void mz_screen_init(void) { mz_palet_init(); /* 1500パレット初期化 */ vptr = CreateOffScreen(); ZeroMemory(vptr,320*200); mz_refresh_screen(REFSC_ALL); }
bool XProc_DeleteCharacter::InitDeviceObject(void) { m_TextureArchive.InitDeviceObject(); D3DVIEWPORT9 vp; vp.X = vp.Y = 0; vp.Width = gnWidth; vp.Height = gnHeight; vp.MinZ = 0.0f; vp.MaxZ = 1.0f; gpDev->SetViewport(&vp); gpDev->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, 0); gpDev->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 1); gpDev->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE ); gpDev->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); gpDev->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); gpDev->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR); gpDev->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); gpDev->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR); gpDev->SetSamplerState(1, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR); gpDev->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); gpDev->SetSamplerState(1, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR); // 16비트 모드일 경우 디더링을 켜준다. //if( gfmtDepth == D3DFMT_D16 ) gpDev->SetRenderState( D3DRS_DITHERENABLE, TRUE ); //else gpDev->SetRenderState( D3DRS_DITHERENABLE, FALSE ); gpDev->SetRenderState( D3DRS_SPECULARENABLE, FALSE ); gpDev->SetRenderState( D3DRS_ZENABLE, g_RS_UseZBuffer ); gpDev->SetRenderState( D3DRS_ZFUNC, g_RS_ZBufferFunc ); gpDev->SetRenderState( D3DRS_DEPTHBIAS , 0 ); #ifdef _XDEF_USETERRAINDIFFUSECOLOR gpDev->SetRenderState( D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1 ); #else gpDev->SetRenderState( D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL); #endif gpDev->SetRenderState( D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL); gpDev->SetRenderState( D3DRS_LOCALVIEWER, FALSE ); gpDev->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW); // Alpha blend state gpDev->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE ); gpDev->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE ); gpDev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA ); gpDev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA ); // Alpha test state gpDev->SetRenderState( D3DRS_ALPHAREF, g_AlphaRefLevel ); gpDev->SetRenderState( D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL ); gpDev->SetSamplerState(1, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR); gpDev->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); gpDev->SetSamplerState(1, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR); g_QuestScriptManager.SetQuestCameraMode(FALSE); g_LodTerrain.m_3PCamera.Set( 45.0f, (float)gnWidth/(float)gnHeight, 1.0f, 100.0f ); g_LodTerrain.m_3PCamera.SetPitchLimits( -50.0f, 73.0f); g_LodTerrain.m_3PCamera.SetRollLimits(-0, 0); g_LodTerrain.m_3PCamera.SetDistanceLimits(1.4f, 10.f); g_LodTerrain.m_3PCamera.SetDistance( 2.6f ); g_LodTerrain.m_3PCamera.SetTargetPosition( D3DXVECTOR3( 0.125f, 0.495f, 0.0f ) ); g_LodTerrain.m_3PCamera.mp_fYaw = 0.0f; g_LodTerrain.m_3PCamera.mp_fPitch = 180.0f; g_LodTerrain.m_3PCamera.mp_fRoll = 0.0f; g_LodTerrain.m_3PCamera.UpdateViewMatrix(); g_LodTerrain.m_3PCamera.UpdateProjMatrix(); m_CameraMovingTarget = D3DXVECTOR3( 0.125f, 0.495f, 0.0f ); m_CameraMovingTargetDistance = 2.6f; m_CameraMoving = FALSE; //g_LodTerrain.m_3PCamera.SetTargetPosition( D3DXVECTOR3( 0.125f, 0.895f, 0.0f ) ); m_PreviewCharacterRotateAngle = 16.0f; D3DXMatrixRotationY( &m_PreviewCharacter.m_Position, _X_RAD( m_PreviewCharacterRotateAngle ) ); m_PreviewCharacter.CreateShadowDecal(); CreateOffScreen(); if(g_pTitleFlashObject) { g_pTitleFlashObject->SetOffScreenTextureObject( g_pTitleFlashOffScreenTexture ); } return true; }