mirror of
https://github.com/aap/librw.git
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52 lines
1.5 KiB
C++
52 lines
1.5 KiB
C++
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#include <cstdio>
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#include <cstdlib>
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#include <cstring>
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#include <cassert>
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#include "../rwbase.h"
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#include "../rwplg.h"
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#include "../rwpipeline.h"
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#include "../rwobjects.h"
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#include "rwd3d.h"
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#include "rwd3d8.h"
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namespace rw {
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namespace d3d8 {
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using namespace d3d;
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#ifndef RW_D3D9
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void defaultRenderCB(Atomic*, InstanceDataHeader*) {}
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#else
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void
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defaultRenderCB(Atomic *atomic, InstanceDataHeader *header)
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{
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Geometry *geo = atomic->geometry;
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Frame *f = atomic->getFrame();
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device->SetTransform(D3DTS_WORLD, (D3DMATRIX*)f->getLTM());
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InstanceData *inst = header->inst;
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for(uint32 i = 0; i < header->numMeshes; i++){
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d3d::setTexture(0, inst->material->texture);
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d3d::setMaterial(inst->material);
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d3d::setRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(0xFF, 0x40, 0x40, 0x40));
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d3d::setRenderState(D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL);
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d3d::setRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL);
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if(geo->geoflags & Geometry::PRELIT)
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d3d::setRenderState(D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_COLOR1);
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device->SetFVF(inst->vertexShader);
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device->SetStreamSource(0, (IDirect3DVertexBuffer9*)inst->vertexBuffer, 0, inst->stride);
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device->SetIndices((IDirect3DIndexBuffer9*)inst->indexBuffer);
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uint32 numPrim = inst->primType == D3DPT_TRIANGLESTRIP ? inst->numIndices-2 : inst->numIndices/3;
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d3d::flushCache();
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device->DrawIndexedPrimitive((D3DPRIMITIVETYPE)inst->primType, inst->baseIndex,
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0, inst->numVertices, 0, numPrim);
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inst++;
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}
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}
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#endif
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}
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}
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