?? graphics.cpp
字號:
if(FAILED(Direct3DDevice->BeginScene()))
{
Error.SetMessage("Unable to begin a new scene!");
return FALSE;
}
SetShader();
SetShaderConstants();
return TRUE;
}
//+-----------------------------------------------------------------------------
//| Ends rendering
//+-----------------------------------------------------------------------------
VOID GRAPHICS::EndRender()
{
Direct3DDevice->EndScene();
CurrentGraphicsWindow->GetSwapChain()->Present(NULL, NULL, CurrentGraphicsWindow->GetWindow(), NULL, 0);
CurrentGraphicsWindow = NULL;
ScreenWidth = 0;
ScreenHeight = 0;
ScreenAspect = 0.0f;
}
//+-----------------------------------------------------------------------------
//| Renders some debug information
//+-----------------------------------------------------------------------------
VOID GRAPHICS::RenderDebug()
{
D3DXVECTOR3 Position;
std::stringstream Stream;
if(!Properties().ShowDebug) return;
Position = Camera.GetTarget();
Stream << "Width: " << MainWindow.GetWidth() << "\n";
Stream << "Height: " << MainWindow.GetHeight() << "\n";
Stream << "Pitch: " << Camera.GetPitch() << "\n";
Stream << "Yaw: " << Camera.GetYaw() << "\n";
Stream << "Distance: " << Camera.GetDistance() << "\n";
Stream << "X: " << Position.x << "\n";
Stream << "Y: " << Position.y << "\n";
Stream << "Z: " << Position.z << "\n";
Stream << "Particles: " << ParticleManager.GetNrOfParticles() << "\n";
RenderText(Stream.str(), NULL, GRAPHICS_DEBUG_COLOR);
}
//+-----------------------------------------------------------------------------
//| Renders the coordinate system axises
//+-----------------------------------------------------------------------------
VOID GRAPHICS::RenderAxises()
{
BOOL XBeforeY;
BOOL ZBeforeXY;
FLOAT CameraPitch;
FLOAT CameraYaw;
FLOAT CameraDistance;
D3DXVECTOR3 CameraPosition;
D3DXVECTOR3 SourceVector;
D3DXVECTOR3 TargetVectorX;
D3DXVECTOR3 TargetVectorY;
D3DXVECTOR3 TargetVectorZ;
D3DXVECTOR3 ScreenVectorX;
D3DXVECTOR3 ScreenVectorY;
D3DXVECTOR3 ScreenVectorZ;
D3DXVECTOR3 ScreenOffset;
D3DXVECTOR3 FontOffset;
D3DXVECTOR4 TempVector;
D3DXMATRIX TempMatrix;
D3DXMATRIX TempViewMatrix;
D3DXMATRIX IdentityMatrix;
D3DVIEWPORT9 ViewPort;
if(!Properties().ShowAxises) return;
D3DXMatrixIdentity(&WorldMatrix);
D3DXMatrixIdentity(&IdentityMatrix);
Direct3DDevice->GetViewport(&ViewPort);
ScreenOffset = D3DXVECTOR3(-0.76f, -0.67f, 0.0f);
FontOffset = D3DXVECTOR3(-5.0f, -5.0f, 0.0f);
FontOffset.x += (ScreenOffset.x * ViewPort.Width / 2.0f);
FontOffset.y -= (ScreenOffset.y * ViewPort.Height / 2.0f);
CameraPitch = Camera.GetPitch();
CameraYaw = Camera.GetYaw();
CameraDistance = 10.0f;
CameraPosition.x = CameraDistance * std::cos(CameraPitch) * std::cos(CameraYaw);
CameraPosition.y = CameraDistance * std::cos(CameraPitch) * std::sin(CameraYaw);
CameraPosition.z = CameraDistance * std::sin(CameraPitch);
TempViewMatrix = ViewMatrix;
SetCamera(CameraPosition, D3DXVECTOR3(0.0f, 0.0f, 0.0f));
D3DXMatrixMultiply(&TempMatrix, &ViewMatrix, &ProjectionMatrix);
D3DXVec3Transform(&TempVector, &D3DXVECTOR3(0.0f, 0.0f, 0.0f), &TempMatrix);
SourceVector.x = ScreenOffset.x + TempVector.x;
SourceVector.y = ScreenOffset.y + TempVector.y;
SourceVector.z = 0.0f;
D3DXVec3Transform(&TempVector, &D3DXVECTOR3(0.1f, 0.0f, 0.0f), &TempMatrix);
TargetVectorX.x = ScreenOffset.x + TempVector.x;
TargetVectorX.y = ScreenOffset.y + TempVector.y;
TargetVectorX.z = 0.0f;
D3DXVec3Transform(&TempVector, &D3DXVECTOR3(0.0f, 0.1f, 0.0f), &TempMatrix);
TargetVectorY.x = ScreenOffset.x + TempVector.x;
TargetVectorY.y = ScreenOffset.y + TempVector.y;
TargetVectorY.z = 0.0f;
D3DXVec3Transform(&TempVector, &D3DXVECTOR3(0.0f, 0.0f, 0.1f), &TempMatrix);
TargetVectorZ.x = ScreenOffset.x + TempVector.x;
TargetVectorZ.y = ScreenOffset.y + TempVector.y;
TargetVectorZ.z = 0.0f;
D3DXVec3Project(&ScreenVectorX, &D3DXVECTOR3(1.1f, 0.0f, 0.0f), &ViewPort, &ProjectionMatrix, &ViewMatrix, &WorldMatrix);
D3DXVec3Project(&ScreenVectorY, &D3DXVECTOR3(0.0f, 1.1f, 0.0f), &ViewPort, &ProjectionMatrix, &ViewMatrix, &WorldMatrix);
D3DXVec3Project(&ScreenVectorZ, &D3DXVECTOR3(0.0f, 0.0f, 1.1f), &ViewPort, &ProjectionMatrix, &ViewMatrix, &WorldMatrix);
ScreenVectorX += FontOffset;
ScreenVectorY += FontOffset;
ScreenVectorZ += FontOffset;
Direct3DDevice->SetTransform(D3DTS_WORLD, &IdentityMatrix);
Direct3DDevice->SetTransform(D3DTS_VIEW, &IdentityMatrix);
Direct3DDevice->SetTransform(D3DTS_PROJECTION, &IdentityMatrix);
XBeforeY = ((CameraYaw > (D3DX_PI / 4.0f)) && (CameraYaw < (5.0f * D3DX_PI / 4.0f)));
ZBeforeXY = (CameraPitch < 0.0f);
PrepareForLines();
if(ZBeforeXY)
{
RenderLine(SourceVector, TargetVectorZ, COLOR_AXIS_Z);
RenderText("Z", static_cast<INT>(ScreenVectorZ.x), static_cast<INT>(ScreenVectorZ.y), COLOR_AXIS_Z);
}
if(XBeforeY)
{
RenderLine(SourceVector, TargetVectorX, COLOR_AXIS_X);
RenderText("X", static_cast<INT>(ScreenVectorX.x), static_cast<INT>(ScreenVectorX.y), COLOR_AXIS_X);
}
RenderLine(SourceVector, TargetVectorY, COLOR_AXIS_Y);
RenderText("Y", static_cast<INT>(ScreenVectorY.x), static_cast<INT>(ScreenVectorY.y), COLOR_AXIS_Y);
if(!XBeforeY)
{
RenderLine(SourceVector, TargetVectorX, COLOR_AXIS_X);
RenderText("X", static_cast<INT>(ScreenVectorX.x), static_cast<INT>(ScreenVectorX.y), COLOR_AXIS_X);
}
if(!ZBeforeXY)
{
RenderLine(SourceVector, TargetVectorZ, COLOR_AXIS_Z);
RenderText("Z", static_cast<INT>(ScreenVectorZ.x), static_cast<INT>(ScreenVectorZ.y), COLOR_AXIS_Z);
}
ViewMatrix = TempViewMatrix;
Direct3DDevice->SetTransform(D3DTS_WORLD, &WorldMatrix);
Direct3DDevice->SetTransform(D3DTS_VIEW, &ViewMatrix);
Direct3DDevice->SetTransform(D3DTS_PROJECTION, &ProjectionMatrix);
}
//+-----------------------------------------------------------------------------
//| Fills the screen in one color
//+-----------------------------------------------------------------------------
VOID GRAPHICS::RenderFill(D3DCOLOR Color)
{
Direct3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, Color, 0.0f, 0);
}
//+-----------------------------------------------------------------------------
//| Renders a line
//+-----------------------------------------------------------------------------
VOID GRAPHICS::RenderLine(CONST D3DXVECTOR3& From, CONST D3DXVECTOR3& To, D3DCOLOR Color)
{
LINE_VERTEX* VertexPointer;
if(FAILED(LineVertexBuffer->Lock(0, 0, reinterpret_cast<VOID**>(&VertexPointer), 0))) return;
VertexPointer[0].Position = From;
VertexPointer[0].Color = Color;
VertexPointer[1].Position = To;
VertexPointer[1].Color = Color;
LineVertexBuffer->Unlock();
Direct3DDevice->SetStreamSource(0, LineVertexBuffer, 0, sizeof(LINE_VERTEX));
Direct3DDevice->DrawPrimitive(D3DPT_LINELIST, 0, 1);
}
//+-----------------------------------------------------------------------------
//| Renders a box
//+-----------------------------------------------------------------------------
VOID GRAPHICS::RenderBox(CONST D3DXVECTOR3& Corner1, CONST D3DXVECTOR3& Corner2, D3DCOLOR Color)
{
FLOAT Width;
FLOAT Height;
FLOAT Depth;
LPD3DXMESH Mesh;
D3DXVECTOR3 Center;
DWORD OldCullMode;
DWORD OldFillMode;
Width = std::abs(Corner1.x - Corner2.x);
Height = std::abs(Corner1.y - Corner2.y);
Depth = std::abs(Corner1.z - Corner2.z);
if(FAILED(D3DXCreateBox(Direct3DDevice, Width, Height, Depth, &Mesh, NULL))) return;
Center = (Corner1 + Corner2) / 2;
D3DXMatrixTranslation(&WorldMatrix, Center.x, Center.y, Center.z);
SetWorldMatrix(WorldMatrix);
Direct3DDevice->GetRenderState(D3DRS_CULLMODE, &OldCullMode);
Direct3DDevice->GetRenderState(D3DRS_FILLMODE, &OldFillMode);
Direct3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
Direct3DDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
Direct3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
Direct3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_BLENDFACTOR);
Direct3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVBLENDFACTOR);
Direct3DDevice->SetRenderState(D3DRS_BLENDFACTOR, Color);
Mesh->DrawSubset(0);
Direct3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
Direct3DDevice->SetRenderState(D3DRS_CULLMODE, OldCullMode);
Direct3DDevice->SetRenderState(D3DRS_FILLMODE, OldFillMode);
SAFE_RELEASE(Mesh);
}
//+-----------------------------------------------------------------------------
//| Renders a sphere
//+-----------------------------------------------------------------------------
VOID GRAPHICS::RenderSphere(CONST D3DXVECTOR3& Center, FLOAT Radius, D3DCOLOR Color)
{
INT Slices;
INT Stacks;
LPD3DXMESH Mesh;
DWORD OldCullMode;
DWORD OldFillMode;
Slices = 8;
Stacks = 6;
if(FAILED(D3DXCreateSphere(Direct3DDevice, Radius, Slices, Stacks, &Mesh, NULL))) return;
D3DXMatrixTranslation(&WorldMatrix, Center.x, Center.y, Center.z);
SetWorldMatrix(WorldMatrix);
Direct3DDevice->GetRenderState(D3DRS_CULLMODE, &OldCullMode);
Direct3DDevice->GetRenderState(D3DRS_FILLMODE, &OldFillMode);
Direct3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
Direct3DDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
Direct3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
Direct3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_BLENDFACTOR);
Direct3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVBLENDFACTOR);
Direct3DDevice->SetRenderState(D3DRS_BLENDFACTOR, Color);
Mesh->DrawSubset(0);
Direct3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
Direct3DDevice->SetRenderState(D3DRS_CULLMODE, OldCullMode);
Direct3DDevice->SetRenderState(D3DRS_FILLMODE, OldFillMode);
SAFE_RELEASE(Mesh);
}
//+-----------------------------------------------------------------------------
//| Renders a particle
//+-----------------------------------------------------------------------------
VOID GRAPHICS::RenderParticle(D3DCOLOR Color, FLOAT Left, FLOAT Top, FLOAT Right, FLOAT Bottom)
{
PARTICLE_VERTEX* VertexPointer;
if(FAILED(ParticleVertexBuffer->Lock(0, 0, reinterpret_cast<VOID**>(&VertexPointer), 0))) return;
VertexPointer[0].Color = Color;
VertexPointer[0].TexturePosition = D3DXVECTOR2(Left, Top);
VertexPointer[1].Color = Color;
VertexPointer[1].TexturePosition = D3DXVECTOR2(Left, Bottom);
VertexPointer[2].Color = Color;
VertexPointer[2].TexturePosition = D3DXVECTOR2(Right, Top);
VertexPointer[3].Color = Color;
VertexPointer[3].TexturePosition = D3DXVECTOR2(Right, Bottom);
ParticleVertexBuffer->Unlock();
Direct3DDevice->SetFVF(PARTICLE_VERTEX::FORMAT);
Direct3DDevice->SetStreamSource(0, ParticleVertexBuffer, 0, sizeof(PARTICLE_VERTEX));
Direct3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
}
//+-----------------------------------------------------------------------------
//| Renders the ground texture
//+-----------------------------------------------------------------------------
VOID GRAPHICS::RenderGroundTexture()
{
FLOAT Scale;
TEXTURE* Texture;
if(!Properties().UseGroundTexture) return;
TextureManager.Load(Properties().GroundTexture);
Error.ClearMessage();
Texture = TextureManager.GetTexture(Properties().GroundTexture);
if(Texture == NULL) return;
Scale = Properties().GroundTextureScale;
D3DXMatrixScaling(&WorldMatrix, Scale, Scale, Scale);
SetWorldMatrix(WorldMatrix);
Graphics.SetShading(TRUE);
Graphics.SetCulling(FALSE);
Graphics.SetShader();
Graphics.SetShaderConstants();
Direct3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
Direct3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
Direct3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
Direct3DDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
Direct3DDevice->SetTexture(0, Texture->GetTexture());
Direct3DDevice->SetFVF(GROUND_VERTEX::FORMAT);
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