#include #include #include #include #include "rwbase.h" #include "rwplugin.h" #include "rwpipeline.h" #include "rwobjects.h" #include "rwd3d.h" namespace rw { namespace d3d { #ifdef RW_D3D9 #define MAXNUMSTATES D3DRS_BLENDOPALPHA #define MAXNUMSTAGES 8 #define MAXNUMTEXSTATES D3DTSS_CONSTANT #define MAXNUMSAMPLERSTATES D3DSAMP_DMAPOFFSET static int32 numDirtyStates; static uint32 dirtyStates[MAXNUMSTATES]; static struct { uint32 value; bool32 dirty; } stateCache[MAXNUMSTATES]; static uint32 d3dStates[MAXNUMSTATES]; static int32 numDirtyTextureStageStates; static struct { uint32 stage; uint32 type; } dirtyTextureStageStates[MAXNUMTEXSTATES*MAXNUMSTAGES]; static struct { uint32 value; bool32 dirty; } textureStageStateCache[MAXNUMSTATES][MAXNUMSTAGES]; static uint32 d3dTextureStageStates[MAXNUMSTATES][MAXNUMSTAGES]; static uint32 d3dSamplerStates[MAXNUMSAMPLERSTATES][MAXNUMSTAGES]; static Raster *d3dRaster[MAXNUMSTAGES]; static D3DMATERIAL9 d3dmaterial; void setRenderState(uint32 state, uint32 value) { if(stateCache[state].value != value){ stateCache[state].value = value; if(!stateCache[state].dirty){ stateCache[state].dirty = 1; dirtyStates[numDirtyStates++] = state; } } } void setTextureStageState(uint32 stage, uint32 type, uint32 value) { if(textureStageStateCache[type][stage].value != value){ textureStageStateCache[type][stage].value = value; if(!textureStageStateCache[type][stage].dirty){ textureStageStateCache[type][stage].dirty = 1; dirtyTextureStageStates[numDirtyTextureStageStates].stage = stage; dirtyTextureStageStates[numDirtyTextureStageStates].type = type; numDirtyTextureStageStates++; } } } void flushCache(void) { uint32 s, t; uint32 v; for(int32 i = 0; i < numDirtyStates; i++){ s = dirtyStates[i]; v = stateCache[s].value; stateCache[s].dirty = 0; if(d3dStates[s] != v){ device->SetRenderState((D3DRENDERSTATETYPE)s, v); d3dStates[s] = v; } } numDirtyStates = 0; for(int32 i = 0; i < numDirtyTextureStageStates; i++){ s = dirtyTextureStageStates[i].stage; t = dirtyTextureStageStates[i].type; v = textureStageStateCache[t][s].value; textureStageStateCache[t][s].dirty = 0; if(d3dTextureStageStates[t][s] != v){ device->SetTextureStageState(s, (D3DTEXTURESTAGESTATETYPE)t, v); d3dTextureStageStates[t][s] = v; } } numDirtyTextureStageStates = 0; } void setSamplerState(uint32 stage, uint32 type, uint32 value) { if(d3dSamplerStates[type][stage] != value){ device->SetSamplerState(stage, (D3DSAMPLERSTATETYPE)type, value); d3dSamplerStates[type][stage] = value; } } void setRasterStage(uint32 stage, Raster *raster) { D3dRaster *d3draster = NULL; if(raster != d3dRaster[stage]){ d3dRaster[stage] = raster; if(raster){ d3draster = PLUGINOFFSET(D3dRaster, raster, nativeRasterOffset); device->SetTexture(stage, (IDirect3DTexture9*)d3draster->texture); }else device->SetTexture(stage, NULL); } } void setTexture(uint32 stage, Texture *tex) { static DWORD filternomip[] = { 0, D3DTEXF_POINT, D3DTEXF_LINEAR, D3DTEXF_POINT, D3DTEXF_LINEAR, D3DTEXF_POINT, D3DTEXF_LINEAR }; static DWORD wrap[] = { 0, D3DTADDRESS_WRAP, D3DTADDRESS_MIRROR, D3DTADDRESS_CLAMP, D3DTADDRESS_BORDER }; if(tex == NULL){ setRasterStage(stage, NULL); return; } if(tex->raster){ setSamplerState(stage, D3DSAMP_MAGFILTER, filternomip[tex->filterAddressing & 0xFF]); setSamplerState(stage, D3DSAMP_MINFILTER, filternomip[tex->filterAddressing & 0xFF]); setSamplerState(stage, D3DSAMP_ADDRESSU, wrap[(tex->filterAddressing >> 8) & 0xF]); setSamplerState(stage, D3DSAMP_ADDRESSV, wrap[(tex->filterAddressing >> 12) & 0xF]); } setRasterStage(stage, tex->raster); } void setMaterial(Material *mat) { D3DMATERIAL9 mat9; D3DCOLORVALUE black = { 0, 0, 0, 0 }; float ambmult = mat->surfaceProps.ambient/255.0f; float diffmult = mat->surfaceProps.diffuse/255.0f; mat9.Ambient.r = mat->color.red*ambmult; mat9.Ambient.g = mat->color.green*ambmult; mat9.Ambient.b = mat->color.blue*ambmult; mat9.Ambient.a = mat->color.alpha*ambmult; mat9.Diffuse.r = mat->color.red*diffmult; mat9.Diffuse.g = mat->color.green*diffmult; mat9.Diffuse.b = mat->color.blue*diffmult; mat9.Diffuse.a = mat->color.alpha*diffmult; mat9.Power = 0.0f; mat9.Emissive = black; mat9.Specular = black; if(d3dmaterial.Diffuse.r != mat9.Diffuse.r || d3dmaterial.Diffuse.g != mat9.Diffuse.g || d3dmaterial.Diffuse.b != mat9.Diffuse.b || d3dmaterial.Diffuse.a != mat9.Diffuse.a || d3dmaterial.Ambient.r != mat9.Ambient.r || d3dmaterial.Ambient.g != mat9.Ambient.g || d3dmaterial.Ambient.b != mat9.Ambient.b || d3dmaterial.Ambient.a != mat9.Ambient.a){ device->SetMaterial(&mat9); d3dmaterial = mat9; } } #endif } }