Files
FC1/RenderDll/XRenderD3D9/D3D_OutSpace.cpp
romkazvo 34d6c5d489 123
2023-08-07 19:29:24 +08:00

49 lines
1.2 KiB
C++

#include "RenderPCH.h"
#include "DriverD3D9.h"
#include "I3dengine.h"
void CD3D9Renderer::PrepareOutSpaceTextures(CREOutSpace * pRE)
{
int arrnResult[2];
ScanOutSpaceCube(pRE->m_TexID, iSystem->GetViewCamera().GetPos(), arrnResult);
}
void CD3D9Renderer::DrawOutSpaceSide( const float *angle, const Vec3d & Pos, int tex_size, int offsetX, int offsetY)
{
if (!iSystem)
return;
CRenderer * renderer = gRenDev;
CCamera tmp_camera = renderer->GetCamera();
CCamera prevCamera = tmp_camera;
tmp_camera.Init(tex_size,tex_size);
tmp_camera.SetPos(Pos);
tmp_camera.SetAngle(Vec3d(angle[0], angle[1], angle[2]));
tmp_camera.Update();
iSystem->SetViewCamera(tmp_camera);
gRenDev->SetCamera(tmp_camera);
gRenDev->SetViewport(tex_size*offsetX, tex_size*offsetY, tex_size, tex_size);
I3DEngine *eng = (I3DEngine *)iSystem->GetIProcess();
eng->SetCamera(tmp_camera,false );
eng->DrawLowDetail(0);
iSystem->SetViewCamera(prevCamera);
gRenDev->SetCamera(prevCamera);
}
void CD3D9Renderer::ScanOutSpaceCube(uint & nTexID, const Vec3d & vPos, int * pResult)
{
}
bool CREOutSpace::mfDraw(SShader *ef, SShaderPass *sfm)
{
return true;
}