832 lines
21 KiB
C++
832 lines
21 KiB
C++
#include "defines.h"
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int c_iScreenSizeX= DEFAULTSCREENX;
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int c_iScreenSizeY= DEFAULTSCREENY;
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#ifdef WINDOWED
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bool bWindowed= true;
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#else
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bool bWindowed= false;
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#endif
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#ifdef LOW_DETAIL
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bool bLowDetail= true;
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#else
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bool bLowDetail= false;
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#endif
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int c_iRealScreenY= c_iScreenSizeY;
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#ifdef STARTMUSIC
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#include "v2mplayer.h"
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#include "libv2.h"
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#include "music.h"
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#include "musicdata.h"
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static V2MPlayer player;
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#endif
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#include "intrin.h"
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#include <windows.h>
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#include <mmsystem.h>
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#include <d3d9.h>
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#include <d3dx9math.h>
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#include "globals.h"
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#include "camera.h"
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#include "city.h"
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#include "TargetValue.h"
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#include "camerahelper.h"
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#include "ShaderFactory.h"
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#include "Renderpipe.h"
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#include "textinfo.h"
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#undef WINAPI
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#define WINAPI __declspec(nothrow) __stdcall
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/////////////////////////////////////////////////////////////////////////
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////
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// CRT replacement functions
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/////////////////////////////////////////////////////////////////////////////
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//extern "C" int _fltused = 1;
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int __cdecl main(){return 0;};
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#undef ZeroMemory
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#ifdef EXTRACODE
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#include <fstream>
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#include <vector>
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#include <sstream>
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#include <string>
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#include "StringHelper.h"
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#include "TextFileReader.h"
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#include "ConfigFiles.h"
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#endif
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#include "mesher.h"
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#include "camera.h"
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#include "picstuff.h"
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#include "bar16to9.h"
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#include "textout.h"
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#include "bowfront.h"
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#include "flockspline.h"
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#include "BlockTree.h"
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void PrepareDemoSetup()
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{
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#ifndef DISABLEAUTOSCREEN
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c_iScreenSizeX = GetSystemMetrics( SM_CXSCREEN );
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c_iScreenSizeY = GetSystemMetrics( SM_CYSCREEN );
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#endif
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/***********************************************************************************/
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char* pcCommand;
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pcCommand= GetCommandLine();
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{
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int i= 0;
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int iNumber= 0;
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int iBool= -1;
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{
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while( pcCommand[ i ] != 0 )
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{
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if( pcCommand[ i ] == '+' )
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{
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iBool= 1;
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iNumber= 0;
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}
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else if( pcCommand[ i ] == '-' )
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{
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iBool= 0;
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iNumber= 0;
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}
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else if( pcCommand[ i ] >= '0' && pcCommand[ i ] <= '9' )
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{
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iNumber= 10 * iNumber + pcCommand[ i ] - '0';
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}
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else if( pcCommand[ i ] == 'w' )
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{
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if( iBool != -1 )
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{
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bWindowed= iBool == 1;
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}
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iBool= -1;
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iNumber= 0;
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}
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else if( pcCommand[ i ] == 'l' )
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{
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if( iBool != -1 )
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{
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bLowDetail= iBool == 1;
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}
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iBool= -1;
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iNumber= 0;
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}
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else if( pcCommand[ i ] == 'x' )
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{
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if( iNumber > 0 )
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{
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c_iScreenSizeX= iNumber;
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}
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iNumber= 0;
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}
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else if( pcCommand[ i ] == 'y' )
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{
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if( iNumber > 0 )
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{
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c_iScreenSizeY= iNumber;
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}
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iNumber= 0;
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}
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else
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{
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iNumber= 0;
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iBool= -1;
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}
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i++;
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}
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}
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}
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c_iRealScreenY= c_iScreenSizeX * 9 / 16;
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if( c_iRealScreenY > c_iScreenSizeY )
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{
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c_iRealScreenY= c_iScreenSizeY;
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}
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}
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#ifdef EXTRACODE
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LRESULT MessageCallback(HWND ar_Handle, UINT aw_Message, WPARAM aw_Param, LPARAM al_Param)
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{
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return DefWindowProc(ar_Handle, aw_Message, aw_Param, al_Param);
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}
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#endif
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void CreateWnd()
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{
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HWND& hwnd= d3dpp.hDeviceWindow;
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#ifdef EXTRACODE
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WNDCLASSEX wndclass;
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wndclass.cbSize = sizeof (wndclass) ;
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wndclass.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
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wndclass.lpfnWndProc = (WNDPROC)MessageCallback ;
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wndclass.cbClsExtra = 0 ;
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wndclass.cbWndExtra = 0 ;
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wndclass.hInstance = NULL ;
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wndclass.hIcon = LoadIcon (NULL, IDI_APPLICATION) ;
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wndclass.hCursor = LoadCursor (NULL, IDC_ARROW) ;
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wndclass.hbrBackground = (HBRUSH) GetStockObject (DKGRAY_BRUSH) ;
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wndclass.lpszMenuName = NULL;
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wndclass.lpszClassName = "Window" ;
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wndclass.hIconSm = LoadIcon (NULL, IDI_APPLICATION) ;
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RegisterClassEx(&wndclass);
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hwnd = CreateWindow(
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"Window", /* Classname */
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WindowTitle, /* Title Text */
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WS_EX_APPWINDOW, /* default window */
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10, /* Windows decides the position */
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30, /* where the window ends up on the screen */
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c_iScreenSizeX, /* The programs width */
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c_iScreenSizeY, /* and height in pixels */
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NULL, /* The window is a child-window to desktop */
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NULL, /* No menu */
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GetModuleHandle(NULL), //GetModuleHandle(NULL), /* Program Instance handler */
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NULL /* No Window Creation data */
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);
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#else
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hwnd = CreateWindow(
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"STATIC", /* Classname */
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WindowTitle, /* Title Text */
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WS_POPUP, /* default window */
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10, /* Windows decides the position */
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30, /* where the window ends up on the screen */
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c_iScreenSizeX, /* The programs width */
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c_iScreenSizeY, /* and height in pixels */
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NULL, /* The window is a child-window to desktop */
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NULL, /* No menu */
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0, //GetModuleHandle(NULL), /* Program Instance handler */
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NULL /* No Window Creation data */
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);
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#endif
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#ifndef _DEBUG
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ShowCursor(false);
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#endif
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#ifdef CAMERATESTER
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EditorHelp::SetHWND( hwnd );
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#endif
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}
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void CreateD3DDevice()
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{
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HWND& hwnd= d3dpp.hDeviceWindow;
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g_D3D = Direct3DCreate9( D3D_SDK_VERSION );
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if( bWindowed )
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{
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ShowWindow (hwnd , SW_NORMAL );
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#ifdef EXTRACODE
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// set exact client size
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RECT rcClient, rcWindow;
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POINT ptDiff;
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GetClientRect(hwnd, &rcClient);
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GetWindowRect(hwnd, &rcWindow);
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ptDiff.x = (rcWindow.right - rcWindow.left) - rcClient.right;
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ptDiff.y = (rcWindow.bottom - rcWindow.top) - rcClient.bottom;
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MoveWindow(hwnd,rcWindow.left, rcWindow.top, c_iScreenSizeX + ptDiff.x, c_iScreenSizeY + ptDiff.y, TRUE);
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#endif
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}
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d3dpp.Windowed = bWindowed;
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d3dpp.BackBufferWidth= c_iScreenSizeX;
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d3dpp.BackBufferHeight= c_iScreenSizeY;
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if(d3dpp.Windowed)
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d3dpp.FullScreen_RefreshRateInHz = 0;
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if( !bLowDetail )
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{
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if( g_d3d_device == NULL )
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{
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g_D3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,hwnd,D3DCREATE_FPU_PRESERVE|D3DCREATE_HARDWARE_VERTEXPROCESSING,&d3dpp,&g_d3d_device);
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}
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if( g_d3d_device == NULL )
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{
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d3dpp.MultiSampleType= D3DMULTISAMPLE_8_SAMPLES;
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g_D3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,hwnd,D3DCREATE_FPU_PRESERVE|D3DCREATE_HARDWARE_VERTEXPROCESSING,&d3dpp,&g_d3d_device);
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}
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if( g_d3d_device == NULL )
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{
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d3dpp.MultiSampleType= D3DMULTISAMPLE_4_SAMPLES;
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g_D3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,hwnd,D3DCREATE_FPU_PRESERVE|D3DCREATE_HARDWARE_VERTEXPROCESSING,&d3dpp,&g_d3d_device);
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}
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if( g_d3d_device == NULL )
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{
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d3dpp.MultiSampleType= D3DMULTISAMPLE_2_SAMPLES;
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g_D3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,hwnd,D3DCREATE_FPU_PRESERVE|D3DCREATE_HARDWARE_VERTEXPROCESSING,&d3dpp,&g_d3d_device);
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}
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}
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if( g_d3d_device == NULL )
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{
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d3dpp.MultiSampleType= D3DMULTISAMPLE_NONE;
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g_D3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,hwnd,D3DCREATE_FPU_PRESERVE|D3DCREATE_HARDWARE_VERTEXPROCESSING,&d3dpp,&g_d3d_device);
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}
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if( g_d3d_device == NULL )
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{
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d3dpp.MultiSampleType= D3DMULTISAMPLE_NONE;
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g_D3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,hwnd,D3DCREATE_FPU_PRESERVE|D3DCREATE_SOFTWARE_VERTEXPROCESSING,&d3dpp,&g_d3d_device);
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}
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if( g_d3d_device == NULL )
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{
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MessageBox( NULL,
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"D3D not initialized!",
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"fatal Error",
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MB_OK );
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ExitProcess( -1 );
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}
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}
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void WinEntry(void)
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{
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InitGlobals();
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PrepareDemoSetup();
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CreateWnd();
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CreateD3DDevice();
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#ifdef EXTRACODE
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StartFileWatch();
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ReadDataFromDisc();
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#else
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PreparePlayCam();
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#endif
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g_fResolutionFactor = max(d3dpp.BackBufferWidth / 1024.f, d3dpp.BackBufferHeight / 768.f);
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{
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g_iResolutionFactorExp = 0;
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float fResFactor = g_fResolutionFactor;
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while(fResFactor <= .75f) { g_iResolutionFactorExp--; fResFactor *= 2.f; }
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while(fResFactor >= 1.75f) { g_iResolutionFactorExp++; fResFactor *= 0.5f; }
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}
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g_nShadowResolution= 2 * max(d3dpp.BackBufferWidth, d3dpp.BackBufferHeight);//config
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g_nShadowResolution= min( g_nShadowResolution, 4096 );
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g_nShadowResolution= max( g_nShadowResolution, 1536 );
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Renderpipe::PrepareRenderTargets( d3dpp.BackBufferWidth, d3dpp.BackBufferHeight,
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g_nShadowResolution, d3dpp.MultiSampleType );
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#ifdef CAMERATESTER
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ReadCameraAll();
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HomeCam();
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EditorHelp::PreparePrint();
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#endif
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/***********************************************************************************/
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//Renderstates
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g_d3d_device->SetMaterial( &d3dMaterial );
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g_d3d_device->SetRenderState( D3DRS_SPECULARENABLE, TRUE );
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g_d3d_device->SetRenderState( D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1 );
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g_d3d_device->SetRenderState( D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL );
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g_d3d_device->SetRenderState( D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_COLOR1 );
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g_d3d_device->SetRenderState( D3DRS_NORMALIZENORMALS, TRUE );
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//g_d3d_device->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
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//g_d3d_device->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );
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//g_d3d_device->SetRenderState( D3DRS_SHADEMODE, D3DSHADE_FLAT );
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g_d3d_device->SetLight( 0, &d3dLight[ 0 ] );
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g_d3d_device->SetLight( 1, &d3dLight[ 1 ] );
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g_d3d_device->SetLight( 1, &d3dLight[ 2 ] );
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g_d3d_device->LightEnable( 0, TRUE );
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g_d3d_device->LightEnable( 1, TRUE );
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g_d3d_device->LightEnable( 2, TRUE );
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g_d3d_device->SetRenderState(D3DRS_FOGCOLOR, 0xffe0b0a0 );
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g_d3d_device->SetRenderState( D3DRS_FOGTABLEMODE, D3DFOG_EXP2);
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float fDensity= 1.0f / 16.0f;
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g_d3d_device->SetRenderState( D3DRS_FOGDENSITY, *(DWORD *)(&fDensity) );
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g_d3d_device->SetRenderState( D3DRS_FOGENABLE, TRUE );
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PrepareText();
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RenderLoading( 1 );
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PrepareShaders();
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/***********************************************************************************/
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//generate Demo Zeugs...
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RenderLoading( 45 );
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CreateAllBuildings();
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RenderLoading( 60 );
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g_Random.setSeed( 27 );
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PrepareFlockObjects();
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RenderLoading( 50 );
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g_Random.setSeed( 13 );
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GenerateBowFront();
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RenderLoading( 70 );
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PrepareBlockTrees();
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/***********************************************************************************/
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//prep picture
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RenderLoading( 80 );
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g_pTextures[ TI_RotMatrix ].Create( 32, 32, 1, 1 );
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g_pTextures[ TI_RotMatrix ].PrepareRotMatrix();
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g_pTextures[ TI_Random ].Create( 32, 32, 1, 0 );
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g_pTextures[ TI_Random ].PrepareRandomTexture();
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g_pTextures[ TI_RandomCube ].Create( 32, 32, 32, 0 );
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g_pTextures[ TI_RandomCube ].PrepareRandomTexture();
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RenderLoading( 90 );
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Texture::Prepare1DTextures();
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g_FullScreenQuad.InitFullScreenQuad();
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g_PSSM.m_iSplitCount = 6; //config
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g_PSSM.m_fRange = 240.0f;
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g_SkyBox.Create( 24, 36 );
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g_SkyBox.m_iUsedPreShader= SkyDepth;
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g_SkyBox.m_iUsedShader[ 0 ]= Sky;
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g_SkyBox.Lock();
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g_SkyBox.AddBox(
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D3DXVECTOR3( 0.0f, 0.0f, 0.0f),
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D3DXVECTOR3( 1.0f, 1.0f, 1.0f),
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D3DXVECTOR3( 0.0f, 0.0f, 0.0f ),
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0xff20b0f0);
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g_SkyBox.Unlock();
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g_Objects[ 1 ].Create( 127 * 127 * 4, 127 * 127 * 6 );
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g_Objects[ 1 ].m_iUsedPreShader= PreDepth;
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g_Objects[ 1 ].m_iUsedShader[ 0 ]= Tarmac;
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g_Objects[ 1 ].m_iUsedShader[ 1 ]= Grass;
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g_Objects[ 1 ].m_bAlphaEnable[ 1 ]= true;
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g_Objects[ 1 ].m_SrcBlend[ 1 ]= D3DBLEND_ONE;
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g_Objects[ 1 ].m_DestBlend[ 1 ]= D3DBLEND_INVSRCALPHA;
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g_Objects[ 1 ].m_BlendOp[ 1 ]= D3DBLENDOP_ADD;
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g_Objects[ 1 ].Lock();
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g_Objects[ 1 ].AddGround(
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D3DXVECTOR3( 0.0f, -1.0f, 0.0f ),
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D3DXVECTOR3( 500.0f, 1.0f, 500.0f ),
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D3DXVECTOR3( 0.0f, 0.0f, 0.0f ),
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0xFFFFDCB5, // 0x8040ff40
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80.0f,
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112.0f,
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1.0f,
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48.0f,
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127,
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127);
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g_Objects[ 1 ].Unlock();
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g_Objects[ OI_BowFront ].Create( 96 * 128 * 4, 96 * 128 * 4 * 4, true );
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g_Objects[ OI_BowFront ].m_iUsedShader[ 0 ]= Rainbow;
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g_Objects[ OI_BowFront ].m_iUsedPreShader= PreDepth;
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RenderLoading( 95 );
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CreateTextRenderJobs();
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/***********************************************************************************/
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// Sound
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// Sound
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#ifdef STARTMUSIC
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player.Init();
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# ifdef MUSICLOAD
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if( loadMusic() )
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{
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player.Open(pLoadSong);
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}
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# else
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player.Open(pSong);
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# endif
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dsInit(player.RenderProxy,&player,GetForegroundWindow());
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# ifdef SCRIPTEDITOR
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player.Play( g_iSkipTicks * g_iTempo / 1411 );
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g_iSampleOffset= g_iSampleOffsetGeneral -
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g_iSkipTicks * g_iTempo / 32;
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# else
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player.Play();
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# endif
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#else
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g_dwTimeReplaceStart= timeGetTime();
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#endif
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/***********************************************************************************/
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//Mainloop
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int LastCamTick= 0;
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//g_ScriptState.Prepare();
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//STargetValue tvBumping1( 1.0f, 1.0f, 0.0f, 0.05f, 0.85f );
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do
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{
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#ifdef EXTRACODE
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if( CheckFileWatch() )
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{
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# ifndef STARTMUSIC
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g_dwTimeReplaceStart= timeGetTime();
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# else
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# ifdef SCRIPTEDITOR
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player.Play( g_iSkipTicks * g_iTempo / 1411 );
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g_iSampleOffset= player.GetPlayTick() +
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g_iSampleOffsetGeneral -
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g_iSkipTicks * g_iTempo / 32;
|
|
# else
|
|
player.Play();
|
|
g_iSampleOffset= player.GetPlayTick() +
|
|
g_iSampleOffsetGeneral;
|
|
# endif
|
|
# endif
|
|
//g_ScriptState.Prepare();
|
|
}
|
|
#endif
|
|
|
|
#ifdef STARTMUSIC
|
|
g_dwSamplesPassed= (int)player.GetPlayTick() - g_iSampleOffset;
|
|
#else
|
|
g_dwSamplesPassed= (timeGetTime() - g_dwTimeReplaceStart ) * 441 / 10;
|
|
#endif
|
|
DWORD dwNewSamples= g_dwSamplesPassed - g_dwSamples;
|
|
g_dwSamples= g_dwSamplesPassed;
|
|
|
|
/***********************************************************************************/
|
|
#ifdef STARTMUSIC
|
|
float fL, fR;
|
|
player.GetChannelVU( 3, &fL, &fR );
|
|
g_vuLightBeat.Set( g_dwSamples / 100 + 88, fL + fR );
|
|
player.GetChannelVU( 2, &fL, &fR );
|
|
g_vuOffBeat.Set( g_dwSamples / 100 + 88, fL + fR );
|
|
#endif
|
|
|
|
// Testkamera setzen
|
|
#ifdef CAMERATESTER
|
|
// EditCam();
|
|
EditorHelp::CheckKeys();
|
|
float fCamTime= (float)dwNewSamples / (float)g_iTempo * (float)g_iCamTickFactor;
|
|
InterpolateCamGlobal((int)fCamTime, g_Camera);
|
|
|
|
# ifdef STARTMUSIC
|
|
static DWORD LastMusicSetTick= timeGetTime();
|
|
if( !IsFreeCam() && EditorHelp::m_KeyPressed[ 'M' ] )
|
|
{
|
|
if( timeGetTime() > LastMusicSetTick + 1000 )
|
|
{
|
|
float fNeededSec= (float)GetRealTime() / (float)g_iCamTickFactor * (float)g_iTempo / 44100.0f;
|
|
float fMusicSec= (float)player.GetPlayTickOffset() / 44100.0f;
|
|
float fDiff= abs( fMusicSec - fNeededSec );
|
|
if( fDiff > 0.1f )
|
|
{
|
|
LastMusicSetTick= timeGetTime();
|
|
player.Play( (int)(fNeededSec * 1000.0f ) );
|
|
/*g_iSampleOffset= player.GetPlayTick() +
|
|
g_iSampleOffsetGeneral;*/
|
|
}
|
|
}
|
|
}
|
|
# endif
|
|
|
|
#else
|
|
float fCamTime= (float)g_dwSamples / (float)g_iTempo * (float)g_iCamTickFactor;
|
|
int CurCamTick= (int)fCamTime;
|
|
PlayCam( CurCamTick - LastCamTick, g_Camera);
|
|
LastCamTick= CurCamTick;
|
|
#endif
|
|
|
|
|
|
//float fRes= 1.0f - minimum( 1.0f,( g_vuLightBeat.Get( g_dwSamples / 100 ) ) * 0.475f );
|
|
//d3dMaterial.Power= 1.25f + mypow( fRes, 0.33f ) * 31.0f;
|
|
|
|
/***********************************************************************************/
|
|
//paar Objekte zusammenbauen
|
|
//Bow Test
|
|
{
|
|
float fBowTime= (float)g_Camera.m_iDemoTime / (float)g_iCamTickFactor;
|
|
AddBowFrontToScene( fBowTime );
|
|
}
|
|
//Spline Test
|
|
{
|
|
float fSplineTime= (float)g_Camera.m_iDemoTime / (float)g_iCamTickFactor;
|
|
if( fSplineTime < 96.0f )
|
|
{
|
|
AddFlockObjectsToScene( fSplineTime - 256.0f );
|
|
}
|
|
else if( fSplineTime < 192.0f )
|
|
{
|
|
AddFlockObjectsToScene( 192.0f - fSplineTime );
|
|
}
|
|
else if( fSplineTime < 256.0f )
|
|
{
|
|
AddFlockObjectsToScene( 256.0f - fSplineTime );
|
|
}
|
|
else
|
|
{
|
|
AddFlockObjectsToScene( fSplineTime );
|
|
}
|
|
}
|
|
//Tree Test
|
|
{
|
|
float fTreeTime= (float)g_Camera.m_iDemoTime / (float)g_iCamTickFactor;
|
|
if( fTreeTime < 96.0f )
|
|
{
|
|
AddBlockTreesToScene( fTreeTime );
|
|
}
|
|
else
|
|
{
|
|
AddBlockTreesToScene( -32.0f );
|
|
}
|
|
}
|
|
/***********************************************************************************/
|
|
// Sonne bewegen
|
|
{
|
|
float fPreTime= (float)g_Camera.m_iDemoTime / (float)g_iCamTickFactor;
|
|
float fTime= fPreTime;
|
|
float fBaseHeight= 1.1f;
|
|
if( fTime > 10.0f && fTime < 49.0f )
|
|
{
|
|
fBaseHeight= 0.375f;
|
|
}
|
|
else if( fTime > 128.0f && fTime < 192.0f )
|
|
{
|
|
fBaseHeight= 0.6f;
|
|
}
|
|
if( fPreTime > 240.0f )
|
|
{
|
|
fTime/= 8.0f;
|
|
}
|
|
D3DXMATRIX mSunRotX, mSunRotY, mSunRotZ, mSun;
|
|
D3DXMatrixRotationX( &mSunRotX, fBaseHeight - 0.4f * sin( 0.08f * fTime ));
|
|
D3DXMatrixRotationY( &mSunRotY, 0.3f * fTime );
|
|
D3DXMatrixRotationZ( &mSunRotZ, 0.3f );
|
|
mSun = mSunRotX * mSunRotY * mSunRotZ;
|
|
g_LightDir.x = -mSun._21; g_LightDir.y = -mSun._22; g_LightDir.z = -mSun._23;
|
|
D3DXVec3Normalize(&g_LightDir, &g_LightDir);
|
|
}
|
|
{
|
|
/*int time= timeGetTime();
|
|
g_fGlow= 1.0f + sin( 0.01f * (float)time );
|
|
g_fGlow= 0.25f * g_fGlow * g_fGlow;*/
|
|
g_fGlow= g_vuOffBeat.Get( g_dwSamples / 100 );
|
|
g_fGlow= 0.5f * g_fGlow * g_fGlow;
|
|
g_fGlow= min( g_fGlow, 1.5f );
|
|
g_fGlow= max( g_fGlow, 0.0f );
|
|
}
|
|
|
|
{
|
|
g_fPlasmaGrid= g_vuLightBeat.Get( g_dwSamples / 100 );
|
|
g_fPlasmaGrid= 1.0f - 0.5f * g_fPlasmaGrid;
|
|
g_fPlasmaGrid= max( g_fPlasmaGrid, 1.0f / 8.0f );
|
|
g_fPlasmaGrid= min( g_fPlasmaGrid, 0.5f );
|
|
}
|
|
|
|
{
|
|
float fCloudTime= (float)g_dwSamples / (float)g_iTempo;
|
|
g_fClouds= 0.0f;
|
|
if( fCloudTime > 66.0f )
|
|
{
|
|
g_fClouds= 1.0f;
|
|
}
|
|
else if( fCloudTime > 62.0f )
|
|
{
|
|
g_fClouds= (fCloudTime - 62.0f ) * 0.25f;
|
|
}
|
|
|
|
g_fClouds= 0.1875f + 0.35f * g_fClouds;
|
|
}
|
|
|
|
SetTextPos( (int)(1000.0f * (float)g_Camera.m_iDemoTime / (float)g_iCamTickFactor ) );
|
|
|
|
/***********************************************************************************/
|
|
//begin paint loop
|
|
g_d3d_device->BeginScene();
|
|
|
|
/***********************************************************************************/
|
|
// normaler Renderdurchlauf
|
|
|
|
// Projektion
|
|
D3DXMATRIX& mat= g_matProjection;
|
|
|
|
float zf= 1200.0f;
|
|
float zn= 0.125f;
|
|
float xScale = g_Camera.m_fFOV * g_Camera.m_fFOV;
|
|
float yScale= xScale / (float)c_iScreenSizeY * (float)c_iScreenSizeX;
|
|
|
|
mat._11= xScale; mat._12= 0; mat._13= 0; mat._14= 0;
|
|
mat._21= 0; mat._22= yScale; mat._23= 0; mat._24= 0;
|
|
mat._31= 0; mat._32= 0; mat._33= zf/(zf-zn); mat._34= 1;
|
|
mat._41= 0; mat._42= 0; mat._43= -zn*zf/(zf-zn);mat._44= 0;
|
|
|
|
FillCameraMatrix( g_Camera.m_vec3Pos, g_Camera.m_vec3Rot, &g_matView );
|
|
|
|
// Shadow splits aktualisieren
|
|
g_PSSM.UpdateSplits(g_LightDir, g_matView, g_matProjection);
|
|
|
|
#ifdef ULTRASHOT
|
|
// Ultra-shot
|
|
if(GetAsyncKeyState(VK_CONTROL) && GetAsyncKeyState(VK_SHIFT) && GetAsyncKeyState('U'))
|
|
{
|
|
const int iTilesX = ULTRASHOT_TILES, iTilesY = ULTRASHOT_TILES;
|
|
|
|
D3DXMATRIX matProjectionFull = g_matProjection;
|
|
LPDIRECT3DSURFACE9 pReadBackTarget = NULL;
|
|
|
|
// Allocate read-back buffer
|
|
g_d3d_device->CreateOffscreenPlainSurface(d3dpp.BackBufferWidth, d3dpp.BackBufferHeight,
|
|
d3dpp.BackBufferFormat, D3DPOOL_SYSTEMMEM, &pReadBackTarget, NULL);
|
|
|
|
float xTileScale = xScale * iTilesX;
|
|
float yTileScale = yScale * iTilesY;
|
|
|
|
for(int x = 0; x < iTilesX; x++)
|
|
{
|
|
for(int y = 0; y < iTilesY; y++)
|
|
{
|
|
// Projection matrix
|
|
g_matProjection._11= xTileScale;
|
|
g_matProjection._22= yTileScale;
|
|
g_matProjection._31= (float)((iTilesX - 1) - 2 * x);
|
|
g_matProjection._32= (float)(-(iTilesY - 1) + 2 * y);
|
|
|
|
// Render
|
|
g_d3d_device->SetTransform( D3DTS_PROJECTION, &g_matProjection );
|
|
g_d3d_device->SetTransform( D3DTS_VIEW, &g_matView );
|
|
Shader::SetShaderConstants();
|
|
Renderpipe::RenderPassPostProcessing();
|
|
|
|
// Resolve render target
|
|
g_d3d_device->StretchRect( g_pFullScreenRTS[ RTS_COLOR_MS ], NULL,
|
|
g_pFullScreenRTS[ RTS_COLOR ], NULL, D3DTEXF_NONE );
|
|
|
|
// Read back target data
|
|
g_d3d_device->GetRenderTargetData( g_pFullScreenRTS[ RTS_COLOR ], pReadBackTarget );
|
|
|
|
char acFilename[512];
|
|
|
|
// Save to file
|
|
sprintf( acFilename, "ScreenTile%d_%d_%d.bmp", g_Camera.m_iDemoTime, x, y );
|
|
D3DXSaveSurfaceToFile( acFilename, D3DXIFF_BMP, pReadBackTarget, NULL, NULL );
|
|
}
|
|
}
|
|
|
|
// Release read-back buffer
|
|
pReadBackTarget->Release();
|
|
|
|
// Reset projection matrix
|
|
g_matProjection = matProjectionFull;
|
|
}
|
|
#endif
|
|
|
|
g_d3d_device->SetTransform( D3DTS_PROJECTION, &g_matProjection );
|
|
g_d3d_device->SetTransform( D3DTS_VIEW, &g_matView );
|
|
|
|
Shader::SetShaderConstants();
|
|
|
|
#ifndef DISABLEPOSTPROCESSING
|
|
Renderpipe::RenderPassPostProcessing();
|
|
#else
|
|
Renderpipe::SimpleRenderPass();
|
|
#endif
|
|
/***********************************************************************************/
|
|
// Renderdurchlauf abschliessen
|
|
|
|
//Shader aus
|
|
Shader::Deactivate();
|
|
|
|
// Kinobalken
|
|
RenderBars();
|
|
|
|
#ifdef CAMERATESTER
|
|
DrawCameraDebugOutput();
|
|
#endif
|
|
|
|
g_d3d_device->EndScene();
|
|
g_d3d_device->Present( NULL, NULL, NULL, NULL );
|
|
/***********************************************************************************/
|
|
#ifdef _DEBUG
|
|
Sleep( 5 );
|
|
#endif
|
|
|
|
/***********************************************************************************/
|
|
#ifdef EXTRACODE
|
|
// Allow the window to get focus when clicking in it or at the taskbar icon.
|
|
MSG msg;
|
|
if (PeekMessage(&msg, d3dpp.hDeviceWindow, 0, 0, PM_REMOVE))
|
|
{
|
|
TranslateMessage(&msg);
|
|
DispatchMessage(&msg);
|
|
}
|
|
#endif
|
|
#ifdef DISABLEAUTOQUIT
|
|
bool bEsc= GetAsyncKeyState( VK_ESCAPE ) != 0;
|
|
bool bCtrl= GetAsyncKeyState( VK_CONTROL ) != 0 || GetAsyncKeyState( VK_SHIFT) != 0;
|
|
if( bEsc && bCtrl )
|
|
{
|
|
break;
|
|
}
|
|
} while ( true );
|
|
#else
|
|
if( g_dwSamples > 246 * g_iTempo )
|
|
{
|
|
break;
|
|
}
|
|
} while ( !GetAsyncKeyState( VK_ESCAPE ) );
|
|
#endif
|
|
|
|
/***********************************************************************************/
|
|
//Shutdown
|
|
ExitProcess( 0 );
|
|
}
|
|
|
|
#ifdef EXTRACODE
|
|
|
|
int WINAPI
|
|
WinMain (HINSTANCE hInstance,
|
|
HINSTANCE hPrevInstance,
|
|
LPSTR lpCmdLine,
|
|
int iCmdShow)
|
|
{
|
|
WinEntry();
|
|
return 0;
|
|
}
|
|
|
|
#endif
|
|
|
|
/* Declare Windows procedure */
|
|
LRESULT CALLBACK WindowProcedure (HWND, UINT, WPARAM, LPARAM);
|
|
|
|
|