void RageDisplay_D3D::SendCurrentMatrices() { RageMatrix m; RageMatrixMultiply( &m, GetCentering(), GetProjectionTop() ); // Convert to OpenGL-style "pixel-centered" coords RageMatrix m2 = GetCenteringMatrix( -0.5f, -0.5f, 0, 0 ); RageMatrix projection; RageMatrixMultiply( &projection, &m2, &m ); g_pd3dDevice->SetTransform( D3DTS_PROJECTION, (D3DMATRIX*)&projection ); g_pd3dDevice->SetTransform( D3DTS_VIEW, (D3DMATRIX*)GetViewTop() ); g_pd3dDevice->SetTransform( D3DTS_WORLD, (D3DMATRIX*)GetWorldTop() ); FOREACH_ENUM( TextureUnit, tu ) { // Optimization opportunity: Turn off texture transform if not using texture coords. g_pd3dDevice->SetTextureStageState( tu, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 ); // If no texture is set for this texture unit, don't bother setting it up. IDirect3DBaseTexture8* pTexture = NULL; g_pd3dDevice->GetTexture( tu, &pTexture ); if( pTexture == NULL ) continue; pTexture->Release(); if( g_bSphereMapping[tu] ) { static const RageMatrix tex = RageMatrix ( 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, -0.5f, 0.0f, 1.0f ); g_pd3dDevice->SetTransform( (D3DTRANSFORMSTATETYPE)(D3DTS_TEXTURE0+tu), (D3DMATRIX*)&tex ); // Tell D3D to use transformed reflection vectors as texture co-ordinate 0 // and then transform this coordinate by the specified texture matrix. g_pd3dDevice->SetTextureStageState( tu, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR ); } else { /* Direct3D is expecting a 3x3 matrix loaded into the 4x4 in order * to transform the 2-component texture coordinates. We currently * only use translate and scale, and ignore the z component entirely, * so convert the texture matrix from 4x4 to 3x3 by dropping z. */ const RageMatrix &tex1 = *GetTextureTop(); const RageMatrix tex2 = RageMatrix ( tex1.m[0][0], tex1.m[0][1], tex1.m[0][3], 0, tex1.m[1][0], tex1.m[1][1], tex1.m[1][3], 0, tex1.m[3][0], tex1.m[3][1], tex1.m[3][3], 0, 0, 0, 0, 0 ); g_pd3dDevice->SetTransform( D3DTRANSFORMSTATETYPE(D3DTS_TEXTURE0+tu), (D3DMATRIX*)&tex2 ); g_pd3dDevice->SetTextureStageState( tu, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU ); } }