librw/src/d3d/d3d8render.cpp

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