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:
co-authored by
Claude Opus 5.5
parent
668f48d6ec
commit
5bfa13c5cc
@@ -0,0 +1,512 @@
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#include "StdAfx.h"
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#include "../EterBase/Utils.h"
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#include "../EterBase/Timer.h"
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#include "GrpBase.h"
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#include "Camera.h"
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#include "StateManager.h"
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void PixelPositionToD3DXVECTOR3(const D3DXVECTOR3& c_rkPPosSrc, D3DXVECTOR3* pv3Dst)
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{
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pv3Dst->x=+c_rkPPosSrc.x;
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pv3Dst->y=-c_rkPPosSrc.y;
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pv3Dst->z=+c_rkPPosSrc.z;
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}
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void D3DXVECTOR3ToPixelPosition(const D3DXVECTOR3& c_rv3Src, D3DXVECTOR3* pv3Dst)
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{
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pv3Dst->x=+c_rv3Src.x;
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pv3Dst->y=-c_rv3Src.y;
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pv3Dst->z=+c_rv3Src.z;
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}
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UINT CGraphicBase::ms_iD3DAdapterInfo=0;
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UINT CGraphicBase::ms_iD3DDevInfo=0;
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UINT CGraphicBase::ms_iD3DModeInfo=0;
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D3D_CDisplayModeAutoDetector CGraphicBase::ms_kD3DDetector;
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HWND CGraphicBase::ms_hWnd;
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HDC CGraphicBase::ms_hDC;
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LPDIRECT3D8 CGraphicBase::ms_lpd3d = NULL;
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LPDIRECT3DDEVICE8 CGraphicBase::ms_lpd3dDevice = NULL;
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ID3DXMatrixStack * CGraphicBase::ms_lpd3dMatStack = NULL;
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D3DPRESENT_PARAMETERS CGraphicBase::ms_d3dPresentParameter;
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D3DVIEWPORT8 CGraphicBase::ms_Viewport;
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HRESULT CGraphicBase::ms_hLastResult = NULL;
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int CGraphicBase::ms_iWidth;
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int CGraphicBase::ms_iHeight;
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DWORD CGraphicBase::ms_faceCount = 0;
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D3DCAPS8 CGraphicBase::ms_d3dCaps;
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DWORD CGraphicBase::ms_dwD3DBehavior = 0;
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DWORD CGraphicBase::ms_ptVS = 0;
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DWORD CGraphicBase::ms_pntVS = 0;
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DWORD CGraphicBase::ms_pnt2VS = 0;
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D3DXMATRIX CGraphicBase::ms_matIdentity;
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D3DXMATRIX CGraphicBase::ms_matView;
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D3DXMATRIX CGraphicBase::ms_matProj;
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D3DXMATRIX CGraphicBase::ms_matInverseView;
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D3DXMATRIX CGraphicBase::ms_matInverseViewYAxis;
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D3DXMATRIX CGraphicBase::ms_matWorld;
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D3DXMATRIX CGraphicBase::ms_matWorldView;
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D3DXMATRIX CGraphicBase::ms_matScreen0;
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D3DXMATRIX CGraphicBase::ms_matScreen1;
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D3DXMATRIX CGraphicBase::ms_matScreen2;
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D3DXVECTOR3 CGraphicBase::ms_vtPickRayOrig;
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D3DXVECTOR3 CGraphicBase::ms_vtPickRayDir;
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float CGraphicBase::ms_fFieldOfView;
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float CGraphicBase::ms_fNearY;
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float CGraphicBase::ms_fFarY;
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float CGraphicBase::ms_fAspect;
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DWORD CGraphicBase::ms_dwWavingEndTime;
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int CGraphicBase::ms_iWavingPower;
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DWORD CGraphicBase::ms_dwFlashingEndTime;
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D3DXCOLOR CGraphicBase::ms_FlashingColor;
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// Terrain picking용 Ray... CCamera 이용하는 버전.. 기존의 Ray와 통합 필요...
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CRay CGraphicBase::ms_Ray;
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bool CGraphicBase::ms_bSupportDXT = true;
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bool CGraphicBase::ms_isLowTextureMemory = false;
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bool CGraphicBase::ms_isHighTextureMemory = false;
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// 2004.11.18.myevan.DynamicVertexBuffer로 교체
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/*
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std::vector<TIndex> CGraphicBase::ms_lineIdxVector;
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std::vector<TIndex> CGraphicBase::ms_lineTriIdxVector;
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std::vector<TIndex> CGraphicBase::ms_lineRectIdxVector;
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std::vector<TIndex> CGraphicBase::ms_lineCubeIdxVector;
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std::vector<TIndex> CGraphicBase::ms_fillTriIdxVector;
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std::vector<TIndex> CGraphicBase::ms_fillRectIdxVector;
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std::vector<TIndex> CGraphicBase::ms_fillCubeIdxVector;
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*/
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LPD3DXMESH CGraphicBase::ms_lpSphereMesh = NULL;
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LPD3DXMESH CGraphicBase::ms_lpCylinderMesh = NULL;
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LPDIRECT3DVERTEXBUFFER8 CGraphicBase::ms_alpd3dPDTVB[PDT_VERTEXBUFFER_NUM];
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LPDIRECT3DINDEXBUFFER8 CGraphicBase::ms_alpd3dDefIB[DEFAULT_IB_NUM];
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bool CGraphicBase::IsLowTextureMemory()
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{
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return ms_isLowTextureMemory;
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}
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bool CGraphicBase::IsHighTextureMemory()
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{
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return ms_isHighTextureMemory;
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}
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bool CGraphicBase::IsFastTNL()
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{
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if (ms_dwD3DBehavior & D3DCREATE_HARDWARE_VERTEXPROCESSING ||
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ms_dwD3DBehavior & D3DCREATE_MIXED_VERTEXPROCESSING)
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{
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if (ms_d3dCaps.VertexShaderVersion>D3DVS_VERSION(1,0))
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return true;
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}
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return false;
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}
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bool CGraphicBase::IsTLVertexClipping()
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{
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if (ms_d3dCaps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS)
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return true;
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return false;
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}
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void CGraphicBase::GetBackBufferSize(UINT* puWidth, UINT* puHeight)
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{
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*puWidth=ms_d3dPresentParameter.BackBufferWidth;
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*puHeight=ms_d3dPresentParameter.BackBufferHeight;
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}
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void CGraphicBase::SetDefaultIndexBuffer(UINT eDefIB)
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{
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if (eDefIB>=DEFAULT_IB_NUM)
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return;
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STATEMANAGER.SetIndices(ms_alpd3dDefIB[eDefIB], 0);
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}
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bool CGraphicBase::SetPDTStream(SPDTVertex* pVertices, UINT uVtxCount)
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{
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return SetPDTStream((SPDTVertexRaw*)pVertices, uVtxCount);
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}
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bool CGraphicBase::SetPDTStream(SPDTVertexRaw* pSrcVertices, UINT uVtxCount)
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{
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if (!uVtxCount)
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return false;
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static DWORD s_dwVBPos=0;
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if (s_dwVBPos>=PDT_VERTEXBUFFER_NUM)
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s_dwVBPos=0;
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IDirect3DVertexBuffer8* plpd3dFillRectVB=ms_alpd3dPDTVB[s_dwVBPos];
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++s_dwVBPos;
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assert(PDT_VERTEX_NUM>=uVtxCount);
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if (uVtxCount >= PDT_VERTEX_NUM)
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return false;
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TPDTVertex* pDstVertices;
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if (FAILED(
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plpd3dFillRectVB->Lock(0, sizeof(TPDTVertex)*uVtxCount, (BYTE**)&pDstVertices, D3DLOCK_DISCARD)
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))
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{
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STATEMANAGER.SetStreamSource(0, NULL, 0);
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return false;
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}
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memcpy(pDstVertices, pSrcVertices, sizeof(TPDTVertex)*uVtxCount);
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plpd3dFillRectVB->Unlock();
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STATEMANAGER.SetStreamSource(0, plpd3dFillRectVB, sizeof(TPDTVertex));
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return true;
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}
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DWORD CGraphicBase::GetAvailableTextureMemory()
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{
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assert(ms_lpd3dDevice!=NULL && "CGraphicBase::GetAvailableTextureMemory - D3DDevice is EMPTY");
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static DWORD s_dwNextUpdateTime=0;
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static DWORD s_dwTexMemSize=0;//ms_lpd3dDevice->GetAvailableTextureMem();
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DWORD dwCurTime=ELTimer_GetMSec();
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if (s_dwNextUpdateTime<dwCurTime)
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{
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s_dwNextUpdateTime=dwCurTime+5000;
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s_dwTexMemSize=ms_lpd3dDevice->GetAvailableTextureMem();
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}
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return s_dwTexMemSize;
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}
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const D3DXMATRIX& CGraphicBase::GetViewMatrix()
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{
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return ms_matView;
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}
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const D3DXMATRIX & CGraphicBase::GetIdentityMatrix()
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{
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return ms_matIdentity;
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}
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void CGraphicBase::SetEyeCamera(float xEye, float yEye, float zEye,
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float xCenter, float yCenter, float zCenter,
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float xUp, float yUp, float zUp)
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{
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D3DXVECTOR3 vectorEye(xEye, yEye, zEye);
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D3DXVECTOR3 vectorCenter(xCenter, yCenter, zCenter);
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D3DXVECTOR3 vectorUp(xUp, yUp, zUp);
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// CCameraManager::Instance().SetCurrentCamera(CCameraManager::DEFAULT_PERSPECTIVE_CAMERA);
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CCameraManager::Instance().GetCurrentCamera()->SetViewParams(vectorEye, vectorCenter, vectorUp);
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UpdateViewMatrix();
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}
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void CGraphicBase::SetSimpleCamera(float x, float y, float z, float pitch, float roll)
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{
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CCamera * pCamera = CCameraManager::Instance().GetCurrentCamera();
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D3DXVECTOR3 vectorEye(x, y, z);
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pCamera->SetViewParams(D3DXVECTOR3(0.0f, y, 0.0f), D3DXVECTOR3(0.0f, 0.0f, 0.0f), D3DXVECTOR3(0.0f, 0.0f, 1.0f));
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pCamera->RotateEyeAroundTarget(pitch, roll);
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pCamera->Move(vectorEye);
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UpdateViewMatrix();
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// This is levites's virtual(?) code which you should not trust.
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ms_lpd3dDevice->GetTransform(D3DTS_WORLD, &ms_matWorld);
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D3DXMatrixMultiply(&ms_matWorldView, &ms_matWorld, &ms_matView);
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}
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void CGraphicBase::SetAroundCamera(float distance, float pitch, float roll, float lookAtZ)
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{
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CCamera * pCamera = CCameraManager::Instance().GetCurrentCamera();
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pCamera->SetViewParams(D3DXVECTOR3(0.0f, -distance, 0.0f), D3DXVECTOR3(0.0f, 0.0f, 0.0f), D3DXVECTOR3(0.0f, 0.0f, 1.0f));
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pCamera->RotateEyeAroundTarget(pitch, roll);
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D3DXVECTOR3 v3Target = pCamera->GetTarget();
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v3Target.z = lookAtZ;
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pCamera->SetTarget(v3Target);
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// pCamera->Move(v3Target);
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UpdateViewMatrix();
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// This is levites's virtual(?) code which you should not trust.
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ms_lpd3dDevice->GetTransform(D3DTS_WORLD, &ms_matWorld);
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D3DXMatrixMultiply(&ms_matWorldView, &ms_matWorld, &ms_matView);
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}
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void CGraphicBase::SetPositionCamera(float fx, float fy, float fz, float distance, float pitch, float roll)
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{
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// I wanna downward this code to the game control level. - [levites]
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if (ms_dwWavingEndTime > CTimer::Instance().GetCurrentMillisecond())
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{
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if (ms_iWavingPower>0)
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{
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fx += float(rand() % ms_iWavingPower) / 10.0f;
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fy += float(rand() % ms_iWavingPower) / 10.0f;
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fz += float(rand() % ms_iWavingPower) / 10.0f;
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}
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}
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CCamera * pCamera = CCameraManager::Instance().GetCurrentCamera();
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if (!pCamera)
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return;
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pCamera->SetViewParams(D3DXVECTOR3(0.0f, -distance, 0.0f), D3DXVECTOR3(0.0f, 0.0f, 0.0f), D3DXVECTOR3(0.0f, 0.0f, 1.0f));
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pitch = fMIN(80.0f, fMAX(-80.0f, pitch) );
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// Tracef("SetPosition Camera : %f, %f\n", pitch, roll);
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pCamera->RotateEyeAroundTarget(pitch, roll);
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pCamera->Move(D3DXVECTOR3(fx, fy, fz));
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UpdateViewMatrix();
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// This is levites's virtual(?) code which you should not trust.
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STATEMANAGER.GetTransform(D3DTS_WORLD, &ms_matWorld);
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D3DXMatrixMultiply(&ms_matWorldView, &ms_matWorld, &ms_matView);
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}
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void CGraphicBase::SetOrtho2D(float hres, float vres, float zres)
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{
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//CCameraManager::Instance().SetCurrentCamera(CCameraManager::DEFAULT_ORTHO_CAMERA);
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D3DXMatrixOrthoOffCenterRH(&ms_matProj, 0, hres, vres, 0, 0, zres);
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//UpdatePipeLineMatrix();
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UpdateProjMatrix();
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}
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void CGraphicBase::SetOrtho3D(float hres, float vres, float zmin, float zmax)
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{
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//CCameraManager::Instance().SetCurrentCamera(CCameraManager::DEFAULT_PERSPECTIVE_CAMERA);
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D3DXMatrixOrthoRH(&ms_matProj, hres, vres, zmin, zmax);
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//UpdatePipeLineMatrix();
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UpdateProjMatrix();
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}
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void CGraphicBase::SetPerspective(float fov, float aspect, float nearz, float farz)
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{
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ms_fFieldOfView = fov;
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//if (ms_d3dPresentParameter.BackBufferWidth>0 && ms_d3dPresentParameter.BackBufferHeight>0)
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// ms_fAspect = float(ms_d3dPresentParameter.BackBufferWidth)/float(ms_d3dPresentParameter.BackBufferHeight);
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//else
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ms_fAspect = aspect;
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ms_fNearY = nearz;
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ms_fFarY = farz;
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//CCameraManager::Instance().SetCurrentCamera(CCameraManager::DEFAULT_PERSPECTIVE_CAMERA);
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D3DXMatrixPerspectiveFovRH(&ms_matProj, D3DXToRadian(fov), ms_fAspect, nearz, farz);
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//UpdatePipeLineMatrix();
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UpdateProjMatrix();
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}
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void CGraphicBase::UpdateProjMatrix()
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{
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STATEMANAGER.SetTransform(D3DTS_PROJECTION, &ms_matProj);
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}
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void CGraphicBase::UpdateViewMatrix()
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{
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CCamera* pkCamera=CCameraManager::Instance().GetCurrentCamera();
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if (!pkCamera)
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return;
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ms_matView = pkCamera->GetViewMatrix();
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STATEMANAGER.SetTransform(D3DTS_VIEW, &ms_matView);
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D3DXMatrixInverse(&ms_matInverseView, NULL, &ms_matView);
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ms_matInverseViewYAxis._11 = ms_matInverseView._11;
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ms_matInverseViewYAxis._12 = ms_matInverseView._12;
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ms_matInverseViewYAxis._21 = ms_matInverseView._21;
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ms_matInverseViewYAxis._22 = ms_matInverseView._22;
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}
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void CGraphicBase::UpdatePipeLineMatrix()
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{
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UpdateProjMatrix();
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UpdateViewMatrix();
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}
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void CGraphicBase::SetViewport(DWORD dwX, DWORD dwY, DWORD dwWidth, DWORD dwHeight, float fMinZ, float fMaxZ)
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{
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ms_Viewport.X = dwX;
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ms_Viewport.Y = dwY;
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ms_Viewport.Width = dwWidth;
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ms_Viewport.Height = dwHeight;
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ms_Viewport.MinZ = fMinZ;
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ms_Viewport.MaxZ = fMaxZ;
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}
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void CGraphicBase::GetTargetPosition(float * px, float * py, float * pz)
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{
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*px = CCameraManager::Instance().GetCurrentCamera()->GetTarget().x;
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*py = CCameraManager::Instance().GetCurrentCamera()->GetTarget().y;
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*pz = CCameraManager::Instance().GetCurrentCamera()->GetTarget().z;
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}
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void CGraphicBase::GetCameraPosition(float * px, float * py, float * pz)
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{
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*px = CCameraManager::Instance().GetCurrentCamera()->GetEye().x;
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*py = CCameraManager::Instance().GetCurrentCamera()->GetEye().y;
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*pz = CCameraManager::Instance().GetCurrentCamera()->GetEye().z;
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}
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void CGraphicBase::GetMatrix(D3DXMATRIX* pRetMatrix) const
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{
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assert(ms_lpd3dMatStack != NULL);
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*pRetMatrix = *ms_lpd3dMatStack->GetTop();
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}
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const D3DXMATRIX* CGraphicBase::GetMatrixPointer() const
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{
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assert(ms_lpd3dMatStack!=NULL);
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return ms_lpd3dMatStack->GetTop();
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}
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void CGraphicBase::GetSphereMatrix(D3DXMATRIX * pMatrix, float fValue)
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{
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D3DXMatrixIdentity(pMatrix);
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pMatrix->_11 = fValue * ms_matWorldView._11;
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pMatrix->_21 = fValue * ms_matWorldView._21;
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pMatrix->_31 = fValue * ms_matWorldView._31;
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pMatrix->_41 = fValue;
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pMatrix->_12 = -fValue * ms_matWorldView._12;
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pMatrix->_22 = -fValue * ms_matWorldView._22;
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pMatrix->_32 = -fValue * ms_matWorldView._32;
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pMatrix->_42 = -fValue;
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}
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float CGraphicBase::GetFOV()
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{
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return ms_fFieldOfView;
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}
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void CGraphicBase::PushMatrix()
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{
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ms_lpd3dMatStack->Push();
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}
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void CGraphicBase::Scale(float x, float y, float z)
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{
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||||
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()
|
||||
{
|
||||
}
|
||||
@@ -0,0 +1,769 @@
|
||||
#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));
|
||||
}
|
||||
Reference in New Issue
Block a user