render parity unit G: 40250 tiling selection + verbatim STP terrain
- PythonApplication::Create mirrors 40250 :1196-1251 (SOFTWARE_TILING cfg, auto tiling IsFastTNL ? HTP : STP, MinLOD on !IsFastTNL) - RecordingDevice caps: VertexShaderVersion 1.1 + CLIPTLVERTS (fast T&L -> HTP) - MapOutdoorRenderSTP.cpp replaced by the full 40250 source (native gate only) - native_render XYZRHW: fix inverted screen->NDC Y, negative rhw clip, no texture transform on TL vertices, specular-alpha vertex fog (capture v9) Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 5.5
parent
91ce13c3cf
commit
863f3771af
@@ -20,7 +20,7 @@ int g_native_terrain_override = -1;
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struct VertexLayout {
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unsigned stride = 0;
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bool rhw = false;
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int normal = -1, diffuse = -1, uv0 = -1, uv1 = -1;
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int normal = -1, diffuse = -1, specular = -1, uv0 = -1, uv1 = -1;
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};
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// The element offsets of a fixed-function FVF (D3DXGetFVFVertexSize's order).
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@@ -41,7 +41,7 @@ VertexLayout fvf_layout(DWORD fvf)
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if (fvf & D3DFVF_NORMAL) { layout.normal = offset; offset += 12; }
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if (fvf & D3DFVF_PSIZE) offset += 4;
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if (fvf & D3DFVF_DIFFUSE) { layout.diffuse = offset; offset += 4; }
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if (fvf & D3DFVF_SPECULAR) offset += 4;
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if (fvf & D3DFVF_SPECULAR) { layout.specular = offset; offset += 4; }
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const unsigned texCount = (fvf & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT;
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for (unsigned i = 0; i < texCount; ++i)
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{
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@@ -281,11 +281,15 @@ public:
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return refs;
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}
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// PORT: a D3D8 HAL on a T&L card (D3DDEVCAPS_HWTRANSFORMANDLIGHT), 8 lights, 4 texture stages.
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// PORT: a D3D8 HAL on a T&L card (D3DDEVCAPS_HWTRANSFORMANDLIGHT), 8 lights, 4 texture stages,
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// vertex shader 1.1 and T&L vertex clipping, as the D3D8 runtime reports for current GPUs; with
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// these CGraphicBase::IsFastTNL() is true, so auto tiling picks the hardware-transform terrain.
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HRESULT GetDeviceCaps(D3DCAPS8* caps) override
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{
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std::memset(caps, 0, sizeof(*caps));
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caps->DevCaps = D3DDEVCAPS_HWTRANSFORMANDLIGHT;
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caps->VertexShaderVersion = D3DVS_VERSION(1, 1);
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caps->PrimitiveMiscCaps = D3DPMISCCAPS_CLIPTLVERTS;
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caps->MaxActiveLights = 8;
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caps->MaxTextureBlendStages = 4;
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caps->MaxSimultaneousTextures = 4;
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@@ -785,6 +789,7 @@ private:
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// Elements past the stream's stride live in another stream (CreatePTStreamVertexShader).
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if (layout.normal + 12 > int(stride)) layout.normal = -1;
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if (layout.diffuse + 4 > int(stride)) layout.diffuse = -1;
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if (layout.specular + 4 > int(stride)) layout.specular = -1;
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if (layout.uv0 + 8 > int(stride)) layout.uv0 = -1;
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if (layout.uv1 + 8 > int(stride)) layout.uv1 = -1;
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@@ -873,6 +878,7 @@ private:
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const Render3DDraw& prior = cached->second.geometry;
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draw.positions = prior.positions;
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draw.rhw = prior.rhw;
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draw.vertex_fog = prior.vertex_fog;
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draw.normals = prior.normals;
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draw.uv0 = prior.uv0;
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draw.uv1 = prior.uv1;
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@@ -885,6 +891,8 @@ private:
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{
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draw.positions.resize(count * 3);
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if (layout.rhw) draw.rhw.resize(count);
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const bool tl_fog = layout.rhw && layout.specular >= 0;
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if (tl_fog) draw.vertex_fog.resize(count);
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if (layout.normal >= 0) draw.normals.resize(count * 3);
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if (layout.uv0 >= 0) draw.uv0.resize(count * 2);
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if (layout.uv1 >= 0) draw.uv1.resize(count * 2);
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@@ -894,6 +902,7 @@ private:
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const uint8_t* v = vertices + (lo + i) * stride;
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std::memcpy(&draw.positions[i * 3], v, 12);
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if (layout.rhw) std::memcpy(&draw.rhw[i], v + 12, 4);
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if (tl_fog) draw.vertex_fog[i] = float(v[layout.specular + 3]) / 255.0f; // specular alpha
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if (layout.normal >= 0) std::memcpy(&draw.normals[i * 3], v + layout.normal, 12);
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if (layout.uv0 >= 0) std::memcpy(&draw.uv0[i * 2], v + layout.uv0, 8);
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if (layout.uv1 >= 0) std::memcpy(&draw.uv1[i * 2], v + layout.uv1, 8);
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@@ -37,6 +37,8 @@ struct Render3DDraw {
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bool pretransformed = false;
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std::vector<float> positions; // x, y, z
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std::vector<float> rhw;
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// D3D8 vertex fog of an XYZRHW draw: the D3DFVF_SPECULAR alpha (0..1); empty otherwise.
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std::vector<float> vertex_fog;
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std::vector<float> normals; // x, y, z
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std::vector<float> uv0; // u, v
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std::vector<float> uv1; // u, v
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@@ -1,10 +1,15 @@
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// Platform implementation of 40250 GameLib/MapOutdoorRenderSTP.cpp (software-transform terrain patches).
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// The vertex-buffer lifecycle is the 40250 code as is; the patch drawing is left to the Godot terrain
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// (see MapOutdoorRenderHTP.cpp).
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// Platform copy of 40250 GameLib/MapOutdoorRenderSTP.cpp (software-transform terrain patches), as is
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// apart from the includes and the native-terrain gate: the Godot Metin2World adapter draws the terrain
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// unless IsNativeTerrainRenderEnabled() (see MapOutdoorRenderHTP.cpp). 40250 takes this path when
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// SOFTWARE_TILING is 1 in metin2.cfg, or with auto tiling on a device without fast T&L.
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#include "GameLib/StdAfx.h"
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#include "EterLib/StateManager.h"
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#include "GameLib/MapOutdoor.h"
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#include "GameLib/TerrainPatch.h"
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#include "GameLib/TerrainQuadtree.h"
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#include "EterLib/Camera.h"
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#include "EterLib/StateManager.h"
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#include "../EterLib/RenderCommands3D.h"
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struct SoftwareTransformPatch_SSplatVertex
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{
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@@ -15,9 +20,724 @@ struct SoftwareTransformPatch_SSplatVertex
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D3DXVECTOR2 kTex2;
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};
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// PORT: Godot draws the terrain (PORT-PLAN §3).
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void CMapOutdoor::__RenderTerrain_RenderSoftwareTransformPatch()
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{
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// PORT: see the file comment.
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if (!IsNativeTerrainRenderEnabled())
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return;
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SoftwareTransformPatch_SRenderState kTPRS;
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DWORD dwFogEnable = STATEMANAGER.GetRenderState(D3DRS_FOGENABLE);
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__SoftwareTransformPatch_ApplyRenderState();
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__SoftwareTransformPatch_BuildPipeline(kTPRS);
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std::pair<float, long> fog_far(kTPRS.m_fFogFarDistance+800.0f, 0);
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std::pair<float, long> fog_near(kTPRS.m_fFogNearDistance-3200.0f, 0);
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std::vector<std::pair<float ,long> >::iterator far_it = std::upper_bound(m_PatchVector.begin(),m_PatchVector.end(),fog_far);
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std::vector<std::pair<float ,long> >::iterator near_it = std::upper_bound(m_PatchVector.begin(),m_PatchVector.end(),fog_near);
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WORD wPrimitiveCount;
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D3DPRIMITIVETYPE ePrimitiveType;
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BYTE byCUrrentLODLevel = 0;
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float fLODLevel1Distance = __GetNoFogDistance();
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float fLODLevel2Distance = __GetFogDistance();
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SelectIndexBuffer(0, &wPrimitiveCount, &ePrimitiveType);
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STATEMANAGER.SetVertexShader(D3DFVF_XYZRHW|D3DFVF_DIFFUSE|D3DFVF_SPECULAR|D3DFVF_TEX2);
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std::vector<std::pair<float, long> >::iterator it = m_PatchVector.begin();
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for( ; it != near_it; ++it)
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{
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if (byCUrrentLODLevel == 0 && fLODLevel1Distance <= it->first)
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{
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byCUrrentLODLevel = 1;
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SelectIndexBuffer(1, &wPrimitiveCount, &ePrimitiveType);
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}
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else if (byCUrrentLODLevel == 1 && fLODLevel2Distance <= it->first)
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{
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byCUrrentLODLevel = 2;
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SelectIndexBuffer(2, &wPrimitiveCount, &ePrimitiveType);
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}
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__SoftwareTransformPatch_RenderPatchSplat(kTPRS, it->second, wPrimitiveCount, ePrimitiveType, false);
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if (m_iRenderedSplatNum >= m_iSplatLimit)
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break;
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}
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if (m_iRenderedSplatNum < m_iSplatLimit)
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{
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for(it = near_it; it != far_it; ++it)
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{
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if (byCUrrentLODLevel == 0 && fLODLevel1Distance <= it->first)
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{
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byCUrrentLODLevel = 1;
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SelectIndexBuffer(1, &wPrimitiveCount, &ePrimitiveType);
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}
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else if (byCUrrentLODLevel == 1 && fLODLevel2Distance <= it->first)
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{
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byCUrrentLODLevel = 2;
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SelectIndexBuffer(2, &wPrimitiveCount, &ePrimitiveType);
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}
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__SoftwareTransformPatch_RenderPatchSplat(kTPRS, it->second, wPrimitiveCount, ePrimitiveType, true);
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if (m_iRenderedSplatNum >= m_iSplatLimit)
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break;
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}
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}
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STATEMANAGER.SetTexture(0, NULL);
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STATEMANAGER.SetTexture(1, NULL);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
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STATEMANAGER.SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
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STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
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STATEMANAGER.SetVertexShader(D3DFVF_XYZRHW);
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if (IsFastTNL())
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{
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if (byCUrrentLODLevel != 2)
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{
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byCUrrentLODLevel = 2;
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SelectIndexBuffer(2, &wPrimitiveCount, &ePrimitiveType);
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}
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if (m_iRenderedSplatNum < m_iSplatLimit)
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{
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for(it = far_it; it != m_PatchVector.end(); ++it)
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{
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__SoftwareTransformPatch_RenderPatchNone(kTPRS, it->second, wPrimitiveCount, ePrimitiveType);
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if (m_iRenderedSplatNum >= m_iSplatLimit)
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break;
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}
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}
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}
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//////////////////////////////////////////////////////////////////////////
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// Render State & TextureStageState
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__SoftwareTransformPatch_RestoreRenderState(dwFogEnable);
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}
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void CMapOutdoor::__SoftwareTransformPatch_RenderPatchSplat(SoftwareTransformPatch_SRenderState& rkTPRS, long patchnum, WORD wPrimitiveCount, D3DPRIMITIVETYPE ePrimitiveType, bool isFogEnable)
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{
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assert(NULL!=m_pTerrainPatchProxyList && "CMapOutdoor::__SoftwareTransformPatch_RenderPatchSplat");
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CTerrainPatchProxy * pTerrainPatchProxy = &m_pTerrainPatchProxyList[patchnum];
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if (!pTerrainPatchProxy->isUsed())
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return;
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bool isDynamicShadow = pTerrainPatchProxy->IsIn(rkTPRS.m_v3Player, 3000.0f);
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if (!m_bDrawChrShadow)
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isDynamicShadow = false;
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long sPatchNum = pTerrainPatchProxy->GetPatchNum();
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if (sPatchNum < 0)
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return;
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BYTE ucTerrainNum = pTerrainPatchProxy->GetTerrainNum();
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if (0xFF == ucTerrainNum)
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return;
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CTerrain * pTerrain;
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if (!GetTerrainPointer(ucTerrainNum, &pTerrain))
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return;
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WORD wCoordX, wCoordY;
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pTerrain->GetCoordinate(&wCoordX, &wCoordY);
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TTerrainSplatPatch & rTerrainSplatPatch = pTerrain->GetTerrainSplatPatch();
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SoftwareTransformPatch_STLVertex akTransVertex[CTerrainPatch::TERRAIN_VERTEX_COUNT];
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if (!__SoftwareTransformPatch_SetTransform(rkTPRS, akTransVertex, *pTerrainPatchProxy, wCoordX, wCoordY, isFogEnable, isDynamicShadow))
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return;
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if (!__SoftwareTransformPatch_SetSplatStream(akTransVertex))
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return;
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if (isFogEnable)
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{
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STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_TFACTOR);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_BLENDDIFFUSEALPHA);
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}
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else
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{
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STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
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}
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int iPrevRenderedSplatNum=m_iRenderedSplatNum;
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bool isFirst=true;
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for (DWORD j = 1; j < pTerrain->GetNumTextures(); ++j)
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{
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TTerainSplat & rSplat = rTerrainSplatPatch.Splats[j];
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if (!rSplat.Active)
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continue;
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if (rTerrainSplatPatch.PatchTileCount[sPatchNum][j] == 0)
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continue;
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const TTerrainTexture & rTexture = m_TextureSet.GetTexture(j);
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if (isFirst)
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{
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STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG2);
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STATEMANAGER.SetTexture(0, rTexture.pd3dTexture);
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STATEMANAGER.SetTexture(1, rSplat.pd3dTexture);
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STATEMANAGER.DrawIndexedPrimitive(ePrimitiveType, 0, m_iPatchTerrainVertexCount, 0, wPrimitiveCount);
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STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
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isFirst=false;
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}
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else
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{
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STATEMANAGER.SetTexture(0, rTexture.pd3dTexture);
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STATEMANAGER.SetTexture(1, rSplat.pd3dTexture);
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STATEMANAGER.DrawIndexedPrimitive(ePrimitiveType, 0, m_iPatchTerrainVertexCount, 0, wPrimitiveCount);
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}
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std::vector<int>::iterator aIterator = std::find(m_RenderedTextureNumVector.begin(), m_RenderedTextureNumVector.end(), (int)j);
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if (aIterator == m_RenderedTextureNumVector.end())
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m_RenderedTextureNumVector.push_back(j);
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++m_iRenderedSplatNum;
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if (m_iRenderedSplatNum >= m_iSplatLimit)
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break;
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}
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// 그림자
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if (m_bDrawShadow)
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{
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__SoftwareTransformPatch_SetShadowStream(akTransVertex);
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__SoftwareTransformPatch_ApplyStaticShadowRenderState();
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if (isDynamicShadow)
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__SoftwareTransformPatch_ApplyDynamicShadowRenderState();
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else
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__SoftwareTransformPatch_ApplyFogShadowRenderState();
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if (isFogEnable)
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{
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STATEMANAGER.SetRenderState(D3DRS_FOGENABLE, TRUE);
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STATEMANAGER.SetRenderState(D3DRS_FOGCOLOR, 0xFFFFFFFF);
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STATEMANAGER.SetTexture(0, pTerrain->GetShadowTexture());
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STATEMANAGER.DrawIndexedPrimitive(ePrimitiveType, 0, m_iPatchTerrainVertexCount, 0, wPrimitiveCount);
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STATEMANAGER.SetRenderState(D3DRS_FOGCOLOR, rkTPRS.m_dwFogColor);
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STATEMANAGER.SetRenderState(D3DRS_FOGENABLE, FALSE);
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}
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else
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{
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STATEMANAGER.SetTexture(0, pTerrain->GetShadowTexture());
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STATEMANAGER.DrawIndexedPrimitive(ePrimitiveType, 0, m_iPatchTerrainVertexCount, 0, wPrimitiveCount);
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}
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if (isDynamicShadow)
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__SoftwareTransformPatch_RestoreDynamicShadowRenderState();
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else
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__SoftwareTransformPatch_RestoreFogShadowRenderState();
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ms_faceCount += wPrimitiveCount;
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++m_iRenderedSplatNum;
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__SoftwareTransformPatch_RestoreStaticShadowRenderState();
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}
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++m_iRenderedPatchNum;
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int iCurRenderedSplatNum=m_iRenderedSplatNum-iPrevRenderedSplatNum;
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m_iRenderedSplatNumSqSum+=iCurRenderedSplatNum*iCurRenderedSplatNum;
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}
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void CMapOutdoor::__SoftwareTransformPatch_RenderPatchNone(SoftwareTransformPatch_SRenderState& rkTPRS, long patchnum, WORD wPrimitiveCount, D3DPRIMITIVETYPE ePrimitiveType)
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{
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assert(NULL!=m_pTerrainPatchProxyList && "CMapOutdoor::__SoftwareTransformPatch_RenderPatchNone");
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CTerrainPatchProxy * pTerrainPatchProxy = &m_pTerrainPatchProxyList[patchnum];
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if (!pTerrainPatchProxy->isUsed())
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return;
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long sPatchNum = pTerrainPatchProxy->GetPatchNum();
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if (sPatchNum < 0)
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return;
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BYTE ucTerrainNum = pTerrainPatchProxy->GetTerrainNum();
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if (0xFF == ucTerrainNum)
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return;
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CTerrain * pTerrain;
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if (!GetTerrainPointer(ucTerrainNum, &pTerrain))
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return;
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WORD wCoordX, wCoordY;
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pTerrain->GetCoordinate(&wCoordX, &wCoordY);
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SoftwareTransformPatch_SSourceVertex* akSrcVertex=pTerrainPatchProxy->SoftwareTransformPatch_GetTerrainVertexDataPtr();
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if (!akSrcVertex)
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return;
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float fScreenHalfWidth=rkTPRS.m_fScreenHalfWidth;
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float fScreenHalfHeight=rkTPRS.m_fScreenHalfHeight;
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D3DXMATRIX m4Frustum=rkTPRS.m_m4Frustum;
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SoftwareTransformPatch_STVertex akTransVertex[CTerrainPatch::TERRAIN_VERTEX_COUNT];
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D3DXVECTOR4* akPosition=(D3DXVECTOR4*)akTransVertex;
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D3DXVECTOR4* pkPosition;
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for (UINT uIndex=0; uIndex!=CTerrainPatch::TERRAIN_VERTEX_COUNT; ++uIndex)
|
||||
{
|
||||
pkPosition=akPosition+uIndex;
|
||||
D3DXVec3Transform(pkPosition, &akSrcVertex[uIndex].kPosition, &m4Frustum);
|
||||
pkPosition->w=1.0f/pkPosition->w;
|
||||
pkPosition->z*=pkPosition->w;
|
||||
pkPosition->y=(pkPosition->y*pkPosition->w-1.0f)*fScreenHalfHeight;
|
||||
pkPosition->x=(pkPosition->x*pkPosition->w+1.0f)*fScreenHalfWidth;
|
||||
}
|
||||
|
||||
|
||||
IDirect3DVertexBuffer8* pkVB=m_kSTPD.m_pkVBNone[m_kSTPD.m_dwNonePos++];
|
||||
m_kSTPD.m_dwNonePos%=SoftwareTransformPatch_SData::NONE_VB_NUM;
|
||||
if (!pkVB)
|
||||
return;
|
||||
|
||||
DWORD dwVBSize=sizeof(SoftwareTransformPatch_STVertex)*CTerrainPatch::TERRAIN_VERTEX_COUNT;
|
||||
SoftwareTransformPatch_STVertex* akDstVertex;
|
||||
if (FAILED(
|
||||
pkVB->Lock(0, dwVBSize, (BYTE**)&akDstVertex, D3DLOCK_DISCARD)
|
||||
)) return;
|
||||
|
||||
memcpy(akDstVertex, akTransVertex, dwVBSize);
|
||||
|
||||
pkVB->Unlock();
|
||||
|
||||
STATEMANAGER.SetStreamSource(0, pkVB, sizeof(SoftwareTransformPatch_STVertex));
|
||||
STATEMANAGER.DrawIndexedPrimitive(ePrimitiveType, 0, m_iPatchTerrainVertexCount, 0, wPrimitiveCount);
|
||||
ms_faceCount += wPrimitiveCount;
|
||||
}
|
||||
|
||||
void CMapOutdoor::__SoftwareTransformPatch_ApplyStaticShadowRenderState()
|
||||
{
|
||||
STATEMANAGER.SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
|
||||
STATEMANAGER.SetRenderState(D3DRS_DESTBLEND, D3DBLEND_SRCCOLOR);
|
||||
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
|
||||
|
||||
}
|
||||
|
||||
void CMapOutdoor::__SoftwareTransformPatch_ApplyDynamicShadowRenderState()
|
||||
{
|
||||
STATEMANAGER.SetTexture(1, m_lpCharacterShadowMapTexture);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_CURRENT);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
|
||||
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
|
||||
}
|
||||
|
||||
void CMapOutdoor::__SoftwareTransformPatch_ApplyFogShadowRenderState()
|
||||
{
|
||||
STATEMANAGER.SetTexture(1, NULL);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_CURRENT);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_CURRENT);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
|
||||
}
|
||||
void CMapOutdoor::__SoftwareTransformPatch_RestoreStaticShadowRenderState()
|
||||
{
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
|
||||
|
||||
STATEMANAGER.SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
|
||||
STATEMANAGER.SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
|
||||
}
|
||||
|
||||
|
||||
|
||||
void CMapOutdoor::__SoftwareTransformPatch_RestoreDynamicShadowRenderState()
|
||||
{
|
||||
STATEMANAGER.SetTexture(1, NULL);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_CURRENT);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
|
||||
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
|
||||
}
|
||||
|
||||
|
||||
|
||||
void CMapOutdoor::__SoftwareTransformPatch_RestoreFogShadowRenderState()
|
||||
{
|
||||
STATEMANAGER.SetRenderState(D3DRS_FOGENABLE, FALSE);
|
||||
|
||||
STATEMANAGER.SetTexture(1, NULL);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_CURRENT);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
|
||||
}
|
||||
|
||||
void CMapOutdoor::__SoftwareTransformPatch_ApplyRenderState()
|
||||
{
|
||||
DWORD dwFogColor=0xffffffff;
|
||||
if (mc_pEnvironmentData)
|
||||
dwFogColor=mc_pEnvironmentData->FogColor;
|
||||
|
||||
BOOL isSoftwareVertexClipping=FALSE;
|
||||
if (!IsTLVertexClipping())
|
||||
isSoftwareVertexClipping=TRUE;
|
||||
|
||||
STATEMANAGER.SaveRenderState(D3DRS_SOFTWAREVERTEXPROCESSING, isSoftwareVertexClipping);
|
||||
|
||||
STATEMANAGER.SaveRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
|
||||
STATEMANAGER.SaveRenderState(D3DRS_ALPHATESTENABLE, TRUE);
|
||||
STATEMANAGER.SaveRenderState(D3DRS_ALPHAREF, 0x00000000);
|
||||
STATEMANAGER.SaveRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER);
|
||||
|
||||
STATEMANAGER.SaveRenderState(D3DRS_TEXTUREFACTOR, dwFogColor);
|
||||
STATEMANAGER.SetRenderState(D3DRS_LIGHTING, FALSE);
|
||||
STATEMANAGER.SetRenderState(D3DRS_FOGENABLE, FALSE);
|
||||
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
|
||||
STATEMANAGER.SetBestFiltering(0);
|
||||
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_CURRENT);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_TEXTURE);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
|
||||
STATEMANAGER.SetBestFiltering(1);
|
||||
|
||||
CSpeedTreeWrapper::ms_bSelfShadowOn = true;
|
||||
|
||||
// Render State & TextureStageState
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
|
||||
m_iRenderedSplatNumSqSum = 0;
|
||||
m_iRenderedPatchNum = 0;
|
||||
m_iRenderedSplatNum = 0;
|
||||
m_RenderedTextureNumVector.clear();
|
||||
|
||||
m_matWorldForCommonUse._41 = 0.0f;
|
||||
m_matWorldForCommonUse._42 = 0.0f;
|
||||
STATEMANAGER.SetTransform(D3DTS_WORLD, &m_matWorldForCommonUse);
|
||||
}
|
||||
|
||||
void CMapOutdoor::__SoftwareTransformPatch_RestoreRenderState(DWORD dwFogEnable)
|
||||
{
|
||||
STATEMANAGER.SetRenderState(D3DRS_LIGHTING, TRUE);
|
||||
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_CURRENT);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
||||
STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
|
||||
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_CURRENT);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
||||
STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
|
||||
|
||||
STATEMANAGER.SetRenderState(D3DRS_FOGENABLE, dwFogEnable);
|
||||
|
||||
std::sort(m_RenderedTextureNumVector.begin(),m_RenderedTextureNumVector.end());
|
||||
|
||||
STATEMANAGER.RestoreRenderState(D3DRS_TEXTUREFACTOR);
|
||||
|
||||
STATEMANAGER.RestoreRenderState(D3DRS_ALPHABLENDENABLE);
|
||||
STATEMANAGER.RestoreRenderState(D3DRS_ALPHATESTENABLE);
|
||||
STATEMANAGER.RestoreRenderState(D3DRS_ALPHAREF);
|
||||
STATEMANAGER.RestoreRenderState(D3DRS_ALPHAFUNC);
|
||||
|
||||
STATEMANAGER.RestoreRenderState(D3DRS_SOFTWAREVERTEXPROCESSING);
|
||||
|
||||
// Render State & TextureStageState
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
}
|
||||
|
||||
void CMapOutdoor::__SoftwareTransformPatch_BuildPipeline(SoftwareTransformPatch_SRenderState& rkTPRS)
|
||||
{
|
||||
memset(&rkTPRS, 0, sizeof(rkTPRS));
|
||||
|
||||
if (mc_pEnvironmentData)
|
||||
{
|
||||
rkTPRS.m_dwFogColor = mc_pEnvironmentData->FogColor;
|
||||
rkTPRS.m_fFogNearDistance = mc_pEnvironmentData->GetFogNearDistance();
|
||||
rkTPRS.m_fFogFarDistance = mc_pEnvironmentData->GetFogFarDistance();
|
||||
}
|
||||
else
|
||||
{
|
||||
rkTPRS.m_dwFogColor = 0xffffffff;
|
||||
rkTPRS.m_fFogNearDistance = 5000.0f;
|
||||
rkTPRS.m_fFogFarDistance = 10000.0f;
|
||||
}
|
||||
|
||||
UINT uScreenWidth;
|
||||
UINT uScreenHeight;
|
||||
CScreen::GetBackBufferSize(&uScreenWidth, &uScreenHeight);
|
||||
|
||||
rkTPRS.m_fScreenHalfWidth = +float(uScreenWidth) / 2.0f;
|
||||
rkTPRS.m_fScreenHalfHeight = -float(uScreenHeight) / 2.0f;
|
||||
|
||||
STATEMANAGER.GetLight(0, &rkTPRS.m_kLight);
|
||||
STATEMANAGER.GetMaterial(&rkTPRS.m_kMtrl);
|
||||
|
||||
D3DXMATRIX m4View;STATEMANAGER.GetTransform(D3DTS_VIEW, &m4View);
|
||||
D3DXMATRIX m4Proj;STATEMANAGER.GetTransform(D3DTS_PROJECTION, &m4Proj);
|
||||
|
||||
D3DXMatrixMultiply(&rkTPRS.m_m4Frustum, &m4View, &m4Proj);
|
||||
|
||||
rkTPRS.m_v3Player.x = +m_v3Player.x;
|
||||
rkTPRS.m_v3Player.y = -m_v3Player.y;
|
||||
rkTPRS.m_v3Player.z = +m_v3Player.z;
|
||||
|
||||
rkTPRS.m_m4Proj = m4Proj;
|
||||
rkTPRS.m_m4DynamicShadow = m_matLightView * m_matDynamicShadowScale;
|
||||
|
||||
D3DXVECTOR3 kFogNearVector;
|
||||
const auto farvv = D3DXVECTOR3(0.0f, 0.0f, -rkTPRS.m_fFogNearDistance);
|
||||
D3DXVec3TransformCoord(&kFogNearVector, &farvv, &rkTPRS.m_m4Proj);
|
||||
|
||||
D3DXVECTOR3 kFogFarVector;
|
||||
const auto nearvv = D3DXVECTOR3(0.0f, 0.0f, -rkTPRS.m_fFogFarDistance);
|
||||
D3DXVec3TransformCoord(&kFogFarVector, &nearvv, &rkTPRS.m_m4Proj);
|
||||
|
||||
float fFogNear = kFogNearVector.z;
|
||||
float fFogFar = kFogFarVector.z;
|
||||
float fFogLenInv = 1.0f / (fFogFar-fFogNear);
|
||||
|
||||
rkTPRS.m_fFogNearTransZ = fFogNear;
|
||||
rkTPRS.m_fFogFarTransZ = fFogFar;
|
||||
rkTPRS.m_fFogLenInv = fFogLenInv;
|
||||
|
||||
}
|
||||
|
||||
bool CMapOutdoor::__SoftwareTransformPatch_SetTransform(SoftwareTransformPatch_SRenderState& rkTPRS, SoftwareTransformPatch_STLVertex* akTransVertex, CTerrainPatchProxy& rkTerrainPatchProxy, UINT uTerrainX, UINT uTerrainY, bool isFogEnable, bool isDynamicShadow)
|
||||
{
|
||||
SoftwareTransformPatch_SSourceVertex* akSrcVertex=rkTerrainPatchProxy.SoftwareTransformPatch_GetTerrainVertexDataPtr();
|
||||
if (!akSrcVertex)
|
||||
return false;
|
||||
|
||||
rkTerrainPatchProxy.SoftwareTransformPatch_UpdateTerrainLighting(
|
||||
m_kSTPD.m_dwLightVersion,
|
||||
rkTPRS.m_kLight, rkTPRS.m_kMtrl);
|
||||
|
||||
D3DXVECTOR3* pkSrcPosition;
|
||||
|
||||
float fTilePatternX=+1/640.0f;
|
||||
float fTilePatternY=-1/640.0f;
|
||||
|
||||
float fTerrainBaseX=-(float) (uTerrainX * CTerrainImpl::TERRAIN_XSIZE)+m_fTerrainTexCoordBase * 12.30769f;
|
||||
float fTerrainBaseY=+(float) (uTerrainY * CTerrainImpl::TERRAIN_YSIZE)+m_fTerrainTexCoordBase * 12.30769f;
|
||||
|
||||
float fScreenHalfWidth=rkTPRS.m_fScreenHalfWidth;
|
||||
float fScreenHalfHeight=rkTPRS.m_fScreenHalfHeight;
|
||||
|
||||
float fAlphaPatternX=m_matSplatAlpha._11;
|
||||
float fAlphaPatternY=m_matSplatAlpha._22;
|
||||
float fAlphaBiasX=m_matSplatAlpha._41;
|
||||
float fAlphaBiasY=m_matSplatAlpha._42;
|
||||
float fShadowPatternX=+m_fTerrainTexCoordBase * ((float) CTerrainImpl::PATCH_XSIZE / static_cast<float>(CTerrainImpl::XSIZE));
|
||||
float fShadowPatternY=-m_fTerrainTexCoordBase * ((float) CTerrainImpl::PATCH_YSIZE / static_cast<float>(CTerrainImpl::YSIZE));
|
||||
|
||||
D3DXMATRIX m4Frustum=rkTPRS.m_m4Frustum;
|
||||
|
||||
if (isFogEnable)
|
||||
{
|
||||
float fFogCur;
|
||||
float fFogFar=rkTPRS.m_fFogFarTransZ;
|
||||
float fFogLenInv=rkTPRS.m_fFogLenInv;
|
||||
|
||||
float fLocalX;
|
||||
float fLocalY;
|
||||
|
||||
SoftwareTransformPatch_STLVertex kWorkVertex;
|
||||
for (UINT uIndex=0; uIndex!=CTerrainPatch::TERRAIN_VERTEX_COUNT; ++uIndex)
|
||||
{
|
||||
pkSrcPosition=&akSrcVertex[uIndex].kPosition;
|
||||
D3DXVec3Transform(&kWorkVertex.kPosition, pkSrcPosition, &m4Frustum);
|
||||
fLocalX=pkSrcPosition->x+fTerrainBaseX;
|
||||
fLocalY=pkSrcPosition->y+fTerrainBaseY;
|
||||
kWorkVertex.kPosition.w=1.0f/kWorkVertex.kPosition.w;
|
||||
kWorkVertex.kPosition.x*=kWorkVertex.kPosition.w;
|
||||
kWorkVertex.kPosition.y*=kWorkVertex.kPosition.w;
|
||||
kWorkVertex.kPosition.z*=kWorkVertex.kPosition.w;
|
||||
kWorkVertex.kPosition.x=(kWorkVertex.kPosition.x+1.0f)*fScreenHalfWidth;
|
||||
kWorkVertex.kPosition.y=(kWorkVertex.kPosition.y-1.0f)*fScreenHalfHeight;
|
||||
kWorkVertex.dwDiffuse=akSrcVertex[uIndex].dwDiffuse;
|
||||
kWorkVertex.kTexTile.x=pkSrcPosition->x*fTilePatternX;
|
||||
kWorkVertex.kTexTile.y=pkSrcPosition->y*fTilePatternY;
|
||||
kWorkVertex.kTexAlpha.x=fLocalX*fAlphaPatternX+fAlphaBiasX;
|
||||
kWorkVertex.kTexAlpha.y=fLocalY*fAlphaPatternY+fAlphaBiasY;
|
||||
kWorkVertex.kTexStaticShadow.x=fLocalX*fShadowPatternX;
|
||||
kWorkVertex.kTexStaticShadow.y=fLocalY*fShadowPatternY;
|
||||
kWorkVertex.kTexDynamicShadow.x=0.0f;
|
||||
kWorkVertex.kTexDynamicShadow.y=0.0f;
|
||||
|
||||
fFogCur=(fFogFar-kWorkVertex.kPosition.z)*fFogLenInv;
|
||||
if (fFogCur<0.0f)
|
||||
kWorkVertex.dwFog=kWorkVertex.dwDiffuse=0x0000000|(kWorkVertex.dwDiffuse&0xffffff);
|
||||
else if (fFogCur>1.0f)
|
||||
kWorkVertex.dwFog=kWorkVertex.dwDiffuse=0xFF000000|(kWorkVertex.dwDiffuse&0xffffff);
|
||||
else
|
||||
kWorkVertex.dwFog=kWorkVertex.dwDiffuse=BYTE(255.0f*fFogCur)<<24|(kWorkVertex.dwDiffuse&0xffffff);
|
||||
|
||||
*(akTransVertex+uIndex)=kWorkVertex;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
float fLocalX;
|
||||
float fLocalY;
|
||||
|
||||
SoftwareTransformPatch_STLVertex kWorkVertex;
|
||||
for (UINT uIndex=0; uIndex!=CTerrainPatch::TERRAIN_VERTEX_COUNT; ++uIndex)
|
||||
{
|
||||
pkSrcPosition=&akSrcVertex[uIndex].kPosition;
|
||||
D3DXVec3Transform(&kWorkVertex.kPosition, pkSrcPosition, &m4Frustum);
|
||||
fLocalX=pkSrcPosition->x+fTerrainBaseX;
|
||||
fLocalY=pkSrcPosition->y+fTerrainBaseY;
|
||||
kWorkVertex.kPosition.w=1.0f/kWorkVertex.kPosition.w;
|
||||
kWorkVertex.kPosition.x*=kWorkVertex.kPosition.w;
|
||||
kWorkVertex.kPosition.y*=kWorkVertex.kPosition.w;
|
||||
kWorkVertex.kPosition.z*=kWorkVertex.kPosition.w;
|
||||
kWorkVertex.kPosition.x=(kWorkVertex.kPosition.x+1.0f)*fScreenHalfWidth;
|
||||
kWorkVertex.kPosition.y=(kWorkVertex.kPosition.y-1.0f)*fScreenHalfHeight;
|
||||
kWorkVertex.dwDiffuse=akSrcVertex[uIndex].dwDiffuse;
|
||||
kWorkVertex.dwFog=0xffffffff;
|
||||
kWorkVertex.kTexTile.x=pkSrcPosition->x*fTilePatternX;
|
||||
kWorkVertex.kTexTile.y=pkSrcPosition->y*fTilePatternY;
|
||||
kWorkVertex.kTexAlpha.x=fLocalX*fAlphaPatternX+fAlphaBiasX;
|
||||
kWorkVertex.kTexAlpha.y=fLocalY*fAlphaPatternY+fAlphaBiasY;
|
||||
kWorkVertex.kTexStaticShadow.x=fLocalX*fShadowPatternX;
|
||||
kWorkVertex.kTexStaticShadow.y=fLocalY*fShadowPatternY;
|
||||
kWorkVertex.kTexDynamicShadow.x=0.0f;
|
||||
kWorkVertex.kTexDynamicShadow.y=0.0f;
|
||||
|
||||
*(akTransVertex+uIndex)=kWorkVertex;
|
||||
}
|
||||
}
|
||||
|
||||
if (isDynamicShadow)
|
||||
{
|
||||
D3DXMATRIX m4DynamicShadow=rkTPRS.m_m4DynamicShadow;
|
||||
|
||||
D3DXVECTOR3 v3Shadow;
|
||||
for (UINT uIndex=0; uIndex!=CTerrainPatch::TERRAIN_VERTEX_COUNT; ++uIndex)
|
||||
{
|
||||
D3DXVec3TransformCoord(&v3Shadow, &akSrcVertex[uIndex].kPosition, &m4DynamicShadow);
|
||||
akTransVertex[uIndex].kTexDynamicShadow.x=v3Shadow.x;
|
||||
akTransVertex[uIndex].kTexDynamicShadow.y=v3Shadow.y;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool CMapOutdoor::__SoftwareTransformPatch_SetSplatStream(SoftwareTransformPatch_STLVertex* akSrcVertex)
|
||||
{
|
||||
IDirect3DVertexBuffer8* pkVB=m_kSTPD.m_pkVBSplat[m_kSTPD.m_dwSplatPos++];
|
||||
m_kSTPD.m_dwSplatPos%=SoftwareTransformPatch_SData::SPLAT_VB_NUM;
|
||||
if (!pkVB)
|
||||
return false;
|
||||
|
||||
DWORD dwVBSize=sizeof(SoftwareTransformPatch_SSplatVertex)*CTerrainPatch::TERRAIN_VERTEX_COUNT;
|
||||
SoftwareTransformPatch_SSplatVertex* akDstVertex;
|
||||
if (FAILED(
|
||||
pkVB->Lock(0, dwVBSize, (BYTE**)&akDstVertex, 0)//D3DLOCK_DISCARD)
|
||||
)) return false;
|
||||
|
||||
for (UINT uIndex=0; uIndex!=CTerrainPatch::TERRAIN_VERTEX_COUNT; ++uIndex)
|
||||
*(akDstVertex+uIndex)=*((SoftwareTransformPatch_SSplatVertex*)(akSrcVertex+uIndex));
|
||||
|
||||
pkVB->Unlock();
|
||||
|
||||
STATEMANAGER.SetStreamSource(0, pkVB, sizeof(SoftwareTransformPatch_SSplatVertex));
|
||||
return true;
|
||||
}
|
||||
|
||||
bool CMapOutdoor::__SoftwareTransformPatch_SetShadowStream(SoftwareTransformPatch_STLVertex* akSrcVertex)
|
||||
{
|
||||
IDirect3DVertexBuffer8* pkVB=m_kSTPD.m_pkVBSplat[m_kSTPD.m_dwSplatPos++];
|
||||
m_kSTPD.m_dwSplatPos%=SoftwareTransformPatch_SData::SPLAT_VB_NUM;
|
||||
if (!pkVB)
|
||||
return false;
|
||||
|
||||
DWORD dwVBSize=sizeof(SoftwareTransformPatch_SSplatVertex)*CTerrainPatch::TERRAIN_VERTEX_COUNT;
|
||||
SoftwareTransformPatch_SSplatVertex* akDstVertex;
|
||||
if (FAILED(
|
||||
pkVB->Lock(0, dwVBSize, (BYTE**)&akDstVertex, 0)//D3DLOCK_DISCARD)
|
||||
)) return false;
|
||||
|
||||
SoftwareTransformPatch_STLVertex* pkSrcVertex;
|
||||
SoftwareTransformPatch_SSplatVertex* pkDstVertex;
|
||||
for (UINT uIndex=0; uIndex!=CTerrainPatch::TERRAIN_VERTEX_COUNT; ++uIndex)
|
||||
{
|
||||
pkSrcVertex=akSrcVertex+uIndex;
|
||||
pkDstVertex=akDstVertex+uIndex;
|
||||
pkDstVertex->kPosition=pkSrcVertex->kPosition;
|
||||
pkDstVertex->dwDiffuse=pkSrcVertex->dwDiffuse;
|
||||
pkDstVertex->dwSpecular=pkSrcVertex->dwFog;
|
||||
pkDstVertex->kTex1=pkSrcVertex->kTexStaticShadow;
|
||||
pkDstVertex->kTex2=pkSrcVertex->kTexDynamicShadow;
|
||||
}
|
||||
pkVB->Unlock();
|
||||
|
||||
|
||||
ms_lpd3dDevice->SetStreamSource(0, pkVB, sizeof(SoftwareTransformPatch_SSplatVertex));
|
||||
return true;
|
||||
}
|
||||
|
||||
void CMapOutdoor::__SoftwareTransformPatch_Initialize()
|
||||
@@ -91,3 +811,5 @@ void CMapOutdoor::__SoftwareTransformPatch_Destroy()
|
||||
}
|
||||
__SoftwareTransformPatch_Initialize();
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -17,6 +17,9 @@
|
||||
#include "../EterLib/UIRenderCommands.h"
|
||||
#include "../EterLib/RenderCommands3D.h"
|
||||
#include "EterLib/GrpDevice.h"
|
||||
#include "EterGrnLib/LODController.h"
|
||||
#include "UserInterface/PythonBackground.h"
|
||||
#include "UserInterface/PythonSystem.h"
|
||||
#include "../ScriptLib/PythonBoot.h"
|
||||
#include "ServerClock.h"
|
||||
|
||||
@@ -85,6 +88,12 @@ bool CPythonApplication::Create(PyObject*, const char*, int, int, int)
|
||||
return false;
|
||||
}
|
||||
|
||||
// 40250 PythonApplication.cpp:1196-1199.
|
||||
extern bool GRAPHICS_CAPS_SOFTWARE_TILING;
|
||||
|
||||
if (!CPythonSystem::Instance().IsAutoTiling())
|
||||
GRAPHICS_CAPS_SOFTWARE_TILING = CPythonSystem::Instance().IsSoftwareTiling();
|
||||
|
||||
// In 40250 m_grpDevice is a member created here (PythonApplication.cpp:909).
|
||||
static CGraphicDevice s_grpDevice;
|
||||
int iRet = s_grpDevice.Create(NULL, width, height, true, 32, 0);
|
||||
@@ -117,6 +126,23 @@ bool CPythonApplication::Create(PyObject*, const char*, int, int, int)
|
||||
return false;
|
||||
}
|
||||
|
||||
// 40250 PythonApplication.cpp:1206-1220.
|
||||
if (CPythonSystem::Instance().IsAutoTiling())
|
||||
{
|
||||
if (s_grpDevice.IsFastTNL())
|
||||
{
|
||||
CPythonBackground::Instance().ReserveSoftwareTilingEnable(false);
|
||||
}
|
||||
else
|
||||
{
|
||||
CPythonBackground::Instance().ReserveSoftwareTilingEnable(true);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
CPythonBackground::Instance().ReserveSoftwareTilingEnable(CPythonSystem::Instance().IsSoftwareTiling());
|
||||
}
|
||||
|
||||
// In 40250 m_netDevice is a member created here (PythonApplication.cpp:1242).
|
||||
static CNetworkDevice s_netDevice;
|
||||
if (!s_netDevice.Create())
|
||||
@@ -126,6 +152,10 @@ bool CPythonApplication::Create(PyObject*, const char*, int, int, int)
|
||||
return false;
|
||||
}
|
||||
|
||||
// 40250 PythonApplication.cpp:1250-1251.
|
||||
if (!s_grpDevice.IsFastTNL())
|
||||
CGrannyLODController::SetMinLODMode(true);
|
||||
|
||||
// 40250 m_pyItem.Create() (PythonApplication.cpp:1253): registers dropitem.mse with CEffectManager.
|
||||
CPythonItem::Instance().Create();
|
||||
|
||||
|
||||
Reference in New Issue
Block a user