void SetMatrices(BaseCamera* pCam, const D3DXMATRIX& mProj)
{
	D3DXMATRIX mView;
	memcpy(&mView, pCam->getViewMatrix(), sizeof(float) * 16);

	// Set matrices
	D3DXMATRIX mWorld, mScale, mTrans;
	D3DXMatrixScaling(&mScale, WORLD_SCALE, WORLD_SCALE, WORLD_SCALE);

	// We keep the eye centered in the middle of the tile rings.  The height map scrolls in the horizontal 
	// plane instead.
	D3DXVECTOR3 eye;
	pCam->getFrom(&eye[0]);
	float snappedX = eye.x, snappedZ = eye.z;
	if (SNAP_GRID_SIZE > 0)
	{
		snappedX = floorf(snappedX / SNAP_GRID_SIZE) * SNAP_GRID_SIZE;
		snappedZ = floorf(snappedZ / SNAP_GRID_SIZE) * SNAP_GRID_SIZE;
	}
	const float dx = eye.x - snappedX;
	const float dz = eye.z - snappedZ;
	snappedX = eye.x - 2*dx;				// Why the 2x?  I'm confused.  But it works.
	snappedZ = eye.z - 2*dz;
	D3DXMatrixTranslation(&mTrans, snappedX, 0, snappedZ);
	D3DXMatrixMultiply(&mWorld, &mScale, &mTrans);

	ID3DX11EffectMatrixVariable* pmWorldViewProj    = g_pTerrainEffect->GetVariableByName("g_WorldViewProj")->AsMatrix();
	ID3DX11EffectMatrixVariable* pmProj             = g_pTerrainEffect->GetVariableByName("g_Proj")->AsMatrix();
	ID3DX11EffectMatrixVariable* pmWorldViewProjLOD = g_pTerrainEffect->GetVariableByName("g_WorldViewProjLOD")->AsMatrix();
	ID3DX11EffectMatrixVariable* pmWorldViewLOD     = g_pTerrainEffect->GetVariableByName("g_WorldViewLOD")->AsMatrix();
	assert(pmProj->IsValid());
	assert(pmWorldViewProj->IsValid());
	assert(pmWorldViewProjLOD->IsValid());
	assert(pmWorldViewLOD->IsValid());

	D3DXMATRIX mWorldView = mWorld * mView;
	D3DXMATRIX mWorldViewProj = mWorldView * mProj;
	pmWorldViewProj->SetMatrix((float*) &mWorldViewProj);
	pmProj->SetMatrix((float*) &mProj);

	// For LOD calculations, we always use the master camera's view matrix.
	D3DXMATRIX mWorldViewLOD = mWorld * mView;
	D3DXMATRIX mWorldViewProjLOD = mWorldViewLOD * mProj;
	pmWorldViewProjLOD->SetMatrix((float*) &mWorldViewProjLOD);
	pmWorldViewLOD->SetMatrix((float*) &mWorldViewLOD);

	// Due to the snapping tricks, the centre of projection moves by a small amount in the range ([0,2*dx],[0,2*dz])
	// relative to the terrain.  For frustum culling, we need this eye position.
	D3DXVECTOR3 cullingEye = eye;
	cullingEye.x -= snappedX;
	cullingEye.z -= snappedZ;
	g_pEyePosVar->SetFloatVector(cullingEye);
	g_pViewDirVar->SetFloatVector((float*)&mView._31);
}
示例#2
0
文件: Effect.cpp 项目: panmar/pg2
 void Effect::AddVariable(ID3DX11EffectVariable* var, const D3DX11_EFFECT_VARIABLE_DESC* varDesc, const D3DX11_EFFECT_TYPE_DESC* typeDesc) {
     _ASSERT(var && varDesc && typeDesc);
     switch (typeDesc->Class) {
         case D3D_SVC_SCALAR : {
             ID3DX11EffectScalarVariable* scalarVar = var->AsScalar();
             _ASSERT(scalarVar->IsValid());
             scalarVars[varDesc->Name] = scalarVar;
             break;
         }
         case D3D_SVC_VECTOR : {
             ID3DX11EffectVectorVariable* vectorVar = var->AsVector();
             _ASSERT(vectorVar->IsValid());
             vectorVars[varDesc->Name] = vectorVar;
             break;
         }
         case D3D_SVC_MATRIX_COLUMNS:
         case D3D_SVC_MATRIX_ROWS: {
             ID3DX11EffectMatrixVariable* matrixVar = var->AsMatrix();
             _ASSERT(matrixVar->IsValid());
             matrixVars[varDesc->Name] = matrixVar;
             break;
         }
         case D3D_SVC_STRUCT: structVars[varDesc->Name] = var;
             break;
         case D3D_SVC_OBJECT: {
             ID3DX11EffectShaderResourceVariable* resourceVar = var->AsShaderResource();
             if (resourceVar->IsValid()) {
                 resourceVars[varDesc->Name] = resourceVar;
             }
             break;
         }
         default:
             _ASSERT(false);
     }
 }
void DX11Shader::setMatrix(const char* strName, glm::mat4x4 Matrix)
{
    ID3DX11EffectMatrixVariable* pMatrixVariable;

    pMatrixVariable = m_pEffect->pEffect->GetVariableByName(strName)->AsMatrix();
    if (pMatrixVariable->IsValid()) {
        pMatrixVariable->SetMatrix(glm::value_ptr(Matrix));
    }
    else {
        EventManager::Instance().postMessage("Unknown matrix variable: %s in shader: %s", strName, m_pEffect->strName);
    }

}
示例#4
0
void EffectSystemD3D11::UpdateMatrix(int effectID, const char *name, const void *data)
{
	ASSERT_EFFECT(effectID);
	ID3DX11EffectMatrixVariable *variable = nullptr;
	variable = mEffects[effectID]->GetVariableByName(name)->AsMatrix();
	if (variable->IsValid())
	{
		variable->SetMatrix((float*)data);
	}
	else
	{
		LogSystem::GetInstance().Log("effect matrix「%s」非法", name);
		return;
	}
}