client/EterLib/GrpShadowTexture.cpp

191 lines
6.4 KiB
C++

#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();
}