forked from Tr0n/client
Upgraded to DirectX 9
This commit is contained in:
@ -264,17 +264,17 @@ void CPythonMiniMap::Render(float fScreenX, float fScreenY)
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__SetPosition();
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}
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STATEMANAGER.SaveTextureStageState(0, D3DTSS_MIPFILTER, D3DTEXF_POINT);
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STATEMANAGER.SaveTextureStageState(0, D3DTSS_MINFILTER, D3DTEXF_POINT);
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STATEMANAGER.SaveTextureStageState(0, D3DTSS_MAGFILTER, D3DTEXF_POINT);
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STATEMANAGER.SaveSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
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STATEMANAGER.SaveSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
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STATEMANAGER.SaveSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
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STATEMANAGER.SaveTextureStageState(0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
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STATEMANAGER.SaveTextureStageState(0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
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STATEMANAGER.SaveSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
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STATEMANAGER.SaveSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
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STATEMANAGER.SaveTextureStageState(1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
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STATEMANAGER.SaveTextureStageState(1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
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STATEMANAGER.SaveTextureStageState(1, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
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STATEMANAGER.SaveTextureStageState(1, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
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STATEMANAGER.SaveSamplerState(1, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
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STATEMANAGER.SaveSamplerState(1, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
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STATEMANAGER.SaveTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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STATEMANAGER.SaveTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
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@ -295,14 +295,14 @@ void CPythonMiniMap::Render(float fScreenX, float fScreenY)
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STATEMANAGER.SetTexture(1, m_MiniMapFilterGraphicImageInstance.GetTexturePointer()->GetD3DTexture());
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STATEMANAGER.SetTransform(D3DTS_TEXTURE1, &m_matMiniMapCover);
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STATEMANAGER.SetVertexShader(D3DFVF_XYZ | D3DFVF_TEX1);
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STATEMANAGER.SetFVF(D3DFVF_XYZ | D3DFVF_TEX1);
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STATEMANAGER.SetStreamSource(0, m_VertexBuffer.GetD3DVertexBuffer(), 20);
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STATEMANAGER.SetIndices(m_IndexBuffer.GetD3DIndexBuffer(), 0);
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STATEMANAGER.SetTransform(D3DTS_WORLD, &m_matWorld);
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for (BYTE byTerrainNum = 0; byTerrainNum < AROUND_AREA_NUM; ++byTerrainNum)
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{
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LPDIRECT3DTEXTURE8 pMiniMapTexture = m_lpMiniMapTexture[byTerrainNum];
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LPDIRECT3DTEXTURE9 pMiniMapTexture = m_lpMiniMapTexture[byTerrainNum];
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STATEMANAGER.SetTexture(0, pMiniMapTexture);
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if (pMiniMapTexture)
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{
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@ -333,12 +333,12 @@ void CPythonMiniMap::Render(float fScreenX, float fScreenY)
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STATEMANAGER.RestoreTextureStageState(0, D3DTSS_COLORARG2);
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STATEMANAGER.RestoreTextureStageState(0, D3DTSS_COLOROP);
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STATEMANAGER.RestoreTextureStageState(0, D3DTSS_ADDRESSU);
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STATEMANAGER.RestoreTextureStageState(0, D3DTSS_ADDRESSV);
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STATEMANAGER.RestoreSamplerState(0, D3DSAMP_ADDRESSU);
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STATEMANAGER.RestoreSamplerState(0, D3DSAMP_ADDRESSV);
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STATEMANAGER.RestoreTextureStageState(1, D3DTSS_TEXCOORDINDEX);
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STATEMANAGER.RestoreTextureStageState(1, D3DTSS_TEXTURETRANSFORMFLAGS);
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STATEMANAGER.RestoreTextureStageState(1, D3DTSS_ADDRESSU);
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STATEMANAGER.RestoreTextureStageState(1, D3DTSS_ADDRESSV);
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STATEMANAGER.RestoreSamplerState(1, D3DSAMP_ADDRESSU);
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STATEMANAGER.RestoreSamplerState(1, D3DSAMP_ADDRESSV);
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SetDiffuseOperation();
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STATEMANAGER.SetTransform(D3DTS_WORLD, &m_matIdentity);
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@ -427,12 +427,12 @@ void CPythonMiniMap::Render(float fScreenX, float fScreenY)
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STATEMANAGER.RestoreTextureStageState(0, D3DTSS_COLORARG2);
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STATEMANAGER.RestoreTextureStageState(0, D3DTSS_COLOROP);
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STATEMANAGER.RestoreTextureStageState(0, D3DTSS_MIPFILTER);
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STATEMANAGER.RestoreTextureStageState(0, D3DTSS_MINFILTER);
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STATEMANAGER.RestoreTextureStageState(0, D3DTSS_MAGFILTER);
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STATEMANAGER.RestoreSamplerState(0, D3DSAMP_MIPFILTER);
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STATEMANAGER.RestoreSamplerState(0, D3DSAMP_MINFILTER);
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STATEMANAGER.RestoreSamplerState(0, D3DSAMP_MAGFILTER);
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STATEMANAGER.SaveTextureStageState(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
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STATEMANAGER.SaveTextureStageState(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
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STATEMANAGER.SaveSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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STATEMANAGER.SaveSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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// ij<><C4B3><EFBFBD><EFBFBD> <20><>ũ
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CInstanceBase * pkInst = CPythonCharacterManager::Instance().GetMainInstancePtr();
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@ -476,8 +476,8 @@ void CPythonMiniMap::Render(float fScreenX, float fScreenY)
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m_MiniMapCameraraphicImageInstance.SetRotation(pkCmrCur->GetRoll());
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m_MiniMapCameraraphicImageInstance.Render();
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}
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STATEMANAGER.RestoreTextureStageState(0, D3DTSS_MINFILTER);
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STATEMANAGER.RestoreTextureStageState(0, D3DTSS_MAGFILTER);
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STATEMANAGER.RestoreSamplerState(0, D3DSAMP_MINFILTER);
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STATEMANAGER.RestoreSamplerState(0, D3DSAMP_MAGFILTER);
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}
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void CPythonMiniMap::SetScale(float fScale)
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@ -969,8 +969,8 @@ void CPythonMiniMap::RenderAtlas(float fScreenX, float fScreenY)
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}
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STATEMANAGER.SetTransform(D3DTS_WORLD, &m_matWorldAtlas);
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STATEMANAGER.SaveTextureStageState(0, D3DTSS_MINFILTER, D3DTEXF_POINT);
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STATEMANAGER.SaveTextureStageState(0, D3DTSS_MAGFILTER, D3DTEXF_POINT);
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STATEMANAGER.SaveSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
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STATEMANAGER.SaveSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
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m_AtlasImageInstance.Render();
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STATEMANAGER.SaveRenderState(D3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
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@ -998,8 +998,8 @@ void CPythonMiniMap::RenderAtlas(float fScreenX, float fScreenY)
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++m_AtlasMarkInfoVectorIterator;
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}
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STATEMANAGER.SetTextureStageState(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
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STATEMANAGER.SetTextureStageState(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
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STATEMANAGER.SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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STATEMANAGER.SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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STATEMANAGER.SetRenderState(D3DRS_TEXTUREFACTOR, CInstanceBase::GetIndexedNameColor(CInstanceBase::NAMECOLOR_WAYPOINT));
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m_AtlasMarkInfoVectorIterator = m_AtlasWayPointInfoVector.begin();
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for (; m_AtlasMarkInfoVectorIterator != m_AtlasWayPointInfoVector.end(); ++m_AtlasMarkInfoVectorIterator)
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@ -1030,8 +1030,8 @@ void CPythonMiniMap::RenderAtlas(float fScreenX, float fScreenY)
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if ((ELTimer_GetMSec() / 500) % 2)
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m_AtlasPlayerMark.Render();
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STATEMANAGER.RestoreTextureStageState(0, D3DTSS_MINFILTER);
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STATEMANAGER.RestoreTextureStageState(0, D3DTSS_MAGFILTER);
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STATEMANAGER.RestoreSamplerState(0, D3DSAMP_MINFILTER);
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STATEMANAGER.RestoreSamplerState(0, D3DSAMP_MAGFILTER);
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STATEMANAGER.SetTransform(D3DTS_WORLD, &m_matIdentity);
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{
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