#include "StdAfx.h" #include "GrpShadowTexture.h" #include "StateManager.h" ////////////////////////////////////////////////////////////////////////// void CGraphicShadowTexture::Destroy() { CGraphicTexture::Destroy(); if (m_lpd3dShadowSurface) { m_lpd3dShadowSurface->Release(); m_lpd3dShadowSurface = NULL; } if (m_lpd3dDepthSurface) { m_lpd3dDepthSurface->Release(); m_lpd3dDepthSurface = NULL; } if (m_lpd3dShadowTexture) { m_lpd3dShadowTexture->Release(); m_lpd3dShadowTexture = NULL; } Initialize(); } bool CGraphicShadowTexture::Create(int width, int height) { Destroy(); m_width = width; m_height = height; if (FAILED(ms_lpd3dDevice->CreateTexture(m_width, m_height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &m_lpd3dShadowTexture))) return false; if (FAILED(m_lpd3dShadowTexture->GetSurfaceLevel(0, &m_lpd3dShadowSurface))) return false; if (FAILED(ms_lpd3dDevice->CreateDepthStencilSurface(m_width, m_height, D3DFMT_D16, D3DMULTISAMPLE_NONE, &m_lpd3dDepthSurface))) return false; return true; } void CGraphicShadowTexture::Set(int stage) const { STATEMANAGER.SetTexture(stage, m_lpd3dShadowTexture); } const D3DXMATRIX& CGraphicShadowTexture::GetLightVPMatrixReference() const { return m_d3dLightVPMatrix; } LPDIRECT3DTEXTURE8 CGraphicShadowTexture::GetD3DTexture() const { return m_lpd3dShadowTexture; } void CGraphicShadowTexture::Begin() { D3DXMatrixMultiply(&m_d3dLightVPMatrix, &ms_matView, &ms_matProj); ms_lpd3dDevice->GetRenderTarget(&m_lpd3dOldBackBufferSurface); ms_lpd3dDevice->GetDepthStencilSurface(&m_lpd3dOldDepthBufferSurface); ms_lpd3dDevice->GetViewport(&m_d3dOldViewport); ms_lpd3dDevice->SetRenderTarget(m_lpd3dShadowSurface, m_lpd3dDepthSurface); D3DVIEWPORT8 d3dViewport; d3dViewport.MinZ = 0.0f; d3dViewport.MaxZ = 1.0f; d3dViewport.X = 0; d3dViewport.Y = 0; d3dViewport.Width = m_width; d3dViewport.Height = m_height; ms_lpd3dDevice->SetViewport(&d3dViewport); ms_lpd3dDevice->BeginScene(); ms_lpd3dDevice->Clear(0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0L); STATEMANAGER.SaveRenderState(D3DRS_CULLMODE, D3DCULL_NONE); STATEMANAGER.SaveRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL); STATEMANAGER.SaveRenderState(D3DRS_ALPHABLENDENABLE, true); STATEMANAGER.SaveRenderState(D3DRS_ALPHATESTENABLE, true); STATEMANAGER.SaveRenderState(D3DRS_TEXTUREFACTOR, 0xbb000000); STATEMANAGER.SetTexture(0, NULL); STATEMANAGER.SaveTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR); STATEMANAGER.SaveTextureStageState(0, D3DTSS_COLORARG2, D3DTA_TEXTURE); STATEMANAGER.SaveTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); STATEMANAGER.SaveTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR); STATEMANAGER.SaveTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_TEXTURE); STATEMANAGER.SaveTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); STATEMANAGER.SaveTextureStageState(0, D3DTSS_MINFILTER, D3DTEXF_POINT); STATEMANAGER.SaveTextureStageState(0, D3DTSS_MAGFILTER, D3DTEXF_POINT); STATEMANAGER.SaveTextureStageState(0, D3DTSS_MIPFILTER, D3DTEXF_POINT); STATEMANAGER.SaveTextureStageState(0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP); STATEMANAGER.SaveTextureStageState(0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP); STATEMANAGER.SetTexture(1, NULL); STATEMANAGER.SaveTextureStageState(1, D3DTSS_COLORARG1, D3DTA_CURRENT); STATEMANAGER.SaveTextureStageState(1, D3DTSS_COLORARG2, D3DTA_TEXTURE); STATEMANAGER.SaveTextureStageState(1, D3DTSS_COLOROP, D3DTOP_SELECTARG1); STATEMANAGER.SaveTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_CURRENT); STATEMANAGER.SaveTextureStageState(1, D3DTSS_ALPHAARG2, D3DTA_TEXTURE); STATEMANAGER.SaveTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); STATEMANAGER.SaveTextureStageState(1, D3DTSS_MINFILTER, D3DTEXF_POINT); STATEMANAGER.SaveTextureStageState(1, D3DTSS_MAGFILTER, D3DTEXF_POINT); STATEMANAGER.SaveTextureStageState(1, D3DTSS_MIPFILTER, D3DTEXF_POINT); STATEMANAGER.SaveTextureStageState(1, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP); STATEMANAGER.SaveTextureStageState(1, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP); } void CGraphicShadowTexture::End() { assert(m_lpd3dOldBackBufferSurface != NULL); assert(m_lpd3dOldDepthBufferSurface != NULL); ms_lpd3dDevice->EndScene(); ms_lpd3dDevice->SetRenderTarget(m_lpd3dOldBackBufferSurface, m_lpd3dOldDepthBufferSurface); ms_lpd3dDevice->SetViewport(&m_d3dOldViewport); m_lpd3dOldBackBufferSurface->Release(); m_lpd3dOldDepthBufferSurface->Release(); m_lpd3dOldBackBufferSurface = NULL; m_lpd3dOldDepthBufferSurface = NULL; STATEMANAGER.RestoreRenderState(D3DRS_CULLMODE); STATEMANAGER.RestoreRenderState(D3DRS_ZFUNC); STATEMANAGER.RestoreRenderState(D3DRS_ALPHABLENDENABLE); STATEMANAGER.RestoreRenderState(D3DRS_ALPHATESTENABLE); STATEMANAGER.RestoreRenderState(D3DRS_TEXTUREFACTOR); STATEMANAGER.RestoreTextureStageState(0, D3DTSS_COLORARG1); STATEMANAGER.RestoreTextureStageState(0, D3DTSS_COLORARG2); STATEMANAGER.RestoreTextureStageState(0, D3DTSS_COLOROP); STATEMANAGER.RestoreTextureStageState(0, D3DTSS_ALPHAARG1); STATEMANAGER.RestoreTextureStageState(0, D3DTSS_ALPHAARG2); STATEMANAGER.RestoreTextureStageState(0, D3DTSS_ALPHAOP); STATEMANAGER.RestoreTextureStageState(0, D3DTSS_MINFILTER); STATEMANAGER.RestoreTextureStageState(0, D3DTSS_MAGFILTER); STATEMANAGER.RestoreTextureStageState(0, D3DTSS_MIPFILTER); STATEMANAGER.RestoreTextureStageState(0, D3DTSS_ADDRESSU); STATEMANAGER.RestoreTextureStageState(0, D3DTSS_ADDRESSV); STATEMANAGER.RestoreTextureStageState(1, D3DTSS_COLORARG1); STATEMANAGER.RestoreTextureStageState(1, D3DTSS_COLORARG2); STATEMANAGER.RestoreTextureStageState(1, D3DTSS_COLOROP); STATEMANAGER.RestoreTextureStageState(1, D3DTSS_ALPHAARG1); STATEMANAGER.RestoreTextureStageState(1, D3DTSS_ALPHAARG2); STATEMANAGER.RestoreTextureStageState(1, D3DTSS_ALPHAOP); STATEMANAGER.RestoreTextureStageState(1, D3DTSS_MINFILTER); STATEMANAGER.RestoreTextureStageState(1, D3DTSS_MAGFILTER); STATEMANAGER.RestoreTextureStageState(1, D3DTSS_MIPFILTER); STATEMANAGER.RestoreTextureStageState(1, D3DTSS_ADDRESSU); STATEMANAGER.RestoreTextureStageState(1, D3DTSS_ADDRESSV); } void CGraphicShadowTexture::Initialize() { CGraphicTexture::Initialize(); m_lpd3dShadowSurface = NULL; m_lpd3dDepthSurface = NULL; m_lpd3dOldBackBufferSurface = NULL; m_lpd3dOldDepthBufferSurface = NULL; m_lpd3dShadowTexture = NULL; } CGraphicShadowTexture::CGraphicShadowTexture() { Initialize(); } CGraphicShadowTexture::~CGraphicShadowTexture() { Destroy(); }