ported to DX9
This commit is contained in:
@@ -32,7 +32,7 @@ void CActorInstance::SetMaterialAlpha(DWORD dwAlpha)
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void CActorInstance::OnRender()
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{
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D3DMATERIAL8 kMtrl;
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D3DMATERIAL9 kMtrl;
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STATEMANAGER.GetMaterial(&kMtrl);
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kMtrl.Diffuse=D3DXCOLOR(m_dwMtrlColor);
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@@ -757,7 +757,7 @@ void CTerrain::RAW_GenerateSplat(bool bBGLoading)
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}
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}
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LPDIRECT3DTEXTURE8 CTerrain::AddTexture32(BYTE byImageNum, BYTE * pbyImage, long lTextureWidth, long lTextureHeight)
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LPDIRECT3DTEXTURE9 CTerrain::AddTexture32(BYTE byImageNum, BYTE * pbyImage, long lTextureWidth, long lTextureHeight)
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{
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assert(NULL==m_lpAlphaTexture[byImageNum]);
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@@ -777,13 +777,13 @@ LPDIRECT3DTEXTURE8 CTerrain::AddTexture32(BYTE byImageNum, BYTE * pbyImage, long
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bool bResizedAndSuccess = false;
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IDirect3DTexture8* pkTex=NULL;
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IDirect3DTexture9* pkTex=NULL;
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UINT uiNewWidth = 256;
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UINT uiNewHeight = 256;
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hr = ms_lpd3dDevice->CreateTexture(
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uiNewWidth, uiNewHeight, 5, 0,
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format, D3DPOOL_MANAGED, &pkTex);
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format, D3DPOOL_MANAGED, &pkTex, nullptr);
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if (FAILED(hr))
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{
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TraceError("CTerrain::AddTexture32 - CreateTexture Error");
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@@ -1153,7 +1153,7 @@ void CTerrain::AllocateMarkedSplats(BYTE * pbyAlphaMap)
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do
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{
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hr = ms_lpd3dDevice->CreateTexture(ATTRMAP_XSIZE, ATTRMAP_YSIZE, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &m_lpMarkedTexture);
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hr = ms_lpd3dDevice->CreateTexture(ATTRMAP_XSIZE, ATTRMAP_YSIZE, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &m_lpMarkedTexture, nullptr);
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} while(FAILED(hr));
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D3DLOCKED_RECT d3dlr;
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@@ -78,7 +78,7 @@ class CTerrain : public CTerrainImpl, public CGraphicBase
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// MiniMap
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void LoadMiniMapTexture(const char * c_pszFileName);
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inline LPDIRECT3DTEXTURE8 GetMiniMapTexture() { return m_lpMiniMapTexture; }
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inline LPDIRECT3DTEXTURE9 GetMiniMapTexture() { return m_lpMiniMapTexture; }
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// Marked Area
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BOOL IsMarked() { return m_bMarked; }
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@@ -107,7 +107,7 @@ class CTerrain : public CTerrainImpl, public CGraphicBase
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void RAW_DeallocateSplats(bool bBGLoading = false);
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virtual void RAW_CountTiles();
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LPDIRECT3DTEXTURE8 AddTexture32(BYTE byImageNum, BYTE * pbyImage, long lTextureWidth, long lTextureHeight);
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LPDIRECT3DTEXTURE9 AddTexture32(BYTE byImageNum, BYTE * pbyImage, long lTextureWidth, long lTextureHeight);
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void PutImage32(BYTE * pbySrc, BYTE * pbyDst, long src_pitch, long dst_pitch, long lTextureWidth, long lTextureHeight, bool bResize = false);
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void PutImage16(BYTE * pbySrc, BYTE * pbyDst, long src_pitch, long dst_pitch, long lTextureWidth, long lTextureHeight, bool bResize = false);
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@@ -126,7 +126,7 @@ class CTerrain : public CTerrainImpl, public CGraphicBase
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//MiniMap
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CGraphicImageInstance m_MiniMapGraphicImageInstance;
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LPDIRECT3DTEXTURE8 m_lpMiniMapTexture;
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LPDIRECT3DTEXTURE9 m_lpMiniMapTexture;
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// Owner COutdoorMap poineter
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@@ -142,7 +142,7 @@ class CTerrain : public CTerrainImpl, public CGraphicBase
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BOOL m_bMarked;
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TTerrainSplatPatch m_MarkedSplatPatch;
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LPDIRECT3DTEXTURE8 m_lpMarkedTexture;
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LPDIRECT3DTEXTURE9 m_lpMarkedTexture;
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public:
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CTerrainPatch * GetTerrainPatchPtr(BYTE byPatchNumX, BYTE byPatchNumY);
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@@ -14,8 +14,8 @@ class CDungeonModelInstance : public CGrannyModelInstance
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if (IsEmpty())
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return;
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STATEMANAGER.SetVertexShader(ms_pnt2VS);
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LPDIRECT3DVERTEXBUFFER8 lpd3dRigidPNTVtxBuf = m_pModel->GetPNTD3DVertexBuffer();
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STATEMANAGER.SetVertexDeclaration(ms_pnt2VS);
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LPDIRECT3DVERTEXBUFFER9 lpd3dRigidPNTVtxBuf = m_pModel->GetPNTD3DVertexBuffer();
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if (lpd3dRigidPNTVtxBuf)
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{
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STATEMANAGER.SetStreamSource(0, lpd3dRigidPNTVtxBuf, sizeof(TPNT2Vertex));
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@@ -36,8 +36,8 @@ class CDungeonModelInstance : public CGrannyModelInstance
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STATEMANAGER.SaveRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
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STATEMANAGER.SaveRenderState(D3DRS_DESTBLEND, D3DBLEND_SRCCOLOR);
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STATEMANAGER.SetVertexShader(ms_pnt2VS);
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LPDIRECT3DVERTEXBUFFER8 lpd3dRigidPNTVtxBuf = m_pModel->GetPNTD3DVertexBuffer();
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STATEMANAGER.SetVertexDeclaration(ms_pnt2VS);
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LPDIRECT3DVERTEXBUFFER9 lpd3dRigidPNTVtxBuf = m_pModel->GetPNTD3DVertexBuffer();
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if (lpd3dRigidPNTVtxBuf)
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{
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STATEMANAGER.SetStreamSource(0, lpd3dRigidPNTVtxBuf, sizeof(TPNT2Vertex));
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@@ -130,7 +130,7 @@ void CFlyTrace::Render()
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D3DXMatrixIdentity(&matWorld);
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STATEMANAGER.SaveTransform(D3DTS_WORLD, &matWorld);
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STATEMANAGER.SaveVertexShader(D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1);
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STATEMANAGER.SetFVF(D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1);
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STATEMANAGER.SaveRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
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STATEMANAGER.SaveRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
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@@ -23,7 +23,7 @@ class CFlyTrace : public CScreen
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typedef std::deque<TTimePosition> TTimePositionDeque;
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//CGraphicImageInstance m_ImageInstance;
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//LPDIRECT3DTEXTURE8 m_lpTexture;
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//LPDIRECT3DTEXTURE9 m_lpTexture;
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bool m_bRectShape;
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DWORD m_dwColor;
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@@ -24,7 +24,7 @@ class CMapBase : public CScreen
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virtual float GetHeight(float fx, float fy) = 0;
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virtual void OnBeginEnvironment() = 0; // 렌더링 할 때 불려지며 여기서 Environment에 관련 있는 것들을 셋팅 한다.
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virtual void ApplyLight(DWORD dwVersion, const D3DLIGHT8& c_rkLight) = 0;
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virtual void ApplyLight(DWORD dwVersion, const D3DLIGHT9& c_rkLight) = 0;
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protected:
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virtual void OnRender() = 0;
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@@ -254,7 +254,7 @@ void CMapOutdoor::OnBeginEnvironment()
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mc_pEnvironmentData->GetFogFarDistance()
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);
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const D3DLIGHT8& c_rkLight = mc_pEnvironmentData->DirLights[ENV_DIRLIGHT_CHARACTER];
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const D3DLIGHT9& c_rkLight = mc_pEnvironmentData->DirLights[ENV_DIRLIGHT_CHARACTER];
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rkForest.SetLight(
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(const float *)&c_rkLight.Direction,
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(const float *)&c_rkLight.Ambient,
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@@ -1070,8 +1070,8 @@ void CMapOutdoor::SaveAlphaFogOperation()
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STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
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STATEMANAGER.SetTextureStageState(1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
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STATEMANAGER.SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
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STATEMANAGER.SetTextureStageState(1, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
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STATEMANAGER.SetTextureStageState(1, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
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STATEMANAGER.SetSamplerState(1, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
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STATEMANAGER.SetSamplerState(1, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
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STATEMANAGER.SetTransform(D3DTS_TEXTURE1, &m_matAlphaFogTexture);
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STATEMANAGER.SaveRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
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@@ -100,7 +100,7 @@ class CMapOutdoor : public CMapBase
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bool LoadSetting(const char * c_szFileName);
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void ApplyLight(DWORD dwVersion, const D3DLIGHT8& c_rkLight);
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void ApplyLight(DWORD dwVersion, const D3DLIGHT9& c_rkLight);
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void SetEnvironmentScreenFilter();
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void SetEnvironmentSkyBox();
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void SetEnvironmentLensFlare();
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@@ -431,16 +431,16 @@ class CMapOutdoor : public CMapBase
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//////////////////////////////////////////////////////////////////////////
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// Character Shadow
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LPDIRECT3DTEXTURE8 m_lpCharacterShadowMapTexture;
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LPDIRECT3DSURFACE8 m_lpCharacterShadowMapRenderTargetSurface;
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LPDIRECT3DSURFACE8 m_lpCharacterShadowMapDepthSurface;
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D3DVIEWPORT8 m_ShadowMapViewport;
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LPDIRECT3DTEXTURE9 m_lpCharacterShadowMapTexture;
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LPDIRECT3DSURFACE9 m_lpCharacterShadowMapRenderTargetSurface;
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LPDIRECT3DSURFACE9 m_lpCharacterShadowMapDepthSurface;
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D3DVIEWPORT9 m_ShadowMapViewport;
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WORD m_wShadowMapSize;
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// Backup Device Context
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LPDIRECT3DSURFACE8 m_lpBackupRenderTargetSurface;
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LPDIRECT3DSURFACE8 m_lpBackupDepthSurface;
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D3DVIEWPORT8 m_BackupViewport;
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LPDIRECT3DSURFACE9 m_lpBackupRenderTargetSurface;
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LPDIRECT3DSURFACE9 m_lpBackupDepthSurface;
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D3DVIEWPORT9 m_BackupViewport;
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// Character Shadow
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//////////////////////////////////////////////////////////////////////////
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@@ -593,8 +593,8 @@ class CMapOutdoor : public CMapBase
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NONE_VB_NUM = 8,
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};
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IDirect3DVertexBuffer8* m_pkVBSplat[SPLAT_VB_NUM];
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IDirect3DVertexBuffer8* m_pkVBNone[NONE_VB_NUM];
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IDirect3DVertexBuffer9* m_pkVBSplat[SPLAT_VB_NUM];
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IDirect3DVertexBuffer9* m_pkVBNone[NONE_VB_NUM];
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DWORD m_dwSplatPos;
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DWORD m_dwNonePos;
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DWORD m_dwLightVersion;
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@@ -604,8 +604,8 @@ class CMapOutdoor : public CMapBase
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D3DXMATRIX m_m4Proj;
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D3DXMATRIX m_m4Frustum;
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D3DXMATRIX m_m4DynamicShadow;
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D3DLIGHT8 m_kLight;
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D3DMATERIAL8 m_kMtrl;
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D3DLIGHT9 m_kLight;
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D3DMATERIAL9 m_kMtrl;
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D3DXVECTOR3 m_v3Player;
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DWORD m_dwFogColor;
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float m_fScreenHalfWidth;
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@@ -36,7 +36,7 @@ void CMapOutdoor::CreateCharacterShadowTexture()
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m_ShadowMapViewport.MinZ = 0.0f;
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m_ShadowMapViewport.MaxZ = 1.0f;
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if (FAILED(ms_lpd3dDevice->CreateTexture(m_wShadowMapSize, m_wShadowMapSize, 1, D3DUSAGE_RENDERTARGET, D3DFMT_R5G6B5, D3DPOOL_DEFAULT, &m_lpCharacterShadowMapTexture)))
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if (FAILED(ms_lpd3dDevice->CreateTexture(m_wShadowMapSize, m_wShadowMapSize, 1, D3DUSAGE_RENDERTARGET, D3DFMT_R5G6B5, D3DPOOL_DEFAULT, &m_lpCharacterShadowMapTexture, nullptr)))
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{
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TraceError("CMapOutdoor Unable to create Character Shadow render target texture\n");
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return;
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@@ -48,7 +48,7 @@ void CMapOutdoor::CreateCharacterShadowTexture()
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return;
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}
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if (FAILED(ms_lpd3dDevice->CreateDepthStencilSurface(m_wShadowMapSize, m_wShadowMapSize, D3DFMT_D16, D3DMULTISAMPLE_NONE, &m_lpCharacterShadowMapDepthSurface)))
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if (FAILED(ms_lpd3dDevice->CreateDepthStencilSurface(m_wShadowMapSize, m_wShadowMapSize, D3DFMT_D16, D3DMULTISAMPLE_NONE, 0, TRUE, &m_lpCharacterShadowMapDepthSurface, nullptr)))
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{
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TraceError("CMapOutdoor Unable to create Character Shadow depth Surface\n");
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return;
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@@ -105,53 +105,26 @@ bool CMapOutdoor::BeginRenderCharacterShadowToTexture()
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STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
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STATEMANAGER.SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
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bool bSuccess = true;
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ms_lpd3dDevice->GetDepthStencilSurface(&m_lpBackupDepthSurface);
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ms_lpd3dDevice->GetRenderTarget(0, &m_lpBackupRenderTargetSurface);
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// Backup Device Context
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if (FAILED(ms_lpd3dDevice->GetRenderTarget(&m_lpBackupRenderTargetSurface)))
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{
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TraceError("CMapOutdoor::BeginRenderCharacterShadowToTexture : Unable to Save Window Render Target\n");
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bSuccess = false;
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}
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ms_lpd3dDevice->SetRenderTarget(0, m_lpCharacterShadowMapRenderTargetSurface);
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ms_lpd3dDevice->SetDepthStencilSurface(m_lpCharacterShadowMapDepthSurface);
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if (FAILED(ms_lpd3dDevice->GetDepthStencilSurface(&m_lpBackupDepthSurface)))
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{
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TraceError("CMapOutdoor::BeginRenderCharacterShadowToTexture : Unable to Save Window Depth Surface\n");
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bSuccess = false;
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}
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ms_lpd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xFFFFFFFF, 1.0f, 0);
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if (FAILED(ms_lpd3dDevice->SetRenderTarget(m_lpCharacterShadowMapRenderTargetSurface, m_lpCharacterShadowMapDepthSurface)))
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{
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TraceError("CMapOutdoor::BeginRenderCharacterShadowToTexture : Unable to Set Shadow Map Render Target\n");
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bSuccess = false;
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}
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ms_lpd3dDevice->GetViewport(&m_BackupViewport);
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ms_lpd3dDevice->SetViewport(&m_ShadowMapViewport);
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if (FAILED(ms_lpd3dDevice->Clear(0L, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0xFF, 0xFF, 0xFF), 1.0f, 0)))
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{
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TraceError("CMapOutdoor::BeginRenderCharacterShadowToTexture : Unable to Clear Render Target");
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bSuccess = false;
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}
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if (FAILED(ms_lpd3dDevice->GetViewport(&m_BackupViewport)))
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{
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TraceError("CMapOutdoor::BeginRenderCharacterShadowToTexture : Unable to Save Window Viewport\n");
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bSuccess = false;
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}
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if (FAILED(ms_lpd3dDevice->SetViewport(&m_ShadowMapViewport)))
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{
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TraceError("CMapOutdoor::BeginRenderCharacterShadowToTexture : Unable to Set Shadow Map viewport\n");
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bSuccess = false;
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}
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return bSuccess;
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return true;
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}
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void CMapOutdoor::EndRenderCharacterShadowToTexture()
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{
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ms_lpd3dDevice->SetViewport(&m_BackupViewport);
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ms_lpd3dDevice->SetRenderTarget(m_lpBackupRenderTargetSurface, m_lpBackupDepthSurface);
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ms_lpd3dDevice->SetDepthStencilSurface(m_lpBackupDepthSurface);
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ms_lpd3dDevice->SetRenderTarget(0, m_lpBackupRenderTargetSurface);
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SAFE_RELEASE(m_lpBackupRenderTargetSurface);
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SAFE_RELEASE(m_lpBackupDepthSurface);
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@@ -128,7 +128,7 @@ void CMapOutdoor::__RenderTerrain_AppendPatch(const D3DXVECTOR3& c_rv3Center, fl
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m_PatchVector.push_back(std::make_pair(fDistance, lPatchNum));
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}
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void CMapOutdoor::ApplyLight(DWORD dwVersion, const D3DLIGHT8& c_rkLight)
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void CMapOutdoor::ApplyLight(DWORD dwVersion, const D3DLIGHT9& c_rkLight)
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{
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m_kSTPD.m_dwLightVersion=dwVersion;
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STATEMANAGER.SetLight(0, &c_rkLight);
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@@ -426,17 +426,17 @@ void CMapOutdoor::RenderArea(bool bRenderAmbience)
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STATEMANAGER.SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT);
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STATEMANAGER.SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE);
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STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
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STATEMANAGER.SaveTextureStageState(1, D3DTSS_ADDRESSU, D3DTADDRESS_BORDER);
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STATEMANAGER.SaveTextureStageState(1, D3DTSS_ADDRESSV, D3DTADDRESS_BORDER);
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STATEMANAGER.SaveTextureStageState(1, D3DTSS_BORDERCOLOR, 0xFFFFFFFF);
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STATEMANAGER.SaveSamplerState(1, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
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STATEMANAGER.SaveSamplerState(1, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
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STATEMANAGER.SaveSamplerState(1, D3DSAMP_BORDERCOLOR, 0xFFFFFFFF);
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std::for_each(m_ShadowReceiverVector.begin(), m_ShadowReceiverVector.end(), FAreaRenderShadow());
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STATEMANAGER.RestoreTextureStageState(1, D3DTSS_TEXCOORDINDEX);
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STATEMANAGER.RestoreTextureStageState(1, D3DTSS_TEXTURETRANSFORMFLAGS);
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STATEMANAGER.RestoreTextureStageState(1, D3DTSS_ADDRESSU);
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STATEMANAGER.RestoreTextureStageState(1, D3DTSS_ADDRESSV);
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STATEMANAGER.RestoreTextureStageState(1, D3DTSS_BORDERCOLOR);
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STATEMANAGER.RestoreSamplerState(1, D3DSAMP_ADDRESSU);
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STATEMANAGER.RestoreSamplerState(1, D3DSAMP_ADDRESSV);
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STATEMANAGER.RestoreSamplerState(1, D3DSAMP_BORDERCOLOR);
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STATEMANAGER.RestoreTransform(D3DTS_TEXTURE1);
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@@ -634,8 +634,8 @@ void CMapOutdoor::RenderPCBlocker()
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STATEMANAGER.SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
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STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
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STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
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STATEMANAGER.SaveTextureStageState(1, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
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STATEMANAGER.SaveTextureStageState(1, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
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STATEMANAGER.SaveSamplerState(1, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
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STATEMANAGER.SaveSamplerState(1, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
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STATEMANAGER.SaveTransform(D3DTS_TEXTURE1, &m_matBuildingTransparent);
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STATEMANAGER.SetTexture(1, m_BuildingTransparentImageInstance.GetTexturePointer()->GetD3DTexture());
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@@ -651,8 +651,8 @@ void CMapOutdoor::RenderPCBlocker()
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STATEMANAGER.SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
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STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
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STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
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STATEMANAGER.RestoreTextureStageState(1, D3DTSS_ADDRESSU);
|
||||
STATEMANAGER.RestoreTextureStageState(1, D3DTSS_ADDRESSV);
|
||||
STATEMANAGER.RestoreSamplerState(1, D3DSAMP_ADDRESSU);
|
||||
STATEMANAGER.RestoreSamplerState(1, D3DSAMP_ADDRESSV);
|
||||
STATEMANAGER.RestoreRenderState(D3DRS_ALPHABLENDENABLE);
|
||||
}
|
||||
#endif
|
||||
@@ -862,11 +862,11 @@ void CMapOutdoor::RenderMarkedArea()
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
|
||||
STATEMANAGER.SaveTextureStageState(1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
|
||||
STATEMANAGER.SaveTextureStageState(1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
|
||||
STATEMANAGER.SaveTextureStageState(1, D3DTSS_MINFILTER, D3DTEXF_POINT);
|
||||
STATEMANAGER.SaveTextureStageState(1, D3DTSS_MAGFILTER, D3DTEXF_POINT);
|
||||
STATEMANAGER.SaveTextureStageState(1, D3DTSS_MIPFILTER, D3DTEXF_POINT);
|
||||
STATEMANAGER.SaveTextureStageState(1, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
|
||||
STATEMANAGER.SaveTextureStageState(1, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
|
||||
STATEMANAGER.SaveSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_POINT);
|
||||
STATEMANAGER.SaveSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
|
||||
STATEMANAGER.SaveSamplerState(1, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
|
||||
STATEMANAGER.SaveSamplerState(1, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
|
||||
STATEMANAGER.SaveSamplerState(1, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
|
||||
|
||||
STATEMANAGER.SetTexture(0, m_attrImageInstance.GetTexturePointer()->GetD3DTexture());
|
||||
|
||||
@@ -876,11 +876,11 @@ void CMapOutdoor::RenderMarkedArea()
|
||||
STATEMANAGER.RestoreTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS);
|
||||
STATEMANAGER.RestoreTextureStageState(1, D3DTSS_TEXCOORDINDEX);
|
||||
STATEMANAGER.RestoreTextureStageState(1, D3DTSS_TEXTURETRANSFORMFLAGS);
|
||||
STATEMANAGER.RestoreTextureStageState(1, D3DTSS_MINFILTER);
|
||||
STATEMANAGER.RestoreTextureStageState(1, D3DTSS_MAGFILTER);
|
||||
STATEMANAGER.RestoreTextureStageState(1, D3DTSS_MIPFILTER);
|
||||
STATEMANAGER.RestoreTextureStageState(1, D3DTSS_ADDRESSU);
|
||||
STATEMANAGER.RestoreTextureStageState(1, D3DTSS_ADDRESSV);
|
||||
STATEMANAGER.RestoreSamplerState(1, D3DSAMP_MINFILTER);
|
||||
STATEMANAGER.RestoreSamplerState(1, D3DSAMP_MAGFILTER);
|
||||
STATEMANAGER.RestoreSamplerState(1, D3DSAMP_MIPFILTER);
|
||||
STATEMANAGER.RestoreSamplerState(1, D3DSAMP_ADDRESSU);
|
||||
STATEMANAGER.RestoreSamplerState(1, D3DSAMP_ADDRESSV);
|
||||
|
||||
STATEMANAGER.RestoreTransform(D3DTS_TEXTURE0);
|
||||
STATEMANAGER.RestoreTransform(D3DTS_TEXTURE1);
|
||||
@@ -953,7 +953,7 @@ void CMapOutdoor::DrawPatchAttr(long patchnum)
|
||||
TTerrainSplatPatch & rAttrSplatPatch = pTerrain->GetMarkedSplatPatch();
|
||||
STATEMANAGER.SetTexture(1, rAttrSplatPatch.Splats[0].pd3dTexture);
|
||||
|
||||
STATEMANAGER.SetVertexShader(D3DFVF_XYZ | D3DFVF_NORMAL);
|
||||
STATEMANAGER.SetFVF(D3DFVF_XYZ | D3DFVF_NORMAL);
|
||||
STATEMANAGER.SetStreamSource(0, pTerrainPatchProxy->HardwareTransformPatch_GetVertexBufferPtr()->GetD3DVertexBuffer(), m_iPatchTerrainVertexSize);
|
||||
|
||||
#ifdef WORLD_EDITOR
|
||||
|
||||
@@ -41,15 +41,15 @@ void CMapOutdoor::__RenderTerrain_RenderHardwareTransformPatch()
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
|
||||
STATEMANAGER.SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
|
||||
STATEMANAGER.SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
|
||||
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_CURRENT);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
|
||||
STATEMANAGER.SetSamplerState(1, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
|
||||
STATEMANAGER.SetSamplerState(1, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
|
||||
|
||||
#ifdef WORLD_EDITOR
|
||||
if (GetAsyncKeyState(VK_CAPITAL))
|
||||
@@ -88,7 +88,7 @@ void CMapOutdoor::__RenderTerrain_RenderHardwareTransformPatch()
|
||||
// Render State & TextureStageState
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
|
||||
STATEMANAGER.SetVertexShader(D3DFVF_XYZ | D3DFVF_NORMAL);
|
||||
STATEMANAGER.SetFVF(D3DFVF_XYZ | D3DFVF_NORMAL);
|
||||
|
||||
m_iRenderedSplatNumSqSum = 0;
|
||||
m_iRenderedPatchNum = 0;
|
||||
@@ -624,9 +624,8 @@ void CMapOutdoor::__HardwareTransformPatch_RenderPatchSplat(long patchnum, WORD
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
|
||||
|
||||
STATEMANAGER.SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
|
||||
STATEMANAGER.SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
|
||||
if (m_bDrawChrShadow)
|
||||
{
|
||||
STATEMANAGER.SetTransform(D3DTS_TEXTURE1, &m_matDynamicShadow);
|
||||
@@ -636,8 +635,8 @@ void CMapOutdoor::__HardwareTransformPatch_RenderPatchSplat(long patchnum, WORD
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
|
||||
STATEMANAGER.SetSamplerState(1, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
|
||||
STATEMANAGER.SetSamplerState(1, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -661,8 +660,8 @@ void CMapOutdoor::__HardwareTransformPatch_RenderPatchSplat(long patchnum, WORD
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
|
||||
STATEMANAGER.SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
|
||||
STATEMANAGER.SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
|
||||
|
||||
|
||||
STATEMANAGER.SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
|
||||
|
||||
@@ -43,7 +43,7 @@ void CMapOutdoor::__RenderTerrain_RenderSoftwareTransformPatch()
|
||||
|
||||
SelectIndexBuffer(0, &wPrimitiveCount, &ePrimitiveType);
|
||||
|
||||
STATEMANAGER.SetVertexShader(D3DFVF_XYZRHW|D3DFVF_DIFFUSE|D3DFVF_SPECULAR|D3DFVF_TEX2);
|
||||
STATEMANAGER.SetFVF(D3DFVF_XYZRHW|D3DFVF_DIFFUSE|D3DFVF_SPECULAR|D3DFVF_TEX2);
|
||||
|
||||
std::vector<std::pair<float, long> >::iterator it = m_PatchVector.begin();
|
||||
|
||||
@@ -100,7 +100,7 @@ void CMapOutdoor::__RenderTerrain_RenderSoftwareTransformPatch()
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
|
||||
|
||||
STATEMANAGER.SetVertexShader(D3DFVF_XYZRHW);
|
||||
STATEMANAGER.SetFVF(D3DFVF_XYZRHW);
|
||||
|
||||
if (IsFastTNL())
|
||||
{
|
||||
@@ -315,7 +315,7 @@ void CMapOutdoor::__SoftwareTransformPatch_RenderPatchNone(SoftwareTransformPatc
|
||||
}
|
||||
|
||||
|
||||
IDirect3DVertexBuffer8* pkVB=m_kSTPD.m_pkVBNone[m_kSTPD.m_dwNonePos++];
|
||||
IDirect3DVertexBuffer9* pkVB=m_kSTPD.m_pkVBNone[m_kSTPD.m_dwNonePos++];
|
||||
m_kSTPD.m_dwNonePos%=SoftwareTransformPatch_SData::NONE_VB_NUM;
|
||||
if (!pkVB)
|
||||
return;
|
||||
@@ -323,7 +323,7 @@ void CMapOutdoor::__SoftwareTransformPatch_RenderPatchNone(SoftwareTransformPatc
|
||||
DWORD dwVBSize=sizeof(SoftwareTransformPatch_STVertex)*CTerrainPatch::TERRAIN_VERTEX_COUNT;
|
||||
SoftwareTransformPatch_STVertex* akDstVertex;
|
||||
if (FAILED(
|
||||
pkVB->Lock(0, dwVBSize, (BYTE**)&akDstVertex, D3DLOCK_DISCARD)
|
||||
pkVB->Lock(0, dwVBSize, (void**)&akDstVertex, D3DLOCK_DISCARD)
|
||||
)) return;
|
||||
|
||||
memcpy(akDstVertex, akTransVertex, dwVBSize);
|
||||
@@ -345,8 +345,8 @@ void CMapOutdoor::__SoftwareTransformPatch_ApplyStaticShadowRenderState()
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
|
||||
STATEMANAGER.SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
|
||||
STATEMANAGER.SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
|
||||
|
||||
}
|
||||
|
||||
@@ -359,8 +359,8 @@ void CMapOutdoor::__SoftwareTransformPatch_ApplyDynamicShadowRenderState()
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_CURRENT);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
|
||||
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
|
||||
STATEMANAGER.SetSamplerState(1, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
|
||||
STATEMANAGER.SetSamplerState(1, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
|
||||
}
|
||||
|
||||
void CMapOutdoor::__SoftwareTransformPatch_ApplyFogShadowRenderState()
|
||||
@@ -377,8 +377,8 @@ void CMapOutdoor::__SoftwareTransformPatch_RestoreStaticShadowRenderState()
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
|
||||
STATEMANAGER.SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
|
||||
STATEMANAGER.SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
|
||||
|
||||
STATEMANAGER.SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
|
||||
STATEMANAGER.SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
|
||||
@@ -394,8 +394,8 @@ void CMapOutdoor::__SoftwareTransformPatch_RestoreDynamicShadowRenderState()
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
|
||||
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
|
||||
STATEMANAGER.SetSamplerState(1, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
|
||||
STATEMANAGER.SetSamplerState(1, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
|
||||
}
|
||||
|
||||
|
||||
@@ -413,89 +413,10 @@ void CMapOutdoor::__SoftwareTransformPatch_RestoreFogShadowRenderState()
|
||||
|
||||
void CMapOutdoor::__SoftwareTransformPatch_ApplyRenderState()
|
||||
{
|
||||
DWORD dwFogColor=0xffffffff;
|
||||
if (mc_pEnvironmentData)
|
||||
dwFogColor=mc_pEnvironmentData->FogColor;
|
||||
|
||||
BOOL isSoftwareVertexClipping=FALSE;
|
||||
if (!IsTLVertexClipping())
|
||||
isSoftwareVertexClipping=TRUE;
|
||||
|
||||
STATEMANAGER.SaveRenderState(D3DRS_SOFTWAREVERTEXPROCESSING, isSoftwareVertexClipping);
|
||||
|
||||
STATEMANAGER.SaveRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
|
||||
STATEMANAGER.SaveRenderState(D3DRS_ALPHATESTENABLE, TRUE);
|
||||
STATEMANAGER.SaveRenderState(D3DRS_ALPHAREF, 0x00000000);
|
||||
STATEMANAGER.SaveRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER);
|
||||
|
||||
STATEMANAGER.SaveRenderState(D3DRS_TEXTUREFACTOR, dwFogColor);
|
||||
STATEMANAGER.SetRenderState(D3DRS_LIGHTING, FALSE);
|
||||
STATEMANAGER.SetRenderState(D3DRS_FOGENABLE, FALSE);
|
||||
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
|
||||
STATEMANAGER.SetBestFiltering(0);
|
||||
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_CURRENT);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_TEXTURE);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
|
||||
STATEMANAGER.SetBestFiltering(1);
|
||||
|
||||
CSpeedTreeWrapper::ms_bSelfShadowOn = true;
|
||||
|
||||
// Render State & TextureStageState
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
|
||||
m_iRenderedSplatNumSqSum = 0;
|
||||
m_iRenderedPatchNum = 0;
|
||||
m_iRenderedSplatNum = 0;
|
||||
m_RenderedTextureNumVector.clear();
|
||||
|
||||
m_matWorldForCommonUse._41 = 0.0f;
|
||||
m_matWorldForCommonUse._42 = 0.0f;
|
||||
STATEMANAGER.SetTransform(D3DTS_WORLD, &m_matWorldForCommonUse);
|
||||
}
|
||||
|
||||
void CMapOutdoor::__SoftwareTransformPatch_RestoreRenderState(DWORD dwFogEnable)
|
||||
{
|
||||
STATEMANAGER.SetRenderState(D3DRS_LIGHTING, TRUE);
|
||||
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_CURRENT);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
|
||||
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_CURRENT);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
|
||||
|
||||
STATEMANAGER.SetRenderState(D3DRS_FOGENABLE, dwFogEnable);
|
||||
|
||||
std::sort(m_RenderedTextureNumVector.begin(),m_RenderedTextureNumVector.end());
|
||||
|
||||
STATEMANAGER.RestoreRenderState(D3DRS_TEXTUREFACTOR);
|
||||
|
||||
STATEMANAGER.RestoreRenderState(D3DRS_ALPHABLENDENABLE);
|
||||
STATEMANAGER.RestoreRenderState(D3DRS_ALPHATESTENABLE);
|
||||
STATEMANAGER.RestoreRenderState(D3DRS_ALPHAREF);
|
||||
STATEMANAGER.RestoreRenderState(D3DRS_ALPHAFUNC);
|
||||
|
||||
STATEMANAGER.RestoreRenderState(D3DRS_SOFTWAREVERTEXPROCESSING);
|
||||
|
||||
// Render State & TextureStageState
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
}
|
||||
|
||||
void CMapOutdoor::__SoftwareTransformPatch_BuildPipeline(SoftwareTransformPatch_SRenderState& rkTPRS)
|
||||
@@ -679,7 +600,7 @@ bool CMapOutdoor::__SoftwareTransformPatch_SetTransform(SoftwareTransformPatch_S
|
||||
|
||||
bool CMapOutdoor::__SoftwareTransformPatch_SetSplatStream(SoftwareTransformPatch_STLVertex* akSrcVertex)
|
||||
{
|
||||
IDirect3DVertexBuffer8* pkVB=m_kSTPD.m_pkVBSplat[m_kSTPD.m_dwSplatPos++];
|
||||
IDirect3DVertexBuffer9* pkVB=m_kSTPD.m_pkVBSplat[m_kSTPD.m_dwSplatPos++];
|
||||
m_kSTPD.m_dwSplatPos%=SoftwareTransformPatch_SData::SPLAT_VB_NUM;
|
||||
if (!pkVB)
|
||||
return false;
|
||||
@@ -687,7 +608,7 @@ bool CMapOutdoor::__SoftwareTransformPatch_SetSplatStream(SoftwareTransformPatch
|
||||
DWORD dwVBSize=sizeof(SoftwareTransformPatch_SSplatVertex)*CTerrainPatch::TERRAIN_VERTEX_COUNT;
|
||||
SoftwareTransformPatch_SSplatVertex* akDstVertex;
|
||||
if (FAILED(
|
||||
pkVB->Lock(0, dwVBSize, (BYTE**)&akDstVertex, 0)//D3DLOCK_DISCARD)
|
||||
pkVB->Lock(0, dwVBSize, (void**)&akDstVertex, 0)//D3DLOCK_DISCARD)
|
||||
)) return false;
|
||||
|
||||
for (UINT uIndex=0; uIndex!=CTerrainPatch::TERRAIN_VERTEX_COUNT; ++uIndex)
|
||||
@@ -701,7 +622,7 @@ bool CMapOutdoor::__SoftwareTransformPatch_SetSplatStream(SoftwareTransformPatch
|
||||
|
||||
bool CMapOutdoor::__SoftwareTransformPatch_SetShadowStream(SoftwareTransformPatch_STLVertex* akSrcVertex)
|
||||
{
|
||||
IDirect3DVertexBuffer8* pkVB=m_kSTPD.m_pkVBSplat[m_kSTPD.m_dwSplatPos++];
|
||||
IDirect3DVertexBuffer9* pkVB=m_kSTPD.m_pkVBSplat[m_kSTPD.m_dwSplatPos++];
|
||||
m_kSTPD.m_dwSplatPos%=SoftwareTransformPatch_SData::SPLAT_VB_NUM;
|
||||
if (!pkVB)
|
||||
return false;
|
||||
@@ -709,7 +630,7 @@ bool CMapOutdoor::__SoftwareTransformPatch_SetShadowStream(SoftwareTransformPatc
|
||||
DWORD dwVBSize=sizeof(SoftwareTransformPatch_SSplatVertex)*CTerrainPatch::TERRAIN_VERTEX_COUNT;
|
||||
SoftwareTransformPatch_SSplatVertex* akDstVertex;
|
||||
if (FAILED(
|
||||
pkVB->Lock(0, dwVBSize, (BYTE**)&akDstVertex, 0)//D3DLOCK_DISCARD)
|
||||
pkVB->Lock(0, dwVBSize, (void**)&akDstVertex, 0)//D3DLOCK_DISCARD)
|
||||
)) return false;
|
||||
|
||||
SoftwareTransformPatch_STLVertex* pkSrcVertex;
|
||||
@@ -727,7 +648,7 @@ bool CMapOutdoor::__SoftwareTransformPatch_SetShadowStream(SoftwareTransformPatc
|
||||
pkVB->Unlock();
|
||||
|
||||
|
||||
ms_lpd3dDevice->SetStreamSource(0, pkVB, sizeof(SoftwareTransformPatch_SSplatVertex));
|
||||
//ms_lpd3dDevice->SetStreamSource(0, pkVB, sizeof(SoftwareTransformPatch_SSplatVertex));
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -759,7 +680,8 @@ bool CMapOutdoor::__SoftwareTransformPatch_Create()
|
||||
D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY,
|
||||
D3DFVF_XYZRHW|D3DFVF_DIFFUSE|D3DFVF_SPECULAR|D3DFVF_TEX2,
|
||||
D3DPOOL_SYSTEMMEM,
|
||||
&m_kSTPD.m_pkVBSplat[uIndex]
|
||||
&m_kSTPD.m_pkVBSplat[uIndex],
|
||||
nullptr
|
||||
)
|
||||
)) return false;
|
||||
}
|
||||
@@ -775,7 +697,8 @@ bool CMapOutdoor::__SoftwareTransformPatch_Create()
|
||||
D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY,
|
||||
D3DFVF_XYZRHW,
|
||||
D3DPOOL_SYSTEMMEM,
|
||||
&m_kSTPD.m_pkVBNone[uIndex]
|
||||
&m_kSTPD.m_pkVBNone[uIndex],
|
||||
nullptr
|
||||
)
|
||||
)) return false;
|
||||
}
|
||||
|
||||
@@ -46,15 +46,16 @@ void CMapOutdoor::RenderWater()
|
||||
D3DXMatrixMultiply(&matTexTransformWater, &m_matViewInverse, &matTexTransformWater);
|
||||
|
||||
STATEMANAGER.SaveTransform(D3DTS_TEXTURE0, &matTexTransformWater);
|
||||
STATEMANAGER.SaveVertexShader(D3DFVF_XYZ|D3DFVF_DIFFUSE);
|
||||
STATEMANAGER.SetFVF(D3DFVF_XYZ|D3DFVF_DIFFUSE);
|
||||
|
||||
STATEMANAGER.SaveTextureStageState(0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
|
||||
STATEMANAGER.SaveTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
|
||||
STATEMANAGER.SaveTextureStageState(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
|
||||
STATEMANAGER.SaveTextureStageState(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
|
||||
STATEMANAGER.SaveTextureStageState(0, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
|
||||
STATEMANAGER.SaveTextureStageState(0, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
|
||||
STATEMANAGER.SaveTextureStageState(0, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
|
||||
|
||||
STATEMANAGER.SaveSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_ANISOTROPIC);
|
||||
STATEMANAGER.SaveSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_ANISOTROPIC);
|
||||
STATEMANAGER.SaveSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
|
||||
STATEMANAGER.SaveSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
|
||||
STATEMANAGER.SaveSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
|
||||
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
|
||||
@@ -123,11 +124,11 @@ void CMapOutdoor::RenderWater()
|
||||
// RenderState
|
||||
STATEMANAGER.RestoreVertexShader();
|
||||
STATEMANAGER.RestoreTransform(D3DTS_TEXTURE0);
|
||||
STATEMANAGER.RestoreTextureStageState(0, D3DTSS_MINFILTER);
|
||||
STATEMANAGER.RestoreTextureStageState(0, D3DTSS_MAGFILTER);
|
||||
STATEMANAGER.RestoreTextureStageState(0, D3DTSS_MIPFILTER);
|
||||
STATEMANAGER.RestoreTextureStageState(0, D3DTSS_ADDRESSU);
|
||||
STATEMANAGER.RestoreTextureStageState(0, D3DTSS_ADDRESSV);
|
||||
STATEMANAGER.RestoreSamplerState(0, D3DSAMP_MINFILTER);
|
||||
STATEMANAGER.RestoreSamplerState(0, D3DSAMP_MAGFILTER);
|
||||
STATEMANAGER.RestoreSamplerState(0, D3DSAMP_MIPFILTER);
|
||||
STATEMANAGER.RestoreSamplerState(0, D3DSAMP_ADDRESSU);
|
||||
STATEMANAGER.RestoreSamplerState(0, D3DSAMP_ADDRESSV);
|
||||
STATEMANAGER.RestoreTextureStageState(0, D3DTSS_TEXCOORDINDEX);
|
||||
STATEMANAGER.RestoreTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS);
|
||||
|
||||
|
||||
@@ -127,10 +127,10 @@ typedef struct SEnvironmentData
|
||||
{
|
||||
// Light
|
||||
BOOL bDirLightsEnable[ENV_DIRLIGHT_NUM];
|
||||
D3DLIGHT8 DirLights[ENV_DIRLIGHT_NUM];
|
||||
D3DLIGHT9 DirLights[ENV_DIRLIGHT_NUM];
|
||||
|
||||
// Material
|
||||
D3DMATERIAL8 Material;
|
||||
D3DMATERIAL9 Material;
|
||||
|
||||
// Fog
|
||||
BOOL bFogEnable;
|
||||
|
||||
@@ -90,10 +90,11 @@ void CSnowEnvironment::__BeginBlur()
|
||||
if (!m_bBlurEnable)
|
||||
return;
|
||||
|
||||
ms_lpd3dDevice->GetRenderTarget(&m_lpOldSurface);
|
||||
ms_lpd3dDevice->GetRenderTarget(0, &m_lpOldSurface);
|
||||
ms_lpd3dDevice->GetDepthStencilSurface(&m_lpOldDepthStencilSurface);
|
||||
ms_lpd3dDevice->SetRenderTarget(m_lpSnowRenderTargetSurface, m_lpSnowDepthSurface);
|
||||
ms_lpd3dDevice->Clear(0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0L);
|
||||
ms_lpd3dDevice->SetDepthStencilSurface(m_lpSnowDepthSurface);
|
||||
ms_lpd3dDevice->SetRenderTarget(0, m_lpSnowRenderTargetSurface);
|
||||
ms_lpd3dDevice->Clear(0L, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0L);
|
||||
|
||||
STATEMANAGER.SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
|
||||
STATEMANAGER.SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
|
||||
@@ -125,7 +126,7 @@ void CSnowEnvironment::__ApplyBlur()
|
||||
// BlurVertex(D3DXVECTOR3(wTextureSize,wTextureSize,0.0f),1.0f, alphaColor, 1,1) };
|
||||
// //누적 블러 텍스쳐를 찍는다.
|
||||
// STATEMANAGER.SetTexture(0,m_lpAccumTexture);
|
||||
// STATEMANAGER.SetVertexShader( D3DFVF_XYZRHW | D3DFVF_DIFFUSE|D3DFVF_TEX1 );
|
||||
// STATEMANAGER.SetFVF( D3DFVF_XYZRHW | D3DFVF_DIFFUSE|D3DFVF_TEX1 );
|
||||
// STATEMANAGER.DrawPrimitiveUP(D3DPT_TRIANGLESTRIP,2,V,sizeof(BlurVertex));
|
||||
// }
|
||||
//
|
||||
@@ -139,13 +140,14 @@ void CSnowEnvironment::__ApplyBlur()
|
||||
//
|
||||
// STATEMANAGER.SetTexture(0,m_lpSnowTexture);
|
||||
// STATEMANAGER.SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE);
|
||||
// STATEMANAGER.SetVertexShader( D3DFVF_XYZRHW | D3DFVF_DIFFUSE|D3DFVF_TEX1 );
|
||||
// STATEMANAGER.SetFVF( D3DFVF_XYZRHW | D3DFVF_DIFFUSE|D3DFVF_TEX1 );
|
||||
// STATEMANAGER.DrawPrimitiveUP(D3DPT_TRIANGLESTRIP,2,V,sizeof(BlurVertex));
|
||||
// }
|
||||
|
||||
///////////////
|
||||
{
|
||||
ms_lpd3dDevice->SetRenderTarget(m_lpOldSurface, m_lpOldDepthStencilSurface);
|
||||
ms_lpd3dDevice->SetDepthStencilSurface(m_lpOldDepthStencilSurface);
|
||||
ms_lpd3dDevice->SetRenderTarget(0, m_lpOldSurface);
|
||||
|
||||
STATEMANAGER.SetTexture(0,m_lpSnowTexture);
|
||||
STATEMANAGER.SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE);
|
||||
@@ -162,7 +164,7 @@ void CSnowEnvironment::__ApplyBlur()
|
||||
BlurVertex(D3DXVECTOR3(0.0f,sy,0.0f),1.0f ,0xFFFFFF, 0,1) ,
|
||||
BlurVertex(D3DXVECTOR3(sx,sy,0.0f),1.0f ,0xFFFFFF, 1,1) };
|
||||
|
||||
STATEMANAGER.SetVertexShader( D3DFVF_XYZRHW | D3DFVF_DIFFUSE|D3DFVF_TEX1 );
|
||||
STATEMANAGER.SetFVF( D3DFVF_XYZRHW | D3DFVF_DIFFUSE|D3DFVF_TEX1 );
|
||||
STATEMANAGER.DrawPrimitiveUP(D3DPT_TRIANGLESTRIP,2,V,sizeof(BlurVertex));
|
||||
}
|
||||
}
|
||||
@@ -187,7 +189,7 @@ void CSnowEnvironment::Render()
|
||||
const D3DXVECTOR3 & c_rv3Cross = pCamera->GetCross();
|
||||
|
||||
SParticleVertex * pv3Verticies;
|
||||
if (SUCCEEDED(m_pVB->Lock(0, sizeof(SParticleVertex)*dwParticleCount*4, (BYTE **) &pv3Verticies, D3DLOCK_DISCARD)))
|
||||
if (SUCCEEDED(m_pVB->Lock(0, sizeof(SParticleVertex)*dwParticleCount*4, (void **) &pv3Verticies, D3DLOCK_DISCARD)))
|
||||
{
|
||||
int i = 0;
|
||||
std::vector<CSnowParticle*>::iterator itor = m_kVct_pkParticleSnow.begin();
|
||||
@@ -219,7 +221,7 @@ void CSnowEnvironment::Render()
|
||||
m_pImageInstance->GetGraphicImagePointer()->GetTextureReference().SetTextureStage(0);
|
||||
STATEMANAGER.SetIndices(m_pIB, 0);
|
||||
STATEMANAGER.SetStreamSource(0, m_pVB, sizeof(SParticleVertex));
|
||||
STATEMANAGER.SetVertexShader(D3DFVF_XYZ | D3DFVF_TEX1);
|
||||
STATEMANAGER.SetFVF(D3DFVF_XYZ | D3DFVF_TEX1);
|
||||
STATEMANAGER.DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, dwParticleCount*4, 0, dwParticleCount*2);
|
||||
STATEMANAGER.RestoreRenderState(D3DRS_ALPHABLENDENABLE);
|
||||
STATEMANAGER.RestoreRenderState(D3DRS_ZWRITEENABLE);
|
||||
@@ -233,18 +235,18 @@ bool CSnowEnvironment::__CreateBlurTexture()
|
||||
if (!m_bBlurEnable)
|
||||
return true;
|
||||
|
||||
if (FAILED(ms_lpd3dDevice->CreateTexture(m_wBlurTextureSize, m_wBlurTextureSize, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &m_lpSnowTexture)))
|
||||
if (FAILED(ms_lpd3dDevice->CreateTexture(m_wBlurTextureSize, m_wBlurTextureSize, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &m_lpSnowTexture, nullptr)))
|
||||
return false;
|
||||
if (FAILED(m_lpSnowTexture->GetSurfaceLevel(0, &m_lpSnowRenderTargetSurface)))
|
||||
return false;
|
||||
if (FAILED(ms_lpd3dDevice->CreateDepthStencilSurface(m_wBlurTextureSize, m_wBlurTextureSize, D3DFMT_D16, D3DMULTISAMPLE_NONE, &m_lpSnowDepthSurface)))
|
||||
if (FAILED(ms_lpd3dDevice->CreateDepthStencilSurface(m_wBlurTextureSize, m_wBlurTextureSize, D3DFMT_D16, D3DMULTISAMPLE_NONE, 0, TRUE, &m_lpSnowDepthSurface, nullptr)))
|
||||
return false;
|
||||
|
||||
if (FAILED(ms_lpd3dDevice->CreateTexture(m_wBlurTextureSize, m_wBlurTextureSize, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &m_lpAccumTexture)))
|
||||
if (FAILED(ms_lpd3dDevice->CreateTexture(m_wBlurTextureSize, m_wBlurTextureSize, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &m_lpAccumTexture, nullptr)))
|
||||
return false;
|
||||
if (FAILED(m_lpAccumTexture->GetSurfaceLevel(0, &m_lpAccumRenderTargetSurface)))
|
||||
return false;
|
||||
if (FAILED(ms_lpd3dDevice->CreateDepthStencilSurface(m_wBlurTextureSize, m_wBlurTextureSize, D3DFMT_D16, D3DMULTISAMPLE_NONE, &m_lpAccumDepthSurface)))
|
||||
if (FAILED(ms_lpd3dDevice->CreateDepthStencilSurface(m_wBlurTextureSize, m_wBlurTextureSize, D3DFMT_D16, D3DMULTISAMPLE_NONE, 0, TRUE, &m_lpAccumDepthSurface, nullptr)))
|
||||
return false;
|
||||
|
||||
return true;
|
||||
@@ -252,22 +254,22 @@ bool CSnowEnvironment::__CreateBlurTexture()
|
||||
|
||||
bool CSnowEnvironment::__CreateGeometry()
|
||||
{
|
||||
if (FAILED(ms_lpd3dDevice->CreateVertexBuffer(sizeof(SParticleVertex)*m_dwParticleMaxNum*4,
|
||||
D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY,
|
||||
D3DFVF_XYZ | D3DFVF_TEX1,
|
||||
D3DPOOL_SYSTEMMEM,
|
||||
&m_pVB)))
|
||||
if (FAILED(ms_lpd3dDevice->CreateVertexBuffer(sizeof(SParticleVertex) * m_dwParticleMaxNum * 4,
|
||||
D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY,
|
||||
D3DFVF_XYZ | D3DFVF_TEX1,
|
||||
D3DPOOL_SYSTEMMEM,
|
||||
&m_pVB, nullptr)))
|
||||
return false;
|
||||
|
||||
if (FAILED(ms_lpd3dDevice->CreateIndexBuffer(sizeof(WORD)*m_dwParticleMaxNum*6,
|
||||
D3DUSAGE_WRITEONLY,
|
||||
D3DFMT_INDEX16,
|
||||
D3DPOOL_MANAGED,
|
||||
&m_pIB)))
|
||||
if (FAILED(ms_lpd3dDevice->CreateIndexBuffer(sizeof(WORD) * m_dwParticleMaxNum * 6,
|
||||
D3DUSAGE_WRITEONLY,
|
||||
D3DFMT_INDEX16,
|
||||
D3DPOOL_MANAGED,
|
||||
&m_pIB, nullptr)))
|
||||
return false;
|
||||
|
||||
WORD* dstIndices;
|
||||
if (FAILED(m_pIB->Lock(0, sizeof(WORD)*m_dwParticleMaxNum*6, (BYTE**)&dstIndices, 0)))
|
||||
if (FAILED(m_pIB->Lock(0, sizeof(WORD) * m_dwParticleMaxNum * 6, (void**)&dstIndices, 0)))
|
||||
return false;
|
||||
|
||||
const WORD c_awFillRectIndices[6] = { 0, 2, 1, 2, 3, 1, };
|
||||
|
||||
@@ -28,19 +28,19 @@ class CSnowEnvironment : public CScreen
|
||||
void __ApplyBlur();
|
||||
|
||||
protected:
|
||||
LPDIRECT3DSURFACE8 m_lpOldSurface;
|
||||
LPDIRECT3DSURFACE8 m_lpOldDepthStencilSurface;
|
||||
LPDIRECT3DSURFACE9 m_lpOldSurface;
|
||||
LPDIRECT3DSURFACE9 m_lpOldDepthStencilSurface;
|
||||
|
||||
LPDIRECT3DTEXTURE8 m_lpSnowTexture;
|
||||
LPDIRECT3DSURFACE8 m_lpSnowRenderTargetSurface;
|
||||
LPDIRECT3DSURFACE8 m_lpSnowDepthSurface;
|
||||
LPDIRECT3DTEXTURE9 m_lpSnowTexture;
|
||||
LPDIRECT3DSURFACE9 m_lpSnowRenderTargetSurface;
|
||||
LPDIRECT3DSURFACE9 m_lpSnowDepthSurface;
|
||||
|
||||
LPDIRECT3DTEXTURE8 m_lpAccumTexture;
|
||||
LPDIRECT3DSURFACE8 m_lpAccumRenderTargetSurface;
|
||||
LPDIRECT3DSURFACE8 m_lpAccumDepthSurface;
|
||||
LPDIRECT3DTEXTURE9 m_lpAccumTexture;
|
||||
LPDIRECT3DSURFACE9 m_lpAccumRenderTargetSurface;
|
||||
LPDIRECT3DSURFACE9 m_lpAccumDepthSurface;
|
||||
|
||||
LPDIRECT3DVERTEXBUFFER8 m_pVB;
|
||||
LPDIRECT3DINDEXBUFFER8 m_pIB;
|
||||
LPDIRECT3DVERTEXBUFFER9 m_pVB;
|
||||
LPDIRECT3DINDEXBUFFER9 m_pIB;
|
||||
|
||||
D3DXVECTOR3 m_v3Center;
|
||||
|
||||
|
||||
@@ -95,8 +95,8 @@ void CTerrainDecal::Render()
|
||||
|
||||
STATEMANAGER.SaveTextureStageState(0, D3DTSS_TEXCOORDINDEX, 0);
|
||||
STATEMANAGER.SaveTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
|
||||
STATEMANAGER.SaveTextureStageState(0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
|
||||
STATEMANAGER.SaveTextureStageState(0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
|
||||
STATEMANAGER.SaveSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
|
||||
STATEMANAGER.SaveSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
|
||||
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
|
||||
@@ -110,8 +110,8 @@ void CTerrainDecal::Render()
|
||||
|
||||
STATEMANAGER.RestoreTextureStageState(0, D3DTSS_TEXCOORDINDEX);
|
||||
STATEMANAGER.RestoreTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS);
|
||||
STATEMANAGER.RestoreTextureStageState(0, D3DTSS_ADDRESSU);
|
||||
STATEMANAGER.RestoreTextureStageState(0, D3DTSS_ADDRESSV);
|
||||
STATEMANAGER.RestoreSamplerState(0, D3DSAMP_ADDRESSU);
|
||||
STATEMANAGER.RestoreSamplerState(0, D3DSAMP_ADDRESSV);
|
||||
|
||||
STATEMANAGER.RestoreRenderState(D3DRS_ALPHABLENDENABLE);
|
||||
}
|
||||
|
||||
@@ -117,7 +117,7 @@ void CTerrainPatch::__BuildHardwareTerrainVertexBuffer(HardwareTransformPatch_SS
|
||||
}
|
||||
}
|
||||
|
||||
void CTerrainPatch::SoftwareTransformPatch_UpdateTerrainLighting(DWORD dwVersion, const D3DLIGHT8& c_rkLight, const D3DMATERIAL8& c_rkMtrl)
|
||||
void CTerrainPatch::SoftwareTransformPatch_UpdateTerrainLighting(DWORD dwVersion, const D3DLIGHT9& c_rkLight, const D3DMATERIAL9& c_rkMtrl)
|
||||
{
|
||||
if (m_dwVersion==dwVersion)
|
||||
return;
|
||||
@@ -200,7 +200,7 @@ bool CTerrainPatchProxy::IsIn(const D3DXVECTOR3& c_rv3Target, float fRadius)
|
||||
return false;
|
||||
}
|
||||
|
||||
void CTerrainPatchProxy::SoftwareTransformPatch_UpdateTerrainLighting(DWORD dwVersion, const D3DLIGHT8& c_rkLight, const D3DMATERIAL8& c_rkMtrl)
|
||||
void CTerrainPatchProxy::SoftwareTransformPatch_UpdateTerrainLighting(DWORD dwVersion, const D3DLIGHT9& c_rkLight, const D3DMATERIAL9& c_rkMtrl)
|
||||
{
|
||||
if (m_pTerrainPatch)
|
||||
m_pTerrainPatch->SoftwareTransformPatch_UpdateTerrainLighting(dwVersion, c_rkLight, c_rkMtrl);
|
||||
|
||||
@@ -95,7 +95,7 @@ public:
|
||||
|
||||
UINT GetWaterFaceCount();
|
||||
|
||||
void SoftwareTransformPatch_UpdateTerrainLighting(DWORD dwVersion, const D3DLIGHT8& c_rkLight, const D3DMATERIAL8& c_rkMtrl);
|
||||
void SoftwareTransformPatch_UpdateTerrainLighting(DWORD dwVersion, const D3DLIGHT9& c_rkLight, const D3DMATERIAL9& c_rkMtrl);
|
||||
|
||||
void BuildTerrainVertexBuffer(HardwareTransformPatch_SSourceVertex* akSrcVertex);
|
||||
void BuildWaterVertexBuffer(SWaterVertex* akSrcVertex, UINT uWaterVertexCount);
|
||||
@@ -194,7 +194,7 @@ public:
|
||||
SoftwareTransformPatch_SSourceVertex* SoftwareTransformPatch_GetTerrainVertexDataPtr();
|
||||
CGraphicVertexBuffer* HardwareTransformPatch_GetVertexBufferPtr();
|
||||
|
||||
void SoftwareTransformPatch_UpdateTerrainLighting(DWORD dwVersion, const D3DLIGHT8& c_rkLight, const D3DMATERIAL8& c_rkMtrl);
|
||||
void SoftwareTransformPatch_UpdateTerrainLighting(DWORD dwVersion, const D3DLIGHT9& c_rkLight, const D3DMATERIAL9& c_rkMtrl);
|
||||
|
||||
protected:
|
||||
bool m_bUsed;
|
||||
|
||||
@@ -290,14 +290,14 @@ void CWeaponTrace::Render()
|
||||
return;
|
||||
|
||||
|
||||
LPDIRECT3DTEXTURE8 lpTexture=NULL;
|
||||
LPDIRECT3DTEXTURE9 lpTexture=NULL;
|
||||
|
||||
// Have to optimize
|
||||
D3DXMATRIX matWorld;
|
||||
D3DXMatrixIdentity(&matWorld);
|
||||
|
||||
STATEMANAGER.SaveTransform(D3DTS_WORLD, &matWorld);
|
||||
STATEMANAGER.SaveVertexShader(D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1);
|
||||
STATEMANAGER.SetFVF(D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1);
|
||||
STATEMANAGER.SaveRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
|
||||
|
||||
STATEMANAGER.SaveRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
|
||||
|
||||
Reference in New Issue
Block a user