevice->SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4 | D3DTTFF_PROJECTED);
		g_pd3dDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
#endif

		g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
		g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
		g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2 * 50 - 2);

        // Meshes are divided into subsets, one for each material. Render them in
        // a loop
		for (int loop = 0; loop < MESH_COUNT; ++loop)
		{
			// Setup the world, view, and projection matrices
			SetupMeshesMatrices(loop);

			for (DWORD i = 0; i < g_dwNumMaterials[loop]; i++)
			{
				// Set the material and texture for this subset
				g_pd3dDevice->SetMaterial(&g_pMeshMaterials[loop][i]);
				g_pd3dDevice->SetTexture(0, g_pMeshTextures[loop][i]);

				// Draw the mesh subset
				g_pMesh[loop]->DrawSubset(0);
			}
		}
		
        
        // End the scene
        g_pd3dDevice->EndScene();
    }

    // Present the backbuffer contents to the display
    g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
Пример #30
0
void COverlayImageDX::Render(SRenderState &state)
{

  D3DXMATRIX orig;
  LPDIRECT3DDEVICE9 device = g_Windowing.Get3DDevice();
  device->GetTransform(D3DTS_WORLD, &orig);

  D3DXMATRIX world = orig;
  D3DXMATRIX trans, scale;

  if(m_pos == POSITION_RELATIVE)
    D3DXMatrixTranslation(&trans, state.x - state.width  * 0.5f - 0.5f
                                , state.y - state.height * 0.5f - 0.5f
                                , 0.0f);
  else
    D3DXMatrixTranslation(&trans, state.x - 0.5f
                                , state.y - 0.5f
                                , 0.0f);

  D3DXMatrixScaling    (&scale, state.width
                              , state.height
                              , 1.0f);

  D3DXMatrixMultiply(&world, &world, &scale);
  D3DXMatrixMultiply(&world, &world, &trans);

  device->SetTransform(D3DTS_WORLD, &world);

  TransformMatrix* matModelView = g_Windowing.GetHardwareTransform(MATRIX_TYPE_MODEL_VIEW);
  TransformMatrix* matProjection = g_Windowing.GetHardwareTransform(MATRIX_TYPE_PROJECTION);

  device->SetTransform(D3DTS_VIEW, &D3DXMATRIX((float *)matModelView->m));
  device->SetTransform(D3DTS_PROJECTION, &D3DXMATRIX((float *)matProjection->m));

  device->SetTexture( 0, m_texture.Get() );
  device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
  device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
  device->SetSamplerState(0, D3DSAMP_ADDRESSU , D3DTADDRESS_CLAMP);
  device->SetSamplerState(0, D3DSAMP_ADDRESSV , D3DTADDRESS_CLAMP);

  device->SetTextureStageState(0, D3DTSS_COLOROP  , D3DTOP_SELECTARG1 );
  device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
  device->SetTextureStageState(0, D3DTSS_ALPHAOP  , D3DTOP_SELECTARG1 );
  device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );

  device->SetRenderState( D3DRS_LIGHTING , FALSE );
  device->SetRenderState( D3DRS_ZENABLE  , FALSE );
  device->SetRenderState( D3DRS_FOGENABLE, FALSE );

  device->SetRenderState( D3DRS_ALPHATESTENABLE, TRUE );
  device->SetRenderState( D3DRS_ALPHAREF , 0 );
  device->SetRenderState( D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL );
  device->SetRenderState( D3DRS_FILLMODE , D3DFILL_SOLID );
  device->SetRenderState( D3DRS_CULLMODE , D3DCULL_NONE );
  device->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );

#if USE_PREMULTIPLIED_ALPHA
  device->SetRenderState( D3DRS_SRCBLEND , D3DBLEND_ONE );
#else
  device->SetRenderState( D3DRS_SRCBLEND , D3DBLEND_SRCALPHA );
#endif
  device->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );

  device->SetFVF(m_fvf);
  device->SetStreamSource(0, m_vertex.Get(), 0, sizeof(VERTEX));
  device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2);

  device->SetTransform(D3DTS_WORLD, &orig);
}