770 lines
25 KiB
C++
770 lines
25 KiB
C++
#include "StdAfx.h"
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#include "StateManager.h"
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//#define StateManager_Assert(a) if (!(a)) puts("assert"#a)
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#define StateManager_Assert(a) assert(a)
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struct SLightData
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{
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enum
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{
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LIGHT_NUM = 8,
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};
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D3DLIGHT8 m_akD3DLight[LIGHT_NUM];
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} m_kLightData;
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void CStateManager::SetLight(DWORD index, CONST D3DLIGHT8* pLight)
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{
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assert(index<SLightData::LIGHT_NUM);
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m_kLightData.m_akD3DLight[index]=*pLight;
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m_lpD3DDev->SetLight(index, pLight);
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}
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void CStateManager::GetLight(DWORD index, D3DLIGHT8* pLight)
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{
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assert(index<8);
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*pLight=m_kLightData.m_akD3DLight[index];
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}
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bool CStateManager::BeginScene()
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{
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m_bScene=true;
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D3DXMATRIX m4Proj;
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D3DXMATRIX m4View;
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D3DXMATRIX m4World;
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GetTransform(D3DTS_WORLD, &m4World);
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GetTransform(D3DTS_PROJECTION, &m4Proj);
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GetTransform(D3DTS_VIEW, &m4View);
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SetTransform(D3DTS_WORLD, &m4World);
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SetTransform(D3DTS_PROJECTION, &m4Proj);
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SetTransform(D3DTS_VIEW, &m4View);
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if (FAILED(m_lpD3DDev->BeginScene()))
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return false;
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return true;
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}
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void CStateManager::EndScene()
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{
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m_lpD3DDev->EndScene();
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m_bScene=false;
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}
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CStateManager::CStateManager(LPDIRECT3DDEVICE8 lpDevice) : m_lpD3DDev(NULL)
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{
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m_bScene = false;
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m_dwBestMinFilter = D3DTEXF_LINEAR;
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m_dwBestMagFilter = D3DTEXF_LINEAR;
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SetDevice(lpDevice);
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}
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CStateManager::~CStateManager()
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{
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if (m_lpD3DDev)
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{
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m_lpD3DDev->Release();
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m_lpD3DDev = NULL;
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}
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}
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void CStateManager::SetDevice(LPDIRECT3DDEVICE8 lpDevice)
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{
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StateManager_Assert(lpDevice);
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lpDevice->AddRef();
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if (m_lpD3DDev)
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{
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m_lpD3DDev->Release();
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m_lpD3DDev = NULL;
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}
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m_lpD3DDev = lpDevice;
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D3DCAPS8 d3dCaps;
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m_lpD3DDev->GetDeviceCaps(&d3dCaps);
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if (d3dCaps.TextureFilterCaps & D3DPTFILTERCAPS_MAGFANISOTROPIC)
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m_dwBestMagFilter = D3DTEXF_ANISOTROPIC;
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else
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m_dwBestMagFilter = D3DTEXF_LINEAR;
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if (d3dCaps.TextureFilterCaps & D3DPTFILTERCAPS_MINFANISOTROPIC)
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m_dwBestMinFilter = D3DTEXF_ANISOTROPIC;
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else
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m_dwBestMinFilter = D3DTEXF_LINEAR;
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DWORD dwMax = d3dCaps.MaxAnisotropy;
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dwMax = dwMax < 4 ? dwMax : 4;
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for (int i = 0; i < 8; ++i)
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m_lpD3DDev->SetTextureStageState(i, D3DTSS_MAXANISOTROPY, dwMax);
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SetDefaultState();
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}
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void CStateManager::SetBestFiltering(DWORD dwStage)
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{
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SetTextureStageState(dwStage, D3DTSS_MINFILTER, m_dwBestMinFilter);
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SetTextureStageState(dwStage, D3DTSS_MAGFILTER, m_dwBestMagFilter);
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SetTextureStageState(dwStage, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
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}
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void CStateManager::Restore()
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{
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int i, j;
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m_bForce = true;
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for (i = 0; i < STATEMANAGER_MAX_RENDERSTATES; ++i)
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SetRenderState(D3DRENDERSTATETYPE(i), m_CurrentState.m_RenderStates[i]);
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for (i = 0; i < STATEMANAGER_MAX_STAGES; ++i)
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for (j = 0; j < STATEMANAGER_MAX_TEXTURESTATES; ++j)
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SetTextureStageState(i, D3DTEXTURESTAGESTATETYPE(j), m_CurrentState.m_TextureStates[i][j]);
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for (i = 0; i < STATEMANAGER_MAX_STAGES; ++i)
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SetTexture(i, m_CurrentState.m_Textures[i]);
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m_bForce = false;
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}
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void CStateManager::SetDefaultState()
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{
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m_CurrentState.ResetState();
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m_CopyState.ResetState();
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m_ChipState.ResetState();
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m_bScene = false;
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m_bForce = true;
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D3DXMATRIX Identity;
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D3DXMatrixIdentity(&Identity);
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SetTransform(D3DTS_WORLD, &Identity);
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SetTransform(D3DTS_VIEW, &Identity);
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SetTransform(D3DTS_PROJECTION, &Identity);
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D3DMATERIAL8 DefaultMat;
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ZeroMemory(&DefaultMat, sizeof(D3DMATERIAL8));
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DefaultMat.Diffuse.r = 1.0f;
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DefaultMat.Diffuse.g = 1.0f;
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DefaultMat.Diffuse.b = 1.0f;
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DefaultMat.Diffuse.a = 1.0f;
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DefaultMat.Ambient.r = 1.0f;
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DefaultMat.Ambient.g = 1.0f;
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DefaultMat.Ambient.b = 1.0f;
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DefaultMat.Ambient.a = 1.0f;
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DefaultMat.Emissive.r = 0.0f;
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DefaultMat.Emissive.g = 0.0f;
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DefaultMat.Emissive.b = 0.0f;
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DefaultMat.Emissive.a = 0.0f;
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DefaultMat.Specular.r = 0.0f;
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DefaultMat.Specular.g = 0.0f;
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DefaultMat.Specular.b = 0.0f;
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DefaultMat.Specular.a = 0.0f;
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DefaultMat.Power = 0.0f;
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SetMaterial(&DefaultMat);
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SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL);
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SetRenderState(D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL);
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SetRenderState(D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL);
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SetRenderState(D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL);
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SetRenderState(D3DRS_LINEPATTERN, 0xFFFFFFFF);
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SetRenderState(D3DRS_LASTPIXEL, FALSE);
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SetRenderState(D3DRS_ALPHAREF, 1);
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SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);
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SetRenderState(D3DRS_ZVISIBLE, FALSE);
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SetRenderState(D3DRS_FOGSTART, 0);
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SetRenderState(D3DRS_FOGEND, 0);
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SetRenderState(D3DRS_FOGDENSITY, 0);
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SetRenderState(D3DRS_EDGEANTIALIAS, FALSE);
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SetRenderState(D3DRS_ZBIAS, 0);
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SetRenderState(D3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
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SetRenderState(D3DRS_AMBIENT, 0x00000000);
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SetRenderState(D3DRS_LOCALVIEWER, FALSE);
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SetRenderState(D3DRS_NORMALIZENORMALS, FALSE);
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SetRenderState(D3DRS_VERTEXBLEND, D3DVBF_DISABLE);
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SetRenderState(D3DRS_CLIPPLANEENABLE, 0);
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SetRenderState(D3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
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SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, FALSE);
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SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
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SetRenderState(D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
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SetRenderState(D3DRS_COLORWRITEENABLE, 0xFFFFFFFF);
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SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
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SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
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SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
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SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
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SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
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SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
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SetRenderState(D3DRS_FOGENABLE, FALSE);
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SetRenderState(D3DRS_FOGCOLOR, 0xFF000000);
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SetRenderState(D3DRS_FOGTABLEMODE, D3DFOG_NONE);
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SetRenderState(D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
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SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
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SetRenderState(D3DRS_ZENABLE, TRUE);
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SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
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SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
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SetRenderState(D3DRS_DITHERENABLE, TRUE);
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SetRenderState(D3DRS_STENCILENABLE, FALSE);
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SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
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SetRenderState(D3DRS_CLIPPING, TRUE);
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SetRenderState(D3DRS_LIGHTING, FALSE);
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SetRenderState(D3DRS_SPECULARENABLE, FALSE);
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SetRenderState(D3DRS_COLORVERTEX, FALSE);
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SetRenderState(D3DRS_WRAP0, 0);
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SetRenderState(D3DRS_WRAP1, 0);
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SetRenderState(D3DRS_WRAP2, 0);
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SetRenderState(D3DRS_WRAP3, 0);
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SetRenderState(D3DRS_WRAP4, 0);
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SetRenderState(D3DRS_WRAP5, 0);
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SetRenderState(D3DRS_WRAP6, 0);
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SetRenderState(D3DRS_WRAP7, 0);
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SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
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SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_CURRENT);
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SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
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SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
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SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
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SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
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SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
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SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
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SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
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SetTextureStageState(1, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
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SetTextureStageState(2, D3DTSS_COLOROP, D3DTOP_DISABLE);
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SetTextureStageState(2, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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SetTextureStageState(2, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
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SetTextureStageState(2, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
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SetTextureStageState(2, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
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SetTextureStageState(2, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
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SetTextureStageState(3, D3DTSS_COLOROP, D3DTOP_DISABLE);
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SetTextureStageState(3, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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SetTextureStageState(3, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
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SetTextureStageState(3, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
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SetTextureStageState(3, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
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SetTextureStageState(3, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
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SetTextureStageState(4, D3DTSS_COLOROP, D3DTOP_DISABLE);
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SetTextureStageState(4, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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SetTextureStageState(4, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
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SetTextureStageState(4, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
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SetTextureStageState(4, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
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SetTextureStageState(4, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
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SetTextureStageState(5, D3DTSS_COLOROP, D3DTOP_DISABLE);
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SetTextureStageState(5, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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SetTextureStageState(5, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
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SetTextureStageState(5, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
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SetTextureStageState(5, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
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SetTextureStageState(5, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
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SetTextureStageState(6, D3DTSS_COLOROP, D3DTOP_DISABLE);
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SetTextureStageState(6, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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SetTextureStageState(6, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
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SetTextureStageState(6, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
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SetTextureStageState(6, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
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SetTextureStageState(6, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
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SetTextureStageState(7, D3DTSS_COLOROP, D3DTOP_DISABLE);
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SetTextureStageState(7, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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SetTextureStageState(7, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
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SetTextureStageState(7, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
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SetTextureStageState(7, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
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SetTextureStageState(7, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
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SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, 0);
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SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 1);
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SetTextureStageState(2, D3DTSS_TEXCOORDINDEX, 2);
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SetTextureStageState(3, D3DTSS_TEXCOORDINDEX, 3);
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SetTextureStageState(4, D3DTSS_TEXCOORDINDEX, 4);
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SetTextureStageState(5, D3DTSS_TEXCOORDINDEX, 5);
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SetTextureStageState(6, D3DTSS_TEXCOORDINDEX, 6);
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SetTextureStageState(7, D3DTSS_TEXCOORDINDEX, 7);
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SetTextureStageState(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(0, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(1, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(1, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(2, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(2, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(2, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(3, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(3, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(3, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(4, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(4, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(4, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(5, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(5, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(5, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(6, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(6, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(6, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(7, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(7, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(7, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
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SetTextureStageState(0, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
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SetTextureStageState(0, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
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SetTextureStageState(1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
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SetTextureStageState(1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
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SetTextureStageState(2, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
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SetTextureStageState(2, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
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SetTextureStageState(3, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
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SetTextureStageState(3, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
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SetTextureStageState(4, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
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SetTextureStageState(4, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
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SetTextureStageState(5, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
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SetTextureStageState(5, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
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SetTextureStageState(6, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
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SetTextureStageState(6, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
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SetTextureStageState(7, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
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SetTextureStageState(7, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
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SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, 0);
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SetTextureStageState(1, D3DTSS_TEXTURETRANSFORMFLAGS, 0);
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SetTextureStageState(2, D3DTSS_TEXTURETRANSFORMFLAGS, 0);
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SetTextureStageState(3, D3DTSS_TEXTURETRANSFORMFLAGS, 0);
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SetTextureStageState(4, D3DTSS_TEXTURETRANSFORMFLAGS, 0);
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SetTextureStageState(5, D3DTSS_TEXTURETRANSFORMFLAGS, 0);
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SetTextureStageState(6, D3DTSS_TEXTURETRANSFORMFLAGS, 0);
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SetTextureStageState(7, D3DTSS_TEXTURETRANSFORMFLAGS, 0);
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SetTexture(0, NULL);
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SetTexture(1, NULL);
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SetTexture(2, NULL);
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SetTexture(3, NULL);
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SetTexture(4, NULL);
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SetTexture(5, NULL);
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SetTexture(6, NULL);
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SetTexture(7, NULL);
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SetPixelShader(0);
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SetVertexShader(D3DFVF_XYZ);
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D3DXVECTOR4 av4Null[STATEMANAGER_MAX_VCONSTANTS];
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memset(av4Null, 0, sizeof(av4Null));
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SetVertexShaderConstant(0, av4Null, STATEMANAGER_MAX_VCONSTANTS);
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SetPixelShaderConstant(0, av4Null, STATEMANAGER_MAX_PCONSTANTS);
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m_bForce = false;
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#ifdef _DEBUG
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int i, j;
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for (i = 0; i < STATEMANAGER_MAX_RENDERSTATES; i++)
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m_bRenderStateSavingFlag[i] = FALSE;
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for (j = 0; j < STATEMANAGER_MAX_TRANSFORMSTATES; j++)
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m_bTransformSavingFlag[j] = FALSE;
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for (j = 0; j < STATEMANAGER_MAX_STAGES; ++j)
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for (i = 0; i < STATEMANAGER_MAX_TEXTURESTATES; ++i)
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m_bTextureStageStateSavingFlag[j][i] = FALSE;
|
|
#endif _DEBUG
|
|
}
|
|
|
|
// Material
|
|
void CStateManager::SaveMaterial()
|
|
{
|
|
m_CopyState.m_D3DMaterial = m_CurrentState.m_D3DMaterial;
|
|
}
|
|
|
|
void CStateManager::SaveMaterial(const D3DMATERIAL8 * pMaterial)
|
|
{
|
|
// Check that we have set this up before, if not, the default is this.
|
|
m_CopyState.m_D3DMaterial = m_CurrentState.m_D3DMaterial;
|
|
SetMaterial(pMaterial);
|
|
}
|
|
|
|
void CStateManager::RestoreMaterial()
|
|
{
|
|
SetMaterial(&m_CopyState.m_D3DMaterial);
|
|
}
|
|
|
|
void CStateManager::SetMaterial(const D3DMATERIAL8 * pMaterial)
|
|
{
|
|
m_lpD3DDev->SetMaterial(pMaterial);
|
|
m_CurrentState.m_D3DMaterial = *pMaterial;
|
|
}
|
|
|
|
void CStateManager::GetMaterial(D3DMATERIAL8 * pMaterial)
|
|
{
|
|
// Set the renderstate and remember it.
|
|
*pMaterial = m_CurrentState.m_D3DMaterial;
|
|
}
|
|
|
|
// Renderstates
|
|
DWORD CStateManager::GetRenderState(D3DRENDERSTATETYPE Type)
|
|
{
|
|
return m_CurrentState.m_RenderStates[Type];
|
|
}
|
|
|
|
void CStateManager::SaveRenderState(D3DRENDERSTATETYPE Type, DWORD dwValue)
|
|
{
|
|
#ifdef _DEBUG
|
|
if (m_bRenderStateSavingFlag[Type])
|
|
{
|
|
Tracef(" CStateManager::SaveRenderState - This render state is already saved [%d, %d]\n", Type, dwValue);
|
|
StateManager_Assert(!" This render state is already saved!");
|
|
}
|
|
m_bRenderStateSavingFlag[Type] = TRUE;
|
|
#endif _DEBUG
|
|
|
|
// Check that we have set this up before, if not, the default is this.
|
|
m_CopyState.m_RenderStates[Type] = m_CurrentState.m_RenderStates[Type];
|
|
SetRenderState(Type, dwValue);
|
|
}
|
|
|
|
void CStateManager::RestoreRenderState(D3DRENDERSTATETYPE Type)
|
|
{
|
|
#ifdef _DEBUG
|
|
if (!m_bRenderStateSavingFlag[Type])
|
|
{
|
|
Tracef(" CStateManager::SaveRenderState - This render state was not saved [%d, %d]\n", Type);
|
|
StateManager_Assert(!" This render state was not saved!");
|
|
}
|
|
m_bRenderStateSavingFlag[Type] = FALSE;
|
|
#endif _DEBUG
|
|
|
|
SetRenderState(Type, m_CopyState.m_RenderStates[Type]);
|
|
}
|
|
|
|
void CStateManager::SetRenderState(D3DRENDERSTATETYPE Type, DWORD Value)
|
|
{
|
|
if (m_CurrentState.m_RenderStates[Type] == Value)
|
|
return;
|
|
|
|
m_lpD3DDev->SetRenderState(Type, Value);
|
|
m_CurrentState.m_RenderStates[Type] = Value;
|
|
}
|
|
|
|
void CStateManager::GetRenderState(D3DRENDERSTATETYPE Type, DWORD * pdwValue)
|
|
{
|
|
*pdwValue = m_CurrentState.m_RenderStates[Type];
|
|
}
|
|
|
|
// Textures
|
|
void CStateManager::SaveTexture(DWORD dwStage, LPDIRECT3DBASETEXTURE8 pTexture)
|
|
{
|
|
// Check that we have set this up before, if not, the default is this.
|
|
m_CopyState.m_Textures[dwStage] = m_CurrentState.m_Textures[dwStage];
|
|
SetTexture(dwStage, pTexture);
|
|
}
|
|
|
|
void CStateManager::RestoreTexture(DWORD dwStage)
|
|
{
|
|
SetTexture(dwStage, m_CopyState.m_Textures[dwStage]);
|
|
}
|
|
|
|
void CStateManager::SetTexture(DWORD dwStage, LPDIRECT3DBASETEXTURE8 pTexture)
|
|
{
|
|
if (pTexture == m_CurrentState.m_Textures[dwStage])
|
|
return;
|
|
|
|
m_lpD3DDev->SetTexture(dwStage, pTexture);
|
|
m_CurrentState.m_Textures[dwStage] = pTexture;
|
|
}
|
|
|
|
void CStateManager::GetTexture(DWORD dwStage, LPDIRECT3DBASETEXTURE8 * ppTexture)
|
|
{
|
|
*ppTexture = m_CurrentState.m_Textures[dwStage];
|
|
}
|
|
|
|
// Texture stage states
|
|
void CStateManager::SaveTextureStageState(DWORD dwStage,D3DTEXTURESTAGESTATETYPE Type, DWORD dwValue)
|
|
{
|
|
// Check that we have set this up before, if not, the default is this.
|
|
#ifdef _DEBUG
|
|
if (m_bTextureStageStateSavingFlag[dwStage][Type])
|
|
{
|
|
Tracef(" CStateManager::SaveTextureStageState - This texture stage state is already saved [%d, %d]\n", dwStage, Type);
|
|
StateManager_Assert(!" This texture stage state is already saved!");
|
|
}
|
|
m_bTextureStageStateSavingFlag[dwStage][Type] = TRUE;
|
|
#endif _DEBUG
|
|
m_CopyState.m_TextureStates[dwStage][Type] = m_CurrentState.m_TextureStates[dwStage][Type];
|
|
SetTextureStageState(dwStage, Type, dwValue);
|
|
}
|
|
|
|
void CStateManager::RestoreTextureStageState(DWORD dwStage, D3DTEXTURESTAGESTATETYPE Type)
|
|
{
|
|
#ifdef _DEBUG
|
|
if (!m_bTextureStageStateSavingFlag[dwStage][Type])
|
|
{
|
|
Tracef(" CStateManager::RestoreTextureStageState - This texture stage state was not saved [%d, %d]\n", dwStage, Type);
|
|
StateManager_Assert(!" This texture stage state was not saved!");
|
|
}
|
|
m_bTextureStageStateSavingFlag[dwStage][Type] = FALSE;
|
|
#endif _DEBUG
|
|
SetTextureStageState(dwStage, Type, m_CopyState.m_TextureStates[dwStage][Type]);
|
|
}
|
|
|
|
void CStateManager::SetTextureStageState(DWORD dwStage, D3DTEXTURESTAGESTATETYPE Type, DWORD dwValue)
|
|
{
|
|
if (m_CurrentState.m_TextureStates[dwStage][Type] == dwValue)
|
|
return;
|
|
|
|
m_lpD3DDev->SetTextureStageState(dwStage, Type, dwValue);
|
|
m_CurrentState.m_TextureStates[dwStage][Type] = dwValue;
|
|
}
|
|
|
|
void CStateManager::GetTextureStageState(DWORD dwStage, D3DTEXTURESTAGESTATETYPE Type, DWORD * pdwValue)
|
|
{
|
|
*pdwValue = m_CurrentState.m_TextureStates[dwStage][Type];
|
|
}
|
|
|
|
// Vertex Shader
|
|
void CStateManager::SaveVertexShader(DWORD dwShader)
|
|
{
|
|
m_CopyState.m_dwVertexShader = m_CurrentState.m_dwVertexShader;
|
|
SetVertexShader(dwShader);
|
|
}
|
|
|
|
void CStateManager::RestoreVertexShader()
|
|
{
|
|
SetVertexShader(m_CopyState.m_dwVertexShader);
|
|
}
|
|
|
|
void CStateManager::SetVertexShader(DWORD dwShader)
|
|
{
|
|
if (m_CurrentState.m_dwVertexShader == dwShader)
|
|
return;
|
|
|
|
m_lpD3DDev->SetVertexShader(dwShader);
|
|
m_CurrentState.m_dwVertexShader = dwShader;
|
|
}
|
|
|
|
void CStateManager::GetVertexShader(DWORD * pdwShader)
|
|
{
|
|
*pdwShader = m_CurrentState.m_dwVertexShader;
|
|
}
|
|
|
|
// Pixel Shader
|
|
void CStateManager::SavePixelShader(DWORD dwShader)
|
|
{
|
|
m_CopyState.m_dwPixelShader = m_CurrentState.m_dwPixelShader;
|
|
SetPixelShader(dwShader);
|
|
}
|
|
|
|
void CStateManager::RestorePixelShader()
|
|
{
|
|
SetPixelShader(m_CopyState.m_dwPixelShader);
|
|
}
|
|
|
|
void CStateManager::SetPixelShader(DWORD dwShader)
|
|
{
|
|
if (m_CurrentState.m_dwPixelShader == dwShader)
|
|
return;
|
|
|
|
m_lpD3DDev->SetPixelShader(dwShader);
|
|
m_CurrentState.m_dwPixelShader = dwShader;
|
|
}
|
|
|
|
void CStateManager::GetPixelShader(DWORD * pdwShader)
|
|
{
|
|
*pdwShader = m_CurrentState.m_dwPixelShader;
|
|
}
|
|
|
|
// *** These states are cached, but not protected from multiple sends of the same value.
|
|
// Transform
|
|
void CStateManager::SaveTransform(D3DTRANSFORMSTATETYPE Type, const D3DMATRIX* pMatrix)
|
|
{
|
|
#ifdef _DEBUG
|
|
if (m_bTransformSavingFlag[Type])
|
|
{
|
|
Tracef(" CStateManager::SaveTransform - This transform is already saved [%d]\n", Type);
|
|
StateManager_Assert(!" This trasform is already saved!");
|
|
}
|
|
m_bTransformSavingFlag[Type] = TRUE;
|
|
#endif _DEBUG
|
|
|
|
m_CopyState.m_Matrices[Type] = m_CurrentState.m_Matrices[Type];
|
|
SetTransform(Type, (D3DXMATRIX *)pMatrix);
|
|
}
|
|
|
|
void CStateManager::RestoreTransform(D3DTRANSFORMSTATETYPE Type)
|
|
{
|
|
#ifdef _DEBUG
|
|
if (!m_bTransformSavingFlag[Type])
|
|
{
|
|
Tracef(" CStateManager::RestoreTransform - This transform was not saved [%d]\n", Type);
|
|
StateManager_Assert(!" This render state was not saved!");
|
|
}
|
|
m_bTransformSavingFlag[Type] = FALSE;
|
|
#endif _DEBUG
|
|
|
|
SetTransform(Type, &m_CopyState.m_Matrices[Type]);
|
|
}
|
|
|
|
// Don't cache-check the transform. To much to do
|
|
void CStateManager::SetTransform(D3DTRANSFORMSTATETYPE Type, const D3DMATRIX* pMatrix)
|
|
{
|
|
if (m_bScene)
|
|
{
|
|
m_lpD3DDev->SetTransform(Type, pMatrix);
|
|
}
|
|
else
|
|
{
|
|
assert(D3DTS_VIEW==Type || D3DTS_PROJECTION==Type || D3DTS_WORLD==Type);
|
|
}
|
|
|
|
m_CurrentState.m_Matrices[Type] = *pMatrix;
|
|
}
|
|
|
|
void CStateManager::GetTransform(D3DTRANSFORMSTATETYPE Type, D3DMATRIX * pMatrix)
|
|
{
|
|
*pMatrix = m_CurrentState.m_Matrices[Type];
|
|
}
|
|
|
|
// SetVertexShaderConstant
|
|
void CStateManager::SaveVertexShaderConstant(DWORD dwRegister,CONST void* pConstantData,DWORD dwConstantCount)
|
|
{
|
|
DWORD i;
|
|
|
|
for (i = 0; i < dwConstantCount; i++)
|
|
{
|
|
StateManager_Assert((dwRegister + i) < STATEMANAGER_MAX_VCONSTANTS);
|
|
m_CopyState.m_VertexShaderConstants[dwRegister + i] = m_CurrentState.m_VertexShaderConstants[dwRegister + i];
|
|
}
|
|
|
|
SetVertexShaderConstant(dwRegister, pConstantData, dwConstantCount);
|
|
}
|
|
|
|
void CStateManager::RestoreVertexShaderConstant(DWORD dwRegister, DWORD dwConstantCount)
|
|
{
|
|
SetVertexShaderConstant(dwRegister, &m_CopyState.m_VertexShaderConstants[dwRegister], dwConstantCount);
|
|
}
|
|
|
|
void CStateManager::SetVertexShaderConstant(DWORD dwRegister,CONST void* pConstantData,DWORD dwConstantCount)
|
|
{
|
|
m_lpD3DDev->SetVertexShaderConstant(dwRegister, pConstantData, dwConstantCount);
|
|
|
|
// Set the renderstate and remember it.
|
|
for (DWORD i = 0; i < dwConstantCount; i++)
|
|
{
|
|
StateManager_Assert((dwRegister + i) < STATEMANAGER_MAX_VCONSTANTS);
|
|
m_CurrentState.m_VertexShaderConstants[dwRegister + i] = *(((D3DXVECTOR4*)pConstantData) + i);
|
|
}
|
|
}
|
|
|
|
// SetPixelShaderConstant
|
|
void CStateManager::SavePixelShaderConstant(DWORD dwRegister,CONST void* pConstantData,DWORD dwConstantCount)
|
|
{
|
|
DWORD i;
|
|
|
|
for (i = 0; i < dwConstantCount; i++)
|
|
{
|
|
StateManager_Assert((dwRegister + i) < STATEMANAGER_MAX_VCONSTANTS);
|
|
m_CopyState.m_PixelShaderConstants[dwRegister + i] = *(((D3DXVECTOR4*)pConstantData) + i);
|
|
}
|
|
|
|
SetPixelShaderConstant(dwRegister, pConstantData, dwConstantCount);
|
|
}
|
|
|
|
void CStateManager::RestorePixelShaderConstant(DWORD dwRegister, DWORD dwConstantCount)
|
|
{
|
|
SetPixelShaderConstant(dwRegister, &m_CopyState.m_PixelShaderConstants[dwRegister], dwConstantCount);
|
|
}
|
|
|
|
void CStateManager::SetPixelShaderConstant(DWORD dwRegister,CONST void* pConstantData,DWORD dwConstantCount)
|
|
{
|
|
m_lpD3DDev->SetPixelShaderConstant(dwRegister, pConstantData, dwConstantCount);
|
|
|
|
// Set the renderstate and remember it.
|
|
for (DWORD i = 0; i < dwConstantCount; i++)
|
|
{
|
|
StateManager_Assert((dwRegister + i) < STATEMANAGER_MAX_VCONSTANTS);
|
|
m_CurrentState.m_PixelShaderConstants[dwRegister + i] = *(((D3DXVECTOR4*)pConstantData) + i);
|
|
}
|
|
}
|
|
|
|
void CStateManager::SaveStreamSource(UINT StreamNumber, LPDIRECT3DVERTEXBUFFER8 pStreamData,UINT Stride)
|
|
{
|
|
// Check that we have set this up before, if not, the default is this.
|
|
m_CopyState.m_StreamData[StreamNumber] = m_CurrentState.m_StreamData[StreamNumber];
|
|
SetStreamSource(StreamNumber, pStreamData, Stride);
|
|
}
|
|
|
|
void CStateManager::RestoreStreamSource(UINT StreamNumber)
|
|
{
|
|
SetStreamSource(StreamNumber,
|
|
m_CopyState.m_StreamData[StreamNumber].m_lpStreamData,
|
|
m_CopyState.m_StreamData[StreamNumber].m_Stride);
|
|
}
|
|
|
|
void CStateManager::SetStreamSource(UINT StreamNumber, LPDIRECT3DVERTEXBUFFER8 pStreamData, UINT Stride)
|
|
{
|
|
CStreamData kStreamData(pStreamData, Stride);
|
|
if (m_CurrentState.m_StreamData[StreamNumber] == kStreamData)
|
|
return;
|
|
|
|
m_lpD3DDev->SetStreamSource(StreamNumber, pStreamData, Stride);
|
|
m_CurrentState.m_StreamData[StreamNumber] = kStreamData;
|
|
}
|
|
|
|
void CStateManager::SaveIndices(LPDIRECT3DINDEXBUFFER8 pIndexData, UINT BaseVertexIndex)
|
|
{
|
|
m_CopyState.m_IndexData = m_CurrentState.m_IndexData;
|
|
SetIndices(pIndexData, BaseVertexIndex);
|
|
}
|
|
|
|
void CStateManager::RestoreIndices()
|
|
{
|
|
SetIndices(m_CopyState.m_IndexData.m_lpIndexData, m_CopyState.m_IndexData.m_BaseVertexIndex);
|
|
}
|
|
|
|
void CStateManager::SetIndices(LPDIRECT3DINDEXBUFFER8 pIndexData, UINT BaseVertexIndex)
|
|
{
|
|
CIndexData kIndexData(pIndexData, BaseVertexIndex);
|
|
|
|
if (m_CurrentState.m_IndexData == kIndexData)
|
|
return;
|
|
|
|
m_lpD3DDev->SetIndices(pIndexData, BaseVertexIndex);
|
|
m_CurrentState.m_IndexData = kIndexData;
|
|
}
|
|
|
|
HRESULT CStateManager::DrawPrimitive(D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex, UINT PrimitiveCount)
|
|
{
|
|
return (m_lpD3DDev->DrawPrimitive(PrimitiveType, StartVertex, PrimitiveCount));
|
|
}
|
|
|
|
HRESULT CStateManager::DrawPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, const void* pVertexStreamZeroData, UINT VertexStreamZeroStride)
|
|
{
|
|
m_CurrentState.m_StreamData[0] = NULL;
|
|
return (m_lpD3DDev->DrawPrimitiveUP(PrimitiveType, PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride));
|
|
}
|
|
|
|
HRESULT CStateManager::DrawIndexedPrimitive(D3DPRIMITIVETYPE PrimitiveType, UINT minIndex, UINT NumVertices, UINT startIndex, UINT primCount)
|
|
{
|
|
return (m_lpD3DDev->DrawIndexedPrimitive(PrimitiveType, minIndex, NumVertices, startIndex, primCount));
|
|
}
|
|
|
|
HRESULT CStateManager::DrawIndexedPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType, UINT MinVertexIndex, UINT NumVertexIndices, UINT PrimitiveCount, CONST void * pIndexData, D3DFORMAT IndexDataFormat, CONST void * pVertexStreamZeroData, UINT VertexStreamZeroStride)
|
|
{
|
|
m_CurrentState.m_IndexData = NULL;
|
|
m_CurrentState.m_StreamData[0] = NULL;
|
|
return (m_lpD3DDev->DrawIndexedPrimitiveUP(PrimitiveType, MinVertexIndex, NumVertexIndices, PrimitiveCount, pIndexData, IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride));
|
|
}
|