void gxScene::setZMode(int n) { if (n == zmode) return; zmode = n; setZMode(); }
void gxScene::setWBuffer(bool n) { if (n == wbuffer || !can_wb) return; wbuffer = n; setZMode(); }
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 ); }