forked from metin-server/m2dev-client-src
particle batching almost good
This commit is contained in:
@@ -95,7 +95,7 @@ void CEffectInstance::OnUpdate()
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void CEffectInstance::OnRender()
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{
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STATEMANAGER.SetFVF(D3DFVF_XYZ | D3DFVF_TEX1);
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STATEMANAGER.SetFVF(D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1);
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STATEMANAGER.SaveSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_NONE);
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STATEMANAGER.SaveSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_NONE);
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@@ -106,19 +106,30 @@ void CEffectInstance::OnRender()
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STATEMANAGER.SaveRenderState(D3DRS_ALPHATESTENABLE, FALSE);
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STATEMANAGER.SaveRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
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STATEMANAGER.SaveRenderState(D3DRS_ZWRITEENABLE, FALSE);
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/////
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STATEMANAGER.SaveRenderState(D3DRS_LIGHTING, FALSE);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_TEXTURE);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
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std::for_each(m_ParticleInstanceVector.begin(),m_ParticleInstanceVector.end(),std::mem_fn(&CEffectElementBaseInstance::Render));
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STATEMANAGER.SetFVF(D3DFVF_XYZ | D3DFVF_TEX1);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_TEXTURE);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
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std::for_each(m_MeshInstanceVector.begin(),m_MeshInstanceVector.end(),std::mem_fn(&CEffectElementBaseInstance::Render));
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/////
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STATEMANAGER.RestoreSamplerState(0, D3DSAMP_MINFILTER);
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STATEMANAGER.RestoreSamplerState(0, D3DSAMP_MAGFILTER);
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@@ -128,6 +139,7 @@ void CEffectInstance::OnRender()
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STATEMANAGER.RestoreRenderState(D3DRS_ALPHATESTENABLE);
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STATEMANAGER.RestoreRenderState(D3DRS_CULLMODE);
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STATEMANAGER.RestoreRenderState(D3DRS_ZWRITEENABLE);
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STATEMANAGER.RestoreRenderState(D3DRS_LIGHTING);
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++ms_iRenderingEffectCount;
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}
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@@ -271,6 +283,16 @@ void CEffectInstance::Clear()
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__Initialize();
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}
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void CEffectInstance::BatchParticles()
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{
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std::for_each(m_ParticleInstanceVector.begin(), m_ParticleInstanceVector.end(), std::mem_fn(&CParticleSystemInstance::BatchParticles));
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}
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void CEffectInstance::RenderMeshes()
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{
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std::for_each(m_MeshInstanceVector.begin(), m_MeshInstanceVector.end(), std::mem_fn(&CEffectElementBaseInstance::Render));
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}
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void CEffectInstance::__Initialize()
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{
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m_isAlive = FALSE;
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