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Real DX9 Reflection
#37712
12/14/04 03:12
12/14/04 03:12
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Joined: May 2004
Posts: 66 Brazil
key_46
OP
Junior Member
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OP
Junior Member
Joined: May 2004
Posts: 66
Brazil
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I found this code in DX9 SDK, He Have a CUBEMap Shader and a code to fill objects from de scene to envmap, how i can make the program get the 3dgs scene? Code:
//----------------------------------------------------------------------------- // File: CubeMap.cpp // // Desc: Example code showing how to do environment mapping // // Copyright (c) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #define STRICT #include <Windows.h> #include <commctrl.h> #include <tchar.h> #include <math.h> #include <stdio.h> #include <C:\DXSDK\Include\D3DX9.h> #include "DXUtil.h" #include "D3DEnumeration.h" #include "D3DSettings.h" #include "D3DApp.h" #include "D3DFile.h" #include "D3DFont.h" #include "D3DUtil.h"
//----------------------------------------------------------------------------- // Name: g_szEffect // Desc: String containing effect used to render shiny teapot. Two techniques // are shown.. one which simply uses cubemaps, and a fallback which uses // a vertex shader to do a sphere-map lookup. //-----------------------------------------------------------------------------
const char g_szEffect[] =
"textureCUBE texCubeMap;\n" "texture texSphereMap;\n"
"matrix matWorld;\n" "matrix matView;\n" "matrix matProject;\n" "matrix matWorldView;\n"
"technique Cube\n" "{\n" "pass P0\n" "{\n" // Vertex state "VertexShader = null;\n" "WorldTransform[0] = <matWorld>;\n" "ViewTransform = <matView>;\n" "ProjectionTransform = <matProject>;\n"
// Pixel state "Texture[0] = <texCubeMap>;\n" "MinFilter[0] = Linear;\n" "MagFilter[0] = Linear;\n"
"AddressU[0] = Clamp;\n" "AddressV[0] = Clamp;\n" "AddressW[0] = Clamp;\n"
"ColorOp[0] = SelectArg1;\n" "ColorArg1[0] = Texture;\n"
"TexCoordIndex[0] = CameraSpaceReflectionVector;\n" "TextureTransformFlags[0] = Count3;\n" "}\n" "}\n"
"technique Sphere\n" "{\n" "pass P0\n" "{\n"
// Vertex state "VertexShader =\n" "decl\n" "{\n" // Decls no longer associated with vertex shaders in DX9 "}\n" "asm\n" "{\n" "vs.1.1\n" "def c64, 0.25f, 0.5f, 1.0f, -1.0f\n"
"dcl_position v0\n" "dcl_normal v1\n" // r0: camera-space position // r1: camera-space normal // r2: camera-space vertex-eye vector // r3: camera-space reflection vector // r4: texture coordinates
// Transform position and normal into camera-space "m4x4 r0, v0, c0\n" "m3x3 r1.xyz, v1, c0\n" "mov r1.w, c64.z\n"
// Compute normalized view vector "mov r2, -r0\n" "dp3 r3, r2, r2\n" "rsq r3, r3.w\n" "mul r2, r2, r3\n"
// Compute camera-space reflection vector "dp3 r3, r1, r2\n" "mul r1, r1, r3\n" "add r1, r1, r1\n" "add r3, r1, -r2\n"
// Compute sphere-map texture coords "mad r4.w, -r3.z, c64.y, c64.y\n" "rsq r4, r4.w\n" "mul r4, r3, r4\n" "mad r4, r4, c64.x, c64.y\n"
// Project position "m4x4 oPos, r0, c4\n" "mul oT0.xy, r4.xy, c64.zw\n" "mov oT0.zw, c64.z\n" "};\n"
"VertexShaderConstant4[0] = <matWorldView>;\n" "VertexShaderConstant4[4] = <matProject>;\n"
// Pixel state "Texture[0] = <texSphereMap>;\n" "AddressU[0] = Wrap;\n" "AddressV[0] = Wrap;\n" "MinFilter[0] = Linear;\n" "MagFilter[0] = Linear;\n" "ColorOp[0] = SelectArg1;\n" "ColorArg1[0] = Texture;\n" "}\n" "}\n";
const UINT g_cchEffect = sizeof(g_szEffect) - 1;
//----------------------------------------------------------------------------- // Name: struct ENVMAPPEDVERTEX // Desc: D3D vertex type for environment-mapped objects //----------------------------------------------------------------------------- struct ENVMAPPEDVERTEX { D3DXVECTOR3 p; // Position D3DXVECTOR3 n; // Normal
static const DWORD FVF; }; const DWORD ENVMAPPEDVERTEX::FVF = D3DFVF_XYZ | D3DFVF_NORMAL;
// CUBEMAP_RESOLUTION indicates how big to make the cubemap texture. Larger // textures will generate a better-looking reflection. #define CUBEMAP_RESOLUTION 256
//----------------------------------------------------------------------------- // Name: class CMyD3DApplication // Desc: Application class. The base class (CD3DApplication) provides the // generic functionality needed in all Direct3D samples. CMyD3DApplication // adds functionality specific to this sample program. //----------------------------------------------------------------------------- class CMyD3DApplication : public CD3DApplication { BOOL m_bCapture;
D3DXMATRIXA16 m_matProject; D3DXMATRIXA16 m_matView; D3DXMATRIXA16 m_matWorld; D3DXMATRIXA16 m_matAirplane; D3DXMATRIXA16 m_matTrackBall;
CD3DFont* m_pFont; CD3DMesh* m_pShinyTeapot; CD3DMesh* m_pSkyBox; CD3DMesh* m_pAirplane; CD3DMesh* m_pMyMesh;
ID3DXEffect* m_pEffect; ID3DXRenderToEnvMap* m_pRenderToEnvMap;
IDirect3DCubeTexture9* m_pCubeMap; IDirect3DTexture9* m_pSphereMap;
protected: HRESULT RenderSceneIntoEnvMap(); HRESULT RenderScene( CONST D3DXMATRIXA16* pView, CONST D3DXMATRIXA16* pProject, BOOL bRenderTeapot );
HRESULT ConfirmDevice( D3DCAPS9*, DWORD, D3DFORMAT, D3DFORMAT ); HRESULT OneTimeSceneInit(); HRESULT InitDeviceObjects(); HRESULT RestoreDeviceObjects(); HRESULT InvalidateDeviceObjects(); HRESULT DeleteDeviceObjects(); HRESULT Render(); HRESULT FrameMove(); HRESULT FinalCleanup();
public: LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
CMyD3DApplication(); };
//----------------------------------------------------------------------------- // Name: WinMain() // Desc: Entry point to the program. Initializes everything, and goes into a // message-processing loop. Idle time is used to render the scene. //----------------------------------------------------------------------------- INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT ) { CMyD3DApplication d3dApp;
InitCommonControls(); if( FAILED( d3dApp.Create( hInst ) ) ) return 0;
return d3dApp.Run(); }
//----------------------------------------------------------------------------- // Name: CMyD3DApplication() // Desc: Application constructor. Sets attributes for the app. //----------------------------------------------------------------------------- CMyD3DApplication::CMyD3DApplication() { m_strWindowTitle = _T("CubeMap"); m_d3dEnumeration.AppUsesDepthBuffer = TRUE; m_bCapture = FALSE;
m_pFont = NULL; m_pShinyTeapot = NULL; m_pSkyBox = NULL; m_pAirplane = NULL; m_pMyMesh = NULL;
m_pEffect = NULL; m_pRenderToEnvMap = NULL;
m_pCubeMap = NULL; m_pSphereMap = NULL; }
//----------------------------------------------------------------------------- // Name: OneTimeSceneInit() // Desc: Called during initial app startup, this function performs all the // permanent initialization. //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::OneTimeSceneInit() { D3DXMatrixIdentity( &m_matWorld );
m_pFont = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD ); m_pShinyTeapot = new CD3DMesh(); m_pSkyBox = new CD3DMesh(); m_pAirplane = new CD3DMesh(); m_pMyMesh = new CD3DMesh();
if( !m_pFont || !m_pShinyTeapot || !m_pSkyBox || !m_pAirplane || !m_pMyMesh ) return E_OUTOFMEMORY;
D3DXMatrixIdentity( &m_matTrackBall ); D3DXMatrixTranslation( &m_matView, 0.0f, 0.0f, 3.0f );
return S_OK; }
//----------------------------------------------------------------------------- // Name: FrameMove() // Desc: Called once per frame, the call is the entry point for animating // the scene. //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::FrameMove() { // Animate file object D3DXMATRIXA16 mat; D3DXMatrixScaling( &m_matAirplane, 0.2f, 0.2f, 0.2f ); D3DXMatrixTranslation( &mat, 0.0f, 2.0f, 0.0f ); D3DXMatrixMultiply( &m_matAirplane, &m_matAirplane, &mat ); D3DXMatrixRotationX( &mat, -2.9f * m_fTime ); D3DXMatrixMultiply( &m_matAirplane, &m_matAirplane, &mat ); D3DXMatrixRotationY( &mat, 1.055f * m_fTime ); D3DXMatrixMultiply( &m_matAirplane, &m_matAirplane, &mat );
// When the window has focus, let the mouse adjust the camera view if( m_bCapture ) { D3DXMATRIXA16 matCursor; D3DXQUATERNION qCursor = D3DUtil_GetRotationFromCursor( m_hWnd ); D3DXMatrixRotationQuaternion( &matCursor, &qCursor ); D3DXMatrixMultiply( &m_matView, &m_matTrackBall, &matCursor );
D3DXMATRIXA16 matTrans; D3DXMatrixTranslation( &matTrans, 0.0f, 0.0f, 3.0f ); D3DXMatrixMultiply( &m_matView, &m_matView, &matTrans ); }
// Render the scene into the surfaces of the cubemap if( FAILED( RenderSceneIntoEnvMap() ) ) return E_FAIL;
return S_OK; }
//----------------------------------------------------------------------------- // Name: RenderSceneIntoEnvMap() // Desc: Renders the scene to each of the 6 faces of the cube map //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::RenderSceneIntoEnvMap() { HRESULT hr;
// Set the projection matrix for a field of view of 90 degrees D3DXMATRIXA16 matProj; D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI * 0.5f, 1.0f, 0.5f, 1000.0f );
// Get the current view matrix, to concat it with the cubemap view vectors D3DXMATRIXA16 matViewDir( m_matView ); matViewDir._41 = 0.0f; matViewDir._42 = 0.0f; matViewDir._43 = 0.0f;
// Render the six cube faces into the environment map if( m_pCubeMap ) hr = m_pRenderToEnvMap->BeginCube( m_pCubeMap ); else hr = m_pRenderToEnvMap->BeginSphere( m_pSphereMap );
if(FAILED(hr)) return hr;
for( UINT i = 0; i < 6; i++ ) { m_pRenderToEnvMap->Face( (D3DCUBEMAP_FACES) i, 0 );
// Set the view transform for this cubemap surface D3DXMATRIXA16 matView; matView = D3DUtil_GetCubeMapViewMatrix( (D3DCUBEMAP_FACES) i ); D3DXMatrixMultiply( &matView, &matViewDir, &matView );
// Render the scene (except for the teapot) RenderScene( &matView, &matProj, FALSE ); }
m_pRenderToEnvMap->End( 0 ); return S_OK; }
//----------------------------------------------------------------------------- // Name: RenderScene() // Desc: Renders all visual elements in the scene. This is called by the main // Render() function, and also by the RenderIntoCubeMap() function. //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::RenderScene( CONST D3DXMATRIXA16 *pView, CONST D3DXMATRIXA16 *pProject, BOOL bRenderTeapot ) { // Render the Skybox { D3DXMATRIXA16 matWorld; D3DXMatrixScaling( &matWorld, 10.0f, 10.0f, 10.0f );
D3DXMATRIXA16 matView(*pView); matView._41 = matView._42 = matView._43 = 0.0f;
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld ); m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView ); m_pd3dDevice->SetTransform( D3DTS_PROJECTION, pProject );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 ); m_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR ); m_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR ); if( (m_d3dCaps.TextureAddressCaps & D3DPTADDRESSCAPS_MIRROR) == D3DPTADDRESSCAPS_MIRROR ) { m_pd3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSU, D3DTADDRESS_MIRROR ); m_pd3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSV, D3DTADDRESS_MIRROR ); }
// Always pass Z-test, so we can avoid clearing color and depth buffers m_pd3dDevice->SetRenderState( D3DRS_ZFUNC, D3DCMP_ALWAYS ); m_pSkyBox->Render( m_pd3dDevice ); m_pd3dDevice->SetRenderState( D3DRS_ZFUNC, D3DCMP_LESSEQUAL ); }
// Render the Airplane { m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matAirplane ); m_pd3dDevice->SetTransform( D3DTS_VIEW, pView ); m_pd3dDevice->SetTransform( D3DTS_PROJECTION, pProject );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 ); m_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR ); m_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR ); m_pd3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP ); m_pd3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP );
m_pAirplane->Render( m_pd3dDevice ); m_pMyMesh->Render( m_pd3dDevice );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &m_matWorld); }
// Render the environment-mapped ShinyTeapot if( bRenderTeapot ) { // Set transform state if( m_pCubeMap ) { m_pEffect->SetMatrix( "matWorld", &m_matWorld ); m_pEffect->SetMatrix( "matView", (D3DXMATRIXA16*) pView ); } else { D3DXMATRIXA16 matWorldView; D3DXMatrixMultiply( &matWorldView, &m_matWorld, pView ); m_pEffect->SetMatrix( "matWorldView", &matWorldView ); }
m_pEffect->SetMatrix( "matProject", (D3DXMATRIXA16*) pProject );
// Draw teapot LPDIRECT3DVERTEXBUFFER9 pVB; LPDIRECT3DINDEXBUFFER9 pIB;
m_pShinyTeapot->m_pLocalMesh->GetVertexBuffer(&pVB); m_pShinyTeapot->m_pLocalMesh->GetIndexBuffer(&pIB);
m_pd3dDevice->SetStreamSource(0, pVB, 0, sizeof(ENVMAPPEDVERTEX)); m_pd3dDevice->SetFVF(ENVMAPPEDVERTEX::FVF); m_pd3dDevice->SetIndices( pIB );
UINT uPasses; m_pEffect->Begin( &uPasses, 0 );
for( UINT iPass = 0; iPass < uPasses; iPass++ ) { m_pEffect->Pass( iPass );
m_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, m_pShinyTeapot->m_pLocalMesh->GetNumVertices(), 0, m_pShinyTeapot->m_pLocalMesh->GetNumFaces());
}
m_pEffect->End();
SAFE_RELEASE(pVB); SAFE_RELEASE(pIB); }
return S_OK; }
//----------------------------------------------------------------------------- // Name: Render() // Desc: Called once per frame, the call is the entry point for 3d // rendering. This function sets up render states, clears the // viewport, and renders the scene. //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::Render() { // Begin the scene if( SUCCEEDED( m_pd3dDevice->BeginScene() ) ) { // Render the scene, including the teapot RenderScene( &m_matView, &m_matProject, TRUE );
// Output statistics m_pFont->DrawText( 2, 0, D3DCOLOR_ARGB(255,255,255,0), m_strFrameStats ); m_pFont->DrawText( 2, 20, D3DCOLOR_ARGB(255,255,255,0), m_strDeviceStats );
// End the scene. m_pd3dDevice->EndScene(); }
return S_OK; }
//----------------------------------------------------------------------------- // Name: InitDeviceObjects() // Desc: Initialize scene objects. //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::InitDeviceObjects() { // Load the file objects if( FAILED( m_pShinyTeapot->Create( m_pd3dDevice, _T("Teapot.x") ) ) ) return D3DAPPERR_MEDIANOTFOUND; if( FAILED( m_pSkyBox->Create( m_pd3dDevice, _T("lobby_skybox.x") ) ) ) return D3DAPPERR_MEDIANOTFOUND; if( FAILED( m_pAirplane->Create( m_pd3dDevice, _T("airplane 2.x") ) ) ) return D3DAPPERR_MEDIANOTFOUND;
if( FAILED( m_pMyMesh->Create( m_pd3dDevice, _T("tree.x") ) ) ) return D3DAPPERR_MEDIANOTFOUND;
// Set mesh properties m_pAirplane->SetFVF( m_pd3dDevice, D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1 ); m_pShinyTeapot->SetFVF( m_pd3dDevice, ENVMAPPEDVERTEX::FVF );
// Restore the device-dependent objects m_pFont->InitDeviceObjects( m_pd3dDevice );
// Create Effect object if( FAILED( D3DXCreateEffect( m_pd3dDevice, g_szEffect, g_cchEffect, NULL, NULL, 0, NULL, &m_pEffect, NULL ) ) ) return E_FAIL;
return S_OK; }
//----------------------------------------------------------------------------- // Name: RestoreDeviceObjects() // Desc: Restore device-memory objects and state after a device is created or // resized. //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::RestoreDeviceObjects() { // InitDeviceObjects for file objects (build textures and vertex buffers) m_pShinyTeapot->RestoreDeviceObjects( m_pd3dDevice ); m_pSkyBox->RestoreDeviceObjects( m_pd3dDevice ); m_pAirplane->RestoreDeviceObjects( m_pd3dDevice ); m_pFont->RestoreDeviceObjects(); m_pMyMesh->RestoreDeviceObjects( m_pd3dDevice ); m_pEffect->OnResetDevice();
// Create RenderToEnvMap object if( FAILED( D3DXCreateRenderToEnvMap( m_pd3dDevice, CUBEMAP_RESOLUTION, 1, m_d3dsdBackBuffer.Format, TRUE, D3DFMT_D16, &m_pRenderToEnvMap ) ) ) { return E_FAIL; }
// Create the cubemap, with a format that matches the backbuffer if( m_d3dCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP ) { if( FAILED( D3DXCreateCubeTexture( m_pd3dDevice, CUBEMAP_RESOLUTION, 1, D3DUSAGE_RENDERTARGET, m_d3dsdBackBuffer.Format, D3DPOOL_DEFAULT, &m_pCubeMap ) ) ) { if( FAILED( D3DXCreateCubeTexture( m_pd3dDevice, CUBEMAP_RESOLUTION, 1, 0, m_d3dsdBackBuffer.Format, D3DPOOL_DEFAULT, &m_pCubeMap ) ) ) { m_pCubeMap = NULL; } } }
// Create the spheremap, with a format that matches the backbuffer if( !m_pCubeMap ) { if( FAILED( D3DXCreateTexture( m_pd3dDevice, CUBEMAP_RESOLUTION, CUBEMAP_RESOLUTION, 1, D3DUSAGE_RENDERTARGET, m_d3dsdBackBuffer.Format, D3DPOOL_DEFAULT, &m_pSphereMap ) ) ) { if( FAILED( D3DXCreateTexture( m_pd3dDevice, CUBEMAP_RESOLUTION, CUBEMAP_RESOLUTION, 1, 0, m_d3dsdBackBuffer.Format, D3DPOOL_DEFAULT, &m_pSphereMap ) ) ) { return E_FAIL; } } }
// Initialize effect m_pEffect->SetTexture( "texCubeMap", m_pCubeMap ); m_pEffect->SetTexture( "texSphereMap", m_pSphereMap );
if( m_pCubeMap ) { m_pEffect->SetTechnique( "Cube" ); SetWindowText( m_hWnd, _T("CubeMap: Environment cube-mapping") ); } else { m_pEffect->SetTechnique( "Sphere" ); SetWindowText( m_hWnd, _T("CubeMap: Environment cube-mapping (using dynamic spheremap)") ); }
// Set the transform matrices FLOAT fAspect = (FLOAT) m_d3dsdBackBuffer.Width / (FLOAT) m_d3dsdBackBuffer.Height; D3DXMatrixPerspectiveFovLH( &m_matProject, D3DX_PI * 0.4f, fAspect, 0.5f, 100.0f );
return S_OK; }
//----------------------------------------------------------------------------- // Name: InvalidateDeviceObjects() // Desc: Called when the device-dependent objects are about to be lost. //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::InvalidateDeviceObjects() { m_pShinyTeapot->InvalidateDeviceObjects(); m_pSkyBox->InvalidateDeviceObjects(); m_pAirplane->InvalidateDeviceObjects(); m_pFont->InvalidateDeviceObjects();
if(m_pEffect) m_pEffect->OnLostDevice();
SAFE_RELEASE( m_pRenderToEnvMap ); SAFE_RELEASE( m_pCubeMap ); SAFE_RELEASE( m_pSphereMap );
return S_OK; }
//----------------------------------------------------------------------------- // Name: DeleteDeviceObjects() // Desc: Called when the app is exiting, or the device is being changed, // this function deletes any device dependent objects. //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::DeleteDeviceObjects() { m_pFont->DeleteDeviceObjects(); m_pShinyTeapot->Destroy(); m_pSkyBox->Destroy(); m_pAirplane->Destroy(); m_pMyMesh->Destroy();
SAFE_RELEASE( m_pEffect );
return S_OK; }
//----------------------------------------------------------------------------- // Name: FinalCleanup() // Desc: Called before the app exits, this function gives the app the chance // to cleanup after itself. //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::FinalCleanup() { SAFE_DELETE( m_pFont ); SAFE_DELETE( m_pShinyTeapot ); SAFE_DELETE( m_pSkyBox ); SAFE_DELETE( m_pAirplane ); SAFE_DELETE( m_pMyMesh );
return S_OK; }
//----------------------------------------------------------------------------- // Name: ConfirmDevice() // Desc: Called during device initialization, this code checks the device // for some minimum set of capabilities //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::ConfirmDevice( D3DCAPS9* pCaps, DWORD dwBehavior, D3DFORMAT adapterFormat, D3DFORMAT backBufferFormat ) { if( dwBehavior & D3DCREATE_PUREDEVICE ) return E_FAIL;
if( !(pCaps->TextureCaps & D3DPTEXTURECAPS_CUBEMAP) && !(dwBehavior & D3DCREATE_SOFTWARE_VERTEXPROCESSING) && !(pCaps->VertexShaderVersion >= D3DVS_VERSION(1, 0)) ) { return E_FAIL; }
return S_OK; }
//----------------------------------------------------------------------------- // Name: MsgProc() // Desc: Message proc function to handle key and menu input //----------------------------------------------------------------------------- LRESULT CMyD3DApplication::MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam ) { // Capture mouse when clicked if( WM_LBUTTONDOWN == uMsg ) { D3DXMATRIXA16 matCursor; D3DXQUATERNION qCursor = D3DUtil_GetRotationFromCursor( m_hWnd ); D3DXMatrixRotationQuaternion( &matCursor, &qCursor ); D3DXMatrixTranspose( &matCursor, &matCursor ); D3DXMatrixMultiply( &m_matTrackBall, &m_matTrackBall, &matCursor );
SetCapture( m_hWnd ); m_bCapture = TRUE; return 0; }
if( WM_LBUTTONUP == uMsg ) { D3DXMATRIXA16 matCursor; D3DXQUATERNION qCursor = D3DUtil_GetRotationFromCursor( m_hWnd ); D3DXMatrixRotationQuaternion( &matCursor, &qCursor ); D3DXMatrixMultiply( &m_matTrackBall, &m_matTrackBall, &matCursor );
ReleaseCapture(); m_bCapture = FALSE; return 0; }
// Pass remaining messages to default handler return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam ); }
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Re: Real DX9 Reflection
[Re: key_46]
#37713
12/14/04 05:50
12/14/04 05:50
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Joined: Jul 2004
Posts: 1,710
MMike
Serious User
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Serious User
Joined: Jul 2004
Posts: 1,710
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I did a Realtime Cubemap generator, that creates the environemnt cube, so it can be used to apply the shader each frame or 4 (eg) frame, depending on CPU power. My problem at the moment is: -> how to modify the cubemap of a shader each frame... ( envinormant cubemapshader Dx8) -> It just works for the player till now..
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Re: Real DX9 Reflection
[Re: Matt_Aufderheide]
#37715
12/14/04 16:54
12/14/04 16:54
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Joined: May 2002
Posts: 2,541 Berlin
EX Citer
Expert
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Expert
Joined: May 2002
Posts: 2,541
Berlin
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Hey, thatīs exactly what I need, and I just need it for my player. Is the shader using Entity.skills? And is the alpha of the reflaction adjustable? I just can hope you get this working Realy good.
And itīs a new chance for refraction and other shaders.
EX Citer
:L
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Re: Real DX9 Reflection
[Re: ello]
#37717
12/14/04 23:29
12/14/04 23:29
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Joined: Jul 2004
Posts: 1,710
MMike
Serious User
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Serious User
Joined: Jul 2004
Posts: 1,710
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Loll Of course you can select areas on the player with alpha map . ehhe For example this guys has the "venil" on the shirt that is reflected .. just 10% i guess.. so the mark looks kinda wet when playing And.. I just Have these problems.. i guess that one of the features that Conitec could do .. it Generation of a camera wih the 6 slots in real time already ( I had to do this by my own .. what took a bit of ..hehe) .. And then implement this on a cube shader envirnom.. and this problem goes for matt i guess ... That script did not work or IM doin gthis wrong.. Whats the command to take a screen shot?? with a determined sizE! each frame or 2 seconds I just need that... and then .. the shader could acess the shot taken and use it ( Notice: I od't know if this is possible, but I want to take a shot that will overwrite and not create a variable one like shot1 shot 2 .... So far thats my problems.. And i must say .. The effect is amazing, it look very realistic .. I guess thats how most engines works ( to use medium card)
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Re: Real DX9 Reflection
[Re: Pappenheimer]
#37721
12/15/04 06:48
12/15/04 06:48
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Joined: Jul 2004
Posts: 1,710
MMike
Serious User
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Serious User
Joined: Jul 2004
Posts: 1,710
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Screenshot thing .. is fixed.
Last edited by Unknot; 12/15/04 07:41.
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