示例#1
0
void MirrorDemo::drawScene()
{
	// Clear the backbuffer and depth buffer.
	HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER |
		D3DCLEAR_STENCIL, 0xffeeeeee, 1.0f, 0));

	HR(gd3dDevice->BeginScene());

	HR(mFX->SetTechnique(mhTech));
	HR(mFX->SetValue(mhLightVecW, &mLightVecW, sizeof(D3DXVECTOR3)));
	HR(mFX->SetValue(mhDiffuseLight, &mDiffuseLight, sizeof(D3DXCOLOR)));
	HR(mFX->SetValue(mhAmbientLight, &mAmbientLight, sizeof(D3DXCOLOR)));
	HR(mFX->SetValue(mhSpecularLight, &mSpecularLight, sizeof(D3DXCOLOR)));

	// All objects use the same material.
	HR(mFX->SetValue(mhAmbientMtrl, &mWhiteMtrl.ambient, sizeof(D3DXCOLOR)));
	HR(mFX->SetValue(mhDiffuseMtrl, &mWhiteMtrl.diffuse, sizeof(D3DXCOLOR)));
	HR(mFX->SetValue(mhSpecularMtrl, &mWhiteMtrl.spec, sizeof(D3DXCOLOR)));
	HR(mFX->SetFloat(mhSpecularPower, mWhiteMtrl.specPower));

	drawRoom();
	drawMirror();
	drawTeapot();

	drawReflectedTeapot();

	mGfxStats->display();

	HR(gd3dDevice->EndScene());

	// Present the backbuffer.
	HR(gd3dDevice->Present(0, 0, 0, 0));
}
示例#2
0
void AmbientDiffuseDemo::drawScene()
{
    HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(255,255,255), 1.0f, 0));
    HR(gd3dDevice->BeginScene());

    HR(mFX->SetTechnique(mhTech));

    HR(mFX->SetMatrix(mhWVP, &(mWorld*mView*mProj)));
    D3DXMATRIX worldInverseTranspose;
    D3DXMatrixInverse(&worldInverseTranspose, 0, &mWorld);
    D3DXMatrixTranspose(&worldInverseTranspose, &worldInverseTranspose);
    HR(mFX->SetMatrix(mhWorldInverseTranspose, &worldInverseTranspose));
    HR(mFX->SetValue(mhLightVecW, &mLightVecW, sizeof(D3DXVECTOR3)));
    HR(mFX->SetValue(mhDiffuseMtrl, &mDiffuseMtrl, sizeof(D3DXCOLOR)));
    HR(mFX->SetValue(mhDiffuseLight, &mDiffuseLight, sizeof(D3DXCOLOR)));
    HR(mFX->SetValue(mhAmbientMtrl, &mAmbientMtrl, sizeof(D3DXCOLOR)));
    HR(mFX->SetValue(mhAmbientLight, &mAmbientLight, sizeof(D3DXCOLOR)));

    UINT numPasses = 0;
    HR(mFX->Begin(&numPasses, 0));
    for (UINT i = 0; i < numPasses; ++i)
    {
        HR(mFX->BeginPass(i));
        HR(mTeapot->DrawSubset(0));
        HR(mFX->EndPass());
    }
    HR(mFX->End());

    mGfxStats->display(D3DCOLOR_XRGB(0,0,0));
    HR(gd3dDevice->EndScene());
    HR(gd3dDevice->Present(0, 0, 0, 0));
}
示例#3
0
void TriGridDemo::drawScene()
{
	HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(255,255,255), 1.0f, 0));
	HR(gd3dDevice->BeginScene());

	HR(gd3dDevice->SetStreamSource(0, mVB, 0, sizeof(VertexPos)));
	HR(gd3dDevice->SetIndices(mIB));
	HR(gd3dDevice->SetVertexDeclaration(VertexPos::Decl));

	HR(mFX->SetTechnique(mhTech));
	HR(mFX->SetMatrix(mhWVP, &(mView*mProj)));

	UINT numPasses = 0;
	HR(mFX->Begin(&numPasses, 0));
	for (UINT i = 0; i < numPasses; ++i)
	{
		HR(mFX->BeginPass(i));
		HR(gd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, mNumVertices, 0, mNumTriangles));
		HR(mFX->EndPass());
	}
	HR(mFX->End());

	mGfxStats->display(D3DCOLOR_XRGB(0,0,0));
	HR(gd3dDevice->EndScene());
	HR(gd3dDevice->Present(0, 0, 0, 0));
}
示例#4
0
void GfxStatsDemo::drawScene()
{
	HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1.0f, 0));
	HR(gd3dDevice->BeginScene());

	mGfxStats->display();

	HR(gd3dDevice->EndScene());
	HR(gd3dDevice->Present(0, 0, 0, 0));
}
示例#5
0
void MultiTexDemo::drawScene()
{
	// Clear the backbuffer and depth buffer.
	HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffeeeeee, 1.0f, 0));

	HR(gd3dDevice->BeginScene());

	// Setup the rendering FX
	HR(mFX->SetTechnique(mhTech));

	HR(mFX->SetMatrix(mhWVP, &(mWorld*mView*mProj)));
	D3DXMATRIX worldInvTrans;
	D3DXMatrixInverse(&worldInvTrans, 0, &mWorld);
	D3DXMatrixTranspose(&worldInvTrans, &worldInvTrans);
	HR(mFX->SetMatrix(mhWorldInvTrans, &worldInvTrans));
	HR(mFX->SetValue(mhLightVecW, &mLightVecW, sizeof(D3DXVECTOR3)));
	HR(mFX->SetValue(mhDiffuseMtrl, &mDiffuseMtrl, sizeof(D3DXCOLOR)));
	HR(mFX->SetValue(mhDiffuseLight, &mDiffuseLight, sizeof(D3DXCOLOR)));
	HR(mFX->SetValue(mhAmbientMtrl, &mAmbientMtrl, sizeof(D3DXCOLOR)));
	HR(mFX->SetValue(mhAmbientLight, &mAmbientLight, sizeof(D3DXCOLOR)));
	HR(mFX->SetValue(mhSpecularLight, &mSpecularLight, sizeof(D3DXCOLOR)));
	HR(mFX->SetValue(mhSpecularMtrl, &mSpecularMtrl, sizeof(D3DXCOLOR)));
	HR(mFX->SetFloat(mhSpecularPower, mSpecularPower));
	HR(mFX->SetMatrix(mhWorld, &mWorld));
	HR(mFX->SetTexture(mhTex0, mTex0));
	HR(mFX->SetTexture(mhTex1, mTex1));
	HR(mFX->SetTexture(mhTex2, mTex2));
	HR(mFX->SetTexture(mhBlendMap, mBlendMap));

	HR(gd3dDevice->SetVertexDeclaration(VertexPNT::Decl));
	HR(gd3dDevice->SetStreamSource(0, mGridVB, 0, sizeof(VertexPNT)));
	HR(gd3dDevice->SetIndices(mGridIB));

	// Begin passes.
	UINT numPasses = 0;
	HR(mFX->Begin(&numPasses, 0));
	for(UINT i = 0; i < numPasses; ++i)
	{
		HR(mFX->BeginPass(i));
		HR(gd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, mNumGridVertices, 0, mNumGridTriangles));
		HR(mFX->EndPass());
	}
	HR(mFX->End());

	
	mGfxStats->display();

	HR(gd3dDevice->EndScene());

	// Present the backbuffer.
	HR(gd3dDevice->Present(0, 0, 0, 0));
}
示例#6
0
void SolarSysDemo::drawScene()
{
	// Clear the backbuffer and depth buffer.
	HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff000000, 1.0f, 0));

	HR(gd3dDevice->BeginScene());

	HR(mFX->SetValue(mhLight, &mLight, sizeof(DirLight)));

	HR(mFX->SetTechnique(mhTech));
	UINT numPasses = 0;
	HR(mFX->Begin(&numPasses, 0));
	HR(mFX->BeginPass(0));

	// Wrap the texture coordinates that get assigned to TEXCOORD2 in the pixel shader.
	HR(gd3dDevice->SetRenderState(D3DRS_WRAP2, D3DWRAP_U));

	// Build the world transforms for each frame, then render them.
	buildObjectWorldTransforms();
	D3DXMATRIX S;
	for(int i = 0; i < NUM_OBJECTS; ++i)
	{
		float s = mObject[i].size;
		D3DXMatrixScaling(&S, s, s, s);

		// Prefix the frame matrix with a scaling transformation to
		// size it relative to the world.
		mWorld = S * mObject[i].toWorldXForm;
		HR(mFX->SetMatrix(mhWVP, &(mWorld*mView*mProj)));
		D3DXMATRIX worldInvTrans;
		D3DXMatrixInverse(&worldInvTrans, 0, &mWorld);
		D3DXMatrixTranspose(&worldInvTrans, &worldInvTrans);
		HR(mFX->SetMatrix(mhWorldInvTrans, &worldInvTrans));
		HR(mFX->SetMatrix(mhWorld, &mWorld));
		HR(mFX->SetValue(mhMtrl, &mWhiteMtrl, sizeof(Mtrl)));
		HR(mFX->SetTexture(mhTex, mObject[i].tex));	
		HR(mFX->CommitChanges());
		
		mSphere->DrawSubset(0);
	}
	HR(gd3dDevice->SetRenderState(D3DRS_WRAP2, 0));
	HR(mFX->EndPass());
	HR(mFX->End());
	
	mGfxStats->display();

	HR(gd3dDevice->EndScene());

	// Present the backbuffer.
	HR(gd3dDevice->Present(0, 0, 0, 0));
}
示例#7
0
void WaterDemo::drawScene()
{
    HR(gd3dDevice->BeginScene());

    mSky->draw();

    HR(mFX->SetValue(mhLight, &mLight, sizeof(DirLight)));
    HR(mFX->SetMatrix(mhWVP, &(mSceneWorld*gCamera->viewProj())));
    HR(mFX->SetValue(mhEyePosW, &gCamera->pos(), sizeof(D3DXVECTOR3)));

    UINT numPasses = 0;
    HR(mFX->Begin(&numPasses, 0));
    HR(mFX->BeginPass(0));

    for(UINT j = 0; j < mSceneMtrls.size(); ++j)
    {
        HR(mFX->SetValue(mhMtrl, &mSceneMtrls[j], sizeof(Mtrl)));

        // If there is a texture, then use.
        if(mSceneTextures[j] != 0)
        {
            HR(mFX->SetTexture(mhTex, mSceneTextures[j]));
        }

        // But if not, then set a pure white texture.  When the texture color
        // is multiplied by the color from lighting, it is like multiplying by
        // 1 and won't change the color from lighting.
        else
        {
            HR(mFX->SetTexture(mhTex, mWhiteTex));
        }

        HR(mFX->SetTexture(mhNormalMap, mSceneNormalMaps[j]));

        HR(mFX->CommitChanges());
        HR(mSceneMesh->DrawSubset(j));
    }
    HR(mFX->EndPass());
    HR(mFX->End());

    // Draw alpha blended object last.
    mWater->draw();

    mGfxStats->display();

    HR(gd3dDevice->EndScene());

    // Present the backbuffer.
    HR(gd3dDevice->Present(0, 0, 0, 0));
}
示例#8
0
void DiffusePyramidDemo::drawScene()
{
	// Clear the backbuffer and depth buffer.
	HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffeeeeee, 1.0f, 0));

	HR(gd3dDevice->BeginScene());

	// Let Direct3D know the vertex buffer, index buffer and vertex 
	// declaration we are using.
	HR(gd3dDevice->SetStreamSource(0, mVB, 0, sizeof(VertexPN)));
	HR(gd3dDevice->SetVertexDeclaration(VertexPN::Decl));

	// Setup the rendering FX
	HR(mFX->SetTechnique(mhTech));

	HR(mFX->SetMatrix(mhWVP, &(mWorld*mView*mProj)));
	D3DXMATRIX worldInverseTranspose , tmp1;
	D3DXMatrixInverse(&worldInverseTranspose, 0, &mWorld);
	D3DXMatrixTranspose(&tmp1, &worldInverseTranspose);

	////! debug
	//if (worldInverseTranspose!=tmp1)
	//{
	//	DebugBreak();
	//}
	HR(mFX->SetMatrix(mhWorldInverseTranspose, &worldInverseTranspose));
	HR(mFX->SetValue(mhLightVecW, &mLightVecW, sizeof(D3DXVECTOR3)));
	HR(mFX->SetValue(mhDiffuseMtrl, &mDiffuseMtrl, sizeof(D3DXCOLOR)));
	HR(mFX->SetValue(mhDiffuseLight, &mDiffuseLight, sizeof(D3DXCOLOR)));

	// Begin passes.
	UINT numPasses = 0;
	HR(mFX->Begin(&numPasses, 0));
	for(UINT i = 0; i < numPasses; ++i)
	{
		HR(mFX->BeginPass(i));
		HR(gd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 4));
		HR(mFX->EndPass());
	}
	HR(mFX->End());


	mGfxStats->display();

	HR(gd3dDevice->EndScene());

	// Present the backbuffer.
	HR(gd3dDevice->Present(0, 0, 0, 0));
}
示例#9
0
void TerrainDemo::drawScene()
{
	// Clear the backbuffer and depth buffer.
	HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffeeeeee, 1.0f, 0));

	HR(gd3dDevice->BeginScene());

	mTerrain->draw(mView, mProj);

	mGfxStats->display();

	HR(gd3dDevice->EndScene());

	// Present the backbuffer.
	HR(gd3dDevice->Present(0, 0, 0, 0));
}
示例#10
0
void XFileDemo::drawScene()
{
	HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffeeeeee, 1.0f, 0));
	HR(gd3dDevice->BeginScene());

	HR(mFX->SetValue(mhLight, &mLight, sizeof(DirLight)));
	HR(mFX->SetMatrix(mhWVP, &(mWorld*mView*mProj)));

	D3DXMATRIX worldInvTrans;
	D3DXMatrixInverse(&worldInvTrans, 0, &mWorld);
	D3DXMatrixTranspose(&worldInvTrans, &worldInvTrans);
	HR(mFX->SetMatrix(mhWorldInvTrans, &worldInvTrans));
	HR(mFX->SetMatrix(mhWorld, &mWorld));

	HR(mFX->SetTechnique(mhTech));
	UINT numPasses = 0;
	HR(mFX->Begin(&numPasses, 0));
	HR(mFX->BeginPass(0));

	for (int j = 0; j < mMtrl.size(); ++j)
	{
		HR(mFX->SetValue(mhMtrl, &mMtrl[j], sizeof(Material)));

		if (mTex[j] != 0)
		{
			HR(mFX->SetTexture(mhTex, mTex[j]));
		}
		else
		{
			HR(mFX->SetTexture(mhTex, mWhiteTex));
		}

		HR(mFX->CommitChanges());
		HR(mMesh->DrawSubset(j));
	}
	HR(mFX->EndPass());
	HR(mFX->End());

	mGfxStats->display(D3DCOLOR_XRGB(0,0,0));
	HR(gd3dDevice->EndScene());
	HR(gd3dDevice->Present(0, 0, 0, 0));
}
示例#11
0
void CubeDemo::drawScene()
{
	HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(255,255,255), 1.0f, 0));
	HR(gd3dDevice->BeginScene());

	HR(gd3dDevice->SetStreamSource(0, mVB, 0, sizeof(VertexPos)));
	HR(gd3dDevice->SetIndices(mIB));
	HR(gd3dDevice->SetVertexDeclaration(VertexPos::Decl));

	D3DXMATRIX W;
	D3DXMatrixIdentity(&W);
	HR(gd3dDevice->SetTransform(D3DTS_WORLD, &W));
	HR(gd3dDevice->SetTransform(D3DTS_VIEW, &mView));
	HR(gd3dDevice->SetTransform(D3DTS_PROJECTION, &mProj));
	HR(gd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME));
	HR(gd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 8, 0, 12));

	mGfxStats->display(D3DCOLOR_XRGB(0,0,0));
	HR(gd3dDevice->EndScene());
	HR(gd3dDevice->Present(0, 0, 0, 0));
}
示例#12
0
void ProjTexDemo::drawScene()
{
	HR(gd3dDevice->BeginScene());

	// Draw sky first--this also replaces our gd3dDevice->Clear call.
	//mSky->draw();
	HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0));

	// Draw the scene mesh.
	HR(mFX->SetTechnique(mhTech));
	HR(mFX->SetMatrix(mhWorldInvTrans, &mSceneWorld));
	HR(mFX->SetMatrix(mhWorld, &mSceneWorld));
	HR(mFX->SetValue(mhLight, &mLight, sizeof(SpotLight)));
	HR(mFX->SetMatrix(mhWVP, &(mSceneWorld*gCamera->viewProj())));
	HR(mFX->SetValue(mhEyePosW, &gCamera->pos(), sizeof(D3DXVECTOR3)));
	HR(mFX->SetTexture(mhTex, mSkullTex));
	HR(mFX->SetMatrix(mhLightWVP, &mLightWVP));

	UINT numPasses = 0;
	HR(mFX->Begin(&numPasses, 0));
	HR(mFX->BeginPass(0));

	for(UINT j = 0; j < mSceneMtrls.size(); ++j)
	{
		HR(mFX->SetValue(mhMtrl, &mSceneMtrls[j], sizeof(Mtrl)));

		HR(mFX->CommitChanges());
		HR(mSceneMesh->DrawSubset(j));
	}

	HR(mFX->EndPass());
	HR(mFX->End());

	mGfxStats->display();

	HR(gd3dDevice->EndScene());

	// Present the backbuffer.
	HR(gd3dDevice->Present(0, 0, 0, 0));
}
示例#13
0
void SpotlightDemo::drawScene()
{
	// Clear the backbuffer and depth buffer.
	HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0));

	HR(gd3dDevice->BeginScene());

	// Setup the rendering FX
	HR(mFX->SetValue(mhAmbientLight, &mAmbientLight, sizeof(D3DXCOLOR)));
	HR(mFX->SetValue(mhDiffuseLight, &mDiffuseLight, sizeof(D3DXCOLOR)));
	HR(mFX->SetValue(mhSpecLight, &mSpecLight, sizeof(D3DXCOLOR)));
	HR(mFX->SetValue(mhAttenuation012, &mAttenuation012, sizeof(D3DXVECTOR3)));
	HR(mFX->SetFloat(mhSpotPower, mSpotPower));

	// Begin passes.
	UINT numPasses = 0;
	HR(mFX->Begin(&numPasses, 0));
	for(UINT i = 0; i < numPasses; ++i)
	{
		HR(mFX->BeginPass(i));

		drawGrid();
		drawCylinders();
		drawSpheres();

		HR(mFX->EndPass());
	}
	HR(mFX->End());

	
	mGfxStats->display();

	HR(gd3dDevice->EndScene());

	// Present the backbuffer.
	HR(gd3dDevice->Present(0, 0, 0, 0));
}
示例#14
0
void GateDemo::drawScene()
{
	// Clear the backbuffer and depth buffer.
	HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffeeeeee, 1.0f, 0));

	HR(gd3dDevice->BeginScene());

	// Setup the rendering FX
	HR(mFX->SetTechnique(mhTech));
	HR(mFX->SetValue(mhLightVecW, &mLightVecW, sizeof(D3DXVECTOR3)));
	HR(mFX->SetValue(mhDiffuseLight, &mDiffuseLight, sizeof(D3DXCOLOR)));
	HR(mFX->SetValue(mhAmbientLight, &mAmbientLight, sizeof(D3DXCOLOR)));
	HR(mFX->SetValue(mhSpecularLight, &mSpecularLight, sizeof(D3DXCOLOR)));

	drawGround();
	drawGate();

	mGfxStats->display();

	HR(gd3dDevice->EndScene());

	// Present the backbuffer.
	HR(gd3dDevice->Present(0, 0, 0, 0));
}
示例#15
0
void Evolution::drawScene()
{
    // Clear the backbuffer and depth buffer.
    HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0));

    HR(gd3dDevice->BeginScene());

    static char buffer[255];
    static RECT clientRect = {0, 0, 0, 0};
    GetClientRect(mhMainWnd, &clientRect);


    HR(gd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, true));
    HR(gd3dDevice->SetRenderState(D3DRS_ALPHAREF, 25));
    HR(gd3dDevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER));

    if (foodList.size() != 0 || eggList.size() != 0)
        drawEggsFood();

    if (lifeformList.size() != 0)
        drawLifeforms();


    if (mbDrawInfo)
    {
        sprintf(buffer, "Carnivore: %d\n"
                "Carnivore Parts: %d\n"
                "Egg Cycle Length: %f\n"
                "Egg Time Length: %f\n"
                "Food Cycle Length: %f\n"
                "Lifetime Length: %f\n"
                "Sight Distance: %f\n"
                "Fear Distance: %f\n"
                "Pursuit Length: %f\n"
                "Speed: %f",
                mDrawInfo.carnivore,
                mDrawInfo.carnivoreParts,
                mDrawInfo.eggCycleLength,
                mDrawInfo.eggTimeLength,
                mDrawInfo.foodCycleLength,
                mDrawInfo.lifeTimeLength,
                mDrawInfo.sightDistance,
                mDrawInfo.fearDistance,
                mDrawInfo.pursuitLength,
                mDrawInfo.speed);
        RECT N = {clientRect.left, clientRect.top+(4*18), clientRect.left+300, clientRect.top+(14*18)};
        HR(mFont->DrawText(0, buffer, -1, &N, DT_LEFT | DT_NOCLIP, D3DCOLOR_XRGB(0, 0, 0)));
    }

    /*if (foodList.size() + BellyFoods + eggList.size() != mMaxBio || BellyFoods < 0)
    {
    	sprintf(buffer, "BIOMASS LOST/GAINED");
    	RECT N = {clientRect.left, clientRect.top+(4*18), clientRect.left+300, clientRect.top+(13*18)};
    	HR(mFont->DrawText(0, buffer, -1, &N, DT_LEFT | DT_NOCLIP, D3DCOLOR_XRGB(255, 0, 0)));
    }*/

    mGfxStats->display();

    HR(gd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false));

    HR(gd3dDevice->EndScene());

    // Present the backbuffer.
    HR(gd3dDevice->Present(0, 0, 0, 0));
}
示例#16
0
void RobotArmDemo::drawScene()
{
	// Clear the backbuffer and depth buffer.
	HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0));

	HR(gd3dDevice->BeginScene());

	HR(mFX->SetValue(mhLight, &mLight, sizeof(DirLight)));
	
	HR(mFX->SetTechnique(mhTech));
	UINT numPasses = 0;
	HR(mFX->Begin(&numPasses, 0));
	HR(mFX->BeginPass(0));

	// Build the world transforms for each bone, then render them.
	buildBoneWorldTransforms();
	D3DXMATRIX T;
	D3DXMatrixTranslation(&T, -NUM_BONES, 0.0f, 0.0f);
	for(int i = 0; i < NUM_BONES; ++i)
	{
		// Append the transformation with a slight translation to better
		// center the skeleton at the center of the scene.
		mWorld = mBones[i].toWorldXForm * T;
		HR(mFX->SetMatrix(mhWVP, &(mWorld*mView*mProj)));
		D3DXMATRIX worldInvTrans;
		D3DXMatrixInverse(&worldInvTrans, 0, &mWorld);
		D3DXMatrixTranspose(&worldInvTrans, &worldInvTrans);
		HR(mFX->SetMatrix(mhWorldInvTrans, &worldInvTrans));
		HR(mFX->SetMatrix(mhWorld, &mWorld));
		for(int j = 0; j < mMtrl.size(); ++j)
		{
			HR(mFX->SetValue(mhMtrl, &mMtrl[j], sizeof(Mtrl)));
		
			// If there is a texture, then use.
			if(mTex[j] != 0)
			{
				HR(mFX->SetTexture(mhTex, mTex[j]));
			}

			// But if not, then set a pure white texture.  When the texture color
			// is multiplied by the color from lighting, it is like multiplying by
			// 1 and won't change the color from lighting.
			else
			{
				HR(mFX->SetTexture(mhTex, mWhiteTex));
			}
		
			HR(mFX->CommitChanges());
			HR(mBoneMesh->DrawSubset(j));
		}
	}

	HR(mFX->EndPass());
	HR(mFX->End());
	
	mGfxStats->display();

	HR(gd3dDevice->EndScene());

	// Present the backbuffer.
	HR(gd3dDevice->Present(0, 0, 0, 0));
}
示例#17
0
void PropsDemo::drawScene()
{
	// Clear the backbuffer and depth buffer.
	HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff888888, 1.0f, 0));

	HR(gd3dDevice->BeginScene());

	HR(mFX->SetValue(mhEyePosW, &gCamera->pos(), sizeof(D3DXVECTOR3)));
	HR(mFX->SetTechnique(mhTech));
	UINT numPasses = 0;
	HR(mFX->Begin(&numPasses, 0));
	HR(mFX->BeginPass(0));

	drawObject(mCastle, mCastleWorld);

	// Use alpha test to block non leaf pixels from being rendered in the
	// trees (i.e., use alpha mask).
	HR(gd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, true));
	HR(gd3dDevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL));
	HR(gd3dDevice->SetRenderState(D3DRS_ALPHAREF, 200));

	// Draw the trees: NUM_TREES/4 of each of the four types.
	for(int i = 0; i < NUM_TREES; ++i)
	{
		if( i < NUM_TREES/4 )
			drawObject(mTrees[0], mTreeWorlds[i]);
		else if( i < 2*NUM_TREES/4 )
			drawObject(mTrees[1], mTreeWorlds[i]);
		else if( i < 3*NUM_TREES/4 )
			drawObject(mTrees[2], mTreeWorlds[i]);
		else
			drawObject(mTrees[3], mTreeWorlds[i]);
	}

	HR(gd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false));

	HR(mFX->EndPass());
	HR(mFX->End());


	HR(mGrassFX->SetValue(mhGrassEyePosW, &gCamera->pos(), sizeof(D3DXVECTOR3)));
	HR(mGrassFX->SetMatrix(mhGrassViewProj, &(gCamera->viewProj())));
	HR(mGrassFX->SetFloat(mhGrassTime, mTime));
	HR(mGrassFX->Begin(&numPasses, 0));
	HR(mGrassFX->BeginPass(0));

	// Draw to depth buffer only.
	HR(mGrassMesh->DrawSubset(0));

	HR(mGrassFX->EndPass());
	HR(mGrassFX->End());

	mTerrain->draw();

	mWater->draw(); // draw alpha blended objects last.

	mGfxStats->display();

	HR(gd3dDevice->EndScene());

	// Present the backbuffer.
	HR(gd3dDevice->Present(0, 0, 0, 0));
}