void gxScene::setFogMode(int n) { if (n == fogmode) return; fogmode = n; setFogMode(); }
void gxScene::setRenderState( const RenderState &rs ){ bool setmat=false; if( memcmp( rs.color,&material.diffuse.r,12 ) ){ memcpy( &material.diffuse.r,rs.color,12 ); memcpy( &material.ambient.r,rs.color,12 ); setmat=true; } if( rs.alpha!=material.diffuse.a ){ material.diffuse.a=rs.alpha; if( rs.fx&FX_ALPHATEST ){ int alpharef=(rs.fx&FX_VERTEXALPHA)?0:128*rs.alpha; setRS( D3DRENDERSTATE_ALPHAREF,alpharef ); } setmat=true; } if( rs.shininess!=shininess ){ shininess=rs.shininess; float t=shininess>0 ? (shininess<1 ? shininess : 1) : 0; material.specular.r=material.specular.g=material.specular.b=t; material.power=shininess*128; setRS( D3DRENDERSTATE_SPECULARENABLE,shininess>0 ? true : false ); setmat=true; } if( rs.blend!=blend ){ blend=rs.blend; switch( blend ){ case BLEND_REPLACE: setRS( D3DRENDERSTATE_ALPHABLENDENABLE,false ); break; case BLEND_ALPHA: setRS( D3DRENDERSTATE_ALPHABLENDENABLE,true ); setRS( D3DRENDERSTATE_SRCBLEND,D3DBLEND_SRCALPHA ); setRS( D3DRENDERSTATE_DESTBLEND,D3DBLEND_INVSRCALPHA ); break; case BLEND_MULTIPLY: setRS( D3DRENDERSTATE_ALPHABLENDENABLE,true ); setRS( D3DRENDERSTATE_SRCBLEND,D3DBLEND_DESTCOLOR ); setRS( D3DRENDERSTATE_DESTBLEND,D3DBLEND_ZERO ); break; case BLEND_ADD: setRS( D3DRENDERSTATE_ALPHABLENDENABLE,true ); setRS( D3DRENDERSTATE_SRCBLEND,D3DBLEND_SRCALPHA ); setRS( D3DRENDERSTATE_DESTBLEND,D3DBLEND_ONE ); break; } } if( rs.fx!=fx ){ int t=rs.fx^fx;fx=rs.fx; if( t & (FX_FULLBRIGHT|FX_CONDLIGHT) ){ setLights(); setAmbient(); } if( t&FX_VERTEXCOLOR ){ setRS( D3DRENDERSTATE_COLORVERTEX,fx & FX_VERTEXCOLOR ? true : false ); } if( t&FX_FLATSHADED ){ setRS( D3DRENDERSTATE_SHADEMODE,fx & FX_FLATSHADED ? D3DSHADE_FLAT : D3DSHADE_GOURAUD ); } if( t&FX_NOFOG ){ setFogMode(); } if( t&FX_DOUBLESIDED ){ setTriCull(); } if( t&FX_EMISSIVE ){ //Q3 Hack! int n=fx & FX_EMISSIVE; setRS( D3DRENDERSTATE_DIFFUSEMATERIALSOURCE,n ? D3DMCS_MATERIAL : D3DMCS_COLOR1 ); setRS( D3DRENDERSTATE_AMBIENTMATERIALSOURCE,n ? D3DMCS_MATERIAL : D3DMCS_COLOR1 ); setRS( D3DRENDERSTATE_EMISSIVEMATERIALSOURCE,n ? D3DMCS_COLOR1 : D3DMCS_MATERIAL ); setRS( D3DRENDERSTATE_COLORVERTEX,n ? true : false ); } if( t&FX_ALPHATEST ){ if( fx&FX_ALPHATEST ){ int alpharef=(rs.fx&FX_VERTEXALPHA)?0:128*rs.alpha; setRS( D3DRENDERSTATE_ALPHAREF,alpharef ); } setRS( D3DRENDERSTATE_ALPHATESTENABLE,fx & FX_ALPHATEST ? true : false ); } } if( setmat ){ dir3dDev->SetMaterial( &material ); } n_texs=0; TexState *hw=texstate; for( int k=0;k<MAX_TEXTURES;++k ){ const RenderState::TexState &ts=rs.tex_states[k]; if( !ts.canvas || !ts.blend ) continue; bool settex=false; ts.canvas->getTexSurface(); //force mipmap rebuild if( ts.canvas!=hw->canvas ){ hw->canvas=ts.canvas;settex=true; } if( ts.blend!=hw->blend ){ hw->blend=ts.blend;settex=true; } if( ts.flags!=hw->flags ){ hw->flags=ts.flags;settex=true; } if( ts.matrix || hw->mat_valid ){ if( ts.matrix ){ memcpy( &hw->matrix._11,ts.matrix->elements[0],12 ); memcpy( &hw->matrix._21,ts.matrix->elements[1],12 ); memcpy( &hw->matrix._31,ts.matrix->elements[2],12 ); memcpy( &hw->matrix._41,ts.matrix->elements[3],12 ); hw->mat_valid=true; }else{ hw->mat_valid=false; } settex=true; } if( settex && n_texs<tex_stages ){ setTexState( n_texs,*hw,true ); } ++hw;++n_texs; } if( n_texs<tex_stages && hw->canvas ){ hw->canvas=0; setTSS( n_texs,D3DTSS_COLOROP,D3DTOP_DISABLE ); setTSS( n_texs,D3DTSS_ALPHAOP,D3DTOP_DISABLE ); dir3dDev->SetTexture( n_texs,0 ); } }
gxScene::gxScene( gxGraphics *g,gxCanvas *t ): graphics(g),target(t),dir3dDev( g->dir3dDev ), n_texs(0),tris_drawn(0){ memset( d3d_rs,0x55,sizeof(d3d_rs) ); memset( d3d_tss,0x55,sizeof(d3d_tss) ); //nomalize normals setRS( D3DRENDERSTATE_NORMALIZENORMALS,TRUE ); //vertex coloring setRS( D3DRENDERSTATE_COLORVERTEX,FALSE ); setRS( D3DRENDERSTATE_DIFFUSEMATERIALSOURCE,D3DMCS_COLOR1 ); setRS( D3DRENDERSTATE_AMBIENTMATERIALSOURCE,D3DMCS_COLOR1 ); setRS( D3DRENDERSTATE_EMISSIVEMATERIALSOURCE,D3DMCS_MATERIAL ); setRS( D3DRENDERSTATE_SPECULARMATERIALSOURCE,D3DMCS_MATERIAL ); //Alpha test setRS( D3DRENDERSTATE_ALPHATESTENABLE,false ); setRS( D3DRENDERSTATE_ALPHAFUNC,D3DCMP_GREATER ); setRS( D3DRENDERSTATE_ALPHAREF,128 ); //source/dest blending modes setRS( D3DRENDERSTATE_SRCBLEND,D3DBLEND_SRCALPHA ); setRS( D3DRENDERSTATE_DESTBLEND,D3DBLEND_INVSRCALPHA ); //suss out caps can_wb=false; hw_tex_stages=1; D3DDEVICEDESC7 devDesc={0}; if( dir3dDev->GetCaps( &devDesc )>=0 ){ DWORD caps=devDesc.dpcTriCaps.dwRasterCaps; //texture stages hw_tex_stages=devDesc.wMaxSimultaneousTextures; //depth buffer mode if( (caps & D3DPRASTERCAPS_WBUFFER) && graphics->zbuffFmt.dwRGBBitCount==16 ) can_wb=true; //fog mode if( (caps&D3DPRASTERCAPS_FOGTABLE)&&(caps&D3DPRASTERCAPS_WFOG) ){ setRS( D3DRENDERSTATE_FOGVERTEXMODE,D3DFOG_NONE ); setRS( D3DRENDERSTATE_FOGTABLEMODE,D3DFOG_LINEAR ); }else{ setRS( D3DRENDERSTATE_FOGTABLEMODE,D3DFOG_NONE ); setRS( D3DRENDERSTATE_FOGVERTEXMODE,D3DFOG_LINEAR ); } } tex_stages=hw_tex_stages; caps_level=100; if( devDesc.dpcTriCaps.dwTextureCaps & D3DPTEXTURECAPS_CUBEMAP ){ caps_level=110; } //default texture states for( int n=0;n<hw_tex_stages;++n ){ setTSS( n,D3DTSS_COLORARG1,D3DTA_TEXTURE ); setTSS( n,D3DTSS_COLORARG2,D3DTA_CURRENT ); setTSS( n,D3DTSS_ALPHAARG1,D3DTA_TEXTURE ); setTSS( n,D3DTSS_ALPHAARG2,D3DTA_CURRENT ); setTSS( n,D3DTSS_MINFILTER,D3DTFN_LINEAR ); setTSS( n,D3DTSS_MAGFILTER,D3DTFG_LINEAR ); setTSS( n,D3DTSS_MIPFILTER,D3DTFP_LINEAR ); } setHWMultiTex( true ); //ATI lighting hack dir3dDev->LightEnable( 0,true ); dir3dDev->LightEnable( 0,false ); //globals sphere_mat._11=.5f;sphere_mat._22=-.5f;sphere_mat._33=.5f; sphere_mat._41=.5f;sphere_mat._42=.5f;sphere_mat._43=.5f; nullmatrix._11=nullmatrix._22=nullmatrix._33=nullmatrix._44=1; //set null renderstate memset(&material,0,sizeof(material)); shininess=0;blend=BLEND_REPLACE;fx=0; for( int k=0;k<MAX_TEXTURES;++k ) memset( &texstate[k],0,sizeof(texstate[k]) ); wbuffer=can_wb; dither=false;setDither( true ); antialias=true;setAntialias( false ); wireframe=true;setWireframe( false ); flipped=true;setFlippedTris( false ); ambient=~0;setAmbient( GRAY ); ambient2=~0;setAmbient2( BLACK ); fogcolor=~0;setFogColor( BLACK ); fogrange_nr=fogrange_fr=0;setFogRange( 1,1000 ); fogmode=FOG_LINEAR;setFogMode( FOG_NONE ); zmode=-1;setZMode( ZMODE_NORMAL ); memset(&projmatrix,0,sizeof(projmatrix)); ortho_proj=true;frustum_nr=frustum_fr=frustum_w=frustum_h=0;setPerspProj( 1,1000,1,1 ); memset(&viewport,0,sizeof(viewport));viewport.dvMaxZ=1;setViewport( 0,0,target->getWidth(),target->getHeight() ); viewmatrix=nullmatrix;setViewMatrix( 0 ); worldmatrix=nullmatrix;setWorldMatrix( 0 ); //set default renderstate blend=fx=~0;shininess=1; RenderState state;memset(&state,0,sizeof(state)); state.color[0]=state.color[1]=state.color[2]=state.alpha=1; state.blend=BLEND_REPLACE; setRenderState( state ); }