forked from metin-server/m2dev-client-src
ported to DX9
This commit is contained in:
@@ -1,37 +1,34 @@
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#include "StdAfx.h"
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#include "StateManager.h"
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#include "GrpLightManager.h"
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//#define StateManager_Assert(a) if (!(a)) puts("assert"#a)
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#define StateManager_Assert(a) assert(a)
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struct SLightData
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{
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enum
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{
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LIGHT_NUM = 8,
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};
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D3DLIGHT8 m_akD3DLight[LIGHT_NUM];
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D3DLIGHT9 m_akD3DLight[8];
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} m_kLightData;
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void CStateManager::SetLight(DWORD index, CONST D3DLIGHT8* pLight)
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void CStateManager::SetLight(DWORD index, CONST D3DLIGHT9* pLight)
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{
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assert(index<SLightData::LIGHT_NUM);
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m_kLightData.m_akD3DLight[index]=*pLight;
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assert(index < 8);
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m_kLightData.m_akD3DLight[index] = *pLight;
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m_lpD3DDev->SetLight(index, pLight);
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}
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void CStateManager::GetLight(DWORD index, D3DLIGHT8* pLight)
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void CStateManager::GetLight(DWORD index, D3DLIGHT9* pLight)
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{
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assert(index<8);
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*pLight=m_kLightData.m_akD3DLight[index];
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assert(index < 8);
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*pLight = m_kLightData.m_akD3DLight[index];
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}
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bool CStateManager::BeginScene()
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{
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m_bScene=true;
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m_bScene = true;
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D3DXMATRIX m4Proj;
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D3DXMATRIX m4View;
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@@ -51,15 +48,24 @@ bool CStateManager::BeginScene()
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void CStateManager::EndScene()
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{
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m_lpD3DDev->EndScene();
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m_bScene=false;
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m_bScene = false;
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}
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CStateManager::CStateManager(LPDIRECT3DDEVICE8 lpDevice) : m_lpD3DDev(NULL)
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CStateManager::CStateManager(LPDIRECT3DDEVICE9 lpDevice) : m_lpD3DDev(NULL)
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{
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m_bScene = false;
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m_dwBestMinFilter = D3DTEXF_LINEAR;
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m_dwBestMagFilter = D3DTEXF_LINEAR;
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m_dwBestMinFilter = D3DTEXF_ANISOTROPIC;
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m_dwBestMagFilter = D3DTEXF_ANISOTROPIC;
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for (int i = 0; i < STATEMANAGER_MAX_RENDERSTATES; i++)
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lpDevice->GetRenderState((D3DRENDERSTATETYPE)i, &gs_DefaultRenderStates[i]);
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SetDevice(lpDevice);
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#ifdef _DEBUG
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m_iDrawCallCount = 0;
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m_iLastDrawCallCount = 0;
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#endif
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}
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CStateManager::~CStateManager()
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@@ -71,7 +77,7 @@ CStateManager::~CStateManager()
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}
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}
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void CStateManager::SetDevice(LPDIRECT3DDEVICE8 lpDevice)
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void CStateManager::SetDevice(LPDIRECT3DDEVICE9 lpDevice)
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{
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StateManager_Assert(lpDevice);
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lpDevice->AddRef();
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@@ -84,33 +90,14 @@ void CStateManager::SetDevice(LPDIRECT3DDEVICE8 lpDevice)
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m_lpD3DDev = lpDevice;
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D3DCAPS8 d3dCaps;
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m_lpD3DDev->GetDeviceCaps(&d3dCaps);
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if (d3dCaps.TextureFilterCaps & D3DPTFILTERCAPS_MAGFANISOTROPIC)
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m_dwBestMagFilter = D3DTEXF_ANISOTROPIC;
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else
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m_dwBestMagFilter = D3DTEXF_LINEAR;
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if (d3dCaps.TextureFilterCaps & D3DPTFILTERCAPS_MINFANISOTROPIC)
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m_dwBestMinFilter = D3DTEXF_ANISOTROPIC;
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else
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m_dwBestMinFilter = D3DTEXF_LINEAR;
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DWORD dwMax = d3dCaps.MaxAnisotropy;
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dwMax = dwMax < 4 ? dwMax : 4;
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for (int i = 0; i < 8; ++i)
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m_lpD3DDev->SetTextureStageState(i, D3DTSS_MAXANISOTROPY, dwMax);
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SetDefaultState();
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}
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void CStateManager::SetBestFiltering(DWORD dwStage)
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{
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SetTextureStageState(dwStage, D3DTSS_MINFILTER, m_dwBestMinFilter);
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SetTextureStageState(dwStage, D3DTSS_MAGFILTER, m_dwBestMagFilter);
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SetTextureStageState(dwStage, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
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SetSamplerState(dwStage, D3DSAMP_MINFILTER, m_dwBestMinFilter);
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SetSamplerState(dwStage, D3DSAMP_MAGFILTER, m_dwBestMagFilter);
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SetSamplerState(dwStage, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
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}
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void CStateManager::Restore()
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@@ -120,15 +107,24 @@ void CStateManager::Restore()
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m_bForce = true;
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for (i = 0; i < STATEMANAGER_MAX_RENDERSTATES; ++i)
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{
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SetRenderState(D3DRENDERSTATETYPE(i), m_CurrentState.m_RenderStates[i]);
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}
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for (i = 0; i < STATEMANAGER_MAX_STAGES; ++i)
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{
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for (j = 0; j < STATEMANAGER_MAX_TEXTURESTATES; ++j)
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{
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SetTextureStageState(i, D3DTEXTURESTAGESTATETYPE(j), m_CurrentState.m_TextureStates[i][j]);
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SetTextureStageState(i, D3DTEXTURESTAGESTATETYPE(j), m_CurrentState.m_SamplerStates[i][j]);
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}
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}
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for (i = 0; i < STATEMANAGER_MAX_STAGES; ++i)
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{
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SetTexture(i, m_CurrentState.m_Textures[i]);
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}
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m_bForce = false;
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}
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@@ -141,15 +137,19 @@ void CStateManager::SetDefaultState()
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m_bScene = false;
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m_bForce = true;
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D3DXMATRIX Identity;
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D3DXMatrixIdentity(&Identity);
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m_CurrentState_Copy = m_CurrentState;
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m_CopyState_Copy = m_CopyState;
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m_ChipState_Copy = m_ChipState;
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SetTransform(D3DTS_WORLD, &Identity);
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SetTransform(D3DTS_VIEW, &Identity);
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SetTransform(D3DTS_PROJECTION, &Identity);
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D3DXMATRIX matIdentity;
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D3DXMatrixIdentity(&matIdentity);
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D3DMATERIAL8 DefaultMat;
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ZeroMemory(&DefaultMat, sizeof(D3DMATERIAL8));
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SetTransform(D3DTS_WORLD, &matIdentity);
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SetTransform(D3DTS_VIEW, &matIdentity);
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SetTransform(D3DTS_PROJECTION, &matIdentity);
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D3DMATERIAL9 DefaultMat;
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ZeroMemory(&DefaultMat, sizeof(D3DMATERIAL9));
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DefaultMat.Diffuse.r = 1.0f;
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DefaultMat.Diffuse.g = 1.0f;
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@@ -176,25 +176,26 @@ void CStateManager::SetDefaultState()
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SetRenderState(D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL);
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SetRenderState(D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL);
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SetRenderState(D3DRS_LINEPATTERN, 0xFFFFFFFF);
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SetRenderState(D3DRS_LASTPIXEL, FALSE);
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//SetRenderState(D3DRS_LINEPATTERN, 0xFFFFFFFF);
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SetRenderState(D3DRS_LASTPIXEL, TRUE);
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SetRenderState(D3DRS_ALPHAREF, 1);
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SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);
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SetRenderState(D3DRS_ZVISIBLE, FALSE);
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//SetRenderState(D3DRS_ZVISIBLE, FALSE);
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SetRenderState(D3DRS_FOGSTART, 0);
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SetRenderState(D3DRS_FOGEND, 0);
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SetRenderState(D3DRS_FOGDENSITY, 0);
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SetRenderState(D3DRS_EDGEANTIALIAS, FALSE);
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SetRenderState(D3DRS_ZBIAS, 0);
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//SetRenderState(D3DRS_EDGEANTIALIAS, TRUE);
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//SetRenderState(D3DRS_ZBIAS, 0);
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SetRenderState(D3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
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SetRenderState(D3DRS_AMBIENT, 0x00000000);
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SetRenderState(D3DRS_LOCALVIEWER, FALSE);
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SetRenderState(D3DRS_LOCALVIEWER, TRUE);
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SetRenderState(D3DRS_NORMALIZENORMALS, FALSE);
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SetRenderState(D3DRS_VERTEXBLEND, D3DVBF_DISABLE);
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SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
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SetRenderState(D3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
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SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, FALSE);
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SaveVertexProcessing(FALSE);
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SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
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SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
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SetRenderState(D3DRS_PATCHEDGESTYLE, D3DPATCHEDGE_CONTINUOUS);
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SetRenderState(D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
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SetRenderState(D3DRS_COLORWRITEENABLE, 0xFFFFFFFF);
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SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
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@@ -206,7 +207,7 @@ void CStateManager::SetDefaultState()
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SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
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SetRenderState(D3DRS_FOGENABLE, FALSE);
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SetRenderState(D3DRS_FOGCOLOR, 0xFF000000);
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SetRenderState(D3DRS_FOGTABLEMODE, D3DFOG_NONE);
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SetRenderState(D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);
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SetRenderState(D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
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SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
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SetRenderState(D3DRS_ZENABLE, TRUE);
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@@ -293,54 +294,54 @@ void CStateManager::SetDefaultState()
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SetTextureStageState(6, D3DTSS_TEXCOORDINDEX, 6);
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SetTextureStageState(7, D3DTSS_TEXCOORDINDEX, 7);
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SetTextureStageState(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(0, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
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SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(1, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(1, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
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SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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SetSamplerState(1, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(2, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(2, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(2, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
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SetSamplerState(2, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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SetSamplerState(2, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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SetSamplerState(2, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(3, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(3, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(3, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
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SetSamplerState(3, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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SetSamplerState(3, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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SetSamplerState(3, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(4, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(4, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(4, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
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SetSamplerState(4, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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SetSamplerState(4, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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SetSamplerState(4, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(5, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(5, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(5, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
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SetSamplerState(5, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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SetSamplerState(5, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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SetSamplerState(5, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(6, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(6, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(6, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
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SetSamplerState(6, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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SetSamplerState(6, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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SetSamplerState(6, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(7, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(7, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(7, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
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SetSamplerState(7, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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SetSamplerState(7, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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SetSamplerState(7, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(0, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
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SetTextureStageState(0, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
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SetTextureStageState(1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
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SetTextureStageState(1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
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SetTextureStageState(2, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
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SetTextureStageState(2, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
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SetTextureStageState(3, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
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SetTextureStageState(3, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
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SetTextureStageState(4, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
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SetTextureStageState(4, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
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SetTextureStageState(5, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
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SetTextureStageState(5, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
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SetTextureStageState(6, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
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SetTextureStageState(6, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
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SetTextureStageState(7, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
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SetTextureStageState(7, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
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SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
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SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
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SetSamplerState(1, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
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SetSamplerState(1, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
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SetSamplerState(2, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
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SetSamplerState(2, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
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SetSamplerState(3, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
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SetSamplerState(3, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
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SetSamplerState(4, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
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SetSamplerState(4, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
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SetSamplerState(5, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
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SetSamplerState(5, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
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SetSamplerState(6, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
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SetSamplerState(6, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
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SetSamplerState(7, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
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SetSamplerState(7, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
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SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, 0);
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SetTextureStageState(1, D3DTSS_TEXTURETRANSFORMFLAGS, 0);
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@@ -361,7 +362,7 @@ void CStateManager::SetDefaultState()
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SetTexture(7, NULL);
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SetPixelShader(0);
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SetVertexShader(D3DFVF_XYZ);
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SetFVF(D3DFVF_XYZ);
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D3DXVECTOR4 av4Null[STATEMANAGER_MAX_VCONSTANTS];
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memset(av4Null, 0, sizeof(av4Null));
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@@ -373,14 +374,23 @@ void CStateManager::SetDefaultState()
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||||
#ifdef _DEBUG
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||||
int i, j;
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||||
for (i = 0; i < STATEMANAGER_MAX_RENDERSTATES; i++)
|
||||
{
|
||||
m_bRenderStateSavingFlag[i] = FALSE;
|
||||
}
|
||||
|
||||
for (j = 0; j < STATEMANAGER_MAX_TRANSFORMSTATES; j++)
|
||||
{
|
||||
m_bTransformSavingFlag[j] = FALSE;
|
||||
}
|
||||
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||||
for (j = 0; j < STATEMANAGER_MAX_STAGES; ++j)
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||||
{
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||||
for (i = 0; i < STATEMANAGER_MAX_TEXTURESTATES; ++i)
|
||||
{
|
||||
m_bTextureStageStateSavingFlag[j][i] = FALSE;
|
||||
m_bSamplerStateSavingFlag[j][i] = FALSE;
|
||||
}
|
||||
}
|
||||
#endif _DEBUG
|
||||
}
|
||||
|
||||
@@ -390,7 +400,7 @@ void CStateManager::SaveMaterial()
|
||||
m_CopyState.m_D3DMaterial = m_CurrentState.m_D3DMaterial;
|
||||
}
|
||||
|
||||
void CStateManager::SaveMaterial(const D3DMATERIAL8 * pMaterial)
|
||||
void CStateManager::SaveMaterial(const D3DMATERIAL9* pMaterial)
|
||||
{
|
||||
// Check that we have set this up before, if not, the default is this.
|
||||
m_CopyState.m_D3DMaterial = m_CurrentState.m_D3DMaterial;
|
||||
@@ -402,13 +412,13 @@ void CStateManager::RestoreMaterial()
|
||||
SetMaterial(&m_CopyState.m_D3DMaterial);
|
||||
}
|
||||
|
||||
void CStateManager::SetMaterial(const D3DMATERIAL8 * pMaterial)
|
||||
void CStateManager::SetMaterial(const D3DMATERIAL9* pMaterial)
|
||||
{
|
||||
m_lpD3DDev->SetMaterial(pMaterial);
|
||||
m_CurrentState.m_D3DMaterial = *pMaterial;
|
||||
}
|
||||
|
||||
void CStateManager::GetMaterial(D3DMATERIAL8 * pMaterial)
|
||||
void CStateManager::GetMaterial(D3DMATERIAL9* pMaterial)
|
||||
{
|
||||
// Set the renderstate and remember it.
|
||||
*pMaterial = m_CurrentState.m_D3DMaterial;
|
||||
@@ -420,6 +430,27 @@ DWORD CStateManager::GetRenderState(D3DRENDERSTATETYPE Type)
|
||||
return m_CurrentState.m_RenderStates[Type];
|
||||
}
|
||||
|
||||
void CStateManager::StateManager_Capture()
|
||||
{
|
||||
m_CurrentState_Copy = m_CurrentState;
|
||||
m_CopyState_Copy = m_CopyState;
|
||||
m_ChipState_Copy = m_ChipState;
|
||||
m_DirtyStates_Copy = m_DirtyStates;
|
||||
}
|
||||
|
||||
void CStateManager::StateManager_Apply()
|
||||
{
|
||||
m_CurrentState = m_CurrentState_Copy;
|
||||
m_CopyState = m_CopyState_Copy;
|
||||
m_ChipState = m_ChipState_Copy;
|
||||
m_DirtyStates = m_DirtyStates_Copy;
|
||||
}
|
||||
|
||||
LPDIRECT3DDEVICE9 CStateManager::GetDevice()
|
||||
{
|
||||
return m_lpD3DDev;
|
||||
}
|
||||
|
||||
void CStateManager::SaveRenderState(D3DRENDERSTATETYPE Type, DWORD dwValue)
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
@@ -459,13 +490,13 @@ void CStateManager::SetRenderState(D3DRENDERSTATETYPE Type, DWORD Value)
|
||||
m_CurrentState.m_RenderStates[Type] = Value;
|
||||
}
|
||||
|
||||
void CStateManager::GetRenderState(D3DRENDERSTATETYPE Type, DWORD * pdwValue)
|
||||
void CStateManager::GetRenderState(D3DRENDERSTATETYPE Type, DWORD* pdwValue)
|
||||
{
|
||||
*pdwValue = m_CurrentState.m_RenderStates[Type];
|
||||
}
|
||||
|
||||
// Textures
|
||||
void CStateManager::SaveTexture(DWORD dwStage, LPDIRECT3DBASETEXTURE8 pTexture)
|
||||
void CStateManager::SaveTexture(DWORD dwStage, LPDIRECT3DBASETEXTURE9 pTexture)
|
||||
{
|
||||
// Check that we have set this up before, if not, the default is this.
|
||||
m_CopyState.m_Textures[dwStage] = m_CurrentState.m_Textures[dwStage];
|
||||
@@ -477,7 +508,7 @@ void CStateManager::RestoreTexture(DWORD dwStage)
|
||||
SetTexture(dwStage, m_CopyState.m_Textures[dwStage]);
|
||||
}
|
||||
|
||||
void CStateManager::SetTexture(DWORD dwStage, LPDIRECT3DBASETEXTURE8 pTexture)
|
||||
void CStateManager::SetTexture(DWORD dwStage, LPDIRECT3DBASETEXTURE9 pTexture)
|
||||
{
|
||||
if (pTexture == m_CurrentState.m_Textures[dwStage])
|
||||
return;
|
||||
@@ -486,13 +517,13 @@ void CStateManager::SetTexture(DWORD dwStage, LPDIRECT3DBASETEXTURE8 pTexture)
|
||||
m_CurrentState.m_Textures[dwStage] = pTexture;
|
||||
}
|
||||
|
||||
void CStateManager::GetTexture(DWORD dwStage, LPDIRECT3DBASETEXTURE8 * ppTexture)
|
||||
void CStateManager::GetTexture(DWORD dwStage, LPDIRECT3DBASETEXTURE9* ppTexture)
|
||||
{
|
||||
*ppTexture = m_CurrentState.m_Textures[dwStage];
|
||||
}
|
||||
|
||||
// Texture stage states
|
||||
void CStateManager::SaveTextureStageState(DWORD dwStage,D3DTEXTURESTAGESTATETYPE Type, DWORD dwValue)
|
||||
void CStateManager::SaveTextureStageState(DWORD dwStage, D3DTEXTURESTAGESTATETYPE Type, DWORD dwValue)
|
||||
{
|
||||
// Check that we have set this up before, if not, the default is this.
|
||||
#ifdef _DEBUG
|
||||
@@ -529,13 +560,51 @@ void CStateManager::SetTextureStageState(DWORD dwStage, D3DTEXTURESTAGESTATETYPE
|
||||
m_CurrentState.m_TextureStates[dwStage][Type] = dwValue;
|
||||
}
|
||||
|
||||
void CStateManager::GetTextureStageState(DWORD dwStage, D3DTEXTURESTAGESTATETYPE Type, DWORD * pdwValue)
|
||||
void CStateManager::GetTextureStageState(DWORD dwStage, D3DTEXTURESTAGESTATETYPE Type, DWORD* pdwValue)
|
||||
{
|
||||
*pdwValue = m_CurrentState.m_TextureStates[dwStage][Type];
|
||||
}
|
||||
|
||||
// Sampler states
|
||||
void CStateManager::SaveSamplerState(DWORD dwStage, D3DSAMPLERSTATETYPE Type, DWORD dwValue)
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
if (m_bSamplerStateSavingFlag[dwStage][Type])
|
||||
{
|
||||
Tracenf(" CStateManager::SaveTextureStageState - This texture stage state is already saved [%d, %d]\n", dwStage, Type);
|
||||
StateManager_Assert(!" This texture stage state is already saved!");
|
||||
}
|
||||
m_bSamplerStateSavingFlag[dwStage][Type] = TRUE;
|
||||
#endif _DEBUG
|
||||
m_CopyState.m_SamplerStates[dwStage][Type] = m_CurrentState.m_SamplerStates[dwStage][Type];
|
||||
SetSamplerState(dwStage, Type, dwValue);
|
||||
}
|
||||
void CStateManager::RestoreSamplerState(DWORD dwStage, D3DSAMPLERSTATETYPE Type)
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
if (!m_bSamplerStateSavingFlag[dwStage][Type])
|
||||
{
|
||||
Tracenf(" CStateManager::RestoreTextureStageState - This texture stage state was not saved [%d, %d]\n", dwStage, Type);
|
||||
StateManager_Assert(!" This texture stage state was not saved!");
|
||||
}
|
||||
m_bSamplerStateSavingFlag[dwStage][Type] = FALSE;
|
||||
#endif _DEBUG
|
||||
SetSamplerState(dwStage, Type, m_CopyState.m_SamplerStates[dwStage][Type]);
|
||||
}
|
||||
void CStateManager::SetSamplerState(DWORD dwStage, D3DSAMPLERSTATETYPE Type, DWORD dwValue)
|
||||
{
|
||||
if (m_CurrentState.m_SamplerStates[dwStage][Type] == dwValue)
|
||||
return;
|
||||
m_lpD3DDev->SetSamplerState(dwStage, Type, dwValue);
|
||||
m_CurrentState.m_SamplerStates[dwStage][Type] = dwValue;
|
||||
}
|
||||
void CStateManager::GetSamplerState(DWORD dwStage, D3DSAMPLERSTATETYPE Type, DWORD* pdwValue)
|
||||
{
|
||||
*pdwValue = m_CurrentState.m_SamplerStates[dwStage][Type];
|
||||
}
|
||||
|
||||
// Vertex Shader
|
||||
void CStateManager::SaveVertexShader(DWORD dwShader)
|
||||
void CStateManager::SaveVertexShader(LPDIRECT3DVERTEXSHADER9 dwShader)
|
||||
{
|
||||
m_CopyState.m_dwVertexShader = m_CurrentState.m_dwVertexShader;
|
||||
SetVertexShader(dwShader);
|
||||
@@ -546,7 +615,7 @@ void CStateManager::RestoreVertexShader()
|
||||
SetVertexShader(m_CopyState.m_dwVertexShader);
|
||||
}
|
||||
|
||||
void CStateManager::SetVertexShader(DWORD dwShader)
|
||||
void CStateManager::SetVertexShader(LPDIRECT3DVERTEXSHADER9 dwShader)
|
||||
{
|
||||
if (m_CurrentState.m_dwVertexShader == dwShader)
|
||||
return;
|
||||
@@ -555,13 +624,71 @@ void CStateManager::SetVertexShader(DWORD dwShader)
|
||||
m_CurrentState.m_dwVertexShader = dwShader;
|
||||
}
|
||||
|
||||
void CStateManager::GetVertexShader(DWORD * pdwShader)
|
||||
void CStateManager::GetVertexShader(LPDIRECT3DVERTEXSHADER9* pdwShader)
|
||||
{
|
||||
*pdwShader = m_CurrentState.m_dwVertexShader;
|
||||
}
|
||||
|
||||
// Vertex Processing
|
||||
void CStateManager::SaveVertexProcessing(BOOL IsON)
|
||||
{
|
||||
if (m_CurrentState.m_bVertexProcessing = IsON)
|
||||
return;
|
||||
m_CopyState.m_bVertexProcessing = m_CurrentState.m_bVertexProcessing;
|
||||
m_lpD3DDev->SetSoftwareVertexProcessing(IsON);
|
||||
m_CurrentState.m_bVertexProcessing = IsON;
|
||||
}
|
||||
void CStateManager::RestoreVertexProcessing()
|
||||
{
|
||||
if (m_CopyState.m_bVertexProcessing = m_CurrentState.m_bVertexProcessing)
|
||||
return;
|
||||
m_lpD3DDev->SetSoftwareVertexProcessing(m_CopyState.m_bVertexProcessing);
|
||||
}
|
||||
// Vertex Declaration
|
||||
void CStateManager::SaveVertexDeclaration(LPDIRECT3DVERTEXDECLARATION9 dwShader)
|
||||
{
|
||||
m_CopyState.m_dwVertexDeclaration = m_CurrentState.m_dwVertexDeclaration;
|
||||
SetVertexDeclaration(dwShader);
|
||||
}
|
||||
void CStateManager::RestoreVertexDeclaration()
|
||||
{
|
||||
SetVertexDeclaration(m_CopyState.m_dwVertexDeclaration);
|
||||
}
|
||||
void CStateManager::SetVertexDeclaration(LPDIRECT3DVERTEXDECLARATION9 dwShader)
|
||||
{
|
||||
//if (m_CurrentState.m_dwVertexDeclaration == dwShader)
|
||||
// return;
|
||||
m_lpD3DDev->SetVertexDeclaration(dwShader);
|
||||
m_CurrentState.m_dwVertexDeclaration = dwShader;
|
||||
}
|
||||
void CStateManager::GetVertexDeclaration(LPDIRECT3DVERTEXDECLARATION9* pdwShader)
|
||||
{
|
||||
*pdwShader = m_CurrentState.m_dwVertexDeclaration;
|
||||
}
|
||||
// FVF
|
||||
void CStateManager::SaveFVF(DWORD dwShader)
|
||||
{
|
||||
m_CopyState.m_dwFVF = m_CurrentState.m_dwFVF;
|
||||
SetFVF(dwShader);
|
||||
}
|
||||
void CStateManager::RestoreFVF()
|
||||
{
|
||||
SetFVF(m_CopyState.m_dwFVF);
|
||||
}
|
||||
void CStateManager::SetFVF(DWORD dwShader)
|
||||
{
|
||||
//if (m_CurrentState.m_dwFVF == dwShader)
|
||||
// return;
|
||||
m_lpD3DDev->SetFVF(dwShader);
|
||||
m_CurrentState.m_dwFVF = dwShader;
|
||||
}
|
||||
void CStateManager::GetFVF(DWORD* pdwShader)
|
||||
{
|
||||
*pdwShader = m_CurrentState.m_dwFVF;
|
||||
}
|
||||
|
||||
// Pixel Shader
|
||||
void CStateManager::SavePixelShader(DWORD dwShader)
|
||||
void CStateManager::SavePixelShader(LPDIRECT3DPIXELSHADER9 dwShader)
|
||||
{
|
||||
m_CopyState.m_dwPixelShader = m_CurrentState.m_dwPixelShader;
|
||||
SetPixelShader(dwShader);
|
||||
@@ -572,7 +699,7 @@ void CStateManager::RestorePixelShader()
|
||||
SetPixelShader(m_CopyState.m_dwPixelShader);
|
||||
}
|
||||
|
||||
void CStateManager::SetPixelShader(DWORD dwShader)
|
||||
void CStateManager::SetPixelShader(LPDIRECT3DPIXELSHADER9 dwShader)
|
||||
{
|
||||
if (m_CurrentState.m_dwPixelShader == dwShader)
|
||||
return;
|
||||
@@ -581,14 +708,14 @@ void CStateManager::SetPixelShader(DWORD dwShader)
|
||||
m_CurrentState.m_dwPixelShader = dwShader;
|
||||
}
|
||||
|
||||
void CStateManager::GetPixelShader(DWORD * pdwShader)
|
||||
void CStateManager::GetPixelShader(LPDIRECT3DPIXELSHADER9* pdwShader)
|
||||
{
|
||||
*pdwShader = m_CurrentState.m_dwPixelShader;
|
||||
}
|
||||
|
||||
// *** These states are cached, but not protected from multiple sends of the same value.
|
||||
// Transform
|
||||
void CStateManager::SaveTransform(D3DTRANSFORMSTATETYPE Type, const D3DMATRIX* pMatrix)
|
||||
void CStateManager::SaveTransform(D3DTRANSFORMSTATETYPE Type, const D3DXMATRIX* pMatrix)
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
if (m_bTransformSavingFlag[Type])
|
||||
@@ -600,7 +727,7 @@ void CStateManager::SaveTransform(D3DTRANSFORMSTATETYPE Type, const D3DMATRIX* p
|
||||
#endif _DEBUG
|
||||
|
||||
m_CopyState.m_Matrices[Type] = m_CurrentState.m_Matrices[Type];
|
||||
SetTransform(Type, (D3DXMATRIX *)pMatrix);
|
||||
SetTransform(Type, pMatrix);
|
||||
}
|
||||
|
||||
void CStateManager::RestoreTransform(D3DTRANSFORMSTATETYPE Type)
|
||||
@@ -618,7 +745,7 @@ void CStateManager::RestoreTransform(D3DTRANSFORMSTATETYPE Type)
|
||||
}
|
||||
|
||||
// Don't cache-check the transform. To much to do
|
||||
void CStateManager::SetTransform(D3DTRANSFORMSTATETYPE Type, const D3DMATRIX* pMatrix)
|
||||
void CStateManager::SetTransform(D3DTRANSFORMSTATETYPE Type, const D3DXMATRIX* pMatrix)
|
||||
{
|
||||
if (m_bScene)
|
||||
{
|
||||
@@ -626,19 +753,19 @@ void CStateManager::SetTransform(D3DTRANSFORMSTATETYPE Type, const D3DMATRIX* pM
|
||||
}
|
||||
else
|
||||
{
|
||||
assert(D3DTS_VIEW==Type || D3DTS_PROJECTION==Type || D3DTS_WORLD==Type);
|
||||
assert(D3DTS_VIEW == Type || D3DTS_PROJECTION == Type || D3DTS_WORLD == Type);
|
||||
}
|
||||
|
||||
m_CurrentState.m_Matrices[Type] = *pMatrix;
|
||||
}
|
||||
|
||||
void CStateManager::GetTransform(D3DTRANSFORMSTATETYPE Type, D3DMATRIX * pMatrix)
|
||||
void CStateManager::GetTransform(D3DTRANSFORMSTATETYPE Type, D3DXMATRIX* pMatrix)
|
||||
{
|
||||
*pMatrix = m_CurrentState.m_Matrices[Type];
|
||||
}
|
||||
|
||||
// SetVertexShaderConstant
|
||||
void CStateManager::SaveVertexShaderConstant(DWORD dwRegister,CONST void* pConstantData,DWORD dwConstantCount)
|
||||
void CStateManager::SaveVertexShaderConstant(DWORD dwRegister, CONST void* pConstantData, DWORD dwConstantCount)
|
||||
{
|
||||
DWORD i;
|
||||
|
||||
@@ -656,9 +783,9 @@ void CStateManager::RestoreVertexShaderConstant(DWORD dwRegister, DWORD dwConsta
|
||||
SetVertexShaderConstant(dwRegister, &m_CopyState.m_VertexShaderConstants[dwRegister], dwConstantCount);
|
||||
}
|
||||
|
||||
void CStateManager::SetVertexShaderConstant(DWORD dwRegister,CONST void* pConstantData,DWORD dwConstantCount)
|
||||
void CStateManager::SetVertexShaderConstant(DWORD dwRegister, CONST void* pConstantData, DWORD dwConstantCount)
|
||||
{
|
||||
m_lpD3DDev->SetVertexShaderConstant(dwRegister, pConstantData, dwConstantCount);
|
||||
m_lpD3DDev->SetVertexShaderConstantF(dwRegister, (const float*)pConstantData, dwConstantCount);
|
||||
|
||||
// Set the renderstate and remember it.
|
||||
for (DWORD i = 0; i < dwConstantCount; i++)
|
||||
@@ -669,7 +796,7 @@ void CStateManager::SetVertexShaderConstant(DWORD dwRegister,CONST void* pConsta
|
||||
}
|
||||
|
||||
// SetPixelShaderConstant
|
||||
void CStateManager::SavePixelShaderConstant(DWORD dwRegister,CONST void* pConstantData,DWORD dwConstantCount)
|
||||
void CStateManager::SavePixelShaderConstant(DWORD dwRegister, CONST void* pConstantData, DWORD dwConstantCount)
|
||||
{
|
||||
DWORD i;
|
||||
|
||||
@@ -687,9 +814,9 @@ void CStateManager::RestorePixelShaderConstant(DWORD dwRegister, DWORD dwConstan
|
||||
SetPixelShaderConstant(dwRegister, &m_CopyState.m_PixelShaderConstants[dwRegister], dwConstantCount);
|
||||
}
|
||||
|
||||
void CStateManager::SetPixelShaderConstant(DWORD dwRegister,CONST void* pConstantData,DWORD dwConstantCount)
|
||||
void CStateManager::SetPixelShaderConstant(DWORD dwRegister, CONST void* pConstantData, DWORD dwConstantCount)
|
||||
{
|
||||
m_lpD3DDev->SetPixelShaderConstant(dwRegister, pConstantData, dwConstantCount);
|
||||
m_lpD3DDev->SetVertexShaderConstantF(dwRegister, (const float*)pConstantData, dwConstantCount);
|
||||
|
||||
// Set the renderstate and remember it.
|
||||
for (DWORD i = 0; i < dwConstantCount; i++)
|
||||
@@ -699,7 +826,7 @@ void CStateManager::SetPixelShaderConstant(DWORD dwRegister,CONST void* pConstan
|
||||
}
|
||||
}
|
||||
|
||||
void CStateManager::SaveStreamSource(UINT StreamNumber, LPDIRECT3DVERTEXBUFFER8 pStreamData,UINT Stride)
|
||||
void CStateManager::SaveStreamSource(UINT StreamNumber, LPDIRECT3DVERTEXBUFFER9 pStreamData, UINT Stride)
|
||||
{
|
||||
// Check that we have set this up before, if not, the default is this.
|
||||
m_CopyState.m_StreamData[StreamNumber] = m_CurrentState.m_StreamData[StreamNumber];
|
||||
@@ -708,22 +835,22 @@ void CStateManager::SaveStreamSource(UINT StreamNumber, LPDIRECT3DVERTEXBUFFER8
|
||||
|
||||
void CStateManager::RestoreStreamSource(UINT StreamNumber)
|
||||
{
|
||||
SetStreamSource(StreamNumber,
|
||||
m_CopyState.m_StreamData[StreamNumber].m_lpStreamData,
|
||||
m_CopyState.m_StreamData[StreamNumber].m_Stride);
|
||||
SetStreamSource(StreamNumber,
|
||||
m_CopyState.m_StreamData[StreamNumber].m_lpStreamData,
|
||||
m_CopyState.m_StreamData[StreamNumber].m_Stride);
|
||||
}
|
||||
|
||||
void CStateManager::SetStreamSource(UINT StreamNumber, LPDIRECT3DVERTEXBUFFER8 pStreamData, UINT Stride)
|
||||
void CStateManager::SetStreamSource(UINT StreamNumber, LPDIRECT3DVERTEXBUFFER9 pStreamData, UINT Stride)
|
||||
{
|
||||
CStreamData kStreamData(pStreamData, Stride);
|
||||
if (m_CurrentState.m_StreamData[StreamNumber] == kStreamData)
|
||||
return;
|
||||
return;
|
||||
|
||||
m_lpD3DDev->SetStreamSource(StreamNumber, pStreamData, Stride);
|
||||
m_lpD3DDev->SetStreamSource(StreamNumber, pStreamData, 0, Stride);
|
||||
m_CurrentState.m_StreamData[StreamNumber] = kStreamData;
|
||||
}
|
||||
|
||||
void CStateManager::SaveIndices(LPDIRECT3DINDEXBUFFER8 pIndexData, UINT BaseVertexIndex)
|
||||
void CStateManager::SaveIndices(LPDIRECT3DINDEXBUFFER9 pIndexData, UINT BaseVertexIndex)
|
||||
{
|
||||
m_CopyState.m_IndexData = m_CurrentState.m_IndexData;
|
||||
SetIndices(pIndexData, BaseVertexIndex);
|
||||
@@ -734,36 +861,65 @@ void CStateManager::RestoreIndices()
|
||||
SetIndices(m_CopyState.m_IndexData.m_lpIndexData, m_CopyState.m_IndexData.m_BaseVertexIndex);
|
||||
}
|
||||
|
||||
void CStateManager::SetIndices(LPDIRECT3DINDEXBUFFER8 pIndexData, UINT BaseVertexIndex)
|
||||
void CStateManager::SetIndices(LPDIRECT3DINDEXBUFFER9 pIndexData, UINT BaseVertexIndex)
|
||||
{
|
||||
CIndexData kIndexData(pIndexData, BaseVertexIndex);
|
||||
|
||||
if (m_CurrentState.m_IndexData == kIndexData)
|
||||
return;
|
||||
|
||||
m_lpD3DDev->SetIndices(pIndexData, BaseVertexIndex);
|
||||
|
||||
m_lpD3DDev->SetIndices(pIndexData);
|
||||
m_CurrentState.m_IndexData = kIndexData;
|
||||
}
|
||||
|
||||
HRESULT CStateManager::DrawPrimitive(D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex, UINT PrimitiveCount)
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
++m_iDrawCallCount;
|
||||
#endif
|
||||
|
||||
return (m_lpD3DDev->DrawPrimitive(PrimitiveType, StartVertex, PrimitiveCount));
|
||||
}
|
||||
|
||||
HRESULT CStateManager::DrawPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, const void* pVertexStreamZeroData, UINT VertexStreamZeroStride)
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
++m_iDrawCallCount;
|
||||
#endif
|
||||
|
||||
m_CurrentState.m_StreamData[0] = NULL;
|
||||
return (m_lpD3DDev->DrawPrimitiveUP(PrimitiveType, PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride));
|
||||
}
|
||||
|
||||
HRESULT CStateManager::DrawIndexedPrimitive(D3DPRIMITIVETYPE PrimitiveType, UINT minIndex, UINT NumVertices, UINT startIndex, UINT primCount)
|
||||
{
|
||||
return (m_lpD3DDev->DrawIndexedPrimitive(PrimitiveType, minIndex, NumVertices, startIndex, primCount));
|
||||
#ifdef _DEBUG
|
||||
++m_iDrawCallCount;
|
||||
#endif
|
||||
|
||||
return (m_lpD3DDev->DrawIndexedPrimitive(PrimitiveType, minIndex, 0, NumVertices, startIndex, primCount));
|
||||
}
|
||||
|
||||
HRESULT CStateManager::DrawIndexedPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType, UINT MinVertexIndex, UINT NumVertexIndices, UINT PrimitiveCount, CONST void * pIndexData, D3DFORMAT IndexDataFormat, CONST void * pVertexStreamZeroData, UINT VertexStreamZeroStride)
|
||||
HRESULT CStateManager::DrawIndexedPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType, UINT MinVertexIndex, UINT NumVertexIndices, UINT PrimitiveCount, CONST void* pIndexData, D3DFORMAT IndexDataFormat, CONST void* pVertexStreamZeroData, UINT VertexStreamZeroStride)
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
++m_iDrawCallCount;
|
||||
#endif
|
||||
|
||||
m_CurrentState.m_IndexData = NULL;
|
||||
m_CurrentState.m_StreamData[0] = NULL;
|
||||
return (m_lpD3DDev->DrawIndexedPrimitiveUP(PrimitiveType, MinVertexIndex, NumVertexIndices, PrimitiveCount, pIndexData, IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride));
|
||||
}
|
||||
|
||||
#ifdef _DEBUG
|
||||
void CStateManager::ResetDrawCallCounter()
|
||||
{
|
||||
m_iLastDrawCallCount = m_iDrawCallCount;
|
||||
m_iDrawCallCount = 0;
|
||||
}
|
||||
|
||||
int CStateManager::GetDrawCallCount() const
|
||||
{
|
||||
return m_iLastDrawCallCount;
|
||||
}
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user