示例#1
0
void DevState::createCleanState() {
	if (dwMyThread != 0) {
		ods("D3D9: CreateCleanState from other thread.");
	}
	Stash<DWORD> stashThread(&dwMyThread, GetCurrentThreadId());

	if (pSB)
		pSB->Release();
	pSB = NULL;

	IDirect3DStateBlock9* pStateBlock = NULL;
	dev->CreateStateBlock(D3DSBT_ALL, &pStateBlock);
	if (! pStateBlock)
		return;

	pStateBlock->Capture();

	dev->CreateStateBlock(D3DSBT_ALL, &pSB);
	if (! pSB) {
		pStateBlock->Release();
		return;
	}

	D3DVIEWPORT9 vp;
	dev->GetViewport(&vp);

	dev->SetVertexShader(NULL);
	dev->SetPixelShader(NULL);
	dev->SetFVF(D3DFVF_TLVERTEX);

	dev->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
	dev->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
	dev->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); // 0x16
	dev->SetRenderState(D3DRS_WRAP0, FALSE); // 0x80

	dev->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
	dev->SetRenderState(D3DRS_SRCBLEND,  D3DBLEND_ONE);
	dev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);

	dev->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE);
	dev->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER);

	dev->SetRenderState(D3DRS_ZENABLE, FALSE);
	dev->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
	dev->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
	dev->SetRenderState(D3DRS_COLORVERTEX, FALSE);

	dev->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
	dev->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
	dev->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);

	dev->SetRenderState(D3DRS_LIGHTING, FALSE);

	pSB->Capture();

	pStateBlock->Apply();
	pStateBlock->Release();
}
示例#2
0
void CState::Save()
{
	// viewport
	m_D3DDev->GetViewport(&m_Vp);

	// render states
	m_D3DDev->GetRenderState(D3DRS_ZENABLE, &m_Z);
	m_D3DDev->GetRenderState(D3DRS_CULLMODE, &m_CullMode);
	m_D3DDev->GetRenderState(D3DRS_ALPHATESTENABLE, &m_AlphaTest);
	m_D3DDev->GetRenderState(D3DRS_ALPHABLENDENABLE, &m_AlphaBlend);
	m_D3DDev->GetRenderState(D3DRS_BLENDOP, &m_BlendOp);
	m_D3DDev->GetRenderState(D3DRS_SRCBLEND, &m_SrcBlend);
	m_D3DDev->GetRenderState(D3DRS_DESTBLEND, &m_DstBlend);
	m_D3DDev->GetRenderState(D3DRS_CLIPPLANEENABLE, &m_ClipPlane);
	m_D3DDev->GetRenderState(D3DRS_FILLMODE, &m_FillMode);
	m_D3DDev->GetRenderState(D3DRS_LASTPIXEL, &m_LastPixel);
	m_D3DDev->GetRenderState(D3DRS_FOGENABLE, &m_Fog);
	m_D3DDev->GetRenderState(D3DRS_STENCILENABLE, &m_Stencil);
	m_D3DDev->GetRenderState(D3DRS_COLORWRITEENABLE, &m_ColorWrite);
	m_D3DDev->GetRenderState(D3DRS_SCISSORTESTENABLE, &m_Scissor);
	if( m_Caps.PrimitiveMiscCaps & D3DPMISCCAPS_SEPARATEALPHABLEND )
		m_D3DDev->GetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, &m_SeparateAlphaBlend);
	//if( m_Caps.LineCaps & D3DLINECAPS_ANTIALIAS )
		m_D3DDev->GetRenderState(D3DRS_ANTIALIASEDLINEENABLE, &m_AntiAliasedLine);

	// primitive
	m_D3DDev->GetFVF(&m_FVF);
	m_D3DDev->GetStreamSource(0, &m_StreamData, &m_StreamOffset, &m_StreamStride);
	m_D3DDev->GetVertexShader(&m_VertexShader);

	// texture
	m_D3DDev->GetTexture(0, &m_Tex);
	m_D3DDev->GetPixelShader(&m_PixelShader);

	// texture stage states
	m_D3DDev->GetTextureStageState(0, D3DTSS_COLOROP, &m_ColorOp);
	m_D3DDev->GetTextureStageState(0, D3DTSS_COLORARG1, &m_ColorArg1);
	m_D3DDev->GetTextureStageState(0, D3DTSS_COLORARG2, &m_ColorArg2);
	m_D3DDev->GetTextureStageState(0, D3DTSS_ALPHAOP, &m_AlphaOp);
	m_D3DDev->GetTextureStageState(0, D3DTSS_ALPHAARG1, &m_AlphaArg1);
	m_D3DDev->GetTextureStageState(0, D3DTSS_TEXCOORDINDEX, &m_TexCoordIndex);
	m_D3DDev->GetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, &m_TexTransfFlags);
	m_D3DDev->GetSamplerState(0, D3DSAMP_ADDRESSU, &m_AddressU);
	m_D3DDev->GetSamplerState(0, D3DSAMP_ADDRESSV, &m_AddressV);
	m_D3DDev->GetSamplerState(0, D3DSAMP_MAGFILTER, &m_MagFilter);
	m_D3DDev->GetSamplerState(0, D3DSAMP_MINFILTER, &m_MinFilter);
	m_D3DDev->GetSamplerState(0, D3DSAMP_MIPFILTER, &m_MipFilter);
}
示例#3
0
void DevState::draw() {
	clock_t t = clock();
	float elapsed = static_cast<float>(t - timeT) / CLOCKS_PER_SEC;
	++frameCount;
	if (elapsed > OVERLAY_FPS_INTERVAL) {
		OverlayMsg om;
		om.omh.uiMagic = OVERLAY_MAGIC_NUMBER;
		om.omh.uiType = OVERLAY_MSGTYPE_FPS;
		om.omh.iLength = sizeof(OverlayMsgFps);
		om.omf.fps = frameCount / elapsed;

		sendMessage(om);

		frameCount = 0;
		timeT = t;
	}

	D3DVIEWPORT9 vp;
	dev->GetViewport(&vp);

	checkMessage(vp.Width, vp.Height);

	if (! a_ucTexture || (uiLeft == uiRight))
		return;

	if (! texTexture) {
		unsigned int l, r, t, b;
		l = uiLeft;
		r = uiRight;
		t = uiTop;
		b = uiBottom;
		newTexture(uiWidth, uiHeight);
		blit(0, 0, uiWidth, uiHeight);

		uiLeft = l;
		uiRight = r;
		uiTop = t;
		uiBottom = b;
		setRect();
	}

	dev->SetTexture(0, texTexture);
	dev->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, vertices, sizeof(D3DTLVERTEX));
}