Files
Client/Engine/Zalla3D Scene Class/CharacterLightShadowManager.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

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// 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<CZ3DGeneralChrModel*> CCharacterLightShadowManager::m_CharacterList;
//List<CollisionType> CCharacterLightShadowManager::m_CharacterCollisionType;
//List<POINT> CCharacterLightShadowManager::m_CharacterScreenPositionList;
//List<CZ3DSoundEventHelper*> CCharacterLightShadowManager::m_CharacterSoundHelperList;
//List<bool> CCharacterLightShadowManager::m_CharacterAttackEventList;
//List<bool> CCharacterLightShadowManager::m_CharacterTrailOnEventList;
//List<bool> CCharacterLightShadowManager::m_CharacterTrailOffEventList;
//List<int> CCharacterLightShadowManager::m_CharacterDelayTimer;
//List<CCharacterLightShadowManager::CChrLightNode> CCharacterLightShadowManager::m_CharacterLightList;
//List<vector3> CCharacterLightShadowManager::m_CharacterPerFrameMove;
//List<vector3> CCharacterLightShadowManager::m_CharacterRealPosition;
//List<int> CCharacterLightShadowManager::m_CharacterRandomPostionTimer;
//List<vector3> CCharacterLightShadowManager::m_CharacterRandomPostionAdder;
*/
CRenderTexture CCharacterLightShadowManager::m_pShadowTexture;//<2F>׸<EFBFBD><D7B8><EFBFBD>
std::vector<CCharacterLightShadowManager::CCharacterDataNode> 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)
{
// <20><><EFBFBD≯<EFBFBD> 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 // <20><><EFBFBD>϶<EFBFBD>
{
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<><C4B3><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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<><C4B3><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
for(int cChar=0;cChar<(int)m_CharacterList.size();cChar++)
{
if (m_CharacterList[cChar].m_bHide) continue; // Hide ij<><C4B3><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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<><C4B3><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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)
{
// <20><><EFBFBD≯<EFBFBD> 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 // <20><><EFBFBD>϶<EFBFBD>
{
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<><C4B3><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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<><C4B3><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> light <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
{
bool bLight = true;
if(cChar == 0) // <20>ڽ<EFBFBD><DABD><EFBFBD> <20>ƴ϶<C6B4><CFB6><EFBFBD>.. 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;cChar<m_CharacterList.num;cChar++)
{
m_CharacterList[cChar]->GetPosition(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<><C4B3><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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<vector3> 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<><C4B3><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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<vector3> 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 <20>Լ<EFBFBD> <20><><EFBFBD><EFBFBD>
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<LSIZEX*LSIZEY;cSector++)
for(int cSector=0;cSector<((CSceneManager::m_HeightField.m_LSizeX) * (CSceneManager::m_HeightField.m_LSizeY));cSector++)
{
if( CSceneManager::m_HeightField.m_SectorScene[cSector].m_AccumulateTM._41 <= vecPos.x &&
CSceneManager::m_HeightField.m_SectorScene[cSector].m_AccumulateTM._41+SECTORSIZE > 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);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>úκ<C3BA> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
//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;
// <20><><EFBFBD>浹//
fChrInter=GetCollisionChrCamera(vecChrPos,vecCameraPos);
vecCameraPos=CSceneManager::m_ViewCamera->m_vecCameraPosition;
vecCameraPos=vecChrPos+vecCameraPos*fChrInter;
//vecCameraPos=vecChrPos+vecCameraPos*fChrInter;
// HeightField <20>浹//
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<D3DLIGHT8> 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;cLight<LightList.num;cLight++)
{
if(cLight==0)
{
/*
if(LightList[cLight].Type==0)
{
color SunLightColor;
SunLightColor.a=0xff;
SunLightColor.r=(CSceneManager::m_WeatherManager.m_SunLight.Diffuse.r*255);
SunLightColor.g=(CSceneManager::m_WeatherManager.m_SunLight.Diffuse.g*255);
SunLightColor.b=(CSceneManager::m_WeatherManager.m_SunLight.Diffuse.b*255);
color InterSunLightColor=color::Interpolation(color(0,0,0),SunLightColor,LightList[cLight].Attenuation0*LightList[cLight].Attenuation0*LightList[cLight].Attenuation0);
D3DLIGHT8 SunLight=CSceneManager::m_WeatherManager.m_SunLight;
SunLight.Diffuse.r=InterSunLightColor.r/255.0f;
SunLight.Diffuse.g=InterSunLightColor.g/255.0f;
SunLight.Diffuse.b=InterSunLightColor.b/255.0f;
pd3dDevice->SetLight(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<m_CharacterList.num;cChar++)
{
//List<vector3> *CharPoly=new List<vector3>[MAXCHRSHADOW];
//List<vector3> 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;cShadow<MAXCHRSHADOW;cShadow++)
{
if(CharPoly[cShadow].num<=0)
break;
m_pShadowTexture.Begin(pd3dDevice);
pd3dDevice->Clear(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;cIndices<CharPoly[cShadow].num;cIndices++)
{
pCharVertex[cIndices].v=CharPoly[cShadow][cIndices];
pCharVertex[cIndices].diff.c=0xffff0000;
pCharIndices[cIndices]=cIndices;
pCharVertex[cIndices].v.y+=3.0f;
}
pd3dDevice->SetTransform(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<PolyNode> >
*/
}
float CCharacterLightShadowManager::GetCollisionChrCamera(vector3 vecStart,vector3 vecEnd)
{
std::vector<vector3> 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<vector3> 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() <20>Լ<EFBFBD> ȣ<><C8A3><EFBFBD><EFBFBD>ġ <20><><EFBFBD><EFBFBD>
// - Process() <20>Լ<EFBFBD> <20><><EFBFBD>ο<EFBFBD> <20>̺<EFBFBD>Ʈ Ÿ<>̹<EFBFBD> <20><><EFBFBD><20>̷<EFBFBD><CCB7><EFBFBD><EFBFBD>Ƿ<EFBFBD>, CheckEvent()
// ȣ<><C8A3> <20><><EFBFBD><EFBFBD> Process()<29><> ȣ<><C8A3><EFBFBD><EFBFBD> <20>־<EFBFBD><D6BE><EFBFBD><EFBFBD><EFBFBD>
for(cChr=0;cChr<(int)m_CharacterList.size();cChr++)
{
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 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();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 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 <20><> <20><EFBFBD>˻<EFBFBD> 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) { // Ȱ<>Ҹ<EFBFBD> <20><><EFBFBD><EFBFBD>
// 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;
}
/* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD>
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);
*/
//<2F><><EFBFBD>ε<EFBFBD><CEB5><EFBFBD>ڵ<EFBFBD>
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
// {
/* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD>
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);
*/
//<2F><><EFBFBD>ε<EFBFBD><CEB5><EFBFBD>ڵ<EFBFBD>
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<><C4B3><EFBFBD><EFBFBD> <20><20><><EFBFBD><EFBFBD>
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<CCharacterLightShadowManager::CCharacterDataNode>::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<><C3B3>
D3DXVECTOR3 vecPos;
char strName[256];
if(pDelChr->GetHouse(vecPos,strName))
{
// edith 2008.11.24 housemap <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
CSceneManager::DeleteHouseMap(vecPos.x,vecPos.y,vecPos.z,strName);
//for(int cSector=0;cSector<LSIZEX*LSIZEY;cSector++)
for(int cSector=0;cSector<((CSceneManager::m_HeightField.m_LSizeX) * (CSceneManager::m_HeightField.m_LSizeY));cSector++)
{
if( CSceneManager::m_HeightField.m_SectorScene[cSector].m_AccumulateTM._41 <= vecPos.x &&
CSceneManager::m_HeightField.m_SectorScene[cSector].m_AccumulateTM._41+SECTORSIZE > 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<><C3B3>
D3DXVECTOR3 vecPos;
char strName[256];
if(pDelChr->GetHouse(vecPos,strName))
{
// edith 2008.11.24 housemap <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
CSceneManager::DeleteHouseMap(vecPos.x,vecPos.y,vecPos.z,strName);
//for(int cSector=0;cSector<LSIZEX*LSIZEY;cSector++)
for(int cSector=0;cSector<((CSceneManager::m_HeightField.m_LSizeX) * (CSceneManager::m_HeightField.m_LSizeY));cSector++)
{
if( CSceneManager::m_HeightField.m_SectorScene[cSector].m_AccumulateTM._41 <= vecPos.x &&
CSceneManager::m_HeightField.m_SectorScene[cSector].m_AccumulateTM._41+SECTORSIZE > 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<CCharacterLightShadowManager::CCharacterDataNode>::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<><C3B3>
D3DXVECTOR3 vecPos;
char strName[256];
if(pDelChr->GetHouse(vecPos,strName))
{
// edith 2008.11.24 housemap <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
CSceneManager::DeleteHouseMap(vecPos.x,vecPos.y,vecPos.z,strName);
//for(int cSector=0;cSector<LSIZEX*LSIZEY;cSector++)
for(int cSector=0;cSector<((CSceneManager::m_HeightField.m_LSizeX) * (CSceneManager::m_HeightField.m_LSizeY));cSector++)
{
if( CSceneManager::m_HeightField.m_SectorScene[cSector].m_AccumulateTM._41 <= vecPos.x &&
CSceneManager::m_HeightField.m_SectorScene[cSector].m_AccumulateTM._41+SECTORSIZE > 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<m_CharacterLightList.num;i++)
//DEL {
//DEL if(m_CharacterLightList[i].m_dwLightID==dwLightID)
//DEL {
//DEL return m_CharacterLightList[i].m_Light;
//DEL }
//DEL }
//DEL */
//DEL }
//DEL void CCharacterLightShadowManager::SetChrLight(DWORD dwLightID, D3DLIGHT8 Light)
//DEL {
//DEL for(int i=0;i<m_CharacterLightList.num;i++)
//DEL {
//DEL if(m_CharacterLightList[i].m_dwLightID==dwLightID)
//DEL {
//DEL m_CharacterLightList[i].m_Light=Light;
//DEL }
//DEL }
//DEL }
void CCharacterLightShadowManager::UpdateLight()
{
/*
for(int i=0;i<m_CharacterLightList.num;i++)
{
if(--m_CharacterLightList[i].m_dwTimer<=0)
{
m_CharacterLightList[i].m_dwTimer=0;
}
}
*/
for(int i=0;i<(int)m_CharacterList.size();i++)
{
if(--m_CharacterList[i].m_Light.m_dwTimer<=0)
{
m_CharacterList[i].m_Light.m_dwTimer=0;
}
}
/*
for(i=0;i<DelList.num;i++)
{
DelChrLight(DelList[i]);
}
*/
}
void CCharacterLightShadowManager::DelChrLight(DWORD dwLightID)
{
/*
for(int i=0;i<m_CharacterLightList.num;i++)
{
if(m_CharacterLightList[i].m_dwLightID==dwLightID)
{
m_CharacterLightList.DelIndex(i);
return;
}
}
*/
}
void CCharacterLightShadowManager::CharacterMovementVector(CZ3DGeneralChrModel *pChrmodel, vector3 vecChrMove,float fAccelate)
{
for(int i=0;i<(int)m_CharacterList.size();i++)
{
//if(m_CharacterList[i]==pChrmodel)
if(m_CharacterList[i].m_pChrmodel==pChrmodel)
{
//m_CharacterPerFrameMove[i]=vecChrMove;
/*
if(fabsf(fAccelate) < 1.0f)
{
m_CharacterList[i].m_fAccelate=fAccelate;
m_CharacterList[i].m_vecZeroVelocity=vecChrMove;
m_CharacterList[i].m_vecPerFrameMove=vecChrMove;
}
if( fabsf(m_CharacterList[i].m_fAccelate - fAccelate) > 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;cChar<m_CharacterList.num;cChar++)
{
m_CharacterList[cChar]->GetPosition(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<CCharacterLightShadowManager::CCharacterDataNode>::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<CCharacterLightShadowManager::CCharacterDataNode>::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 ;
}