示例#1
0
//-------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: 화면크기가 변했을때 호출됨
//       확보한 메모리는 InvalidateDeviceObjects()에서 해제
//-------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
    // 정점과 색정보
    CUSTOMVERTEX vertices[] = {
        //   x,     y,      z,  
        {-0.5f, +0.5f, 0},
        {+0.5f, +0.5f, 0},
        {-0.5f, -0.5f, 0},
        {+0.5f, -0.5f, 0},
    };
    
    // 정점버퍼 생성
    if( FAILED( m_pd3dDevice->CreateVertexBuffer( 
                4*sizeof(CUSTOMVERTEX),        // 정점버퍼 크기
                0, D3DFVF_CUSTOMVERTEX,        // 사용법, 정점포맷
                D3DPOOL_DEFAULT,            // 메모리 클래스
                &m_pVB, NULL )))            // 정점버퍼 리소스
        return E_FAIL;

    // 정점버퍼에 정보 저장
    VOID* pVertices;
    if(FAILED( m_pVB->Lock(0, sizeof(vertices), (void**)&pVertices, 0)))
        return E_FAIL;
    memcpy( pVertices, vertices, sizeof(vertices) );
    m_pVB->Unlock();

    // 단축매크로
    #define RS   m_pd3dDevice->SetRenderState
    #define TSS  m_pd3dDevice->SetTextureStageState
    #define SAMP m_pd3dDevice->SetSamplerState

    // 렌더링 상태설정
    RS( D3DRS_DITHERENABLE,   FALSE );
    RS( D3DRS_SPECULARENABLE, FALSE );
    RS( D3DRS_ZENABLE,        TRUE );
    RS( D3DRS_AMBIENT,        0x000F0F0F );
    
    TSS( 0, D3DTSS_COLOROP,   D3DTOP_SELECTARG1 );
    TSS( 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE );

    // 폰트
    m_pFont->RestoreDeviceObjects();

    // 뷰행렬 설정
    D3DXVECTOR3 vEye = D3DXVECTOR3( 0.0f, 0.0f, 1.0f );
    D3DXVECTOR3 vAt  = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
    D3DXVECTOR3 vUp  = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
    D3DXMatrixLookAtRH( &m_matView, &vEye, &vAt, &vUp );

    // 투영행렬 설정
    FLOAT fAspectRatio = (FLOAT)m_d3dsdBackBuffer.Width
                       / (FLOAT)m_d3dsdBackBuffer.Height;
    D3DXMatrixPerspectiveFovRH( &m_matProj, D3DXToRadian(60.0f),
                                fAspectRatio, 0.1f, 100.0f );

	return S_OK;
}
示例#2
0
//-------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: 화면크기가 변했을때 호출됨
//       확보한 메모리는 InvalidateDeviceObjects()에서 해제
//-------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
	// 메시
	m_pMesh  ->RestoreDeviceObjects( m_pd3dDevice );
	m_pMeshBg->RestoreDeviceObjects( m_pd3dDevice );

	// 셰이더
	m_pEffect->OnResetDevice();

    // 재질설정
    D3DMATERIAL9 mtrl;
    D3DUtil_InitMaterial( mtrl, 1.0f, 0.0f, 0.0f );
    m_pd3dDevice->SetMaterial( &mtrl );


    // 렌더링 상태설정
    RS( D3DRS_DITHERENABLE,   FALSE );
    RS( D3DRS_SPECULARENABLE, FALSE );
    RS( D3DRS_ZENABLE,        TRUE );
    RS( D3DRS_AMBIENT,        0x000F0F0F );
	RS( D3DRS_LIGHTING, TRUE );
    
    TSS( 0, D3DTSS_COLOROP,   D3DTOP_MODULATE );
    TSS( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
    TSS( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
    TSS( 0, D3DTSS_ALPHAOP,   D3DTOP_SELECTARG1 );
	TSS( 0, D3DTSS_ALPHAARG1,	D3DTA_TEXTURE);
    SAMP( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
    SAMP( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
    SAMP( 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP );
    SAMP( 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP );

    // 월드행렬
    D3DXMATRIX matIdentity;
    D3DXMatrixIdentity( &m_mWorld );

	// 뷰행렬
    D3DXVECTOR3 vFromPt   = D3DXVECTOR3( 0.0f, 0.0f, -5.0f );
    D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
    D3DXVECTOR3 vUpVec    = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
    D3DXMatrixLookAtLH( &m_mView, &vFromPt, &vLookatPt, &vUpVec );

    // 투영행렬
    FLOAT fAspect = ((FLOAT)m_d3dsdBackBuffer.Width) / m_d3dsdBackBuffer.Height;
    D3DXMatrixPerspectiveFovLH( &m_mProj, D3DX_PI/4, fAspect, 1.0f, 100.0f );

    // 폰트
    m_pFont->RestoreDeviceObjects();

	return S_OK;
}
示例#3
0
static bool addAllCoggan() {
    RideMetricFactory::instance().addMetric(NP());
    QVector<QString> deps;
    deps.append("coggan_np");
    RideMetricFactory::instance().addMetric(IntensityFactor(), &deps);
    deps.append("coggan_if");
    RideMetricFactory::instance().addMetric(TSS(), &deps);
    deps.clear();
    deps.append("coggan_np");
    deps.append("average_power");
    RideMetricFactory::instance().addMetric(VI(), &deps);
    deps.clear();
    deps.append("coggan_np");
    deps.append("average_hr");
    RideMetricFactory::instance().addMetric(EfficiencyFactor(), &deps);
    return true;
}
示例#4
0
//-------------------------------------------------------------
// Name: Render()
// Desc: 화면 렌더
//-------------------------------------------------------------
HRESULT CMyD3DApplication::Render()
{
    D3DXMATRIX m, mT, mR, mL, mView, mProj;
	D3DXVECTOR4 v, light_pos;
	D3DMATERIAL9 *pMtrl;
	DWORD i;

	//---------------------------------------------------------
	// 렌더
	//---------------------------------------------------------
    if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
    {
		m_pd3dDevice->Clear(0L, NULL
						, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER
						, D3DCOLOR_RGBA(0,0,0,0), 1.0f, 0L);

		//-------------------------------------------------
		// 그냥 평범하게 렌더
		//-------------------------------------------------
		m_pd3dDevice->SetTransform( D3DTS_WORLD,  &m_mWorld);
		m_pd3dDevice->SetTransform( D3DTS_VIEW,  &m_mView );
		m_pd3dDevice->SetTransform( D3DTS_PROJECTION,  &m_mProj );

		TSS( 0, D3DTSS_COLOROP,   D3DTOP_SELECTARG1 );
		TSS( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
		m_pMeshBg->Render( m_pd3dDevice );
		
		// 비행모델 렌더
		TSS( 0, D3DTSS_COLOROP,   D3DTOP_SELECTARG1 );
		TSS( 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE );
		TSS( 0, D3DTSS_ALPHAOP,   D3DTOP_SELECTARG1 );
		TSS( 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE );

		//-------------------------------------------------
		// 확대한 모델 출력
		//-------------------------------------------------
		if( m_pEffect != NULL )
		{
			m_pEffect->SetTechnique( m_hTechnique );
			m_pEffect->Begin( NULL, 0 );
			
			// 로컬-월드 행렬
			D3DXMatrixTranslation( &m, 1.0f, 0.0f ,0.0f );
			D3DXMatrixRotationY( &mR,  3.0f*m_fTime );
			D3DXMatrixTranslation( &mT, 1.0f, 1.0f ,0.0f );
			mL = m * mR * mT * m_mWorld;

			// 광원방향
			D3DXMatrixInverse( &m, NULL, &mL);
			light_pos = D3DXVECTOR4(1,1,-1,0);
			D3DXVec4Transform( &v, &light_pos, &m );
			v.w = 0;
			D3DXVec4Normalize( &v, &v );
			m_pEffect->SetVector( m_hvLightDir, &v );
			// 시점
			D3DXVECTOR3 vFromPt   = D3DXVECTOR3( 0.0f, 0.0f, -m_fViewZoom );
			D3DXVec3Transform( &v, &vFromPt, &m );
			m_pEffect->SetVector( m_hvEyePos, &v );
			// 로컬-투영변환행렬
			m = mL * m_mView;
			m_pEffect->SetMatrix( m_hmWV, &m );
			m_pEffect->SetMatrix( m_hmVP, &m_mProj );
			// 1프레임 직전 행렬
			m_pEffect->SetMatrix( m_hmLastWV, &m_mLastWV );
			m_mLastWV = m;

			for(int pass = 0; pass<2; pass++){
				m_pEffect->Pass( pass );// 패스를 바꿔서 출력
				if(1==pass){
					RS( D3DRS_ZWRITEENABLE, FALSE);
					RS( D3DRS_ALPHABLENDENABLE, TRUE);
					RS( D3DRS_SRCBLEND,   D3DBLEND_SRCALPHA);
					RS( D3DRS_DESTBLEND,  D3DBLEND_INVSRCALPHA);
				}

				pMtrl = m_pMesh->m_pMaterials;
				for( i=0; i<m_pMesh->m_dwNumMaterials; i++ ) {
					v.x = pMtrl->Diffuse.r;
					v.y = pMtrl->Diffuse.g;
					v.z = pMtrl->Diffuse.b;
					v.w = pMtrl->Diffuse.a;
					m_pEffect->SetVector( m_hvCol, &v );
					m_pMesh->m_pLocalMesh->DrawSubset( i );  // 렌더
					pMtrl++;
				}
			}

			m_pEffect->End();

			RS( D3DRS_ALPHABLENDENABLE, FALSE);
			RS( D3DRS_ZWRITEENABLE, TRUE);
		}
		RenderText();				// 도움말 출력

        m_pd3dDevice->EndScene();	// 렌더종료
    }
	Sleep(100);

    return S_OK;
}
示例#5
0
/// Called by D3D9 device to active this state block.
/// @param oldState  The current state, used to make sure we don't set redundant states on the device.  Pass NULL to reset all states.
void GFXD3D9StateBlock::activate(GFXD3D9StateBlock* oldState)
{
   PROFILE_SCOPE( GFXD3D9StateBlock_Activate );

   // Little macro to save some typing, SD = state diff, checks for null source state block, then
   // checks to see if the states differ 
#if defined(TORQUE_OS_XENON)
   #define SD(x, y)  if (!oldState || oldState->mDesc.x != mDesc.x) \
                     mD3DDevice->SetRenderState_Inline(y, mDesc.x)

      // Same as above, but allows you to set the data
   #define SDD(x, y, z) if (!oldState || oldState->mDesc.x != mDesc.x) \
                        mD3DDevice->SetRenderState_Inline(y, z)
#else
   #define SD(x, y)  if (!oldState || oldState->mDesc.x != mDesc.x) \
                     mD3DDevice->SetRenderState(y, mDesc.x)

   // Same as above, but allows you to set the data
   #define SDD(x, y, z) if (!oldState || oldState->mDesc.x != mDesc.x) \
                        mD3DDevice->SetRenderState(y, z)
#endif

   // Blending
   SD(blendEnable, D3DRS_ALPHABLENDENABLE);
   SDD(blendSrc, D3DRS_SRCBLEND, GFXD3D9Blend[mDesc.blendSrc]);
   SDD(blendDest, D3DRS_DESTBLEND, GFXD3D9Blend[mDesc.blendDest]);
   SDD(blendOp, D3DRS_BLENDOP, GFXD3D9BlendOp[mDesc.blendOp]);

   // Separate alpha blending
   SD(separateAlphaBlendEnable, D3DRS_SEPARATEALPHABLENDENABLE);
   SDD(separateAlphaBlendSrc, D3DRS_SRCBLENDALPHA, GFXD3D9Blend[mDesc.separateAlphaBlendSrc]);
   SDD(separateAlphaBlendDest, D3DRS_DESTBLENDALPHA, GFXD3D9Blend[mDesc.separateAlphaBlendDest]);
   SDD(separateAlphaBlendOp, D3DRS_BLENDOPALPHA, GFXD3D9BlendOp[mDesc.separateAlphaBlendOp]);

   // Alpha test
   SD(alphaTestEnable, D3DRS_ALPHATESTENABLE);
   SDD(alphaTestFunc, D3DRS_ALPHAFUNC, GFXD3D9CmpFunc[mDesc.alphaTestFunc]);
   SD(alphaTestRef, D3DRS_ALPHAREF);

   // Color writes
   if ((oldState == NULL) || (mColorMask != oldState->mColorMask))
      mD3DDevice->SetRenderState(D3DRS_COLORWRITEENABLE, mColorMask);

   // Culling
   SDD(cullMode, D3DRS_CULLMODE, GFXD3D9CullMode[mDesc.cullMode]);

   // Depth
   SD(zEnable, D3DRS_ZENABLE);   
   SD(zWriteEnable, D3DRS_ZWRITEENABLE);
   SDD(zFunc, D3DRS_ZFUNC, GFXD3D9CmpFunc[mDesc.zFunc]);   
   if ((!oldState) || (mZBias != oldState->mZBias))
      mD3DDevice->SetRenderState(D3DRS_DEPTHBIAS, mZBias);
   if ((!oldState) || (mZSlopeBias != oldState->mZSlopeBias))
      mD3DDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, mZSlopeBias);

   // Stencil
   SD(stencilEnable, D3DRS_STENCILENABLE);
   SDD(stencilFailOp, D3DRS_STENCILFAIL, GFXD3D9StencilOp[mDesc.stencilFailOp]);
   SDD(stencilZFailOp, D3DRS_STENCILZFAIL, GFXD3D9StencilOp[mDesc.stencilZFailOp]);
   SDD(stencilPassOp, D3DRS_STENCILPASS, GFXD3D9StencilOp[mDesc.stencilPassOp]);
   SDD(stencilFunc, D3DRS_STENCILFUNC, GFXD3D9CmpFunc[mDesc.stencilFunc]);
   SD(stencilRef, D3DRS_STENCILREF);
   SD(stencilMask, D3DRS_STENCILMASK);
   SD(stencilWriteMask, D3DRS_STENCILWRITEMASK);
   SDD(fillMode, D3DRS_FILLMODE, GFXD3D9FillMode[mDesc.fillMode]);
#if !defined(TORQUE_OS_XENON)
   SD(ffLighting, D3DRS_LIGHTING);
   SD(vertexColorEnable, D3DRS_COLORVERTEX);

   static DWORD swzTemp;
   getOwningDevice()->getDeviceSwizzle32()->ToBuffer( &swzTemp, &mDesc.textureFactor, sizeof(ColorI) );
   SDD(textureFactor, D3DRS_TEXTUREFACTOR, swzTemp);
#endif
#undef SD
#undef SDD


   // NOTE: Samplers and Stages are different things.
   //
   // The Stages were for fixed function blending.  When using shaders
   // calling SetTextureStageState() is a complete waste of time.  In
   // fact if this function rises to the top of profiles we should
   // refactor stateblocks to seperate the two.
   //
   // Samplers are used by both fixed function and shaders, but the
   // number of samplers is limited by shader model.
#if !defined(TORQUE_OS_XENON)

   #define TSS(x, y, z) if (!oldState || oldState->mDesc.samplers[i].x != mDesc.samplers[i].x) \
                        mD3DDevice->SetTextureStageState(i, y, z)
   for ( U32 i = 0; i < 8; i++ )
   {   
      TSS(textureColorOp, D3DTSS_COLOROP, GFXD3D9TextureOp[mDesc.samplers[i].textureColorOp]);
      TSS(colorArg1, D3DTSS_COLORARG1, mDesc.samplers[i].colorArg1);
      TSS(colorArg2, D3DTSS_COLORARG2, mDesc.samplers[i].colorArg2);
      TSS(colorArg3, D3DTSS_COLORARG0, mDesc.samplers[i].colorArg3);
      TSS(alphaOp, D3DTSS_ALPHAOP, GFXD3D9TextureOp[mDesc.samplers[i].alphaOp]);
      TSS(alphaArg1, D3DTSS_ALPHAARG1, mDesc.samplers[i].alphaArg1);
      TSS(alphaArg2, D3DTSS_ALPHAARG2, mDesc.samplers[i].alphaArg2);
      TSS(alphaArg3, D3DTSS_ALPHAARG0, mDesc.samplers[i].alphaArg3);
      TSS(textureTransform, D3DTSS_TEXTURETRANSFORMFLAGS, mDesc.samplers[i].textureTransform);
      TSS(resultArg, D3DTSS_RESULTARG, mDesc.samplers[i].resultArg);
   }
   #undef TSS
#endif

#if defined(TORQUE_OS_XENON)
   #define SS(x, y, z)  if (!oldState || oldState->mDesc.samplers[i].x != mDesc.samplers[i].x) \
                        mD3DDevice->SetSamplerState_Inline(i, y, z)
#else
   #define SS(x, y, z)  if (!oldState || oldState->mDesc.samplers[i].x != mDesc.samplers[i].x) \
                        mD3DDevice->SetSamplerState(i, y, z)
#endif
   for ( U32 i = 0; i < getOwningDevice()->getNumSamplers(); i++ )
   {      
      SS(minFilter, D3DSAMP_MINFILTER, GFXD3D9TextureFilter[mDesc.samplers[i].minFilter]);
      SS(magFilter, D3DSAMP_MAGFILTER, GFXD3D9TextureFilter[mDesc.samplers[i].magFilter]);
      SS(mipFilter, D3DSAMP_MIPFILTER, GFXD3D9TextureFilter[mDesc.samplers[i].mipFilter]);

      F32 bias = mDesc.samplers[i].mipLODBias;
      DWORD dwBias = *( (LPDWORD)(&bias) );
      SS(mipLODBias, D3DSAMP_MIPMAPLODBIAS, dwBias);

      SS(maxAnisotropy, D3DSAMP_MAXANISOTROPY, mDesc.samplers[i].maxAnisotropy);

      SS(addressModeU, D3DSAMP_ADDRESSU, GFXD3D9TextureAddress[mDesc.samplers[i].addressModeU]);
      SS(addressModeV, D3DSAMP_ADDRESSV, GFXD3D9TextureAddress[mDesc.samplers[i].addressModeV]);
      SS(addressModeW, D3DSAMP_ADDRESSW, GFXD3D9TextureAddress[mDesc.samplers[i].addressModeW]);
   }
   #undef SS
}
示例#6
0
//-------------------------------------------------------------
// Name: Render()
// Desc: 화면 렌더
//-------------------------------------------------------------
HRESULT CMyD3DApplication::Render()
{
    D3DXMATRIX m, mT, mR, mL, mView, mProj;
	D3DXVECTOR4 v, light_pos;
	D3DMATERIAL9 *pMtrl;
	LPDIRECT3DSURFACE9 pOldBackBuffer, pOldZBuffer;
	D3DVIEWPORT9 oldViewport;
	DWORD i;

	// 뷰포트
	D3DVIEWPORT9 viewport = {0,0      // 좌측상단
					, MAP_WIDTH  // 폭
					, MAP_HEIGHT // 높이
					, 0.0f,1.0f};     // 전면,후면

	//-------------------------------------------------
	// 렌더링타겟 보존
	//-------------------------------------------------
	m_pd3dDevice->GetRenderTarget(0, &pOldBackBuffer);
	m_pd3dDevice->GetDepthStencilSurface(&pOldZBuffer);
	m_pd3dDevice->GetViewport(&oldViewport);

	TVERTEX Vertex[4] = {
		//         x                  y       z rhw tu tv
		{                0,                 0,0, 1, 0, 0,},
		{oldViewport.Width,                 0,0, 1, 1, 0,},
		{oldViewport.Width,oldViewport.Height,0, 1, 1, 1,},
		{                0,oldViewport.Height,0, 1, 0, 1,},
	};

	//---------------------------------------------------------
	// 렌더
	//---------------------------------------------------------
    if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
    {
		// 렌더링타겟 변경
		m_pd3dDevice->SetRenderTarget(0, m_pSurfBg);
		m_pd3dDevice->SetDepthStencilSurface(m_pZBg);
		m_pd3dDevice->SetViewport(&viewport);
		m_pd3dDevice->Clear(0L, NULL
				, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER
				, D3DCOLOR_RGBA(0,0,0,0), 1.0f, 0L);

		//-------------------------------------------------
		// 배경렌더
		//-------------------------------------------------
		m_pd3dDevice->SetTransform( D3DTS_WORLD,  &m_mWorld);
		m_pd3dDevice->SetTransform( D3DTS_VIEW,  &m_mView );
		m_pd3dDevice->SetTransform( D3DTS_PROJECTION,  &m_mProj );

		TSS( 0, D3DTSS_COLOROP,   D3DTOP_SELECTARG1 );
		TSS( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
		m_pMeshBg->Render( m_pd3dDevice );
		
		//-------------------------------------------------
		// 배경을 프레임버퍼에 렌더
		//-------------------------------------------------
		// 렌더링타겟 복구
		m_pd3dDevice->SetRenderTarget(0, pOldBackBuffer);
		m_pd3dDevice->SetDepthStencilSurface(pOldZBuffer);
		m_pd3dDevice->SetViewport(&oldViewport);

		RS( D3DRS_ZENABLE, FALSE);
		m_pd3dDevice->SetFVF( D3DFVF_XYZRHW | D3DFVF_TEX1 );
		m_pd3dDevice->SetTexture( 0, m_pTexBg );
		m_pd3dDevice->DrawPrimitiveUP( D3DPT_TRIANGLEFAN
							, 2, Vertex, sizeof( TVERTEX ) );
		RS( D3DRS_ZENABLE, TRUE);

		// 비행모델 렌더
		TSS( 0, D3DTSS_COLOROP,   D3DTOP_SELECTARG1 );
		TSS( 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE );
		TSS( 0, D3DTSS_ALPHAOP,   D3DTOP_SELECTARG1 );
		TSS( 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE );

		if( m_pEffect != NULL )
		{
			m_pEffect->SetTechnique( m_hTechnique );
			m_pEffect->Begin( NULL, 0 );
			
			// 로컬-월드 행렬
			D3DXMatrixTranslation( &m, 1.0f, 0.0f ,0.0f );
			D3DXMatrixRotationY( &mR,  m_fTime );
			D3DXMatrixTranslation( &mT, 1.0f, 1.0f ,0.0f );
			mL = m * mR * mT * m_mWorld;

			// 광원방향
			D3DXMatrixInverse( &m, NULL, &mL);
			light_pos = D3DXVECTOR4(1,1,-1,0);
			D3DXVec4Transform( &v, &light_pos, &m );
			v.w = 0;
			D3DXVec4Normalize( &v, &v );
			m_pEffect->SetVector( m_hvLightDir, &v );
			// 시점
			D3DXVECTOR3 vFromPt   = D3DXVECTOR3( 0.0f, 0.0f, -m_fViewZoom );
			D3DXVec3Transform( &v, &vFromPt, &m );
			m_pEffect->SetVector( m_hvEyePos, &v );
			// 로컬-투영변환행렬
			m = mL * m_mView;
			m_pEffect->SetMatrix( m_hmWV, &m );
			m_pEffect->SetMatrix( m_hmVP, &m_mProj );
			// 1프레임 직전 행렬
			m_pEffect->SetMatrix( m_hmLastWV, &m_mLastWV );
			m_mLastWV = m;

			for(int pass = 0; pass<2; pass++){
				m_pEffect->Pass( pass );// 패스를 바꿔서 출력
				switch(pass){
				case 0:
					// 렌더링타겟 변경
					m_pd3dDevice->SetRenderTarget(0, m_pSurfObj);
					m_pd3dDevice->SetDepthStencilSurface(m_pZObj);
					m_pd3dDevice->Clear(0L, NULL
							, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER
							, D3DCOLOR_RGBA(0,0,0,0), 1.0f, 0L);
					break;
				case 1:
					// 렌더링타겟 변경
					m_pd3dDevice->SetRenderTarget(0, m_pSurfBg);
					m_pd3dDevice->SetDepthStencilSurface(m_pZBg);
					m_pd3dDevice->Clear(0L, NULL
							, D3DCLEAR_TARGET
							, D3DCOLOR_RGBA(0,0,0,0), 1.0f, 0L);

					m_pEffect->SetTexture(m_htSrcMap, m_pTexObj);
					break;
				}
				// 모델렌더
				pMtrl = m_pMesh->m_pMaterials;
				for( i=0; i<m_pMesh->m_dwNumMaterials; i++ ) {
					v.x = pMtrl->Diffuse.r;
					v.y = pMtrl->Diffuse.g;
					v.z = pMtrl->Diffuse.b;
					v.w = pMtrl->Diffuse.a;
					m_pEffect->SetVector( m_hvCol, &v );
					m_pMesh->m_pLocalMesh->DrawSubset( i );  // 렌더
					pMtrl++;
				}
			}

			m_pEffect->End();
		}
		// 렌더링타겟 복구
		m_pd3dDevice->SetRenderTarget(0, pOldBackBuffer);
		m_pd3dDevice->SetDepthStencilSurface(pOldZBuffer);
		m_pd3dDevice->SetViewport(&oldViewport);
		
		// 생성한 화면 합성
		RS( D3DRS_ZENABLE, FALSE);
		RS( D3DRS_ALPHABLENDENABLE, TRUE);
		RS( D3DRS_SRCBLEND,   D3DBLEND_ONE);
		RS( D3DRS_DESTBLEND,  D3DBLEND_INVSRCALPHA);
		TSS( 0, D3DTSS_COLOROP,   D3DTOP_SELECTARG1 );
		TSS( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
		TSS( 0, D3DTSS_ALPHAOP,   D3DTOP_SELECTARG1 );
		TSS( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );

		m_pd3dDevice->SetFVF( D3DFVF_XYZRHW | D3DFVF_TEX1 );
		m_pd3dDevice->SetTexture( 0, m_pTexBg );
		m_pd3dDevice->DrawPrimitiveUP( D3DPT_TRIANGLEFAN
							, 2, Vertex, sizeof( TVERTEX ) );

		RS( D3DRS_ZENABLE, TRUE);
		RS( D3DRS_ALPHABLENDENABLE, FALSE);

		RenderText();				// 도움말 출력

#if 0 // 디버그용 텍스처 출력
		{
		m_pd3dDevice->SetTextureStageState(0,D3DTSS_COLOROP,	D3DTOP_SELECTARG1);
		m_pd3dDevice->SetTextureStageState(0,D3DTSS_COLORARG1,	D3DTA_TEXTURE);
		m_pd3dDevice->SetTextureStageState(1,D3DTSS_COLOROP,    D3DTOP_DISABLE);
		m_pd3dDevice->SetVertexShader(NULL);
		m_pd3dDevice->SetFVF( D3DFVF_XYZRHW | D3DFVF_TEX1 );
		m_pd3dDevice->SetPixelShader(0);
		float scale = 128.0f;
		for(DWORD i=0; i<2; i++){
			TVERTEX Vertex[4] = {
				// x  y  z rhw tu tv
				{    0,(i+0)*scale,0, 1, 0, 0,},
				{scale,(i+0)*scale,0, 1, 1, 0,},
				{scale,(i+1)*scale,0, 1, 1, 1,},
				{    0,(i+1)*scale,0, 1, 0, 1,},
			};
			if(0==i) m_pd3dDevice->SetTexture( 0, m_pTexObj );
			if(1==i) m_pd3dDevice->SetTexture( 0, m_pTexBg  );
			m_pd3dDevice->DrawPrimitiveUP( D3DPT_TRIANGLEFAN, 2, Vertex, sizeof( TVERTEX ) );
		}
		}
#endif		
        m_pd3dDevice->EndScene();	// 렌더종료
    }

	pOldBackBuffer->Release();
	pOldZBuffer->Release();
	
	Sleep(50);

    return S_OK;
}
示例#7
0
//-------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: 화면크기가 변했을때 호출됨
//       확보한 메모리는 InvalidateDeviceObjects()에서 해제
//-------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
	// 메시
	m_pMesh  ->RestoreDeviceObjects( m_pd3dDevice );
	m_pMeshBg->RestoreDeviceObjects( m_pd3dDevice );

	// 셰이더
	m_pEffect->OnResetDevice();

    // 재질설정
    D3DMATERIAL9 mtrl;
    D3DUtil_InitMaterial( mtrl, 1.0f, 0.0f, 0.0f );
    m_pd3dDevice->SetMaterial( &mtrl );


    // 렌더링 상태설정
    RS( D3DRS_DITHERENABLE,   FALSE );
    RS( D3DRS_SPECULARENABLE, FALSE );
    RS( D3DRS_ZENABLE,        TRUE );
    RS( D3DRS_AMBIENT,        0x000F0F0F );
	RS( D3DRS_LIGHTING, TRUE );
    
    TSS( 0, D3DTSS_COLOROP,   D3DTOP_MODULATE );
    TSS( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
    TSS( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
    TSS( 0, D3DTSS_ALPHAOP,   D3DTOP_SELECTARG1 );
	TSS( 0, D3DTSS_ALPHAARG1,	D3DTA_TEXTURE);
    SAMP( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
    SAMP( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
    SAMP( 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP );
    SAMP( 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP );

    // 월드행렬
    D3DXMATRIX matIdentity;
    D3DXMatrixIdentity( &m_mWorld );

	// 뷰행렬
    D3DXVECTOR3 vFromPt   = D3DXVECTOR3( 0.0f, 0.0f, -5.0f );
    D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
    D3DXVECTOR3 vUpVec    = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
    D3DXMatrixLookAtLH( &m_mView, &vFromPt, &vLookatPt, &vUpVec );

    // 투영행렬
    FLOAT fAspect = ((FLOAT)m_d3dsdBackBuffer.Width) / m_d3dsdBackBuffer.Height;
    D3DXMatrixPerspectiveFovLH( &m_mProj, D3DX_PI/4, fAspect, 1.0f, 100.0f );

    // 폰트
    m_pFont->RestoreDeviceObjects();

	// 렌더링타겟 생성
	if (FAILED(m_pd3dDevice->CreateDepthStencilSurface(
					MAP_WIDTH, MAP_HEIGHT, D3DFMT_D16,
					D3DMULTISAMPLE_NONE, 0, TRUE, &m_pZBg, NULL)))
		return E_FAIL;
	if (FAILED(m_pd3dDevice->CreateTexture(
				MAP_WIDTH, MAP_HEIGHT, 1,
				D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
				D3DPOOL_DEFAULT, &m_pTexBg, NULL)))
		return E_FAIL;
	if (FAILED(m_pTexBg->GetSurfaceLevel(0, &m_pSurfBg)))
		return E_FAIL;

	if (FAILED(m_pd3dDevice->CreateDepthStencilSurface(
					MAP_WIDTH, MAP_HEIGHT, D3DFMT_D16,
					D3DMULTISAMPLE_NONE, 0, TRUE, &m_pZObj, NULL)))
		return E_FAIL;
	if (FAILED(m_pd3dDevice->CreateTexture(
				MAP_WIDTH, MAP_HEIGHT, 1,
				D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
				D3DPOOL_DEFAULT, &m_pTexObj, NULL)))
		return E_FAIL;
	if (FAILED(m_pTexObj->GetSurfaceLevel(0, &m_pSurfObj)))
		return E_FAIL;

	return S_OK;
}
示例#8
0
//-------------------------------------------------------------
// Name: Render()
// Desc: 화면 렌더
//-------------------------------------------------------------
HRESULT CMyD3DApplication::Render()
{
    D3DXMATRIX m, mT, mR, mView, mProj;
	D3DXMATRIX mWorld;
	D3DXVECTOR4 v, light_pos, eye_pos;
	DWORD i;

	//---------------------------------------------------------
	// 렌더
	//---------------------------------------------------------
    if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
    {
		// 렌더링 타겟 클리어
		m_pd3dDevice->Clear(0L, NULL
						, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER
						, 0x0060c0, 1.0f, 0L);

		//-----------------------------------------------------
		// 지형렌더
		//-----------------------------------------------------
		// 월드행렬
		D3DXMatrixScaling( &m,  3.0f, 3.0f, 3.0f );
		D3DXMatrixRotationY( &mR,  D3DX_PI );
		D3DXMatrixTranslation( &mT, 0.0f,-2.0f ,0.0f );
		mWorld = m * mR * mT;

		// 행렬설정
		m_pd3dDevice->SetTransform( D3DTS_WORLD,  &mWorld);
		m_pd3dDevice->SetTransform( D3DTS_VIEW,  &m_mView );
		m_pd3dDevice->SetTransform( D3DTS_PROJECTION,  &m_mProj );

		TSS( 0, D3DTSS_COLOROP,   D3DTOP_SELECTARG1 );
		TSS( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
		m_pMeshBg->Render( m_pd3dDevice );

		if( m_pEffect != NULL ) 
		{
			//-------------------------------------------------
			// 셰이더 설정
			//-------------------------------------------------
			m_pEffect->SetTechnique( m_hTechnique );
			m_pEffect->Begin( NULL, 0 );
			m_pEffect->Pass( 0 );
			

			//-------------------------------------------------
			// 주전자 렌더
			//-------------------------------------------------
			
			

			// 월드행렬(회전)
			D3DXMatrixRotationY( &mWorld,  m_fTime );

			// 로컬-투영 변환행렬
			m = mWorld * m_mView * m_mProj;
			m_pEffect->SetMatrix( m_hmWVP, &m );

			// 광원의 방향(로컬좌표계)
			light_pos = D3DXVECTOR4( -0.577f, -0.577f, -0.577f,0);
			D3DXMatrixInverse( &m, NULL, &mWorld);
			D3DXVec4Transform( &v, &light_pos, &m );
			D3DXVec3Normalize( (D3DXVECTOR3 *)&v, (D3DXVECTOR3 *)&v );
			v.w = -0.7f;		// 환경광 강도
			m_pEffect->SetVector( m_hvLightDir, &v );
			
			// 시점(로컬좌표계)
			m = mWorld * m_mView;
			D3DXMatrixInverse( &m, NULL, &m);
			v = D3DXVECTOR4( 0, 0, 0, 1);
			D3DXVec4Transform( &v, &v, &m );
			m_pEffect->SetVector( m_hvEyePos, &v );

			// 법선맵
			m_pEffect->SetTexture( m_htNormalMap, m_pNormalMap );
			// 정점선언
			m_pd3dDevice->SetVertexDeclaration( m_pDecl );

			D3DMATERIAL9 *pMtrl = m_pMesh->m_pMaterials;
			for( i=0; i<m_pMesh->m_dwNumMaterials; i++ ) {
				v.x = pMtrl->Diffuse.r;
				v.y = pMtrl->Diffuse.g;
				v.z = pMtrl->Diffuse.b;
				m_pEffect->SetVector( m_hvColor, &v );
				m_pEffect->SetTexture( m_htDecaleTex, m_pMesh->m_pTextures[i] );
				m_pMesh->m_pLocalMesh->DrawSubset( i );  // 렌더
				pMtrl++;
			}

			m_pEffect->End();
		}

         // 도움말 출력
        RenderText();

		// 렌더종료
		m_pd3dDevice->EndScene();
    }

    return S_OK;
}
示例#9
0
//-------------------------------------------------------------
// Name: RenderScene()
// Desc: ȭ�� ����
//-------------------------------------------------------------
void CMyD3DApplication::RenderScene()
{
    D3DXMATRIX m, mT, mR, mView, mProj;
	D3DXMATRIX mWorld;
	D3DXVECTOR4 v, light_pos, eye_pos;
	DWORD i;

	//-----------------------------------------------------
	// ��������
	//-----------------------------------------------------
	// �������
	D3DXMatrixScaling( &m,  3.0f, 3.0f, 3.0f );
	D3DXMatrixRotationY( &mR,  D3DX_PI );
	D3DXMatrixTranslation( &mT, 0.0f,-2.0f ,0.0f );
	mWorld = m * mR * mT;

	// ��ļ���
	m_pd3dDevice->SetTransform( D3DTS_WORLD,  &mWorld);
	m_pd3dDevice->SetTransform( D3DTS_VIEW,  &m_mView );
	m_pd3dDevice->SetTransform( D3DTS_PROJECTION,  &m_mProj );

	TSS( 0, D3DTSS_COLOROP,   D3DTOP_SELECTARG1 );
	TSS( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
    SAMP( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
    SAMP( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
	m_pMeshBg->Render( m_pd3dDevice );

	if( m_pEffect != NULL ) 
	{
		//-------------------------------------------------
		// ���̴� ����
		//-------------------------------------------------
		m_pEffect->SetTechnique( m_hTechnique );
		m_pEffect->Begin( NULL, 0 );
		m_pEffect->Pass( 0 );
		
		//-------------------------------------------------
		// ������ ����
		//-------------------------------------------------

		// �������(ȸ��)
		D3DXMatrixRotationY( &mWorld,  m_fTime );

		// ����-������ȯ���
		m = mWorld * m_mView * m_mProj;
		m_pEffect->SetMatrix( m_hmWVP, &m );

		// ��������(������ǥ��)
		light_pos = D3DXVECTOR4( -0.577f, -0.577f, -0.577f,0);
		D3DXMatrixInverse( &m, NULL, &mWorld);
		D3DXVec4Transform( &v, &light_pos, &m );
		D3DXVec3Normalize( (D3DXVECTOR3 *)&v, (D3DXVECTOR3 *)&v );
		v.w = -0.5f;		// ȯ�汤���
		m_pEffect->SetVector( m_hvLightDir, &v );
		
		// ����(������ǥ��)
		m = mWorld * m_mView;
		D3DXMatrixInverse( &m, NULL, &m);
		v = D3DXVECTOR4( 0, 0, 0, 1);
		D3DXVec4Transform( &v, &v, &m );
		m_pEffect->SetVector( m_hvEyePos, &v );

		// ������
		m_pEffect->SetTexture( m_htNormalMap, m_pNormalMap );
		// ��������
		m_pd3dDevice->SetVertexDeclaration( m_pDecl );

		D3DMATERIAL9 *pMtrl = m_pMesh->m_pMaterials;
		for( i=0; i<m_pMesh->m_dwNumMaterials; i++ ) {
			v.x = pMtrl->Diffuse.r;
			v.y = pMtrl->Diffuse.g;
			v.z = pMtrl->Diffuse.b;
			m_pEffect->SetVector( m_hvColor, &v );
			m_pEffect->SetTexture( m_htDecaleTex, m_pMesh->m_pTextures[i] );
			m_pMesh->m_pLocalMesh->DrawSubset( i );  // ����
			pMtrl++;
		}

		m_pEffect->End();
	}
}
示例#10
0
//-------------------------------------------------------------
// Name: Render()
// Desc: ȭ�� ����
//-------------------------------------------------------------
HRESULT CMyD3DApplication::Render()
{
	D3DXMATRIX m, mW, mS, mR, mT;
	D3DXVECTOR4 v;

	
	// ȭ��Ŭ����
    m_pd3dDevice->Clear( 0L, NULL
			, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER|D3DCLEAR_STENCIL
			//   ��     ����  ���ٽ�
			, 0xffffff, 1.0f, 0L );

    // ���� ����
    if( SUCCEEDED( m_pd3dDevice->BeginScene() ) ) {

		// ----------------------------------------------------
		// �غ�:�׸��� ���ºκ� ����
		// ----------------------------------------------------
		D3DXMatrixIdentity( &m );
		m_pd3dDevice->SetTransform( D3DTS_WORLD,  &m );
		m_pMeshBG->Render( m_pd3dDevice );

		// ���� ����
		D3DXMatrixScaling( &mS, 1.82f,1.65f, 1.82f );
		D3DXMatrixRotationY( &mR, 0.59f*D3DX_PI );
		D3DXMatrixTranslation( &mT, 2.73f-1.85f, 0.f , 1.69f );
		m = mS * mR * mT;
		m_pd3dDevice->SetTransform( D3DTS_WORLD,  &m );
		m_pMeshBox->Render( m_pd3dDevice );

		// ū ����
		D3DXMatrixScaling( &mS, 1.69f, 3.30f, 1.69f );
		D3DXMatrixRotationY( &mR, 0.91f*D3DX_PI );
		D3DXMatrixTranslation( &mT, 2.73f-3.685f, 0, 3.51f );
		m = mS * mR * mT;
		m_pd3dDevice->SetTransform( D3DTS_WORLD,  &m );
		m_pMeshBox->Render( m_pd3dDevice );

		// ----------------------------------------------------
		// �н�2:�׸��� ���� ����
		// ----------------------------------------------------
		// ���̹��ۿ� �������
		RS( D3DRS_ZWRITEENABLE,  FALSE );
		// ������Ÿ�ٿ� �������
		RS( D3DRS_COLORWRITEENABLE,  FALSE );
		// �÷����̵�
		RS( D3DRS_SHADEMODE,	 D3DSHADE_FLAT );
		// ��鷻��
		RS( D3DRS_CULLMODE,  D3DCULL_NONE );

		// ��齺�ٽ� ���
		RS( D3DRS_STENCILENABLE, TRUE );
		RS( D3DRS_TWOSIDEDSTENCILMODE, TRUE );

		// ���ٽ��׽�Ʈ�� �⺻������ �հ�(�׽�Ʈ ���� ����)
		RS( D3DRS_STENCILFUNC,  D3DCMP_ALWAYS );
		RS( D3DRS_CCW_STENCILFUNC,  D3DCMP_ALWAYS );
		// ���ٽǹ����� �������� 1�� ����
		RS( D3DRS_STENCILREF,	   0x1 );
		RS( D3DRS_STENCILMASK,	  0xffffffff );
		RS( D3DRS_STENCILWRITEMASK, 0xffffffff );
		// �ո��� �����׽�Ʈ�� �հ��ϸ� ���ٽǹ����� ������ +1
		RS( D3DRS_STENCILPASS,  D3DSTENCILOP_INCR );
		RS( D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP );
		RS( D3DRS_STENCILFAIL,  D3DSTENCILOP_KEEP );
		// �޸��� �����׽�Ʈ�� �հ��ϸ� ���ٽǹ����� ������ -1
		RS( D3DRS_CCW_STENCILPASS, D3DSTENCILOP_DECR );
		RS( D3DRS_CCW_STENCILZFAIL, D3DSTENCILOP_KEEP );
		RS( D3DRS_CCW_STENCILFAIL,  D3DSTENCILOP_KEEP );

		// �����Ѵ�
		if( m_pEffect != NULL ){
			D3DXHANDLE hTechnique = m_pEffect->GetTechniqueByName( "TShader" );
			m_pEffect->SetTechnique( hTechnique );
			m_pEffect->Begin( NULL, 0 );
			m_pEffect->Pass( 0 );

			// ���� ����
			D3DXMatrixScaling( &mS, 1.82f,1.65f, 1.82f );
			D3DXMatrixRotationY( &mR, 0.59f*D3DX_PI );
			D3DXMatrixTranslation( &mT, 2.73f-1.85f, 0.f , 1.69f );
			mW = mS * mR * mT;
			m = mW * m_mView * m_mProj;
			if( m_hmWVP != NULL ) m_pEffect->SetMatrix( m_hmWVP, &m );
			D3DXMatrixInverse( &m, NULL, &mW);
			D3DXVec3Transform( &v, &m_LighPos, &m );
			if( m_hvPos != NULL ) m_pEffect->SetVector( m_hvPos, &v );
			m_pShadowBox->Render( m_pd3dDevice );

			// ū ����
			D3DXMatrixScaling( &mS, 1.69f, 3.30f, 1.69f );
			D3DXMatrixRotationY( &mR, 0.91f*D3DX_PI );
			D3DXMatrixTranslation( &mT, 2.73f-3.685f, 0, 3.51f );
			mW = mS * mR * mT;
			m = mW * m_mView * m_mProj;
			if( m_hmWVP != NULL ) m_pEffect->SetMatrix( m_hmWVP, &m );
			D3DXMatrixInverse( &m, NULL, &mW);
			D3DXVec3Transform( &v, &m_LighPos, &m );
			if( m_hvPos != NULL ) m_pEffect->SetVector( m_hvPos, &v );
			m_pShadowBox->Render( m_pd3dDevice );

			m_pEffect->End();
		}

		// �������� ���󺹱�
		RS( D3DRS_SHADEMODE, D3DSHADE_GOURAUD );
		RS( D3DRS_CULLMODE,  D3DCULL_CCW );
		RS( D3DRS_ZWRITEENABLE,	 TRUE );
		RS( D3DRS_COLORWRITEENABLE,  0xf );
		RS( D3DRS_STENCILENABLE,	FALSE );
		RS( D3DRS_ALPHABLENDENABLE, FALSE );
		RS( D3DRS_TWOSIDEDSTENCILMODE, FALSE );

		// ----------------------------------------------------
		// �н�3:�׸��� ����
		// ----------------------------------------------------
		// �����׽�Ʈ ����
		RS( D3DRS_ZENABLE,		  FALSE );
		// ���ٽ��׽�Ʈ ���
		RS( D3DRS_STENCILENABLE,	TRUE );
		// ���ĺ����� �����ռ�
		RS( D3DRS_ALPHABLENDENABLE, TRUE );
		RS( D3DRS_SRCBLEND,  D3DBLEND_SRCALPHA );
		RS( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
		// �������� �������Ҷ� �ؽ�ó�� �������� ��� ���
		TSS( 0, D3DTSS_COLOROP,   D3DTOP_SELECTARG1 );
		TSS( 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE );
		TSS( 0, D3DTSS_ALPHAOP,   D3DTOP_SELECTARG1 );
		TSS( 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE );



		// ���ٽǹ����� ���� 1�̻��� ��쿡�� �׸���
		RS( D3DRS_STENCILREF,  0x1 );
		RS( D3DRS_STENCILFUNC, D3DCMP_LESSEQUAL );
		RS( D3DRS_STENCILPASS, D3DSTENCILOP_KEEP );
		
		m_pBigSquare->Render( m_pd3dDevice );

		// �������� ���󺹱�
		RS( D3DRS_ZENABLE,		  TRUE );
		RS( D3DRS_STENCILENABLE,	FALSE );
		RS( D3DRS_ALPHABLENDENABLE, FALSE );

		RenderText();				// ���� ���

        m_pd3dDevice->EndScene();	// ��������
    }

    return S_OK;
}
示例#11
0
//-------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: ȭ��ũ�Ⱑ �������� ȣ���
//       Ȯ���� �޸𸮴� InvalidateDeviceObjects()���� ����
//-------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
	m_LighPos = D3DXVECTOR3(0.0f, 5.488f, 2.770f);

    // ��������
    D3DMATERIAL9 mtrl;
    D3DUtil_InitMaterial( mtrl, 1.0f, 0.0f, 0.0f );
    m_pd3dDevice->SetMaterial( &mtrl );

    // �ؽ�ó ����
    TSS( 0, D3DTSS_COLOROP,   D3DTOP_MODULATE );
    TSS( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
    TSS( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
    TSS( 0, D3DTSS_ALPHAOP,   D3DTOP_MODULATE );
    TSS( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
    TSS( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
    SAMP( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
    SAMP( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );

    // ������ ���¼���
    RS( D3DRS_DITHERENABLE,   FALSE );
    RS( D3DRS_SPECULARENABLE, FALSE );
    RS( D3DRS_ZENABLE,        TRUE );
    RS( D3DRS_AMBIENT,        0x000F0F0F );

    // �������
    D3DXMATRIX matIdentity;
    D3DXMatrixIdentity( &matIdentity );
    m_pd3dDevice->SetTransform( D3DTS_WORLD,  &matIdentity );

	// �����
    D3DXVECTOR3 vFromPt   = D3DXVECTOR3( 0.0f, 0.0f, -5.0f );
    D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
    D3DXVECTOR3 vUpVec    = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
    D3DXMatrixLookAtLH( &m_mView, &vFromPt, &vLookatPt, &vUpVec );
    m_pd3dDevice->SetTransform( D3DTS_VIEW, &m_mView );

    // �������
    FLOAT fAspect = ((FLOAT)m_d3dsdBackBuffer.Width) / m_d3dsdBackBuffer.Height;
    D3DXMatrixPerspectiveFovLH( &m_mProj, 0.21f*D3DX_PI, fAspect, 1.0f, 100.0f );
    m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &m_mProj );

	// ��������
    D3DLIGHT9 light;
    D3DUtil_InitLight( light, D3DLIGHT_DIRECTIONAL, -0.0f, -1.0f, 0.2f );
    light.Diffuse.r   = 0.5f;
    light.Diffuse.g   = 0.5f;
    light.Diffuse.b   = 0.5f;
    light.Ambient.r   = 0.5f;
    light.Ambient.g   = 0.5f;
    light.Ambient.b   = 0.5f;
    m_pd3dDevice->SetLight( 0, &light );
    m_pd3dDevice->LightEnable( 0, TRUE );
    m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );

	// �簢��
	m_pBigSquare->RestoreDeviceObjects( (FLOAT)m_d3dsdBackBuffer.Width,
										(FLOAT)m_d3dsdBackBuffer.Height );
	// �޽�
	m_pMeshBG->RestoreDeviceObjects(m_pd3dDevice);
	m_pMeshBox->RestoreDeviceObjects(m_pd3dDevice);

	// ����Ʈ
	if( m_pEffect != NULL ) m_pEffect->OnResetDevice();

    m_pFont->RestoreDeviceObjects();	// ��Ʈ
	
    return S_OK;
}
示例#12
0
//-------------------------------------------------------------
// Name: Render()
// Desc: 화면 렌더
//-------------------------------------------------------------
HRESULT CMyD3DApplication::Render()
{
    D3DXMATRIX m, mT, mR, mView, mProj;
	LPDIRECT3DSURFACE9 pOldBackBuffer, pOldZBuffer;
	D3DVIEWPORT9 oldViewport;

	//---------------------------------------------------------
	// 렌더
	//---------------------------------------------------------
    if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
    {
		//-------------------------------------------------
		// 렌더링타겟 보존
		//-------------------------------------------------
		m_pd3dDevice->GetRenderTarget(0, &pOldBackBuffer);
		m_pd3dDevice->GetDepthStencilSurface(&pOldZBuffer);
		m_pd3dDevice->GetViewport(&oldViewport);

		if( m_pEffect != NULL ) 
		{
			//-------------------------------------------------
			// 렌더링타겟 변경
			//-------------------------------------------------
			m_pd3dDevice->SetRenderTarget(0, m_pOriginalMapSurf);
			m_pd3dDevice->SetDepthStencilSurface(m_pMapZ);
			// 뷰포트변경
			D3DVIEWPORT9 viewport = {0,0      // 좌측상단
							, MAP_WIDTH  // 폭
							, MAP_HEIGHT // 높이
							, 0.0f,1.0f};     // 전면,후면
			m_pd3dDevice->SetViewport(&viewport);
	
			// 렌더링타겟 클리어
			m_pd3dDevice->Clear(0L, NULL
							, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER
							, 0xffffffff, 1.0f, 0L);

			//-------------------------------------------------
			// 1패스:렌더링타겟 만들기
			//-------------------------------------------------
			m_pd3dDevice->SetTransform( D3DTS_WORLD,  &m_mWorld);
			m_pd3dDevice->SetTransform( D3DTS_VIEW,  &m_mView );
			m_pd3dDevice->SetTransform( D3DTS_PROJECTION,  &m_mProj );

			TSS( 0, D3DTSS_COLOROP,   D3DTOP_SELECTARG1 );
			TSS( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
			m_pMeshBg->Render( m_pd3dDevice );
			
			// 비행모델 렌더
			TSS( 0, D3DTSS_COLOROP,   D3DTOP_SELECTARG1 );
			TSS( 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE );
			RS( D3DRS_LIGHTING, TRUE );
			RS( D3DRS_AMBIENT, 0 );
			m_pd3dDevice->LightEnable( 0, TRUE );
			D3DXMatrixTranslation( &m, 1.0f, 0.0f ,0.0f );
			D3DXMatrixRotationY( &mR,  m_fTime );
			D3DXMatrixTranslation( &mT, 1.0f, 1.0f ,0.0f );
			m = m * mR * mT * m_mWorld;
			m_pd3dDevice->SetTransform( D3DTS_WORLD,  &m);
			m_pMesh  ->Render( m_pd3dDevice );

			//-------------------------------------------------
			// 셰이더 설정
			//-------------------------------------------------
			m_pEffect->SetTechnique( m_hTechnique );
			m_pEffect->Begin( NULL, 0 );

			//-------------------------------------------------
			// 2패스:뭉개기 X
			//-------------------------------------------------
			m_pd3dDevice->SetRenderTarget(0, m_pXMapSurf);
			m_pEffect->Pass( 0 );

			RS( D3DRS_ZENABLE, FALSE );
			RS( D3DRS_LIGHTING, FALSE );
			TSS(0,D3DTSS_COLOROP,	D3DTOP_SELECTARG1);
			TSS(0,D3DTSS_COLORARG1,	D3DTA_TEXTURE);
			TSS(1,D3DTSS_COLOROP,    D3DTOP_DISABLE);

			typedef struct {FLOAT p[3];FLOAT tu, tv;} VERTEX;

			VERTEX Vertex1[4] = {
				//   x      y     z      tu tv
				{{  1.0f, -1.0f, 0.1f},   1, 1,},
				{{ -1.0f, -1.0f, 0.1f},   0, 1,},
				{{ -1.0f,  1.0f, 0.1f},   0, 0,},
				{{  1.0f,  1.0f, 0.1f},   1, 0,},
			};
			m_pd3dDevice->SetFVF( D3DFVF_XYZ | D3DFVF_TEX1 );
			m_pEffect->SetTexture(m_htSrcMap, m_pOriginalMap);
			m_pd3dDevice->DrawPrimitiveUP( D3DPT_TRIANGLEFAN
							, 2, Vertex1, sizeof( VERTEX ) );

			//-------------------------------------------------
			// 2패스:뭉개기 Y
			//-------------------------------------------------
			m_pd3dDevice->SetRenderTarget(0, m_pXYMapSurf);
			m_pEffect->Pass( 1 );

			m_pEffect->SetTexture(m_htSrcMap, m_pXMap);
			m_pd3dDevice->DrawPrimitiveUP( D3DPT_TRIANGLEFAN
							, 2, Vertex1, sizeof( VERTEX ) );

			m_pEffect->End();
		}

		//-----------------------------------------------------
		// 렌더링타겟 복구
		//-----------------------------------------------------
		m_pd3dDevice->SetRenderTarget(0, pOldBackBuffer);
		m_pd3dDevice->SetDepthStencilSurface(pOldZBuffer);
		m_pd3dDevice->SetViewport(&oldViewport);
		pOldBackBuffer->Release();
		pOldZBuffer->Release();

		// 버퍼 클리어
		m_pd3dDevice->Clear( 0L, NULL
						, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER
						, 0x00404080, 1.0f, 0L );

		//-----------------------------------------------------
		// 그대로 붙인다
		//-----------------------------------------------------
		FLOAT w = (FLOAT)oldViewport.Width;
		FLOAT h = (FLOAT)oldViewport.Height;
		TVERTEX Vertex1[4] = {
			//x  y   z    rhw  tu tv
			{ 0, 0, 0.1f, 1.0f, 0+0.5f/MAP_WIDTH, 0+0.5f/MAP_HEIGHT,},
			{ w, 0, 0.1f, 1.0f, 1+0.5f/MAP_WIDTH, 0+0.5f/MAP_HEIGHT,},
			{ w, h, 0.1f, 1.0f, 1+0.5f/MAP_WIDTH, 1+0.5f/MAP_HEIGHT,},
			{ 0, h, 0.1f, 1.0f, 0+0.5f/MAP_WIDTH, 1+0.5f/MAP_HEIGHT,},
		};
		m_pd3dDevice->SetFVF( D3DFVF_XYZRHW | D3DFVF_TEX1 );
		m_pd3dDevice->SetTexture(0, m_pOriginalMap);
		m_pd3dDevice->DrawPrimitiveUP( D3DPT_TRIANGLEFAN
							, 2, Vertex1, sizeof( TVERTEX ) );

		//-----------------------------------------------------
		// 블러한 것을 붙인다
		//-----------------------------------------------------

		TVERTEX Vertex2[4] = {
			//   x    y   z    rhw    tu    tv
			{ 0.0f,   0, 0.1f, 1.0f, 0.0f, 0.0f,},
			{ 0.5f*w, 0, 0.1f, 1.0f, 0.5f, 0.0f,},
			{ 0.5f*w, h, 0.1f, 1.0f, 0.5f, 1.0f,},
			{ 0.0f,   h, 0.1f, 1.0f, 0.0f, 1.0f,},
		};
		m_pd3dDevice->SetTexture(0, m_pXYMap);
		m_pd3dDevice->DrawPrimitiveUP( D3DPT_TRIANGLEFAN
							, 2, Vertex2, sizeof( TVERTEX ) );

		RS( D3DRS_ZENABLE, TRUE );
		RS( D3DRS_LIGHTING, TRUE );

		RenderText();				// 도움말 출력

#if 1 // 디버그용 텍스처 출력
		{
		m_pd3dDevice->SetTextureStageState(0,D3DTSS_COLOROP,	D3DTOP_SELECTARG1);
		m_pd3dDevice->SetTextureStageState(0,D3DTSS_COLORARG1,	D3DTA_TEXTURE);
		m_pd3dDevice->SetTextureStageState(1,D3DTSS_COLOROP,    D3DTOP_DISABLE);
		m_pd3dDevice->SetVertexShader(NULL);
		m_pd3dDevice->SetFVF( D3DFVF_XYZRHW | D3DFVF_TEX1 );
		m_pd3dDevice->SetPixelShader(0);
		float scale = 128.0f;
		for(DWORD i=0; i<3; i++){
			TVERTEX Vertex[4] = {
				// x  y  z rhw tu tv
				{    0,(i+0)*scale,0, 1, 0, 0,},
				{scale,(i+0)*scale,0, 1, 1, 0,},
				{scale,(i+1)*scale,0, 1, 1, 1,},
				{    0,(i+1)*scale,0, 1, 0, 1,},
			};
			if(0==i) m_pd3dDevice->SetTexture( 0, m_pOriginalMap );
			if(1==i) m_pd3dDevice->SetTexture( 0, m_pXMap );
			if(2==i) m_pd3dDevice->SetTexture( 0, m_pXYMap );
			m_pd3dDevice->DrawPrimitiveUP( D3DPT_TRIANGLEFAN, 2, Vertex, sizeof( TVERTEX ) );
		}
		}
#endif		

        m_pd3dDevice->EndScene();	// 렌더종료
    }

    return S_OK;
}
示例#13
0
//-------------------------------------------------------------
// Name: Render()
// Desc: 화면 렌더
//-------------------------------------------------------------
HRESULT CMyD3DApplication::Render()
{
    D3DXMATRIX m, mT, mR, mView, mProj;
	LPDIRECT3DSURFACE9 pOldBackBuffer, pOldZBuffer;
	D3DVIEWPORT9 oldViewport;
	DWORD i;

	// 뷰포트
	D3DVIEWPORT9 viewport = {0,0      // 좌측상단
					, MAP_WIDTH  // 폭
					, MAP_HEIGHT // 높이
					, 0.0f,1.0f};     // 전면,후면

	//-------------------------------------------------
	// 렌더링타겟 보존
	//-------------------------------------------------
	m_pd3dDevice->GetRenderTarget(0, &pOldBackBuffer);
	m_pd3dDevice->GetDepthStencilSurface(&pOldZBuffer);
	m_pd3dDevice->GetViewport(&oldViewport);

	//---------------------------------------------------------
	// 렌더
	//---------------------------------------------------------
    if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
    {
		const DWORD RENDERING_COUNT = 10;// 렌더회수

		for(i=0;i<RENDERING_COUNT;i++){
			FLOAT time = m_fLast
				+ (m_fTime-m_fLast)*((FLOAT)i+1)/RENDERING_COUNT;

			// 렌더링타겟 변경
			m_pd3dDevice->SetRenderTarget(0, m_pSurf);
			m_pd3dDevice->SetDepthStencilSurface(m_pZ);
			m_pd3dDevice->SetViewport(&viewport);
			
			DWORD alpha = 255/(i+1);
			m_pd3dDevice->Clear(0L, NULL
							, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER
							, D3DCOLOR_RGBA(0,0,0,alpha), 1.0f, 0L);
			RS(D3DRS_COLORWRITEENABLE, 0x7);
			//-------------------------------------------------
			// 일반장면 렌더
			//-------------------------------------------------
			m_pd3dDevice->SetTransform( D3DTS_WORLD,  &m_mWorld);
			m_pd3dDevice->SetTransform( D3DTS_VIEW,  &m_mView );
			m_pd3dDevice->SetTransform( D3DTS_PROJECTION,  &m_mProj );

			RS( D3DRS_ZENABLE, TRUE );
			RS( D3DRS_LIGHTING, TRUE );
			TSS( 0, D3DTSS_COLOROP,   D3DTOP_SELECTARG1 );
			TSS( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
			m_pMeshBg->Render( m_pd3dDevice );
			
			// 비행모델 렌더
			TSS( 0, D3DTSS_COLOROP,   D3DTOP_SELECTARG1 );
			TSS( 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE );
			RS( D3DRS_LIGHTING, TRUE );
			RS( D3DRS_AMBIENT, 0 );
			m_pd3dDevice->LightEnable( 0, TRUE );
			D3DXMatrixTranslation( &m, 1.0f, 0.0f ,0.0f );
			D3DXMatrixRotationY( &mR,  time );
			D3DXMatrixTranslation( &mT, 1.0f, 1.0f ,0.0f );
			m = m * mR * mT * m_mWorld;
			m_pd3dDevice->SetTransform( D3DTS_WORLD,  &m);
			m_pMesh  ->Render( m_pd3dDevice );

			//-------------------------------------------------
			// 렌더링타겟 복구
			//-------------------------------------------------
			m_pd3dDevice->SetRenderTarget(0, pOldBackBuffer);
			m_pd3dDevice->SetDepthStencilSurface(NULL);
			m_pd3dDevice->SetViewport(&oldViewport);
			
			RS( D3DRS_ZENABLE, FALSE );
			RS( D3DRS_LIGHTING, FALSE );
			RS( D3DRS_COLORWRITEENABLE, 0xf);
			TSS(0,D3DTSS_COLOROP,	D3DTOP_SELECTARG1);
			TSS(0,D3DTSS_COLORARG1,	D3DTA_TEXTURE);

			RS( D3DRS_ALPHABLENDENABLE, TRUE);
			RS( D3DRS_SRCBLEND,   D3DBLEND_SRCALPHA);
			RS( D3DRS_DESTBLEND,  D3DBLEND_INVSRCALPHA);

			//-----------------------------------------------------
			// 그대로 붙인다
			//-----------------------------------------------------
			FLOAT w = (FLOAT)oldViewport.Width;
			FLOAT h = (FLOAT)oldViewport.Width;
			TVERTEX Vertex1[4] = {
				//x  y   z    rhw  tu tv
				{ 0, 0, 0.1f, 1.0f, 0, 0,},
				{ w, 0, 0.1f, 1.0f, 1, 0,},
				{ w, h, 0.1f, 1.0f, 1, 1,},
				{ 0, h, 0.1f, 1.0f, 0, 1,},
			};
			m_pd3dDevice->SetFVF( D3DFVF_XYZRHW | D3DFVF_TEX1 );
			m_pd3dDevice->SetTexture(0, m_pTex);
			m_pd3dDevice->DrawPrimitiveUP( D3DPT_TRIANGLEFAN
								, 2, Vertex1, sizeof( TVERTEX ) );

			RS(D3DRS_ALPHABLENDENABLE, FALSE);
			
		}
		m_pd3dDevice->SetDepthStencilSurface(pOldZBuffer);

		// 현재시각 보존
		m_fLast = m_fTime;

		RenderText();				// 도움말 출력

#if 1 // 디버그용 텍스처 출력
		{
		m_pd3dDevice->SetTextureStageState(0,D3DTSS_COLOROP,	D3DTOP_SELECTARG1);
		m_pd3dDevice->SetTextureStageState(0,D3DTSS_COLORARG1,	D3DTA_TEXTURE);
		m_pd3dDevice->SetTextureStageState(1,D3DTSS_COLOROP,    D3DTOP_DISABLE);
		m_pd3dDevice->SetVertexShader(NULL);
		m_pd3dDevice->SetFVF( D3DFVF_XYZRHW | D3DFVF_TEX1 );
		m_pd3dDevice->SetPixelShader(0);
		float scale = 128.0f;
		for(DWORD i=0; i<1; i++){
			TVERTEX Vertex[4] = {
				// x  y  z rhw tu tv
				{    0,(i+0)*scale,0, 1, 0, 0,},
				{scale,(i+0)*scale,0, 1, 1, 0,},
				{scale,(i+1)*scale,0, 1, 1, 1,},
				{    0,(i+1)*scale,0, 1, 0, 1,},
			};
			if(0==i) m_pd3dDevice->SetTexture( 0, m_pTex );
			m_pd3dDevice->DrawPrimitiveUP( D3DPT_TRIANGLEFAN, 2, Vertex, sizeof( TVERTEX ) );
		}
		}
#endif		

        m_pd3dDevice->EndScene();	// 렌더종료
    }

	pOldBackBuffer->Release();
	pOldZBuffer->Release();
	
	Sleep(100);

    return S_OK;
}
示例#14
0
//-------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: 화면크기가 변했을때 호출됨
//       확보한 메모리는 InvalidateDeviceObjects()에서 해제
//-------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
	LPDIRECT3DSURFACE9 pOldBackBuffer, pOldZBuffer;
	m_pd3dDevice->GetRenderTarget(0, &pOldBackBuffer);
	m_pd3dDevice->GetDepthStencilSurface(&pOldZBuffer);

	// 메시
	m_pMesh  ->RestoreDeviceObjects( m_pd3dDevice );
	m_pMeshBg->RestoreDeviceObjects( m_pd3dDevice );

    // 재질설정
    D3DMATERIAL9 mtrl;
    D3DUtil_InitMaterial( mtrl, 1.0f, 0.0f, 0.0f );
    m_pd3dDevice->SetMaterial( &mtrl );


    // 렌더링 상태설정
    RS( D3DRS_DITHERENABLE,   FALSE );
    RS( D3DRS_SPECULARENABLE, FALSE );
    RS( D3DRS_ZENABLE,        TRUE );
    RS( D3DRS_AMBIENT,        0x000F0F0F );
    
    TSS( 0, D3DTSS_COLOROP,   D3DTOP_MODULATE );
    TSS( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
    TSS( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
    TSS( 0, D3DTSS_ALPHAOP,   D3DTOP_SELECTARG1 );
	TSS( 0, D3DTSS_ALPHAARG1,	D3DTA_TEXTURE);
    SAMP( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
    SAMP( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
    SAMP( 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP );
    SAMP( 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP );

    // 월드행렬
    D3DXMATRIX matIdentity;
    D3DXMatrixIdentity( &m_mWorld );

	// 뷰행렬
    D3DXVECTOR3 vFromPt   = D3DXVECTOR3( 0.0f, 0.0f, -5.0f );
    D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
    D3DXVECTOR3 vUpVec    = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
    D3DXMatrixLookAtLH( &m_mView, &vFromPt, &vLookatPt, &vUpVec );

    // 투영행렬
    FLOAT fAspect = ((FLOAT)m_d3dsdBackBuffer.Width) / m_d3dsdBackBuffer.Height;
    D3DXMatrixPerspectiveFovLH( &m_mProj, D3DX_PI/4, fAspect, 1.0f, 100.0f );

    // 폰트
    m_pFont->RestoreDeviceObjects();

	// 렌더링타겟 생성
	if (FAILED(m_pd3dDevice->CreateDepthStencilSurface(
					MAP_WIDTH, MAP_HEIGHT, D3DFMT_D16,
					D3DMULTISAMPLE_NONE, 0, TRUE, &m_pZ, NULL)))
		return E_FAIL;

	m_pd3dDevice->SetDepthStencilSurface(NULL);
	if( SUCCEEDED( m_pd3dDevice->BeginScene() ) ){
		if (FAILED(m_pd3dDevice->CreateTexture(
					MAP_WIDTH, MAP_HEIGHT, 1,
					D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
					D3DPOOL_DEFAULT, &m_pTex, NULL)))
			return E_FAIL;
		if (FAILED(m_pTex->GetSurfaceLevel(0, &m_pSurf)))
			return E_FAIL;
		// 표면초기화
		m_pd3dDevice->SetRenderTarget(0, m_pSurf);
		m_pd3dDevice->Clear(0L, NULL, D3DCLEAR_TARGET
						, 0xffffffff, 1.0f, 0L);
		m_pd3dDevice->EndScene();
	}
	//-----------------------------------------------------
	// 렌더링타겟 복구
	//-----------------------------------------------------
	m_pd3dDevice->SetRenderTarget(0, pOldBackBuffer);
	m_pd3dDevice->SetDepthStencilSurface(pOldZBuffer);
	pOldBackBuffer->Release();
	pOldZBuffer->Release();

	return S_OK;
}
示例#15
0
//-------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: È­¸éÅ©±â°¡ º¯ÇßÀ»¶§ È£ÃâµÊ
//       È®º¸ÇÑ ¸Þ¸ð¸®´Â InvalidateDeviceObjects()¿¡¼­ ÇØÁ¦
//-------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
	// ¸Þ½Ã
	m_pMesh  ->RestoreDeviceObjects( m_pd3dDevice );
	m_pMeshBg->RestoreDeviceObjects( m_pd3dDevice );

    // ·»´õ¸µ »óż³Á¤
    RS( D3DRS_DITHERENABLE,   FALSE );
    RS( D3DRS_SPECULARENABLE, FALSE );
    RS( D3DRS_ZENABLE,        TRUE );
    RS( D3DRS_AMBIENT,        0x000F0F0F );
    
    TSS( 0, D3DTSS_COLOROP,   D3DTOP_MODULATE );
    TSS( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
    TSS( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
    TSS( 0, D3DTSS_ALPHAOP,   D3DTOP_SELECTARG1 );
    TSS( 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE );
    SAMP( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
    SAMP( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
    SAMP( 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP );
    SAMP( 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP );

    // ¿ùµåÇà·Ä
    D3DXMATRIX matIdentity;
    D3DXMatrixIdentity( &m_mWorld );

	// ºäÇà·Ä
    D3DXVECTOR3 vFromPt   = D3DXVECTOR3( 0.0f, 0.2f, -5.0f );
    D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.5f, 0.0f );
    D3DXVECTOR3 vUpVec    = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
    D3DXMatrixLookAtLH( &m_mView, &vFromPt, &vLookatPt, &vUpVec );

    // Åõ¿µÇà·Ä
    FLOAT fAspect = ((FLOAT)m_d3dsdBackBuffer.Width) / m_d3dsdBackBuffer.Height;
    D3DXMatrixPerspectiveFovLH( &m_mProj, D3DX_PI/4, fAspect, 1.0f, 7.0f );

    // ÆùÆ®
    m_pFont->RestoreDeviceObjects();

	// ·»´õ¸µÅ¸°Ù »ý¼º
	// ±íÀ̹öÆÛ
	if (FAILED(m_pd3dDevice->CreateDepthStencilSurface(
		MAP_WIDTH, MAP_HEIGHT, 
		D3DFMT_D16, D3DMULTISAMPLE_NONE, 0, TRUE, &m_pMapZ, NULL)))
		return E_FAIL;
	// »öÁ¤º¸
	if (FAILED(m_pd3dDevice->CreateTexture(
		MAP_WIDTH, MAP_HEIGHT, 1, D3DUSAGE_RENDERTARGET,
		D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &m_pOriginalTex, NULL)))
		return E_FAIL;
	if (FAILED(m_pOriginalTex->GetSurfaceLevel(0, &m_pOriginalSurf)))
		return E_FAIL;
	// ¹ý¼±¸Ê
	if (FAILED(m_pd3dDevice->CreateTexture(
		MAP_WIDTH, MAP_HEIGHT, 1, D3DUSAGE_RENDERTARGET, 
		D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &m_pNormalTex, NULL)))
		return E_FAIL;
	if (FAILED(m_pNormalTex->GetSurfaceLevel(0, &m_pNormalSurf)))
		return E_FAIL;

	m_pEffect->OnResetDevice();

	return S_OK;
}
示例#16
0
//-------------------------------------------------------------
// Name: Render()
// Desc: 화면 렌더
//-------------------------------------------------------------
HRESULT CMyD3DApplication::Render()
{
    D3DXMATRIX m, mT, mR, mView, mProj;

	//---------------------------------------------------------
	// 렌더
	//---------------------------------------------------------
    if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
    {
		// 클리어
		m_pd3dDevice->Clear(0L, NULL
						, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER
						, 0xffffffff, 1.0f, 0L);
		if( m_pEffect != NULL ) 
		{
			//-------------------------------------------------
			// 셰이더 설정
			//-------------------------------------------------
			m_pEffect->SetTechnique( m_hTechnique );
			m_pEffect->Begin( NULL, 0 );
			m_pEffect->Pass( 0 );

			//-------------------------------------------------
			// 필터링
			//-------------------------------------------------

			RS( D3DRS_ZENABLE, FALSE );
			RS( D3DRS_LIGHTING, FALSE );
			TSS(0,D3DTSS_COLOROP,	D3DTOP_SELECTARG1);
			TSS(0,D3DTSS_COLORARG1,	D3DTA_TEXTURE);
			TSS(1,D3DTSS_COLOROP,    D3DTOP_DISABLE);
			
			TVERTEX Vertex1[4] = {
				// x     y     z     tu tv
				{-1.0f, 1.0f, 0.1f,   0, 0,},
				{ 1.0f, 1.0f, 0.1f,   1, 0,},
				{ 1.0f,-1.0f, 0.1f,   1, 1,},
				{-1.0f,-1.0f, 0.1f,   0, 1,},
			};
			m_pd3dDevice->SetVertexDeclaration( m_pDecl );
			m_pEffect->SetTexture(m_htSrcMap, m_pTex);
			m_pd3dDevice->DrawPrimitiveUP( D3DPT_TRIANGLEFAN
							, 2, Vertex1, sizeof( TVERTEX ) );

			m_pEffect->End();
		}

		RS( D3DRS_ZENABLE, TRUE );
		RS( D3DRS_LIGHTING, TRUE );

		RenderText();				// 도움말 출력

#if 1 // 디버그용 텍스처 출력
		{
		m_pd3dDevice->SetTextureStageState(0,D3DTSS_COLOROP,	D3DTOP_SELECTARG1);
		m_pd3dDevice->SetTextureStageState(0,D3DTSS_COLORARG1,	D3DTA_TEXTURE);
		m_pd3dDevice->SetTextureStageState(1,D3DTSS_COLOROP,    D3DTOP_DISABLE);
		m_pd3dDevice->SetVertexShader(NULL);
		m_pd3dDevice->SetFVF( D3DFVF_XYZRHW | D3DFVF_TEX1 );
		m_pd3dDevice->SetPixelShader(0);
		float scale = 128.0f;
		for(DWORD i=0; i<1; i++){
			TVERTEX Vertex[4] = {
				// x  y  z rhw tu tv
				{    0,(i+0)*scale,0, 1, 0, 0,},
				{scale,(i+0)*scale,0, 1, 1, 0,},
				{scale,(i+1)*scale,0, 1, 1, 1,},
				{    0,(i+1)*scale,0, 1, 0, 1,},
			};
			if(0==i) m_pd3dDevice->SetTexture( 0, m_pTex );
			m_pd3dDevice->DrawPrimitiveUP( D3DPT_TRIANGLEFAN, 2, Vertex, sizeof( TVERTEX ) );
		}
		}
#endif		

        m_pd3dDevice->EndScene();	// 렌더종료
    }

    return S_OK;
}
示例#17
0
//-------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: ȭ��ũ�Ⱑ �������� ȣ���
//       Ȯ���� �޸𸮴� InvalidateDeviceObjects()���� ����
//-------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
	// �׸��ڸ� ����
	if (FAILED(m_pd3dDevice->CreateTexture(
						SHADOW_MAP_SIZE, SHADOW_MAP_SIZE, 1, 
						D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
						D3DPOOL_DEFAULT, &m_pShadowTex, NULL)))
		return E_FAIL;
	if (FAILED(m_pShadowTex->GetSurfaceLevel(0, &m_pShadowSurf)))
		return E_FAIL;
	if (FAILED(m_pd3dDevice->CreateDepthStencilSurface(
						SHADOW_MAP_SIZE, SHADOW_MAP_SIZE, 
						D3DFMT_D16, D3DMULTISAMPLE_NONE, 0,
						TRUE, &m_pZ, NULL)))
		return E_FAIL;

	// �޽�
	m_pMesh  ->RestoreDeviceObjects( m_pd3dDevice );
	m_pMeshBg->RestoreDeviceObjects( m_pd3dDevice );

    // ��������
    D3DMATERIAL9 mtrl;
    D3DUtil_InitMaterial( mtrl, 1.0f, 0.0f, 0.0f );
    m_pd3dDevice->SetMaterial( &mtrl );

	// �����ũ��
	#define RS   m_pd3dDevice->SetRenderState
	#define TSS  m_pd3dDevice->SetTextureStageState
	#define SAMP m_pd3dDevice->SetSamplerState

    // ������ ���¼���
    RS( D3DRS_DITHERENABLE,   FALSE );
    RS( D3DRS_SPECULARENABLE, FALSE );
    RS( D3DRS_ZENABLE,        TRUE );
    RS( D3DRS_AMBIENT,        0x000F0F0F );
    
    TSS( 0, D3DTSS_COLOROP,   D3DTOP_MODULATE );
    TSS( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
    TSS( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
    TSS( 0, D3DTSS_ALPHAOP,   D3DTOP_MODULATE );
    TSS( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
    TSS( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
    SAMP( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
    SAMP( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );

    // �������
    D3DXMATRIX matIdentity;
    D3DXMatrixIdentity( &m_mWorld );

	// �����
    D3DXVECTOR3 vFromPt   = D3DXVECTOR3( 0.0f, 0.0f, -5.0f );
    D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
    D3DXVECTOR3 vUpVec    = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
    D3DXMatrixLookAtLH( &m_mView, &vFromPt, &vLookatPt, &vUpVec );

    // �������
    FLOAT fAspect = ((FLOAT)m_d3dsdBackBuffer.Width) / m_d3dsdBackBuffer.Height;
    D3DXMatrixPerspectiveFovLH( &m_mProj, D3DX_PI/4, fAspect, 1.0f, 100.0f );

    // ��Ʈ
    m_pFont->RestoreDeviceObjects();

	m_pEffect->OnResetDevice();

	return S_OK;
}