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forgot files :(
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53
src/d3d8render.cpp
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53
src/d3d8render.cpp
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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 "rwplugin.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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if(inst->material->texture)
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setTexture(inst->material->texture);
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else
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device->SetTexture(0, NULL);
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setMaterial(inst->material);
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device->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(0xFF, 0x40, 0x40, 0x40));
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device->SetRenderState(D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL);
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device->SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL);
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if(geo->geoflags & Geometry::PRELIT)
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device->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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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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54
src/d3d9render.cpp
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54
src/d3d9render.cpp
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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 "rwplugin.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 "rwd3d9.h"
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namespace rw {
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namespace d3d9 {
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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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device->SetStreamSource(0, (IDirect3DVertexBuffer9*)header->vertexStream[0].vertexBuffer,
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0, header->vertexStream[0].stride);
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device->SetIndices((IDirect3DIndexBuffer9*)header->indexBuffer);
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device->SetVertexDeclaration((IDirect3DVertexDeclaration9*)header->vertexDeclaration);
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InstanceData *inst = header->inst;
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for(uint32 i = 0; i < header->numMeshes; i++){
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if(inst->material->texture)
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setTexture(inst->material->texture);
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else
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device->SetTexture(0, NULL);
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setMaterial(inst->material);
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device->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(0xFF, 0x40, 0x40, 0x40));
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device->SetRenderState(D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL);
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device->SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL);
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if(geo->geoflags & Geometry::PRELIT)
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device->SetRenderState(D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_COLOR1);
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device->DrawIndexedPrimitive((D3DPRIMITIVETYPE)header->primType, inst->baseIndex,
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0, inst->numVertices,
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inst->startIndex, inst->numPrimitives);
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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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63
src/d3ddriver.cpp
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63
src/d3ddriver.cpp
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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 "rwplugin.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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namespace rw {
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namespace d3d {
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#ifdef RW_D3D9
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void
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setTexture(Texture *tex)
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{
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static DWORD filternomip[] = {
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0, D3DTEXF_POINT, D3DTEXF_LINEAR,
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D3DTEXF_POINT, D3DTEXF_LINEAR,
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D3DTEXF_POINT, D3DTEXF_LINEAR
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};
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static DWORD wrap[] = {
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0, D3DTADDRESS_WRAP, D3DTADDRESS_MIRROR,
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D3DTADDRESS_CLAMP, D3DTADDRESS_BORDER
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};
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D3dRaster *raster = PLUGINOFFSET(D3dRaster, tex->raster, nativeRasterOffset);
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if(tex->raster && raster->texture){
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device->SetTexture(0, (IDirect3DTexture9*)raster->texture);
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device->SetSamplerState(0, D3DSAMP_MAGFILTER, filternomip[tex->filterAddressing & 0xFF]);
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device->SetSamplerState(0, D3DSAMP_MINFILTER, filternomip[tex->filterAddressing & 0xFF]);
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device->SetSamplerState(0, D3DSAMP_ADDRESSU, wrap[(tex->filterAddressing >> 8) & 0xF]);
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device->SetSamplerState(0, D3DSAMP_ADDRESSV, wrap[(tex->filterAddressing >> 12) & 0xF]);
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}else
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device->SetTexture(0, NULL);
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}
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void
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setMaterial(Material *mat)
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{
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D3DMATERIAL9 mat9;
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D3DCOLORVALUE black = { 0, 0, 0, 0 };
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float ambmult = mat->surfaceProps.ambient/255.0f;
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float diffmult = mat->surfaceProps.diffuse/255.0f;
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mat9.Ambient.r = mat->color.red*ambmult;
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mat9.Ambient.g = mat->color.green*ambmult;
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mat9.Ambient.b = mat->color.blue*ambmult;
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mat9.Ambient.a = mat->color.alpha*ambmult;
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mat9.Diffuse.r = mat->color.red*diffmult;
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mat9.Diffuse.g = mat->color.green*diffmult;
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mat9.Diffuse.b = mat->color.blue*diffmult;
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mat9.Diffuse.a = mat->color.alpha*diffmult;
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mat9.Power = 0.0f;
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mat9.Emissive = black;
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mat9.Specular = black;
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device->SetMaterial(&mat9);
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}
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#endif
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}
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}
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