client/GameLib/MapOutdoorWater.cpp

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#include "StdAfx.h"
#include "../eterLib/StateManager.h"
#include "../eterLib/ResourceManager.h"
#include "MapOutdoor.h"
#include "TerrainPatch.h"
void CMapOutdoor::LoadWaterTexture()
{
UnloadWaterTexture();
char buf[256];
for (int i = 0; i < 30; ++i)
{
sprintf(buf, "d:/ymir Work/special/water/%02d.dds", i+1);
m_WaterInstances[i].SetImagePointer((CGraphicImage *) CResourceManager::Instance().GetResourcePointer(buf));
}
}
void CMapOutdoor::UnloadWaterTexture()
{
for (int i = 0; i < 30; ++i)
m_WaterInstances[i].Destroy();
}
void CMapOutdoor::RenderWater()
{
if (m_PatchVector.empty())
return;
if (!IsVisiblePart(PART_WATER))
return;
//////////////////////////////////////////////////////////////////////////
// RenderState
D3DXMATRIX matTexTransformWater;
STATEMANAGER.SaveRenderState(D3DRS_ZWRITEENABLE, FALSE);
STATEMANAGER.SaveRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
STATEMANAGER.SaveRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
STATEMANAGER.SaveRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
STATEMANAGER.SaveRenderState(D3DRS_COLORVERTEX, TRUE);
STATEMANAGER.SetTexture(0, m_WaterInstances[((ELTimer_GetMSec() / 70) % 30)].GetTexturePointer()->GetD3DTexture());
D3DXMatrixScaling(&matTexTransformWater, m_fWaterTexCoordBase, -m_fWaterTexCoordBase, 0.0f);
D3DXMatrixMultiply(&matTexTransformWater, &m_matViewInverse, &matTexTransformWater);
STATEMANAGER.SaveTransform(D3DTS_TEXTURE0, &matTexTransformWater);
STATEMANAGER.SaveVertexShader(D3DFVF_XYZ|D3DFVF_DIFFUSE);
STATEMANAGER.SaveTextureStageState(0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
STATEMANAGER.SaveTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
STATEMANAGER.SaveTextureStageState(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
STATEMANAGER.SaveTextureStageState(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
STATEMANAGER.SaveTextureStageState(0, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
STATEMANAGER.SaveTextureStageState(0, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
STATEMANAGER.SaveTextureStageState(0, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
STATEMANAGER.SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE);
STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
STATEMANAGER.SetTexture(1,NULL);
STATEMANAGER.SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
// RenderState
//////////////////////////////////////////////////////////////////////////
// <20><> <20><> <20>Ʒ<EFBFBD> <20>ִϽ<D6B4>Ű<EFBFBD><C5B0>...
static float s_fWaterHeightCurrent = 0;
static float s_fWaterHeightBegin = 0;
static float s_fWaterHeightEnd = 0;
static DWORD s_dwLastHeightChangeTime = CTimer::Instance().GetCurrentMillisecond();
static DWORD s_dwBlendtime = 300;
// 1.5<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
if ((CTimer::Instance().GetCurrentMillisecond() - s_dwLastHeightChangeTime) > s_dwBlendtime)
{
s_dwBlendtime = random_range(1000, 3000);
if (s_fWaterHeightEnd == 0)
s_fWaterHeightEnd = -random_range(0, 15);
else
s_fWaterHeightEnd = 0;
s_fWaterHeightBegin = s_fWaterHeightCurrent;
s_dwLastHeightChangeTime = CTimer::Instance().GetCurrentMillisecond();
}
s_fWaterHeightCurrent = s_fWaterHeightBegin + (s_fWaterHeightEnd - s_fWaterHeightBegin) * (float) ((CTimer::Instance().GetCurrentMillisecond() - s_dwLastHeightChangeTime) / (float) s_dwBlendtime);
m_matWorldForCommonUse._43 = s_fWaterHeightCurrent;
m_matWorldForCommonUse._41 = 0.0f;
m_matWorldForCommonUse._42 = 0.0f;
STATEMANAGER.SetTransform(D3DTS_WORLD, &m_matWorldForCommonUse);
float fFogDistance = __GetFogDistance();
std::vector<std::pair<float, long> >::iterator i;
for(i = m_PatchVector.begin();i != m_PatchVector.end(); ++i)
{
if (i->first<fFogDistance)
DrawWater(i->second);
}
STATEMANAGER.SetTexture(0, NULL);
STATEMANAGER.SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
for(i = m_PatchVector.begin();i != m_PatchVector.end(); ++i)
{
if (i->first>=fFogDistance)
DrawWater(i->second);
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20>Ŀ<EFBFBD><C4BF><EFBFBD> <20><> z <20><>ġ<EFBFBD><C4A1> <20><><EFBFBD><EFBFBD>
m_matWorldForCommonUse._43 = 0.0f;
//////////////////////////////////////////////////////////////////////////
// RenderState
STATEMANAGER.RestoreVertexShader();
STATEMANAGER.RestoreTransform(D3DTS_TEXTURE0);
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(0, D3DTSS_TEXCOORDINDEX);
STATEMANAGER.RestoreTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS);
STATEMANAGER.RestoreRenderState(D3DRS_DIFFUSEMATERIALSOURCE);
STATEMANAGER.RestoreRenderState(D3DRS_COLORVERTEX);
STATEMANAGER.RestoreRenderState(D3DRS_ZWRITEENABLE);
STATEMANAGER.RestoreRenderState(D3DRS_ALPHABLENDENABLE);
STATEMANAGER.RestoreRenderState(D3DRS_CULLMODE);
}
void CMapOutdoor::DrawWater(long patchnum)
{
assert(NULL!=m_pTerrainPatchProxyList);
if (!m_pTerrainPatchProxyList)
return;
CTerrainPatchProxy& rkTerrainPatchProxy = m_pTerrainPatchProxyList[patchnum];
if (!rkTerrainPatchProxy.isUsed())
return;
if (!rkTerrainPatchProxy.isWaterExists())
return;
CGraphicVertexBuffer* pkVB=rkTerrainPatchProxy.GetWaterVertexBufferPointer();
if (!pkVB)
return;
if (!pkVB->GetD3DVertexBuffer())
return;
UINT uPriCount=rkTerrainPatchProxy.GetWaterFaceCount();
if (!uPriCount)
return;
STATEMANAGER.SetStreamSource(0, pkVB->GetD3DVertexBuffer(), sizeof(SWaterVertex));
STATEMANAGER.DrawPrimitive(D3DPT_TRIANGLELIST, 0, uPriCount);
ms_faceCount += uPriCount;
}