2V2-e.1: 3D draw-command channel — recording D3D8 device, StateManager, GrpBase, camera

EterLib/StateManager.cpp and GrpBase.cpp ported verbatim. CGraphicDevice::Create builds a platform
IDirect3DDevice8 that keeps the device state and records every Draw* call as a Render3DDraw
(vertices decoded by FVF, strips/fans expanded, textures, world/view/proj, blend/depth/light state).
The 40250 camera (__UpdateCamera, SetCenterPosition, ...) and the Process order
(__UpdateCamera -> OnCameraUpdate -> OnUIUpdate -> Begin/SetInterfaceRenderState/OnUIRender/End)
are in place; CScreen Begin/End, CPythonGraphic render states and CCullingManager::Process matrix
updates are verbatim. port.login_flow asserts a textured, lit character draw under the RH
perspective with every vertex on screen; offline and live pass.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
shenlei
2026-09-23 20:15:54 +09:00
co-authored by Claude Opus 5.5
parent 668f48d6ec
commit 5bfa13c5cc
27 changed files with 3616 additions and 777 deletions
+512
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#include "StdAfx.h"
#include "../EterBase/Utils.h"
#include "../EterBase/Timer.h"
#include "GrpBase.h"
#include "Camera.h"
#include "StateManager.h"
void PixelPositionToD3DXVECTOR3(const D3DXVECTOR3& c_rkPPosSrc, D3DXVECTOR3* pv3Dst)
{
pv3Dst->x=+c_rkPPosSrc.x;
pv3Dst->y=-c_rkPPosSrc.y;
pv3Dst->z=+c_rkPPosSrc.z;
}
void D3DXVECTOR3ToPixelPosition(const D3DXVECTOR3& c_rv3Src, D3DXVECTOR3* pv3Dst)
{
pv3Dst->x=+c_rv3Src.x;
pv3Dst->y=-c_rv3Src.y;
pv3Dst->z=+c_rv3Src.z;
}
UINT CGraphicBase::ms_iD3DAdapterInfo=0;
UINT CGraphicBase::ms_iD3DDevInfo=0;
UINT CGraphicBase::ms_iD3DModeInfo=0;
D3D_CDisplayModeAutoDetector CGraphicBase::ms_kD3DDetector;
HWND CGraphicBase::ms_hWnd;
HDC CGraphicBase::ms_hDC;
LPDIRECT3D8 CGraphicBase::ms_lpd3d = NULL;
LPDIRECT3DDEVICE8 CGraphicBase::ms_lpd3dDevice = NULL;
ID3DXMatrixStack * CGraphicBase::ms_lpd3dMatStack = NULL;
D3DPRESENT_PARAMETERS CGraphicBase::ms_d3dPresentParameter;
D3DVIEWPORT8 CGraphicBase::ms_Viewport;
HRESULT CGraphicBase::ms_hLastResult = NULL;
int CGraphicBase::ms_iWidth;
int CGraphicBase::ms_iHeight;
DWORD CGraphicBase::ms_faceCount = 0;
D3DCAPS8 CGraphicBase::ms_d3dCaps;
DWORD CGraphicBase::ms_dwD3DBehavior = 0;
DWORD CGraphicBase::ms_ptVS = 0;
DWORD CGraphicBase::ms_pntVS = 0;
DWORD CGraphicBase::ms_pnt2VS = 0;
D3DXMATRIX CGraphicBase::ms_matIdentity;
D3DXMATRIX CGraphicBase::ms_matView;
D3DXMATRIX CGraphicBase::ms_matProj;
D3DXMATRIX CGraphicBase::ms_matInverseView;
D3DXMATRIX CGraphicBase::ms_matInverseViewYAxis;
D3DXMATRIX CGraphicBase::ms_matWorld;
D3DXMATRIX CGraphicBase::ms_matWorldView;
D3DXMATRIX CGraphicBase::ms_matScreen0;
D3DXMATRIX CGraphicBase::ms_matScreen1;
D3DXMATRIX CGraphicBase::ms_matScreen2;
D3DXVECTOR3 CGraphicBase::ms_vtPickRayOrig;
D3DXVECTOR3 CGraphicBase::ms_vtPickRayDir;
float CGraphicBase::ms_fFieldOfView;
float CGraphicBase::ms_fNearY;
float CGraphicBase::ms_fFarY;
float CGraphicBase::ms_fAspect;
DWORD CGraphicBase::ms_dwWavingEndTime;
int CGraphicBase::ms_iWavingPower;
DWORD CGraphicBase::ms_dwFlashingEndTime;
D3DXCOLOR CGraphicBase::ms_FlashingColor;
// Terrain picking용 Ray... CCamera 이용하는 버전.. 기존의 Ray와 통합 필요...
CRay CGraphicBase::ms_Ray;
bool CGraphicBase::ms_bSupportDXT = true;
bool CGraphicBase::ms_isLowTextureMemory = false;
bool CGraphicBase::ms_isHighTextureMemory = false;
// 2004.11.18.myevan.DynamicVertexBuffer로 교체
/*
std::vector<TIndex> CGraphicBase::ms_lineIdxVector;
std::vector<TIndex> CGraphicBase::ms_lineTriIdxVector;
std::vector<TIndex> CGraphicBase::ms_lineRectIdxVector;
std::vector<TIndex> CGraphicBase::ms_lineCubeIdxVector;
std::vector<TIndex> CGraphicBase::ms_fillTriIdxVector;
std::vector<TIndex> CGraphicBase::ms_fillRectIdxVector;
std::vector<TIndex> CGraphicBase::ms_fillCubeIdxVector;
*/
LPD3DXMESH CGraphicBase::ms_lpSphereMesh = NULL;
LPD3DXMESH CGraphicBase::ms_lpCylinderMesh = NULL;
LPDIRECT3DVERTEXBUFFER8 CGraphicBase::ms_alpd3dPDTVB[PDT_VERTEXBUFFER_NUM];
LPDIRECT3DINDEXBUFFER8 CGraphicBase::ms_alpd3dDefIB[DEFAULT_IB_NUM];
bool CGraphicBase::IsLowTextureMemory()
{
return ms_isLowTextureMemory;
}
bool CGraphicBase::IsHighTextureMemory()
{
return ms_isHighTextureMemory;
}
bool CGraphicBase::IsFastTNL()
{
if (ms_dwD3DBehavior & D3DCREATE_HARDWARE_VERTEXPROCESSING ||
ms_dwD3DBehavior & D3DCREATE_MIXED_VERTEXPROCESSING)
{
if (ms_d3dCaps.VertexShaderVersion>D3DVS_VERSION(1,0))
return true;
}
return false;
}
bool CGraphicBase::IsTLVertexClipping()
{
if (ms_d3dCaps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS)
return true;
return false;
}
void CGraphicBase::GetBackBufferSize(UINT* puWidth, UINT* puHeight)
{
*puWidth=ms_d3dPresentParameter.BackBufferWidth;
*puHeight=ms_d3dPresentParameter.BackBufferHeight;
}
void CGraphicBase::SetDefaultIndexBuffer(UINT eDefIB)
{
if (eDefIB>=DEFAULT_IB_NUM)
return;
STATEMANAGER.SetIndices(ms_alpd3dDefIB[eDefIB], 0);
}
bool CGraphicBase::SetPDTStream(SPDTVertex* pVertices, UINT uVtxCount)
{
return SetPDTStream((SPDTVertexRaw*)pVertices, uVtxCount);
}
bool CGraphicBase::SetPDTStream(SPDTVertexRaw* pSrcVertices, UINT uVtxCount)
{
if (!uVtxCount)
return false;
static DWORD s_dwVBPos=0;
if (s_dwVBPos>=PDT_VERTEXBUFFER_NUM)
s_dwVBPos=0;
IDirect3DVertexBuffer8* plpd3dFillRectVB=ms_alpd3dPDTVB[s_dwVBPos];
++s_dwVBPos;
assert(PDT_VERTEX_NUM>=uVtxCount);
if (uVtxCount >= PDT_VERTEX_NUM)
return false;
TPDTVertex* pDstVertices;
if (FAILED(
plpd3dFillRectVB->Lock(0, sizeof(TPDTVertex)*uVtxCount, (BYTE**)&pDstVertices, D3DLOCK_DISCARD)
))
{
STATEMANAGER.SetStreamSource(0, NULL, 0);
return false;
}
memcpy(pDstVertices, pSrcVertices, sizeof(TPDTVertex)*uVtxCount);
plpd3dFillRectVB->Unlock();
STATEMANAGER.SetStreamSource(0, plpd3dFillRectVB, sizeof(TPDTVertex));
return true;
}
DWORD CGraphicBase::GetAvailableTextureMemory()
{
assert(ms_lpd3dDevice!=NULL && "CGraphicBase::GetAvailableTextureMemory - D3DDevice is EMPTY");
static DWORD s_dwNextUpdateTime=0;
static DWORD s_dwTexMemSize=0;//ms_lpd3dDevice->GetAvailableTextureMem();
DWORD dwCurTime=ELTimer_GetMSec();
if (s_dwNextUpdateTime<dwCurTime)
{
s_dwNextUpdateTime=dwCurTime+5000;
s_dwTexMemSize=ms_lpd3dDevice->GetAvailableTextureMem();
}
return s_dwTexMemSize;
}
const D3DXMATRIX& CGraphicBase::GetViewMatrix()
{
return ms_matView;
}
const D3DXMATRIX & CGraphicBase::GetIdentityMatrix()
{
return ms_matIdentity;
}
void CGraphicBase::SetEyeCamera(float xEye, float yEye, float zEye,
float xCenter, float yCenter, float zCenter,
float xUp, float yUp, float zUp)
{
D3DXVECTOR3 vectorEye(xEye, yEye, zEye);
D3DXVECTOR3 vectorCenter(xCenter, yCenter, zCenter);
D3DXVECTOR3 vectorUp(xUp, yUp, zUp);
// CCameraManager::Instance().SetCurrentCamera(CCameraManager::DEFAULT_PERSPECTIVE_CAMERA);
CCameraManager::Instance().GetCurrentCamera()->SetViewParams(vectorEye, vectorCenter, vectorUp);
UpdateViewMatrix();
}
void CGraphicBase::SetSimpleCamera(float x, float y, float z, float pitch, float roll)
{
CCamera * pCamera = CCameraManager::Instance().GetCurrentCamera();
D3DXVECTOR3 vectorEye(x, y, z);
pCamera->SetViewParams(D3DXVECTOR3(0.0f, y, 0.0f), D3DXVECTOR3(0.0f, 0.0f, 0.0f), D3DXVECTOR3(0.0f, 0.0f, 1.0f));
pCamera->RotateEyeAroundTarget(pitch, roll);
pCamera->Move(vectorEye);
UpdateViewMatrix();
// This is levites's virtual(?) code which you should not trust.
ms_lpd3dDevice->GetTransform(D3DTS_WORLD, &ms_matWorld);
D3DXMatrixMultiply(&ms_matWorldView, &ms_matWorld, &ms_matView);
}
void CGraphicBase::SetAroundCamera(float distance, float pitch, float roll, float lookAtZ)
{
CCamera * pCamera = CCameraManager::Instance().GetCurrentCamera();
pCamera->SetViewParams(D3DXVECTOR3(0.0f, -distance, 0.0f), D3DXVECTOR3(0.0f, 0.0f, 0.0f), D3DXVECTOR3(0.0f, 0.0f, 1.0f));
pCamera->RotateEyeAroundTarget(pitch, roll);
D3DXVECTOR3 v3Target = pCamera->GetTarget();
v3Target.z = lookAtZ;
pCamera->SetTarget(v3Target);
// pCamera->Move(v3Target);
UpdateViewMatrix();
// This is levites's virtual(?) code which you should not trust.
ms_lpd3dDevice->GetTransform(D3DTS_WORLD, &ms_matWorld);
D3DXMatrixMultiply(&ms_matWorldView, &ms_matWorld, &ms_matView);
}
void CGraphicBase::SetPositionCamera(float fx, float fy, float fz, float distance, float pitch, float roll)
{
// I wanna downward this code to the game control level. - [levites]
if (ms_dwWavingEndTime > CTimer::Instance().GetCurrentMillisecond())
{
if (ms_iWavingPower>0)
{
fx += float(rand() % ms_iWavingPower) / 10.0f;
fy += float(rand() % ms_iWavingPower) / 10.0f;
fz += float(rand() % ms_iWavingPower) / 10.0f;
}
}
CCamera * pCamera = CCameraManager::Instance().GetCurrentCamera();
if (!pCamera)
return;
pCamera->SetViewParams(D3DXVECTOR3(0.0f, -distance, 0.0f), D3DXVECTOR3(0.0f, 0.0f, 0.0f), D3DXVECTOR3(0.0f, 0.0f, 1.0f));
pitch = fMIN(80.0f, fMAX(-80.0f, pitch) );
// Tracef("SetPosition Camera : %f, %f\n", pitch, roll);
pCamera->RotateEyeAroundTarget(pitch, roll);
pCamera->Move(D3DXVECTOR3(fx, fy, fz));
UpdateViewMatrix();
// This is levites's virtual(?) code which you should not trust.
STATEMANAGER.GetTransform(D3DTS_WORLD, &ms_matWorld);
D3DXMatrixMultiply(&ms_matWorldView, &ms_matWorld, &ms_matView);
}
void CGraphicBase::SetOrtho2D(float hres, float vres, float zres)
{
//CCameraManager::Instance().SetCurrentCamera(CCameraManager::DEFAULT_ORTHO_CAMERA);
D3DXMatrixOrthoOffCenterRH(&ms_matProj, 0, hres, vres, 0, 0, zres);
//UpdatePipeLineMatrix();
UpdateProjMatrix();
}
void CGraphicBase::SetOrtho3D(float hres, float vres, float zmin, float zmax)
{
//CCameraManager::Instance().SetCurrentCamera(CCameraManager::DEFAULT_PERSPECTIVE_CAMERA);
D3DXMatrixOrthoRH(&ms_matProj, hres, vres, zmin, zmax);
//UpdatePipeLineMatrix();
UpdateProjMatrix();
}
void CGraphicBase::SetPerspective(float fov, float aspect, float nearz, float farz)
{
ms_fFieldOfView = fov;
//if (ms_d3dPresentParameter.BackBufferWidth>0 && ms_d3dPresentParameter.BackBufferHeight>0)
// ms_fAspect = float(ms_d3dPresentParameter.BackBufferWidth)/float(ms_d3dPresentParameter.BackBufferHeight);
//else
ms_fAspect = aspect;
ms_fNearY = nearz;
ms_fFarY = farz;
//CCameraManager::Instance().SetCurrentCamera(CCameraManager::DEFAULT_PERSPECTIVE_CAMERA);
D3DXMatrixPerspectiveFovRH(&ms_matProj, D3DXToRadian(fov), ms_fAspect, nearz, farz);
//UpdatePipeLineMatrix();
UpdateProjMatrix();
}
void CGraphicBase::UpdateProjMatrix()
{
STATEMANAGER.SetTransform(D3DTS_PROJECTION, &ms_matProj);
}
void CGraphicBase::UpdateViewMatrix()
{
CCamera* pkCamera=CCameraManager::Instance().GetCurrentCamera();
if (!pkCamera)
return;
ms_matView = pkCamera->GetViewMatrix();
STATEMANAGER.SetTransform(D3DTS_VIEW, &ms_matView);
D3DXMatrixInverse(&ms_matInverseView, NULL, &ms_matView);
ms_matInverseViewYAxis._11 = ms_matInverseView._11;
ms_matInverseViewYAxis._12 = ms_matInverseView._12;
ms_matInverseViewYAxis._21 = ms_matInverseView._21;
ms_matInverseViewYAxis._22 = ms_matInverseView._22;
}
void CGraphicBase::UpdatePipeLineMatrix()
{
UpdateProjMatrix();
UpdateViewMatrix();
}
void CGraphicBase::SetViewport(DWORD dwX, DWORD dwY, DWORD dwWidth, DWORD dwHeight, float fMinZ, float fMaxZ)
{
ms_Viewport.X = dwX;
ms_Viewport.Y = dwY;
ms_Viewport.Width = dwWidth;
ms_Viewport.Height = dwHeight;
ms_Viewport.MinZ = fMinZ;
ms_Viewport.MaxZ = fMaxZ;
}
void CGraphicBase::GetTargetPosition(float * px, float * py, float * pz)
{
*px = CCameraManager::Instance().GetCurrentCamera()->GetTarget().x;
*py = CCameraManager::Instance().GetCurrentCamera()->GetTarget().y;
*pz = CCameraManager::Instance().GetCurrentCamera()->GetTarget().z;
}
void CGraphicBase::GetCameraPosition(float * px, float * py, float * pz)
{
*px = CCameraManager::Instance().GetCurrentCamera()->GetEye().x;
*py = CCameraManager::Instance().GetCurrentCamera()->GetEye().y;
*pz = CCameraManager::Instance().GetCurrentCamera()->GetEye().z;
}
void CGraphicBase::GetMatrix(D3DXMATRIX* pRetMatrix) const
{
assert(ms_lpd3dMatStack != NULL);
*pRetMatrix = *ms_lpd3dMatStack->GetTop();
}
const D3DXMATRIX* CGraphicBase::GetMatrixPointer() const
{
assert(ms_lpd3dMatStack!=NULL);
return ms_lpd3dMatStack->GetTop();
}
void CGraphicBase::GetSphereMatrix(D3DXMATRIX * pMatrix, float fValue)
{
D3DXMatrixIdentity(pMatrix);
pMatrix->_11 = fValue * ms_matWorldView._11;
pMatrix->_21 = fValue * ms_matWorldView._21;
pMatrix->_31 = fValue * ms_matWorldView._31;
pMatrix->_41 = fValue;
pMatrix->_12 = -fValue * ms_matWorldView._12;
pMatrix->_22 = -fValue * ms_matWorldView._22;
pMatrix->_32 = -fValue * ms_matWorldView._32;
pMatrix->_42 = -fValue;
}
float CGraphicBase::GetFOV()
{
return ms_fFieldOfView;
}
void CGraphicBase::PushMatrix()
{
ms_lpd3dMatStack->Push();
}
void CGraphicBase::Scale(float x, float y, float z)
{
ms_lpd3dMatStack->Scale(x, y, z);
}
void CGraphicBase::Rotate(float degree, float x, float y, float z)
{
D3DXVECTOR3 vec(x, y, z);
ms_lpd3dMatStack->RotateAxis(&vec, D3DXToRadian(degree));
}
void CGraphicBase::RotateLocal(float degree, float x, float y, float z)
{
D3DXVECTOR3 vec(x, y, z);
ms_lpd3dMatStack->RotateAxisLocal(&vec, D3DXToRadian(degree));
}
void CGraphicBase::MultMatrix( const D3DXMATRIX* pMat)
{
ms_lpd3dMatStack->MultMatrix(pMat);
}
void CGraphicBase::MultMatrixLocal( const D3DXMATRIX* pMat)
{
ms_lpd3dMatStack->MultMatrixLocal(pMat);
}
void CGraphicBase::RotateYawPitchRollLocal(float fYaw, float fPitch, float fRoll)
{
ms_lpd3dMatStack->RotateYawPitchRollLocal(D3DXToRadian(fYaw), D3DXToRadian(fPitch), D3DXToRadian(fRoll));
}
void CGraphicBase::Translate(float x, float y, float z)
{
ms_lpd3dMatStack->Translate(x, y, z);
}
void CGraphicBase::LoadMatrix(const D3DXMATRIX& c_rSrcMatrix)
{
ms_lpd3dMatStack->LoadMatrix(&c_rSrcMatrix);
}
void CGraphicBase::PopMatrix()
{
ms_lpd3dMatStack->Pop();
}
DWORD CGraphicBase::GetColor(float r, float g, float b, float a)
{
BYTE argb[4] =
{
(BYTE) (255.0f * b),
(BYTE) (255.0f * g),
(BYTE) (255.0f * r),
(BYTE) (255.0f * a)
};
return *((DWORD *) argb);
}
void CGraphicBase::InitScreenEffect()
{
ms_dwWavingEndTime = 0;
ms_dwFlashingEndTime = 0;
ms_iWavingPower = 0;
ms_FlashingColor = D3DXCOLOR(0.0f, 0.0f, 0.0f, 0.0f);
}
void CGraphicBase::SetScreenEffectWaving(float fDuringTime, int iPower)
{
ms_dwWavingEndTime = CTimer::Instance().GetCurrentMillisecond() + long(fDuringTime * 1000.0f);
ms_iWavingPower = iPower;
}
void CGraphicBase::SetScreenEffectFlashing(float fDuringTime, const D3DXCOLOR & c_rColor)
{
ms_dwFlashingEndTime = CTimer::Instance().GetCurrentMillisecond() + long(fDuringTime * 1000.0f);
ms_FlashingColor = c_rColor;
}
DWORD CGraphicBase::GetFaceCount()
{
return ms_faceCount;
}
void CGraphicBase::ResetFaceCount()
{
ms_faceCount = 0;
}
HRESULT CGraphicBase::GetLastResult()
{
return ms_hLastResult;
}
CGraphicBase::CGraphicBase()
{
}
CGraphicBase::~CGraphicBase()
{
}
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#include "StdAfx.h"
#include "StateManager.h"
//#define StateManager_Assert(a) if (!(a)) puts("assert"#a)
#define StateManager_Assert(a) assert(a)
struct SLightData
{
enum
{
LIGHT_NUM = 8,
};
D3DLIGHT8 m_akD3DLight[LIGHT_NUM];
} m_kLightData;
void CStateManager::SetLight(DWORD index, CONST D3DLIGHT8* pLight)
{
assert(index<SLightData::LIGHT_NUM);
m_kLightData.m_akD3DLight[index]=*pLight;
m_lpD3DDev->SetLight(index, pLight);
}
void CStateManager::GetLight(DWORD index, D3DLIGHT8* pLight)
{
assert(index<8);
*pLight=m_kLightData.m_akD3DLight[index];
}
bool CStateManager::BeginScene()
{
m_bScene=true;
D3DXMATRIX m4Proj;
D3DXMATRIX m4View;
D3DXMATRIX m4World;
GetTransform(D3DTS_WORLD, &m4World);
GetTransform(D3DTS_PROJECTION, &m4Proj);
GetTransform(D3DTS_VIEW, &m4View);
SetTransform(D3DTS_WORLD, &m4World);
SetTransform(D3DTS_PROJECTION, &m4Proj);
SetTransform(D3DTS_VIEW, &m4View);
if (FAILED(m_lpD3DDev->BeginScene()))
return false;
return true;
}
void CStateManager::EndScene()
{
m_lpD3DDev->EndScene();
m_bScene=false;
}
CStateManager::CStateManager(LPDIRECT3DDEVICE8 lpDevice) : m_lpD3DDev(NULL)
{
m_bScene = false;
m_dwBestMinFilter = D3DTEXF_LINEAR;
m_dwBestMagFilter = D3DTEXF_LINEAR;
SetDevice(lpDevice);
}
CStateManager::~CStateManager()
{
if (m_lpD3DDev)
{
m_lpD3DDev->Release();
m_lpD3DDev = NULL;
}
}
void CStateManager::SetDevice(LPDIRECT3DDEVICE8 lpDevice)
{
StateManager_Assert(lpDevice);
lpDevice->AddRef();
if (m_lpD3DDev)
{
m_lpD3DDev->Release();
m_lpD3DDev = NULL;
}
m_lpD3DDev = lpDevice;
D3DCAPS8 d3dCaps;
m_lpD3DDev->GetDeviceCaps(&d3dCaps);
if (d3dCaps.TextureFilterCaps & D3DPTFILTERCAPS_MAGFANISOTROPIC)
m_dwBestMagFilter = D3DTEXF_ANISOTROPIC;
else
m_dwBestMagFilter = D3DTEXF_LINEAR;
if (d3dCaps.TextureFilterCaps & D3DPTFILTERCAPS_MINFANISOTROPIC)
m_dwBestMinFilter = D3DTEXF_ANISOTROPIC;
else
m_dwBestMinFilter = D3DTEXF_LINEAR;
DWORD dwMax = d3dCaps.MaxAnisotropy;
dwMax = dwMax < 4 ? dwMax : 4;
for (int i = 0; i < 8; ++i)
m_lpD3DDev->SetTextureStageState(i, D3DTSS_MAXANISOTROPY, dwMax);
SetDefaultState();
}
void CStateManager::SetBestFiltering(DWORD dwStage)
{
SetTextureStageState(dwStage, D3DTSS_MINFILTER, m_dwBestMinFilter);
SetTextureStageState(dwStage, D3DTSS_MAGFILTER, m_dwBestMagFilter);
SetTextureStageState(dwStage, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
}
void CStateManager::Restore()
{
int i, j;
m_bForce = true;
for (i = 0; i < STATEMANAGER_MAX_RENDERSTATES; ++i)
SetRenderState(D3DRENDERSTATETYPE(i), m_CurrentState.m_RenderStates[i]);
for (i = 0; i < STATEMANAGER_MAX_STAGES; ++i)
for (j = 0; j < STATEMANAGER_MAX_TEXTURESTATES; ++j)
SetTextureStageState(i, D3DTEXTURESTAGESTATETYPE(j), m_CurrentState.m_TextureStates[i][j]);
for (i = 0; i < STATEMANAGER_MAX_STAGES; ++i)
SetTexture(i, m_CurrentState.m_Textures[i]);
m_bForce = false;
}
void CStateManager::SetDefaultState()
{
m_CurrentState.ResetState();
m_CopyState.ResetState();
m_ChipState.ResetState();
m_bScene = false;
m_bForce = true;
D3DXMATRIX Identity;
D3DXMatrixIdentity(&Identity);
SetTransform(D3DTS_WORLD, &Identity);
SetTransform(D3DTS_VIEW, &Identity);
SetTransform(D3DTS_PROJECTION, &Identity);
D3DMATERIAL8 DefaultMat;
ZeroMemory(&DefaultMat, sizeof(D3DMATERIAL8));
DefaultMat.Diffuse.r = 1.0f;
DefaultMat.Diffuse.g = 1.0f;
DefaultMat.Diffuse.b = 1.0f;
DefaultMat.Diffuse.a = 1.0f;
DefaultMat.Ambient.r = 1.0f;
DefaultMat.Ambient.g = 1.0f;
DefaultMat.Ambient.b = 1.0f;
DefaultMat.Ambient.a = 1.0f;
DefaultMat.Emissive.r = 0.0f;
DefaultMat.Emissive.g = 0.0f;
DefaultMat.Emissive.b = 0.0f;
DefaultMat.Emissive.a = 0.0f;
DefaultMat.Specular.r = 0.0f;
DefaultMat.Specular.g = 0.0f;
DefaultMat.Specular.b = 0.0f;
DefaultMat.Specular.a = 0.0f;
DefaultMat.Power = 0.0f;
SetMaterial(&DefaultMat);
SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL);
SetRenderState(D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL);
SetRenderState(D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL);
SetRenderState(D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL);
SetRenderState(D3DRS_LINEPATTERN, 0xFFFFFFFF);
SetRenderState(D3DRS_LASTPIXEL, FALSE);
SetRenderState(D3DRS_ALPHAREF, 1);
SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);
SetRenderState(D3DRS_ZVISIBLE, FALSE);
SetRenderState(D3DRS_FOGSTART, 0);
SetRenderState(D3DRS_FOGEND, 0);
SetRenderState(D3DRS_FOGDENSITY, 0);
SetRenderState(D3DRS_EDGEANTIALIAS, FALSE);
SetRenderState(D3DRS_ZBIAS, 0);
SetRenderState(D3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
SetRenderState(D3DRS_AMBIENT, 0x00000000);
SetRenderState(D3DRS_LOCALVIEWER, FALSE);
SetRenderState(D3DRS_NORMALIZENORMALS, FALSE);
SetRenderState(D3DRS_VERTEXBLEND, D3DVBF_DISABLE);
SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
SetRenderState(D3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, FALSE);
SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
SetRenderState(D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
SetRenderState(D3DRS_COLORWRITEENABLE, 0xFFFFFFFF);
SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
SetRenderState(D3DRS_FOGENABLE, FALSE);
SetRenderState(D3DRS_FOGCOLOR, 0xFF000000);
SetRenderState(D3DRS_FOGTABLEMODE, D3DFOG_NONE);
SetRenderState(D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
SetRenderState(D3DRS_ZENABLE, TRUE);
SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
SetRenderState(D3DRS_DITHERENABLE, TRUE);
SetRenderState(D3DRS_STENCILENABLE, FALSE);
SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
SetRenderState(D3DRS_CLIPPING, TRUE);
SetRenderState(D3DRS_LIGHTING, FALSE);
SetRenderState(D3DRS_SPECULARENABLE, FALSE);
SetRenderState(D3DRS_COLORVERTEX, FALSE);
SetRenderState(D3DRS_WRAP0, 0);
SetRenderState(D3DRS_WRAP1, 0);
SetRenderState(D3DRS_WRAP2, 0);
SetRenderState(D3DRS_WRAP3, 0);
SetRenderState(D3DRS_WRAP4, 0);
SetRenderState(D3DRS_WRAP5, 0);
SetRenderState(D3DRS_WRAP6, 0);
SetRenderState(D3DRS_WRAP7, 0);
SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_CURRENT);
SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
SetTextureStageState(1, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
SetTextureStageState(2, D3DTSS_COLOROP, D3DTOP_DISABLE);
SetTextureStageState(2, D3DTSS_COLORARG1, D3DTA_TEXTURE);
SetTextureStageState(2, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
SetTextureStageState(2, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
SetTextureStageState(2, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
SetTextureStageState(2, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
SetTextureStageState(3, D3DTSS_COLOROP, D3DTOP_DISABLE);
SetTextureStageState(3, D3DTSS_COLORARG1, D3DTA_TEXTURE);
SetTextureStageState(3, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
SetTextureStageState(3, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
SetTextureStageState(3, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
SetTextureStageState(3, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
SetTextureStageState(4, D3DTSS_COLOROP, D3DTOP_DISABLE);
SetTextureStageState(4, D3DTSS_COLORARG1, D3DTA_TEXTURE);
SetTextureStageState(4, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
SetTextureStageState(4, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
SetTextureStageState(4, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
SetTextureStageState(4, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
SetTextureStageState(5, D3DTSS_COLOROP, D3DTOP_DISABLE);
SetTextureStageState(5, D3DTSS_COLORARG1, D3DTA_TEXTURE);
SetTextureStageState(5, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
SetTextureStageState(5, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
SetTextureStageState(5, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
SetTextureStageState(5, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
SetTextureStageState(6, D3DTSS_COLOROP, D3DTOP_DISABLE);
SetTextureStageState(6, D3DTSS_COLORARG1, D3DTA_TEXTURE);
SetTextureStageState(6, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
SetTextureStageState(6, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
SetTextureStageState(6, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
SetTextureStageState(6, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
SetTextureStageState(7, D3DTSS_COLOROP, D3DTOP_DISABLE);
SetTextureStageState(7, D3DTSS_COLORARG1, D3DTA_TEXTURE);
SetTextureStageState(7, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
SetTextureStageState(7, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
SetTextureStageState(7, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
SetTextureStageState(7, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, 0);
SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 1);
SetTextureStageState(2, D3DTSS_TEXCOORDINDEX, 2);
SetTextureStageState(3, D3DTSS_TEXCOORDINDEX, 3);
SetTextureStageState(4, D3DTSS_TEXCOORDINDEX, 4);
SetTextureStageState(5, D3DTSS_TEXCOORDINDEX, 5);
SetTextureStageState(6, D3DTSS_TEXCOORDINDEX, 6);
SetTextureStageState(7, D3DTSS_TEXCOORDINDEX, 7);
SetTextureStageState(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
SetTextureStageState(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
SetTextureStageState(0, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
SetTextureStageState(1, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
SetTextureStageState(1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
SetTextureStageState(1, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
SetTextureStageState(2, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
SetTextureStageState(2, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
SetTextureStageState(2, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
SetTextureStageState(3, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
SetTextureStageState(3, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
SetTextureStageState(3, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
SetTextureStageState(4, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
SetTextureStageState(4, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
SetTextureStageState(4, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
SetTextureStageState(5, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
SetTextureStageState(5, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
SetTextureStageState(5, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
SetTextureStageState(6, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
SetTextureStageState(6, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
SetTextureStageState(6, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
SetTextureStageState(7, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
SetTextureStageState(7, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
SetTextureStageState(7, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
SetTextureStageState(0, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
SetTextureStageState(0, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
SetTextureStageState(1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
SetTextureStageState(1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
SetTextureStageState(2, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
SetTextureStageState(2, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
SetTextureStageState(3, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
SetTextureStageState(3, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
SetTextureStageState(4, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
SetTextureStageState(4, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
SetTextureStageState(5, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
SetTextureStageState(5, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
SetTextureStageState(6, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
SetTextureStageState(6, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
SetTextureStageState(7, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
SetTextureStageState(7, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, 0);
SetTextureStageState(1, D3DTSS_TEXTURETRANSFORMFLAGS, 0);
SetTextureStageState(2, D3DTSS_TEXTURETRANSFORMFLAGS, 0);
SetTextureStageState(3, D3DTSS_TEXTURETRANSFORMFLAGS, 0);
SetTextureStageState(4, D3DTSS_TEXTURETRANSFORMFLAGS, 0);
SetTextureStageState(5, D3DTSS_TEXTURETRANSFORMFLAGS, 0);
SetTextureStageState(6, D3DTSS_TEXTURETRANSFORMFLAGS, 0);
SetTextureStageState(7, D3DTSS_TEXTURETRANSFORMFLAGS, 0);
SetTexture(0, NULL);
SetTexture(1, NULL);
SetTexture(2, NULL);
SetTexture(3, NULL);
SetTexture(4, NULL);
SetTexture(5, NULL);
SetTexture(6, NULL);
SetTexture(7, NULL);
SetPixelShader(0);
SetVertexShader(D3DFVF_XYZ);
D3DXVECTOR4 av4Null[STATEMANAGER_MAX_VCONSTANTS];
memset(av4Null, 0, sizeof(av4Null));
SetVertexShaderConstant(0, av4Null, STATEMANAGER_MAX_VCONSTANTS);
SetPixelShaderConstant(0, av4Null, STATEMANAGER_MAX_PCONSTANTS);
m_bForce = false;
#ifdef _DEBUG
int i, j;
for (i = 0; i < STATEMANAGER_MAX_RENDERSTATES; i++)
m_bRenderStateSavingFlag[i] = FALSE;
for (j = 0; j < STATEMANAGER_MAX_TRANSFORMSTATES; j++)
m_bTransformSavingFlag[j] = FALSE;
for (j = 0; j < STATEMANAGER_MAX_STAGES; ++j)
for (i = 0; i < STATEMANAGER_MAX_TEXTURESTATES; ++i)
m_bTextureStageStateSavingFlag[j][i] = FALSE;
#endif _DEBUG
}
// Material
void CStateManager::SaveMaterial()
{
m_CopyState.m_D3DMaterial = m_CurrentState.m_D3DMaterial;
}
void CStateManager::SaveMaterial(const D3DMATERIAL8 * pMaterial)
{
// Check that we have set this up before, if not, the default is this.
m_CopyState.m_D3DMaterial = m_CurrentState.m_D3DMaterial;
SetMaterial(pMaterial);
}
void CStateManager::RestoreMaterial()
{
SetMaterial(&m_CopyState.m_D3DMaterial);
}
void CStateManager::SetMaterial(const D3DMATERIAL8 * pMaterial)
{
m_lpD3DDev->SetMaterial(pMaterial);
m_CurrentState.m_D3DMaterial = *pMaterial;
}
void CStateManager::GetMaterial(D3DMATERIAL8 * pMaterial)
{
// Set the renderstate and remember it.
*pMaterial = m_CurrentState.m_D3DMaterial;
}
// Renderstates
DWORD CStateManager::GetRenderState(D3DRENDERSTATETYPE Type)
{
return m_CurrentState.m_RenderStates[Type];
}
void CStateManager::SaveRenderState(D3DRENDERSTATETYPE Type, DWORD dwValue)
{
#ifdef _DEBUG
if (m_bRenderStateSavingFlag[Type])
{
Tracef(" CStateManager::SaveRenderState - This render state is already saved [%d, %d]\n", Type, dwValue);
StateManager_Assert(!" This render state is already saved!");
}
m_bRenderStateSavingFlag[Type] = TRUE;
#endif _DEBUG
// Check that we have set this up before, if not, the default is this.
m_CopyState.m_RenderStates[Type] = m_CurrentState.m_RenderStates[Type];
SetRenderState(Type, dwValue);
}
void CStateManager::RestoreRenderState(D3DRENDERSTATETYPE Type)
{
#ifdef _DEBUG
if (!m_bRenderStateSavingFlag[Type])
{
Tracef(" CStateManager::SaveRenderState - This render state was not saved [%d, %d]\n", Type);
StateManager_Assert(!" This render state was not saved!");
}
m_bRenderStateSavingFlag[Type] = FALSE;
#endif _DEBUG
SetRenderState(Type, m_CopyState.m_RenderStates[Type]);
}
void CStateManager::SetRenderState(D3DRENDERSTATETYPE Type, DWORD Value)
{
if (m_CurrentState.m_RenderStates[Type] == Value)
return;
m_lpD3DDev->SetRenderState(Type, Value);
m_CurrentState.m_RenderStates[Type] = Value;
}
void CStateManager::GetRenderState(D3DRENDERSTATETYPE Type, DWORD * pdwValue)
{
*pdwValue = m_CurrentState.m_RenderStates[Type];
}
// Textures
void CStateManager::SaveTexture(DWORD dwStage, LPDIRECT3DBASETEXTURE8 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];
SetTexture(dwStage, pTexture);
}
void CStateManager::RestoreTexture(DWORD dwStage)
{
SetTexture(dwStage, m_CopyState.m_Textures[dwStage]);
}
void CStateManager::SetTexture(DWORD dwStage, LPDIRECT3DBASETEXTURE8 pTexture)
{
if (pTexture == m_CurrentState.m_Textures[dwStage])
return;
m_lpD3DDev->SetTexture(dwStage, pTexture);
m_CurrentState.m_Textures[dwStage] = pTexture;
}
void CStateManager::GetTexture(DWORD dwStage, LPDIRECT3DBASETEXTURE8 * ppTexture)
{
*ppTexture = m_CurrentState.m_Textures[dwStage];
}
// Texture stage states
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
if (m_bTextureStageStateSavingFlag[dwStage][Type])
{
Tracef(" CStateManager::SaveTextureStageState - This texture stage state is already saved [%d, %d]\n", dwStage, Type);
StateManager_Assert(!" This texture stage state is already saved!");
}
m_bTextureStageStateSavingFlag[dwStage][Type] = TRUE;
#endif _DEBUG
m_CopyState.m_TextureStates[dwStage][Type] = m_CurrentState.m_TextureStates[dwStage][Type];
SetTextureStageState(dwStage, Type, dwValue);
}
void CStateManager::RestoreTextureStageState(DWORD dwStage, D3DTEXTURESTAGESTATETYPE Type)
{
#ifdef _DEBUG
if (!m_bTextureStageStateSavingFlag[dwStage][Type])
{
Tracef(" CStateManager::RestoreTextureStageState - This texture stage state was not saved [%d, %d]\n", dwStage, Type);
StateManager_Assert(!" This texture stage state was not saved!");
}
m_bTextureStageStateSavingFlag[dwStage][Type] = FALSE;
#endif _DEBUG
SetTextureStageState(dwStage, Type, m_CopyState.m_TextureStates[dwStage][Type]);
}
void CStateManager::SetTextureStageState(DWORD dwStage, D3DTEXTURESTAGESTATETYPE Type, DWORD dwValue)
{
if (m_CurrentState.m_TextureStates[dwStage][Type] == dwValue)
return;
m_lpD3DDev->SetTextureStageState(dwStage, Type, dwValue);
m_CurrentState.m_TextureStates[dwStage][Type] = dwValue;
}
void CStateManager::GetTextureStageState(DWORD dwStage, D3DTEXTURESTAGESTATETYPE Type, DWORD * pdwValue)
{
*pdwValue = m_CurrentState.m_TextureStates[dwStage][Type];
}
// Vertex Shader
void CStateManager::SaveVertexShader(DWORD dwShader)
{
m_CopyState.m_dwVertexShader = m_CurrentState.m_dwVertexShader;
SetVertexShader(dwShader);
}
void CStateManager::RestoreVertexShader()
{
SetVertexShader(m_CopyState.m_dwVertexShader);
}
void CStateManager::SetVertexShader(DWORD dwShader)
{
if (m_CurrentState.m_dwVertexShader == dwShader)
return;
m_lpD3DDev->SetVertexShader(dwShader);
m_CurrentState.m_dwVertexShader = dwShader;
}
void CStateManager::GetVertexShader(DWORD * pdwShader)
{
*pdwShader = m_CurrentState.m_dwVertexShader;
}
// Pixel Shader
void CStateManager::SavePixelShader(DWORD dwShader)
{
m_CopyState.m_dwPixelShader = m_CurrentState.m_dwPixelShader;
SetPixelShader(dwShader);
}
void CStateManager::RestorePixelShader()
{
SetPixelShader(m_CopyState.m_dwPixelShader);
}
void CStateManager::SetPixelShader(DWORD dwShader)
{
if (m_CurrentState.m_dwPixelShader == dwShader)
return;
m_lpD3DDev->SetPixelShader(dwShader);
m_CurrentState.m_dwPixelShader = dwShader;
}
void CStateManager::GetPixelShader(DWORD * 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)
{
#ifdef _DEBUG
if (m_bTransformSavingFlag[Type])
{
Tracef(" CStateManager::SaveTransform - This transform is already saved [%d]\n", Type);
StateManager_Assert(!" This trasform is already saved!");
}
m_bTransformSavingFlag[Type] = TRUE;
#endif _DEBUG
m_CopyState.m_Matrices[Type] = m_CurrentState.m_Matrices[Type];
SetTransform(Type, (D3DXMATRIX *)pMatrix);
}
void CStateManager::RestoreTransform(D3DTRANSFORMSTATETYPE Type)
{
#ifdef _DEBUG
if (!m_bTransformSavingFlag[Type])
{
Tracef(" CStateManager::RestoreTransform - This transform was not saved [%d]\n", Type);
StateManager_Assert(!" This render state was not saved!");
}
m_bTransformSavingFlag[Type] = FALSE;
#endif _DEBUG
SetTransform(Type, &m_CopyState.m_Matrices[Type]);
}
// Don't cache-check the transform. To much to do
void CStateManager::SetTransform(D3DTRANSFORMSTATETYPE Type, const D3DMATRIX* pMatrix)
{
if (m_bScene)
{
m_lpD3DDev->SetTransform(Type, pMatrix);
}
else
{
assert(D3DTS_VIEW==Type || D3DTS_PROJECTION==Type || D3DTS_WORLD==Type);
}
m_CurrentState.m_Matrices[Type] = *pMatrix;
}
void CStateManager::GetTransform(D3DTRANSFORMSTATETYPE Type, D3DMATRIX * pMatrix)
{
*pMatrix = m_CurrentState.m_Matrices[Type];
}
// SetVertexShaderConstant
void CStateManager::SaveVertexShaderConstant(DWORD dwRegister,CONST void* pConstantData,DWORD dwConstantCount)
{
DWORD i;
for (i = 0; i < dwConstantCount; i++)
{
StateManager_Assert((dwRegister + i) < STATEMANAGER_MAX_VCONSTANTS);
m_CopyState.m_VertexShaderConstants[dwRegister + i] = m_CurrentState.m_VertexShaderConstants[dwRegister + i];
}
SetVertexShaderConstant(dwRegister, pConstantData, dwConstantCount);
}
void CStateManager::RestoreVertexShaderConstant(DWORD dwRegister, DWORD dwConstantCount)
{
SetVertexShaderConstant(dwRegister, &m_CopyState.m_VertexShaderConstants[dwRegister], dwConstantCount);
}
void CStateManager::SetVertexShaderConstant(DWORD dwRegister,CONST void* pConstantData,DWORD dwConstantCount)
{
m_lpD3DDev->SetVertexShaderConstant(dwRegister, pConstantData, dwConstantCount);
// Set the renderstate and remember it.
for (DWORD i = 0; i < dwConstantCount; i++)
{
StateManager_Assert((dwRegister + i) < STATEMANAGER_MAX_VCONSTANTS);
m_CurrentState.m_VertexShaderConstants[dwRegister + i] = *(((D3DXVECTOR4*)pConstantData) + i);
}
}
// SetPixelShaderConstant
void CStateManager::SavePixelShaderConstant(DWORD dwRegister,CONST void* pConstantData,DWORD dwConstantCount)
{
DWORD i;
for (i = 0; i < dwConstantCount; i++)
{
StateManager_Assert((dwRegister + i) < STATEMANAGER_MAX_VCONSTANTS);
m_CopyState.m_PixelShaderConstants[dwRegister + i] = *(((D3DXVECTOR4*)pConstantData) + i);
}
SetPixelShaderConstant(dwRegister, pConstantData, dwConstantCount);
}
void CStateManager::RestorePixelShaderConstant(DWORD dwRegister, DWORD dwConstantCount)
{
SetPixelShaderConstant(dwRegister, &m_CopyState.m_PixelShaderConstants[dwRegister], dwConstantCount);
}
void CStateManager::SetPixelShaderConstant(DWORD dwRegister,CONST void* pConstantData,DWORD dwConstantCount)
{
m_lpD3DDev->SetPixelShaderConstant(dwRegister, pConstantData, dwConstantCount);
// Set the renderstate and remember it.
for (DWORD i = 0; i < dwConstantCount; i++)
{
StateManager_Assert((dwRegister + i) < STATEMANAGER_MAX_VCONSTANTS);
m_CurrentState.m_PixelShaderConstants[dwRegister + i] = *(((D3DXVECTOR4*)pConstantData) + i);
}
}
void CStateManager::SaveStreamSource(UINT StreamNumber, LPDIRECT3DVERTEXBUFFER8 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];
SetStreamSource(StreamNumber, pStreamData, Stride);
}
void CStateManager::RestoreStreamSource(UINT StreamNumber)
{
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)
{
CStreamData kStreamData(pStreamData, Stride);
if (m_CurrentState.m_StreamData[StreamNumber] == kStreamData)
return;
m_lpD3DDev->SetStreamSource(StreamNumber, pStreamData, Stride);
m_CurrentState.m_StreamData[StreamNumber] = kStreamData;
}
void CStateManager::SaveIndices(LPDIRECT3DINDEXBUFFER8 pIndexData, UINT BaseVertexIndex)
{
m_CopyState.m_IndexData = m_CurrentState.m_IndexData;
SetIndices(pIndexData, BaseVertexIndex);
}
void CStateManager::RestoreIndices()
{
SetIndices(m_CopyState.m_IndexData.m_lpIndexData, m_CopyState.m_IndexData.m_BaseVertexIndex);
}
void CStateManager::SetIndices(LPDIRECT3DINDEXBUFFER8 pIndexData, UINT BaseVertexIndex)
{
CIndexData kIndexData(pIndexData, BaseVertexIndex);
if (m_CurrentState.m_IndexData == kIndexData)
return;
m_lpD3DDev->SetIndices(pIndexData, BaseVertexIndex);
m_CurrentState.m_IndexData = kIndexData;
}
HRESULT CStateManager::DrawPrimitive(D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex, UINT PrimitiveCount)
{
return (m_lpD3DDev->DrawPrimitive(PrimitiveType, StartVertex, PrimitiveCount));
}
HRESULT CStateManager::DrawPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, const void* pVertexStreamZeroData, UINT VertexStreamZeroStride)
{
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));
}
HRESULT CStateManager::DrawIndexedPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType, UINT MinVertexIndex, UINT NumVertexIndices, UINT PrimitiveCount, CONST void * pIndexData, D3DFORMAT IndexDataFormat, CONST void * pVertexStreamZeroData, UINT VertexStreamZeroStride)
{
m_CurrentState.m_IndexData = NULL;
m_CurrentState.m_StreamData[0] = NULL;
return (m_lpD3DDev->DrawIndexedPrimitiveUP(PrimitiveType, MinVertexIndex, NumVertexIndices, PrimitiveCount, pIndexData, IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride));
}