Files
Client/Engine/Zalla3D Base Class/GlareTexture.cpp
LGram16 e067522598 Initial commit: ROW Client source code
Game client codebase including:
- CharacterActionControl: Character and creature management
- GlobalScript: Network, items, skills, quests, utilities
- RYLClient: Main client application with GUI and event handlers
- Engine: 3D rendering engine (RYLGL)
- MemoryManager: Custom memory allocation
- Library: Third-party dependencies (DirectX, boost, etc.)
- Tools: Development utilities

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 16:24:34 +09:00

765 lines
24 KiB
C++

// GlareTexture.cpp: implementation of the CGlareTexture class.
//
//////////////////////////////////////////////////////////////////////
#include "GlareTexture.h"
#include "BaseGraphicsLayer.h"
#define CV_WORLDVIEWPROJ_0 0
#define CV_WORLDVIEWPROJ_1 1
#define CV_WORLDVIEWPROJ_2 2
#define CV_WORLDVIEWPROJ_3 3
#define CV_UV_OFFSET_TO_USE 4
#define CV_T0_BASE 8
#define CV_T1_BASE 13
#define CV_T2_BASE 18
#define CV_T3_BASE 23
#define CV_UV_T0_NO_OFFSET 8
#define CV_UV_T0_TYPE1 9
#define CV_UV_T0_TYPE2 10
#define CV_UV_T0_TYPE3 11
#define CV_UV_T0_TYPE4 12
#define CV_UV_T1_NO_OFFSET 13
#define CV_UV_T1_TYPE1 14
#define CV_UV_T1_TYPE2 15
#define CV_UV_T1_TYPE3 16
#define CV_UV_T1_TYPE4 17
#define CV_UV_T2_NO_OFFSET 18
#define CV_UV_T2_TYPE1 19
#define CV_UV_T2_TYPE2 20
#define CV_UV_T2_TYPE3 21
#define CV_UV_T2_TYPE4 22
#define CV_UV_T3_NO_OFFSET 23
#define CV_UV_T3_TYPE1 24
#define CV_UV_T3_TYPE2 25
#define CV_UV_T3_TYPE3 26
#define CV_UV_T3_TYPE4 27
char strBlurVertexShader[]=
"vs.1.1\n"
"dp4 oPos.x, v0, c[0]\n"
"dp4 oPos.y, v0, c[1]\n"
"dp4 oPos.z, v0, c[2]\n"
"dp4 oPos.w, v0, c[3]\n"
"mov a0.x, c[4]\n"
"add oT0, v1, c[a0.x + 8]\n"
"add oT1, v1, c[a0.x + 13]\n"
"add oT2, v1, c[a0.x + 18]\n"
"add oT3, v1, c[a0.x + 23]\n";
char strBlurPixelShader[]=
"ps.1.1\n"
//"def c0, 0.0f, 0.0f, 1.0f, 0.0f\n"
//"def c0, 0.25f, 0.25f, 0.25f, 0.25f\n"
"tex t0\n"
"tex t1\n"
"tex t2\n"
"tex t3\n"
//"mov r0,c0\n";
"mul r0, c0, t0\n"
"mad r0, c0, t1, r0\n"
"mad r0, c0, t2, r0\n"
"mad r0, c0, t3, r0\n";
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
LPDIRECT3DSURFACE8 CGlareTexture::m_pRenderZBuffer=NULL;
CGlareTexture::CGlareTexture()
{
}
CGlareTexture::~CGlareTexture()
{
}
void CGlareTexture::GenerateGlareTexture(LPDIRECT3DDEVICE8 pd3dDevice, LPDIRECT3DBASETEXTURE8 pTexture,vector3 vecNeighbor,int nDepth)
{
LPDIRECT3DSURFACE8 m_pTempRenderSurface;
LPDIRECT3DSURFACE8 m_pTempRenderZBuffer;
pd3dDevice->GetRenderTarget(&m_pTempRenderSurface);
pd3dDevice->GetDepthStencilSurface(&m_pTempRenderZBuffer);
long QUADVERTEX2FVF=D3DFVF_XYZRHW | D3DFVF_TEX4;
/*
CreateAndWriteUVOffsets(m_nSize,m_nSize);
matrix matOldWorld,matOldProjection,matOldView;
pd3dDevice->GetTransform(D3DTS_WORLD,matOldWorld);
pd3dDevice->GetTransform(D3DTS_PROJECTION,matOldProjection);
pd3dDevice->GetTransform(D3DTS_VIEW,matOldView);
*/
//pd3dDevice->EndScene();
////////////////////
/*
D3DXMATRIX matWorld;
D3DXMATRIX matView;
D3DXMATRIX matProj;
D3DXMATRIX matViewProj;
D3DXMATRIX matWorldViewProj;
D3DXVECTOR4 offset(0.0f, 0.0f, 0.0f, 0.0f);
offset.x = 2.0f;
pd3dDevice->SetVertexShaderConstant(CV_UV_OFFSET_TO_USE, &offset, 1);
pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
pd3dDevice->SetVertexShader(m_BlurVertexShader);
pd3dDevice->SetStreamSource(0,m_pVertexBuffer,sizeof(QuadVertex));
D3DXVECTOR3 const vEyePt = D3DXVECTOR3( 0.0f, 0.0f, -5.0f );
D3DXVECTOR3 const vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 const vUp = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
D3DXMatrixLookAtLH(&matView, &vEyePt, &vLookatPt, &vUp);
D3DXMatrixOrthoLH(&matProj, 4.0f, 4.0f, 0.2f, 20.0f);
D3DXMatrixMultiply(&matViewProj, &matView, &matProj);
D3DXMatrixScaling(&matWorld, 2.0f, 2.0f, 1.0f);
D3DXMatrixMultiply(&matWorldViewProj, &matWorld, &matViewProj);
D3DXMatrixTranspose(&matWorldViewProj, &matWorldViewProj);
pd3dDevice->SetVertexShaderConstant(CV_WORLDVIEWPROJ_0, &matWorldViewProj(0, 0), 4);
*/
pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE,FALSE);
pd3dDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pd3dDevice->SetRenderState( D3DRS_LIGHTING,FALSE);
pd3dDevice->SetRenderState( D3DRS_FOGENABLE,FALSE);
pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE,FALSE);
pd3dDevice->SetPixelShader(m_BlurPixelShader);
pd3dDevice->SetVertexShader(QUADVERTEX2FVF);
QuadVertex2 pVertex[4];
pVertex[0].v.x=0.0f;
pVertex[1].v.x=0.0f;
pVertex[2].v.x=(float)m_nSize;
pVertex[3].v.x=(float)m_nSize;
pVertex[1].v.y=0.0f;
pVertex[3].v.y=0.0f;
pVertex[0].v.y=(float)m_nSize;
pVertex[2].v.y=(float)m_nSize;
pVertex[0].tu0=0.0f;
pVertex[1].tu0=0.0f;
pVertex[0].tu1=0.0f;
pVertex[1].tu1=0.0f;
pVertex[0].tu2=0.0f;
pVertex[1].tu2=0.0f;
pVertex[0].tu3=0.0f;
pVertex[1].tu3=0.0f;
float fXPerPixel=(1.0f/m_nSize)*0.5f*(800.0f/1024.0f);
float fYPerPixel=(1.0f/m_nSize)*0.5f*(600.0f/1024.0f);
pVertex[3].tu0=800.0f/1024.0f;//-fXPerPixel;
pVertex[2].tu0=800.0f/1024.0f;//-fXPerPixel;
pVertex[3].tu1=800.0f/1024.0f+fXPerPixel*2.0f;
pVertex[2].tu1=800.0f/1024.0f+fXPerPixel*2.0f;
pVertex[3].tu2=800.0f/1024.0f;//-fXPerPixel;
pVertex[2].tu2=800.0f/1024.0f;//-fXPerPixel;
pVertex[3].tu3=800.0f/1024.0f+fXPerPixel*2.0f;
pVertex[2].tu3=800.0f/1024.0f+fXPerPixel*2.0f;
pVertex[1].tv0=0.0f;
pVertex[3].tv0=0.0f;
pVertex[1].tv1=0.0f;
pVertex[3].tv1=0.0f;
pVertex[1].tv2=0.0f;
pVertex[3].tv2=0.0f;
pVertex[1].tv3=0.0f;
pVertex[3].tv3=0.0f;
pVertex[0].tv0=600.0f/1024.0f;//-fYPerPixel;
pVertex[2].tv0=600.0f/1024.0f;//-fYPerPixel;
pVertex[0].tv1=600.0f/1024.0f;//-fYPerPixel;
pVertex[2].tv1=600.0f/1024.0f;//-fYPerPixel;
pVertex[0].tv2=600.0f/1024.0f+fYPerPixel*2.0f;
pVertex[2].tv2=600.0f/1024.0f+fYPerPixel*2.0f;
pVertex[0].tv3=600.0f/1024.0f+fYPerPixel*2.0f;
pVertex[2].tv3=600.0f/1024.0f+fYPerPixel*2.0f;
for(int i=0;i<4;i++)
{
pVertex[i].w=0.1f;
pVertex[i].v.z=0.1f;
}
float fConst[4];
fConst[0]=vecNeighbor.x;
fConst[1]=vecNeighbor.y;
fConst[2]=vecNeighbor.z;
fConst[3]=1.0f;
pd3dDevice->SetPixelShaderConstant(0,fConst, 1);
pd3dDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_NONE);
for(i=0;i<nDepth;i++)
{
pd3dDevice->SetRenderTarget(m_pRenderSurface[i%2],m_pRenderZBuffer);
//pd3dDevice->SetRenderTarget(m_pRenderSurface[i%2],NULL);
D3DVIEWPORT8 viewData = { 0, 0, m_nSize, m_nSize, 0.0f, 1.0f };
pd3dDevice->SetViewport(&viewData);
//pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB( 0xFF, 0x0, 0x0 ), 1.0, 0);
//pd3dDevice->BeginScene();
if(i>0)
{
fXPerPixel=(1.0f/m_nSize)*0.5f;
fYPerPixel=(1.0f/m_nSize)*0.5f;
pVertex[3].tu0=1.0f+fXPerPixel;
pVertex[2].tu0=1.0f+fXPerPixel;
pVertex[3].tu1=1.0f+fXPerPixel*2.0f;
pVertex[2].tu1=1.0f+fXPerPixel*2.0f;
pVertex[3].tu2=1.0f+fXPerPixel;
pVertex[2].tu2=1.0f+fXPerPixel;
pVertex[3].tu3=1.0f+fXPerPixel*2.0f;
pVertex[2].tu3=1.0f+fXPerPixel*2.0f;
pVertex[0].tv0=1.0f+fYPerPixel;
pVertex[2].tv0=1.0f+fYPerPixel;
pVertex[0].tv1=1.0f+fYPerPixel;
pVertex[2].tv1=1.0f+fYPerPixel;
pVertex[0].tv2=1.0f+fYPerPixel*2.0f;
pVertex[2].tv2=1.0f+fYPerPixel*2.0f;
pVertex[0].tv3=1.0f+fYPerPixel*2.0f;
pVertex[2].tv3=1.0f+fYPerPixel*2.0f;
}
if(i==0)
{
pd3dDevice->SetTexture(0,pTexture);
pd3dDevice->SetTexture(1,pTexture);
pd3dDevice->SetTexture(2,pTexture);
pd3dDevice->SetTexture(3,pTexture);
}
else
{
pd3dDevice->SetTexture(0,m_pRenderTexture[(i-1)%2]);
pd3dDevice->SetTexture(1,m_pRenderTexture[(i-1)%2]);
pd3dDevice->SetTexture(2,m_pRenderTexture[(i-1)%2]);
pd3dDevice->SetTexture(3,m_pRenderTexture[(i-1)%2]);
}
//pd3dDevice->DrawPrimitive(D3DPT_TRIANGLEFAN, 0, 2);
pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP,2,pVertex,sizeof(QuadVertex2));
//pd3dDevice->EndScene();
m_nFinalRenderTexture=i%2;
}
pd3dDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_CCW);
//pd3dDevice->BeginScene();
pd3dDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE,TRUE);
/*
pd3dDevice->SetTransform(D3DTS_WORLD,matOldWorld);
pd3dDevice->SetTransform(D3DTS_PROJECTION,matOldProjection);
pd3dDevice->SetTransform(D3DTS_VIEW,matOldView);
*/
pd3dDevice->SetRenderTarget(m_pTempRenderSurface,m_pTempRenderZBuffer);
pd3dDevice->SetPixelShader(NULL);
}
void CGlareTexture::Create(int nSize)
{
m_nSize=nSize;
D3DDISPLAYMODE mode;
BaseGraphicsLayer::GetDevice()->GetDisplayMode(&mode);
BaseGraphicsLayer::GetDevice()->CreateTexture(nSize,nSize,1,D3DUSAGE_RENDERTARGET,BaseGraphicsLayer::m_d3dpp.BackBufferFormat,D3DPOOL_DEFAULT,&m_pRenderTexture[0]);
m_pRenderTexture[0]->GetSurfaceLevel(0, &m_pRenderSurface[0]);
BaseGraphicsLayer::GetDevice()->CreateTexture(nSize,nSize,1,D3DUSAGE_RENDERTARGET,BaseGraphicsLayer::m_d3dpp.BackBufferFormat,D3DPOOL_DEFAULT,&m_pRenderTexture[1]);
m_pRenderTexture[1]->GetSurfaceLevel(0, &m_pRenderSurface[1]);
if(m_pRenderZBuffer==NULL)
BaseGraphicsLayer::GetDevice()->CreateDepthStencilSurface(nSize,nSize,BaseGraphicsLayer::m_d3dpp.AutoDepthStencilFormat,D3DMULTISAMPLE_NONE,&m_pRenderZBuffer);
LPD3DXBUFFER pCode;
D3DXAssembleShader(strBlurPixelShader,strlen(strBlurPixelShader),0,NULL,&pCode,NULL);
BaseGraphicsLayer::GetDevice()->CreatePixelShader((DWORD*)pCode->GetBufferPointer(),&m_BlurPixelShader);
pCode->Release();
DWORD Declaration[] =
{
D3DVSD_STREAM( 0 ),
D3DVSD_REG(0,D3DVSDT_FLOAT3), // Position
D3DVSD_REG(1,D3DVSDT_FLOAT2), // Texture Coordinate
D3DVSD_END()
};
D3DXAssembleShader(strBlurVertexShader,strlen(strBlurVertexShader),0,NULL,&pCode,NULL);
BaseGraphicsLayer::GetDevice()->CreateVertexShader( Declaration,
(DWORD*)pCode->GetBufferPointer(),
&m_BlurVertexShader, 0 );
pCode->Release();
BaseGraphicsLayer::GetDevice()->CreateVertexBuffer( 4 * sizeof(QuadVertex), D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC, 0, D3DPOOL_DEFAULT, &m_pVertexBuffer);
QuadVertex *pBuff;
if(m_pVertexBuffer)
{
m_pVertexBuffer->Lock(0, 4 * sizeof(QuadVertex),(BYTE**)&pBuff, 0);
for (int i = 0; i < 4; ++i)
{
pBuff->Position = D3DXVECTOR3((i==0 || i==3) ? -1.0f : 1.0f,
(i<2) ? -1.0f : 1.0f,
0.0f);
pBuff->Tex = D3DXVECTOR2((i==0 || i==3) ? 0.0f : 1.0f,
(i<2) ? 1.0f : 0.0f);
/*
pBuff->Tex = D3DXVECTOR2((i==0 || i==3) ? 0.0f : 1024.0f,
(i<2) ? 1024.0f : 0.0f);
*/
pBuff++;
}
m_pVertexBuffer->Unlock();
}
}
void CGlareTexture::CreateAndWriteUVOffsets(int width, int height)
{
float const noOffsetX[4] = { 0.0f, 0.0f, 0.0f, 0.0f};
float const noOffsetY[4] = { 0.0f, 0.0f, 0.0f, 0.0f};
float const kPerTexelWidth = 1.0f/static_cast<float>(width);
float const kPerTexelHeight = 1.0f/static_cast<float>(height);
float s = 0.5f;
float const eps = 10.0e-4f;
float const rotAngle1 = D3DXToRadian( 0.0f );
float const rotAngle2 = rotAngle1 + D3DXToRadian(120.0f);
float const rotAngle3 = rotAngle1 + D3DXToRadian(240.0f);
// Change filter kernel for 9-sample box filtering, but for edge-detection we are
// going to use interpolated texels. Why? Because we detect diagonal edges only
// and the vertical and horizontal filtering seems to help.
float const type1OffsetX[4] = { -s * kPerTexelWidth,
-s * kPerTexelWidth,
s * kPerTexelWidth,
s * kPerTexelWidth };
float const type1OffsetY[4] = { -s * kPerTexelHeight,
s * kPerTexelHeight,
s * kPerTexelHeight,
-s * kPerTexelHeight };
// we have to bring the 16 texel-sample-filter a bit closer to the center to avoid
// separation due to floating point inaccuracies.
float const type2OffsetX[4] = { -.5f * kPerTexelWidth + eps,
-.5f * kPerTexelWidth + eps,
1.5f * kPerTexelWidth - eps,
1.5f * kPerTexelWidth - eps };
float const type2OffsetY[4] = { -.5f * kPerTexelHeight+ eps,
1.5f * kPerTexelHeight- eps,
1.5f * kPerTexelHeight- eps,
-.5f * kPerTexelHeight+ eps };
float const type3OffsetX[4] = {0.0f, sinf(rotAngle1)*kPerTexelWidth,
sinf(rotAngle2)*kPerTexelWidth,
sinf(rotAngle3)*kPerTexelWidth };
float const type3OffsetY[4] = {0.0f, -cosf(rotAngle1)*kPerTexelHeight,
-cosf(rotAngle2)*kPerTexelHeight,
-cosf(rotAngle3)*kPerTexelHeight };
s = 2.0f/3.0f; // same as type 1, except s is different
float const type4OffsetX[4] = { -s * kPerTexelWidth,
-s * kPerTexelWidth,
s * kPerTexelWidth,
s * kPerTexelWidth };
float const type4OffsetY[4] = { -s * kPerTexelHeight,
s * kPerTexelHeight,
s * kPerTexelHeight,
-s * kPerTexelHeight };
// write all these offsets to constant memory
for (int i = 0; i < 8; ++i)
{
D3DXVECTOR4 noOffset( noOffsetX[i], noOffsetY[i], 0.0f, 0.0f);
D3DXVECTOR4 type1Offset(type1OffsetX[i], type1OffsetY[i], 0.0f, 0.0f);
D3DXVECTOR4 type2Offset(type2OffsetX[i], type2OffsetY[i], 0.0f, 0.0f);
D3DXVECTOR4 type3Offset(type3OffsetX[i], type3OffsetY[i], 0.0f, 0.0f);
D3DXVECTOR4 type4Offset(type4OffsetX[i], type4OffsetY[i], 0.0f, 0.0f);
BaseGraphicsLayer::GetDevice()->SetVertexShaderConstant(CV_UV_T0_NO_OFFSET + 5*i, &noOffset, 1);
BaseGraphicsLayer::GetDevice()->SetVertexShaderConstant(CV_UV_T0_TYPE1 + 5*i, &type1Offset, 1);
BaseGraphicsLayer::GetDevice()->SetVertexShaderConstant(CV_UV_T0_TYPE2 + 5*i, &type2Offset, 1);
BaseGraphicsLayer::GetDevice()->SetVertexShaderConstant(CV_UV_T0_TYPE3 + 5*i, &type3Offset, 1);
BaseGraphicsLayer::GetDevice()->SetVertexShaderConstant(CV_UV_T0_TYPE4 + 5*i, &type4Offset, 1);
}
}
void CGlareTexture::ProcedualGenerateGlareTexture(LPDIRECT3DDEVICE8 pd3dDevice, LPDIRECT3DBASETEXTURE8 pTexture, vector3 vecNeighbor, int nDepth)
{
if(pTexture)
m_nFinalRenderTexture=0;
long QUADVERTEX2FVF=D3DFVF_XYZRHW | D3DFVF_TEX4;
LPDIRECT3DSURFACE8 m_pTempRenderSurface;
LPDIRECT3DSURFACE8 m_pTempRenderZBuffer;
pd3dDevice->GetRenderTarget(&m_pTempRenderSurface);
pd3dDevice->GetDepthStencilSurface(&m_pTempRenderZBuffer);
pd3dDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pd3dDevice->SetVertexShader(QUADVERTEX2FVF);
pd3dDevice->SetPixelShader(m_BlurPixelShader);
pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE,FALSE);
pd3dDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pd3dDevice->SetRenderState( D3DRS_LIGHTING,FALSE);
pd3dDevice->SetRenderState( D3DRS_FOGENABLE,FALSE);
pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE,FALSE);
float fConst[4];
fConst[0]=vecNeighbor.x;
fConst[1]=vecNeighbor.y;
fConst[2]=vecNeighbor.z;
fConst[3]=0.27f;
pd3dDevice->SetPixelShaderConstant(0,fConst, 1 );
QuadVertex2 pVertex[4];
pVertex[0].v.x=0.0f;
pVertex[1].v.x=0.0f;
pVertex[2].v.x=(float)m_nSize;
pVertex[3].v.x=(float)m_nSize;
pVertex[1].v.y=0.0f;
pVertex[3].v.y=0.0f;
pVertex[0].v.y=(float)m_nSize;
pVertex[2].v.y=(float)m_nSize;
pVertex[0].tu0=0.0f;
pVertex[1].tu0=0.0f;
pVertex[0].tu1=0.0f;
pVertex[1].tu1=0.0f;
pVertex[0].tu2=0.0f;
pVertex[1].tu2=0.0f;
pVertex[0].tu3=0.0f;
pVertex[1].tu3=0.0f;
pVertex[1].tv0=0.0f;
pVertex[3].tv0=0.0f;
pVertex[1].tv1=0.0f;
pVertex[3].tv1=0.0f;
pVertex[1].tv2=0.0f;
pVertex[3].tv2=0.0f;
pVertex[1].tv3=0.0f;
pVertex[3].tv3=0.0f;
float fXPerPixel=(1.0f/m_nSize)*0.5f*(800.0f/1024.0f);
float fYPerPixel=(1.0f/m_nSize)*0.5f*(600.0f/1024.0f);
//pd3dDevice->SetRenderState(D3DRS_COLORWRITEENABLE,D3DCOLORWRITEENABLE_ALPHA|D3DCOLORWRITEENABLE_BLUE|D3DCOLORWRITEENABLE_GREEN|D3DCOLORWRITEENABLE_RED);
if(pTexture==NULL)
{
fXPerPixel=(1.0f/m_nSize)*0.5f;
fYPerPixel=(1.0f/m_nSize)*0.5f;
pVertex[3].tu0=1.0f;
pVertex[2].tu0=1.0f;
pVertex[3].tu1=1.0f;
pVertex[2].tu1=1.0f;
pVertex[3].tu2=1.0f;
pVertex[2].tu2=1.0f;
pVertex[3].tu3=1.0f;
pVertex[2].tu3=1.0f;
pVertex[0].tv0=1.0f;
pVertex[2].tv0=1.0f;
pVertex[0].tv1=1.0f;
pVertex[2].tv1=1.0f;
pVertex[0].tv2=1.0f;
pVertex[2].tv2=1.0f;
pVertex[0].tv3=1.0f;
pVertex[2].tv3=1.0f;
/*
pVertex[3].tu0=1.0f+fXPerPixel;
pVertex[2].tu0=1.0f+fXPerPixel;
pVertex[3].tu1=1.0f+fXPerPixel*2.0f;
pVertex[2].tu1=1.0f+fXPerPixel*2.0f;
pVertex[3].tu2=1.0f+fXPerPixel;
pVertex[2].tu2=1.0f+fXPerPixel;
pVertex[3].tu3=1.0f+fXPerPixel*2.0f;
pVertex[2].tu3=1.0f+fXPerPixel*2.0f;
pVertex[0].tv0=1.0f+fYPerPixel;
pVertex[2].tv0=1.0f+fYPerPixel;
pVertex[0].tv1=1.0f+fYPerPixel;
pVertex[2].tv1=1.0f+fYPerPixel;
pVertex[0].tv2=1.0f+fYPerPixel*2.0f;
pVertex[2].tv2=1.0f+fYPerPixel*2.0f;
pVertex[0].tv3=1.0f+fYPerPixel*2.0f;
pVertex[2].tv3=1.0f+fYPerPixel*2.0f;
*/
for(int i=0;i<nDepth;i++)
{
pd3dDevice->SetRenderTarget(m_pRenderSurface[(m_nFinalRenderTexture+i+1)%2],m_pRenderZBuffer);
pd3dDevice->SetTexture(0,m_pRenderTexture[(m_nFinalRenderTexture+i)%2]);
pd3dDevice->SetTexture(1,m_pRenderTexture[(m_nFinalRenderTexture+i)%2]);
pd3dDevice->SetTexture(2,m_pRenderTexture[(m_nFinalRenderTexture+i)%2]);
pd3dDevice->SetTexture(3,m_pRenderTexture[(m_nFinalRenderTexture+i)%2]);
}
pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP,2,pVertex,sizeof(QuadVertex2));
m_nFinalRenderTexture=(m_nFinalRenderTexture+i)%2;
//m_nFinalRenderTexture=i%2;
}
else
{
pVertex[3].tu0=800.0f/1024.0f;//-fXPerPixel;
pVertex[2].tu0=800.0f/1024.0f;//-fXPerPixel;
pVertex[3].tu1=800.0f/1024.0f+fXPerPixel*2.0f;
pVertex[2].tu1=800.0f/1024.0f+fXPerPixel*2.0f;
pVertex[3].tu2=800.0f/1024.0f;//-fXPerPixel;
pVertex[2].tu2=800.0f/1024.0f;//-fXPerPixel;
pVertex[3].tu3=800.0f/1024.0f+fXPerPixel*2.0f;
pVertex[2].tu3=800.0f/1024.0f+fXPerPixel*2.0f;
pVertex[0].tv0=600.0f/1024.0f;//-fYPerPixel;
pVertex[2].tv0=600.0f/1024.0f;//-fYPerPixel;
pVertex[0].tv1=600.0f/1024.0f;//-fYPerPixel;
pVertex[2].tv1=600.0f/1024.0f;//-fYPerPixel;
pVertex[0].tv2=600.0f/1024.0f+fYPerPixel*2.0f;
pVertex[2].tv2=600.0f/1024.0f+fYPerPixel*2.0f;
pVertex[0].tv3=600.0f/1024.0f+fYPerPixel*2.0f;
pVertex[2].tv3=600.0f/1024.0f+fYPerPixel*2.0f;
for(int i=0;i<nDepth;i++)
{
pd3dDevice->SetRenderTarget(m_pRenderSurface[i%2],m_pRenderZBuffer);
if(i==0)
{
if(pTexture)
{
pd3dDevice->SetTexture(0,pTexture);
pd3dDevice->SetTexture(1,pTexture);
pd3dDevice->SetTexture(2,pTexture);
pd3dDevice->SetTexture(3,pTexture);
}
else
{
pd3dDevice->SetTexture(0,m_pRenderTexture[m_nFinalRenderTexture]);
pd3dDevice->SetTexture(1,m_pRenderTexture[m_nFinalRenderTexture]);
pd3dDevice->SetTexture(2,m_pRenderTexture[m_nFinalRenderTexture]);
pd3dDevice->SetTexture(3,m_pRenderTexture[m_nFinalRenderTexture]);
}
}
else
{
pd3dDevice->SetTexture(0,m_pRenderTexture[(i-1)%2]);
pd3dDevice->SetTexture(1,m_pRenderTexture[(i-1)%2]);
pd3dDevice->SetTexture(2,m_pRenderTexture[(i-1)%2]);
pd3dDevice->SetTexture(3,m_pRenderTexture[(i-1)%2]);
}
pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP,2,pVertex,sizeof(QuadVertex2));
m_nFinalRenderTexture=i%2;
}
}
//pd3dDevice->SetRenderState(D3DRS_COLORWRITEENABLE,D3DCOLORWRITEENABLE_BLUE|D3DCOLORWRITEENABLE_GREEN|D3DCOLORWRITEENABLE_RED);
pd3dDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pd3dDevice->SetRenderTarget(m_pTempRenderSurface,m_pTempRenderZBuffer);
pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE,FALSE);
pd3dDevice->SetPixelShader(NULL);
}
void CGlareTexture::GenerateGlareTexture2(LPDIRECT3DDEVICE8 pd3dDevice,LPDIRECT3DBASETEXTURE8 pTexture,vector3 vecNeighbor,int nDepth)
{
LPDIRECT3DSURFACE8 m_pTempRenderSurface;
LPDIRECT3DSURFACE8 m_pTempRenderZBuffer;
pd3dDevice->GetRenderTarget(&m_pTempRenderSurface);
pd3dDevice->GetDepthStencilSurface(&m_pTempRenderZBuffer);
CreateAndWriteUVOffsets(m_nSize,m_nSize);
matrix matOldWorld,matOldProjection,matOldView;
pd3dDevice->GetTransform(D3DTS_WORLD,matOldWorld);
pd3dDevice->GetTransform(D3DTS_PROJECTION,matOldProjection);
pd3dDevice->GetTransform(D3DTS_VIEW,matOldView);
D3DXMATRIX matWorld;
D3DXMATRIX matView;
D3DXMATRIX matProj;
D3DXMATRIX matViewProj;
D3DXMATRIX matWorldViewProj;
D3DXVECTOR4 offset(0.0f, 0.0f, 0.0f, 0.0f);
offset.x = 2.0f;
pd3dDevice->SetVertexShaderConstant(CV_UV_OFFSET_TO_USE, &offset, 1);
pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
pd3dDevice->SetVertexShader(m_BlurVertexShader);
pd3dDevice->SetStreamSource(0,m_pVertexBuffer,sizeof(QuadVertex));
D3DXVECTOR3 const vEyePt = D3DXVECTOR3( 0.0f, 0.0f, -5.0f );
D3DXVECTOR3 const vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 const vUp = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
D3DXMatrixLookAtLH(&matView, &vEyePt, &vLookatPt, &vUp);
D3DXMatrixOrthoLH(&matProj, 4.0f, 4.0f, 0.2f, 20.0f);
D3DXMatrixMultiply(&matViewProj, &matView, &matProj);
D3DXMatrixScaling(&matWorld, 2.0f, 2.0f, 1.0f);
D3DXMatrixMultiply(&matWorldViewProj, &matWorld, &matViewProj);
D3DXMatrixTranspose(&matWorldViewProj, &matWorldViewProj);
pd3dDevice->GetTransform(D3DTS_WORLD,&matWorld);
pd3dDevice->GetTransform(D3DTS_PROJECTION,&matProj);
pd3dDevice->GetTransform(D3DTS_VIEW,&matView);
for(int i=0;i<4;i++)
{
pd3dDevice->SetTextureStageState(i, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
pd3dDevice->SetTextureStageState(i, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
pd3dDevice->SetTextureStageState(i, D3DTSS_MIPFILTER, D3DTEXF_NONE);
pd3dDevice->SetTextureStageState(i, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
pd3dDevice->SetTextureStageState(i, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
}
pd3dDevice->SetVertexShaderConstant(CV_WORLDVIEWPROJ_0, &matWorldViewProj(0, 0), 4);
pd3dDevice->SetPixelShader(m_BlurPixelShader);
pd3dDevice->SetVertexShader(m_BlurVertexShader);
pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE,FALSE);
pd3dDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE,FALSE);
pd3dDevice->SetRenderState( D3DRS_LIGHTING,FALSE);
pd3dDevice->SetRenderState( D3DRS_FOGENABLE,FALSE);
pd3dDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_NONE);
pd3dDevice->SetStreamSource(0, m_pVertexBuffer, sizeof(QuadVertex));
float fBlurConst[4]={vecNeighbor.x,vecNeighbor.x,vecNeighbor.x,vecNeighbor.x};
pd3dDevice->SetPixelShaderConstant(0,fBlurConst,1);
for( i=0;i<nDepth;i++)
{
//pd3dDevice->SetRenderTarget(m_pRenderSurface[i%2],NULL);
pd3dDevice->SetRenderTarget(m_pRenderSurface[i%2],m_pRenderZBuffer);
//D3DVIEWPORT8 viewData = { 0, 0, m_nSize, m_nSize, 0.0f, 1.0f };
//pd3dDevice->SetViewport(&viewData);
if(i==0)
{
pd3dDevice->SetTexture(0,pTexture);
pd3dDevice->SetTexture(1,pTexture);
pd3dDevice->SetTexture(2,pTexture);
pd3dDevice->SetTexture(3,pTexture);
}
else
{
pd3dDevice->SetTexture(0,m_pRenderTexture[(i-1)%2]);
pd3dDevice->SetTexture(1,m_pRenderTexture[(i-1)%2]);
pd3dDevice->SetTexture(2,m_pRenderTexture[(i-1)%2]);
pd3dDevice->SetTexture(3,m_pRenderTexture[(i-1)%2]);
}
pd3dDevice->DrawPrimitive(D3DPT_TRIANGLEFAN, 0, 2);
m_nFinalRenderTexture=i%2;
}
for(i=0;i<4;i++)
{
pd3dDevice->SetTextureStageState(i, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
pd3dDevice->SetTextureStageState(i, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
pd3dDevice->SetTextureStageState(i, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
pd3dDevice->SetTextureStageState(i, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
pd3dDevice->SetTextureStageState(i, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
}
pd3dDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_CCW);
pd3dDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE,TRUE);
pd3dDevice->SetTransform(D3DTS_WORLD,matOldWorld);
pd3dDevice->SetTransform(D3DTS_PROJECTION,matOldProjection);
pd3dDevice->SetTransform(D3DTS_VIEW,matOldView);
pd3dDevice->SetRenderTarget(m_pTempRenderSurface,m_pTempRenderZBuffer);
pd3dDevice->SetPixelShader(NULL);
}