📄 ch17p2_warpdissolvetransition.cpp
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#include "Ch17p2_WarpDissolveTransition.h"
CWarpDissolveTransition::CWarpDissolveTransition(LPDIRECT3DDEVICE8 pDev, LPDIRECT3DTEXTURE8 pOrigTexture,
LPDIRECT3DTEXTURE8 pNewImage, int iVertexGridDensityX,
int iVertexGridDensityY)
{
m_pNewImage = pNewImage;
m_pd3dDevice = pDev;
m_fFadeTime = 0;
m_pOrigImage = pOrigTexture;
m_iVertexGridDensityX = iVertexGridDensityX;
m_iVertexGridDensityY = iVertexGridDensityY;
// create vertex buffer for one quad
if (FAILED(CreateQuad(&m_pVB, D3DPOOL_MANAGED, 2, 0, pDev))) {
throw("Error creating vertex buffer!");
}
// create vertex grid for warping source image
CreateVertexGrid(&m_pVBWarp, &m_pIBWarp, D3DPOOL_MANAGED, 2.0f, 0,
iVertexGridDensityX, iVertexGridDensityY, m_pd3dDevice);
}
CWarpDissolveTransition::~CWarpDissolveTransition()
{
SAFE_RELEASE(m_pVBWarp);
SAFE_RELEASE(m_pIBWarp);
SAFE_RELEASE(m_pVB);
}
void CWarpDissolveTransition::DoTransition(float fTransTime)
{
m_fFadeTime += fTransTime;
}
void CWarpDissolveTransition::FadeQuadVerts()
{
HRESULT hr;
VERTEX_XYZ_DIFFUSE_TEX1* pVertices;
D3DXCOLOR FadeToColor(0.0f, 0.0f, 0.0f, 1.0f);
// calculate the new color value
if( FAILED( hr = m_pVBWarp->Lock( 0, m_iVertexGridDensityX*m_iVertexGridDensityY*sizeof(VERTEX_XYZ_DIFFUSE_TEX1), (BYTE**)&pVertices, 0 ) ) )
return;
float fDeltaX = 0.2f / (float)m_iVertexGridDensityX;
float fDeltaY = 0.2f / (float)m_iVertexGridDensityY;
for (int q=0; q < m_iVertexGridDensityX*m_iVertexGridDensityY; q++) {
float fJiggle = RandomNumber(-1.0f / m_fDuration, 1.0f / m_fDuration);
D3DXCOLOR NewFadeToColor;
NewFadeToColor.a = FadeToColor.a * (1.0-((m_fFadeTime+fJiggle) / m_fDuration));
if (FadeToColor.a > 1.0f) NewFadeToColor.a = 1.0f;
if (FadeToColor.a < 0.0f) NewFadeToColor.a = 0.0f;
pVertices->color = (DWORD)NewFadeToColor;
pVertices->tu += RandomNumber(-fDeltaX, fDeltaX);
pVertices->tv += RandomNumber(-fDeltaY, fDeltaY);
pVertices++;
}
if( FAILED( hr = m_pVBWarp->Unlock() ) ) return;
}
void CWarpDissolveTransition::DoRender(D3DXMATRIX mFinalScale)
{
m_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
// set up our texture stages
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
// no bilinear filtering!
/*m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_POINT);
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_POINT);
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MIPFILTER, D3DTEXF_POINT);
*/
if (m_fFadeTime > 0.0f) {
// set up texture stage states
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE );
m_pd3dDevice->SetTexture( 0, m_pNewImage);
m_pd3dDevice->SetStreamSource(0, m_pVB, sizeof(VERTEX_XYZ_DIFFUSE_TEX1));
m_pd3dDevice->SetVertexShader(D3DFVF_XYZ_DIFFUSE_TEX1);
m_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2);
}
// set our texture active...
m_pd3dDevice->SetTexture( 0, m_pOrigImage );
// index mode
m_pd3dDevice->SetIndices(m_pIBWarp, 0);
// put the correct colors into the quad's verts
FadeQuadVerts();
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
// draw our mesh
m_pd3dDevice->SetStreamSource( 0, m_pVBWarp, sizeof(VERTEX_XYZ_DIFFUSE_TEX1) );
m_pd3dDevice->SetVertexShader( D3DFVF_XYZ_DIFFUSE_TEX1 );
m_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0,
m_iVertexGridDensityX*m_iVertexGridDensityY, 0, m_iVertexGridDensityX*m_iVertexGridDensityY*2);
}
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