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1 #include <fstream>
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2 #include <string>
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3 #include <cmath>
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4 #include <cassert>
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5 #include "d3dx8.h"
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6 #include "3dengine.h"
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7 #include "exceptions.h"
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8 #include "3dgeom.h"
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9 #include "lights.h"
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10
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11 // local helper functions
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12 ColorDepth GetColorDepthFromPixelFormat(D3DFORMAT fmt);
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13 D3DFORMAT GetPixelFormatFromColorDepth(ColorDepth cd, bool noalpha=false);
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14 D3DFORMAT GetDepthStencilFormat(int depthbits, bool stencil);
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15
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16 ///////////// Graphics Context Member Functions /////////////////
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17
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18 GraphicsContext::GraphicsContext() {
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19 D3DDevice = 0;
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20 BackfaceCulling = true;
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21 }
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22
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23 ///////////////////////////////////
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24 // ----==( SetDefaultStates )==----
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25 // (Public Member Function)
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26 // Sets the default render states
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27 ///////////////////////////////////
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28 void GraphicsContext::SetDefaultStates() {
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29 D3DDevice->SetRenderState(D3DRS_LOCALVIEWER, true);
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30 SetPrimitiveType(TriangleList);
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31 SetBackfaceCulling(true);
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32 SetFrontFace(Clockwise);
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33 SetLighting(true);
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34 SetColorVertex(false);
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35 SetAmbientLight(0.0f);
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36 SetMipMapping(true);
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37 SetTextureFiltering(BilinearFiltering);
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38 SetBillboarding(false);
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39 SetSpecular(true);
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40
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41 Matrix4x4 ProjMat;
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42 CreateProjectionMatrix(&ProjMat, QuarterPi, 1.33333333f, 1.0f, 10000.0f);
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43 SetProjectionMatrix(ProjMat);
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44 }
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45
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46
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47 bool GraphicsContext::CreateVertexBuffer(uint32 VertexCount, UsageFlags usage, VertexBuffer **vb) const {
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48 long hr = D3DDevice->CreateVertexBuffer(VertexCount * sizeof(Vertex), (dword)usage, VertexFormat, D3DPOOL_DEFAULT, vb);
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49 return (hr == D3D_OK);
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50 }
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51
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52 bool GraphicsContext::CreateIndexBuffer(uint32 IndexCount, UsageFlags usage, IndexBuffer **ib) const {
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53 long hr = D3DDevice->CreateIndexBuffer(IndexCount * IndexSize, (dword)usage, IndexFormat, D3DPOOL_DEFAULT, ib);
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54 return (hr == D3D_OK);
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55 }
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56
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57 bool GraphicsContext::CreateSurface(uint32 Width, uint32 Height, Surface **surf) const {
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58 long hr = D3DDevice->CreateImageSurface(Width, Height, ColorFormat, surf);
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59 return (hr == D3D_OK);
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60 }
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61
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62 bool GraphicsContext::CreateDepthStencil(uint32 Width, uint32 Height, Surface **zsurf) const {
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63 long hr = D3DDevice->CreateDepthStencilSurface(Width, Height, ZFormat, (D3DMULTISAMPLE_TYPE)AASamples, zsurf);
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64 return (hr == D3D_OK);
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65 }
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66
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67 void GraphicsContext::Clear(dword color) const {
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68 D3DDevice->Clear(0, 0, D3DCLEAR_TARGET, color, 1.0f, 0);
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69 }
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70
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71 void GraphicsContext::ClearZBuffer(float zval) const {
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72 D3DDevice->Clear(0, 0, D3DCLEAR_ZBUFFER, 0, zval, 0);
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73 }
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74
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75 void GraphicsContext::ClearStencil(byte sval) const {
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76 D3DDevice->Clear(0, 0, D3DCLEAR_STENCIL, 0, 1.0f, sval);
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77 }
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78
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79 void GraphicsContext::ClearZBufferStencil(float zval, byte sval) const {
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80 D3DDevice->Clear(0, 0, D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL, 0, zval, sval);
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81 }
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82
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83 void GraphicsContext::Flip() const {
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84 D3DDevice->Present(0, 0, 0, 0);
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85 }
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86
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87
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88 bool GraphicsContext::Draw(VertexBuffer *vb) {
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89 D3DVERTEXBUFFER_DESC desc;
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90 vb->GetDesc(&desc);
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91 unsigned int verts = desc.Size / sizeof(Vertex);
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92
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93 D3DDevice->SetStreamSource(0, vb, sizeof(Vertex));
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94 long res = D3DDevice->DrawPrimitive((D3DPRIMITIVETYPE)ptype, 0, verts / 3);
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95 D3DDevice->SetStreamSource(0, 0, 0);
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96 return res == D3D_OK;
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97 }
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98
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99 bool GraphicsContext::Draw(Vertex *varray, unsigned int VertexCount) {
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100 long res = D3DDevice->DrawPrimitiveUP((D3DPRIMITIVETYPE)ptype, VertexCount / 3, varray, sizeof(Vertex));
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101 return res == D3D_OK;
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102 }
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103
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104 bool GraphicsContext::Draw(VertexBuffer *vb, IndexBuffer *ib) {
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105 D3DVERTEXBUFFER_DESC vbdesc;
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106 vb->GetDesc(&vbdesc);
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107 unsigned int verts = vbdesc.Size / sizeof(Vertex);
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108
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109 D3DINDEXBUFFER_DESC ibdesc;
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110 ib->GetDesc(&ibdesc);
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111 unsigned int indices = ibdesc.Size / sizeof(Index);
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112
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113 D3DDevice->SetStreamSource(0, vb, sizeof(Vertex));
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114 D3DDevice->SetIndices(ib, 0);
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115 long res = D3DDevice->DrawIndexedPrimitive((D3DPRIMITIVETYPE)ptype, 0, verts, 0, indices / 3);
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116 D3DDevice->SetIndices(0, 0);
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117 D3DDevice->SetStreamSource(0, 0, 0);
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118 return res == D3D_OK;
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119 }
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120
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121 bool GraphicsContext::Draw(Vertex *varray, Index *iarray, unsigned int VertexCount, unsigned int IndexCount) {
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122 long res = D3DDevice->DrawIndexedPrimitiveUP((D3DPRIMITIVETYPE)ptype, 0, VertexCount, IndexCount / 3, iarray, IndexFormat, varray, sizeof(Vertex));
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123 return res == D3D_OK;
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124 }
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125
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126 bool GraphicsContext::Draw(Vertex *varray, Triangle *triarray, unsigned int VertexCount, unsigned int TriCount) {
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127 unsigned int IndexCount = TriCount * 3;
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128 Index *iarray = new Index[IndexCount];
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129 for(dword i=0; i<TriCount; i++) {
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130 iarray[i*3] = triarray[i].vertices[0];
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131 iarray[i*3+1] = triarray[i].vertices[1];
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132 iarray[i*3+2] = triarray[i].vertices[2];
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133 }
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134 long res = Draw(varray, iarray, VertexCount, IndexCount);
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135 return res == D3D_OK;
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136 }
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137
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138 ////////////// State Setting Interface ///////////////
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139
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140 void GraphicsContext::SetPrimitiveType(PrimitiveType pt) {
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141 ptype = pt;
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142 }
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143
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144 void GraphicsContext::SetBackfaceCulling(bool enable) {
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145 if(enable) {
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146 D3DDevice->SetRenderState(D3DRS_CULLMODE, CullOrder);
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147 } else {
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148 D3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
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149 }
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150 BackfaceCulling = enable;
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151 }
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152
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153 void GraphicsContext::SetFrontFace(FaceOrder order) {
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154 if(order == Clockwise) {
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155 CullOrder = CounterClockwise;
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156 } else {
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157 CullOrder = Clockwise;
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158 }
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159 if(BackfaceCulling) SetBackfaceCulling(BackfaceCulling);
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160 }
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161
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162 void GraphicsContext::SetAutoNormalize(bool enable) {
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163 D3DDevice->SetRenderState(D3DRS_NORMALIZENORMALS, enable);
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164 }
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165
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166 void GraphicsContext::SetBillboarding(bool enable) {
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167 BillBoardingEnabled = enable;
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168 if(enable) {
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169
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170 Vector3 pos;
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171 pos.Transform(WorldMat[0]);
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172
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173 Matrix4x4 world;
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174 world.Translate(pos.x, pos.y, pos.z);
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175 Matrix4x4 BillBoardRot;
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176
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177 Vector3 dir = ViewMat.Inverse().GetRowVector(2);
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178 float yangle = dir.x > 0.0f ? -atanf(dir.z / dir.x) + HalfPi : -atanf(dir.z / dir.x) - HalfPi;
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179
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180 BillBoardRot.Rotate(0.0f, yangle, 0.0f);
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181 Vector3 xaxis = VECTOR3_I;
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182 Vector3 normal = -VECTOR3_K;
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183 xaxis.Transform(BillBoardRot);
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184 normal.Transform(BillBoardRot);
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185
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186 // find angle between quad normal and view direction
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187 float xangle = acosf(DotProduct(normal, dir.Normalized()));
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188 BillBoardRot.Rotate(xaxis, xangle);
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189
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190 world = BillBoardRot * world;
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191
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192 D3DDevice->SetTransform(D3DTS_WORLD, &world);
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193 //D3DDevice->SetTransform(D3DTS_VIEW, &BillboardViewMatrix);
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194 } else {
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195 D3DDevice->SetTransform(D3DTS_WORLD, &WorldMat[0]);
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196 //D3DDevice->SetTransform(D3DTS_VIEW, &ViewMat);
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197 }
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198 }
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199
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200 void GraphicsContext::SetColorWrite(bool red, bool green, bool blue, bool alpha) {
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201 dword channels = 0;
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202 if(red) channels |= D3DCOLORWRITEENABLE_RED;
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203 if(green) channels |= D3DCOLORWRITEENABLE_GREEN;
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204 if(blue) channels |= D3DCOLORWRITEENABLE_BLUE;
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205 if(alpha) channels |= D3DCOLORWRITEENABLE_ALPHA;
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206
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207 D3DDevice->SetRenderState(D3DRS_COLORWRITEENABLE, channels);
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208 }
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209
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210 // blending states
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211 void GraphicsContext::SetAlphaBlending(bool enable) {
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212 D3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, enable);
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213 }
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214
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215 void GraphicsContext::SetBlendFunc(BlendingFactor src, BlendingFactor dest) {
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216 D3DDevice->SetRenderState(D3DRS_SRCBLEND, src);
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217 D3DDevice->SetRenderState(D3DRS_DESTBLEND, dest);
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218 }
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219
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220 // zbuffer states
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221 void GraphicsContext::SetZBuffering(bool enable) {
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222 D3DDevice->SetRenderState(D3DRS_ZENABLE, enable);
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223 }
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224
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225 void GraphicsContext::SetZWrite(bool enable) {
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226 D3DDevice->SetRenderState(D3DRS_ZWRITEENABLE, enable);
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227 }
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228
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229 void GraphicsContext::SetZFunc(CmpFunc func) {
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230 D3DDevice->SetRenderState(D3DRS_ZFUNC, func);
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231 }
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232
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233 // set stencil buffer states
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234 void GraphicsContext::SetStencilBuffering(bool enable) {
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235 D3DDevice->SetRenderState(D3DRS_STENCILENABLE, enable);
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236 }
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237
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238 void GraphicsContext::SetStencilPassOp(StencilOp sop) {
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239 D3DDevice->SetRenderState(D3DRS_STENCILPASS, sop);
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240 }
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241
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242 void GraphicsContext::SetStencilFailOp(StencilOp sop) {
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243 D3DDevice->SetRenderState(D3DRS_STENCILFAIL, sop);
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244 }
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245
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246 void GraphicsContext::SetStencilPassZFailOp(StencilOp sop) {
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247 D3DDevice->SetRenderState(D3DRS_STENCILZFAIL, sop);
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248 }
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249
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250 void GraphicsContext::SetStencilOp(StencilOp Fail, StencilOp StencilPassZFail, StencilOp Pass) {
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251 D3DDevice->SetRenderState(D3DRS_STENCILPASS, Pass);
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252 D3DDevice->SetRenderState(D3DRS_STENCILFAIL, Fail);
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253 D3DDevice->SetRenderState(D3DRS_STENCILZFAIL, StencilPassZFail);
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254 }
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255
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256 void GraphicsContext::SetStencilFunc(CmpFunc func) {
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257 D3DDevice->SetRenderState(D3DRS_STENCILFUNC, func);
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258 }
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259
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260 void GraphicsContext::SetStencilReference(dword value) {
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261 D3DDevice->SetRenderState(D3DRS_STENCILREF, value);
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262 }
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263
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264 // texture & material states
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265
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266 void GraphicsContext::SetTextureFactor(dword factor) {
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267 D3DDevice->SetRenderState(D3DRS_TEXTUREFACTOR, factor);
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268 }
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269
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270 void GraphicsContext::SetTextureFiltering(TextureFilteringType texfilter, int TextureStage) {
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271 dword TexFilter, MipFilter;
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272
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273 switch(texfilter) {
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274 case PointSampling:
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275 TexFilter = MipFilter = D3DTEXF_POINT;
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276 break;
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277
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278 case BilinearFiltering:
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279 TexFilter = D3DTEXF_LINEAR;
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280 MipFilter = D3DTEXF_POINT;
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281 break;
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282
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283 case TrilinearFiltering:
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284 TexFilter = MipFilter = D3DTEXF_LINEAR;
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285 break;
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286
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287 case AnisotropicFiltering:
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288 TexFilter = D3DTEXF_ANISOTROPIC;
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289 MipFilter = D3DTEXF_LINEAR;
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290 break;
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291
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292 default: break;
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293 }
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294
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295 this->MipFilter = MipFilter;
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296
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297 if(!MipMapEnabled) MipFilter = D3DTEXF_NONE;
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298
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299 if(TextureStage == 0xa11) {
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300 for(int i=0; i<MaxTextureStages; i++) {
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301 D3DDevice->SetTextureStageState(i, D3DTSS_MINFILTER, TexFilter);
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302 D3DDevice->SetTextureStageState(i, D3DTSS_MAGFILTER, TexFilter);
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303 D3DDevice->SetTextureStageState(i, D3DTSS_MIPFILTER, MipFilter);
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304 }
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305 } else {
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306 D3DDevice->SetTextureStageState(TextureStage, D3DTSS_MINFILTER, TexFilter);
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307 D3DDevice->SetTextureStageState(TextureStage, D3DTSS_MAGFILTER, TexFilter);
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308 D3DDevice->SetTextureStageState(TextureStage, D3DTSS_MIPFILTER, MipFilter);
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309 }
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310 }
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311
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312 void GraphicsContext::SetTextureAddressing(TextureAddressing uaddr, TextureAddressing vaddr, int TextureStage) {
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313 if(TextureStage == 0xa11) {
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314 for(int i=0; i<MaxTextureStages; i++) {
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315 D3DDevice->SetTextureStageState(i, D3DTSS_ADDRESSU, uaddr);
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316 D3DDevice->SetTextureStageState(i, D3DTSS_ADDRESSV, vaddr);
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317 }
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318 } else {
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319 D3DDevice->SetTextureStageState(TextureStage, D3DTSS_ADDRESSU, uaddr);
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320 D3DDevice->SetTextureStageState(TextureStage, D3DTSS_ADDRESSV, vaddr);
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321 }
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322 }
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323
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324 void GraphicsContext::SetTextureBorderColor(dword color, int TextureStage) {
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325 if(TextureStage == 0xa11) {
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326 for(int i=0; i<MaxTextureStages; i++) {
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327 D3DDevice->SetTextureStageState(i, D3DTSS_BORDERCOLOR, color);
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328 }
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329 } else {
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330 D3DDevice->SetTextureStageState(TextureStage, D3DTSS_BORDERCOLOR, color);
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331 }
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332 }
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333
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334 void GraphicsContext::SetTexture(int index, Texture *tex) {
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335 D3DDevice->SetTexture(index, tex);
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336 }
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337
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338 void GraphicsContext::SetMipMapping(bool enable, int TextureStage) {
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339 MipMapEnabled = enable;
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340 dword mip = (enable ? MipFilter : D3DTEXF_NONE);
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341
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342 if(TextureStage == 0xa11) {
|
nuclear@0
|
343 for(int i=0; i<MaxTextureStages; i++) {
|
nuclear@0
|
344 D3DDevice->SetTextureStageState(i, D3DTSS_MIPFILTER, mip);
|
nuclear@0
|
345 }
|
nuclear@0
|
346 } else {
|
nuclear@0
|
347 D3DDevice->SetTextureStageState(TextureStage, D3DTSS_MIPFILTER, mip);
|
nuclear@0
|
348 }
|
nuclear@0
|
349 }
|
nuclear@0
|
350
|
nuclear@0
|
351 void GraphicsContext::SetMaterial(const Material &mat) {
|
nuclear@0
|
352 D3DDevice->SetMaterial(&mat);
|
nuclear@0
|
353 }
|
nuclear@0
|
354
|
nuclear@0
|
355 static unsigned long TLVertexFVF = D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1;
|
nuclear@0
|
356
|
nuclear@0
|
357 struct TLVertex {
|
nuclear@0
|
358 Vector3 pos;
|
nuclear@0
|
359 float rhw;
|
nuclear@0
|
360 unsigned long color;
|
nuclear@0
|
361 TexCoord tex;
|
nuclear@0
|
362
|
nuclear@0
|
363 TLVertex() {
|
nuclear@0
|
364 pos = Vector3(0.0f, 0.0f, 0.0f);
|
nuclear@0
|
365 color = 0xffffffff;
|
nuclear@0
|
366 tex.u = tex.v = 0.0f;
|
nuclear@0
|
367 rhw = pos.z;
|
nuclear@0
|
368 }
|
nuclear@0
|
369
|
nuclear@0
|
370 TLVertex(const Vector3 &pos, const Color &col, float u=0.0f, float v=0.0f) {
|
nuclear@0
|
371 this->pos = pos;
|
nuclear@0
|
372 rhw = pos.z;
|
nuclear@0
|
373 color = col.GetPacked32();
|
nuclear@0
|
374 tex.u = u;
|
nuclear@0
|
375 tex.v = v;
|
nuclear@0
|
376 }
|
nuclear@0
|
377 };
|
nuclear@0
|
378
|
nuclear@0
|
379 void GraphicsContext::BlitTexture(const Texture *texture, RECT *rect, const Color &col) {
|
nuclear@0
|
380 bool norect = rect ? false : true;
|
nuclear@0
|
381 if(norect) {
|
nuclear@0
|
382 rect = new RECT;
|
nuclear@0
|
383 rect->left = rect->top = 0;
|
nuclear@0
|
384 rect->right = ContextParams.x;
|
nuclear@0
|
385 rect->bottom = ContextParams.y;
|
nuclear@0
|
386 }
|
nuclear@0
|
387
|
nuclear@0
|
388 SetVertexProgram(TLVertexFVF);
|
nuclear@0
|
389
|
nuclear@0
|
390 TLVertex tlverts[4];
|
nuclear@0
|
391 tlverts[0] = TLVertex(Vector3((float)rect->right, (float)rect->top, 1.0f), col, 1.0f, 0.0f);
|
nuclear@0
|
392 tlverts[1] = TLVertex(Vector3((float)rect->right, (float)rect->bottom, 1.0f), col, 1.0f, 1.0f);
|
nuclear@0
|
393 tlverts[2] = TLVertex(Vector3((float)rect->left, (float)rect->top, 1.0f), col, 0.0f, 0.0f);
|
nuclear@0
|
394 tlverts[3] = TLVertex(Vector3((float)rect->left, (float)rect->bottom, 1.0f), col, 0.0f, 1.0f);
|
nuclear@0
|
395
|
nuclear@0
|
396 EnableTextureStage(0);
|
nuclear@0
|
397 DisableTextureStage(1);
|
nuclear@0
|
398 SetTexture(0, const_cast<Texture*>(texture));
|
nuclear@0
|
399
|
nuclear@0
|
400 SetZBuffering(false);
|
nuclear@0
|
401 D3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, tlverts, sizeof(TLVertex));
|
nuclear@0
|
402 SetZBuffering(true);
|
nuclear@0
|
403
|
nuclear@0
|
404 SetTexture(0, 0);
|
nuclear@0
|
405
|
nuclear@0
|
406 SetVertexProgram(VertexFormat);
|
nuclear@0
|
407
|
nuclear@0
|
408 if(norect) {
|
nuclear@0
|
409 delete rect;
|
nuclear@0
|
410 }
|
nuclear@0
|
411 }
|
nuclear@0
|
412
|
nuclear@0
|
413 // multitexturing interface
|
nuclear@0
|
414 void GraphicsContext::EnableTextureStage(int stage) {
|
nuclear@0
|
415 SetTextureStageColor(stage, TexBlendModulate, TexArgTexture, TexArgCurrent);
|
nuclear@0
|
416 }
|
nuclear@0
|
417
|
nuclear@0
|
418 void GraphicsContext::DisableTextureStage(int stage) {
|
nuclear@0
|
419 D3DDevice->SetTextureStageState(stage, D3DTSS_COLOROP, D3DTOP_DISABLE);
|
nuclear@0
|
420 }
|
nuclear@0
|
421
|
nuclear@0
|
422 void GraphicsContext::SetTextureStageColor(int stage, TextureBlendFunction op, TextureBlendArgument arg1, TextureBlendArgument arg2, TextureBlendArgument arg3) {
|
nuclear@0
|
423 D3DDevice->SetTextureStageState(stage, D3DTSS_COLOROP, op);
|
nuclear@0
|
424 D3DDevice->SetTextureStageState(stage, D3DTSS_COLORARG1, arg1);
|
nuclear@0
|
425 D3DDevice->SetTextureStageState(stage, D3DTSS_COLORARG2, arg2);
|
nuclear@0
|
426 if(arg3) D3DDevice->SetTextureStageState(stage, D3DTSS_COLORARG0, arg3);
|
nuclear@0
|
427 }
|
nuclear@0
|
428
|
nuclear@0
|
429 void GraphicsContext::SetTextureStageAlpha(int stage, TextureBlendFunction op, TextureBlendArgument arg1, TextureBlendArgument arg2, TextureBlendArgument arg3) {
|
nuclear@0
|
430 D3DDevice->SetTextureStageState(stage, D3DTSS_ALPHAOP, op);
|
nuclear@0
|
431 D3DDevice->SetTextureStageState(stage, D3DTSS_ALPHAARG1, arg1);
|
nuclear@0
|
432 D3DDevice->SetTextureStageState(stage, D3DTSS_ALPHAARG2, arg2);
|
nuclear@0
|
433 if(arg3) D3DDevice->SetTextureStageState(stage, D3DTSS_ALPHAARG0, arg3);
|
nuclear@0
|
434 }
|
nuclear@0
|
435
|
nuclear@0
|
436 void GraphicsContext::SetTextureCoordIndex(int stage, int index) {
|
nuclear@0
|
437 D3DDevice->SetTextureStageState(stage, D3DTSS_TEXCOORDINDEX, index);
|
nuclear@0
|
438 }
|
nuclear@0
|
439
|
nuclear@0
|
440 void GraphicsContext::SetTextureTransformState(int stage, TexTransformState TexXForm) {
|
nuclear@0
|
441 D3DDevice->SetTextureStageState(stage, D3DTSS_TEXTURETRANSFORMFLAGS, TexXForm);
|
nuclear@0
|
442 }
|
nuclear@0
|
443
|
nuclear@0
|
444 // programmable pipeline interface
|
nuclear@0
|
445 void GraphicsContext::SetVertexProgram(dword vs) {
|
nuclear@0
|
446 D3DDevice->SetVertexShader(vs);
|
nuclear@0
|
447 }
|
nuclear@0
|
448
|
nuclear@0
|
449 void GraphicsContext::SetPixelProgram(dword ps) {
|
nuclear@0
|
450 D3DDevice->SetPixelShader(ps);
|
nuclear@0
|
451 }
|
nuclear@0
|
452
|
nuclear@0
|
453 dword GraphicsContext::CreateVertexProgram(const char *fname) {
|
nuclear@0
|
454
|
nuclear@0
|
455 // vertex format declaration
|
nuclear@0
|
456 dword VertDecl[] = {
|
nuclear@0
|
457 D3DVSD_STREAM(0),
|
nuclear@0
|
458 D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3),
|
nuclear@0
|
459 D3DVSD_REG(D3DVSDE_BLENDWEIGHT, D3DVSDT_FLOAT1),
|
nuclear@0
|
460 D3DVSD_REG(D3DVSDE_BLENDINDICES, D3DVSDT_UBYTE4),
|
nuclear@0
|
461 D3DVSD_REG(D3DVSDE_NORMAL, D3DVSDT_FLOAT3),
|
nuclear@0
|
462 D3DVSD_REG(D3DVSDE_DIFFUSE, D3DVSDT_D3DCOLOR),
|
nuclear@0
|
463 D3DVSD_REG(D3DVSDE_TEXCOORD0, D3DVSDT_FLOAT2),
|
nuclear@0
|
464 D3DVSD_REG(D3DVSDE_TEXCOORD1, D3DVSDT_FLOAT2),
|
nuclear@0
|
465 D3DVSD_REG(D3DVSDE_TEXCOORD2, D3DVSDT_FLOAT2),
|
nuclear@0
|
466 D3DVSD_REG(D3DVSDE_TEXCOORD3, D3DVSDT_FLOAT2),
|
nuclear@0
|
467 D3DVSD_END()
|
nuclear@0
|
468 };
|
nuclear@0
|
469
|
nuclear@0
|
470
|
nuclear@0
|
471 ID3DXBuffer *code, *errors;
|
nuclear@0
|
472 if(D3DXAssembleShaderFromFile(fname, 0, 0, &code, &errors) != D3D_OK) {
|
nuclear@0
|
473 return 0xffffffff;
|
nuclear@0
|
474 }
|
nuclear@0
|
475
|
nuclear@0
|
476 dword vprog;
|
nuclear@0
|
477 if(D3DDevice->CreateVertexShader(VertDecl, (dword*)code->GetBufferPointer(), &vprog, 0) != D3D_OK) {
|
nuclear@0
|
478 // could not create hardware vertex shader, try driver emulation...
|
nuclear@0
|
479 if(D3DDevice->CreateVertexShader(VertDecl, (dword*)code->GetBufferPointer(), &vprog, D3DUSAGE_SOFTWAREPROCESSING) != D3D_OK) {
|
nuclear@0
|
480 throw EngineGeneralException("The system lacks required programmable vertex processing unit support");
|
nuclear@0
|
481 }
|
nuclear@0
|
482 }
|
nuclear@0
|
483
|
nuclear@0
|
484 return vprog;
|
nuclear@0
|
485 }
|
nuclear@0
|
486
|
nuclear@0
|
487 void GraphicsContext::DestroyVertexProgram(dword vprog) {
|
nuclear@0
|
488 D3DDevice->DeleteVertexShader(vprog);
|
nuclear@0
|
489 }
|
nuclear@0
|
490
|
nuclear@0
|
491 void GraphicsContext::SetVertexProgramConstant(dword creg, float val) {
|
nuclear@0
|
492 float block[4] = {val, 0.0f, 0.0f, 1.0f};
|
nuclear@0
|
493 D3DDevice->SetVertexShaderConstant(creg, &block, 1);
|
nuclear@0
|
494 }
|
nuclear@0
|
495
|
nuclear@0
|
496 void GraphicsContext::SetVertexProgramConstant(dword creg, const Vector3 &val) {
|
nuclear@0
|
497 Vector4 vec(val);
|
nuclear@0
|
498 D3DDevice->SetVertexShaderConstant(creg, &vec, 1);
|
nuclear@0
|
499 }
|
nuclear@0
|
500
|
nuclear@0
|
501 void GraphicsContext::SetVertexProgramConstant(dword creg, const Vector4 &val) {
|
nuclear@0
|
502 D3DDevice->SetVertexShaderConstant(creg, &val, 1);
|
nuclear@0
|
503 }
|
nuclear@0
|
504
|
nuclear@0
|
505 void GraphicsContext::SetVertexProgramConstant(dword creg, const Color &val) {
|
nuclear@0
|
506 D3DDevice->SetVertexShaderConstant(creg, &val, 1);
|
nuclear@0
|
507 }
|
nuclear@0
|
508
|
nuclear@0
|
509 void GraphicsContext::SetVertexProgramConstant(dword creg, const Matrix4x4 &val) {
|
nuclear@0
|
510 D3DDevice->SetVertexShaderConstant(creg, &val, 4);
|
nuclear@0
|
511 }
|
nuclear@0
|
512
|
nuclear@0
|
513 void GraphicsContext::SetVertexProgramConstant(dword creg, const void *data, dword size) {
|
nuclear@0
|
514 D3DDevice->SetVertexShaderConstant(creg, data, size);
|
nuclear@0
|
515 }
|
nuclear@0
|
516
|
nuclear@0
|
517
|
nuclear@0
|
518 // Lighting states
|
nuclear@0
|
519 void GraphicsContext::SetLighting(bool enable) {
|
nuclear@0
|
520 D3DDevice->SetRenderState(D3DRS_LIGHTING, enable);
|
nuclear@0
|
521 }
|
nuclear@0
|
522
|
nuclear@0
|
523 void GraphicsContext::SetColorVertex(bool enable) {
|
nuclear@0
|
524 D3DDevice->SetRenderState(D3DRS_COLORVERTEX, enable);
|
nuclear@0
|
525 }
|
nuclear@0
|
526
|
nuclear@0
|
527 void GraphicsContext::SetAmbientLight(Color AmbientColor) {
|
nuclear@0
|
528 D3DDevice->SetRenderState(D3DRS_AMBIENT, AmbientColor.GetPacked32());
|
nuclear@0
|
529 }
|
nuclear@0
|
530
|
nuclear@0
|
531 void GraphicsContext::SetShadingMode(ShadeMode mode) {
|
nuclear@0
|
532 D3DDevice->SetRenderState(D3DRS_SHADEMODE, mode);
|
nuclear@0
|
533 }
|
nuclear@0
|
534
|
nuclear@0
|
535 void GraphicsContext::SetSpecular(bool enable) {
|
nuclear@0
|
536 D3DDevice->SetRenderState(D3DRS_SPECULARENABLE, enable);
|
nuclear@0
|
537 }
|
nuclear@0
|
538
|
nuclear@0
|
539 // transformation states
|
nuclear@0
|
540 void GraphicsContext::SetWorldMatrix(const Matrix4x4 &WorldMat, unsigned int BlendIndex) {
|
nuclear@0
|
541 assert(BlendIndex < 256);
|
nuclear@0
|
542 this->WorldMat[BlendIndex] = WorldMat;
|
nuclear@0
|
543 if(!BillBoardingEnabled) {
|
nuclear@0
|
544 D3DDevice->SetTransform(D3DTS_WORLDMATRIX(BlendIndex), &WorldMat);
|
nuclear@0
|
545 } else {
|
nuclear@0
|
546 SetBillboarding(true);
|
nuclear@0
|
547 }
|
nuclear@0
|
548 }
|
nuclear@0
|
549
|
nuclear@0
|
550 void GraphicsContext::SetViewMatrix(const Matrix4x4 &ViewMat) {
|
nuclear@0
|
551 this->ViewMat = ViewMat;
|
nuclear@0
|
552 if(!BillBoardingEnabled) {
|
nuclear@0
|
553 D3DDevice->SetTransform(D3DTS_VIEW, &ViewMat);
|
nuclear@0
|
554 } else {
|
nuclear@0
|
555 SetBillboarding(true);
|
nuclear@0
|
556 }
|
nuclear@0
|
557 }
|
nuclear@0
|
558
|
nuclear@0
|
559 void GraphicsContext::SetProjectionMatrix(const Matrix4x4 &ProjMat) {
|
nuclear@0
|
560 this->ProjMat = ProjMat;
|
nuclear@0
|
561 D3DDevice->SetTransform(D3DTS_PROJECTION, &ProjMat);
|
nuclear@0
|
562 }
|
nuclear@0
|
563
|
nuclear@0
|
564 void GraphicsContext::SetTextureMatrix(const Matrix4x4 &TexMat, unsigned int TextureStage) {
|
nuclear@0
|
565 assert(TextureStage < 8);
|
nuclear@0
|
566 this->TexMat[TextureStage] = TexMat;
|
nuclear@0
|
567 D3DDevice->SetTransform((D3DTRANSFORMSTATETYPE)((int)D3DTS_TEXTURE0 + TextureStage), &TexMat);
|
nuclear@0
|
568 }
|
nuclear@0
|
569
|
nuclear@0
|
570 void GraphicsContext::SetViewport(unsigned int x, unsigned int y, unsigned int xsize, unsigned int ysize, float MinZ, float MaxZ) {
|
nuclear@0
|
571 D3DVIEWPORT8 viewport;
|
nuclear@0
|
572 viewport.X = x;
|
nuclear@0
|
573 viewport.Y = y;
|
nuclear@0
|
574 viewport.Width = xsize;
|
nuclear@0
|
575 viewport.Height = ysize;
|
nuclear@0
|
576 viewport.MinZ = MinZ;
|
nuclear@0
|
577 viewport.MaxZ = MaxZ;
|
nuclear@0
|
578
|
nuclear@0
|
579 D3DDevice->SetViewport(&viewport);
|
nuclear@0
|
580 }
|
nuclear@0
|
581
|
nuclear@0
|
582
|
nuclear@0
|
583 const Matrix4x4 &GraphicsContext::GetWorldMatrix(unsigned int BlendIndex) {
|
nuclear@0
|
584 assert(BlendIndex < 256);
|
nuclear@0
|
585 return WorldMat[BlendIndex];
|
nuclear@0
|
586 }
|
nuclear@0
|
587
|
nuclear@0
|
588 const Matrix4x4 &GraphicsContext::GetViewMatrix() {
|
nuclear@0
|
589 return ViewMat;
|
nuclear@0
|
590 }
|
nuclear@0
|
591
|
nuclear@0
|
592 const Matrix4x4 &GraphicsContext::GetProjectionMatrix() {
|
nuclear@0
|
593 return ProjMat;
|
nuclear@0
|
594 }
|
nuclear@0
|
595
|
nuclear@0
|
596 const Matrix4x4 &GraphicsContext::GetTextureMatrix(unsigned int TextureStage) {
|
nuclear@0
|
597 assert(TextureStage < 8);
|
nuclear@0
|
598 return TexMat[TextureStage];
|
nuclear@0
|
599 }
|
nuclear@0
|
600
|
nuclear@0
|
601
|
nuclear@0
|
602 // render target
|
nuclear@0
|
603 void GraphicsContext::ResetRenderTarget() {
|
nuclear@0
|
604 D3DDevice->SetRenderTarget(MainRenderTarget.ColorSurface, MainRenderTarget.DepthStencilSurface);
|
nuclear@0
|
605 }
|
nuclear@0
|
606
|
nuclear@0
|
607 void GraphicsContext::SetRenderTarget(RenderTarget &rtarg) {
|
nuclear@0
|
608 D3DDevice->SetRenderTarget(rtarg.ColorSurface, rtarg.DepthStencilSurface);
|
nuclear@0
|
609 }
|
nuclear@0
|
610
|
nuclear@0
|
611 void GraphicsContext::SetRenderTarget(Texture *rtarg, Texture *ztarg) {
|
nuclear@0
|
612 Surface *rendsurf, *zsurf = 0;
|
nuclear@0
|
613 rtarg->GetSurfaceLevel(0, &rendsurf);
|
nuclear@0
|
614 if(ztarg) ztarg->GetSurfaceLevel(0, &zsurf);
|
nuclear@0
|
615
|
nuclear@0
|
616 D3DDevice->SetRenderTarget(rendsurf, zsurf);
|
nuclear@0
|
617 }
|
nuclear@0
|
618
|
nuclear@0
|
619 void GraphicsContext::SetRenderTarget(Texture *rtarg, Surface *ztarg) {
|
nuclear@0
|
620 Surface *rendsurf;
|
nuclear@0
|
621 rtarg->GetSurfaceLevel(0, &rendsurf);
|
nuclear@0
|
622
|
nuclear@0
|
623 D3DDevice->SetRenderTarget(rendsurf, ztarg);
|
nuclear@0
|
624 }
|
nuclear@0
|
625
|
nuclear@0
|
626
|
nuclear@0
|
627 ////////////////////////////////////////////////////
|
nuclear@0
|
628 //////////// Engine3D Member Functions /////////////
|
nuclear@0
|
629 ////////////////////////////////////////////////////
|
nuclear@0
|
630
|
nuclear@0
|
631 Engine3D::Engine3D() {
|
nuclear@0
|
632
|
nuclear@0
|
633 if(!(d3d = Direct3DCreate8(D3D_SDK_VERSION))) {
|
nuclear@0
|
634 // actually this will never occur, if directx8 is not available in the system then
|
nuclear@0
|
635 // the OS loader will hit the problem first when it'll try to load d3d8.dll that is
|
nuclear@0
|
636 // linked through d3d8.lib, and complain for missing imports
|
nuclear@0
|
637 throw EngineInitException("DirectX 8.1 is required to run this program");
|
nuclear@0
|
638 }
|
nuclear@0
|
639
|
nuclear@0
|
640 RetrieveAdapterInfo();
|
nuclear@0
|
641 }
|
nuclear@0
|
642
|
nuclear@0
|
643 Engine3D::~Engine3D() {
|
nuclear@0
|
644
|
nuclear@0
|
645 GraphicsContexts.erase(GraphicsContexts.begin(), GraphicsContexts.end());
|
nuclear@0
|
646
|
nuclear@0
|
647 if(d3d) {
|
nuclear@0
|
648 d3d->Release();
|
nuclear@0
|
649 d3d = 0;
|
nuclear@0
|
650 }
|
nuclear@0
|
651 }
|
nuclear@0
|
652
|
nuclear@0
|
653
|
nuclear@0
|
654 ////////////////////////////////////
|
nuclear@0
|
655 // ----==( RetrieveAdapterInfo )==----
|
nuclear@0
|
656 // (Private Member Function)
|
nuclear@0
|
657 // Gets the list of adapters on the system and additional
|
nuclear@0
|
658 // information for each adapter including its capabilities
|
nuclear@0
|
659 ////////////////////////////////////
|
nuclear@0
|
660 void Engine3D::RetrieveAdapterInfo() {
|
nuclear@0
|
661
|
nuclear@0
|
662 // retrieve adapter list
|
nuclear@0
|
663 AdapterCount = d3d->GetAdapterCount();
|
nuclear@0
|
664 adapters = new Adapter[AdapterCount];
|
nuclear@0
|
665
|
nuclear@0
|
666 for(unsigned int i=0; i<AdapterCount; i++) {
|
nuclear@0
|
667
|
nuclear@0
|
668 // get adapter identifier and driver information
|
nuclear@0
|
669 D3DADAPTER_IDENTIFIER8 AdapterIdentifier;
|
nuclear@0
|
670 d3d->GetAdapterIdentifier(i, D3DENUM_NO_WHQL_LEVEL, &AdapterIdentifier);
|
nuclear@0
|
671 adapters[i].Description = new char[strlen(AdapterIdentifier.Description)+1];
|
nuclear@0
|
672 strcpy(adapters[i].Description, AdapterIdentifier.Description);
|
nuclear@0
|
673 adapters[i].Driver = new char[strlen(AdapterIdentifier.Driver)+1];
|
nuclear@0
|
674 strcpy(adapters[i].Driver, AdapterIdentifier.Driver);
|
nuclear@0
|
675
|
nuclear@0
|
676 adapters[i].DeviceGUID = AdapterIdentifier.DeviceIdentifier;
|
nuclear@0
|
677 adapters[i].DeviceID = AdapterIdentifier.DeviceId;
|
nuclear@0
|
678 adapters[i].DriverVersion = AdapterIdentifier.DriverVersion.QuadPart;
|
nuclear@0
|
679 adapters[i].Revision = AdapterIdentifier.Revision;
|
nuclear@0
|
680 adapters[i].SubSysID = AdapterIdentifier.SubSysId;
|
nuclear@0
|
681 adapters[i].VentorID = AdapterIdentifier.VendorId;
|
nuclear@0
|
682
|
nuclear@0
|
683 // get a list of display modes for this adapter
|
nuclear@0
|
684 LinkedList<DisplayMode> dmlist;
|
nuclear@0
|
685 adapters[i].ModeCount = d3d->GetAdapterModeCount(i);
|
nuclear@0
|
686 for(unsigned int j=0; j<adapters[i].ModeCount; j++) {
|
nuclear@0
|
687 D3DDISPLAYMODE d3dmode;
|
nuclear@0
|
688 DisplayMode mode;
|
nuclear@0
|
689 d3d->EnumAdapterModes(i, j, &d3dmode);
|
nuclear@0
|
690 mode.XRes = d3dmode.Width;
|
nuclear@0
|
691 mode.YRes = d3dmode.Height;
|
nuclear@0
|
692 mode.RefreshRate = d3dmode.RefreshRate;
|
nuclear@0
|
693 mode.ColorFormat = GetColorDepthFromPixelFormat(d3dmode.Format);
|
nuclear@0
|
694
|
nuclear@0
|
695 // check if this mode is supported from the HAL device
|
nuclear@0
|
696 D3DFORMAT dispfmt = GetPixelFormatFromColorDepth(mode.ColorFormat, true);
|
nuclear@0
|
697 if(d3d->CheckDeviceType(i, D3DDEVTYPE_HAL, dispfmt, d3dmode.Format, false) == D3D_OK) {
|
nuclear@0
|
698 dmlist.PushBack(mode);
|
nuclear@0
|
699 }
|
nuclear@0
|
700 }
|
nuclear@0
|
701 adapters[i].ModeCount = dmlist.Size(); // count of the modes that are supported through HW
|
nuclear@0
|
702 adapters[i].Modes = new DisplayMode[adapters[i].ModeCount];
|
nuclear@0
|
703 ListNode<DisplayMode> *iter = dmlist.Begin();
|
nuclear@0
|
704 int j = 0;
|
nuclear@0
|
705 while(iter) {
|
nuclear@0
|
706 adapters[i].Modes[j++] = iter->data;
|
nuclear@0
|
707 iter = iter->next;
|
nuclear@0
|
708 }
|
nuclear@0
|
709
|
nuclear@0
|
710 // get the device capabilities
|
nuclear@0
|
711 d3d->GetDeviceCaps(i, D3DDEVTYPE_HAL, &adapters[i].Capabilities);
|
nuclear@0
|
712 int vsver_major = D3DSHADER_VERSION_MAJOR(adapters[i].Capabilities.VertexShaderVersion);
|
nuclear@0
|
713 int vsver_minor = D3DSHADER_VERSION_MINOR(adapters[i].Capabilities.VertexShaderVersion);
|
nuclear@0
|
714 }
|
nuclear@0
|
715 }
|
nuclear@0
|
716
|
nuclear@0
|
717 ////////////////////////////////////
|
nuclear@0
|
718 // ----==( CreateModesList )==----
|
nuclear@0
|
719 // (Private Member Function)
|
nuclear@0
|
720 // Creates a linked list of the available modes
|
nuclear@0
|
721 // of a single adapter for further processing
|
nuclear@0
|
722 ////////////////////////////////////
|
nuclear@0
|
723 LinkedList<DisplayMode> *Engine3D::CreateModesList(unsigned int AdapterID) const {
|
nuclear@0
|
724
|
nuclear@0
|
725 if(AdapterID >= AdapterCount) return 0;
|
nuclear@0
|
726
|
nuclear@0
|
727 LinkedList<DisplayMode> *newlist = new LinkedList<DisplayMode>;
|
nuclear@0
|
728 for(unsigned int i=0; i<adapters[AdapterID].ModeCount; i++) {
|
nuclear@0
|
729 newlist->PushBack(adapters[AdapterID].Modes[i]);
|
nuclear@0
|
730 }
|
nuclear@0
|
731 return newlist;
|
nuclear@0
|
732 }
|
nuclear@0
|
733
|
nuclear@0
|
734 ////////////////////////////////////
|
nuclear@0
|
735 // ----==( NarrowModesList )==----
|
nuclear@0
|
736 // (Private Member Function)
|
nuclear@0
|
737 // Narrows down the list of available modes
|
nuclear@0
|
738 // to those that have the requested item
|
nuclear@0
|
739 ////////////////////////////////////
|
nuclear@0
|
740 void Engine3D::NarrowModesList(LinkedList<DisplayMode> *list, DisplayModeItem item, long value, long value2) const {
|
nuclear@0
|
741
|
nuclear@0
|
742 ListNode<DisplayMode> *iter = list->Begin();
|
nuclear@0
|
743 while(iter) {
|
nuclear@0
|
744 switch(item) {
|
nuclear@0
|
745 case ModeItemSize:
|
nuclear@0
|
746 if(iter->data.XRes != value || iter->data.YRes != value2) {
|
nuclear@0
|
747 iter = list->Erase(iter);
|
nuclear@0
|
748 } else {
|
nuclear@0
|
749 if(iter) iter = iter->next;
|
nuclear@0
|
750 }
|
nuclear@0
|
751 break;
|
nuclear@0
|
752
|
nuclear@0
|
753 case ModeItemBpp:
|
nuclear@0
|
754 if(iter->data.ColorFormat.bpp != value) {
|
nuclear@0
|
755 iter = list->Erase(iter);
|
nuclear@0
|
756 } else {
|
nuclear@0
|
757 if(iter) iter = iter->next;
|
nuclear@0
|
758 }
|
nuclear@0
|
759 break;
|
nuclear@0
|
760
|
nuclear@0
|
761 case ModeItemAlpha:
|
nuclear@0
|
762 if(!iter->data.ColorFormat.alpha && value) {
|
nuclear@0
|
763 iter = list->Erase(iter);
|
nuclear@0
|
764 } else {
|
nuclear@0
|
765 if(iter) iter = iter->next;
|
nuclear@0
|
766 }
|
nuclear@0
|
767 break;
|
nuclear@0
|
768
|
nuclear@0
|
769 case ModeItemRefresh:
|
nuclear@0
|
770 if(iter->data.RefreshRate != value) {
|
nuclear@0
|
771 iter = list->Erase(iter);
|
nuclear@0
|
772 } else {
|
nuclear@0
|
773 if(iter) iter = iter->next;
|
nuclear@0
|
774 }
|
nuclear@0
|
775 break;
|
nuclear@0
|
776
|
nuclear@0
|
777 default: break;
|
nuclear@0
|
778 }
|
nuclear@0
|
779 }
|
nuclear@0
|
780 }
|
nuclear@0
|
781
|
nuclear@0
|
782 ///////////////////////////////////
|
nuclear@0
|
783 // ----==( ChooseBestMode )==----
|
nuclear@0
|
784 // (Private Member Function)
|
nuclear@0
|
785 // given a (ideally) narrowed down modes list
|
nuclear@0
|
786 // choose the best possible among them
|
nuclear@0
|
787 ///////////////////////////////////
|
nuclear@0
|
788 DisplayMode Engine3D::ChooseBestMode(LinkedList<DisplayMode> *modes) const {
|
nuclear@0
|
789
|
nuclear@0
|
790 DisplayMode dmode;
|
nuclear@0
|
791 memset(&dmode, 0, sizeof(DisplayMode));
|
nuclear@0
|
792
|
nuclear@0
|
793 if(!modes || !modes->Size()) return dmode;
|
nuclear@0
|
794
|
nuclear@0
|
795 // find the highest resolution and get only the modes with that resolution
|
nuclear@0
|
796 ListNode<DisplayMode> *iter = modes->Begin();
|
nuclear@0
|
797 unsigned int maxx = 0, maxy = 0;
|
nuclear@0
|
798 while(iter) {
|
nuclear@0
|
799 if(iter->data.XRes > maxx) maxx = iter->data.XRes;
|
nuclear@0
|
800 if(iter->data.YRes > maxy) maxy = iter->data.YRes;
|
nuclear@0
|
801 iter = iter->next;
|
nuclear@0
|
802 }
|
nuclear@0
|
803 NarrowModesList(modes, ModeItemSize, maxx, maxy);
|
nuclear@0
|
804
|
nuclear@0
|
805 // find the modes with alpha if any
|
nuclear@0
|
806 iter = modes->Begin();
|
nuclear@0
|
807 bool AnyWithAlpha = false;
|
nuclear@0
|
808 while(iter) {
|
nuclear@0
|
809 if(iter->data.ColorFormat.alpha) {
|
nuclear@0
|
810 AnyWithAlpha = true;
|
nuclear@0
|
811 break;
|
nuclear@0
|
812 }
|
nuclear@0
|
813 iter = iter->next;
|
nuclear@0
|
814 }
|
nuclear@0
|
815 if(AnyWithAlpha) NarrowModesList(modes, ModeItemAlpha, 1);
|
nuclear@0
|
816
|
nuclear@0
|
817 // find the modes with the highest bpp
|
nuclear@0
|
818 iter = modes->Begin();
|
nuclear@0
|
819 int maxbpp = 0;
|
nuclear@0
|
820 while(iter) {
|
nuclear@0
|
821 if(iter->data.ColorFormat.bpp > maxbpp) maxbpp = iter->data.ColorFormat.bpp;
|
nuclear@0
|
822 iter = iter->next;
|
nuclear@0
|
823 }
|
nuclear@0
|
824 NarrowModesList(modes, ModeItemBpp, maxbpp);
|
nuclear@0
|
825
|
nuclear@0
|
826 // find the modes with the highest refresh rate
|
nuclear@0
|
827 iter = modes->Begin();
|
nuclear@0
|
828 unsigned int maxrefresh = 0;
|
nuclear@0
|
829 while(iter) {
|
nuclear@0
|
830 if(iter->data.RefreshRate > maxrefresh) maxrefresh = iter->data.RefreshRate;
|
nuclear@0
|
831 iter = iter->next;
|
nuclear@0
|
832 }
|
nuclear@0
|
833 NarrowModesList(modes, ModeItemRefresh, maxrefresh);
|
nuclear@0
|
834
|
nuclear@0
|
835 // if there is more than one mode left, then there is a problem :)
|
nuclear@0
|
836 assert(modes->Size() == 1);
|
nuclear@0
|
837
|
nuclear@0
|
838 dmode = modes->Begin()->data;
|
nuclear@0
|
839 return dmode;
|
nuclear@0
|
840 }
|
nuclear@0
|
841
|
nuclear@0
|
842 //////////////////////////////////////////
|
nuclear@0
|
843 // ----==( CreateGraphicsContext )==----
|
nuclear@0
|
844 // (Public Member Function)
|
nuclear@0
|
845 // Creates a graphics context with the specified parameters
|
nuclear@0
|
846 //////////////////////////////////////////
|
nuclear@0
|
847 GraphicsContext *Engine3D::CreateGraphicsContext(HWND WindowHandle, unsigned int AdapterID, ContextInitParameters *GCParams) {
|
nuclear@0
|
848
|
nuclear@0
|
849 if(AdapterID >= AdapterCount) return 0;
|
nuclear@0
|
850
|
nuclear@0
|
851 // check adapter's Transformation & Lighting capability
|
nuclear@0
|
852 bool hwtnl = (bool)(adapters[AdapterID].Capabilities.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT);
|
nuclear@0
|
853 if(!(GCParams->DontCareFlags & GCPDONTCARE_TNL)) { // bit not set, we want specific TnL mode
|
nuclear@0
|
854 if(hwtnl != GCParams->HardwareTnL && !hwtnl) return 0; // we asked for hw tnl and is not available
|
nuclear@0
|
855 // else either we asked for sw and found hw so we continue with our initial sw setting
|
nuclear@0
|
856 // or we found exactly what we asked, so we still continue with our choice
|
nuclear@0
|
857 } else {
|
nuclear@0
|
858 GCParams->HardwareTnL = hwtnl; // if we don't care use what we have available
|
nuclear@0
|
859 }
|
nuclear@0
|
860
|
nuclear@0
|
861 // decide which mode to use
|
nuclear@0
|
862 LinkedList<DisplayMode> *modes = CreateModesList(AdapterID);
|
nuclear@0
|
863 NarrowModesList(modes, ModeItemSize, GCParams->x, GCParams->y);
|
nuclear@0
|
864
|
nuclear@0
|
865 if(!(GCParams->DontCareFlags & GCPDONTCARE_BPP)) { // we want specific bpp
|
nuclear@0
|
866 NarrowModesList(modes, ModeItemBpp, GCParams->bpp);
|
nuclear@0
|
867 }
|
nuclear@0
|
868
|
nuclear@0
|
869 if(!(GCParams->DontCareFlags & GCPDONTCARE_ALPHA)) { // alpha setting exactly as asked
|
nuclear@0
|
870 NarrowModesList(modes, ModeItemAlpha, (long)GCParams->AlphaChannel);
|
nuclear@0
|
871 }
|
nuclear@0
|
872
|
nuclear@0
|
873 if(!(GCParams->DontCareFlags & GCPDONTCARE_REFRESH)) { // specific refresh rate
|
nuclear@0
|
874 NarrowModesList(modes, ModeItemRefresh, GCParams->RefreshRate);
|
nuclear@0
|
875 }
|
nuclear@0
|
876
|
nuclear@0
|
877 if(!modes->Size()) { // didn't find any mode with the properties that we asked
|
nuclear@0
|
878 throw EngineInitException("Requested video mode parameters not available");
|
nuclear@0
|
879 }
|
nuclear@0
|
880
|
nuclear@0
|
881 DisplayMode mode = ChooseBestMode(modes);
|
nuclear@0
|
882 delete modes; // delete the list of modes
|
nuclear@0
|
883
|
nuclear@0
|
884 D3DFORMAT PixelFormat = GetPixelFormatFromColorDepth(mode.ColorFormat);
|
nuclear@0
|
885
|
nuclear@0
|
886 // find out if we have the requested zbuffer format avaialble
|
nuclear@0
|
887 if(!GCParams->DepthBits) GCParams->DepthBits = 32; // not specified, trying highest possible first
|
nuclear@0
|
888 D3DFORMAT zfmt = GetDepthStencilFormat(GCParams->DepthBits, true);
|
nuclear@0
|
889
|
nuclear@0
|
890 bool res = !(bool)d3d->CheckDeviceFormat(AdapterID, (D3DDEVTYPE)GCParams->DevType, PixelFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, zfmt);
|
nuclear@0
|
891 if(!res) { // try a format without stencil
|
nuclear@0
|
892 zfmt = GetDepthStencilFormat(GCParams->DepthBits, false);
|
nuclear@0
|
893 res = !(bool)d3d->CheckDeviceFormat(AdapterID, (D3DDEVTYPE)GCParams->DevType, PixelFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, zfmt);
|
nuclear@0
|
894 }
|
nuclear@0
|
895
|
nuclear@0
|
896 if(!res) { // didn't find requested zbuffer even with no stencil
|
nuclear@0
|
897 // if we asked for specific zformat and didn't find it or if the zbuffer that
|
nuclear@0
|
898 // we failed to set was 16bits and can't go less, bail out
|
nuclear@0
|
899 if(!(GCParams->DontCareFlags & GCPDONTCARE_DEPTH) || GCParams->DepthBits == 16) return 0;
|
nuclear@0
|
900
|
nuclear@0
|
901 // try to set a smaller zbuffer with stencil
|
nuclear@0
|
902 GCParams->DepthBits = 16;
|
nuclear@0
|
903 zfmt = GetDepthStencilFormat(GCParams->DepthBits, true);
|
nuclear@0
|
904 res = !(bool)d3d->CheckDeviceFormat(AdapterID, (D3DDEVTYPE)GCParams->DevType, PixelFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, zfmt);
|
nuclear@0
|
905 if(!res) { // try a format without stencil
|
nuclear@0
|
906 zfmt = GetDepthStencilFormat(GCParams->DepthBits, false);
|
nuclear@0
|
907 res = !(bool)d3d->CheckDeviceFormat(AdapterID, (D3DDEVTYPE)GCParams->DevType, PixelFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, zfmt);
|
nuclear@0
|
908 }
|
nuclear@0
|
909
|
nuclear@0
|
910 if(!res) throw EngineInitException("Requested ZBuffer depth not available");
|
nuclear@0
|
911 }
|
nuclear@0
|
912
|
nuclear@0
|
913 int AASamples = 0;
|
nuclear@0
|
914 if(GCParams->Antialiasing) {
|
nuclear@0
|
915 if(GCParams->BestAA) {
|
nuclear@0
|
916 // find the best supported AA mode
|
nuclear@0
|
917 for(AASamples=16; AASamples > 0; AASamples--) {
|
nuclear@0
|
918 long result = d3d->CheckDeviceMultiSampleType(AdapterID, (D3DDEVTYPE)GCParams->DevType, PixelFormat, !GCParams->FullScreen, (D3DMULTISAMPLE_TYPE)AASamples);
|
nuclear@0
|
919 if(result == D3D_OK) break;
|
nuclear@0
|
920 }
|
nuclear@0
|
921 } else {
|
nuclear@0
|
922 // check for cheap AA
|
nuclear@0
|
923 AASamples = 2;
|
nuclear@0
|
924 long result = d3d->CheckDeviceMultiSampleType(AdapterID, (D3DDEVTYPE)GCParams->DevType, PixelFormat, !GCParams->FullScreen, (D3DMULTISAMPLE_TYPE)AASamples);
|
nuclear@0
|
925 if(result != D3D_OK) AASamples = 0;
|
nuclear@0
|
926 }
|
nuclear@0
|
927
|
nuclear@0
|
928 if(!AASamples && !(GCParams->DontCareFlags & GCPDONTCARE_AA)) {
|
nuclear@0
|
929 throw EngineInitException("Requested Antialiasing mode not available");
|
nuclear@0
|
930 }
|
nuclear@0
|
931 }
|
nuclear@0
|
932
|
nuclear@0
|
933 D3DFORMAT FinalColorFormat;
|
nuclear@0
|
934 if(GCParams->FullScreen) {
|
nuclear@0
|
935 FinalColorFormat = GetPixelFormatFromColorDepth(mode.ColorFormat);
|
nuclear@0
|
936 } else {
|
nuclear@0
|
937 D3DDISPLAYMODE CurrentMode;
|
nuclear@0
|
938 d3d->GetAdapterDisplayMode(AdapterID, &CurrentMode);
|
nuclear@0
|
939 FinalColorFormat = CurrentMode.Format;
|
nuclear@0
|
940 }
|
nuclear@0
|
941
|
nuclear@0
|
942 // if everything went well, now we can set that mode
|
nuclear@0
|
943 D3DPRESENT_PARAMETERS d3dppar;
|
nuclear@0
|
944 d3dppar.BackBufferWidth = GCParams->x;
|
nuclear@0
|
945 d3dppar.BackBufferHeight = GCParams->y;
|
nuclear@0
|
946 d3dppar.BackBufferFormat = FinalColorFormat;
|
nuclear@0
|
947 d3dppar.BackBufferCount = (unsigned int)GCParams->Buffers;
|
nuclear@0
|
948 d3dppar.MultiSampleType = (D3DMULTISAMPLE_TYPE)AASamples;
|
nuclear@0
|
949 d3dppar.SwapEffect = D3DSWAPEFFECT_DISCARD;
|
nuclear@0
|
950 d3dppar.hDeviceWindow = WindowHandle;
|
nuclear@0
|
951 d3dppar.Windowed = !GCParams->FullScreen;
|
nuclear@0
|
952 d3dppar.EnableAutoDepthStencil = true;
|
nuclear@0
|
953 d3dppar.AutoDepthStencilFormat = zfmt;
|
nuclear@0
|
954 d3dppar.Flags = 0;
|
nuclear@0
|
955 d3dppar.FullScreen_RefreshRateInHz = (GCParams->FullScreen) ? mode.RefreshRate : 0;
|
nuclear@0
|
956 if(GCParams->FullScreen) {
|
nuclear@0
|
957 d3dppar.FullScreen_PresentationInterval = (GCParams->VSync) ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
|
nuclear@0
|
958 } else {
|
nuclear@0
|
959 d3dppar.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
|
nuclear@0
|
960 }
|
nuclear@0
|
961
|
nuclear@0
|
962 // create the rendering context
|
nuclear@0
|
963 GraphicsContext *gc = new GraphicsContext;
|
nuclear@0
|
964
|
nuclear@0
|
965 TnLMode tnlmode = (GCParams->HardwareTnL) ? HardwareTnL : SoftwareTnL;
|
nuclear@0
|
966
|
nuclear@0
|
967 long result = d3d->CreateDevice(AdapterID, (D3DDEVTYPE)GCParams->DevType, WindowHandle, tnlmode, &d3dppar, &gc->D3DDevice);
|
nuclear@0
|
968 if(result != D3D_OK) {
|
nuclear@0
|
969 if(d3dppar.BackBufferCount != GCParams->Buffers) {
|
nuclear@0
|
970 if((GCParams->DontCareFlags & GCPDONTCARE_BUFFERS)) {
|
nuclear@0
|
971 result = d3d->CreateDevice(AdapterID, (D3DDEVTYPE)GCParams->DevType, WindowHandle, tnlmode, &d3dppar, &gc->D3DDevice);
|
nuclear@0
|
972 } else {
|
nuclear@0
|
973 throw EngineInitException("Could not create Direct3D device");
|
nuclear@0
|
974 }
|
nuclear@0
|
975 }
|
nuclear@0
|
976 }
|
nuclear@0
|
977
|
nuclear@0
|
978 if(result != D3D_OK) {
|
nuclear@0
|
979 throw EngineInitException("Could not create Direct3D device");
|
nuclear@0
|
980 }
|
nuclear@0
|
981
|
nuclear@0
|
982 gc->WindowHandle = WindowHandle;
|
nuclear@0
|
983 gc->D3DDevice->GetRenderTarget(&gc->MainRenderTarget.ColorSurface);
|
nuclear@0
|
984 gc->D3DDevice->GetDepthStencilSurface(&gc->MainRenderTarget.DepthStencilSurface);
|
nuclear@0
|
985 gc->ContextParams = *GCParams;
|
nuclear@0
|
986 gc->ZFormat = zfmt;
|
nuclear@0
|
987 gc->AASamples = AASamples;
|
nuclear@0
|
988 gc->ColorFormat = FinalColorFormat;
|
nuclear@0
|
989 gc->MaxTextureStages = adapters[AdapterID].Capabilities.MaxSimultaneousTextures;
|
nuclear@0
|
990 gc->texman = new TextureManager(gc);
|
nuclear@0
|
991
|
nuclear@0
|
992 gc->SetDefaultStates();
|
nuclear@0
|
993
|
nuclear@0
|
994 GraphicsContexts.push_back(gc);
|
nuclear@0
|
995
|
nuclear@0
|
996 return gc;
|
nuclear@0
|
997 }
|
nuclear@0
|
998
|
nuclear@0
|
999 //////////////////////////////////////////
|
nuclear@0
|
1000 // ----==( CreateGraphicsContext )==----
|
nuclear@0
|
1001 // (Public Member Function)
|
nuclear@0
|
1002 // Creates a graphics context with the specified parameters
|
nuclear@0
|
1003 // Light version, basic info passed, fills in the rest
|
nuclear@0
|
1004 //////////////////////////////////////////
|
nuclear@0
|
1005 GraphicsContext *Engine3D::CreateGraphicsContext(HWND WindowHandle, int x, int y, int bpp, word flags) {
|
nuclear@0
|
1006
|
nuclear@0
|
1007 ContextInitParameters gcp;
|
nuclear@0
|
1008 gcp.x = x;
|
nuclear@0
|
1009 gcp.y = y;
|
nuclear@0
|
1010 gcp.bpp = bpp;
|
nuclear@0
|
1011 gcp.DepthBits = 24;
|
nuclear@0
|
1012 gcp.DevType = DeviceHardware;
|
nuclear@0
|
1013 gcp.FullScreen = (flags & GCCREATE_FULLSCREEN) ? true : false;
|
nuclear@0
|
1014 gcp.HardwareTnL = true;
|
nuclear@0
|
1015 gcp.RefreshRate = 75;
|
nuclear@0
|
1016 gcp.Antialiasing = false;
|
nuclear@0
|
1017 gcp.Buffers = DoubleBuffering;
|
nuclear@0
|
1018 gcp.VSync = false;
|
nuclear@0
|
1019 gcp.DontCareFlags = GCPDONTCARE_DEPTH | GCPDONTCARE_REFRESH | GCPDONTCARE_ALPHA | GCPDONTCARE_VSYNC;
|
nuclear@0
|
1020
|
nuclear@0
|
1021 return CreateGraphicsContext(WindowHandle, D3DADAPTER_DEFAULT, &gcp);
|
nuclear@0
|
1022 }
|
nuclear@0
|
1023
|
nuclear@0
|
1024 using std::string;
|
nuclear@0
|
1025 using std::getline;
|
nuclear@0
|
1026
|
nuclear@0
|
1027 string GetValue(string line) {
|
nuclear@0
|
1028 int nexttoken = (int)line.find("=") + 1;
|
nuclear@0
|
1029 while(line[++nexttoken] == ' ');
|
nuclear@0
|
1030 int tokenend = (int)line.find_first_of(" \n\r\t");
|
nuclear@0
|
1031 return line.substr(nexttoken, tokenend - nexttoken);
|
nuclear@0
|
1032 }
|
nuclear@0
|
1033
|
nuclear@0
|
1034 ContextInitParameters Engine3D::LoadContextParamsConfigFile(const char *cfgfilename) {
|
nuclear@0
|
1035 ContextInitParameters cip;
|
nuclear@0
|
1036 memset(&cip, 0, sizeof(ContextInitParameters));
|
nuclear@0
|
1037
|
nuclear@0
|
1038 std::ifstream file(cfgfilename);
|
nuclear@0
|
1039 if(!file.is_open()) throw EngineInitException("Could not open configuration file");
|
nuclear@0
|
1040
|
nuclear@0
|
1041 string line;
|
nuclear@0
|
1042 getline(file, line);
|
nuclear@0
|
1043 while(!file.eof()) {
|
nuclear@0
|
1044 if(line[0] != ';' && line[0] != '\n' && line[0] != '\r' && line[0] != ' ') {
|
nuclear@0
|
1045 int tokenend = (int)line.find(" ");
|
nuclear@0
|
1046 string token = line.substr(0, tokenend);
|
nuclear@0
|
1047
|
nuclear@0
|
1048 if(token == "fullscreen") {
|
nuclear@0
|
1049 string value = GetValue(line);
|
nuclear@0
|
1050 cip.FullScreen = (value == "true") ? true : false;
|
nuclear@0
|
1051 } else if(token == "resolution") {
|
nuclear@0
|
1052 string value = GetValue(line);
|
nuclear@0
|
1053 int x = (int)value.find("x");
|
nuclear@0
|
1054 cip.x = atoi(value.substr(0, x).c_str());
|
nuclear@0
|
1055 cip.y = atoi(value.substr(x+1, value.size()).c_str());
|
nuclear@0
|
1056 } else if(token == "bpp") {
|
nuclear@0
|
1057 cip.bpp = atoi(GetValue(line).c_str());
|
nuclear@0
|
1058 } else if(token == "zbufferdepth") {
|
nuclear@0
|
1059 cip.DepthBits = atoi(GetValue(line).c_str());
|
nuclear@0
|
1060 } else if(token == "device") {
|
nuclear@0
|
1061 cip.DevType = (GetValue(line) == "ref") ? DeviceReference : DeviceHardware;
|
nuclear@0
|
1062 } else if(token == "tnl") {
|
nuclear@0
|
1063 cip.HardwareTnL = (GetValue(line) == "false") ? false : true;
|
nuclear@0
|
1064 } else if(token == "refresh") {
|
nuclear@0
|
1065 cip.RefreshRate = atoi(GetValue(line).c_str());
|
nuclear@0
|
1066 } else if(token == "antialiasing") {
|
nuclear@0
|
1067 string value = GetValue(line);
|
nuclear@0
|
1068 cip.Antialiasing = (value == "none") ? false : true;
|
nuclear@0
|
1069 if(cip.Antialiasing) {
|
nuclear@0
|
1070 cip.BestAA = (value == "speed" || value == "low") ? false : true;
|
nuclear@0
|
1071 }
|
nuclear@0
|
1072 } else if(token == "flipchain") {
|
nuclear@0
|
1073 cip.Buffers = (GetValue(line) == "triplebuffering") ? TripleBuffering : DoubleBuffering;
|
nuclear@0
|
1074 } else if(token == "vsync") {
|
nuclear@0
|
1075 cip.VSync = (GetValue(line) == "true") ? true : false;
|
nuclear@0
|
1076 } else if(token == "dontcareabout") {
|
nuclear@0
|
1077 cip.DontCareFlags = 0;
|
nuclear@0
|
1078 string flags = GetValue(line);
|
nuclear@0
|
1079 string part;
|
nuclear@0
|
1080 while(1) {
|
nuclear@0
|
1081 int begin = (int)flags.find_first_not_of(", ");
|
nuclear@0
|
1082 int end = (int)flags.find(",", begin) - begin;
|
nuclear@0
|
1083 part = flags.substr(begin, end);
|
nuclear@0
|
1084 //part = flags.substr(0, flags.find(","));// \n\r\t"));
|
nuclear@0
|
1085 if(part.empty()) break;
|
nuclear@0
|
1086 if(part == "bpp") cip.DontCareFlags |= GCPDONTCARE_BPP;
|
nuclear@0
|
1087 if(part == "refresh") cip.DontCareFlags |= GCPDONTCARE_REFRESH;
|
nuclear@0
|
1088 if(part == "alpha") cip.DontCareFlags |= GCPDONTCARE_ALPHA;
|
nuclear@0
|
1089 if(part == "zbufferdepth") cip.DontCareFlags |= GCPDONTCARE_DEPTH;
|
nuclear@0
|
1090 if(part == "tnl") cip.DontCareFlags |= GCPDONTCARE_TNL;
|
nuclear@0
|
1091 if(part == "flipchain") cip.DontCareFlags |= GCPDONTCARE_BUFFERS;
|
nuclear@0
|
1092 if(part == "aamode") cip.DontCareFlags |= GCPDONTCARE_AA;
|
nuclear@0
|
1093 if(part == "vsync") cip.DontCareFlags |= GCPDONTCARE_VSYNC;
|
nuclear@0
|
1094 int temp = (int)flags.find_first_of(",\n\r");
|
nuclear@0
|
1095 if(temp == string::npos) break;
|
nuclear@0
|
1096 flags.erase(0, temp+1);
|
nuclear@0
|
1097 }
|
nuclear@0
|
1098 }
|
nuclear@0
|
1099
|
nuclear@0
|
1100 }
|
nuclear@0
|
1101
|
nuclear@0
|
1102 getline(file, line);
|
nuclear@0
|
1103 }
|
nuclear@0
|
1104
|
nuclear@0
|
1105 return cip;
|
nuclear@0
|
1106 }
|
nuclear@0
|
1107
|
nuclear@0
|
1108 void Engine3D::DestroyGraphicsContext(GraphicsContext *gc) {
|
nuclear@0
|
1109 gc->D3DDevice->Release();
|
nuclear@0
|
1110 }
|
nuclear@0
|
1111
|
nuclear@0
|
1112 int Engine3D::GetAdapterCount() const {
|
nuclear@0
|
1113 return AdapterCount;
|
nuclear@0
|
1114 }
|
nuclear@0
|
1115
|
nuclear@0
|
1116 const Adapter *Engine3D::GetAdapterInfo(int adapter) const {
|
nuclear@0
|
1117 return &adapters[adapter];
|
nuclear@0
|
1118 }
|
nuclear@0
|
1119
|
nuclear@0
|
1120
|
nuclear@0
|
1121 //////////////////////////////////////////////////////////////////////////////
|
nuclear@0
|
1122 // helper functions
|
nuclear@0
|
1123
|
nuclear@0
|
1124 bool Lock(VertexBuffer *vb, Vertex **data) {
|
nuclear@0
|
1125 D3DVERTEXBUFFER_DESC desc;
|
nuclear@0
|
1126 vb->GetDesc(&desc);
|
nuclear@0
|
1127 dword flags = (desc.Usage & D3DUSAGE_DYNAMIC) ? D3DLOCK_DISCARD | D3DLOCK_NOOVERWRITE : 0;
|
nuclear@0
|
1128
|
nuclear@0
|
1129 return (vb->Lock(0, 0, (byte**)data, flags) == D3D_OK);
|
nuclear@0
|
1130 }
|
nuclear@0
|
1131
|
nuclear@0
|
1132 bool Lock(IndexBuffer *ib, Index **data) {
|
nuclear@0
|
1133 D3DINDEXBUFFER_DESC desc;
|
nuclear@0
|
1134 ib->GetDesc(&desc);
|
nuclear@0
|
1135 dword flags = (desc.Usage & D3DUSAGE_DYNAMIC) ? D3DLOCK_DISCARD | D3DLOCK_NOOVERWRITE : 0;
|
nuclear@0
|
1136
|
nuclear@0
|
1137 return (ib->Lock(0, 0, (byte**)data, flags) == D3D_OK);
|
nuclear@0
|
1138 }
|
nuclear@0
|
1139
|
nuclear@0
|
1140 void Unlock(VertexBuffer *vb) {
|
nuclear@0
|
1141 vb->Unlock();
|
nuclear@0
|
1142 }
|
nuclear@0
|
1143
|
nuclear@0
|
1144 void Unlock(IndexBuffer *ib) {
|
nuclear@0
|
1145 ib->Unlock();
|
nuclear@0
|
1146 }
|
nuclear@0
|
1147
|
nuclear@0
|
1148
|
nuclear@0
|
1149 void CreateProjectionMatrix(Matrix4x4 *mat, float yFOV, float Aspect, float NearClip, float FarClip) {
|
nuclear@0
|
1150
|
nuclear@0
|
1151 float h, w, Q;
|
nuclear@0
|
1152 float xFOV = yFOV * Aspect;
|
nuclear@0
|
1153
|
nuclear@0
|
1154 w = (float)(1.0f/tan(xFOV*0.5f)); // 1/tan(x) == cot(x)
|
nuclear@0
|
1155 h = (float)(1.0f/tan(yFOV*0.5f)); // 1/tan(x) == cot(x)
|
nuclear@0
|
1156 Q = FarClip / (FarClip - NearClip);
|
nuclear@0
|
1157
|
nuclear@0
|
1158 /* Projection Matrix
|
nuclear@0
|
1159 [ w 0.0f 0.0f 0.0f]
|
nuclear@0
|
1160 |0.0f h 0.0f 0.0f|
|
nuclear@0
|
1161 |0.0f 0.0f Q 1.0f|
|
nuclear@0
|
1162 [0.0f 0.0f -Q*NearClip 0.0f]
|
nuclear@0
|
1163 */
|
nuclear@0
|
1164
|
nuclear@0
|
1165 mat->ResetIdentity();
|
nuclear@0
|
1166 mat->m[0][0] = w;
|
nuclear@0
|
1167 mat->m[1][1] = h;
|
nuclear@0
|
1168 mat->m[2][2] = Q;
|
nuclear@0
|
1169 mat->m[3][2] = -Q*NearClip;
|
nuclear@0
|
1170 mat->m[2][3] = 1.0f;
|
nuclear@0
|
1171 }
|
nuclear@0
|
1172
|
nuclear@0
|
1173 dword PackVector(const Vector3 &vec, float Height) {
|
nuclear@0
|
1174 dword r = (dword)(127.0f * vec.x + 128.0f);
|
nuclear@0
|
1175 dword g = (dword)(127.0f * vec.y + 128.0f);
|
nuclear@0
|
1176 dword b = (dword)(127.0f * vec.z + 128.0f);
|
nuclear@0
|
1177 dword a = (dword)(255.0f * Height);
|
nuclear@0
|
1178
|
nuclear@0
|
1179 return( (a<<24L) + (r<<16L) + (g<<8L) + (b<<0L) );
|
nuclear@0
|
1180 }
|
nuclear@0
|
1181
|
nuclear@0
|
1182 void NormalMapFromHeightField(Texture *tex) {
|
nuclear@0
|
1183
|
nuclear@0
|
1184 // Lock the texture
|
nuclear@0
|
1185 D3DLOCKED_RECT d3dlr;
|
nuclear@0
|
1186 D3DSURFACE_DESC d3dsd;
|
nuclear@0
|
1187
|
nuclear@0
|
1188 int LevelCount = tex->GetLevelCount();
|
nuclear@0
|
1189 for(int i=0; i<LevelCount; i++) {
|
nuclear@0
|
1190
|
nuclear@0
|
1191 tex->GetLevelDesc(i, &d3dsd);
|
nuclear@0
|
1192 tex->LockRect(i, &d3dlr, 0, 0);
|
nuclear@0
|
1193 DWORD* pPixel = (DWORD*)d3dlr.pBits;
|
nuclear@0
|
1194
|
nuclear@0
|
1195 // For each pixel, generate a vector normal that represents the change
|
nuclear@0
|
1196 // in thea height field at that pixel
|
nuclear@0
|
1197 for( DWORD j=0; j<d3dsd.Height; j++ ) {
|
nuclear@0
|
1198 for( DWORD i=0; i<d3dsd.Width; i++ ) {
|
nuclear@0
|
1199 DWORD color00 = pPixel[0];
|
nuclear@0
|
1200 DWORD color10 = pPixel[1];
|
nuclear@0
|
1201 DWORD color01 = pPixel[d3dlr.Pitch/sizeof(DWORD)];
|
nuclear@0
|
1202
|
nuclear@0
|
1203 float fHeight00 = (float)((color00 & 0x00ff0000) >> 16) / 255.0f;
|
nuclear@0
|
1204 float fHeight10 = (float)((color10 & 0x00ff0000) >> 16) / 255.0f;
|
nuclear@0
|
1205 float fHeight01 = (float)((color01 & 0x00ff0000) >> 16) / 255.0f;
|
nuclear@0
|
1206
|
nuclear@0
|
1207 Vector3 vPoint00(i+0.0f, j+0.0f, fHeight00);
|
nuclear@0
|
1208 Vector3 vPoint10(i+1.0f, j+0.0f, fHeight10);
|
nuclear@0
|
1209 Vector3 vPoint01(i+0.0f, j+1.0f, fHeight01);
|
nuclear@0
|
1210 Vector3 v10 = vPoint10 - vPoint00;
|
nuclear@0
|
1211 Vector3 v01 = vPoint01 - vPoint00;
|
nuclear@0
|
1212
|
nuclear@0
|
1213 Vector3 Normal = v10.CrossProduct(v01);
|
nuclear@0
|
1214 Normal.Normalize();
|
nuclear@0
|
1215
|
nuclear@0
|
1216 // Store the normal as an RGBA value in the normal map
|
nuclear@0
|
1217 *pPixel++ = PackVector(Normal, fHeight00);
|
nuclear@0
|
1218 }
|
nuclear@0
|
1219 }
|
nuclear@0
|
1220 tex->UnlockRect(i);
|
nuclear@0
|
1221 }
|
nuclear@0
|
1222 }
|
nuclear@0
|
1223
|
nuclear@0
|
1224 void UpdateMipmapChain(Texture *tex) {
|
nuclear@0
|
1225 D3DXFilterTexture(tex, 0, 0, D3DX_FILTER_BOX);
|
nuclear@0
|
1226 }
|
nuclear@0
|
1227
|
nuclear@0
|
1228 dword AddEdge(Edge *edges, dword EdgeCount, const Edge &newedge) {
|
nuclear@0
|
1229 // remove internal edges
|
nuclear@0
|
1230 for(dword i=0; i<EdgeCount; i++) {
|
nuclear@0
|
1231 if((edges[i].vertices[0] == newedge.vertices[0] && edges[i].vertices[1] == newedge.vertices[1]) || (edges[i].vertices[0] == newedge.vertices[1] && edges[i].vertices[1] == newedge.vertices[0])) {
|
nuclear@0
|
1232 edges[i] = edges[--EdgeCount];
|
nuclear@0
|
1233 return EdgeCount;
|
nuclear@0
|
1234 }
|
nuclear@0
|
1235 }
|
nuclear@0
|
1236
|
nuclear@0
|
1237 edges[EdgeCount++] = newedge;
|
nuclear@0
|
1238 return EdgeCount;
|
nuclear@0
|
1239 }
|
nuclear@0
|
1240
|
nuclear@0
|
1241 //#define LIGHTDIR(l, p) (l->GetType() == LTDir ? l->GetDirection() : p - l->GetPosition())
|
nuclear@0
|
1242 inline Vector3 GetLightDir(const Light *light, const Vector3 &pos, const Matrix4x4 &mat) {
|
nuclear@0
|
1243 if(light->GetType() == LTDir) {
|
nuclear@0
|
1244 return light->GetDirection();
|
nuclear@0
|
1245 } else {
|
nuclear@0
|
1246 Vector3 lpos = light->GetPosition();
|
nuclear@0
|
1247 lpos.Transform(mat);
|
nuclear@0
|
1248 return pos - lpos;
|
nuclear@0
|
1249 }
|
nuclear@0
|
1250 return Vector3();
|
nuclear@0
|
1251 }
|
nuclear@0
|
1252
|
nuclear@0
|
1253
|
nuclear@0
|
1254 //////////////////////////////////////////
|
nuclear@0
|
1255 // ----==( CreateShadowVolume )==----
|
nuclear@0
|
1256 // (Helper Function)
|
nuclear@0
|
1257 // Creates a graphics context with the specified parameters
|
nuclear@0
|
1258 // Light version, basic info passed, fills in the rest
|
nuclear@0
|
1259 //////////////////////////////////////////
|
nuclear@0
|
1260
|
nuclear@0
|
1261 TriMesh *CreateShadowVolume(const TriMesh &mesh, const Light *light, const Matrix4x4 &MeshXForm, bool WorldCoords) {
|
nuclear@0
|
1262
|
nuclear@0
|
1263 // transform light into object's local coordinate system
|
nuclear@0
|
1264 //const_cast<Light*>(light)->Transform(MeshXForm.Inverse());
|
nuclear@0
|
1265 Matrix4x4 InvXForm = MeshXForm.Inverse();
|
nuclear@0
|
1266
|
nuclear@0
|
1267 const Vertex *varray = mesh.GetVertexArray();
|
nuclear@0
|
1268 const Triangle *triarray = mesh.GetTriangleArray();
|
nuclear@0
|
1269
|
nuclear@0
|
1270 dword VertexCount = mesh.GetVertexCount();
|
nuclear@0
|
1271 dword TriangleCount = mesh.GetTriangleCount();
|
nuclear@0
|
1272
|
nuclear@0
|
1273 Edge *edges = new Edge[TriangleCount];
|
nuclear@0
|
1274 dword EdgeCount = 0;
|
nuclear@0
|
1275
|
nuclear@0
|
1276 // first find the contour edges
|
nuclear@0
|
1277
|
nuclear@0
|
1278 for(dword i=0; i<TriangleCount; i++) {
|
nuclear@0
|
1279
|
nuclear@0
|
1280 // find the light vector incident at this triangle
|
nuclear@0
|
1281 Vertex TriVerts[3];
|
nuclear@0
|
1282 TriVerts[0] = varray[triarray[i].vertices[0]];
|
nuclear@0
|
1283 TriVerts[1] = varray[triarray[i].vertices[1]];
|
nuclear@0
|
1284 TriVerts[2] = varray[triarray[i].vertices[2]];
|
nuclear@0
|
1285
|
nuclear@0
|
1286 Vector3 pos = (TriVerts[0].pos + TriVerts[1].pos + TriVerts[2].pos) / 3.0f;
|
nuclear@0
|
1287 //Vector3 LightDir = LIGHTDIR(light, pos);
|
nuclear@0
|
1288 Vector3 LightDir = GetLightDir(light, pos, InvXForm);
|
nuclear@0
|
1289
|
nuclear@0
|
1290 // if it looks away from the light...
|
nuclear@0
|
1291 if(DotProduct(triarray[i].normal, LightDir) >= 0.0f) {
|
nuclear@0
|
1292 EdgeCount = AddEdge(edges, EdgeCount, Edge(triarray[i].vertices[0], triarray[i].vertices[1]));
|
nuclear@0
|
1293 EdgeCount = AddEdge(edges, EdgeCount, Edge(triarray[i].vertices[1], triarray[i].vertices[2]));
|
nuclear@0
|
1294 EdgeCount = AddEdge(edges, EdgeCount, Edge(triarray[i].vertices[2], triarray[i].vertices[0]));
|
nuclear@0
|
1295 }
|
nuclear@0
|
1296 }
|
nuclear@0
|
1297
|
nuclear@0
|
1298 // now extract the contour edges to build the shadow volume boundrary
|
nuclear@0
|
1299 const float ExtrudeMagnitude = 100000.0f;
|
nuclear@0
|
1300 Vertex *ShadowVertices = new Vertex[EdgeCount * 6];
|
nuclear@0
|
1301
|
nuclear@0
|
1302 for(dword i=0; i<EdgeCount; i++) {
|
nuclear@0
|
1303 Vertex QuadVert[4];
|
nuclear@0
|
1304 QuadVert[0] = varray[edges[i].vertices[0]];
|
nuclear@0
|
1305 QuadVert[1] = varray[edges[i].vertices[1]];
|
nuclear@0
|
1306 //QuadVert[2] = QuadVert[1].pos + (Vector3)LIGHTDIR(light, QuadVert[1].pos) * ExtrudeMagnitude;
|
nuclear@0
|
1307 //QuadVert[3] = QuadVert[0].pos + (Vector3)LIGHTDIR(light, QuadVert[0].pos) * ExtrudeMagnitude;
|
nuclear@0
|
1308 QuadVert[2] = QuadVert[1].pos + GetLightDir(light, QuadVert[1].pos, InvXForm) * ExtrudeMagnitude;
|
nuclear@0
|
1309 QuadVert[3] = QuadVert[0].pos + GetLightDir(light, QuadVert[0].pos, InvXForm) * ExtrudeMagnitude;
|
nuclear@0
|
1310
|
nuclear@0
|
1311 ShadowVertices[i*6] = QuadVert[0];
|
nuclear@0
|
1312 ShadowVertices[i*6+1] = QuadVert[1];
|
nuclear@0
|
1313 ShadowVertices[i*6+2] = QuadVert[2];
|
nuclear@0
|
1314
|
nuclear@0
|
1315 ShadowVertices[i*6+3] = QuadVert[0];
|
nuclear@0
|
1316 ShadowVertices[i*6+4] = QuadVert[2];
|
nuclear@0
|
1317 ShadowVertices[i*6+5] = QuadVert[3];
|
nuclear@0
|
1318
|
nuclear@0
|
1319 if(WorldCoords) {
|
nuclear@0
|
1320 for(int j=0; j<6; j++) {
|
nuclear@0
|
1321 ShadowVertices[i*6+j].pos.Transform(MeshXForm);
|
nuclear@0
|
1322 }
|
nuclear@0
|
1323 }
|
nuclear@0
|
1324 }
|
nuclear@0
|
1325
|
nuclear@0
|
1326 TriMesh *ShadowMesh = new TriMesh(1);
|
nuclear@0
|
1327 ShadowMesh->SetData(ShadowVertices, 0, EdgeCount * 6, 0);
|
nuclear@0
|
1328
|
nuclear@0
|
1329 delete [] ShadowVertices;
|
nuclear@0
|
1330 delete [] edges;
|
nuclear@0
|
1331
|
nuclear@0
|
1332 //const_cast<Light*>(light)->Transform(MeshXForm); // return light to world coordinate system
|
nuclear@0
|
1333
|
nuclear@0
|
1334 return ShadowMesh;
|
nuclear@0
|
1335 }
|
nuclear@0
|
1336
|
nuclear@0
|
1337
|
nuclear@0
|
1338 ///////////// local //////////////
|
nuclear@0
|
1339
|
nuclear@0
|
1340 ColorDepth GetColorDepthFromPixelFormat(D3DFORMAT fmt) {
|
nuclear@0
|
1341 switch(fmt) {
|
nuclear@0
|
1342 case D3DFMT_R8G8B8: return ColorDepth(24, 24, 0);
|
nuclear@0
|
1343 case D3DFMT_A8R8G8B8: return ColorDepth(32, 24, 8);
|
nuclear@0
|
1344 case D3DFMT_X8R8G8B8: return ColorDepth(32, 24, 0);
|
nuclear@0
|
1345 case D3DFMT_R5G6B5: return ColorDepth(16, 16, 0);
|
nuclear@0
|
1346 case D3DFMT_X1R5G5B5: return ColorDepth(16, 15, 0);
|
nuclear@0
|
1347 case D3DFMT_A1R5G5B5: return ColorDepth(16, 15, 1);
|
nuclear@0
|
1348 case D3DFMT_P8: return ColorDepth(8, 8, 0);
|
nuclear@0
|
1349 default: return ColorDepth(0, 0, 0);
|
nuclear@0
|
1350 }
|
nuclear@0
|
1351 }
|
nuclear@0
|
1352
|
nuclear@0
|
1353 bool operator ==(const ColorDepth &lhs, const ColorDepth &rhs) {
|
nuclear@0
|
1354 return (lhs.bpp == rhs.bpp && lhs.colorbits == rhs.colorbits && lhs.alpha == rhs.alpha);
|
nuclear@0
|
1355 }
|
nuclear@0
|
1356
|
nuclear@0
|
1357 D3DFORMAT GetPixelFormatFromColorDepth(ColorDepth cd, bool noalpha) {
|
nuclear@0
|
1358 if(cd == ColorDepth(24, 24, 0)) return D3DFMT_R8G8B8;
|
nuclear@0
|
1359 if(cd == ColorDepth(32, 24, 8)) return noalpha ? D3DFMT_X8R8G8B8 : D3DFMT_A8R8G8B8;
|
nuclear@0
|
1360 if(cd == ColorDepth(32, 24, 0)) return D3DFMT_X8R8G8B8;
|
nuclear@0
|
1361 if(cd == ColorDepth(16, 16, 0)) return D3DFMT_R5G6B5;
|
nuclear@0
|
1362 if(cd == ColorDepth(16, 15, 0)) return D3DFMT_X1R5G5B5;
|
nuclear@0
|
1363 if(cd == ColorDepth(16, 15, 1)) return noalpha ? D3DFMT_X1R5G5B5 : D3DFMT_A1R5G5B5;
|
nuclear@0
|
1364 if(cd == ColorDepth(8, 8, 0)) return D3DFMT_P8;
|
nuclear@0
|
1365 return (D3DFORMAT)0;
|
nuclear@0
|
1366 }
|
nuclear@0
|
1367
|
nuclear@0
|
1368
|
nuclear@0
|
1369 D3DFORMAT GetDepthStencilFormat(int depthbits, bool stencil) {
|
nuclear@0
|
1370 switch(depthbits) {
|
nuclear@0
|
1371 case 32:
|
nuclear@0
|
1372 return (stencil) ? D3DFMT_D24S8 : D3DFMT_D32;
|
nuclear@0
|
1373 break;
|
nuclear@0
|
1374
|
nuclear@0
|
1375 case 24:
|
nuclear@0
|
1376 return (stencil) ? D3DFMT_D24S8 : D3DFMT_D24X8;
|
nuclear@0
|
1377 break;
|
nuclear@0
|
1378
|
nuclear@0
|
1379 case 16:
|
nuclear@0
|
1380 return (stencil) ? D3DFMT_D15S1 : D3DFMT_D16;
|
nuclear@0
|
1381 break;
|
nuclear@0
|
1382
|
nuclear@0
|
1383 default:
|
nuclear@0
|
1384 break;
|
nuclear@0
|
1385 }
|
nuclear@0
|
1386
|
nuclear@0
|
1387 return (D3DFORMAT)0;
|
nuclear@0
|
1388 } |