示例#1
0
INT CrenderTarget::EndScene()
{
	HRESULT hr = -1;

	if(m_nType <= LCX_TARGET_HDR32)
		hr = m_pRts->EndScene( 0 );

	return hr;
}
示例#2
0
INT CrenderTarget::BeginScene(DWORD dClearMode, DWORD dClearColor)
{
	HRESULT hr = -1;
	
	hr = m_pRts->BeginScene(m_pSfc, NULL);

	if(0xFFFFFFFF != dClearMode)
		hr = m_pDev->Clear( 0L, NULL, dClearMode, dClearColor, 1.0f, 0L );

	return hr;
}
示例#3
0
//-----------------------------------------------------------------------------
// Name: FrameMove
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FrameMove()
{
    HRESULT hr;

    //
    // Process keyboard input
    //

    D3DXVECTOR3 vecT(0.0f, 0.0f, 0.0f);
    D3DXVECTOR3 vecR(0.0f, 0.0f, 0.0f);

    if(m_bKey[VK_NUMPAD1] || m_bKey[VK_LEFT])  vecT.x -= 1.0f; // Slide Left
    if(m_bKey[VK_NUMPAD3] || m_bKey[VK_RIGHT]) vecT.x += 1.0f; // Slide Right
    if(m_bKey[VK_DOWN])                        vecT.y -= 1.0f; // Slide Down
    if(m_bKey[VK_UP])                          vecT.y += 1.0f; // Slide Up
    if(m_bKey['W'])                            vecT.z -= 2.0f; // Move Forward
    if(m_bKey['S'])                            vecT.z += 2.0f; // Move Backward
    if(m_bKey['A'] || m_bKey[VK_NUMPAD8])      vecR.x -= 1.0f; // Pitch Down
    if(m_bKey['Z'] || m_bKey[VK_NUMPAD2])      vecR.x += 1.0f; // Pitch Up
    if(m_bKey['E'] || m_bKey[VK_NUMPAD6])      vecR.y -= 1.0f; // Turn Right
    if(m_bKey['Q'] || m_bKey[VK_NUMPAD4])      vecR.y += 1.0f; // Turn Left
    if(m_bKey[VK_NUMPAD9])                     vecR.z -= 2.0f; // Roll CW
    if(m_bKey[VK_NUMPAD7])                     vecR.z += 2.0f; // Roll CCW

    m_vecVelocity = m_vecVelocity * 0.9f + vecT * 0.1f;
    m_vecAngularVelocity = m_vecAngularVelocity * 0.9f + vecR * 0.1f;



    //
    // Update position and view matricies
    //

    D3DXMATRIX matT, matR;
    D3DXQUATERNION qR;

    vecT = m_vecVelocity * m_fElapsedTime * m_fSpeed;
    vecR = m_vecAngularVelocity * m_fElapsedTime * m_fAngularSpeed;

    D3DXMatrixTranslation(&matT, vecT.x, vecT.y, vecT.z);
    D3DXMatrixMultiply(&m_matPosition, &matT, &m_matPosition);

    D3DXQuaternionRotationYawPitchRoll(&qR, vecR.y, vecR.x, vecR.z);
    D3DXMatrixRotationQuaternion(&matR, &qR);

    D3DXMatrixMultiply(&m_matPosition, &matR, &m_matPosition);
    D3DXMatrixInverse(&m_matView, NULL, &m_matPosition);


    //
    // Update simulation
    //

    if(!m_bPause && m_bDrawWater)
    {
        BOOL bCaustics = m_bDrawCaustics && m_pEffect->IsParameterUsed("tCAU");
        D3DXVECTOR3 vecPos(m_matPosition._41, m_matPosition._42, m_matPosition._43);
        D3DXVECTOR3 vecLight(0.0f, 1.0f, 0.0f);

        m_Water.Update(vecPos, vecLight, bCaustics);
        m_fTime += m_fSecsPerFrame;

        if(bCaustics)
        {
            if(SUCCEEDED(m_pRenderToSurface->BeginScene(m_pCausticSurf, NULL)))
            {
                D3DXMATRIX matProj;
                D3DXMATRIX matView;

                D3DXMatrixOrthoRH(&matProj, 63.0f, 63.0f, 1.0f, 100.0f);
                D3DXMatrixRotationX(&matView, 0.5f * D3DX_PI);
                matView._43 = -50.0f;

                m_pd3dDevice->SetTransform(D3DTS_PROJECTION, &matProj);
                m_pd3dDevice->SetTransform(D3DTS_VIEW, &matView);

                m_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0f, 0);

                m_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
                m_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
                m_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);

                m_Water.DrawCaustics();

                m_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
                m_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
                m_pd3dDevice->SetRenderState(D3DRS_ZENABLE, TRUE);

                m_pRenderToSurface->EndScene();
            }
            else
            {
                m_bDrawCaustics = FALSE;
                m_pEffect->SetTexture("tCAU", NULL);

                if(FAILED(hr = GetNextTechnique(0, FALSE)))
                    return hr;
            }
        }
    }

    return S_OK;
}