0001: // ----------------------------------------------------------------------------
0002: //
0003: // draw.cpp - 描画部分
0004: // 
0005: // Copyright (c) 2001 if (if@edokko.com)
0006: // All Rights Reserved.
0007: //
0008: // ----------------------------------------------------------------------------
0009: #define STRICT
0010: 
0011: #include <windows.h>
0012: #include "main.h"
0013: #include "draw.h"
0014: #include "load.h"
0015: 
0016: CMyMesh mesh;
0017: CMyView view;
0018: 
0019: #define NUM_VS  8       // 頂点シェーダーの種類
0020: DWORD                   gVs = 0;
0021: DWORD                   hVertexShader[NUM_VS]={
0022:                         ~0,~0,~0,~0,~0,~0,~0,~0
0023:                         };
0024: DWORD                   hVsEdge=~0;
0025: DWORD                   gEdge = 0;
0026: LPDIRECT3DTEXTURE8      pSpecTexture  = NULL;           // すぺきゅらのテクスチャー
0027: LPDIRECT3DTEXTURE8      pMetalTexture  = NULL;          // メタルのテクスチャー
0028: LPDIRECT3DTEXTURE8      pSoftTexture  = NULL;           // ソフトライティングのテクスチャー
0029: 
0030: D3DXVECTOR4 rot = D3DXVECTOR4(-PI/12.0f, 0.0f, 0.0f, 0.0f);
0031: 
0032: // ライトの方向
0033: static D3DXVECTOR4 lpos;
0034: D3DXVECTOR4 lrot = D3DXVECTOR4(PI/6.0f, PI/4.0f, 0.0f, 0.0f);
0035: 
0036: // ----------------------------------------------------------------------------
0037: // 外部変数
0038: void SetLight(LPDIRECT3DDEVICE8 lpD3DDEV, D3DXVECTOR4 *pRot);
0039: void InitLightEff(LPDIRECT3DDEVICE8 lpD3DDEV, D3DXVECTOR4 pos);
0040: void DrawLightEff(LPDIRECT3DDEVICE8 lpD3DDEV, D3DXMATRIX mView, D3DXMATRIX mProj);
0041: void CleanLightEff();
0042: 
0043: void InitBg(LPDIRECT3DDEVICE8 lpD3DDev);
0044: void DrawBg(LPDIRECT3DDEVICE8 lpD3DDev);
0045: void CleanBg(LPDIRECT3DDEVICE8 lpD3DDev);
0046: 
0047: // ----------------------------------------------------------------------------
0048: // Name: Render()
0049: // Desc: ポリゴンの初期化
0050: //-----------------------------------------------------------------------------
0051: typedef struct{
0052:     char *name;
0053: }VS_INFO;
0054: HRESULT InitRender(LPDIRECT3DDEVICE8 lpD3DDEV)
0055: {
0056:     HRESULT hr;
0057: 
0058:     hr = mesh.Load(lpD3DDEV, "nsx.x");
0059:  
0060:     // バーテックスシェーダーを作成する
0061:     if ( FAILED(CVertexShaderMgr::Load(lpD3DDEV, "edge.vsh", &hVsEdge, dwDecl)) ) return hr;
0062:     
0063:     VS_INFO vs_info[] = {
0064:         "diffuse.vsh",
0065:         "specular.vsh",
0066:         "texspec.vsh",
0067:         "texspec.vsh",
0068:         "hemisphere.vsh",
0069:         "hemi_amb.vsh",
0070:         "hemi_spec.vsh",
0071:         "soft.vsh",
0072:     };
0073:     for(int i = 0; i < NUM_VS; i++){
0074:         if ( FAILED(CVertexShaderMgr::Load(lpD3DDEV, vs_info[i].name, &hVertexShader[i], dwDecl)) ) return hr;
0075:     }
0076:     
0077:     // 演出用テクスチャーの読み込み
0078:     D3DXCreateTextureFromFileEx(lpD3DDEV, "spec.bmp",0,0,0,0,D3DFMT_A8R8G8B8,
0079:                                 D3DPOOL_MANAGED, D3DX_FILTER_LINEAR, D3DX_FILTER_LINEAR,
0080:                                 0, NULL, NULL, &pSpecTexture);
0081:     
0082:     D3DXCreateTextureFromFileEx(lpD3DDEV, "metal.bmp",0,0,0,0,D3DFMT_A8R8G8B8,
0083:                                 D3DPOOL_MANAGED, D3DX_FILTER_LINEAR, D3DX_FILTER_LINEAR,
0084:                                 0, NULL, NULL, &pMetalTexture);
0085:     
0086:     D3DXCreateTextureFromFileEx(lpD3DDEV, "soft.bmp",0,0,0,0,D3DFMT_A8R8G8B8,
0087:                                 D3DPOOL_MANAGED, D3DX_FILTER_LINEAR, D3DX_FILTER_LINEAR,
0088:                                 0, NULL, NULL, &pSoftTexture);
0089:     
0090:     // レンダリングの状態の設定
0091:     lpD3DDEV->SetRenderState( D3DRS_ZENABLE, TRUE);
0092:     lpD3DDEV->SetRenderState( D3DRS_LIGHTING,  FALSE );
0093:     SetLight(lpD3DDEV, &lrot);  // 光源の初期化
0094: 
0095:     // 値の変わらない定数レジスタの設定
0096:     lpD3DDEV->SetVertexShaderConstant(12, D3DXVECTOR4(0.0f, 0.5f, 1.0f, 2.0f), 1);
0097:     lpD3DDEV->SetVertexShaderConstant(16, D3DXVECTOR4(0.7f, 0.6f, 0.4f, 0.0f), 1);// ライトの色
0098:     lpD3DDEV->SetVertexShaderConstant(17, D3DXVECTOR4(0.5f, 0.5f, 0.5f, 1.0f), 1);// すぺきゅらーライトの色
0099:     lpD3DDEV->SetVertexShaderConstant(18, D3DXVECTOR4(0.3f, 0.3f, 0.3f, 0.0f), 1);// 上半球の色
0100:     lpD3DDEV->SetVertexShaderConstant(19, D3DXVECTOR4(0.7f, 0.3f, 0.1f, 0.0f), 1);// 下半球の色
0101:     
0102:     InitBg(lpD3DDEV);
0103: 
0104:     return S_OK;
0105: }
0106: // ----------------------------------------------------------------------------
0107: // Name: Render()
0108: // Desc: ポリゴンの描画
0109: //-----------------------------------------------------------------------------
0110: void Render(LPDIRECT3DDEVICE8 lpD3DDEV)
0111: {
0112:     if(!mesh.bActive) return;
0113: 
0114:     D3DXMATRIX m, mLocal, mWorld, mLW, mProj;
0115: 
0116:     D3DXMatrixPerspectiveFovLH(&mProj
0117:         ,60.0f*PI/180.0f                        // 視野角
0118:         ,(float)WIDTH/(float)HEIGHT             // アスペクト比
0119:         ,0.01f                                  // 最近接距離
0120:         ,100.0f                                 // 最遠方距離
0121:         );
0122:     D3DXMatrixRotationYawPitchRoll(&mWorld, rot.y, rot.x, rot.z);
0123: 
0124:     float s = 1.0f / mesh.radius;
0125:     D3DXMatrixTranslation(&mLocal,-mesh.center.x,0,-mesh.center.z);
0126:     D3DXMatrixScaling(&m, s,s,s);
0127:     mLocal = mLocal * m;
0128:     mLW = mLocal*mWorld;
0129:     
0130:     // 背景描画
0131:     lpD3DDEV->SetTransform( D3DTS_WORLD, &mWorld );
0132:     lpD3DDEV->SetTransform( D3DTS_VIEW, &view.Get() );
0133:     lpD3DDEV->SetTransform( D3DTS_PROJECTION, &mProj );
0134:     DrawBg(lpD3DDEV);
0135: 
0136:     // モデル描画
0137:     m = mLW * view.Get() * mProj;
0138:     D3DXMatrixTranspose( &m ,  &m);
0139:     lpD3DDEV->SetVertexShaderConstant(0,&m, 4);
0140:     D3DXMatrixTranspose( &m ,  &mLW);
0141:     lpD3DDEV->SetVertexShaderConstant(4, &m, 4);
0142:     D3DXMatrixInverse( &m,  NULL, &mLW);
0143:     lpD3DDEV->SetVertexShaderConstant(8, &m, 4);
0144:     
0145:     // ローカル座標変換行列
0146:     D3DXVECTOR4 lightDir;
0147:     D3DXMatrixInverse( &m,  NULL, &mLW);
0148:     
0149:     // ローカル座標でのライトの方向
0150:     D3DXVec4Transform(&lightDir, &lpos, &m);
0151:     D3DXVec4Normalize(&lightDir, &lightDir);
0152:     lightDir[3] =0.3f;
0153:     lpD3DDEV->SetVertexShaderConstant(13, &lightDir, 1);
0154:     
0155:     // ローカル座標での視点
0156:     D3DXVECTOR4 eye_pos;
0157:     D3DXVec4Transform(&eye_pos, &view.GetEye(), &m);
0158:     lpD3DDEV->SetVertexShaderConstant(14, &eye_pos, 1);
0159: 
0160:     // 半球ライティング用のローカル座標での垂直軸
0161:     D3DXVECTOR4 axis(0.0f, 1.0f, 0.0f, 0.1f);
0162:     D3DXVec4Transform(&axis, &axis, &m);
0163:     D3DXVec4Normalize(&axis, &axis);
0164:     lpD3DDEV->SetVertexShaderConstant(20, &axis, 1);
0165:     
0166:     // 輪郭の厚さ
0167:     lpD3DDEV->SetVertexShaderConstant(40
0168:         , D3DXVECTOR4(0.015f*mesh.radius, 
0169:                       0.015f*mesh.radius,
0170:                       -0.0002f*mesh.radius, 0.0f), 1);
0171:     
0172:     lpD3DDEV->SetStreamSource(0, mesh.pVB, sizeof(D3D_CUSTOMVERTEX));
0173:     lpD3DDEV->SetIndices(mesh.pIndex,0);
0174:     
0175:     // 輪郭抽出
0176:     if(gEdge){
0177:         lpD3DDEV->SetVertexShader(hVsEdge);
0178:         lpD3DDEV->SetTexture(0,NULL);
0179:         lpD3DDEV->SetRenderState( D3DRS_ZWRITEENABLE, FALSE );    // 深度バッファの書き込みを止める
0180:         lpD3DDEV->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE);
0181:         for(DWORD i=0;i<mesh.dwNumMaterials;i++){
0182:             //色をセット
0183:             lpD3DDEV->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 
0184:                                             mesh.pSubsetTable[i].VertexStart,
0185:                                             mesh.pSubsetTable[i].VertexCount,
0186:                                             mesh.pSubsetTable[i].FaceStart * 3,
0187:                                             mesh.pSubsetTable[i].FaceCount);
0188:         }
0189:         lpD3DDEV->SetRenderState( D3DRS_ZWRITEENABLE, TRUE );    // 深度バッファの書き込みを戻す
0190:         lpD3DDEV->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW);
0191:     }
0192:     
0193:     lpD3DDEV->SetVertexShader(hVertexShader[gVs]);
0194:     
0195:     switch(gVs){
0196:     case 0:// diffuse
0197:     case 1:// 頂点ライトスペキュラー
0198:         lpD3DDEV->SetTextureStageState(0,D3DTSS_COLOROP,    D3DTOP_MODULATE);
0199:         lpD3DDEV->SetTextureStageState(0,D3DTSS_COLORARG1,  D3DTA_TEXTURE);
0200:         lpD3DDEV->SetTextureStageState(0,D3DTSS_COLORARG2,  D3DTA_DIFFUSE);
0201:         lpD3DDEV->SetTextureStageState(1,D3DTSS_COLOROP,    D3DTOP_DISABLE);
0202:         break;
0203:     case 2:// テクスチャースペキュラー
0204:         lpD3DDEV->SetTexture(1, pSpecTexture);
0205:     case 3:// メタルテクスチャー
0206:         if(3==gVs)lpD3DDEV->SetTexture(1, pMetalTexture);
0207:         lpD3DDEV->SetTextureStageState(0,D3DTSS_MAGFILTER , D3DTEXF_LINEAR);
0208:         lpD3DDEV->SetTextureStageState(0,D3DTSS_MINFILTER,  D3DTEXF_LINEAR);
0209:         lpD3DDEV->SetTextureStageState(1,D3DTSS_MAGFILTER , D3DTEXF_LINEAR);
0210:         lpD3DDEV->SetTextureStageState(1,D3DTSS_MINFILTER,  D3DTEXF_LINEAR);
0211:         lpD3DDEV->SetTextureStageState(0,D3DTSS_COLOROP,    D3DTOP_MODULATE);
0212:         lpD3DDEV->SetTextureStageState(0,D3DTSS_COLORARG1,  D3DTA_TEXTURE);
0213:         lpD3DDEV->SetTextureStageState(0,D3DTSS_COLORARG2,  D3DTA_DIFFUSE);
0214:         lpD3DDEV->SetTextureStageState(1,D3DTSS_COLOROP,    D3DTOP_ADD);
0215:         lpD3DDEV->SetTextureStageState(1,D3DTSS_COLORARG1,  D3DTA_TEXTURE);
0216:         lpD3DDEV->SetTextureStageState(1,D3DTSS_COLORARG2,  D3DTA_CURRENT);
0217:         lpD3DDEV->SetTextureStageState(1,D3DTSS_ADDRESSU,   D3DTADDRESS_CLAMP);
0218:         break;
0219:     case 4:// 半球ライティング
0220:     case 5:// 半球ライティング
0221:     case 6:// 半球ライティング
0222:         lpD3DDEV->SetTextureStageState(0,D3DTSS_COLOROP,    D3DTOP_MODULATE);
0223:         lpD3DDEV->SetTextureStageState(0,D3DTSS_COLORARG1,  D3DTA_TEXTURE);
0224:         lpD3DDEV->SetTextureStageState(0,D3DTSS_COLORARG2,  D3DTA_DIFFUSE);
0225:         lpD3DDEV->SetTextureStageState(1,D3DTSS_COLOROP,    D3DTOP_DISABLE);
0226:         break;
0227:     case 7:// ソフトトゥーン
0228:         lpD3DDEV->SetTexture(1, pSoftTexture);
0229:         lpD3DDEV->SetTextureStageState(0,D3DTSS_MAGFILTER , D3DTEXF_LINEAR);
0230:         lpD3DDEV->SetTextureStageState(0,D3DTSS_MINFILTER,  D3DTEXF_LINEAR);
0231:         lpD3DDEV->SetTextureStageState(1,D3DTSS_MAGFILTER , D3DTEXF_LINEAR);
0232:         lpD3DDEV->SetTextureStageState(1,D3DTSS_MINFILTER,  D3DTEXF_LINEAR);
0233:         lpD3DDEV->SetTextureStageState(0,D3DTSS_COLOROP,    D3DTOP_MODULATE);
0234:         lpD3DDEV->SetTextureStageState(0,D3DTSS_COLORARG1,  D3DTA_TEXTURE);
0235:         lpD3DDEV->SetTextureStageState(0,D3DTSS_COLORARG2,  D3DTA_DIFFUSE);
0236:         lpD3DDEV->SetTextureStageState(1,D3DTSS_COLOROP,    D3DTOP_MODULATE);
0237:         lpD3DDEV->SetTextureStageState(1,D3DTSS_COLORARG1,  D3DTA_TEXTURE);
0238:         lpD3DDEV->SetTextureStageState(1,D3DTSS_COLORARG2,  D3DTA_CURRENT);
0239:         lpD3DDEV->SetTextureStageState(1,D3DTSS_ADDRESSU,   D3DTADDRESS_CLAMP);
0240:         break;
0241:     }
0242:     
0243:     //メッシュの描画
0244:     for(DWORD i=0;i<mesh.dwNumMaterials;i++){
0245:         //色をセット
0246:         D3DXVECTOR4 vl(
0247: //          0,0,0,
0248:             mesh.pMaterials[i].Diffuse.r*0.7f,
0249:             mesh.pMaterials[i].Diffuse.g*0.7f,
0250:             mesh.pMaterials[i].Diffuse.b*0.7f,
0251:             1.0f);
0252:         lpD3DDEV->SetVertexShaderConstant(15,&vl,1);
0253:         if(mesh.pTextures[i]){
0254:             lpD3DDEV->SetTextureStageState(0,D3DTSS_COLOROP, D3DTOP_MODULATE);
0255:             lpD3DDEV->SetTexture(0, mesh.pTextures[i]);
0256:         }else{
0257:             lpD3DDEV->SetTextureStageState(0,D3DTSS_COLOROP, D3DTOP_SELECTARG2);
0258:         }
0259:         lpD3DDEV->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 
0260:                                         mesh.pSubsetTable[i].VertexStart,
0261:                                         mesh.pSubsetTable[i].VertexCount,
0262:                                         mesh.pSubsetTable[i].FaceStart * 3,
0263:                                         mesh.pSubsetTable[i].FaceCount);
0264:     }
0265:     lpD3DDEV->SetTexture(0,NULL);
0266:     lpD3DDEV->SetTexture(1,NULL);
0267:     
0268:     // 光源の位置を描く
0269:     DrawLightEff(lpD3DDEV, view.Get(), mProj);
0270: }
0271: 
0272: //-----------------------------------------------------------------------------
0273: // 光源の設定
0274: //-----------------------------------------------------------------------------
0275: void SetLight(LPDIRECT3DDEVICE8 lpD3DDEV, D3DXVECTOR4 *pRot)
0276: {
0277:     D3DXMATRIX m;
0278:     D3DXMatrixRotationYawPitchRoll(&m, pRot->y, pRot->x, pRot->z);
0279:     D3DXVec4Transform(&lpos, &D3DXVECTOR4(0.0f, 0.0f,-1.0f, 0.0f), &m);
0280:     D3DXVec4Normalize(&lpos, &lpos);
0281:     InitLightEff(lpD3DDEV, lpos);
0282: }
0283: //-----------------------------------------------------------------------------
0284: // Name: CleanRender()
0285: // Desc: 後始末
0286: //-----------------------------------------------------------------------------
0287: void CleanRender(LPDIRECT3DDEVICE8 lpD3DDEV)
0288: {
0289:     CleanBg(lpD3DDEV);
0290:     CleanLightEff();
0291:     
0292:     RELEASE(pSoftTexture);
0293:     RELEASE(pMetalTexture);
0294:     RELEASE(pSpecTexture);
0295:     
0296:     // 頂点シェーダーの開放
0297:     for(int i = 0; i < NUM_VS; i++){
0298:         CVertexShaderMgr::Release(lpD3DDEV, &hVertexShader[i]);
0299:     }
0300:     CVertexShaderMgr::Release(lpD3DDEV, &hVsEdge);
0301:     
0302:     mesh.Release();
0303: }
0304: