// CharacterLightShadowManager.cpp: implementation of the CCharacterLightShadowManager class. // ////////////////////////////////////////////////////////////////////// #include "CharacterLightShadowManager.h" #include "SceneManager.h" #include "SoundMgr.h" #include "BaseGraphicsLayer.h" #include "Z3DManagedObject.h" #include "Z3D_GLOBALS.h" #include "RenderOption.h" #include "MapStorage.h" #include "GMMemory.h" ////////////////////////////////////////////////////////////////////// // Construction/Destruction ////////////////////////////////////////////////////////////////////// inline DWORD F2DW( FLOAT f ) { return *((DWORD*)&f); } /* char strCharacterPerPixelLightingAndShadowMapPixelShader[]= "ps.1.1\n" "def c0,0.3f,0.3f,0.3f,0.3f\n" "def c1,0.1f,0.1f,0.1f,0.1f\n" "tex t0\n" "tex t1\n" "tex t2\n" "dp3 r0,t1_bx2,v0_bx2\n" "add t2,t2,c1\n" "mul r0,r0,t2\n" "sub r1,c0,r0\n" "mov_sat r1,r1\n" "add r0,r0,r1\n" "mul_x2 r0,r0,t0\n"; */ char strCharacterPerPixelLightingAndShadowMapPixelShader[]= "ps.1.1\n" "tex t0\n" "tex t1\n" "tex t2\n" "dp3_sat r0,t1_bx2,v0_bx2\n" "dp3_sat r1,t1_bx2,v1_bx2\n" //"mul r1,r1,c2\n" //"add r0,r1,r0\n" //"add t2,t2,c1\n" "mul r0,r0,t2\n" "mad r0,r1,c2,r0\n" "sub_sat r1,c0,r0\n" "mul r0,r0,c3\n" //"mov_sat r1,r1\n" "add r0,r0,r1\n" "mul_x2 r0,r0,t0\n"; char strCharacterPerPixelLightingPixelShader[]= "ps.1.1\n" "def c0,0.3f,0.3f,0.3f,0.3f\n" "def c1,0.1f,0.1f,0.1f,0.1f\n" "tex t0\n" "tex t1\n" "dp3 r0,t1_bx2,v0_bx2\n" "sub r1,c0,r0\n" "mov_sat r1,r1\n" "add r0,r0,r1\n" "mul_x2 r0,r0,t0\n"; /* char strChracterSpecAndShadowMapShader[]= "ps.1.1\n" "tex t0\n" "tex t1\n" "tex t2\n" "dp3 r0,t1_bx2,v1_bx2\n" "mul r1,r0,r0\n" "mul r0,r1,r1\n" "mul r0,r0,t2\n"; */ char strChracterSpecAndShadowMapShader[]= "ps.1.1\n" "def c0,0.10f,0.10f,0.10f,0.10f\n" "tex t0\n" "tex t1\n" "tex t2\n" "dp3 r0,t1_bx2,v1_bx2\n" "mul r1,r0,r0\n" "mul r0,r1,r1\n" "mul r0,r0,t2\n" "dp3 r1,t1_bx2,v0_bx2\n" //"sub_sat t2,c0,1-r1\n" //"add r1,t2,1-r1\n" //"mul r1,r1,t0.a\n" /* "mad r1,r1,t0.a,r1 mad dest, src0, src1, src2 dest = src0 * src1 + src2 */ "mul_x2 r0,r0,1-r1\n"; char strChracterSpecShader[]= "ps.1.1\n" "tex t0\n" "tex t1\n" "dp3 r0,t1_bx2,v1_bx2\n" "mul r1,r0,r0\n" "mul r0,r1,r1\n"; ///12 Light Direction; char strVertexShader[]= "vs.1.1\n" "m4x4 oPos, v0, c8\n"// Position World*View*Projection Transform "m3x3 r3, v8, c0\n" // Normal World Transform "m3x3 r5, v3, c0\n" // Tangent S vector World Transform "mul r0, -r3.zxyw, r5.yzxw\n" "mad r4, -r3.yzxw, r5.zxyw,-r0\n"//r4 is Tangent T "m4x4 r2, v0, c0\n" "add r2, -r2, c24\n"//c24 Camera Position "dp3 r11.x, r2.xyz, r2.xyz\n" "rsq r11.xyz, r11.x\n" "mul r2.xyz, r2.xyz, r11.xyz\n" "add r2.xyz, r2.xyz, -c12\n" "dp3 r11.x, r2.xyz, r2.xyz\n" "rsq r11.xyz, r11.x\n" "mul r2.xyz, r2.xyz, r11.xyz\n" //"dp3 r8.x,r3,r2\n" //"dp3 r8.y,r4,r2\n" //"dp3 r8.z,r5,r2\n" //"mad oD1.xyz, r8, c33, c33\n"//Specular Vertex Color "dp3 r8.x, r3, -c12\n" "dp3 r8.y, r4, -c12\n" "dp3 r8.z, r5, -c12\n" "mad oD0.xyz, r8.xyz, c33, c33\n"//Diffuse Vertex Color "dp3 r8.x, r3, -c13\n" "dp3 r8.y, r4, -c13\n" "dp3 r8.z, r5, -c13\n" "mad oD1.xyz, r8.xyz, c33, c33\n"//Back Diffuse Vertex Color "mov oT0.xy, v7.xy\n" "mov oT1.xy, v7.xy\n" "dp4 oT2.x,v0,c4\n" "dp4 oT2.y,v0,c5\n" "dp4 oT2.z,v0,c6\n" "dp4 oT2.w,v0,c7\n"; char strVertexSpecularShader[]= "vs.1.1\n" "m4x4 oPos, v0, c8\n" "m3x3 r3, v8, c0\n" "m3x3 r5, v3, c0\n" "mul r0, -r3.zxyw, r5.yzxw\n" "mad r4, -r3.yzxw, r5.zxyw,-r0\n" "m4x4 r2, v0, c0\n" "add r2, -r2, c24\n" "dp3 r11.x, r2.xyz, r2.xyz\n" "rsq r11.xyz, r11.x\n" "mul r2.xyz, r2.xyz, r11.xyz\n" "add r2.xyz, r2.xyz, -c12\n" "dp3 r11.x, r2.xyz, r2.xyz\n" "rsq r11.xyz, r11.x\n" "mul r2.xyz, r2.xyz, r11.xyz\n" "dp3 r8.x,r3,r2\n" "dp3 r8.y,r4,r2\n" "dp3 r8.z,r5,r2\n" "mad oD1.xyz, r8, c33, c33\n" "dp3 r8.x, r3, -c12\n" "dp3 r8.y, r4, -c12\n" "dp3 r8.z, r5, -c12\n" "mad oD0.xyz, r8.xyz, c33, c33\n" "mov oT0.xy, v7.xy\n" "mov oT1.xy, v7.xy\n" "dp4 oT2.x,v0,c4\n" "dp4 oT2.y,v0,c5\n" "dp4 oT2.z,v0,c6\n" "dp4 oT2.w,v0,c7\n"; //"mul oT2.xy, v7.xy,c[34]\n"; /* //List CCharacterLightShadowManager::m_CharacterList; //List CCharacterLightShadowManager::m_CharacterCollisionType; //List CCharacterLightShadowManager::m_CharacterScreenPositionList; //List CCharacterLightShadowManager::m_CharacterSoundHelperList; //List CCharacterLightShadowManager::m_CharacterAttackEventList; //List CCharacterLightShadowManager::m_CharacterTrailOnEventList; //List CCharacterLightShadowManager::m_CharacterTrailOffEventList; //List CCharacterLightShadowManager::m_CharacterDelayTimer; //List CCharacterLightShadowManager::m_CharacterLightList; //List CCharacterLightShadowManager::m_CharacterPerFrameMove; //List CCharacterLightShadowManager::m_CharacterRealPosition; //List CCharacterLightShadowManager::m_CharacterRandomPostionTimer; //List CCharacterLightShadowManager::m_CharacterRandomPostionAdder; */ CRenderTexture CCharacterLightShadowManager::m_pShadowTexture;//±×¸²ÀÚ std::vector CCharacterLightShadowManager::m_CharacterList; CCharacterLightShadowManager::CCharacterLightShadowManager() { m_pCharacterLight = NULL; } CCharacterLightShadowManager::~CCharacterLightShadowManager() { if(m_pCharacterLight != NULL) { delete m_pCharacterLight; m_pCharacterLight = NULL; } //CZ3DSound::Close(); //CZ3DTimingSignaler::Close(); } void CCharacterLightShadowManager::Create() { if(CRenderOption::m_CharacterProjectShadowTerrain) m_pShadowTexture.Create(256,256); /* char tmp[256] = {0,}; sprintf(tmp, "%sAni\\", CHARACTERDATAPATH); g_ContAniKeyPack.LoadHandleNameTable(CHARACTERANIPACK,tmp); sprintf(tmp, "%sMesh\\", CHARACTERDATAPATH); g_ContLODMesh.SetFilePath(tmp); sprintf(tmp, "%sAmesh\\", CHARACTERDATAPATH); g_ContAMesh.SetFilePath(tmp); if(CRenderOption::m_TextureMethod==1) { sprintf(tmp, "%sTexture\\", CHARACTERDATAPATH); } else { sprintf(tmp, "%s\\LowTexture\\", CHARACTERDATAPATH); } g_ContTexture.SetFilePath(tmp); Z3DTexture::_Init(BaseGraphicsLayer::GetDevice(), CHARACTERTEXTUREDATAPATH, CHRTEXTURESIZE); CZ3DRenderable::_Init(BaseGraphicsLayer::GetDevice()); CZ3DCharacterModel::_Init(CHARACTERDATAPATH); if( false == CZ3DGeneralChrModel::_BuildCMDSList() ) { return; } sprintf(tmp, "%s/ChrEvent.EDS", CHARACTERDATAPATH); if( false == CZ3DChrEventGenerator::_Load( tmp ) ) { return; } */ _Z3DGlobalInit( CHARACTERDATAPATH, BaseGraphicsLayer::GetDevice() ); /*H3DTextureTag ttag; g_ContTexture.GetObject( ttag, "fx_item_marker_gradation.dds" ); g_ContTexture.GetObject( ttag, "fx_bomb_04.dds" ); g_ContTexture.GetObject( ttag, "fx_fire2.dds" );*/ //sprintf(tmp, "%sSound\\", CHARACTERDATAPATH); //CZ3DSound::Init(BaseGraphicsLayer::GethWnd(), Z3DSOUND_3D, SOUNDFILEPATH ); //g_ContTexture.GetObjectByHandle( 6100018 ); //CZ3DSkeletonObject* pObj = new CZ3DSkeletonObject(); //pObj->Link(NULL); char strSoundTable[256]; sprintf(strSoundTable,"%s%s",CHARACTERDATAPATH,"EventSoundFile.EDS"); if(g_MapEvent2SndFile.Load(strSoundTable,SOUNDFILEPATH,g_TokEventName)==false) { } if(CRenderOption::m_CharacterPerPixelLighting) { LPD3DXBUFFER pCode; DWORD dwDecl[] = { D3DVSD_STREAM(0), D3DVSD_REG(0, D3DVSDT_FLOAT3), // position D3DVSD_REG(3, D3DVSDT_FLOAT3), // normal D3DVSD_REG(7, D3DVSDT_FLOAT2), // tex D3DVSD_REG(8, D3DVSDT_FLOAT3), // S D3DVSD_END() }; D3DXAssembleShader(strCharacterPerPixelLightingPixelShader,strlen(strCharacterPerPixelLightingPixelShader),0,NULL,&pCode,NULL); BaseGraphicsLayer::GetDevice()->CreatePixelShader((DWORD*)pCode->GetBufferPointer(),&m_dwCharacterPixelShader); pCode->Release(); D3DXAssembleShader(strChracterSpecShader,strlen(strChracterSpecShader),0,NULL,&pCode,NULL); BaseGraphicsLayer::GetDevice()->CreatePixelShader((DWORD*)pCode->GetBufferPointer(),&m_dwCharacterSpecPixelShader); D3DXAssembleShader(strVertexShader,strlen(strVertexShader),0,NULL,&pCode,NULL); BaseGraphicsLayer::GetDevice()->CreateVertexShader( dwDecl, (DWORD*)pCode->GetBufferPointer(), &m_dwCharacterVertexShader, 0 ); } } void CCharacterLightShadowManager::RenderEnv(LPDIRECT3DDEVICE8 pd3dDevice) { //CSceneManager::m_bEnv = true; if(!CRenderOption::m_CharacterPerPixelLighting) { pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_CURRENT ); pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE2X); pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE); pd3dDevice->SetTextureStageState( 2, D3DTSS_COLOROP, D3DTOP_DISABLE); pd3dDevice->LightEnable(0,TRUE); pd3dDevice->SetRenderState( D3DRS_LIGHTING,TRUE); D3DLIGHT8 light; ZeroMemory( &light, sizeof(D3DLIGHT8) ); light.Type = D3DLIGHT_DIRECTIONAL; light.Diffuse.r = CSceneManager::m_WeatherManager.m_InterCharacterLight.r/255.0f; light.Diffuse.g = CSceneManager::m_WeatherManager.m_InterCharacterLight.g/255.0f; light.Diffuse.b = CSceneManager::m_WeatherManager.m_InterCharacterLight.b/255.0f; vector3 vecLight(-1.0f,-1.0f,-1.0f); vecLight.Normalize(); light.Position.x = light.Direction.x =vecLight.x; light.Position.y = light.Direction.y =vecLight.y; light.Position.z = light.Direction.z =vecLight.z; light.Range = 1000.0f; pd3dDevice->SetLight(0,&light); pd3dDevice->SetRenderState(D3DRS_AMBIENT,CSceneManager::m_WeatherManager.m_InterCharacterAmbient.c); } /* pd3dDevice->SetTextureStageState(1,D3DTSS_COLORARG1, D3DTA_TEXTURE); pd3dDevice->SetTextureStageState(1,D3DTSS_COLORARG2, D3DTA_CURRENT); pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_SELECTARG2); pd3dDevice->SetTexture(2,CSceneManager::m_LightEffectManager.m_CharcterEnvTexture.GetTexture()); D3DXMATRIX mat; pd3dDevice->SetTextureStageState( 2, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACENORMAL); pd3dDevice->SetTextureStageState( 2, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); pd3dDevice->SetTextureStageState( 2, D3DTSS_BUMPENVMAT00, F2DW(0.1f) ); pd3dDevice->SetTextureStageState( 2, D3DTSS_BUMPENVMAT01, F2DW(0.0f) ); pd3dDevice->SetTextureStageState( 2, D3DTSS_BUMPENVMAT10, F2DW(0.0f) ); pd3dDevice->SetTextureStageState( 2, D3DTSS_BUMPENVMAT11, F2DW(0.1f) ); mat._11 = -0.5f; mat._12 = 0; mat._13 = 0; mat._14 = 0; mat._21 = 0; mat._22 = -0.5f; mat._23 = 0; mat._24 = 0; mat._31 = 0; mat._32 = 0; mat._33 = 0; mat._34 = 0; mat._41 = 0.5f; mat._42 = 0.5f; mat._43 = 0; mat._44 = 0; pd3dDevice->SetTransform( D3DTS_TEXTURE1, &mat ); pd3dDevice->SetTextureStageState(2,D3DTSS_COLORARG1, D3DTA_TEXTURE); pd3dDevice->SetTextureStageState(2,D3DTSS_COLORARG2, D3DTA_CURRENT); pd3dDevice->SetTextureStageState(2,D3DTSS_COLOROP, D3DTOP_DISABLE); pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 0 ); pd3dDevice->SetPixelShader(m_dwCharacterPixelShader); pd3dDevice->LightEnable(0,TRUE); pd3dDevice->SetRenderState( D3DRS_LIGHTING,TRUE); pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 1 ); pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA ); pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA ); pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE,FALSE); pd3dDevice->SetRenderState( D3DRS_ALPHAREF,0x0); pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE ); pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_CURRENT); pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP,D3DTOP_MODULATE); pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP,D3DTOP_DISABLE); pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE,FALSE); pd3dDevice->SetVertexShader(BUMPVERTEXFVF); pd3dDevice->SetPixelShader(m_dwCharacterPixelShader); */ //pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE,TRUE); //pd3dDevice->SetVertexShader(m_dwCharacterVertexShader); //pd3dDevice->SetPixelShader(m_dwCharacterPixelShader); matrix matWorld; matWorld.MakeIdent(); pd3dDevice->SetTransform(D3DTS_WORLD,matWorld); CSceneNode CharScene; CharScene.m_fRad=300.0f; vector3 vecCharPos; vector3 vecCharScreenPos; float fW; for(int cChar=0;cChar<(int)m_CharacterList.size();cChar++) { if(m_CharacterList[cChar].m_bRender==false) { m_CharacterList[cChar].m_pChrmodel->SetCull(true); m_CharacterList[cChar].m_pChrmodel->SetDisable(true); } else { m_CharacterList[cChar].m_pChrmodel->SetCull(false); m_CharacterList[cChar].m_pChrmodel->SetDisable(false); } if(m_CharacterList[cChar].m_pChrmodel->IsDisabled()==false) { m_CharacterList[cChar].m_pChrmodel->GetPosition(vecCharPos.x,vecCharPos.y,vecCharPos.z); CharScene.m_AccumulateTM.Translation(vecCharPos); if(CharScene.isCulling()) { m_CharacterList[cChar].m_pChrmodel->SetCull(false); BaseGraphicsLayer::TransformVector(vecCharPos,vecCharScreenPos,fW); m_CharacterList[cChar].m_ptScreenPosition.x=(int)vecCharScreenPos.x; m_CharacterList[cChar].m_ptScreenPosition.y=(int)vecCharScreenPos.y; //m_CharacterScreenPositionList[cChar].x=(int)vecCharScreenPos.x; //m_CharacterScreenPositionList[cChar].y=(int)vecCharScreenPos.y; //BaseGraphicsLayer::TransformVector(m_InstanceObjectList[cObject].m_vecPosition,vecResult,w); } else { m_CharacterList[cChar].m_pChrmodel->SetCull(true); m_CharacterList[cChar].m_ptScreenPosition.x=-1; m_CharacterList[cChar].m_ptScreenPosition.y=-1; //m_CharacterScreenPositionList[cChar].x=-1; //m_CharacterScreenPositionList[cChar].y=-1; } } /* if(cChar==0) m_CharacterList[cChar]->SetCull(false); */ } CZ3DRenderable::Process(); /* */ char *pShadowCollision; vector3 vecChrPos; float fInterVal=SECTORSIZE/256.0f; int px,pz; float fPosx,fPosz; pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE,FALSE); if(0)//CRenderOption::m_CharacterPerPixelLighting) { D3DXVECTOR4 LightDir=D3DXVECTOR4( -1.0f, -1.0f, -1.0f, 0.0f ); D3DXVec4Normalize(&LightDir,&LightDir); pd3dDevice->SetVertexShaderConstant(12, &LightDir, 1 ); // light direction pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE,FALSE); pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 1 ); //pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 0); pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE ); pd3dDevice->SetTextureStageState( 2, D3DTSS_TEXCOORDINDEX, 2); pd3dDevice->SetTextureStageState( 2, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE ); pd3dDevice->SetTextureStageState(0,D3DTSS_MIPFILTER,D3DTEXF_POINT); pd3dDevice->SetTextureStageState(1,D3DTSS_MIPFILTER,D3DTEXF_POINT); } vector3 vecSunLightDir( CSceneManager::m_WeatherManager.m_SunLight.Direction.x, CSceneManager::m_WeatherManager.m_SunLight.Direction.y, CSceneManager::m_WeatherManager.m_SunLight.Direction.z); float fBias=0.0f; pd3dDevice->SetTextureStageState(0, D3DTSS_MIPMAPLODBIAS, *((LPDWORD) (&fBias))); pd3dDevice->SetTextureStageState(1, D3DTSS_MIPMAPLODBIAS, *((LPDWORD) (&fBias))); color m_InterCharacterAmbient; color m_InterCharacterLight; //float fAmbientColor[4]={0.0f,0.0f,0.0f,0.0f}; float fAmbientColor[4]={CSceneManager::m_WeatherManager.m_InterCharacterAmbient.r/255.0f, CSceneManager::m_WeatherManager.m_InterCharacterAmbient.g/255.0f, CSceneManager::m_WeatherManager.m_InterCharacterAmbient.b/255.0f,1.0f}; float fShadowColor[4]={0.0f,0.0f,0.0f,0.0f}; float fLightColor[4]={CSceneManager::m_WeatherManager.m_InterCharacterLight.r/255.0f, CSceneManager::m_WeatherManager.m_InterCharacterLight.g/255.0f, CSceneManager::m_WeatherManager.m_InterCharacterLight.b/255.0f,1.0f}; float fBackLightColor[4]={fLightColor[0]*0.6f,fLightColor[1]*0.6f,fLightColor[2]*0.6f,1.0f}; pd3dDevice->SetPixelShaderConstant(0,fAmbientColor,1); pd3dDevice->SetPixelShaderConstant(1,fShadowColor,1); pd3dDevice->SetPixelShaderConstant(2,fBackLightColor,1); pd3dDevice->SetPixelShaderConstant(3,fLightColor,1); for(int cChar=(int)m_CharacterList.size()-1 ;cChar >= 0 ;cChar--) { if(m_CharacterList[cChar].m_bRender==false) continue; D3DVIEWPORT8 m_pTempViewPort; pd3dDevice->GetViewport(&m_pTempViewPort); m_CharacterList[cChar].m_pChrmodel->GetPosition(vecChrPos.x,vecChrPos.y,vecChrPos.z); bool bInShadowCheck=false; if( m_CharacterList[cChar].m_CollisionDetectType == CDT_FULL) //(m_CharacterList[cChar].m_CollisionType == CT_TERRAIN)) { bInShadowCheck=true; } else if( m_CharacterList[cChar].m_CollisionDetectType==CDT_ONLYTERRAIN ) { bInShadowCheck=true; } else if( m_CharacterList[cChar].m_CollisionDetectType==CDT_NONE) { bInShadowCheck=true; } //if( m_CharacterList[cChar].m_CollisionType != CT_BOTTOM ) if(bInShadowCheck) { // ¹ãÀ̸é modulate if((CSceneManager::GetWeatherTime() <= 19) && (CSceneManager::GetWeatherTime() >= 5)) { pShadowCollision=m_pHeightField->GetHeightFieldShadowCollision(vecChrPos); px=(int)(vecChrPos.x/SECTORSIZE); pz=(int)(vecChrPos.z/SECTORSIZE); fPosx=vecChrPos.x-(px*SECTORSIZE); fPosz=vecChrPos.z-(pz*SECTORSIZE); if(pShadowCollision) { fPosx/=fInterVal; fPosz/=fInterVal; if(pShadowCollision[(int)fPosx+((int)fPosz)*256]&0x01) { //pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR,0xff999999); //pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR,0xffffffff); pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE); } else { //pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR,0xffffffff); pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE2X); if(BaseGraphicsLayer::m_VoodooOption) pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE); else pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE2X); } } else { pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE2X); //pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR,0xffffffff); } } else // ¹ãÀ϶§ { pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE2X); } } else { pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE2X); if(BaseGraphicsLayer::m_VoodooOption) pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE); else pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE2X); } pd3dDevice->SetStreamSource( 0, NULL, 0 ); pd3dDevice->SetStreamSource( 1, NULL, 0 ); pd3dDevice->SetStreamSource( 2, NULL, 0 ); if(m_CharacterList[cChar].m_Light.m_dwTimer>0) //if(m_CharacterLightList[cChar].m_dwTimer>0) { //pd3dDevice->SetLight(1,&m_CharacterLightList[cChar].m_Light); pd3dDevice->SetLight(1,&m_CharacterList[cChar].m_Light.m_Light); pd3dDevice->LightEnable(1,TRUE); pd3dDevice->LightEnable(0,FALSE); } else { pd3dDevice->LightEnable(1,FALSE); pd3dDevice->LightEnable(0,TRUE); } //////////////// //Sector Light ij¸¯ÅÍ ¼¼ÆÃ if((CSceneManager::GetWeatherTime() > 19) || (CSceneManager::GetWeatherTime() < 5)) { D3DXVECTOR3 vecPos = D3DXVECTOR3(m_CharacterList[cChar].m_vecRealPosition.x, m_CharacterList[cChar].m_vecRealPosition.y, m_CharacterList[cChar].m_vecRealPosition.z); int indexx=(int)(vecPos.x/SECTORSIZE); int indexy=(int)(vecPos.z/SECTORSIZE); for(int cSector = 0; cSector < CSceneManager::m_HeightField.GetLSizeX()*CSceneManager::m_HeightField.GetLSizeY(); cSector++ ) { int sectorindexx = CSceneManager::m_HeightField.m_SectorScene[cSector].m_AccumulateTM._41/SECTORSIZE; int sectorindexy = CSceneManager::m_HeightField.m_SectorScene[cSector].m_AccumulateTM._43/SECTORSIZE; if(sectorindexx == indexx && sectorindexy == indexy) { CSectorScene *pSector = &(CSceneManager::m_HeightField.m_SectorScene[cSector]); if(pSector != NULL){ pSector->m_SectorLightManager.SelectObjLight(vecPos.x,vecPos.y,vecPos.z); if(pSector->m_SectorLightManager.m_iSelectObjLights) { D3DLIGHT8 pCurrentLight; ZeroMemory(&(pCurrentLight),sizeof(D3DLIGHT8)); pCurrentLight.Type=D3DLIGHT_POINT; pCurrentLight.Attenuation0=0.2f; pCurrentLight.Attenuation1=0.005f; pCurrentLight.Attenuation2=0.0f; pCurrentLight.Diffuse.r = (pSector->m_SectorLightManager.m_lstSelectObjLights[0].m_vecColor.x / 255.0f); pCurrentLight.Diffuse.g = (pSector->m_SectorLightManager.m_lstSelectObjLights[0].m_vecColor.y / 255.0f); pCurrentLight.Diffuse.b = (pSector->m_SectorLightManager.m_lstSelectObjLights[0].m_vecColor.z / 255.0f); pCurrentLight.Position.x = pSector->m_SectorLightManager.m_lstSelectObjLights[0].m_vecPos.x; pCurrentLight.Position.y = pSector->m_SectorLightManager.m_lstSelectObjLights[0].m_vecPos.y; pCurrentLight.Position.z = pSector->m_SectorLightManager.m_lstSelectObjLights[0].m_vecPos.z; pCurrentLight.Range= pSector->m_SectorLightManager.m_lstSelectObjLights[0].m_fRange; pCurrentLight.Falloff = 1.0f; pd3dDevice->SetLight(0,&(pCurrentLight)); pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE2X); //pd3dDevice->LightEnable(1,TRUE); } else { //pd3dDevice->LightEnable(1,FALSE); } } } } } ///////////////// if(0)//CRenderOption::m_CharacterPerPixelLighting) { D3DXMATRIX matWorld,matView,matProj; vector3 vecChrPos; m_CharacterList[cChar].m_pChrmodel->GetPosition(vecChrPos); D3DXMatrixTranslation(&matWorld,vecChrPos.x,vecChrPos.y,vecChrPos.z); pd3dDevice->GetTransform(D3DTS_VIEW,&matView); pd3dDevice->GetTransform(D3DTS_PROJECTION,&matProj); D3DXMATRIX matTemp; D3DXMatrixTranspose(&matTemp,&(matWorld * matView * matProj)); pd3dDevice->SetVertexShaderConstant(8, &matTemp, 4); D3DXMatrixTranspose(&matTemp,&matWorld); pd3dDevice->SetVertexShaderConstant(0, &matTemp, 4); D3DXVECTOR4 tmp; tmp.x = CSceneManager::m_ViewCamera->GetMatPosition()->GetLoc().x; tmp.y = CSceneManager::m_ViewCamera->GetMatPosition()->GetLoc().y; tmp.z = CSceneManager::m_ViewCamera->GetMatPosition()->GetLoc().z; tmp.w = 0.0f; pd3dDevice->SetVertexShaderConstant(24, tmp, 1); vecChrPos.y+=150.0f; vector3 vecViewPos(tmp.x,tmp.y,tmp.z); vector3 vecRelateLight=vecChrPos-vecViewPos; //vecRelateLight.y=0.0f; vecRelateLight.Normalize(); //vecRelateLight.y=0.5f; //vecRelateLight.Normalize(); float fRelateLight[4]={vecRelateLight.x,vecRelateLight.y,vecRelateLight.z,0.0f}; pd3dDevice->SetVertexShaderConstant(13,fRelateLight,1); D3DXVECTOR4 half(0.5f,0.5f,0.5f,0.5f); pd3dDevice->SetVertexShaderConstant(33, &half, 1); pd3dDevice->SetRenderState( D3DRS_FOGENABLE,FALSE); } if(m_CharacterList[cChar].m_pChrmodel->IsDisabled()==false) { m_CharacterList[cChar].m_pChrmodel->PreRender(); if(0)//CRenderOption::m_CharacterPerPixelLighting) { pd3dDevice->SetPixelShader(m_dwCharacterPixelShader); pd3dDevice->SetVertexShader(m_dwCharacterVertexShader); } pd3dDevice->SetTextureStageState(0,D3DTSS_ALPHAARG2,D3DTA_TEXTURE); pd3dDevice->SetTextureStageState(0,D3DTSS_ALPHAOP,D3DTOP_MODULATE); pd3dDevice->SetTextureStageState(1,D3DTSS_ALPHAOP,D3DTOP_DISABLE); if( (m_CharacterList[cChar].m_fAlphaValue) > 0.0f ) { pd3dDevice->SetTextureStageState(0,D3DTSS_ALPHAARG1,D3DTA_TFACTOR); pd3dDevice->SetTextureStageState(0,D3DTSS_COLOROP,D3DTOP_SELECTARG1); pd3dDevice->SetTextureStageState(1,D3DTSS_COLOROP,D3DTOP_DISABLE); color alpha; alpha.r = 255; alpha.g = 255; alpha.b = 255; alpha.a = m_CharacterList[cChar].m_fAlphaValue * 255; pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, alpha.c ); pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE ); pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); } ////////////////////////// /* CSceneManager::GetDevice()->SetRenderState(D3DRS_ALPHABLENDENABLE,TRUE); CSceneManager::GetDevice()->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_SRCALPHA); CSceneManager::GetDevice()->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVSRCALPHA); pd3dDevice->SetTextureStageState(0,D3DTSS_ALPHAARG2,D3DTA_TEXTURE); pd3dDevice->SetTextureStageState(0,D3DTSS_ALPHAARG1,D3DTA_TFACTOR); pd3dDevice->SetTextureStageState(0,D3DTSS_ALPHAOP,D3DTOP_MODULATE); pd3dDevice->SetTextureStageState(1,D3DTSS_ALPHAOP,D3DTOP_DISABLE); */ m_CharacterList[cChar].m_pChrmodel->Render(); CSceneManager::GetDevice()->SetRenderState(D3DRS_ALPHABLENDENABLE,FALSE); //////////////////////////// if( m_CharacterList[cChar].m_fAlphaValue > 0.0f ) { pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE ); } } } fBias=0.0f; pd3dDevice->SetTextureStageState(0, D3DTSS_MIPMAPLODBIAS, *((LPDWORD) (&fBias))); pd3dDevice->SetTextureStageState(1, D3DTSS_MIPMAPLODBIAS, *((LPDWORD) (&fBias))); pd3dDevice->SetRenderState( D3DRS_ALPHAREF,0xee); pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE,FALSE); pd3dDevice->SetRenderState( D3DRS_ALPHAREF,0x0); pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE ); pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP,D3DTOP_SELECTARG1); pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE); pd3dDevice->SetRenderState( D3DRS_LIGHTING,FALSE); pd3dDevice->SetPixelShader(NULL); CZ3DRenderable::SecondProcess(); for(int i=1;i<8;i++) pd3dDevice->LightEnable(i,FALSE); pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 1 ); pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE ); pd3dDevice->SetTextureStageState( 2, D3DTSS_TEXCOORDINDEX, 2); pd3dDevice->SetTextureStageState( 2, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE ); pd3dDevice->SetTextureStageState(0,D3DTSS_MIPFILTER,D3DTEXF_LINEAR); pd3dDevice->SetTextureStageState(1,D3DTSS_MIPFILTER,D3DTEXF_LINEAR); matrix mat; mat._11 = 1.0f; mat._12 = 0; mat._13 = 0; mat._14 = 0; mat._21 = 0; mat._22 = 1.0f; mat._23 = 0; mat._24 = 0; mat._31 = 0; mat._32 = 0; mat._33 = 1.0f; mat._34 = 0; mat._41 = 0; mat._42 = 0; mat._43 = 0; mat._44 = 1.0f; pd3dDevice->SetTransform( D3DTS_TEXTURE1, mat ); pd3dDevice->SetTextureStageState(1,D3DTSS_COLOROP, D3DTOP_DISABLE); pd3dDevice->SetTextureStageState(2,D3DTSS_COLOROP, D3DTOP_DISABLE); pd3dDevice->SetTexture(1,NULL); pd3dDevice->SetTexture(2,NULL); pd3dDevice->SetTexture(3,NULL); } void CCharacterLightShadowManager::Render(LPDIRECT3DDEVICE8 pd3dDevice) { if(!CRenderOption::m_CharacterPerPixelLighting) { pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_CURRENT ); pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE2X); pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE); pd3dDevice->SetTextureStageState( 2, D3DTSS_COLOROP, D3DTOP_DISABLE); pd3dDevice->LightEnable(0,TRUE); pd3dDevice->SetRenderState( D3DRS_LIGHTING,TRUE); D3DLIGHT8 light; ZeroMemory( &light, sizeof(D3DLIGHT8) ); light.Type = D3DLIGHT_DIRECTIONAL; light.Diffuse.r = CSceneManager::m_WeatherManager.m_InterCharacterLight.r/255.0f; light.Diffuse.g = CSceneManager::m_WeatherManager.m_InterCharacterLight.g/255.0f; light.Diffuse.b = CSceneManager::m_WeatherManager.m_InterCharacterLight.b/255.0f; vector3 vecLight(-1.0f,-1.0f,-1.0f); vecLight.Normalize(); light.Position.x = light.Direction.x =vecLight.x; light.Position.y = light.Direction.y =vecLight.y; light.Position.z = light.Direction.z =vecLight.z; light.Range = 1000.0f; pd3dDevice->SetLight(0,&light); pd3dDevice->SetRenderState(D3DRS_AMBIENT,CSceneManager::m_WeatherManager.m_InterCharacterAmbient.c); } D3DVIEWPORT8 vp; pd3dDevice->GetViewport( &vp ); CZ3DGlowHandler::_SetRenderViewport( vp ); D3DMATRIX matProj; pd3dDevice->GetTransform( D3DTS_PROJECTION, &matProj ); CZ3DGlowHandler::_SetRenderProjectionMatrix( matProj ); /* pd3dDevice->SetTextureStageState(1,D3DTSS_COLORARG1, D3DTA_TEXTURE); pd3dDevice->SetTextureStageState(1,D3DTSS_COLORARG2, D3DTA_CURRENT); pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_SELECTARG2); pd3dDevice->SetTexture(2,CSceneManager::m_LightEffectManager.m_CharcterEnvTexture.GetTexture()); D3DXMATRIX mat; pd3dDevice->SetTextureStageState( 2, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACENORMAL); pd3dDevice->SetTextureStageState( 2, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); pd3dDevice->SetTextureStageState( 2, D3DTSS_BUMPENVMAT00, F2DW(0.1f) ); pd3dDevice->SetTextureStageState( 2, D3DTSS_BUMPENVMAT01, F2DW(0.0f) ); pd3dDevice->SetTextureStageState( 2, D3DTSS_BUMPENVMAT10, F2DW(0.0f) ); pd3dDevice->SetTextureStageState( 2, D3DTSS_BUMPENVMAT11, F2DW(0.1f) ); mat._11 = -0.5f; mat._12 = 0; mat._13 = 0; mat._14 = 0; mat._21 = 0; mat._22 = -0.5f; mat._23 = 0; mat._24 = 0; mat._31 = 0; mat._32 = 0; mat._33 = 0; mat._34 = 0; mat._41 = 0.5f; mat._42 = 0.5f; mat._43 = 0; mat._44 = 0; pd3dDevice->SetTransform( D3DTS_TEXTURE1, &mat ); pd3dDevice->SetTextureStageState(2,D3DTSS_COLORARG1, D3DTA_TEXTURE); pd3dDevice->SetTextureStageState(2,D3DTSS_COLORARG2, D3DTA_CURRENT); pd3dDevice->SetTextureStageState(2,D3DTSS_COLOROP, D3DTOP_DISABLE); pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 0 ); pd3dDevice->SetPixelShader(m_dwCharacterPixelShader); pd3dDevice->LightEnable(0,TRUE); pd3dDevice->SetRenderState( D3DRS_LIGHTING,TRUE); pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 1 ); pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA ); pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA ); pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE,FALSE); pd3dDevice->SetRenderState( D3DRS_ALPHAREF,0x0); pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE ); pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_CURRENT); pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP,D3DTOP_MODULATE); pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP,D3DTOP_DISABLE); pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE,FALSE); pd3dDevice->SetVertexShader(BUMPVERTEXFVF); pd3dDevice->SetPixelShader(m_dwCharacterPixelShader); */ //pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE,TRUE); //pd3dDevice->SetVertexShader(m_dwCharacterVertexShader); //pd3dDevice->SetPixelShader(m_dwCharacterPixelShader); matrix matWorld; matWorld.MakeIdent(); pd3dDevice->SetTransform(D3DTS_WORLD,matWorld); CSceneNode CharScene; CharScene.m_fRad=300.0f; vector3 vecCharPos; vector3 vecCharScreenPos; float fW; // Minotaurs ij¸¯ÅÍ ·£´õ for(int cChar=0;cChar<(int)m_CharacterList.size();cChar++) { if (m_CharacterList[cChar].m_bHide) continue; // Hide ij¸¯ÅÍ ·»´õ ¾ÈÇÔ if(m_CharacterList[cChar].m_bRender==false) { m_CharacterList[cChar].m_pChrmodel->SetCull(true); m_CharacterList[cChar].m_pChrmodel->SetDisable(true); } else { m_CharacterList[cChar].m_pChrmodel->SetCull(false); m_CharacterList[cChar].m_pChrmodel->SetDisable(false); } if(m_CharacterList[cChar].m_pChrmodel->IsDisabled()==false) { m_CharacterList[cChar].m_pChrmodel->GetPosition(vecCharPos.x,vecCharPos.y,vecCharPos.z); vector3 vecMin,vecMax; m_CharacterList[cChar].m_pChrmodel->GetBoundingBox(vecMin,vecMax); vecMax -= vecMin; float fLength = vecMax.GetLens(); CharScene.m_fRad = fLength; CharScene.m_AccumulateTM.Translation(vecCharPos); if(CharScene.isCulling() ) { m_CharacterList[cChar].m_pChrmodel->SetCull(false); BaseGraphicsLayer::TransformVector(vecCharPos,vecCharScreenPos,fW); m_CharacterList[cChar].m_ptScreenPosition.x=(int)vecCharScreenPos.x; m_CharacterList[cChar].m_ptScreenPosition.y=(int)vecCharScreenPos.y; //m_CharacterScreenPositionList[cChar].x=(int)vecCharScreenPos.x; //m_CharacterScreenPositionList[cChar].y=(int)vecCharScreenPos.y; //BaseGraphicsLayer::TransformVector(m_InstanceObjectList[cObject].m_vecPosition,vecResult,w); } else { m_CharacterList[cChar].m_pChrmodel->SetCull(true); m_CharacterList[cChar].m_ptScreenPosition.x=-1; m_CharacterList[cChar].m_ptScreenPosition.y=-1; //m_CharacterScreenPositionList[cChar].x=-1; //m_CharacterScreenPositionList[cChar].y=-1; } } /* if(cChar==0) m_CharacterList[cChar]->SetCull(false); */ } CZ3DRenderable::Process(); /* */ char *pShadowCollision; vector3 vecChrPos; float fInterVal=SECTORSIZE/256.0f; int px,pz; float fPosx,fPosz; pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE,FALSE); if(CRenderOption::m_CharacterPerPixelLighting) { D3DXVECTOR4 LightDir=D3DXVECTOR4( -1.0f, -1.0f, -1.0f, 0.0f ); D3DXVec4Normalize(&LightDir,&LightDir); pd3dDevice->SetVertexShaderConstant(12, &LightDir, 1 ); // light direction pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE,FALSE); pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 1 ); //pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 0); pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE ); pd3dDevice->SetTextureStageState( 2, D3DTSS_TEXCOORDINDEX, 2); pd3dDevice->SetTextureStageState( 2, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE ); pd3dDevice->SetTextureStageState(0,D3DTSS_MIPFILTER,D3DTEXF_POINT); pd3dDevice->SetTextureStageState(1,D3DTSS_MIPFILTER,D3DTEXF_POINT); } vector3 vecSunLightDir( CSceneManager::m_WeatherManager.m_SunLight.Direction.x, CSceneManager::m_WeatherManager.m_SunLight.Direction.y, CSceneManager::m_WeatherManager.m_SunLight.Direction.z); float fBias=0.0f; pd3dDevice->SetTextureStageState(0, D3DTSS_MIPMAPLODBIAS, *((LPDWORD) (&fBias))); pd3dDevice->SetTextureStageState(1, D3DTSS_MIPMAPLODBIAS, *((LPDWORD) (&fBias))); color m_InterCharacterAmbient; color m_InterCharacterLight; //float fAmbientColor[4]={0.0f,0.0f,0.0f,0.0f}; float fAmbientColor[4]={CSceneManager::m_WeatherManager.m_InterCharacterAmbient.r/255.0f, CSceneManager::m_WeatherManager.m_InterCharacterAmbient.g/255.0f, CSceneManager::m_WeatherManager.m_InterCharacterAmbient.b/255.0f,1.0f}; float fShadowColor[4]={0.0f,0.0f,0.0f,0.0f}; float fLightColor[4]={CSceneManager::m_WeatherManager.m_InterCharacterLight.r/255.0f, CSceneManager::m_WeatherManager.m_InterCharacterLight.g/255.0f, CSceneManager::m_WeatherManager.m_InterCharacterLight.b/255.0f,1.0f}; float fBackLightColor[4]={fLightColor[0]*0.6f,fLightColor[1]*0.6f,fLightColor[2]*0.6f,1.0f}; pd3dDevice->SetPixelShaderConstant(0,fAmbientColor,1); pd3dDevice->SetPixelShaderConstant(1,fShadowColor,1); pd3dDevice->SetPixelShaderConstant(2,fBackLightColor,1); pd3dDevice->SetPixelShaderConstant(3,fLightColor,1); for(int cChar=(int)m_CharacterList.size()-1 ;cChar >= 0 ;cChar--) { if (m_CharacterList[cChar].m_bHide) continue; // Hide ij¸¯ÅÍ ·»´õ ¾ÈÇÔ if(m_CharacterList[cChar].m_bRender==false) continue; D3DVIEWPORT8 m_pTempViewPort; pd3dDevice->GetViewport(&m_pTempViewPort); m_CharacterList[cChar].m_pChrmodel->GetPosition(vecChrPos.x,vecChrPos.y,vecChrPos.z); bool bInShadowCheck=false; if( m_CharacterList[cChar].m_CollisionDetectType == CDT_FULL || m_CharacterList[cChar].m_CollisionDetectType == CDT_SKYUNIT) //(m_CharacterList[cChar].m_CollisionType == CT_TERRAIN)) { bInShadowCheck=true; } else if( m_CharacterList[cChar].m_CollisionDetectType==CDT_ONLYTERRAIN ) { bInShadowCheck=true; } else if( m_CharacterList[cChar].m_CollisionDetectType==CDT_NONE) { bInShadowCheck=true; } //if( m_CharacterList[cChar].m_CollisionType != CT_BOTTOM ) if(bInShadowCheck) { // ¹ãÀ̸é modulate if(!CSceneManager::GetInView() && (CSceneManager::GetWeatherTime() <= 19) && (CSceneManager::GetWeatherTime() >= 5)) { pShadowCollision=m_pHeightField->GetHeightFieldShadowCollision(vecChrPos); px=(int)(vecChrPos.x/SECTORSIZE); pz=(int)(vecChrPos.z/SECTORSIZE); fPosx=vecChrPos.x-(px*SECTORSIZE); fPosz=vecChrPos.z-(pz*SECTORSIZE); if(pShadowCollision) { fPosx/=fInterVal; fPosz/=fInterVal; if(pShadowCollision[(int)fPosx+((int)fPosz)*256]&0x01) { //pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR,0xff999999); //pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR,0xffffffff); pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE); } else { //pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR,0xffffffff); pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE2X); if(BaseGraphicsLayer::m_VoodooOption) pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE); else pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE2X); } } else { pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE2X); //pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR,0xffffffff); } } else if(CSceneManager::GetInView()) { pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE); } else // ¹ãÀ϶§ { pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE2X); } } else { pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE2X); if(BaseGraphicsLayer::m_VoodooOption) pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE); else pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE2X); } pd3dDevice->SetStreamSource( 0, NULL, 0 ); pd3dDevice->SetStreamSource( 1, NULL, 0 ); pd3dDevice->SetStreamSource( 2, NULL, 0 ); if(m_CharacterList[cChar].m_Light.m_dwTimer>0) //if(m_CharacterLightList[cChar].m_dwTimer>0) { //pd3dDevice->SetLight(1,&m_CharacterLightList[cChar].m_Light); pd3dDevice->SetLight(1,&m_CharacterList[cChar].m_Light.m_Light); pd3dDevice->LightEnable(1,TRUE); pd3dDevice->LightEnable(0,FALSE); } else { pd3dDevice->LightEnable(1,FALSE); pd3dDevice->LightEnable(0,TRUE); } //////////////// //Sector Light ij¸¯ÅÍ ¼¼ÆÃ if(CSceneManager::GetInView() || (CSceneManager::GetWeatherTime() > 19) || (CSceneManager::GetWeatherTime() < 5)) { D3DXVECTOR3 vecPos = D3DXVECTOR3(m_CharacterList[cChar].m_vecRealPosition.x, m_CharacterList[cChar].m_vecRealPosition.y, m_CharacterList[cChar].m_vecRealPosition.z); int indexx=(int)(vecPos.x/SECTORSIZE); int indexy=(int)(vecPos.z/SECTORSIZE); for(int cSector = 0; cSector < CSceneManager::m_HeightField.GetLSizeX()*CSceneManager::m_HeightField.GetLSizeY(); cSector++ ) { int sectorindexx = CSceneManager::m_HeightField.m_SectorScene[cSector].m_AccumulateTM._41/SECTORSIZE; int sectorindexy = CSceneManager::m_HeightField.m_SectorScene[cSector].m_AccumulateTM._43/SECTORSIZE; if(sectorindexx == indexx && sectorindexy == indexy) { CSectorScene *pSector = &(CSceneManager::m_HeightField.m_SectorScene[cSector]); if(pSector != NULL){ pSector->m_SectorLightManager.SelectObjLight(vecPos.x,vecPos.y,vecPos.z); if(pSector->m_SectorLightManager.m_iSelectObjLights) { D3DLIGHT8 pCurrentLight; ZeroMemory(&(pCurrentLight),sizeof(D3DLIGHT8)); pCurrentLight.Type=D3DLIGHT_POINT; pCurrentLight.Attenuation0=0.2f; pCurrentLight.Attenuation1=0.005f; pCurrentLight.Attenuation2=0.0f; pCurrentLight.Diffuse.r = (pSector->m_SectorLightManager.m_lstSelectObjLights[0].m_vecColor.x / 255.0f); pCurrentLight.Diffuse.g = (pSector->m_SectorLightManager.m_lstSelectObjLights[0].m_vecColor.y / 255.0f); pCurrentLight.Diffuse.b = (pSector->m_SectorLightManager.m_lstSelectObjLights[0].m_vecColor.z / 255.0f); pCurrentLight.Position.x = pSector->m_SectorLightManager.m_lstSelectObjLights[0].m_vecPos.x; pCurrentLight.Position.y = pSector->m_SectorLightManager.m_lstSelectObjLights[0].m_vecPos.y; pCurrentLight.Position.z = pSector->m_SectorLightManager.m_lstSelectObjLights[0].m_vecPos.z; pCurrentLight.Range= pSector->m_SectorLightManager.m_lstSelectObjLights[0].m_fRange; pCurrentLight.Falloff = 1.0f; pd3dDevice->SetLight(0,&(pCurrentLight)); pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE2X); //pd3dDevice->LightEnable(1,TRUE); } else { //pd3dDevice->LightEnable(1,FALSE); } } } } } if(CSceneManager::m_bCharacterLight) // ij¸¯ÅÍ ¹ã¿ë light Ä×À»¶§ { bool bLight = true; if(cChar == 0) // ÀÚ½ÅÀÌ ¾Æ´Ï¶ó¸é.. nfocuschar { /* D3DXVECTOR3 vecPos = D3DXVECTOR3(m_CharacterList[cChar].m_vecRealPosition.x, m_CharacterList[cChar].m_vecRealPosition.y, m_CharacterList[cChar].m_vecRealPosition.z); */ matrix *view = CSceneManager::m_ViewCamera->GetMatPosition(); D3DXVECTOR3 vecPos = D3DXVECTOR3(view->_41,view->_42,view->_43); D3DXVECTOR3 vecPersonPos = D3DXVECTOR3(m_CharacterList[cChar].m_vecRealPosition.x, m_CharacterList[cChar].m_vecRealPosition.y, m_CharacterList[cChar].m_vecRealPosition.z); D3DXVECTOR3 vecTmp = vecPos - vecPersonPos; D3DXVec3Normalize(&vecTmp,&vecTmp); CSceneManager::m_CharacterLight.Position.x = vecPersonPos.x + vecTmp.x * 250.0f; CSceneManager::m_CharacterLight.Position.y = vecPersonPos.y + vecTmp.y * 250.0f; CSceneManager::m_CharacterLight.Position.z = vecPersonPos.z + vecTmp.z * 250.0f; CSceneManager::m_CharacterLight.Range = 3000.f; } else { D3DXVECTOR3 vecPos = D3DXVECTOR3(m_CharacterList[cChar].m_vecRealPosition.x, m_CharacterList[cChar].m_vecRealPosition.y, m_CharacterList[cChar].m_vecRealPosition.z); D3DXVECTOR3 vecRange = D3DXVECTOR3(CSceneManager::m_CharacterLight.Position.x - vecPos.x, CSceneManager::m_CharacterLight.Position.y - vecPos.y, CSceneManager::m_CharacterLight.Position.z - vecPos.z); float fRange = D3DXVec3Length(&vecRange); if(fRange > CSceneManager::m_CharacterLight.Range) { bLight = false; } } if(bLight) { pd3dDevice->SetLight(0,&(CSceneManager::m_CharacterLight)); pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE2X); } } ///////////////// if(CRenderOption::m_CharacterPerPixelLighting) { D3DXMATRIX matWorld,matView,matProj; vector3 vecChrPos; m_CharacterList[cChar].m_pChrmodel->GetPosition(vecChrPos); D3DXMatrixTranslation(&matWorld,vecChrPos.x,vecChrPos.y,vecChrPos.z); pd3dDevice->GetTransform(D3DTS_VIEW,&matView); pd3dDevice->GetTransform(D3DTS_PROJECTION,&matProj); D3DXMATRIX matTemp; D3DXMatrixTranspose(&matTemp,&(matWorld * matView * matProj)); pd3dDevice->SetVertexShaderConstant(8, &matTemp, 4); D3DXMatrixTranspose(&matTemp,&matWorld); pd3dDevice->SetVertexShaderConstant(0, &matTemp, 4); D3DXVECTOR4 tmp; tmp.x = CSceneManager::m_ViewCamera->GetMatPosition()->GetLoc().x; tmp.y = CSceneManager::m_ViewCamera->GetMatPosition()->GetLoc().y; tmp.z = CSceneManager::m_ViewCamera->GetMatPosition()->GetLoc().z; tmp.w = 0.0f; pd3dDevice->SetVertexShaderConstant(24, tmp, 1); vecChrPos.y+=150.0f; vector3 vecViewPos(tmp.x,tmp.y,tmp.z); vector3 vecRelateLight=vecChrPos-vecViewPos; //vecRelateLight.y=0.0f; vecRelateLight.Normalize(); //vecRelateLight.y=0.5f; //vecRelateLight.Normalize(); float fRelateLight[4]={vecRelateLight.x,vecRelateLight.y,vecRelateLight.z,0.0f}; pd3dDevice->SetVertexShaderConstant(13,fRelateLight,1); D3DXVECTOR4 half(0.5f,0.5f,0.5f,0.5f); pd3dDevice->SetVertexShaderConstant(33, &half, 1); pd3dDevice->SetRenderState( D3DRS_FOGENABLE,FALSE); } if(m_CharacterList[cChar].m_pChrmodel->IsDisabled()==false) { m_CharacterList[cChar].m_pChrmodel->PreRender(); if(CRenderOption::m_CharacterPerPixelLighting) { pd3dDevice->SetPixelShader(m_dwCharacterPixelShader); pd3dDevice->SetVertexShader(m_dwCharacterVertexShader); } if( m_CharacterList[cChar].m_fAlphaValue > 0.0f || m_CharacterList[cChar].m_pChrmodel->IsAlphaUsed() ) { pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,TRUE); pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); color alpha; alpha.r = 255; alpha.g = 255; alpha.b = 255; alpha.a = m_CharacterList[cChar].m_fAlphaValue * 255; pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, alpha.c ); if( m_CharacterList[cChar].m_fAlphaValue > 0.0f && m_CharacterList[cChar].m_pChrmodel->IsAlphaUsed() ) { pd3dDevice->SetTextureStageState(0,D3DTSS_ALPHAARG1,D3DTA_TEXTURE); pd3dDevice->SetTextureStageState(0,D3DTSS_ALPHAARG2,D3DTA_TFACTOR); pd3dDevice->SetTextureStageState(0,D3DTSS_ALPHAOP,D3DTOP_MODULATE); pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE ); } else if( m_CharacterList[cChar].m_pChrmodel->IsAlphaUsed() ) { pd3dDevice->SetTextureStageState(0,D3DTSS_ALPHAARG1,D3DTA_TEXTURE); pd3dDevice->SetTextureStageState(0,D3DTSS_ALPHAOP,D3DTOP_SELECTARG1); pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE ); pd3dDevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL ); pd3dDevice->SetRenderState(D3DRS_ALPHAREF, 0xA0 ); } else // if( m_fAlphaValue > 0.0f ) { pd3dDevice->SetTextureStageState(0,D3DTSS_ALPHAARG2,D3DTA_TFACTOR); pd3dDevice->SetTextureStageState(0,D3DTSS_ALPHAOP,D3DTOP_SELECTARG2); pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE ); } pd3dDevice->SetTextureStageState(1,D3DTSS_ALPHAOP,D3DTOP_DISABLE); } else { pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,FALSE); pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE ); } m_CharacterList[cChar].m_pChrmodel->Render(); pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,FALSE); pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE ); } } fBias=0.0f; pd3dDevice->SetTextureStageState(0, D3DTSS_MIPMAPLODBIAS, *((LPDWORD) (&fBias))); pd3dDevice->SetTextureStageState(1, D3DTSS_MIPMAPLODBIAS, *((LPDWORD) (&fBias))); pd3dDevice->SetRenderState( D3DRS_ALPHAREF,0xee); pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE,FALSE); pd3dDevice->SetRenderState( D3DRS_ALPHAREF,0x0); pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE ); pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP,D3DTOP_SELECTARG1); pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE); pd3dDevice->SetRenderState( D3DRS_LIGHTING,FALSE); pd3dDevice->SetPixelShader(NULL); CZ3DRenderable::SecondProcess(); for(int i=1;i<8;i++) pd3dDevice->LightEnable(i,FALSE); pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 1 ); pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE ); pd3dDevice->SetTextureStageState( 2, D3DTSS_TEXCOORDINDEX, 2); pd3dDevice->SetTextureStageState( 2, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE ); pd3dDevice->SetTextureStageState(0,D3DTSS_MIPFILTER,D3DTEXF_LINEAR); pd3dDevice->SetTextureStageState(1,D3DTSS_MIPFILTER,D3DTEXF_LINEAR); matrix mat; mat._11 = 1.0f; mat._12 = 0; mat._13 = 0; mat._14 = 0; mat._21 = 0; mat._22 = 1.0f; mat._23 = 0; mat._24 = 0; mat._31 = 0; mat._32 = 0; mat._33 = 1.0f; mat._34 = 0; mat._41 = 0; mat._42 = 0; mat._43 = 0; mat._44 = 1.0f; pd3dDevice->SetTransform( D3DTS_TEXTURE1, mat ); pd3dDevice->SetTextureStageState(1,D3DTSS_COLOROP, D3DTOP_DISABLE); pd3dDevice->SetTextureStageState(2,D3DTSS_COLOROP, D3DTOP_DISABLE); pd3dDevice->SetTexture(1,NULL); pd3dDevice->SetTexture(2,NULL); pd3dDevice->SetTexture(3,NULL); /* pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE); pd3dDevice->SetLight(0,&m_WeatherManager.m_SunLight); pd3dDevice->SetRenderState(D3DRS_AMBIENT,m_WeatherManager.m_AmbientColor->c); pd3dDevice->LightEnable(0,TRUE); pd3dDevice->SetRenderState( D3DRS_LIGHTING,TRUE); CSceneNode CharScene; CharScene.m_fRad=300.0f; vector3 vecCharPos; for(int cChar=0;cCharGetPosition(vecCharPos.x,vecCharPos.y,vecCharPos.x); CharScene.m_AccumulateTM.Translation(vecCharPos); if(CharScene.isCulling()) m_CharacterList[cChar]->SetCull(true); else m_CharacterList[cChar]->SetCull(false); if(cChar==0) m_CharacterList[cChar]->SetCull(false); } CZ3DRenderable::Process(); */ } void CCharacterLightShadowManager::RenderGlow(IDirect3DDevice8* pDevice) { CZ3DGlowHandler::_PrepareGlowRender(); for( int i = (int)m_CharacterList.size()-1 ; i >= 0 ;i--) { if(m_CharacterList[i].m_pChrmodel->IsDisabled()==false && m_CharacterList[i].m_bHide == false ) { m_CharacterList[i].m_pChrmodel->RenderGlowShape(pDevice); } } CZ3DGlowHandler::_EndGlowRender(); } void CCharacterLightShadowManager::HeightFieldCharacterLightRender(LPDIRECT3DDEVICE8 pd3dDevice) { if(CSceneManager::m_bCharacterLight == true) { pd3dDevice->EndScene(); pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG2); pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP ); pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP ); matrix matTexScale; matTexScale.MakeIdent(); matTexScale._11= 0.5f; matTexScale._22= -0.5f; matTexScale._33=0.0f; matTexScale._41=0.5f; matTexScale._42=0.5f; matTexScale._43=1.0f; matTexScale._44=1.0f; matrix matView,matOldProj,matInv,matTex,matIndent; matIndent.MakeIdent(); pd3dDevice->GetTransform(D3DTS_VIEW,matView); matInv.Inverse(matView); matrix matAdjLightProj,matLightProj; matAdjLightProj.MakeAdjustedProjectionMatrix(3.14159f/8.0f,1.0f,1.0f,500.0f,0.5f,-0.5f,(float)SHADOWSIZE, (float)SHADOWSIZE); matLightProj.MakeAdjustedProjectionMatrix(3.14159f/8.0f, 1.0f, 1.0f, 500.0f,0.0f, 0.0f,(float)SHADOWSIZE, (float)SHADOWSIZE); matrix matShadowProj; //matShadowProj.MakeProjection(3.14159f/4.0f,1.0f,10.0f,10000.0f); matShadowProj.MakeNoProjection(3.14159f/3.0f,(float)SHADOWSIZE+CSceneManager::m_fGlowPlaneRange,(float)SHADOWSIZE+CSceneManager::m_fGlowPlaneRange,10.0f,5500.f); pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX,D3DTSS_TCI_CAMERASPACEPOSITION ); pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS,D3DTTFF_PROJECTED | D3DTTFF_COUNT3 ); pd3dDevice->LightEnable(0,FALSE); pd3dDevice->LightEnable(1,FALSE); pd3dDevice->LightEnable(2,FALSE); pd3dDevice->LightEnable(3,FALSE); pd3dDevice->LightEnable(4,FALSE); pd3dDevice->LightEnable(5,FALSE); pd3dDevice->LightEnable(6,FALSE); pd3dDevice->LightEnable(7,FALSE); pd3dDevice->LightEnable(8,FALSE); // pd3dDevice->SetRenderState( D3DRS_LIGHTING,TRUE); // pd3dDevice->SetRenderState(D3DRS_AMBIENT,0xff999999); // pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE,FALSE); vector3 vecSunLightDir( CSceneManager::m_WeatherManager.m_SunLight.Direction.x, CSceneManager::m_WeatherManager.m_SunLight.Direction.y, CSceneManager::m_WeatherManager.m_SunLight.Direction.z); vecSunLightDir.Normalize(); pd3dDevice->SetRenderState( D3DRS_FOGENABLE,FALSE); vector3 vecSelfChrPos; vector3 vecLens; if(m_CharacterList.size()>0) { m_CharacterList[0].m_pChrmodel->GetPosition(vecSelfChrPos.x,vecSelfChrPos.y,vecSelfChrPos.z); } for(int cChar=0;cChar<(int)m_CharacterList.size();cChar++) { if (m_CharacterList[cChar].m_bHide) continue; // Hide ij¸¯ÅÍ ·»´õ ¾ÈÇÔ if(m_CharacterList[cChar].m_pChrmodel->IsCulled()) continue; if(m_CharacterList[cChar].m_bRender==false) continue; if(cChar != 0) continue; vector3 vecChrPos; m_CharacterList[cChar].m_pChrmodel->GetPosition(vecChrPos.x,vecChrPos.y,vecChrPos.z); if(m_pHeightField->GetHeight(vecChrPos)-10.0f > vecChrPos.y) continue; if(cChar>0) { vecLens=vecSelfChrPos-vecChrPos; if(vecLens.GetLens()>1500.0f) continue; } matrix matCharCamera; matCharCamera.CameraLookAt( vecChrPos+vector3(0.0f,185.0f,1.0f), vector3(0.0f,80.0f,0.0f)+vecChrPos, vector3(0.0f,1.0f,0.0f)); pd3dDevice->BeginScene(); std::vector CharPoly; m_pHeightField->GetHeightFieldShadowPoly(vecChrPos,CharPoly); vector3 vecLightPosList=vecChrPos- (vecChrPos+vector3(0.0f,105.0f,1.0f) ); if(CRenderOption::m_CharacterProjectShadowBuilding) m_pHeightField->GetInHouseShadowPoly(vecChrPos,CharPoly,vecLightPosList); //m_pHeightField->GetShadowPoly(vecChrPos,CharPoly); TTVertex *pCharVertex=new TTVertex[CharPoly.size()]; WORD *pCharIndices=new WORD[CharPoly.size()]; for(int cIndices=0;cIndices<(int)CharPoly.size();cIndices++) { pCharVertex[cIndices].v=CharPoly[cIndices]; pCharVertex[cIndices].diff.c=0xffff0000; pCharIndices[cIndices]=cIndices; //pCharVertex[cIndices].v.y+=2.0f; } pd3dDevice->SetTransform(D3DTS_VIEW,CSceneManager::m_ViewCamera->GetMatView()); matrix mat,mat2; mat=matShadowProj*matTexScale; //mat=matLightProj*matTexScale; mat2=matCharCamera*mat; matTex=matInv*mat2; pd3dDevice->SetTransform(D3DTS_TEXTURE0,matTex); // pd3dDevice->SetTexture(0,m_pCharacterLight.GetTexture()); if(m_pCharacterLight == NULL) { m_pCharacterLight = new CTexture; CTexture::SetPath(EFFECTTEXTUREPATH); m_pCharacterLight->Load("CL_Glow.dds"); } pd3dDevice->SetTexture(0,m_pCharacterLight->GetTexture()); pd3dDevice->SetVertexShader(TTVERTEXFVF); pd3dDevice->SetRenderState(D3DRS_TEXTUREFACTOR,0xffffffff); pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_TFACTOR); pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP,D3DTOP_MODULATE2X); pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP,D3DTOP_DISABLE); pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_DESTCOLOR); pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE); pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE,TRUE); //pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE,FALSE); pd3dDevice->SetTransform(D3DTS_WORLD,matIndent); pd3dDevice->SetRenderState(D3DRS_ZBIAS,14); pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE,FALSE); pd3dDevice->SetRenderState( D3DRS_LIGHTING,FALSE); pd3dDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST,0,(int)CharPoly.size(),(int)CharPoly.size()/3,pCharIndices, D3DFMT_INDEX16,pCharVertex,sizeof(TTVertex)); pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE,TRUE); pd3dDevice->SetRenderState(D3DRS_ZBIAS,0); pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE,FALSE); if(pCharVertex) { delete [] pCharVertex; pCharVertex = NULL; } if(pCharIndices) { delete [] pCharIndices; pCharIndices = NULL; } pd3dDevice->EndScene(); } matTex.MakeIdent(); pd3dDevice->SetTransform(D3DTS_TEXTURE0,matTex); pd3dDevice->SetRenderState( D3DRS_LIGHTING,TRUE); pd3dDevice->SetRenderState( D3DRS_FOGENABLE,TRUE); pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 ); pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS,D3DTTFF_DISABLE ); pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP ); pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP ); pd3dDevice->BeginScene(); } } void CCharacterLightShadowManager::HeightFieldShadowRender(LPDIRECT3DDEVICE8 pd3dDevice) { if(!CRenderOption::m_CharacterProjectShadowTerrain) return; pd3dDevice->EndScene(); pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG2); pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP ); pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP ); matrix matTexScale; matTexScale.MakeIdent(); matTexScale._11=0.5f; matTexScale._22=-0.5f; matTexScale._33=0.0f; matTexScale._41=0.5f; matTexScale._42=0.5f; matTexScale._43=1.0f; matTexScale._44=1.0f; matrix matView,matOldProj,matInv,matTex,matIndent; matIndent.MakeIdent(); pd3dDevice->GetTransform(D3DTS_VIEW,matView); pd3dDevice->GetTransform(D3DTS_PROJECTION,matOldProj); matInv.Inverse(matView); matrix matAdjLightProj,matLightProj; matAdjLightProj.MakeAdjustedProjectionMatrix(3.14159f/8.0f,1.0f,1.0f,500.0f,0.5f,-0.5f,(float)SHADOWSIZE, (float)SHADOWSIZE); matLightProj.MakeAdjustedProjectionMatrix(3.14159f/8.0f, 1.0f, 1.0f, 500.0f,0.0f, 0.0f,(float)SHADOWSIZE, (float)SHADOWSIZE); matrix matShadowProj; //matShadowProj.MakeProjection(3.14159f/4.0f,1.0f,10.0f,10000.0f); matShadowProj.MakeNoProjection(3.14159f/3.0f,(float)SHADOWSIZE+150.0f,(float)SHADOWSIZE+150.0f,10.0f,5500.f); pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX,D3DTSS_TCI_CAMERASPACEPOSITION ); pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS,D3DTTFF_PROJECTED | D3DTTFF_COUNT3 ); pd3dDevice->LightEnable(0,FALSE); pd3dDevice->LightEnable(1,FALSE); pd3dDevice->LightEnable(2,FALSE); pd3dDevice->LightEnable(3,FALSE); pd3dDevice->LightEnable(4,FALSE); pd3dDevice->LightEnable(5,FALSE); pd3dDevice->LightEnable(6,FALSE); pd3dDevice->LightEnable(7,FALSE); pd3dDevice->LightEnable(8,FALSE); pd3dDevice->SetRenderState( D3DRS_LIGHTING,TRUE); pd3dDevice->SetRenderState(D3DRS_AMBIENT,0xff999999); pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE,FALSE); vector3 vecSunLightDir( CSceneManager::m_WeatherManager.m_SunLight.Direction.x, CSceneManager::m_WeatherManager.m_SunLight.Direction.y, CSceneManager::m_WeatherManager.m_SunLight.Direction.z); vecSunLightDir.Normalize(); TLVertex Vertex[4]; Vertex[0].Diffuse.c=Vertex[1].Diffuse.c=Vertex[2].Diffuse.c=Vertex[3].Diffuse.c=0xffffffff; Vertex[0].Specular.c=Vertex[1].Specular.c=Vertex[2].Specular.c=Vertex[3].Specular.c=0; Vertex[0].w=Vertex[1].w=Vertex[2].w=Vertex[3].w=0.1f; Vertex[0].v.z=Vertex[1].v.z=Vertex[2].v.z=Vertex[3].v.z=0.1f; Vertex[0].v.x=Vertex[1].v.x=0; Vertex[2].v.x=Vertex[3].v.x=SHADOWSIZE-1; Vertex[0].v.y=Vertex[2].v.y=0; Vertex[1].v.y=Vertex[3].v.y=SHADOWSIZE-1; Vertex[0].tu=Vertex[1].tu=0.0f; Vertex[2].tu=Vertex[3].tu=1.0f; Vertex[0].tv=Vertex[2].tv=0.0f; Vertex[1].tv=Vertex[3].tv=1.0f; WORD pLineIndices[8]={0,1,1,3,3,2,2,0}; pd3dDevice->SetRenderState( D3DRS_FOGENABLE,FALSE); vector3 vecSelfChrPos; vector3 vecLens; if(m_CharacterList.size()>0) { m_CharacterList[0].m_pChrmodel->GetPosition(vecSelfChrPos.x,vecSelfChrPos.y,vecSelfChrPos.z); } for(int cChar=0;cChar<(int)m_CharacterList.size();cChar++) { if (m_CharacterList[cChar].m_bHide) continue; // Hide ij¸¯ÅÍ ·»´õ ¾ÈÇÔ if(m_CharacterList[cChar].m_pChrmodel->IsCulled()) continue; if(m_CharacterList[cChar].m_bRender==false) continue; vector3 vecChrPos; m_CharacterList[cChar].m_pChrmodel->GetPosition(vecChrPos.x,vecChrPos.y,vecChrPos.z); if(m_pHeightField->GetHeight(vecChrPos)-10.0f > vecChrPos.y) continue; if(cChar>0) { vecLens=vecSelfChrPos-vecChrPos; if(vecLens.GetLens()>1500.0f) continue; } m_pShadowTexture.Begin(pd3dDevice); pd3dDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER|D3DCLEAR_TARGET,0xffffffff, 1.0f, 0); pd3dDevice->BeginScene(); matrix matCharCamera; matCharCamera.CameraLookAt( vecChrPos-vecSunLightDir*550.0f+vector3(0.0f,85.0f,0.0f), vector3(0.0f,80.0f,0.0f)+vecChrPos, vector3(0.0f,1.0f,0.0f)); pd3dDevice->SetTransform(D3DTS_VIEW,matCharCamera); pd3dDevice->SetTransform(D3DTS_PROJECTION,matShadowProj); //m_pd3dDevice->SetTransform(D3DTS_PROJECTION,matAdjLightProj); pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1,D3DTA_DIFFUSE); pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP,D3DTOP_SELECTARG1); pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP,D3DTOP_DISABLE); pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE,FALSE); pd3dDevice->SetRenderState( D3DRS_LIGHTING,TRUE); if(CRenderOption::m_CharacterPerPixelLighting) { pd3dDevice->SetVertexShader(BUMPVERTEXFVF); } m_CharacterList[cChar].m_pChrmodel->DrawShadow(pd3dDevice); pd3dDevice->SetVertexShader(TLVERTEXFVF); //pd3dDevice->SetRenderState( D3DRS_LIGHTING,FALSE); pd3dDevice->DrawIndexedPrimitiveUP(D3DPT_LINELIST,0,4,4,pLineIndices,D3DFMT_INDEX16,Vertex,sizeof(TLVertex)); //pd3dDevice->SetRenderState( D3DRS_CULLMODE ,D3DCULL_NONE); //pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP,2,Vertex,sizeof(TLVertex)); //pd3dDevice->SetRenderState( D3DRS_CULLMODE ,D3DCULL_CCW); pd3dDevice->EndScene(); m_pShadowTexture.End(pd3dDevice); pd3dDevice->BeginScene(); std::vector CharPoly; m_pHeightField->GetHeightFieldShadowPoly(vecChrPos,CharPoly); vector3 vecLightPosList=vecChrPos-vecSunLightDir*550.0f; if(CRenderOption::m_CharacterProjectShadowBuilding) m_pHeightField->GetInHouseShadowPoly(vecChrPos,CharPoly,vecLightPosList); //m_pHeightField->GetShadowPoly(vecChrPos,CharPoly); TTVertex *pCharVertex=new TTVertex[CharPoly.size()]; WORD *pCharIndices=new WORD[CharPoly.size()]; for(int cIndices=0;cIndices<(int)CharPoly.size();cIndices++) { pCharVertex[cIndices].v=CharPoly[cIndices]; pCharVertex[cIndices].diff.c=0xffff0000; pCharIndices[cIndices]=cIndices; //pCharVertex[cIndices].v.y+=2.0f; } pd3dDevice->SetTransform(D3DTS_VIEW,CSceneManager::m_ViewCamera->GetMatView()); matrix mat,mat2; mat=matShadowProj*matTexScale; //mat=matLightProj*matTexScale; mat2=matCharCamera*mat; matTex=matInv*mat2; pd3dDevice->SetTransform(D3DTS_PROJECTION,matOldProj); pd3dDevice->SetTransform(D3DTS_TEXTURE0,matTex); pd3dDevice->SetTexture(0,m_pShadowTexture.GetTexture()); pd3dDevice->SetVertexShader(TTVERTEXFVF); pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP,D3DTOP_SELECTARG1); pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP,D3DTOP_DISABLE); pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_CURRENT); pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP,D3DTOP_SELECTARG1); pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP,D3DTOP_DISABLE); pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ZERO); pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_SRCCOLOR); pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE,TRUE); //pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE,FALSE); pd3dDevice->SetTransform(D3DTS_WORLD,matIndent); pd3dDevice->SetRenderState(D3DRS_ZBIAS,14); pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE,FALSE); if(CharPoly.size() > 0) { pd3dDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST,0,(int)CharPoly.size(),(int)CharPoly.size()/3,pCharIndices, D3DFMT_INDEX16,pCharVertex,sizeof(TTVertex)); } pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE,TRUE); pd3dDevice->SetRenderState(D3DRS_ZBIAS,0); pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE,FALSE); if(pCharVertex) { delete [] pCharVertex; pCharVertex = NULL; } if(pCharIndices) { delete [] pCharIndices; pCharIndices = NULL; } pd3dDevice->EndScene(); } pd3dDevice->SetRenderState( D3DRS_LIGHTING,TRUE); pd3dDevice->SetRenderState( D3DRS_FOGENABLE,TRUE); pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 ); pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS,D3DTTFF_DISABLE ); pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP ); pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP ); pd3dDevice->BeginScene(); } CZ3DGeneralChrModel* CCharacterLightShadowManager::AddCharacter( const char* szGCMDSName, const char* szFaceType, const char* szHairStyle,int iValue,CZ3DGeneralChrModel **ppOld,bool bHouse,int iHouseType ,D3DXVECTOR3 vecPos) { CZ3DGeneralChrModel* pChrModel; pChrModel = new CZ3DGeneralChrModel; if( false == pChrModel->Init( szGCMDSName ) ) { return NULL; } pChrModel->SetFixHeight(false); pChrModel->SetStaticSlot( "FACE", szFaceType ); pChrModel->SetStaticSlot( "HAIR", szHairStyle ); pChrModel->SetDisable(false); CCharacterDataNode AddNode; AddNode.m_pChrmodel=pChrModel; AddNode.m_CollisionType=CT_NONE; AddNode.m_ptScreenPosition.x=0; AddNode.m_ptScreenPosition.y=0; AddNode.m_dwEvent=0; memset(&AddNode.m_Light,0,sizeof(CChrLightNode)); AddNode.m_vecPerFrameMove=vector3(0.0f,0.0f,0.0f); AddNode.m_vecRealPosition=vector3(0.0f,0.0f,0.0f); AddNode.m_RandomPositionTimer=0; AddNode.m_vecRandomPositionAdder=vector3(0.0f,0.0f,0.0f); AddNode.m_fFallSpeed=0.0f; AddNode.m_fAccelate=0.0f; AddNode.m_vecZeroVelocity=vector3(0.0f,0.0f,0.0f); AddNode.m_bFirstAccelate=false; AddNode.m_bCollisionDetectAble=true; AddNode.m_DelayTimer=0; AddNode.m_bBuild = true; AddNode.m_bGravityAble=true; AddNode.m_bRender=true; AddNode.m_bHide=false; if(!bHouse) AddNode.m_bSkipCollision = false; else AddNode.m_bSkipCollision = true; AddNode.m_cAttackEvent=0; AddNode.m_cJumpEvent=0; AddNode.m_cWalkEvent=0; AddNode.m_cCancelEvent=0; AddNode.m_cShotEvent=0; AddNode.m_cJustEvent=0; AddNode.m_cJustStartEvent = 0; AddNode.m_cJustEndEvent = 0; AddNode.m_fAlphaValue = -1.0f; if(iValue == -1) m_CharacterList.push_back(AddNode); else { *(ppOld) = m_CharacterList[iValue].m_pChrmodel; // edith switch ÇÔ¼ö ¼öÁ¤ if((int)m_CharacterList.size() > iValue) m_CharacterList[iValue] = AddNode; } if(bHouse && (iHouseType >= 0)) { if(iHouseType < HOUSETYPENUM) { pChrModel->SetHouse(vecPos.x,vecPos.y,vecPos.z,(char *)strHouseName[iHouseType]); CSceneManager::AddHouseMap(vecPos.x,vecPos.y,vecPos.z,(char *)strHouseName[iHouseType],(char *)strMedHouseName[iHouseType],(char *)strInHouseName[iHouseType],""); //for(int cSector=0;cSector vecPos.x && CSceneManager::m_HeightField.m_SectorScene[cSector].m_AccumulateTM._43 <= vecPos.z && CSceneManager::m_HeightField.m_SectorScene[cSector].m_AccumulateTM._43+SECTORSIZE > vecPos.z) { CSceneManager::m_HeightField.m_SectorScene[cSector].GenerateHouseObjectLastIn(); } } } } return pChrModel; /* m_CharacterList.Add(pChrModel); m_CharacterCollisionType.Add(CT_BOTTOM); POINT ptChr; ptChr.x=0;ptChr.y=0; m_CharacterScreenPositionList.Add(ptChr); // »ç¿îµå °ü·ÃºÎºÐ ÃßÈÄ ¼öÁ¤¿ä //CZ3DSoundEventHelper* pChrSoundHelper=new CZ3DSoundEventHelper(); //pChrSoundHelper->Init(m_CharacterList[m_CharacterList.num-1]); //m_CharacterSoundHelperList.Add(pChrSoundHelper); m_CharacterAttackEventList.Add(false); m_CharacterTrailOnEventList.Add(false); m_CharacterTrailOffEventList.Add(false); m_CharacterDelayTimer.Add(0); m_CharacterPerFrameMove.Add(vector3(0.0f,0.0f,0.0f)); m_CharacterRealPosition.Add(vector3(0.0f,0.0f,0.0f)); m_CharacterRandomPostionTimer.Add(0); m_CharacterRandomPostionAdder.Add(vector3(0.0f,0.0f,0.0f)); CChrLightNode AddLightNode; memset(&AddLightNode,0,sizeof(AddLightNode)); m_CharacterLightList.Add(AddLightNode); return m_CharacterList[m_CharacterList.num-1]; */ } CZ3DGeneralChrModel* CCharacterLightShadowManager::ReplaceCharacter( CZ3DGeneralChrModel* pChrOldModel, const char* szGCMDSName, vector3& vecPos ) { for(int i = 0; i < (int)m_CharacterList.size(); i++ ) { if( pChrOldModel == m_CharacterList[i].m_pChrmodel ) { CZ3DGeneralChrModel* pChrModel; pChrModel = new CZ3DGeneralChrModel; if( false == pChrModel->Init( szGCMDSName ) ) { return NULL; } pChrModel->SetFixHeight(false); pChrModel->SetDisable(false); pChrModel->SetPosition(vecPos); m_CharacterList[i].m_pChrmodel = pChrModel; return pChrModel; } } return NULL; } void CCharacterLightShadowManager::SetChrBuildEnable(bool bBuild,int nFocusCharacter) { if(m_CharacterList.size() == 0 || nFocusCharacter >= (int)m_CharacterList.size()) return; m_CharacterList[nFocusCharacter].m_bBuild = bBuild; } bool CCharacterLightShadowManager::GetChrBuildEnable(int nFocusCharacter) { if(m_CharacterList.size() == 0 || nFocusCharacter >= (int)m_CharacterList.size()) return false; vector3 vecCharPos; CollisionType CT; vector3 vecOldPos; m_CharacterList[nFocusCharacter].m_pChrmodel->GetPosition(vecOldPos.x,vecOldPos.y,vecOldPos.z); vector3 vecBeforePos = m_CharacterList[nFocusCharacter].m_pChrmodel->GetPrevPosition(); vecBeforePos.y += 85.0f; vecOldPos.y+=85.0f; vecCharPos=vecOldPos; vecOldPos.y-=((m_CharacterList[nFocusCharacter].m_fFallSpeed > 40.0f) ? 40.0f : m_CharacterList[nFocusCharacter].m_fFallSpeed); //vecOldPos.y-=m_CharacterList[cChr].m_fFallSpeed; vector3 vecDir=vecOldPos-vecCharPos; vecCharPos=CSceneManager::m_CollisionDetection.GetPosition(vecOldPos,vecDir,vecBeforePos,CT,true); return CSceneManager::m_CollisionDetection.GetBuildEnable(); //return m_CharacterList[nFocusCharacter].m_bBuild; } void CCharacterLightShadowManager::UpdateFrame(int m_nFocuesCharacter) { if(m_CharacterList.size()==0) return; ActionProcess(); static int m_UpdateCollision=0; bool bUpdateCollision=false; //if(m_UpdateCollision%2==0) bUpdateCollision=true; m_UpdateCollision++; vector3 vecCharPos,vecDir; for(int cChar=0;cChar<(int)m_CharacterList.size();cChar++) { /* if(m_CharacterList[cChar]->CheckEvent()==Z3D_ES_HIT) { m_CharacterAttackEventList[cChar]=true; } if(m_CharacterList[cChar]->CheckEvent()==Z3D_ES_WEAPON_TRAIL_ON) { m_CharacterTrailOnEventList[cChar]=true; m_CharacterList[cChar]->Act(Z3D_CA_WEAPON_TRAIL_ON); } if(m_CharacterList[cChar]->CheckEvent()==Z3D_ES_WEAPON_TRAIL_OFF) { m_CharacterTrailOffEventList[cChar]=true; m_CharacterList[cChar]->Act(Z3D_CA_WEAPON_TRAIL_OFF); } */ if(m_CharacterList[cChar].m_pChrmodel->IsDisabled()) continue; if(m_CharacterList[cChar].m_CollisionDetectType==CDT_ONLYTERRAIN) { vector3 vecChrPos; m_CharacterList[cChar].m_pChrmodel->GetPosition(vecChrPos); vecChrPos.y=CSceneManager::m_HeightField.GetHeight(vecChrPos); //vecChrPos.y+=300.0f; m_CharacterList[cChar].m_pChrmodel->SetPosition(vecChrPos); } /* CollisionType CT; m_CharacterList[cChar].m_pChrmodel->GetPosition(vecCharPos.x,vecCharPos.y,vecCharPos.z); vecCharPos.y+=85.0f; vecDir=vecCharPos-OldPosList[cChar]; CSceneManager::m_CollisionDetection.m_SelfChr=cChar; if(cChar==0) { vecDir.y-=m_CharacterList[cChar].m_fFallSpeed; vecCharPos=CSceneManager::m_CollisionDetection.GetPosition(OldPosList[cChar],vecDir,CT,true); } else { if(bUpdateCollision) { //vecDir.y-=m_CharacterList[cChar].m_fFallSpeed; //vecCharPos=CSceneManager::m_CollisionDetection.GetPosition(OldPosList[cChar],vecDir,CT,true); //vecCharPos=CSceneManager::m_CollisionDetection.GetPosition(OldPosList[cChar],vecDir,CT,false); } } m_CharacterList[cChar].m_pChrmodel->SetPosition(vecCharPos.x,vecCharPos.y-85.0f,vecCharPos.z); if((m_CharacterList[cChar].m_CollisionType==CT_NONE ))// && CT!=CT_NONE) { m_CharacterList[cChar].m_vecPerFrameMove.x=m_CharacterList[cChar].m_vecPerFrameMove.x; m_CharacterList[cChar].m_vecPerFrameMove.z=m_CharacterList[cChar].m_vecPerFrameMove.z; m_CharacterList[cChar].m_vecPerFrameMove.y=0.0f; } m_CharacterList[cChar].m_CollisionType=CT; //m_CharacterCollisionType[cChar]=CT; // m_CharacterSoundHelperList[cChar]->Process(); */ } if(m_nFocuesCharacter==-1) return; /* float fChrInter=CSceneManager::GetCameraInter(); vector3 vecChrPos; m_CharacterList[m_nFocuesCharacter]->GetPosition(vecChrPos.x,vecChrPos.y,vecChrPos.z); vecChrPos.y+=150.0f; vector3 vecCameraPos=CSceneManager::m_ViewCamera->m_vecCameraPosition; vecCameraPos=vecChrPos+vecCameraPos*fCh rInter; // ÁýÃæµ¹// fChrInter=GetCollisionChrCamera(vecChrPos,vecCameraPos); vecCameraPos=CSceneManager::m_ViewCamera->m_vecCameraPosition; vecCameraPos=vecChrPos+vecCameraPos*fChrInter; //vecCameraPos=vecChrPos+vecCameraPos*fChrInter; // HeightField Ãæµ¹// float fCameraHeight=m_pHeightField->GetHeight(vecCameraPos); if(vecCameraPos.y < fCameraHeight +30.0f) { vecCameraPos.y=fCameraHeight +30.0f; } matrix matView,matTrans; matView.CameraLookAt(vecCameraPos,vecChrPos,vector3(0.0f,1.0f,0.0f)); matTrans.Inverse(matView); CSceneManager::m_ViewCamera->m_matPosition=matTrans; CSceneManager::m_ViewCamera->m_matView=matView; CSceneManager::m_ViewCamera->MoveFrustum(); CSceneManager::m_ViewCamera->SetVecPosition(vecChrPos); vector3 vecLens=vecChrPos-vecCameraPos; float fCameraInter=vecLens.GetLens(); if(100.0f > fCameraInter) { if(50.0f > fCameraInter) { m_CharacterList[m_nFocuesCharacter]->SetAlphaLevel(0.1f); } else { fCameraInter-=50.0f; fCameraInter/=50.0f; if(fCameraInter < 0.1f) fCameraInter=0.1f; m_CharacterList[m_nFocuesCharacter]->SetAlphaLevel(fCameraInter); } } else { m_CharacterList[m_nFocuesCharacter]->SetAlphaLevel(1.0f); } vector3 vecCamaeraPos=matTrans.GetLoc(); //CZ3DSound::SetListenerPosition(vecCameraPos); //CZ3DSound::SetListenerDirection(CSceneManager::m_ViewCamera->GetRotationY()); //GetCollisionChrCamera(vecChrPos,vecCameraPos); /* CSceneManager::m_ViewCamera->m_matExtraPosition._41=cx; CSceneManager::m_ViewCamera->m_matExtraPosition._42=cy+150.0f; CSceneManager::m_ViewCamera->m_matExtraPosition._43=cz; CSceneManager::m_ViewCamera->InterfaceCharlook(0,0,0.0f); */ } void CCharacterLightShadowManager::CharacterLightSetting(int nChr,LPDIRECT3DDEVICE8 pd3dDevice) { vector3 vecCharPos; std::vector LightList; m_CharacterList[nChr].m_pChrmodel->GetPosition(vecCharPos.x,vecCharPos.y,vecCharPos.z); m_pHeightField->GetLight(vecCharPos,LightList); //pd3dDevice->SetRenderState(D3DRS_AMBIENT,CSceneManager::m_WeatherManager.m_AmbientColor->c); color ChrColor=CSceneManager::m_WeatherManager.m_InterObjectAmbientColor; ChrColor.r+=140; ChrColor.g+=140; ChrColor.b+=140; pd3dDevice->SetRenderState(D3DRS_AMBIENT,CSceneManager::m_WeatherManager.m_InterObjectAmbientColor.c); //pd3dDevice->SetRenderState(D3DRS_AMBIENT,0xffffffff); if(LightList.empty()==0) { pd3dDevice->SetLight(0,&CSceneManager::m_WeatherManager.m_SunLight); pd3dDevice->LightEnable(0,TRUE); } /* for(int cLight=1;cLightSetLight(0,&SunLight); pd3dDevice->LightEnable(0,TRUE); } } else { LightList[cLight].Attenuation1=0.0f; pd3dDevice->SetLight(cLight,&LightList[cLight]); pd3dDevice->LightEnable(cLight,TRUE); } } */ pd3dDevice->SetRenderState( D3DRS_LIGHTING,TRUE); //m_CharacterList[cChar]->GetPosition(vecCharPos.x,vecCharPos.y,vecCharPos.x); //m_pHeightField->m_ /* pd3dDevice->SetLight(0,&CSceneManager::m_WeatherManager.m_SunLight); pd3dDevice->LightEnable(0,TRUE); pd3dDevice->SetRenderState( D3DRS_LIGHTING,TRUE); */ } void CCharacterLightShadowManager::InHouseShadowRender(LPDIRECT3DDEVICE8 pd3dDevice) { //if(MAXCHRSHADOW==0) return; /* pd3dDevice->EndScene(); pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG2); pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP ); pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP ); matrix matTexScale; matTexScale.MakeIdent(); matTexScale._11=0.5f; matTexScale._22=-0.5f; matTexScale._33=0.0f; matTexScale._41=0.5f; matTexScale._42=0.5f; matTexScale._43=1.0f; matTexScale._44=1.0f; matrix matView,matOldProj,matInv,matTex; pd3dDevice->GetTransform(D3DTS_VIEW,matView); pd3dDevice->GetTransform(D3DTS_PROJECTION,matOldProj); matInv.Inverse(matView); matrix matAdjLightProj,matLightProj; matAdjLightProj.MakeAdjustedProjectionMatrix(3.14159f/8.0f,1.0f,1.0f,500.0f,0.5f,-0.5f,(float)SHADOWSIZE,(float)SHADOWSIZE); matLightProj.MakeAdjustedProjectionMatrix(3.14159f/8.0f, 1.0f, 1.0f, 500.0f,0.0f, 0.0f,(float)SHADOWSIZE,(float)SHADOWSIZE); matrix matShadowProj; //matShadowProj.MakeProjection(3.14159f/4.0f,1.0f,10.0f,10000.0f); matShadowProj.MakeNoProjection(3.14159f/3.0f,(float)SHADOWSIZE,(float)SHADOWSIZE,10.0f,500.f); pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX,D3DTSS_TCI_CAMERASPACEPOSITION ); pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS,D3DTTFF_PROJECTED | D3DTTFF_COUNT3 ); pd3dDevice->LightEnable(0,FALSE); pd3dDevice->LightEnable(1,FALSE); pd3dDevice->LightEnable(2,FALSE); pd3dDevice->LightEnable(3,FALSE); pd3dDevice->LightEnable(4,FALSE); pd3dDevice->LightEnable(5,FALSE); pd3dDevice->LightEnable(6,FALSE); pd3dDevice->LightEnable(7,FALSE); pd3dDevice->LightEnable(8,FALSE); pd3dDevice->SetRenderState( D3DRS_LIGHTING,TRUE); pd3dDevice->SetRenderState(D3DRS_AMBIENT,0xffcccccc); pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE,FALSE); for(int cChar=0;cChar *CharPoly=new List[MAXCHRSHADOW]; //List vecLightPosList; vector3 vecChrPos; m_CharacterList[cChar].m_pChrmodel->GetPosition(vecChrPos.x,vecChrPos.y,vecChrPos.z); m_pHeightField->GetInHouseShadowPoly(vecChrPos,CharPoly,vecLightPosList); for(int cShadow=0;cShadowClear(0, NULL, D3DCLEAR_ZBUFFER|D3DCLEAR_TARGET,0xffffffff, 1.0f, 0); pd3dDevice->BeginScene(); matrix matCharCamera; matCharCamera.CameraLookAt( vecLightPosList[cShadow], vector3(0.0f,80.0f,0.0f)+vecChrPos, vector3(0.0f,1.0f,0.0f)); pd3dDevice->SetTransform(D3DTS_VIEW,matCharCamera); pd3dDevice->SetTransform(D3DTS_PROJECTION,matShadowProj); //m_pd3dDevice->SetTransform(D3DTS_PROJECTION,matAdjLightProj); pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); m_CharacterList[cChar].m_pChrmodel->DrawShadow(pd3dDevice); pd3dDevice->EndScene(); m_pShadowTexture.End(pd3dDevice); pd3dDevice->BeginScene(); TTVertex *pCharVertex=new TTVertex[CharPoly[cShadow].num]; WORD *pCharIndices=new WORD[CharPoly[cShadow].num]; for(int cIndices=0;cIndicesSetTransform(D3DTS_VIEW,CSceneManager::m_ViewCamera->GetMatView()); matrix mat,mat2; mat=matShadowProj*matTexScale; mat2=matCharCamera*mat; matTex=matInv*mat2; pd3dDevice->SetTransform(D3DTS_PROJECTION,matOldProj); pd3dDevice->SetTransform(D3DTS_TEXTURE0,matTex); pd3dDevice->SetTexture(0,m_pShadowTexture.GetTexture()); pd3dDevice->SetVertexShader(TTVERTEXFVF); pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_TEXTURE); //pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ZERO); pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_SRCCOLOR); pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE,TRUE); pd3dDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST,0,CharPoly[cShadow].num,CharPoly[cShadow].num/3,pCharIndices, D3DFMT_INDEX16,pCharVertex,sizeof(TTVertex)); pd3dDevice->EndScene(); delete [] pCharVertex; delete [] pCharIndices; } delete [] CharPoly; } pd3dDevice->SetTransform(D3DTS_PROJECTION,matOldProj); pd3dDevice->SetTransform(D3DTS_VIEW,CSceneManager::m_ViewCamera->GetMatView()); pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 ); pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS,D3DTTFF_DISABLE ); pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP ); pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP ); pd3dDevice->BeginScene(); //List< List > */ } float CCharacterLightShadowManager::GetCollisionChrCamera(vector3 vecStart,vector3 vecEnd) { std::vector PolyList; m_pHeightField->GetLineIntersectPoly(vecStart,vecEnd,PolyList); float fCollisionLens=CSceneManager::GetCameraInter(); float fLens; vector3 vecPoly[3]; if(PolyList.size()>0) { for(int cIndices=0;cIndices<(int)PolyList.size()/3;cIndices++) { vecPoly[0]=PolyList[cIndices*3+0]; vecPoly[1]=PolyList[cIndices*3+1]; vecPoly[2]=PolyList[cIndices*3+2]; if(CIntersection::PolygonRay(vecStart,vecEnd,vecPoly,fLens) && fCollisionLens > fLens && fLens > 0.0f) { fCollisionLens=fLens; } } } return fCollisionLens; } void CCharacterLightShadowManager::CameraTest(LPDIRECT3DDEVICE8 pd3dDevice) { vector3 vecStart,vecEnd; float fChrInter=-350.0f; vector3 vecChrPos; m_CharacterList[0].m_pChrmodel->GetPosition(vecChrPos.x,vecChrPos.y,vecChrPos.z); vecChrPos.y+=150.0f; vector3 vecCameraPos=CSceneManager::m_ViewCamera->m_vecCameraPosition; vecCameraPos=vecChrPos+vecCameraPos*fChrInter; //matrix matView,matTrans; //matView.CameraLookAt(vecCameraPos,vecChrPos,vector3(0.0f,1.0f,0.0f)); //matTrans.Inverse(matView); vecStart=vecChrPos; vecEnd=vecCameraPos; matrix matWorld; matWorld.MakeIdent(); std::vector PolyList; m_pHeightField->GetLineIntersectPoly(vecStart,vecEnd,PolyList); if(PolyList.size()>0) { pd3dDevice->SetTexture(0,NULL); pd3dDevice->SetTexture(1,NULL); pd3dDevice->SetTransform(D3DTS_WORLD,matWorld); pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE,FALSE); pd3dDevice->SetRenderState( D3DRS_LIGHTING,FALSE); pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE,FALSE); pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG2); TTVertex *pCharVertex=new TTVertex[PolyList.size()]; WORD *pCharIndices=new WORD[PolyList.size()]; for(int cIndices=0;cIndices<(int)PolyList.size();cIndices++) { pCharVertex[cIndices].v=PolyList[cIndices]; pCharVertex[cIndices].diff.c=0xffff0000; pCharIndices[cIndices]=cIndices; pCharVertex[cIndices].v.y+=2.0f; } pd3dDevice->SetVertexShader(TTVERTEXFVF); pd3dDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST,0,(int)PolyList.size(),(int)PolyList.size()/3,pCharIndices, D3DFMT_INDEX16,pCharVertex,sizeof(TTVertex)); if(pCharVertex) { delete [] pCharVertex; pCharVertex = NULL; } if(pCharIndices) { delete [] pCharIndices; pCharIndices = NULL; } } } void CCharacterLightShadowManager::FlushAccumulatedCharacterEvents() { if( 0 == m_CharacterList.size() ) { return; } for( int i = 0; i < (int)m_CharacterList.size(); ++i ) { m_CharacterList[i].m_pChrmodel->FlushAccumulatedEvents(); } } void CCharacterLightShadowManager::ActionProcess() { int cChr; if(m_CharacterList.size()==0) return; CZ3DManagedObject::Process(); bool bUpdate=true; ////////////////////////////////////////////////////////////////////////// // // by yundi 2004.12.14 // // Process() ÇÔ¼ö È£ÃâÀ§Ä¡ º¯°æ // - Process() ÇÔ¼ö ³»ºÎ¿¡ À̺¥Æ® ŸÀÌ¹Ö Á¶»ç°¡ ÀÌ·ïÁö¹Ç·Î, CheckEvent() // È£Ãâ Àü¿¡ Process()ÀÇ È£ÃâÀÌ ÀÖ¾î¾ßÇÔ for(cChr=0;cChr<(int)m_CharacterList.size();cChr++) { //¼ö¿µ°ü·Ã ¶ç¿ì±â wizardbug if(m_CharacterList[cChr].m_pChrmodel->GetFixHeight()) { vector3 vecSource = m_CharacterList[cChr].m_pChrmodel->GetPosition(); m_CharacterList[cChr].m_pChrmodel->SetPosition(vecSource.x,vecSource.y + m_CharacterList[cChr].m_pChrmodel->m_fFixHeight,vecSource.z); m_CharacterList[cChr].m_pChrmodel->m_fFixHeight += 3.0f; if(m_CharacterList[cChr].m_pChrmodel->m_fFixHeight >= 160.0f) m_CharacterList[cChr].m_pChrmodel->m_fFixHeight = 160.0f; } else if(m_CharacterList[cChr].m_pChrmodel->m_fFixHeight > 0.1f) { m_CharacterList[cChr].m_pChrmodel->m_fFixHeight -= 6.0f; vector3 vecSource = m_CharacterList[cChr].m_pChrmodel->GetPosition(); m_CharacterList[cChr].m_pChrmodel->SetPosition(vecSource.x,vecSource.y + m_CharacterList[cChr].m_pChrmodel->m_fFixHeight,vecSource.z); if(m_CharacterList[cChr].m_pChrmodel->m_fFixHeight <= 0.0f) m_CharacterList[cChr].m_pChrmodel->m_fFixHeight = 0.0f; } } if(bUpdate) CZ3DCharacterModel::Process(); CZ3DObject::Process(); // ¼ö¿µ°ü·Ã wizardbug for(cChr=0;cChr<(int)m_CharacterList.size();cChr++) { if(m_CharacterList[cChr].m_pChrmodel && m_CharacterList[cChr].m_pChrmodel->GetFixHeight()) { vector3 vecSource = m_CharacterList[cChr].m_pChrmodel->GetPrevPosition(); m_CharacterList[cChr].m_pChrmodel->SetPosition(vecSource.x,vecSource.y,vecSource.z); m_CharacterList[cChr].m_pChrmodel->SetPosition(vecSource.x,vecSource.y,vecSource.z); } else if(m_CharacterList[cChr].m_pChrmodel && m_CharacterList[cChr].m_pChrmodel->m_fFixHeight > 0.1f) { vector3 vecSource = m_CharacterList[cChr].m_pChrmodel->GetPrevPosition(); m_CharacterList[cChr].m_pChrmodel->SetPosition(vecSource.x,vecSource.y,vecSource.z); m_CharacterList[cChr].m_pChrmodel->SetPosition(vecSource.x,vecSource.y,vecSource.z); } } vector3 vecChrPos; for(cChr=0;cChr<(int)m_CharacterList.size();cChr++) { if( CSceneManager::m_CollisionDetection.IsDetectionLocked() ) // collision detection lock ½Ã Ãæµ¹°Ë»ç x { m_CharacterList[cChr].m_CollisionType = CT_BOTTOM; continue; } if(m_CharacterList[cChr].m_pChrmodel->IsActionFinished(1)) { m_CharacterList[cChr].m_bFirstAccelate=false; } if(m_CharacterList[cChr].m_CollisionType==CT_NONE || m_CharacterList[cChr].m_CollisionType==CT_SIDE) { if(!CSceneManager::m_CollisionDetection.IsDetectionLocked() ) { m_CharacterList[cChr].m_fFallSpeed=m_CharacterList[cChr].m_fFallSpeed+98.0f/130.0f; if(m_CharacterList[cChr].m_fFallSpeed>80.0f) { m_CharacterList[cChr].m_fFallSpeed=80.0f; } } } else { if(m_CharacterList[cChr].m_fFallSpeed>0.0f) m_CharacterList[cChr].m_fFallSpeed=0.0f; if(m_CharacterList[cChr].m_fFallSpeed<0.0f) { m_CharacterList[cChr].m_fFallSpeed=m_CharacterList[cChr].m_fFallSpeed+98.0f/130.0f; } } if(m_CharacterList[cChr].m_bGravityAble==false) { m_CharacterList[cChr].m_fFallSpeed=0.0f; } if(m_CharacterList[cChr].m_fAccelate < 0.0f) { vector3 vecAdder=m_CharacterList[cChr].m_vecZeroVelocity; vecAdder.Normalize(); m_CharacterList[cChr].m_vecPerFrameMove+=(m_CharacterList[cChr].m_fAccelate*vecAdder); } if(m_CharacterList[cChr].m_pChrmodel->CheckEvent("HIT")) { m_CharacterList[cChr].m_dwEvent|=EVENT_HIT; m_CharacterList[cChr].m_cAttackEvent++; } if(m_CharacterList[cChr].m_pChrmodel->CheckEvent("HIT_LEFT")) { m_CharacterList[cChr].m_dwEvent|=EVENT_HIT_LEFT; m_CharacterList[cChr].m_cAttackEvent++; } if(m_CharacterList[cChr].m_pChrmodel->CheckEvent("SHOT")) { m_CharacterList[cChr].m_dwEvent|=EVENT_SHOT; m_CharacterList[cChr].m_cShotEvent++; } if(m_CharacterList[cChr].m_pChrmodel->CheckEvent("JUST")) { m_CharacterList[cChr].m_dwEvent|=EVENT_JUST; m_CharacterList[cChr].m_cJustEvent++; } if(m_CharacterList[cChr].m_pChrmodel->CheckEvent("JUSTSTART")) { m_CharacterList[cChr].m_dwEvent|=EVENT_JUSTSTART; m_CharacterList[cChr].m_cJustStartEvent++; } if(m_CharacterList[cChr].m_pChrmodel->CheckEvent("JUSTEND")) { m_CharacterList[cChr].m_dwEvent|=EVENT_JUSTEND; m_CharacterList[cChr].m_cJustEndEvent++; } if(m_CharacterList[cChr].m_pChrmodel->CheckEvent( "WP_TRL_ON")) { CZ3DWeapon *pWp=m_CharacterList[cChr].m_pChrmodel->GetAttachmentObject("WEAPON"); if(pWp) { pWp->TurnOnTrail(); } } if(m_CharacterList[cChr].m_pChrmodel->CheckEvent( "WP_TRL_OFF")) { CZ3DWeapon *pWp=m_CharacterList[cChr].m_pChrmodel->GetAttachmentObject("WEAPON"); if(pWp) { pWp->TurnOffTrail(); } } Z3DTOK TokSecond; if(m_CharacterList[cChr].m_pChrmodel->CheckEvent("SND",&TokSecond)) { const char* strSoundFileName = g_MapEvent2SndFile.GetFileName(TokSecond); if(strcmp(strSoundFileName,"")!=0) { if(strstr(strSoundFileName,"bow3.wav") != NULL) { // Ȱ¼Ò¸® ·»´ý // try // { char tmp_SoundFileName[256]= {0}; int tmp_selectnum = 0; if((rand() % 10)<= 6) { if(rand() % 2) tmp_selectnum = 1; else tmp_selectnum = 2; } else { if(rand() % 2) tmp_selectnum = 3; else tmp_selectnum = 4; } /* ±âÁ¸»ç¿îµåÄÚµå sprintf(tmp_SoundFileName, "%s%s%d%s",SOUNDFILEPATH,"NBOW",tmp_selectnum,".wav"); CSoundManager &SoundManager=CSoundManager::GetInstance(); ISoundObject &sb=SoundManager.GetBuffer(tmp_SoundFileName,true); vector3 vecChrPos; m_CharacterList[cChr].m_pChrmodel->GetPosition(vecChrPos); int nBuffer=sb.Play(false); sb.SetPosition(nBuffer,vecChrPos.x,vecChrPos.y,vecChrPos.z); sb.SetDistance(nBuffer,400.0f,2000.0f); sb.IsPlaying(nBuffer); */ //»õ·Îµé¾î°£ÄÚµå sprintf(tmp_SoundFileName, "%s%s%d%s",SOUNDFILEPATH,"NBOW",tmp_selectnum,".wav"); CSound3D* pSound3D; if( CSoundMgr::_GetInstance()->GetSound3D( pSound3D, tmp_SoundFileName ) ) { pSound3D->Play(); vector3 vecChrPos; m_CharacterList[cChr].m_pChrmodel->GetPosition(vecChrPos); D3DVECTOR Pos; Pos.x = vecChrPos.x; Pos.y = vecChrPos.y; Pos.z = vecChrPos.z; pSound3D->SetPosition( Pos ); pSound3D->SetMinDistance( 400.0f ); pSound3D->SetMaxDistance( 2000.0f ); } /* } catch(exception &e) { static bool bFirstShowMessage=false; if(bFirstShowMessage==false) { MessageBox(NULL,e.what(),0,0); bFirstShowMessage=true; } } */ } else { if(strstr(strSoundFileName,"yangfoot")) { m_CharacterList[cChr].m_dwEvent|=EVENT_WALK; m_CharacterList[cChr].m_cWalkEvent++; } // try // { /* ±âÁ¸»ç¿îµåÄÚµå CSoundManager &SoundManager=CSoundManager::GetInstance(); ISoundObject &sb=SoundManager.GetBuffer(strSoundFileName,true); vector3 vecChrPos; m_CharacterList[cChr].m_pChrmodel->GetPosition(vecChrPos); int nBuffer=sb.Play(false); sb.SetPosition(nBuffer,vecChrPos.x,vecChrPos.y,vecChrPos.z); sb.SetDistance(nBuffer,400.0f,2000.0f); sb.IsPlaying(nBuffer); */ //»õ·Îµé¾î°£ÄÚµå CSound3D* pSound3D; if( CSoundMgr::_GetInstance()->GetSound3D( pSound3D, strSoundFileName ) ) { char szTmp[300]; strcpy(szTmp, m_CharacterList[cChr].m_pChrmodel->GetGCMDSFileName()); strupr(szTmp); if (0 == strstr("SYMBOL", szTmp)) { __asm nop } pSound3D->Play(); vector3 vecChrPos; m_CharacterList[cChr].m_pChrmodel->GetPosition(vecChrPos); D3DVECTOR Pos; Pos.x = vecChrPos.x; Pos.y = vecChrPos.y; Pos.z = vecChrPos.z; pSound3D->SetPosition( Pos ); pSound3D->SetMinDistance( 400.0f ); pSound3D->SetMaxDistance( 2000.0f ); } /* } catch(exception &e) { static bool bFirstShowMessage=false; if(bFirstShowMessage==false) { MessageBox(NULL,e.what(),0,0); bFirstShowMessage=true; } } */ } } } if(m_CharacterList[cChr].m_pChrmodel->CheckEvent("JUMP")) { m_CharacterList[cChr].m_dwEvent|=EVENT_JUMP; m_CharacterList[cChr].m_fFallSpeed=-12.0f; m_CharacterList[cChr].m_cJumpEvent++; } if(m_CharacterList[cChr].m_pChrmodel->CheckEvent("CANCEL")) { m_CharacterList[cChr].m_dwEvent|=EVENT_CANCEL; m_CharacterList[cChr].m_cCancelEvent++; } if(m_CharacterList[cChr].m_pChrmodel->CheckEvent("TAP_JUMP")) { m_CharacterList[cChr].m_fFallSpeed=-6.0f; } if(m_CharacterList[cChr].m_RandomPositionTimer>0) { vecChrPos=m_CharacterList[cChr].m_vecRealPosition; vecChrPos+=m_CharacterList[cChr].m_vecPerFrameMove; m_CharacterList[cChr].m_vecRealPosition=vecChrPos; vector3 vecAddRand=vector3(rand()%1000-500,rand()%1000-500,rand()%1000-500); vecAddRand.Normalize(); vecAddRand*=((m_CharacterList[cChr].m_RandomPositionTimer*m_CharacterList[cChr].m_RandomPositionTimer)/(10.0f*10.0f))*3.0f;; vecChrPos+=vecAddRand; vecChrPos+=m_CharacterList[cChr].m_vecRandomPositionAdder; m_CharacterList[cChr].m_vecRandomPositionAdder.Normalize(); m_CharacterList[cChr].m_vecRandomPositionAdder*=m_CharacterList[cChr].m_RandomPositionTimer; char szTmp[300]; strcpy(szTmp, m_CharacterList[cChr].m_pChrmodel->GetGCMDSFileName()); strupr(szTmp); if (0 == strstr("SYMBOL", szTmp)) { __asm nop } m_CharacterList[cChr].m_pChrmodel->SetPosition(vecChrPos); if(--m_CharacterList[cChr].m_RandomPositionTimer==0) { m_CharacterList[cChr].m_pChrmodel->SetPosition(m_CharacterList[cChr].m_vecRealPosition); } } else { m_CharacterList[cChr].m_RandomPositionTimer=0; m_CharacterList[cChr].m_pChrmodel->GetPosition(vecChrPos); vecChrPos+=(m_CharacterList[cChr].m_vecPerFrameMove); m_CharacterList[cChr].m_vecRealPosition=vecChrPos; char szTmp[300]; strcpy(szTmp, m_CharacterList[cChr].m_pChrmodel->GetGCMDSFileName()); strupr(szTmp); if (0 == strstr("SYMBOL", szTmp)) { __asm nop } m_CharacterList[cChr].m_pChrmodel->SetPosition(vecChrPos); } if(m_CharacterList[cChr].m_DelayTimer>0) { m_CharacterList[cChr].m_DelayTimer--; } else { //m_CharacterList[cChr].m_pChrmodel->Pause(false); m_CharacterList[cChr].m_DelayTimer=0; } //m_CharacterList[cChr].m_pChrmodel->GetPosition(vecChrPos.x,vecChrPos.y,vecChrPos.z); //vecChrPos.y-=m_CharacterList[cChr].m_fFallSpeed; //m_CharacterList[cChr].m_pChrmodel->SetPosition(vecChrPos.x,vecChrPos.y,vecChrPos.z); if (m_CharacterList[cChr].m_bHide) continue; // Hide ij¸¯ÅÍ Ãæµ¹ ¹«½Ã switch(m_CharacterList[cChr].m_CollisionDetectType) { case CDT_NONE: { } break; case CDT_SKYUNIT: { vector3 vecCharPos; CollisionType CT; vector3 vecOldPos; m_CharacterList[cChr].m_pChrmodel->GetPosition(vecOldPos.x,vecOldPos.y,vecOldPos.z); vector3 vecBeforePos = m_CharacterList[cChr].m_pChrmodel->GetPrevPosition(); vecBeforePos.y += 85.0f; vecOldPos.y+=85.0f; vecCharPos=vecOldPos; //vecOldPos.y-=((m_CharacterList[cChr].m_fFallSpeed > 40.0f) ? 40.0f : m_CharacterList[cChr].m_fFallSpeed); //vecOldPos.y-=m_CharacterList[cChr].m_fFallSpeed; vector3 vecDir=vecOldPos-vecCharPos; vecCharPos=CSceneManager::m_CollisionDetection.GetPosition(vecOldPos,vecDir,vecBeforePos,CT,true); // char szTmp[300]; if(strcmp("Siege_WallBreaker.GCMDS", m_CharacterList[cChr].m_pChrmodel->GetGCMDSFileName())==0) { __asm nop if(vecCharPos.y<10000) { __asm nop } } m_CharacterList[cChr].m_pChrmodel->SetPosition(vecCharPos.x,vecCharPos.y-85.0f,vecCharPos.z); m_CharacterList[cChr].m_CollisionType=CT; } break; case CDT_FULL: { vector3 vecCharPos; CollisionType CT; vector3 vecOldPos; m_CharacterList[cChr].m_pChrmodel->GetPosition(vecOldPos.x,vecOldPos.y,vecOldPos.z); vector3 vecBeforePos = m_CharacterList[cChr].m_pChrmodel->GetPrevPosition(); vecBeforePos.y += 85.0f; vecOldPos.y+=85.0f; vecCharPos=vecOldPos; if( !CSceneManager::m_CollisionDetection.IsDetectionLocked() ) { vecOldPos.y-=((m_CharacterList[cChr].m_fFallSpeed > 40.0f) ? 40.0f : m_CharacterList[cChr].m_fFallSpeed); } //vecOldPos.y-=m_CharacterList[cChr].m_fFallSpeed; vector3 vecDir=vecOldPos-vecCharPos; vecCharPos=CSceneManager::m_CollisionDetection.GetPosition(vecOldPos,vecDir,vecBeforePos,CT,true); if(strcmp("Siege_WallBreaker.GCMDS", m_CharacterList[cChr].m_pChrmodel->GetGCMDSFileName())==0) { __asm nop if(vecCharPos.y<10000) { __asm nop } } m_CharacterList[cChr].m_pChrmodel->SetPosition(vecCharPos.x,vecCharPos.y-85.0f,vecCharPos.z); // m_CharacterList[cChr].m_pChrmodel->SetPosition(vecCharPos.x,vecCharPos.y,vecCharPos.z); m_CharacterList[cChr].m_CollisionType=CT; } break; case CDT_ONLYTERRAIN: { /* vector3 vecCharPos; CollisionType CT; vector3 vecOldPos; m_CharacterList[cChr].m_pChrmodel->GetPosition(vecOldPos.x,vecOldPos.y,vecOldPos.z); vecOldPos.y+=85.0f; vecCharPos=vecOldPos; vecOldPos.y-=m_CharacterList[cChr].m_fFallSpeed; vector3 vecDir=vecOldPos-vecCharPos; vecCharPos=CSceneManager::m_CollisionDetection.GetPosition(vecOldPos,vecDir,CT,false); m_CharacterList[cChr].m_pChrmodel->SetPosition(vecCharPos.x,vecCharPos.y-85.0f,vecCharPos.z); m_CharacterList[cChr].m_CollisionType=CT; */ } break; case CDT_FIRSTBOTTOM: { if( m_CharacterList[cChr].m_CollisionType==CT_SIDE || m_CharacterList[cChr].m_CollisionType==CT_CHRSIDE || m_CharacterList[cChr].m_CollisionType==CT_NONE || m_CharacterList[cChr].m_CollisionType==CT_WATER ) { vector3 vecCharPos; CollisionType CT; vector3 vecOldPos; m_CharacterList[cChr].m_pChrmodel->GetPosition(vecOldPos.x,vecOldPos.y,vecOldPos.z); vector3 vecBeforePos = m_CharacterList[cChr].m_pChrmodel->GetPrevPosition(); vecBeforePos.y += 85.0f; vecOldPos.y+=85.0f; vecCharPos=vecOldPos; if( !CSceneManager::m_CollisionDetection.IsDetectionLocked() ) { vecOldPos.y-=((m_CharacterList[cChr].m_fFallSpeed > 40.0f) ? 40.0f : m_CharacterList[cChr].m_fFallSpeed); } //vecOldPos.y-=m_CharacterList[cChr].m_fFallSpeed; vector3 vecDir=vecOldPos-vecCharPos; CSceneManager::m_CollisionDetection.SetFirstBottom(true); vecCharPos=CSceneManager::m_CollisionDetection.GetPosition(vecOldPos,vecDir,vecBeforePos,CT,false); CSceneManager::m_CollisionDetection.SetFirstBottom(false); char szTmp[300]; strcpy(szTmp, m_CharacterList[cChr].m_pChrmodel->GetGCMDSFileName()); strupr(szTmp); if (0 == strstr("SYMBOL", szTmp)) { __asm nop } m_CharacterList[cChr].m_pChrmodel->SetPosition(vecCharPos.x,vecCharPos.y-85.0f,vecCharPos.z); m_CharacterList[cChr].m_CollisionType=CT; } m_CharacterList[cChr].m_pChrmodel->SetNPC(true); } break; } /* if(cChr==0) { } else { vector3 vecCharPos; CollisionType CT; vector3 vecOldPos; m_CharacterList[cChr].m_pChrmodel->GetPosition(vecOldPos.x,vecOldPos.y,vecOldPos.z); vecOldPos.y+=85.0f; vecCharPos=vecOldPos; vecOldPos.y-=m_CharacterList[cChr].m_fFallSpeed; vector3 vecDir=vecOldPos-vecCharPos; vecCharPos=CSceneManager::m_CollisionDetection.GetPosition(vecOldPos,vecDir,CT,true); m_CharacterList[cChr].m_pChrmodel->SetPosition(vecCharPos.x,vecCharPos.y-85.0f,vecCharPos.z); m_CharacterList[cChr].m_CollisionType=CT; } */ } UpdateLight(); } void CCharacterLightShadowManager::DeleteElement(CZ3DGeneralChrModel* pDelChr) { if(pDelChr) { std::vector::iterator obj = m_CharacterList.begin(); for(int i=0;i<(int)m_CharacterList.size();i++,obj++) { if(m_CharacterList[i].m_pChrmodel==pDelChr) { m_CharacterList.erase(obj); if(pDelChr) { // wizardbug House ó¸® D3DXVECTOR3 vecPos; char strName[256]; if(pDelChr->GetHouse(vecPos,strName)) { // edith 2008.11.24 housemap »èÁ¦ Ãë¼Ò. CSceneManager::DeleteHouseMap(vecPos.x,vecPos.y,vecPos.z,strName); //for(int cSector=0;cSector vecPos.x && CSceneManager::m_HeightField.m_SectorScene[cSector].m_AccumulateTM._43 <= vecPos.z && CSceneManager::m_HeightField.m_SectorScene[cSector].m_AccumulateTM._43+SECTORSIZE > vecPos.z) { CSceneManager::m_HeightField.m_SectorScene[cSector].DeleteHouse(vecPos.x,vecPos.y,vecPos.z); } } } } return ; } } } } void CCharacterLightShadowManager::DeleteHouse( CZ3DGeneralChrModel* pDelChr ) { if(pDelChr) { for(int i=0;i<(int)m_CharacterList.size();i++) { if(m_CharacterList[i].m_pChrmodel==pDelChr) { if(pDelChr) { // wizardbug House ó¸® D3DXVECTOR3 vecPos; char strName[256]; if(pDelChr->GetHouse(vecPos,strName)) { // edith 2008.11.24 housemap »èÁ¦ Ãë¼Ò. CSceneManager::DeleteHouseMap(vecPos.x,vecPos.y,vecPos.z,strName); //for(int cSector=0;cSector vecPos.x && CSceneManager::m_HeightField.m_SectorScene[cSector].m_AccumulateTM._43 <= vecPos.z && CSceneManager::m_HeightField.m_SectorScene[cSector].m_AccumulateTM._43+SECTORSIZE > vecPos.z) { CSceneManager::m_HeightField.m_SectorScene[cSector].DeleteHouse(vecPos.x,vecPos.y,vecPos.z); } } } } return ; } } } } void CCharacterLightShadowManager::SwapElement( CCharacterLightShadowManager::CCharacterDataNode Node1, CCharacterLightShadowManager::CCharacterDataNode Node2 ) { //m_CharacterList.Swap( Node1, Node2 ) ; int n1 = -1, n2 = -1; for ( int i = 0 ; i < (int)m_CharacterList.size(); i ++ ) { if ( Node1.m_pChrmodel == m_CharacterList[ i ].m_pChrmodel ) n1 = i ; if ( Node2.m_pChrmodel == m_CharacterList[ i ].m_pChrmodel ) n2 = i ; } if(n1 != -1 && n2 != -1) { m_CharacterList[n2] = Node1; m_CharacterList[n1] = Node2; } } void CCharacterLightShadowManager::DeleteCharacter(CZ3DGeneralChrModel *pDelChr) { std::vector::iterator obj = m_CharacterList.begin(); for(int i=0;i<(int)m_CharacterList.size();i++,obj++) { if(m_CharacterList[i].m_pChrmodel==pDelChr) { m_CharacterList.erase(obj); if(pDelChr) { // wizardbug House ó¸® D3DXVECTOR3 vecPos; char strName[256]; if(pDelChr->GetHouse(vecPos,strName)) { // edith 2008.11.24 housemap »èÁ¦ Ãë¼Ò. CSceneManager::DeleteHouseMap(vecPos.x,vecPos.y,vecPos.z,strName); //for(int cSector=0;cSector vecPos.x && CSceneManager::m_HeightField.m_SectorScene[cSector].m_AccumulateTM._43 <= vecPos.z && CSceneManager::m_HeightField.m_SectorScene[cSector].m_AccumulateTM._43+SECTORSIZE > vecPos.z) { CSceneManager::m_HeightField.m_SectorScene[cSector].DeleteHouse(vecPos.x,vecPos.y,vecPos.z); } } } // delete pDelChr; pDelChr = NULL; } /* m_CharacterList.Remove(pDelChr); m_CharacterCollisionType.DelIndex(i); m_CharacterScreenPositionList.DelIndex(i); //delete m_CharacterSoundHelperList[i]; //m_CharacterSoundHelperList.DelIndex(i); m_CharacterAttackEventList.DelIndex(i); m_CharacterTrailOnEventList.DelIndex(i); m_CharacterTrailOffEventList.DelIndex(i); m_CharacterDelayTimer.DelIndex(i); m_CharacterPerFrameMove.DelIndex(i); m_CharacterRealPosition.DelIndex(i); m_CharacterRandomPostionTimer.DelIndex(i); m_CharacterRandomPostionAdder.DelIndex(i); m_CharacterLightList.DelIndex(i); delete pDelChr; */ return; } } } CollisionType CCharacterLightShadowManager::CharacterCollisionType(CZ3DGeneralChrModel *pFindCharacter) { for(int i=0;i<(int)m_CharacterList.size();i++) { //if(m_CharacterList[i]==pFindCharacter) if(m_CharacterList[i].m_pChrmodel==pFindCharacter) { return m_CharacterList[i].m_CollisionType; //return m_CharacterCollisionType[i]; } } return CT_BOTTOM; } void CCharacterLightShadowManager::HeightFiledOnChrFixPos() { vector3 vecChrPos; float fHeight; for(int i=0;i<(int)m_CharacterList.size();i++) { //if(m_CharacterCollisionType[i]==CT_TERRAIN) if(m_CharacterList[i].m_CollisionType==CT_TERRAIN) { m_CharacterList[i].m_pChrmodel->GetPosition(vecChrPos.x,vecChrPos.y,vecChrPos.z); fHeight=m_pHeightField->GetHeight(vecChrPos); m_CharacterList[i].m_pChrmodel->SetPosition(vecChrPos.x,fHeight,vecChrPos.z); } } } void CCharacterLightShadowManager::CharacterSoundPlay(CZ3DGeneralChrModel *pChrmodel, char *strSoundFile) { for(int cChr=0;cChr<(int)m_CharacterList.size();cChr++) { if(m_CharacterList[cChr].m_pChrmodel==pChrmodel) { // m_CharacterSoundHelperList[cChr]->Play(strSoundFile); return; } } } int CCharacterLightShadowManager::GetCharacterEvent(CZ3DGeneralChrModel *pChrmodel,DWORD Event) { for(int cChr=0;cChr<(int)m_CharacterList.size();cChr++) { if(m_CharacterList[cChr].m_pChrmodel==pChrmodel) { if(Event & m_CharacterList[cChr].m_dwEvent) { int nResult = 0; switch(Event) { case EVENT_HIT: nResult = m_CharacterList[cChr].m_cAttackEvent; m_CharacterList[cChr].m_cAttackEvent = 0; break; case EVENT_HIT_LEFT: nResult = m_CharacterList[cChr].m_cAttackEvent; m_CharacterList[cChr].m_cAttackEvent = 0; break; case EVENT_JUMP: nResult = m_CharacterList[cChr].m_cJumpEvent; m_CharacterList[cChr].m_cJumpEvent = 0; break; case EVENT_WALK: nResult = m_CharacterList[cChr].m_cWalkEvent; m_CharacterList[cChr].m_cWalkEvent = 0; break; case EVENT_CANCEL: nResult = m_CharacterList[cChr].m_cCancelEvent; m_CharacterList[cChr].m_cCancelEvent = 0; break; case EVENT_SHOT: nResult = m_CharacterList[cChr].m_cShotEvent; m_CharacterList[cChr].m_cShotEvent = 0; break; case EVENT_JUST: nResult = m_CharacterList[cChr].m_cJustEvent; m_CharacterList[cChr].m_cJustEvent = 0; break; case EVENT_JUSTSTART: nResult = m_CharacterList[cChr].m_cJustStartEvent; m_CharacterList[cChr].m_cJustStartEvent = 0; break; case EVENT_JUSTEND: nResult = m_CharacterList[cChr].m_cJustEndEvent; m_CharacterList[cChr].m_cJustEndEvent = 0; break; } m_CharacterList[cChr].m_dwEvent = m_CharacterList[cChr].m_dwEvent & (0xFFFFFFFF - Event); return nResult; } return false; /* if(z3dEvent==Z3D_ES_HIT) { if(m_CharacterAttackEventList[cChr]) { m_CharacterAttackEventList[cChr]=false; return true; } else return false; } if(z3dEvent==Z3D_ES_WEAPON_TRAIL_ON) { if(m_CharacterTrailOnEventList[cChr]) { m_CharacterTrailOnEventList[cChr]=false; return true; } else return false; } if(z3dEvent==Z3D_ES_WEAPON_TRAIL_OFF) { if(m_CharacterTrailOffEventList[cChr]) { m_CharacterTrailOffEventList[cChr]=false; return true; } else return false; } */ } } return false; } void CCharacterLightShadowManager::AddDelayTimer(CZ3DGeneralChrModel *pChr, int nDelay) { for(int i=0;i<(int)m_CharacterList.size();i++) { //if(m_CharacterList[i]==pChr) if(m_CharacterList[i].m_pChrmodel==pChr) { //m_CharacterDelayTimer[i]+=nDelay; m_CharacterList[i].m_DelayTimer+=nDelay; return; } } } void CCharacterLightShadowManager::CreateEditor() { //sprintf(tmp, "%sSound\\",CHARACTERDATAPATH); //CZ3DSound::Init(BaseGraphicsLayer::GethWnd(), Z3DSOUND_3D,"c:/MP-Project/Sound/"); } void CCharacterLightShadowManager::AddChrLight(CZ3DGeneralChrModel *pChrmodel,vector3 vecPos,DWORD dwColor,float fLens,DWORD dwTime) { static DWORD m_nTotalLight=0; D3DLIGHT8 Light; CChrLightNode AddNode; ZeroMemory(&Light,sizeof(D3DLIGHT8)); Light.Type=D3DLIGHT_POINT; Light.Attenuation0=0.5f; Light.Attenuation1=0.0f; color Color; Color.c=dwColor; Light.Diffuse.r=Color.r/255.0f; Light.Diffuse.g=Color.g/255.0f; Light.Diffuse.b=Color.b/255.0f; Light.Position.x=Light.Direction.x=vecPos.x; Light.Position.y=Light.Direction.y=vecPos.y; Light.Position.z=Light.Direction.z=vecPos.z; Light.Range=fLens; AddNode.m_Light=Light; AddNode.m_dwTimer=dwTime; for(int i=0;i<(int)m_CharacterList.size();i++) { //if(m_CharacterList[i]==pChrmodel) if(m_CharacterList[i].m_pChrmodel==pChrmodel) { //m_CharacterLightList[i]=AddNode; memcpy( &m_CharacterList[i].m_Light,&AddNode,sizeof(CChrLightNode)); } } } //DEL D3DLIGHT8 CCharacterLightShadowManager::GetChrLight(DWORD dwLightID) //DEL { //DEL /* //DEL for(int i=0;i 0.9f) { m_CharacterList[i].m_fAccelate=fAccelate; m_CharacterList[i].m_vecZeroVelocity=vecChrMove; m_CharacterList[i].m_vecPerFrameMove=vecChrMove; } */ if(fabsf(fAccelate)<=0.01f) { m_CharacterList[i].m_bFirstAccelate=false; m_CharacterList[i].m_fAccelate=fAccelate; m_CharacterList[i].m_vecZeroVelocity=vecChrMove; m_CharacterList[i].m_vecPerFrameMove=vecChrMove; } else { if(m_CharacterList[i].m_bFirstAccelate==false) { m_CharacterList[i].m_fAccelate=fAccelate; m_CharacterList[i].m_vecZeroVelocity=vecChrMove; m_CharacterList[i].m_vecPerFrameMove=vecChrMove; m_CharacterList[i].m_bFirstAccelate=true; } } break; } } } vector3 CCharacterLightShadowManager::GetCharacterMovementVector(CZ3DGeneralChrModel *pChrmodel) { for(int i=0;i<(int)m_CharacterList.size();i++) { //if(m_CharacterList[i]==pChrmodel) if(m_CharacterList[i].m_pChrmodel==pChrmodel) { //return m_CharacterPerFrameMove[i]; return m_CharacterList[i].m_vecPerFrameMove; } } return vector3(0.0f,0.0f,0.0f); } void CCharacterLightShadowManager::CharacterRandomPos(CZ3DGeneralChrModel *pChrmodel,int nTimer, vector3 vecRand) { for(int i=0;i<(int)m_CharacterList.size();i++) { //if(m_CharacterList[i]==pChrmodel) if(m_CharacterList[i].m_pChrmodel==pChrmodel) { //m_CharacterRandomPostionTimer[i]=nTimer; //m_CharacterRandomPostionAdder[i]=vecRand; m_CharacterList[i].m_RandomPositionTimer=nTimer; m_CharacterList[i].m_vecRandomPositionAdder=vecRand; break; } } } void CCharacterLightShadowManager::RenderGlare(LPDIRECT3DDEVICE8 pd3dDevice) { pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE,FALSE); //pd3dDevice->SetVertexShader(m_dwCharacterVertexShader); //pd3dDevice->SetPixelShader(m_dwCharacterPixelShader); //pd3dDevice->SetRenderState(D3DRS_AMBIENT,0xffffffff); pd3dDevice->LightEnable(0,TRUE); pd3dDevice->SetRenderState( D3DRS_LIGHTING,FALSE); //pd3dDevice->SetTexture(0,NULL); //pd3dDevice->SetTexture(2,NULL); matrix matWorld; matWorld.MakeIdent(); pd3dDevice->SetTransform(D3DTS_WORLD,matWorld); CSceneNode CharScene; CharScene.m_fRad=300.0f; vector3 vecCharPos; vector3 vecCharScreenPos; float fW; for(int cChar=0;cChar<(int)m_CharacterList.size();cChar++) { if(m_CharacterList[cChar].m_pChrmodel->IsDisabled()==false) { m_CharacterList[cChar].m_pChrmodel->GetPosition(vecCharPos.x,vecCharPos.y,vecCharPos.z); CharScene.m_AccumulateTM.Translation(vecCharPos); if(CharScene.isCulling()) { m_CharacterList[cChar].m_pChrmodel->SetCull(false); BaseGraphicsLayer::TransformVector(vecCharPos,vecCharScreenPos,fW); //m_CharacterScreenPositionList[cChar].x=(int)vecCharScreenPos.x; //m_CharacterScreenPositionList[cChar].y=(int)vecCharScreenPos.y; m_CharacterList[cChar].m_ptScreenPosition.x=(int)vecCharScreenPos.x; m_CharacterList[cChar].m_ptScreenPosition.y=(int)vecCharScreenPos.y; //BaseGraphicsLayer::TransformVector(m_InstanceObjectList[cObject].m_vecPosition,vecResult,w); } else { m_CharacterList[cChar].m_pChrmodel->SetCull(true); m_CharacterList[cChar].m_ptScreenPosition.x=-1; m_CharacterList[cChar].m_ptScreenPosition.y=-1; //m_CharacterScreenPositionList[cChar].x=-1; //m_CharacterScreenPositionList[cChar].y=-1; } } } /* if(m_CharacterList.num>0) { CharacterLightSetting(0,pd3dDevice); } */ //CZ3DRenderable::Process(); pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA ); pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA ); pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE,TRUE); pd3dDevice->SetRenderState( D3DRS_ALPHAREF,0x0); pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE ); pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_CURRENT); pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP,D3DTOP_MODULATE); pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP,D3DTOP_DISABLE); /* pd3dDevice->SetTextureStageState(0,D3DTSS_MAGFILTER,D3DTEXF_LINEAR); pd3dDevice->SetTextureStageState(0,D3DTSS_MINFILTER,D3DTEXF_LINEAR); pd3dDevice->SetTextureStageState(0,D3DTSS_MIPFILTER,D3DTEXF_LINEAR); pd3dDevice->SetTextureStageState(1,D3DTSS_MAGFILTER,D3DTEXF_LINEAR); pd3dDevice->SetTextureStageState(1,D3DTSS_MINFILTER,D3DTEXF_LINEAR); pd3dDevice->SetTextureStageState(1,D3DTSS_MIPFILTER,D3DTEXF_LINEAR); pd3dDevice->SetTextureStageState(2,D3DTSS_MAGFILTER,D3DTEXF_LINEAR); pd3dDevice->SetTextureStageState(2,D3DTSS_MINFILTER,D3DTEXF_LINEAR); pd3dDevice->SetTextureStageState(2,D3DTSS_MIPFILTER,D3DTEXF_LINEAR); pd3dDevice->SetTextureStageState(3,D3DTSS_MAGFILTER,D3DTEXF_LINEAR); pd3dDevice->SetTextureStageState(3,D3DTSS_MINFILTER,D3DTEXF_LINEAR); pd3dDevice->SetTextureStageState(3,D3DTSS_MIPFILTER,D3DTEXF_LINEAR); */ //pd3dDevice->SetRenderState( D3DRS_ALPHAREF,0xee); char *pShadowCollision; vector3 vecChrPos; float fInterVal=SECTORSIZE/256.0f; int px,pz; float fPosx,fPosz; D3DXVECTOR4 LightDir=D3DXVECTOR4( -1.0f, -1.0f, -1.0f, 0.0f ); D3DXVec4Normalize(&LightDir,&LightDir); pd3dDevice->SetVertexShaderConstant(12, &LightDir, 1 ); // light direction vector3 vecSunLightDir( CSceneManager::m_WeatherManager.m_SunLight.Direction.x, CSceneManager::m_WeatherManager.m_SunLight.Direction.y, CSceneManager::m_WeatherManager.m_SunLight.Direction.z); pd3dDevice->SetTextureStageState(0,D3DTSS_MIPFILTER,D3DTEXF_POINT); pd3dDevice->SetTextureStageState(1,D3DTSS_MIPFILTER,D3DTEXF_POINT); int cChar=0; for(;cChar<(int)m_CharacterList.size();cChar++) { m_CharacterList[cChar].m_pChrmodel->GetPosition(vecChrPos.x,vecChrPos.y,vecChrPos.z); pShadowCollision=m_pHeightField->GetHeightFieldShadowCollision(vecChrPos); px=(int)(vecChrPos.x/SECTORSIZE); pz=(int)(vecChrPos.z/SECTORSIZE); fPosx=vecChrPos.x-(px*SECTORSIZE); fPosz=vecChrPos.z-(pz*SECTORSIZE); if(pShadowCollision) { fPosx/=fInterVal; fPosz/=fInterVal; if(pShadowCollision[(int)fPosx+((int)fPosz)*256]&0x01) { pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR,0xff999999); //pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR,0xffffffff); } else { pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR,0xffffffff); } } else { pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR,0xffffffff); } pd3dDevice->SetStreamSource( 0, NULL, 0 ); pd3dDevice->SetStreamSource( 1, NULL, 0 ); pd3dDevice->SetStreamSource( 2, NULL, 0 ); //if(m_CharacterLightList[cChar].m_dwTimer>0) if(m_CharacterList[cChar].m_Light.m_dwTimer>0) { //pd3dDevice->SetLight(1,&m_CharacterLightList[cChar].m_Light); pd3dDevice->SetLight(1,&m_CharacterList[cChar].m_Light.m_Light); pd3dDevice->LightEnable(1,TRUE); } else { pd3dDevice->LightEnable(1,FALSE); } D3DXMATRIX matWorld,matView,matProj; vector3 vecChrPos; m_CharacterList[cChar].m_pChrmodel->GetPosition(vecChrPos); D3DXMatrixTranslation(&matWorld,vecChrPos.x,vecChrPos.y,vecChrPos.z); pd3dDevice->GetTransform(D3DTS_VIEW,&matView); pd3dDevice->GetTransform(D3DTS_PROJECTION,&matProj); D3DXMATRIX matTemp; D3DXMatrixTranspose(&matTemp,&(matWorld * matView * matProj)); pd3dDevice->SetVertexShaderConstant(8, &matTemp, 4); D3DXMatrixTranspose(&matTemp,&matWorld); pd3dDevice->SetVertexShaderConstant(0, &matTemp, 4); D3DXVECTOR4 tmp; tmp.x = CSceneManager::m_ViewCamera->GetMatPosition()->GetLoc().x; tmp.y = CSceneManager::m_ViewCamera->GetMatPosition()->GetLoc().y; tmp.z = CSceneManager::m_ViewCamera->GetMatPosition()->GetLoc().z; tmp.w = 0.0f; pd3dDevice->SetVertexShaderConstant(24, tmp, 1); D3DXVECTOR4 half(0.5f,0.5f,0.5f,0.5f); pd3dDevice->SetVertexShaderConstant(33, &half, 1); D3DXVECTOR4 ahalf(7.0f,7.0f,7.0f,7.0f); pd3dDevice->SetVertexShaderConstant(34, &ahalf, 1); pd3dDevice->SetRenderState( D3DRS_FOGENABLE,FALSE); if(m_CharacterList[cChar].m_pChrmodel->IsDisabled()==false) { pd3dDevice->SetPixelShader(m_dwCharacterSpecPixelShader); pd3dDevice->SetVertexShader(m_dwCharacterSpecularVertexShader); m_CharacterList[cChar].m_pChrmodel->Render(); } } pd3dDevice->SetRenderState( D3DRS_ALPHAREF,0xee); //CZ3DRenderable::SecondProcess(); pd3dDevice->SetTextureStageState(0,D3DTSS_MIPFILTER,D3DTEXF_LINEAR); pd3dDevice->SetTextureStageState(1,D3DTSS_MIPFILTER,D3DTEXF_LINEAR); for(int i=1;i<8;i++) pd3dDevice->LightEnable(i,FALSE); pd3dDevice->SetTextureStageState(1,D3DTSS_COLOROP, D3DTOP_DISABLE); pd3dDevice->SetTextureStageState(2,D3DTSS_COLOROP, D3DTOP_DISABLE); pd3dDevice->SetTexture(1,NULL); pd3dDevice->SetTexture(2,NULL); pd3dDevice->SetTexture(3,NULL); pd3dDevice->SetPixelShader(NULL); /* pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE); pd3dDevice->SetLight(0,&m_WeatherManager.m_SunLight); pd3dDevice->SetRenderState(D3DRS_AMBIENT,m_WeatherManager.m_AmbientColor->c); pd3dDevice->LightEnable(0,TRUE); pd3dDevice->SetRenderState( D3DRS_LIGHTING,TRUE); CSceneNode CharScene; CharScene.m_fRad=300.0f; vector3 vecCharPos; for(int cChar=0;cCharGetPosition(vecCharPos.x,vecCharPos.y,vecCharPos.x); CharScene.m_AccumulateTM.Translation(vecCharPos); if(CharScene.isCulling()) m_CharacterList[cChar]->SetCull(true); else m_CharacterList[cChar]->SetCull(false); if(cChar==0) m_CharacterList[cChar]->SetCull(false); } CZ3DRenderable::Process(); */ } CollisionType CCharacterLightShadowManager::GetCharacterCollisionType(CZ3DGeneralChrModel *pChrmodel) { for(int i=0;i<(int)m_CharacterList.size();i++) { //if(m_CharacterList[i]==pChrmodel) if(m_CharacterList[i].m_pChrmodel==pChrmodel) { return m_CharacterList[i].m_CollisionType; } } return CT_NONE; } float CCharacterLightShadowManager::GetCharacterVelocity(CZ3DGeneralChrModel *pChrmodel) { for(int i=0;i<(int)m_CharacterList.size();i++) { if(m_CharacterList[i].m_pChrmodel==pChrmodel) { return m_CharacterList[i].m_fFallSpeed; } } return 0.0f; } void CCharacterLightShadowManager::CharacterFirstAccelate(CZ3DGeneralChrModel *pChrmodel,bool bFirstAccelate) { for(int i=0;i<(int)m_CharacterList.size();i++) { if(m_CharacterList[i].m_pChrmodel==pChrmodel) { m_CharacterList[i].m_bFirstAccelate=bFirstAccelate; return; } } } void CCharacterLightShadowManager::CharacterCollisionAble(CZ3DGeneralChrModel *pChrmodel, bool bCollisionDetectionAble) { for(int i=0;i<(int)m_CharacterList.size();i++) { if(m_CharacterList[i].m_pChrmodel==pChrmodel) { m_CharacterList[i].m_bCollisionDetectAble=bCollisionDetectionAble; return; } } } void CCharacterLightShadowManager::CharacterGravityAble(CZ3DGeneralChrModel *pChrmodel, bool bGravityAble) { for(int i=0;i<(int)m_CharacterList.size();i++) { if(m_CharacterList[i].m_pChrmodel==pChrmodel) { m_CharacterList[i].m_bGravityAble=bGravityAble; return; } } } void CCharacterLightShadowManager::CharacterCollisionDetectType(CZ3DGeneralChrModel *pChrmodel, int nType) { for(int i=0;i<(int)m_CharacterList.size();i++) { if(m_CharacterList[i].m_pChrmodel==pChrmodel) { m_CharacterList[i].m_CollisionDetectType=nType; return; } } } CCharacterLightShadowManager::CCharacterDataNode CCharacterLightShadowManager::GetCharacterDataNode(CZ3DGeneralChrModel *pChrmodel) { int i; for(i=0;i<(int)m_CharacterList.size();i++) { if(m_CharacterList[i].m_pChrmodel!=pChrmodel) continue; break; } return m_CharacterList[i]; } void CCharacterLightShadowManager::SetCharacterDataNode(CCharacterDataNode SetNode) { for(int i=0;i<(int)m_CharacterList.size();i++) { if(m_CharacterList[i].m_pChrmodel==SetNode.m_pChrmodel) { m_CharacterList[i]=SetNode; return; } } } CZ3DGeneralChrModel *CCharacterLightShadowManager::SwitchingModel(int iNum,CZ3DGeneralChrModel *pNew) { if((int)m_CharacterList.size() <= iNum) return NULL; DeleteElement(pNew); CZ3DGeneralChrModel *pOld = NULL; pOld = m_CharacterList[iNum].m_pChrmodel; m_CharacterList[iNum].m_pChrmodel = pNew; return pOld; } VOID CCharacterLightShadowManager::SetNodeModel( CZ3DGeneralChrModel *pOrg, CZ3DGeneralChrModel *pNew ) { pNew->SetPosition( pOrg->GetPosition() ) ; pNew->SetDirection( pOrg->GetDirection() ) ; DeleteCharacter( pOrg ) ; /* int iIndex = GetCharacterDataNodeIndex( pOrg ) ; CZ3DGeneralChrModel *pOld = NULL ; pOld = m_CharacterList[iIndex].m_pChrmodel ; m_CharacterList[iIndex].m_pChrmodel = pNew ; m_CharacterList[iIndex].m_pChrmodel->SetPosition( pOld->GetPosition() ) ; m_CharacterList[iIndex].m_pChrmodel->SetDirection( pOld->GetDirection() ) ; if ( pOld ) { delete pOld ; pOld = NULL ; } */ } CCharacterLightShadowManager::CCharacterDataNode CCharacterLightShadowManager::UndeleteListChr( CZ3DGeneralChrModel* pModel ) { int cChr ; std::vector::iterator obj = m_CharacterList.begin(); for ( cChr = 0 ; cChr < (int)m_CharacterList.size(); cChr ++,obj++) { if ( pModel == m_CharacterList[cChr].m_pChrmodel ) { m_CharacterList.erase( obj ) ; break; } } return m_CharacterList[ cChr ] ; } void CCharacterLightShadowManager::UnallocListChr( CCharacterLightShadowManager::CCharacterDataNode pModel, BOOL bFirst ) { std::vector::iterator obj = m_CharacterList.begin(); for ( int cChr = 0 ; cChr < (int)m_CharacterList.size(); cChr++,obj++ ) { if ( pModel.m_pChrmodel == m_CharacterList[ cChr ].m_pChrmodel ) { m_CharacterList.erase(obj) ; m_CharacterList.insert(m_CharacterList.begin(), pModel); return ; } } if ( bFirst ) m_CharacterList.insert(m_CharacterList.begin(), pModel); else m_CharacterList.push_back(pModel); } CCharacterLightShadowManager::CCharacterDataNode* CCharacterLightShadowManager::GetCharacterDataNodeEx( CZ3DGeneralChrModel *pModel ) { for ( int cChr = 0 ; cChr < (int)m_CharacterList.size(); cChr ++ ) { if ( pModel == m_CharacterList[ cChr ].m_pChrmodel ) { return &m_CharacterList[ cChr ] ; } } return NULL ; } int CCharacterLightShadowManager::GetCharacterDataNodeIndex( CZ3DGeneralChrModel *pModel ) { for ( int cChr = 0 ; cChr < (int)m_CharacterList.size(); cChr ++ ) { if ( pModel == m_CharacterList[ cChr ].m_pChrmodel ) { return cChr ; } } return -1 ; }