예제 #1
0
void gxScene::setZMode(int n)
{
	if (n == zmode)
		return;
	zmode = n;
	setZMode();
}
예제 #2
0
void gxScene::setWBuffer(bool n)
{
	if (n == wbuffer || !can_wb)
		return;
	wbuffer = n;
	setZMode();
}
예제 #3
0
파일: gxscene.cpp 프로젝트: Cav098/blitz3d
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 );
}