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#include "stdafx.h" |
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#include "CJobTimer.h" |
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#include "CShadowVolume.h" |
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#include "CScene.h" |
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#include "CEnvPlugin.h" |
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|
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// 内部定数 |
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const int TRI_DUMP_MAX_MAX = 21845; // 三角形ダンプ最大値の最大値 |
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const float SHADOW_INF_DIST = 1.0e10f; // シャドウボリューム無限遠点 |
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|
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// 外部グローバル |
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extern bool g_HidefCaptureFlag; |
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extern int g_HidefBufferSize; |
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|
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/* |
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* コンストラクタ |
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*/ |
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CTriDumpS::CTriDumpS( |
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int trinum // 四角形数 |
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){ |
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m_TriNum = trinum; |
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if(m_TriNum>TRI_DUMP_MAX_MAX) m_TriNum = TRI_DUMP_MAX_MAX; |
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m_Count = 0; |
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m_Buffer = new VTX_S[m_TriNum*3]; |
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m_Next = NULL; |
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} |
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|
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/* |
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* コンストラクタ |
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*/ |
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CTriDumpS::CTriDumpS( |
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CTriDumpS *src // 引き継ぎ元 |
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){ |
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m_TriNum = src->m_TriNum; |
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m_Count = src->m_Count; |
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m_Buffer = src->m_Buffer; |
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m_Next = src->m_Next; |
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} |
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|
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/* |
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* デストラクタ |
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*/ |
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CTriDumpS::~CTriDumpS(){ |
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DELETE_A(m_Buffer); |
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DELETE_V(m_Next); |
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} |
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|
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/* |
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* バッファ追加 |
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*/ |
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void CTriDumpS::Feed(){ |
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m_Next = new CTriDumpS(this); |
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m_Count = 0; |
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m_Buffer = new VTX_S[m_TriNum*3]; |
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} |
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|
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/* |
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* プリミティブ追加 |
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*/ |
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void CTriDumpS::Add( |
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VEC3 p1, VEC3 p2, VEC3 p3 // 頂点 |
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){ |
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if(m_Count==m_TriNum) Feed(); |
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VTX_S *buf = &m_Buffer[m_Count*3]; |
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*buf = p1; buf++; |
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*buf = p2; buf++; |
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*buf = p3; buf++; |
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m_Count++; |
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} |
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|
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/* |
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* 即描画 |
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*/ |
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void CTriDumpS::Preview( |
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VEC3 p1, VEC3 p2, VEC3 p3 // 頂点 |
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){ |
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VTX_S prev[3], *buf = prev; |
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*buf = p1; buf++; |
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*buf = p2; buf++; |
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*buf = p3; buf++; |
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sv3.pDev->SetVertexShader(FVF_S); |
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sv3.pDev->DrawPrimitiveUP(D3DPT_TRIANGLELIST, 1, prev, sizeof(VTX_S)); |
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} |
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|
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/* |
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* バーテックス準備 |
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*/ |
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void CTriDumpS::PrepareVertex(){ |
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m_Vertex.Create(m_Buffer, FVF_S, m_Count*3*sizeof(VTX_S)); |
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if(m_Next) m_Next->PrepareVertex(); |
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} |
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|
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/* |
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* レンダリング |
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*/ |
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void CTriDumpS::Render( |
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bool drawup // DrawPrimitiveUp を使用 |
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){ |
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devSetTexture(0, NULL); |
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if(drawup){ |
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sv3.pDev->SetVertexShader(FVF_S); |
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sv3.pDev->DrawPrimitiveUP(D3DPT_TRIANGLELIST, m_Count, m_Buffer, sizeof(VTX_S)); |
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}else{ |
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m_Vertex.RenderTL(); |
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} |
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if(m_Next) m_Next->Render(drawup); |
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} |
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|
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//////////////////////////////////////////////////////////////////////////////// |
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//////////////////////////////////////////////////////////////////////////////// |
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|
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/* |
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* コンストラクタ |
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*/ |
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CShadowVolume::CShadowVolume(){ |
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m_FaceVolume = NULL; |
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} |
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|
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/* |
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* デストラクタ |
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*/ |
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CShadowVolume::~CShadowVolume(){ |
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DELETE_V(m_FaceVolume); |
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} |
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|
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/* |
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* リセット |
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*/ |
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void CShadowVolume::Reset(){ |
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DELETE_V(m_FaceVolume); |
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m_FaceVolume = new CTriDumpS(TRI_DUMP_MAX); |
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} |
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|
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/* |
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* メッシュから生成 |
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*/ |
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void CShadowVolume::BuildFromMesh( |
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CObject *obj, // オブジェクト |
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VEC3 vLight // ライト方向 |
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){ |
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TIMER_RAII("CShadowVolume::BuildFromMesh()"); |
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|
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CMesh *udxMesh = obj->GetMesh(); |
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if(!udxMesh) return; |
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udxMesh->MaskMatFlag(1); |
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LPD3DXMESH pMesh = udxMesh->GetObject(); |
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|
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VEC3 vLocal = V3WorldToLocal(&vLight, obj); |
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MTX4 mtxWorld = obj->GetWMatrix(); |
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|
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UINT fvfSize = D3DXGetFVFVertexSize(pMesh->GetFVF()); |
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|
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BYTE* pVertices = NULL; |
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WORD* pIndices = NULL; |
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DWORD* pAttributes = NULL; |
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|
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// バッファをロック |
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if(FAILED(pMesh->LockVertexBuffer(D3DLOCK_READONLY, (BYTE **)&pVertices))){ |
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return; |
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} |
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if(FAILED(pMesh->LockIndexBuffer(D3DLOCK_READONLY, (BYTE **)&pIndices))){ |
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pMesh->UnlockVertexBuffer(); |
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return; |
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} |
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if(FAILED(pMesh->LockAttributeBuffer(D3DLOCK_READONLY, &pAttributes))){ |
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pMesh->UnlockVertexBuffer(); |
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pMesh->UnlockIndexBuffer(); |
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return; |
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} |
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DWORD dwNumVertices = pMesh->GetNumVertices(); |
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DWORD dwNumFaces = pMesh->GetNumFaces(); |
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|
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DWORD i, j; |
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m_TempIndex.clear(); |
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for(i = 0; i<dwNumFaces; i++){ |
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if(udxMesh->GetMatFlag(pAttributes[i])) continue; |
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WORD wFace0 = pIndices[3*i+0]; |
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WORD wFace1 = pIndices[3*i+1]; |
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WORD wFace2 = pIndices[3*i+2]; |
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VEC3 v0 = *(VEC3 *)(pVertices+fvfSize*wFace0); |
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VEC3 v1 = *(VEC3 *)(pVertices+fvfSize*wFace1); |
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VEC3 v2 = *(VEC3 *)(pVertices+fvfSize*wFace2); |
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|
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VEC3 vNormal; |
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V3Cross(&vNormal, &(v2-v1), &(v1-v0)); |
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if(V3Dot(&vNormal, &vLocal)>=0.0f){ |
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m_TempIndex.push_back(CEdgeIndex(wFace0, wFace1)); |
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m_TempIndex.push_back(CEdgeIndex(wFace1, wFace2)); |
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m_TempIndex.push_back(CEdgeIndex(wFace2, wFace0)); |
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} |
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} |
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|
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sort(m_TempIndex.begin(), m_TempIndex.end()); |
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|
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DWORD dwNumEdges = m_TempIndex.size(); |
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for(i = 0; i<dwNumEdges; i++){ |
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CEdgeIndex edge = m_TempIndex[i]; |
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int cnt = 1; |
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for(; i<dwNumEdges-1; i++){ |
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int cmp = edge.Compare(m_TempIndex[i+1]); |
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if(!cmp) break; |
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cnt += cmp; |
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} |
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if(!cnt) continue; |
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VEC3 v1, tv1 = *(VEC3 *)(pVertices+fvfSize*edge.m_Index1); |
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VEC3 v2, tv2 = *(VEC3 *)(pVertices+fvfSize*edge.m_Index2); |
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if(cnt<0){ |
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cnt = -cnt; |
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D3DXVec3TransformCoord(&v2, &tv1, &mtxWorld); |
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D3DXVec3TransformCoord(&v1, &tv2, &mtxWorld); |
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}else{ |
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D3DXVec3TransformCoord(&v1, &tv1, &mtxWorld); |
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D3DXVec3TransformCoord(&v2, &tv2, &mtxWorld); |
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} |
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for(j = 0; j<cnt; j++) m_FaceVolume->Add(v1, v2, vLight*SHADOW_INF_DIST); |
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} |
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|
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// バッファのロックを解除 |
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pMesh->UnlockVertexBuffer(); |
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pMesh->UnlockIndexBuffer(); |
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pMesh->UnlockAttributeBuffer(); |
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} |
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|
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/* |
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* 境界辺を追加 |
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*/ |
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void CShadowVolume::AddFaceEdge( |
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VEC3 &v1, VEC3 &v2, // 頂点 |
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VEC3 &vLight // 光源方向 |
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){ |
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m_FaceVolume->Add(v1, v2, vLight*SHADOW_INF_DIST); |
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} |
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|
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/* |
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* レンダリング |
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*/ |
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void CShadowVolume::Render(){ |
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// いろいろ設定 |
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devSetState( D3DRS_ZENABLE, TRUE ); |
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devSetState( D3DRS_ZWRITEENABLE, FALSE ); |
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devSetState( D3DRS_STENCILENABLE, TRUE ); |
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devSetState( D3DRS_SHADEMODE, D3DSHADE_FLAT ); |
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|
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// ステンシルテストは常にパス |
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devSetState( D3DRS_STENCILFUNC, D3DCMP_ALWAYS ); |
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devSetState( D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP ); |
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devSetState( D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP ); |
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|
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// Z テストがパスするところだけインクリメント |
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devSetState( D3DRS_STENCILREF, 0x1 ); |
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devSetState( D3DRS_STENCILMASK, 0xffffffff ); |
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devSetState( D3DRS_STENCILWRITEMASK, 0xffffffff ); |
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devSetState( D3DRS_STENCILPASS, D3DSTENCILOP_INCR ); |
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|
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// フレームバッファには描かない(ステンシルのみ描く) |
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devSetState( D3DRS_ALPHABLENDENABLE, TRUE ); |
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devSetState( D3DRS_SRCBLEND, D3DBLEND_ZERO ); |
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devSetState( D3DRS_DESTBLEND, D3DBLEND_ONE ); |
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|
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// シャドウボリュームの手前面を描画 |
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devTransform( &sv3.mtxFront ); |
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m_FaceVolume->Render( true ); |
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|
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// Z テストがパスするところだけデクリメント |
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devSetState( D3DRS_STENCILPASS, D3DSTENCILOP_DECR ); |
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|
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// カリングを逆にして奥面を描画 |
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devSetState( D3DRS_CULLMODE, D3DCULL_CW ); |
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devTransform( &sv3.mtxFront ); |
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m_FaceVolume->Render( true ); |
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|
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// 設定を戻す |
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devSetState( D3DRS_SHADEMODE, D3DSHADE_GOURAUD ); |
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devSetState( D3DRS_CULLMODE, D3DCULL_CCW ); |
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devSetState( D3DRS_ZWRITEENABLE, TRUE ); |
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devSetState( D3DRS_STENCILENABLE, FALSE ); |
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devSetState( D3DRS_ALPHABLENDENABLE, FALSE ); |
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} |
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|
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/* |
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* 描画 |
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*/ |
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void CShadowVolume::Draw( |
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D3DCOLOR color // shadow color |
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){ |
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// いろいろ設定 |
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devSetState( D3DRS_ZENABLE, FALSE ); |
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devSetState( D3DRS_STENCILENABLE, TRUE ); |
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devSetState( D3DRS_FOGENABLE, FALSE ); |
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devSetState( D3DRS_ALPHABLENDENABLE, TRUE ); |
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devSetState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA ); |
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devSetState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA ); |
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|
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devSetTexState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); |
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devSetTexState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); |
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devSetTexState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE ); |
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devSetTexState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE ); |
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devSetTexState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE ); |
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devSetTexState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE ); |
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|
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// ステンシルバッファの値が 1 以上のところは影 |
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devSetState( D3DRS_STENCILREF, 0x1 ); |
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devSetState( D3DRS_STENCILFUNC, D3DCMP_LESSEQUAL ); |
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devSetState( D3DRS_STENCILPASS, D3DSTENCILOP_KEEP ); |
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|
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// 影部分を暗くする |
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if(g_HidefCaptureFlag) Fill2DRect(0, 0, g_HidefBufferSize, g_HidefBufferSize, color); |
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else Fill2DRect(0, 0, g_DispWidth, g_DispHeight, color); |
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|
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// 設定を戻す |
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devSetState( D3DRS_ZENABLE, TRUE ); |
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devSetState( D3DRS_STENCILENABLE, FALSE ); |
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//devSetState( D3DRS_FOGENABLE, TRUE ); |
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devSetState( D3DRS_ALPHABLENDENABLE, FALSE ); |
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} |