// Shader_GlareP.cpp: implementation of the CShader_GlareP class. // ////////////////////////////////////////////////////////////////////// #include "Shader_GlareP.h" #include "SceneManager.h" #include "SceneStateMgr.h" ////////////////////////////////////////////////////////////////////// // Construction/Destruction ////////////////////////////////////////////////////////////////////// CShader_GlareP::CShader_GlareP() { CreatePixelShaderFromFile("c:/MP-project/Shaders/3_Glare.psh"); m_pIllumTexture = new CTexture; m_pIllumTexture->SetPath(SHADERTEXTUREPATH); m_pIllumTexture->Load("Illumap2.dds"); //m_pBumpTexture = new CTexture; //m_pBumpTexture->Load("mon_ninus.dds"); } CShader_GlareP::~CShader_GlareP() { if(m_pIllumTexture != NULL) { delete m_pIllumTexture; m_pIllumTexture = NULL; } } void CShader_GlareP::SetupPixelShaderConstants() { // Texture Stage Setting. // Texture Load .. // shader constants Setting. //µîµî LPDIRECT3DDEVICE8 lpDevice = CSceneManager::GetDevice(); CSceneStateMgr::_SetD3DTextureStageState(0,D3DTSS_MAGFILTER,D3DTEXF_LINEAR); CSceneStateMgr::_SetD3DTextureStageState(0,D3DTSS_MINFILTER,D3DTEXF_LINEAR); CSceneStateMgr::_SetD3DTextureStageState(0,D3DTSS_MIPFILTER,D3DTEXF_LINEAR); CSceneStateMgr::_SetD3DTextureStageState(1,D3DTSS_MAGFILTER,D3DTEXF_LINEAR); CSceneStateMgr::_SetD3DTextureStageState(1,D3DTSS_MINFILTER,D3DTEXF_LINEAR); CSceneStateMgr::_SetD3DTextureStageState(1,D3DTSS_MIPFILTER,D3DTEXF_LINEAR); CSceneStateMgr::_SetD3DTextureStageState(3,D3DTSS_MAGFILTER,D3DTEXF_LINEAR); CSceneStateMgr::_SetD3DTextureStageState(3,D3DTSS_MINFILTER,D3DTEXF_LINEAR); CSceneStateMgr::_SetD3DTextureStageState(3,D3DTSS_MIPFILTER,D3DTEXF_LINEAR); // Base texture stage CSceneStateMgr::_SetD3DTextureStageState(0, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP); CSceneStateMgr::_SetD3DTextureStageState(0, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP); CSceneStateMgr::_SetD3DRenderState( D3DRS_WRAP0, 0 ); // bump map texture stage CSceneStateMgr::_SetD3DTextureStageState(1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP); CSceneStateMgr::_SetD3DTextureStageState(1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP); CSceneStateMgr::_SetD3DRenderState( D3DRS_WRAP1, 0 ); // Illumination texture CSceneStateMgr::_SetD3DTextureStageState(2, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP); CSceneStateMgr::_SetD3DTextureStageState(2, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP); CSceneStateMgr::_SetD3DTextureStageState(2, D3DTSS_ADDRESSW, D3DTADDRESS_CLAMP); CSceneStateMgr::_SetD3DRenderState( D3DRS_WRAP2, 0); CSceneStateMgr::_SetD3DTextureStageState(3, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP); CSceneStateMgr::_SetD3DTextureStageState(3, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP); CSceneStateMgr::_SetD3DTextureStageState(3, D3DTSS_ADDRESSW, D3DTADDRESS_CLAMP); CSceneStateMgr::_SetD3DRenderState(D3DRS_CULLMODE,D3DCULL_CCW); CSceneStateMgr::_SetD3DRenderState(D3DRS_ZENABLE,TRUE); CSceneStateMgr::_SetD3DRenderState(D3DRS_ZWRITEENABLE,TRUE); CSceneStateMgr::_SetD3DRenderState(D3DRS_ALPHABLENDENABLE,FALSE); CSceneStateMgr::_SetD3DRenderState( D3DRS_LIGHTING, FALSE ); } void CShader_GlareP::Apply() { /* CSceneManager::GetDevice()->SetTexture(0, m_pBaseTexture->GetTexture() ); CSceneManager::GetDevice()->SetTexture(1, m_pBumpTexture->GetTexture() ); CScencManager::GetDevice()->SetTexture(3, m_pIllumTexture->GetTexture() ); */ // CSceneManager::GetDevice()->SetTexture(1, m_pBumpTexture->GetTexture()); CSceneManager::GetDevice()->SetTexture(3, m_pIllumTexture->GetTexture()); CSceneManager::GetDevice()->SetPixelShader(m_dwPixelShader); SetupPixelShaderConstants(); } void CShader_GlareP::SetNormalTexture(char *strTexName) { if(m_pBumpTexture != NULL) { delete m_pBumpTexture; CTexture::SetPath(SHADERTEXTUREPATH); m_pBumpTexture = new CTexture; m_pBumpTexture->Load(strTexName); } }