void GateDemo::drawGround() { HR(mFX->SetValue(mhAmbientMtrl, &mGroundMtrl.ambient, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhDiffuseMtrl, &mGroundMtrl.diffuse, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhSpecularMtrl, &mGroundMtrl.spec, sizeof(D3DXCOLOR))); HR(mFX->SetFloat(mhSpecularPower, mGroundMtrl.specPower)); HR(mFX->SetMatrix(mhWVP, &(mGroundWorld*mView*mProj))); D3DXMATRIX worldInvTrans; D3DXMatrixInverse(&worldInvTrans, 0, &mGroundWorld); D3DXMatrixTranspose(&worldInvTrans, &worldInvTrans); HR(mFX->SetMatrix(mhWorldInvTrans, &worldInvTrans)); HR(mFX->SetMatrix(mhWorld, &mGroundWorld)); HR(mFX->SetTexture(mhTex, mGroundTex)); 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()); }
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)); }
void MirrorDemo::drawMirror() { HR(mFX->SetMatrix(mhWVP, &(mRoomWorld*mView*mProj))); D3DXMATRIX worldInvTrans; D3DXMatrixInverse(&worldInvTrans, 0, &mRoomWorld); D3DXMatrixTranspose(&worldInvTrans, &worldInvTrans); HR(mFX->SetMatrix(mhWorldInvTrans, &worldInvTrans)); HR(mFX->SetMatrix(mhWorld, &mRoomWorld)); HR(mFX->SetTexture(mhTex, mMirrorTex)); HR(gd3dDevice->SetVertexDeclaration(VertexPNT::Decl)); HR(gd3dDevice->SetStreamSource(0, mRoomVB, 0, sizeof(VertexPNT))); // Begin passes. UINT numPasses = 0; HR(mFX->Begin(&numPasses, 0)); for(UINT i = 0; i < numPasses; ++i) { HR(mFX->BeginPass(i)); // draw the mirror HR(gd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 18, 2)); HR(mFX->EndPass()); } HR(mFX->End()); }
void MirrorDemo::drawTeapot() { // Cylindrically interpolate texture coordinates. HR(gd3dDevice->SetRenderState(D3DRS_WRAP0, D3DWRAPCOORD_0)); HR(mFX->SetMatrix(mhWVP, &(mTeapotWorld*mView*mProj))); D3DXMATRIX worldInvTrans; D3DXMatrixInverse(&worldInvTrans, 0, &mTeapotWorld); D3DXMatrixTranspose(&worldInvTrans, &worldInvTrans); HR(mFX->SetMatrix(mhWorldInvTrans, &worldInvTrans)); HR(mFX->SetMatrix(mhWorld, &mTeapotWorld)); HR(mFX->SetTexture(mhTex, mTeapotTex)); // Begin passes. 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()); // Disable wrap. HR(gd3dDevice->SetRenderState(D3DRS_WRAP0, 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)); }
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)); }
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)); }
void WaterDemo::buildFX() { // Create the FX from a .fx file. ID3DXBuffer* errors = 0; HR(D3DXCreateEffectFromFile(gd3dDevice, "NormalMap.fx", 0, 0, D3DXSHADER_DEBUG, 0, &mFX, &errors)); if( errors ) MessageBox(0, (char*)errors->GetBufferPointer(), 0, 0); // Obtain handles. mhTech = mFX->GetTechniqueByName("NormalMapTech"); mhWVP = mFX->GetParameterByName(0, "gWVP"); mhWorldInv = mFX->GetParameterByName(0, "gWorldInv"); mhMtrl = mFX->GetParameterByName(0, "gMtrl"); mhLight = mFX->GetParameterByName(0, "gLight"); mhEyePosW = mFX->GetParameterByName(0, "gEyePosW"); mhTex = mFX->GetParameterByName(0, "gTex"); mhNormalMap = mFX->GetParameterByName(0, "gNormalMap"); // Set parameters that do not vary: // World is the identity, so inverse is also identity. HR(mFX->SetMatrix(mhWorldInv, &mSceneWorldInv)); HR(mFX->SetTechnique(mhTech)); }
void MeshNode::Draw(IDirect3DDevice9* device) const{ if(!initialized) return; assert(NULL != device); // set the transform device->SetTransform(D3DTS_WORLDMATRIX(0), &transform_); //FIXME Should not be accessed directly ID3DXEffect* effect = GraphicsLayer::GetInstance().m_pEffect; effect->SetMatrix( "g_WorldMatrix", &transform_); effect->SetValue( "g_ColorTint", &m_colorMtrlTint, sizeof( D3DXCOLOR ) ); effect->SetValue( "g_TexOffset", &m_texOffset, sizeof( Vector2 ) ); assert(SUCCEEDED(effect->SetTechnique( "RenderSceneWithTextureDefault" ))); UINT cPasses = 1; assert(SUCCEEDED(effect->Begin( &cPasses, 0 ))); for(UINT iPass = 0; iPass < cPasses; iPass++ ) { effect->BeginPass( iPass ) ; mesh_->Draw(device); assert(SUCCEEDED(effect->EndPass())); } assert(SUCCEEDED(effect->End())); if(NULL != boundsMesh_){ Matrix t = CreateMatrix(worldBounds_.center); device->SetTransform(D3DTS_WORLDMATRIX(0), &t); boundsMesh_->DrawSubset(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)); }
//----------------------------------------------------------------------------- // Name: CTiny::Draw() // Desc: Renders this CTiny instace using the current animation frames. //----------------------------------------------------------------------------- HRESULT CTiny::Draw(D3DXMATRIXA16 *mxViewProj, bool bRenderShadow) { LPDIRECT3DDEVICE9 pDevice = this->m_pMA->GetDevice(); D3DLIGHT9 light; pDevice->GetLight(0, &light); // update the ViewProjection matric for the animation ID3DXEffect* pMAEffect = m_pMA->GetEffect(); if( pMAEffect ) { pMAEffect->SetMatrix( "g_mViewProj", mxViewProj ); pMAEffect->SetVector( "lhtDir", (D3DXVECTOR4 *)&(light.Direction)); } SAFE_RELEASE( pMAEffect ); SAFE_RELEASE( pDevice); if(bRenderShadow) { m_pMA->SetTechnique( "ShadowPass" ); } else { m_pMA->SetTechnique( "Skinning20" ); // translate player } return m_pAI->Draw(); }
//------------------------------------------------------------------------------- int CMaterialManager::SetupMaterial ( AssetHelper::MeshHelper* pcMesh, const aiMatrix4x4& pcProj, const aiMatrix4x4& aiMe, const aiMatrix4x4& pcCam, const aiVector3D& vPos) { ai_assert(NULL != pcMesh); if (!pcMesh->piEffect)return 0; ID3DXEffect* piEnd = pcMesh->piEffect; piEnd->SetMatrix("WorldViewProjection", (const D3DXMATRIX*)&pcProj); piEnd->SetMatrix("World",(const D3DXMATRIX*)&aiMe); piEnd->SetMatrix("WorldInverseTranspose", (const D3DXMATRIX*)&pcCam); D3DXVECTOR4 apcVec[5]; memset(apcVec,0,sizeof(apcVec)); apcVec[0].x = g_avLightDirs[0].x; apcVec[0].y = g_avLightDirs[0].y; apcVec[0].z = g_avLightDirs[0].z; apcVec[0].w = 0.0f; apcVec[1].x = g_avLightDirs[0].x * -1.0f; apcVec[1].y = g_avLightDirs[0].y * -1.0f; apcVec[1].z = g_avLightDirs[0].z * -1.0f; apcVec[1].w = 0.0f; D3DXVec4Normalize(&apcVec[0],&apcVec[0]); D3DXVec4Normalize(&apcVec[1],&apcVec[1]); piEnd->SetVectorArray("afLightDir",apcVec,5); apcVec[0].x = ((g_avLightColors[0] >> 16) & 0xFF) / 255.0f; apcVec[0].y = ((g_avLightColors[0] >> 8) & 0xFF) / 255.0f; apcVec[0].z = ((g_avLightColors[0]) & 0xFF) / 255.0f; apcVec[0].w = 1.0f; if( g_sOptions.b3Lights) { apcVec[1].x = ((g_avLightColors[1] >> 16) & 0xFF) / 255.0f; apcVec[1].y = ((g_avLightColors[1] >> 8) & 0xFF) / 255.0f; apcVec[1].z = ((g_avLightColors[1]) & 0xFF) / 255.0f; apcVec[1].w = 0.0f; } else
void GateDemo::drawGate() { // Enable alpha test. HR(gd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, true)); HR(gd3dDevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL)); HR(gd3dDevice->SetRenderState(D3DRS_ALPHAREF, 100)); // Turn off backface culling so you can see both sides of the gate. HR(gd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE)); HR(mFX->SetValue(mhAmbientMtrl, &mGateMtrl.ambient, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhDiffuseMtrl, &mGateMtrl.diffuse, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhSpecularMtrl, &mGateMtrl.spec, sizeof(D3DXCOLOR))); HR(mFX->SetFloat(mhSpecularPower, mGateMtrl.specPower)); HR(mFX->SetMatrix(mhWVP, &(mGateWorld*mView*mProj))); D3DXMATRIX worldInvTrans; D3DXMatrixInverse(&worldInvTrans, 0, &mGateWorld); D3DXMatrixTranspose(&worldInvTrans, &worldInvTrans); HR(mFX->SetMatrix(mhWorldInvTrans, &worldInvTrans)); HR(mFX->SetMatrix(mhWorld, &mGateWorld)); HR(mFX->SetTexture(mhTex, mGateTex)); HR(gd3dDevice->SetVertexDeclaration(VertexPNT::Decl)); HR(gd3dDevice->SetStreamSource(0, mGateVB, 0, sizeof(VertexPNT))); HR(gd3dDevice->SetIndices(mGateIB)); // 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, 4, 0, 2)); HR(mFX->EndPass()); } HR(mFX->End()); // Disable alpha test. HR(gd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false)); // Turn culling back on. HR(gd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW)); }
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)); }
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)); }
void SpotlightDemo::drawCylinders() { D3DXMATRIX T, R, W, WIT; D3DXMatrixRotationX(&R, D3DX_PI*0.5f); HR(mFX->SetValue(mhAmbientMtrl, &mCylinderMtrl.ambient, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhDiffuseMtrl, &mCylinderMtrl.diffuse, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhSpecMtrl, &mCylinderMtrl.spec, sizeof(D3DXCOLOR))); HR(mFX->SetFloat(mhSpecPower, mCylinderMtrl.specPower)); for(int z = -30; z <= 30; z+= 10) { D3DXMatrixTranslation(&T, -10.0f, 3.0f, (float)z); W = R*T; D3DXMatrixInverse(&WIT, 0, &W); D3DXMatrixTranspose(&WIT, &WIT); HR(mFX->SetMatrix(mhWVP, &(W*mView*mProj))); HR(mFX->SetMatrix(mhWorld, &W)); HR(mFX->SetMatrix(mhWorldInvTrans, &WIT)); HR(mFX->CommitChanges()); HR(mCylinder->DrawSubset(0)); D3DXMatrixTranslation(&T, 10.0f, 3.0f, (float)z); W = R*T; D3DXMatrixInverse(&WIT, 0, &W); D3DXMatrixTranspose(&WIT, &WIT); HR(mFX->SetMatrix(mhWVP, &(W*mView*mProj))); HR(mFX->SetMatrix(mhWorld, &W)); HR(mFX->SetMatrix(mhWorldInvTrans, &WIT)); HR(mFX->CommitChanges()); HR(mCylinder->DrawSubset(0)); } }
void CExplodingBullet::Render() { if(GetType() == SMASHBULLET) return; CAssetManager* pAM = CAssetManager::GetInstance(); D3DXMATRIX ViewProj = CGameplayState::GetInstance()->GetCamera()->GetViewProjMatrix(); CRenderer* pRenderer = CRenderer::GetInstance(); IDirect3DDevice9* pD3D = pRenderer->GetDirect3DDevice(); pD3D->SetRenderState(D3DRS_ALPHABLENDENABLE, true); pD3D->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); pD3D->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); pD3D->SetVertexDeclaration(pAM->GetVertexDeclaration(BASEOBJECTDECL)); ID3DXEffect* pShader = pAM->GetShader(EFFECT_OBJ_SPHERE); unsigned passes(0); pShader->Begin(&passes,0); for(unsigned i(0);i < passes; i++) { pShader->BeginPass(i); pShader->SetTexture("gDiffuseTexture", pAM->GetTexture(EFFECT_OBJ_SPHERE)); pShader->SetMatrix("gViewProjection", &(ViewProj)); D3DXMATRIX scaleMat, worldMat; float scale = GetRadius(); D3DXMatrixScaling(&scaleMat, scale, scale, scale); pShader->SetMatrix("gWorld",&(scaleMat*GetMatrix())); pShader->SetFloatArray("gColor", GetColor(), 4); pShader->CommitChanges(); pD3D->SetVertexDeclaration(pAM->GetVertexDeclaration(BASEOBJECTDECL)); pD3D->SetStreamSource(0, pAM->GetVertBuffer(EFFECT_OBJ_SPHERE), 0, sizeof(tVertex)); pD3D->SetIndices(pAM->GetIndexBuffer(EFFECT_OBJ_SPHERE)); pD3D->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, pAM->GetNumVerts(EFFECT_OBJ_SPHERE), 0, pAM->GetNumTriangles(EFFECT_OBJ_SPHERE)); pShader->EndPass(); } pShader->End(); pD3D->SetRenderState(D3DRS_ALPHABLENDENABLE, false); }
void PropsDemo::drawObject(Object3D& obj, const D3DXMATRIX& toWorld) { // Transform AABB into the world space. AABB box; obj.box.xform(toWorld, box); // Only draw if AABB is visible. if( gCamera->isVisible( box ) ) { HR(mFX->SetMatrix(mhWVP, &(toWorld*gCamera->viewProj()))); D3DXMATRIX worldInvTrans; D3DXMatrixInverse(&worldInvTrans, 0, &toWorld); D3DXMatrixTranspose(&worldInvTrans, &worldInvTrans); HR(mFX->SetMatrix(mhWorldInvTrans, &worldInvTrans)); HR(mFX->SetMatrix(mhWorld, &toWorld)); for(UINT j = 0; j < obj.mtrls.size(); ++j) { HR(mFX->SetValue(mhMtrl, &obj.mtrls[j], sizeof(Mtrl))); // If there is a texture, then use. if(obj.textures[j] != 0) { HR(mFX->SetTexture(mhTex, obj.textures[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(obj.mesh->DrawSubset(j)); } } }
void SpotlightDemo::drawSpheres() { D3DXMATRIX W, WIT; HR(mFX->SetValue(mhAmbientMtrl, &mSphereMtrl.ambient, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhDiffuseMtrl, &mSphereMtrl.diffuse, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhSpecMtrl, &mSphereMtrl.spec, sizeof(D3DXCOLOR))); HR(mFX->SetFloat(mhSpecPower, mSphereMtrl.specPower)); for(int z = -30; z <= 30; z+= 10) { D3DXMatrixTranslation(&W, -10.0f, 7.5f, (float)z); D3DXMatrixInverse(&WIT, 0, &W); D3DXMatrixTranspose(&WIT, &WIT); HR(mFX->SetMatrix(mhWVP, &(W*mView*mProj))); HR(mFX->SetMatrix(mhWorld, &W)); HR(mFX->SetMatrix(mhWorldInvTrans, &WIT)); HR(mFX->CommitChanges()); HR(mSphere->DrawSubset(0)); D3DXMatrixTranslation(&W, 10.0f, 7.5f, (float)z); D3DXMatrixInverse(&WIT, 0, &W); D3DXMatrixTranspose(&WIT, &WIT); HR(mFX->SetMatrix(mhWVP, &(W*mView*mProj))); HR(mFX->SetMatrix(mhWorld, &W)); HR(mFX->SetMatrix(mhWorldInvTrans, &WIT)); HR(mFX->CommitChanges()); HR(mSphere->DrawSubset(0)); } }
void SpotlightDemo::drawGrid() { HR(gd3dDevice->SetStreamSource(0, mVB, 0, sizeof(VertexPN))); HR(gd3dDevice->SetIndices(mIB)); HR(gd3dDevice->SetVertexDeclaration(VertexPN::Decl)); D3DXMATRIX W, WIT; D3DXMatrixIdentity(&W); D3DXMatrixInverse(&WIT, 0, &W); D3DXMatrixTranspose(&WIT, &WIT); HR(mFX->SetMatrix(mhWorld, &W)); HR(mFX->SetMatrix(mhWVP, &(W*mView*mProj))); HR(mFX->SetMatrix(mhWorldInvTrans, &WIT)); HR(mFX->SetValue(mhAmbientMtrl, &mGridMtrl.ambient, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhDiffuseMtrl, &mGridMtrl.diffuse, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhSpecMtrl, &mGridMtrl.spec, sizeof(D3DXCOLOR))); HR(mFX->SetFloat(mhSpecPower, mGridMtrl.specPower)); HR(mFX->CommitChanges()); HR(gd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, mNumGridVertices, 0, mNumGridTriangles)); }
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)); }
void SphereCylDemo::drawCylinders() { HR(gd3dDevice->SetRenderState(D3DRS_WRAP0, D3DWRAP_U)); D3DXMATRIX T, R, W, WIT; D3DXMatrixRotationX(&R, -D3DX_PI*0.5f); HR(mFX->SetValue(mhAmbientMtrl, &mCylinderMtrl.ambient, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhDiffuseMtrl, &mCylinderMtrl.diffuse, sizeof(D3DXCOLOR))); HR(mFX->SetValue(mhSpecMtrl, &mCylinderMtrl.spec, sizeof(D3DXCOLOR))); HR(mFX->SetFloat(mhSpecPower, mCylinderMtrl.specPower)); HR(mFX->SetTexture(mhTex, mCylTex)); for(int z = -30; z <= 30; z+= 10) { D3DXMatrixTranslation(&T, -10.0f, 3.0f, (float)z); W = R*T; D3DXMatrixInverse(&WIT, 0, &W); D3DXMatrixTranspose(&WIT, &WIT); HR(mFX->SetMatrix(mhWVP, &(W*mView*mProj))); HR(mFX->SetMatrix(mhWorld, &W)); HR(mFX->SetMatrix(mhWorldInvTrans, &WIT)); HR(mFX->CommitChanges()); HR(mCylinder->DrawSubset(0)); D3DXMatrixTranslation(&T, 10.0f, 3.0f, (float)z); W = R*T; D3DXMatrixInverse(&WIT, 0, &W); D3DXMatrixTranspose(&WIT, &WIT); HR(mFX->SetMatrix(mhWVP, &(W*mView*mProj))); HR(mFX->SetMatrix(mhWorld, &W)); HR(mFX->SetMatrix(mhWorldInvTrans, &WIT)); HR(mFX->CommitChanges()); HR(mCylinder->DrawSubset(0)); } // Disable. HR(gd3dDevice->SetRenderState(D3DRS_WRAP0, 0)); }
void Evolution::drawLifeforms() { if (!mbLStart) { mLVB->Release(); mLIB->Release(); } int Number = 0; int LNumber = 0; const D3DXVECTOR3 baseV[4] = {D3DXVECTOR3(-1.00000f, -1.00000f, 0.0f), D3DXVECTOR3(-1.00000f, 1.00000f, 0.0f), D3DXVECTOR3( 1.00000f, 1.00000f, 0.0f), D3DXVECTOR3( 1.00000f, -1.00000f, 0.0f) }; const D3DXVECTOR2 baseT[4] = {D3DXVECTOR2(0.0f, 1.0f), D3DXVECTOR2(0.0f, 0.0f), D3DXVECTOR2(1.0f, 0.0f), D3DXVECTOR2(1.0f, 1.0f) }; HR(gd3dDevice->CreateVertexBuffer((lifeformList.size()) *4* sizeof(VertexPTL), D3DUSAGE_WRITEONLY, 0, D3DPOOL_MANAGED, &mLVB, 0)); VertexPTL * lv = 0; HR(mLVB->Lock(0, 0, (void**)&lv, 0)); for (std::list<Lifeform>::iterator it = lifeformList.begin(); it != lifeformList.end(); ++it) { Stat stat = it->getStat(); float cParts = (float)(stat.carnivoreParts)/10.0f; if (stat.carnivoreParts >= 10) cParts = 1.0f; float sightDist = (stat.sightDistance)/10.0f; if (stat.sightDistance >= 10.0f) sightDist = 1.0f; if (stat.sightDistance >= 10.0f && !(stat.carnivore)) cParts = 0.0f; D3DXVECTOR3 pos = it->getPosition(); D3DXMATRIX T, R, S, F; D3DXMatrixRotationZ(&R, it->getRotation()); D3DXVECTOR3 V[4]; D3DXMatrixTranslation(&T, pos.x, pos.y, pos.z); D3DXMatrixScaling(&S, 8.0f, 8.0f, 0.0f); F = S*(R*T); for (int k=0; k<4; ++k) D3DXVec3TransformCoord(&V[k], &baseV[k], &F); for (int k=0; k<4; ++k) lv[Number+k] = VertexPTL( V[k], baseT[k], cParts, sightDist); /*v[Number] = VertexPTID(-1.0f, -1.0f, 0.0f, 0.0f, 1.0f, F, 2.0f); v[Number+1] = VertexPTID(-1.0f, 1.0f, 0.0f, 0.0f, 0.0f, F, 2.0f); v[Number+2] = VertexPTID( 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, F, 2.0f); v[Number+3] = VertexPTID( 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, F, 2.0f);*/ //++lv; Number+=4; ++LNumber; } HR(mLVB->Unlock()); //Number = 0; HR(gd3dDevice->CreateIndexBuffer(lifeformList.size() *6* sizeof(WORD), D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_MANAGED, &mLIB, 0)); WORD* lind = 0; HR(mLIB->Lock(0, 0, (void**)&lind, 0)); int k=0; int g=0; for (int n=0; n<LNumber; ++n) { lind[k] = g; lind[k+1] = g+1; lind[k+2] = g+2; lind[k+3] = g; lind[k+4] = g+2; lind[k+5] = g+3; k+=6; g+=4; } HR(mLIB->Unlock()); HR(mFX->SetTechnique(mhLTech)); HR(mFX->SetTexture(mhTex, mLifeformTex)); HR(mFX->SetTexture(mhTex2, mCarnTex)); HR(mFX->SetTexture(mhTex3, mSightTex)); HR(mFX->SetMatrix(mhWVP, &(mView*mProj))); HR(gd3dDevice->SetVertexDeclaration(VertexPTL::Decl)); HR(gd3dDevice->SetStreamSource(0, mLVB, 0, sizeof(VertexPTL))); HR(gd3dDevice->SetIndices(mLIB)); 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, 4*LNumber, 0, 2*LNumber)); HR(mFX->EndPass()); } HR(mFX->End()); if (mbLStart) mbLStart = false; }
void Evolution::drawEggsFood() { if (!mbEFStart) { mEFVB->Release(); mEFIB->Release(); } int Number = 0; int FNumber = 0; int ENumber = 0; const D3DXVECTOR3 baseV[4] = {D3DXVECTOR3(-1.00000f, -1.00000f, 0.0f), D3DXVECTOR3(-1.00000f, 1.00000f, 0.0f), D3DXVECTOR3( 1.00000f, 1.00000f, 0.0f), D3DXVECTOR3( 1.00000f, -1.00000f, 0.0f) }; const D3DXVECTOR2 baseT[4] = {D3DXVECTOR2(0.0f, 1.0f), D3DXVECTOR2(0.0f, 0.0f), D3DXVECTOR2(1.0f, 0.0f), D3DXVECTOR2(1.0f, 1.0f) }; HR(gd3dDevice->CreateVertexBuffer((foodList.size()+eggList.size()) *4* sizeof(VertexPTEF), D3DUSAGE_WRITEONLY, 0, D3DPOOL_MANAGED, &mEFVB, 0)); VertexPTEF * efv = 0; HR(mEFVB->Lock(0, 0, (void**)&efv, 0)); for (std::list<Food>::iterator it = foodList.begin(); it != foodList.end(); ++it) { D3DXVECTOR3 pos = it->getPosition(); D3DXMATRIX T, S, F; D3DXVECTOR3 V[4]; D3DXMatrixTranslation(&T, pos.x, pos.y, pos.z); D3DXMatrixScaling(&S, 2.0f, 2.0f, 0.0f); F = S*(T); for (int k=0; k<4; ++k) D3DXVec3TransformCoord(&V[k], &baseV[k], &F); for (int k=0; k<4; ++k) efv[Number+k] = VertexPTEF( V[k], baseT[k]); //*v = iv; //++fv; Number+=4; ++FNumber; } /*if (eggList.size() != 0) { HR(gd3dDevice->CreateVertexBuffer(eggList.size() * sizeof(VertexPTEF), D3DUSAGE_WRITEONLY, 0, D3DPOOL_MANAGED, &mEVB, 0)); VertexPTEF * ev = 0; HR(mEVB->Lock(0, 0, (void**)&ev, 0));*/ ENumber=FNumber; for (std::list<Egg>::iterator it = eggList.begin(); it != eggList.end(); ++it) { D3DXVECTOR3 pos = it->getPosition(); D3DXMATRIX T, S, F; D3DXVECTOR3 V[4]; D3DXMatrixTranslation(&T, pos.x, pos.y, pos.z); D3DXMatrixScaling(&S, 2.0f, 2.0f, 0.0f); F = S*(T); for (int k=0; k<4; ++k) D3DXVec3TransformCoord(&V[k], &baseV[k], &F); for (int k=0; k<4; ++k) efv[Number+k] = VertexPTEF( V[k], baseT[k]); //*v = iv; //++ev; Number+=4; ++ENumber; } HR(mEFVB->Unlock()); Number = 0; HR(gd3dDevice->CreateIndexBuffer((foodList.size()+eggList.size()) *6* sizeof(WORD), D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_MANAGED, &mEFIB, 0)); WORD* find = 0; HR(mEFIB->Lock(0, 0, (void**)&find, 0)); int k=0; int m=0; int g=0; while (m<FNumber) { find[k] = g; find[k+1] = g+1; find[k+2] = g+2; find[k+3] = g; find[k+4] = g+2; find[k+5] = g+3; k+=6; g+=4; ++m; } int j=k; int n=m; int h=g; while (n<ENumber) { find[j] = h; find[j+1] = h+1; find[j+2] = h+2; find[j+3] = h; find[j+4] = h+2; find[j+5] = h+3; j+=6; h+=4; ++n; } HR(mEFIB->Unlock()); // Set up the geometry data stream HR(mFX->SetTechnique(mhEFTech)); HR(mFX->SetTexture(mhTex, mFoodTex)); HR(gd3dDevice->SetStreamSource(0, mEFVB, 0, sizeof(VertexPTEF))); HR(gd3dDevice->SetIndices(mEFIB)); HR(gd3dDevice->SetVertexDeclaration(VertexPTEF::Decl)); 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)); if (foodList.size() != 0) HR(gd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 4*FNumber, 0, 2*FNumber)); if (eggList.size() != 0) { HR(mFX->SetTexture(mhTex, mEggTex)); HR(mFX->CommitChanges()); HR(gd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, FNumber*4, 4*(ENumber-FNumber), FNumber*6, 2*(ENumber-FNumber))); } HR(mFX->EndPass()); } HR(mFX->End()); if (mbEFStart) mbEFStart = false; }
// NOTE: The texture list needs to change to be device independent... void CD3DRigidMesh::Render(D3DMATRIX& WorldTransform,CD3DRenderStyle* pRenderStyle,vector<LPDXTexture>& TextureList) { if (pRenderStyle == NULL) return; g_RenderStateMgr.SetTransform(D3DTS_WORLDMATRIX(0), &WorldTransform); PD3DDEVICE->SetRenderState(D3DRS_VERTEXBLEND,D3DVBF_DISABLE); PD3DDEVICE->SetRenderState(D3DRS_LIGHTING,TRUE); PD3DDEVICE->SetRenderState(D3DRS_NORMALIZENORMALS,FALSE); //m_VBController.SetStreamSources(); if( (g_EffectMgr.GetEnabled()) && (g_EffectMgr.GetEffect() != NULL) ) { ID3DXEffect *pEffect = g_EffectMgr.GetEffect(); g_EffectMgr.UploadVertexDecl(); m_VBController.SetStreamSources(); // This is a temp HACK //g_RenderStateMgr.SetRenderStyleStates(pRenderStyle,0,TextureList); pEffect->SetTechnique(g_EffectMgr.GetTechnique()); D3DXMATRIX matD3DX( *g_RenderStateMgr.GetTransform(D3DTS_WORLD)); D3DXMATRIX MatWorld; D3DXMatrixTranspose(&MatWorld, &matD3DX); pEffect->SetMatrix("worldMatrix", &MatWorld); //view proj D3DXMATRIX MatView; PD3DDEVICE->GetTransform(D3DTS_VIEW, &MatView); pEffect->SetMatrix("viewMatrix", &MatView); D3DXMATRIX MatProj; PD3DDEVICE->GetTransform(D3DTS_PROJECTION, &MatProj); pEffect->SetMatrix("projMatrix", &MatProj); D3DXMATRIX MatViewProj; D3DXMatrixMultiply(&MatViewProj, &MatView, &MatProj); D3DXMatrixTranspose(&MatViewProj, &MatViewProj); D3DXMATRIX matD3DX2( MatViewProj); pEffect->SetMatrix("viewProjMatrix", &matD3DX2); float fTemp[4]; fTemp[0] = g_EffectMgr.GetPosition()->x; fTemp[1] = g_EffectMgr.GetPosition()->y; fTemp[2] = g_EffectMgr.GetPosition()->z; fTemp[3] = 0.0f; pEffect->SetFloatArray("CameraPosition", fTemp, 4); char szBuf[32]; ZeroMemory(szBuf, 32); for (uint32 iTexStage = 0; iTexStage < 4; ++iTexStage) { if(TextureList[iTexStage]) { PD3DDEVICE->SetTexture(iTexStage, TextureList[iTexStage]->GetTexture()); sprintf(szBuf, "texture%d", iTexStage); D3DXHANDLE hHandle = pEffect->GetParameterByName(NULL, szBuf); HRESULT hrTex = pEffect->SetTexture(hHandle, TextureList[iTexStage]->GetTexture()); if(FAILED(hrTex)) { OutputDebugString("Error sending texture to Effect!"); } } } UINT nPasses; pEffect->Begin(&nPasses, 0); for(int n = 0; n < (int)nPasses; ++n) { pEffect->BeginPass(n); m_VBController.Render(0,0,m_iVertCount,m_iPolyCount); pEffect->EndPass(); } pEffect->End(); PD3DDEVICE->SetTexture(0, NULL); PD3DDEVICE->SetTexture(1, NULL); PD3DDEVICE->SetTexture(2, NULL); PD3DDEVICE->SetTexture(3, NULL); } else { g_EffectMgr.UploadVertexDecl(); m_VBController.SetStreamSources(); for (uint32 iRenderPass = 0; iRenderPass < pRenderStyle->GetRenderPassCount(); ++iRenderPass) { LPDIRECT3DVERTEXSHADER9 VertexShader = pRenderStyle->GetVertexShader(iRenderPass,0); RSD3DRenderPass D3DRenderPass; if (VertexShader) { // Using a custom vertex shader... if (FAILED(g_RenderStateMgr.SetVertexShader(VertexShader))) { assert(0); return; } if (!pRenderStyle->GetRenderPass_D3DOptions(iRenderPass,&D3DRenderPass)) { assert(0); return; } // if (!g_RenderStateMgr.SetVertexShaderConstants(pRenderStyle, &D3DRenderPass,0)) { assert(0); return; } } else { // Using the standand pipe... /* if (!m_VBController.getVertexFormat(0)) return; // This is a non fixed function pipe VB - bail out... if (FAILED(g_RenderStateMgr.SetFVF(m_VBController.getVertexFormat(0)))) { assert(0); return; } */ } g_RenderStateMgr.SetRenderStyleStates(pRenderStyle,iRenderPass,TextureList); // Set your render states with the render state mgr... //g_EffectMgr.UploadVertexDecl(); m_VBController.Render(0,0,m_iVertCount,m_iPolyCount); } } D3DXMATRIX mIdentity; D3DXMatrixIdentity(&mIdentity); // Reset our World Matrix... g_RenderStateMgr.SetTransform(D3DTS_WORLDMATRIX(0),&mIdentity); PD3DDEVICE->SetRenderState(D3DRS_LIGHTING,FALSE); PD3DDEVICE->SetRenderState(D3DRS_ALPHABLENDENABLE, false); PD3DDEVICE->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); PD3DDEVICE->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); PD3DDEVICE->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); PD3DDEVICE->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); }
void ShaderParamMtx< EffectShader >::setParam( Renderer& renderer, void* shaderPtr ) { ID3DXEffect* dxEffect = reinterpret_cast< ID3DXEffect* >( shaderPtr ); dxEffect->SetMatrix( m_name.c_str(), ( const D3DXMATRIX* )&m_val ); }
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); }
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)); }
void TriPickDemo::drawScene() { HR(g_pDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0)); HR(g_pDevice->BeginScene()); //rendering characters { ID3DXEffect* pMAEffect = m_pCharacter->GetEffect(); if (pMAEffect) { pMAEffect->SetMatrix("g_mViewProj", &(g_Camera->viewProj())); } //set lighting D3DXVECTOR4 v(m_Light.dirW.x, m_Light.dirW.y, m_Light.dirW.z, 1.0f); if (pMAEffect) { pMAEffect->SetVector("lhtDir", &v); } SAFE_RELEASE(pMAEffect); /*/ compute reorientation matrix based on default orientation and bounding radius D3DXMATRIX mx, Orientation; //float fScale = 1.f / g_Character.GetBoundingRadius() / 7.f; //D3DXMatrixScaling(&mx, fScale, fScale, fScale); D3DXMatrixScaling(&mx, 1.0f, 1.0f, 1.0f); Orientation = mx; //D3DXMatrixRotationX(&mx, -D3DX_PI / 2.0f); D3DXMatrixRotationX(&mx, 0.0f); D3DXMatrixMultiply(&Orientation, &Orientation, &mx); //D3DXMatrixRotationY(&mx, D3DX_PI); D3DXMatrixRotationY(&mx, 0.0f); D3DXMatrixMultiply(&Orientation, &Orientation, &mx); D3DXMATRIX mxWorld; // compute world matrix based on pos/face D3DXMatrixRotationY(&mxWorld, 0.0f); D3DXMatrixTranslation(&mx, 0.0f, 0.0f, 0.0f); D3DXMatrixMultiply(&mxWorld, &mxWorld, &mx); D3DXMatrixMultiply(&mxWorld, &Orientation, &mxWorld);*/ m_pCharacter->SetPose(m_matWorld); //check seclection D3DXVECTOR3 mouseMV; if (gDInput->mouseButtonDown(0)) { if (L_Hand->isPick == false) L_Hand->isPick = checkBonePick(L_Hand->pCylinder, L_Hand->curWorld); if (R_Hand->isPick == false) R_Hand->isPick = checkBonePick(R_Hand->pCylinder, R_Hand->curWorld); if (L_Leg->isPick == false) L_Leg->isPick = checkBonePick(L_Leg->pCylinder, L_Leg->curWorld); if (R_Leg->isPick == false) R_Leg->isPick = checkBonePick(R_Leg->pCylinder, R_Leg->curWorld); //get move vector if (L_Hand->isPick) { mouseMV = getMouseMoveVector(1.0f); m_pIK->addLHMove(mouseMV); } else if (R_Hand->isPick) { mouseMV = getMouseMoveVector(1.0f); m_pIK->addRHMove(mouseMV); } else if (L_Leg->isPick) { mouseMV = getMouseMoveVector(1.0f); m_pIK->addLLMove(mouseMV); } else if (R_Leg->isPick) { mouseMV = getMouseMoveVector(1.0f); m_pIK->addRLMove(mouseMV); } } else { L_Hand->isPick = false; R_Hand->isPick = false; L_Leg->isPick = false; R_Leg->isPick = false; } // wireframe //g_pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME); //Update IK if (m_pIK) { m_pIK->UpdateHeadIK(); m_pIK->UpdateIK(); } //m_pCharacter->DrawBoneCylinder(m_pCharacter->getPBone(), NULL, m_matWorld); m_pCharacter->Render(NULL); } HR(g_pDevice->EndScene()); HR(g_pDevice->Present(0, 0, 0, 0)); }
//------------------------------------------------------------------------------ //this is a check function //------------------------------------------------------------------------------ void TriPickDemo::checkPick(LPD3DXMESH mesh, D3DXMATRIX matWorld) { HRESULT hr; D3DXMATRIX mWorldViewProjection; mWorldViewProjection = matWorld * g_Camera->viewProj(); HR(m_FX->SetTechnique("RenderScene")); // send matrix to shader HR(m_FX->SetMatrix("g_mWorldViewProjection", &mWorldViewProjection)); HR(m_FX->SetMatrix("g_mWorld", &matWorld)); UINT uPasses; V(m_FX->Begin(&uPasses, 0)); g_pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); V(m_FX->BeginPass(0)); //get select ray D3DXVECTOR3 originW(0.0f, 0.0f, 0.0f); D3DXVECTOR3 dirW(0.0f, 0.0f, 0.0f); if (gDInput->mouseButtonDown(0)) { getWorldPickingRay(originW, dirW, matWorld); LPD3DXMESH pMesh; mesh->CloneMeshFVF(D3DXMESH_MANAGED, D3DVERTEX::FVF, g_pDevice, &pMesh); BOOL hit = 0; DWORD faceIndex = -1; float u = 0.0f; float v = 0.0f; float dist = 0.0f; ID3DXBuffer* allhits = 0; DWORD numHits = 0; HR(D3DXIntersect(pMesh, &originW, &dirW, &hit, &faceIndex, &u, &v, &dist, &allhits, &numHits)); SAFE_RELEASE(allhits); //if hit if (hit) { IDirect3DVertexBuffer9* vb = 0; IDirect3DIndexBuffer9* ib = 0; HR(pMesh->GetVertexBuffer(&vb)); HR(pMesh->GetIndexBuffer(&ib)); HR(g_pDevice->SetIndices(ib)); HR(g_pDevice->SetFVF(D3DVERTEX::FVF)); HR(g_pDevice->SetStreamSource(0, vb, 0, sizeof(D3DVERTEX))); //render hit surface HR(g_pDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, 0, pMesh->GetNumVertices(), faceIndex * 3, 1)) g_pDevice->SetRenderState(D3DRS_LIGHTING, FALSE); SAFE_RELEASE(vb); SAFE_RELEASE(ib); SAFE_RELEASE(pMesh); } } HR(m_FX->EndPass()); HR(m_FX->End()); }