840 lines
35 KiB
C
840 lines
35 KiB
C
/*
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* state block implementation
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*
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* Copyright 2002 Raphael Junqueira
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "config.h"
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#include <math.h>
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#include <stdarg.h>
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#include "windef.h"
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#include "winbase.h"
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#include "winuser.h"
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#include "wingdi.h"
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#include "wine/debug.h"
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#include "d3d8_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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/* Used for CreateStateBlock */
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#define NUM_SAVEDPIXELSTATES_R 38
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#define NUM_SAVEDPIXELSTATES_T 27
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#define NUM_SAVEDVERTEXSTATES_R 33
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#define NUM_SAVEDVERTEXSTATES_T 2
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/*
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* Globals
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*/
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extern DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
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extern DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
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extern DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
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extern DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
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static const float idmatrix[16] = {
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1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0
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};
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HRESULT WINAPI IDirect3DDeviceImpl_InitStartupStateBlock(IDirect3DDevice8Impl* This) {
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union {
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D3DLINEPATTERN lp;
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DWORD d;
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} lp;
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union {
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float f;
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DWORD d;
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} tmpfloat;
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unsigned int i;
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int j;
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LPDIRECT3DDEVICE8 iface = (LPDIRECT3DDEVICE8) This;
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/* Note this may have a large overhead but it should only be executed
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once, in order to initialize the complete state of the device and
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all opengl equivalents */
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TRACE("-----------------------> Setting up device defaults...\n");
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This->StateBlock->blockType = D3DSBT_ALL;
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/* FIXME: Set some of the defaults for lights, transforms etc */
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memcpy(&This->StateBlock->transforms[D3DTS_PROJECTION], &idmatrix, sizeof(idmatrix));
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memcpy(&This->StateBlock->transforms[D3DTS_VIEW], &idmatrix, sizeof(idmatrix));
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for (i = 0; i < 256; ++i) {
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memcpy(&This->StateBlock->transforms[D3DTS_WORLDMATRIX(i)], &idmatrix, sizeof(idmatrix));
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}
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/* Render states: */
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if (This->PresentParms.EnableAutoDepthStencil) {
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZENABLE, D3DZB_TRUE);
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} else {
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZENABLE, D3DZB_FALSE);
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}
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FILLMODE, D3DFILL_SOLID);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
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lp.lp.wRepeatFactor = 0; lp.lp.wLinePattern = 0;
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LINEPATTERN, lp.d);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZWRITEENABLE, TRUE);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHATESTENABLE, FALSE);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LASTPIXEL, TRUE);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SRCBLEND, D3DBLEND_ONE);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DESTBLEND, D3DBLEND_ZERO);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_CULLMODE, D3DCULL_CCW);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHAFUNC, D3DCMP_ALWAYS);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHAREF, 0xff); /*??*/
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DITHERENABLE, FALSE);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ALPHABLENDENABLE, FALSE);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGENABLE, FALSE);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SPECULARENABLE, FALSE);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZVISIBLE, 0);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGCOLOR, 0);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
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tmpfloat.f = 0.0f;
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGSTART, tmpfloat.d);
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tmpfloat.f = 1.0f;
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGEND, tmpfloat.d);
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tmpfloat.f = 1.0f;
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGDENSITY, tmpfloat.d);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_EDGEANTIALIAS, FALSE);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_ZBIAS, 0);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_RANGEFOGENABLE, FALSE);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILENABLE, FALSE);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
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/* Setting stencil func also uses values for stencil ref/mask, so manually set defaults
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* so only a single call performed (and ensure defaults initialized before making that call)
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*
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* IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILREF, 0);
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* IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILMASK, 0xFFFFFFFF);
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*/
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This->StateBlock->renderstate[D3DRS_STENCILREF] = 0;
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This->StateBlock->renderstate[D3DRS_STENCILMASK] = 0xFFFFFFFF;
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_STENCILWRITEMASK, 0xFFFFFFFF);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_TEXTUREFACTOR, 0xFFFFFFFF);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP0, 0);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP1, 0);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP2, 0);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP3, 0);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP4, 0);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP5, 0);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP6, 0);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_WRAP7, 0);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_CLIPPING, TRUE);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LIGHTING, TRUE);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_AMBIENT, 0);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_COLORVERTEX, TRUE);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_LOCALVIEWER, TRUE);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_NORMALIZENORMALS, FALSE);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SPECULARMATERIALSOURCE, D3DMCS_COLOR2);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_COLOR2);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_VERTEXBLEND, D3DVBF_DISABLE);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_CLIPPLANEENABLE, 0);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
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tmpfloat.f = 1.0f;
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSIZE, tmpfloat.d);
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tmpfloat.f = 0.0f;
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSIZE_MIN, tmpfloat.d);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSPRITEENABLE, FALSE);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALEENABLE, FALSE);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALE_A, TRUE);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALE_B, TRUE);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSCALE_C, TRUE);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_MULTISAMPLEANTIALIAS, TRUE);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_PATCHEDGESTYLE, D3DPATCHEDGE_DISCRETE);
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tmpfloat.f = 1.0f;
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_PATCHSEGMENTS, tmpfloat.d);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_DEBUGMONITORTOKEN, D3DDMT_DISABLE);
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tmpfloat.f = 64.0f;
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POINTSIZE_MAX, tmpfloat.d);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_COLORWRITEENABLE, 0x0000000F);
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tmpfloat.f = 0.0f;
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_TWEENFACTOR, tmpfloat.d);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_BLENDOP, D3DBLENDOP_ADD);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_POSITIONORDER, D3DORDER_CUBIC);
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IDirect3DDevice8Impl_SetRenderState(iface, D3DRS_NORMALORDER, D3DORDER_LINEAR);
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/** clipping status */
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This->StateBlock->clip_status.ClipUnion = 0;
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This->StateBlock->clip_status.ClipIntersection = 0xFFFFFFFF;
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/* Texture Stage States - Put directly into state block, we will call function below */
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for (i = 0; i < GL_LIMITS(textures); i++) {
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memcpy(&This->StateBlock->transforms[D3DTS_TEXTURE0 + i], &idmatrix, sizeof(idmatrix));
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This->StateBlock->texture_state[i][D3DTSS_COLOROP ] = (i==0)? D3DTOP_MODULATE : D3DTOP_DISABLE;
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This->StateBlock->texture_state[i][D3DTSS_COLORARG1 ] = D3DTA_TEXTURE;
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This->StateBlock->texture_state[i][D3DTSS_COLORARG2 ] = D3DTA_CURRENT;
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This->StateBlock->texture_state[i][D3DTSS_ALPHAOP ] = (i==0)? D3DTOP_SELECTARG1 : D3DTOP_DISABLE;
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This->StateBlock->texture_state[i][D3DTSS_ALPHAARG1 ] = D3DTA_TEXTURE;
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This->StateBlock->texture_state[i][D3DTSS_ALPHAARG2 ] = D3DTA_CURRENT;
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This->StateBlock->texture_state[i][D3DTSS_BUMPENVMAT00 ] = (DWORD) 0.0;
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This->StateBlock->texture_state[i][D3DTSS_BUMPENVMAT01 ] = (DWORD) 0.0;
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This->StateBlock->texture_state[i][D3DTSS_BUMPENVMAT10 ] = (DWORD) 0.0;
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This->StateBlock->texture_state[i][D3DTSS_BUMPENVMAT11 ] = (DWORD) 0.0;
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This->StateBlock->texture_state[i][D3DTSS_TEXCOORDINDEX ] = i;
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This->StateBlock->texture_state[i][D3DTSS_ADDRESSU ] = D3DTADDRESS_WRAP;
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This->StateBlock->texture_state[i][D3DTSS_ADDRESSV ] = D3DTADDRESS_WRAP;
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This->StateBlock->texture_state[i][D3DTSS_BORDERCOLOR ] = 0x00;
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This->StateBlock->texture_state[i][D3DTSS_MAGFILTER ] = D3DTEXF_POINT;
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This->StateBlock->texture_state[i][D3DTSS_MINFILTER ] = D3DTEXF_POINT;
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This->StateBlock->texture_state[i][D3DTSS_MIPFILTER ] = D3DTEXF_NONE;
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This->StateBlock->texture_state[i][D3DTSS_MIPMAPLODBIAS ] = 0;
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This->StateBlock->texture_state[i][D3DTSS_MAXMIPLEVEL ] = 0;
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This->StateBlock->texture_state[i][D3DTSS_MAXANISOTROPY ] = 1;
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This->StateBlock->texture_state[i][D3DTSS_BUMPENVLSCALE ] = (DWORD) 0.0;
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This->StateBlock->texture_state[i][D3DTSS_BUMPENVLOFFSET ] = (DWORD) 0.0;
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This->StateBlock->texture_state[i][D3DTSS_TEXTURETRANSFORMFLAGS ] = D3DTTFF_DISABLE;
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This->StateBlock->texture_state[i][D3DTSS_ADDRESSW ] = D3DTADDRESS_WRAP;
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This->StateBlock->texture_state[i][D3DTSS_COLORARG0 ] = D3DTA_CURRENT;
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This->StateBlock->texture_state[i][D3DTSS_ALPHAARG0 ] = D3DTA_CURRENT;
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This->StateBlock->texture_state[i][D3DTSS_RESULTARG ] = D3DTA_CURRENT;
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}
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/* Under DirectX you can have texture stage operations even if no texture is
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bound, whereas opengl will only do texture operations when a valid texture is
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bound. We emulate this by creating dummy textures and binding them to each
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texture stage, but disable all stages by default. Hence if a stage is enabled
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then the default texture will kick in until replaced by a SetTexture call */
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ENTER_GL();
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for (i = 0; i < GL_LIMITS(textures); i++) {
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GLubyte white = 255;
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/* Note this avoids calling settexture, so pretend it has been called */
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This->StateBlock->Set.textures[i] = TRUE;
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This->StateBlock->Changed.textures[i] = TRUE;
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This->StateBlock->textures[i] = NULL;
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/* Make appropriate texture active */
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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#if defined(GL_VERSION_1_3)
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glActiveTexture(GL_TEXTURE0 + i);
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#else
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glActiveTextureARB(GL_TEXTURE0_ARB + i);
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#endif
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checkGLcall("glActiveTextureARB");
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} else if (i > 0) {
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FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
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}
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/* Generate an opengl texture name */
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glGenTextures(1, &This->dummyTextureName[i]);
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checkGLcall("glGenTextures");
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TRACE("Dummy Texture %d given name %d\n", i, This->dummyTextureName[i]);
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/* Generate a dummy 1d texture */
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This->StateBlock->textureDimensions[i] = GL_TEXTURE_1D;
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glBindTexture(GL_TEXTURE_1D, This->dummyTextureName[i]);
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checkGLcall("glBindTexture");
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glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
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checkGLcall("glTexImage1D");
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/* Reapply all the texture state information to this texture */
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setupTextureStates(iface, i, REAPPLY_ALL);
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}
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LEAVE_GL();
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/* defaulting palettes */
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for (i = 0; i < MAX_PALETTES; ++i) {
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for (j = 0; j < 256; ++j) {
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This->palettes[i][j].peRed = 0xFF;
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This->palettes[i][j].peGreen = 0xFF;
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This->palettes[i][j].peBlue = 0xFF;
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This->palettes[i][j].peFlags = 0xFF;
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}
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}
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This->currentPalette = 0;
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TRACE("-----------------------> Device defaults now set up...\n");
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return D3D_OK;
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}
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HRESULT WINAPI IDirect3DDeviceImpl_CreateStateBlock(IDirect3DDevice8Impl* This, D3DSTATEBLOCKTYPE Type, IDirect3DStateBlockImpl** ppStateBlock) {
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IDirect3DStateBlockImpl* object;
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UINT i, j;
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TRACE("(%p) : Type(%d)\n", This, Type);
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/* Allocate Storage */
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DStateBlockImpl));
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if (object) {
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if (NULL == This->StateBlock) { /** if it the main stateblock only do init and returns */
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/*object->lpVtbl = &Direct3DStateBlock9_Vtbl;*/
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object->device = This;
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object->ref = 1;
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object->blockType = Type;
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This->StateBlock = object;
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/* don't forget to init it calling InitStartupStateBlock */
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return D3D_OK;
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}
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memcpy(object, This->StateBlock, sizeof(IDirect3DStateBlockImpl));
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} else {
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*ppStateBlock = (IDirect3DStateBlockImpl*) 0xFFFFFFFF;
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return E_OUTOFMEMORY;
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}
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/*object->lpVtbl = &Direct3DStateBlock9_Vtbl;*/
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object->device = This;
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object->ref = 1;
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object->blockType = Type;
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TRACE("Updating changed flags appropriate for type %d\n", Type);
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if (Type == D3DSBT_ALL) {
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TRACE("ALL => Pretend everything has changed\n");
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memset(&object->Changed, TRUE, sizeof(This->StateBlock->Changed));
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} else if (Type == D3DSBT_PIXELSTATE) {
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memset(&object->Changed, FALSE, sizeof(This->StateBlock->Changed));
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/* TODO: Pixel Shader Constants */
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object->Changed.pixelShader = TRUE;
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for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
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object->Changed.renderstate[SavedPixelStates_R[i]] = TRUE;
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}
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for (j = 0; j < GL_LIMITS(textures); i++) {
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for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
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object->Changed.texture_state[j][SavedPixelStates_T[i]] = TRUE;
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}
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}
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} else if (Type == D3DSBT_VERTEXSTATE) {
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memset(&object->Changed, FALSE, sizeof(This->StateBlock->Changed));
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/* TODO: Vertex Shader Constants */
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object->Changed.vertexShader = TRUE;
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for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
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object->Changed.renderstate[SavedVertexStates_R[i]] = TRUE;
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}
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for (j = 0; j < GL_LIMITS(textures); i++) {
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for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
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object->Changed.texture_state[j][SavedVertexStates_T[i]] = TRUE;
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}
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}
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/* Duplicate light chain */
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{
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|
PLIGHTINFOEL *src = NULL;
|
|
PLIGHTINFOEL *dst = NULL;
|
|
PLIGHTINFOEL *newEl = NULL;
|
|
|
|
src = This->StateBlock->lights;
|
|
object->lights = NULL;
|
|
|
|
while (src) {
|
|
newEl = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
|
|
if (newEl == NULL) return D3DERR_OUTOFVIDEOMEMORY;
|
|
memcpy(newEl, src, sizeof(PLIGHTINFOEL));
|
|
newEl->prev = dst;
|
|
newEl->changed = TRUE;
|
|
newEl->enabledChanged = TRUE;
|
|
if (dst == NULL) {
|
|
object->lights = newEl;
|
|
} else {
|
|
dst->next = newEl;
|
|
}
|
|
dst = newEl;
|
|
src = src->next;
|
|
}
|
|
}
|
|
|
|
} else {
|
|
FIXME("Unrecognized state block type %d\n", Type);
|
|
}
|
|
TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object);
|
|
|
|
*ppStateBlock = object;
|
|
return D3D_OK;
|
|
}
|
|
|
|
/** yakkk temporary waiting for Release */
|
|
HRESULT WINAPI IDirect3DDeviceImpl_DeleteStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl* pSB) {
|
|
PLIGHTINFOEL *tmp;
|
|
|
|
TRACE("(%p) : freeing StateBlock %p\n", This, pSB);
|
|
tmp = pSB->lights;
|
|
if (tmp) tmp = tmp->next;
|
|
while (tmp != NULL) {
|
|
HeapFree(GetProcessHeap(), 0, (void *)(tmp->prev));
|
|
tmp = tmp->next;
|
|
}
|
|
HeapFree(GetProcessHeap(), 0, (void *)tmp);
|
|
HeapFree(GetProcessHeap(), 0, (void *)pSB);
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDeviceImpl_BeginStateBlock(IDirect3DDevice8Impl* This) {
|
|
IDirect3DStateBlockImpl* object;
|
|
|
|
TRACE("(%p)\n", This);
|
|
|
|
if (This->isRecordingState) {
|
|
TRACE("(%p) already recording! returning error\n", This);
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
|
|
/* Allocate Storage */
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DStateBlockImpl));
|
|
if (object) {
|
|
} else {
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
/*object->lpVtbl = &Direct3DVextexShaderDeclaration8_Vtbl;*/
|
|
object->device = This;
|
|
object->ref = 1;
|
|
|
|
This->isRecordingState = TRUE;
|
|
This->UpdateStateBlock = object;
|
|
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDeviceImpl_EndStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl** ppStateBlock) {
|
|
TRACE("(%p)\n", This);
|
|
|
|
if (!This->isRecordingState) {
|
|
TRACE("(%p) not recording! returning error\n", This);
|
|
*ppStateBlock = NULL;
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
|
|
This->UpdateStateBlock->blockType = D3DSBT_RECORDED;
|
|
*ppStateBlock = This->UpdateStateBlock; /* FIXME: AddRef() */
|
|
This->isRecordingState = FALSE;
|
|
This->UpdateStateBlock = This->StateBlock;
|
|
|
|
TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, *ppStateBlock);
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDeviceImpl_ApplyStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl* pSB) {
|
|
UINT i;
|
|
UINT j;
|
|
LPDIRECT3DDEVICE8 iface = (LPDIRECT3DDEVICE8) This;
|
|
|
|
TRACE("(%p) : Applying state block %p ------------------v\n", This, pSB);
|
|
|
|
/* FIXME: Only apply applicable states not all states */
|
|
|
|
if (pSB->blockType == D3DSBT_RECORDED || pSB->blockType == D3DSBT_ALL || pSB->blockType == D3DSBT_VERTEXSTATE) {
|
|
|
|
PLIGHTINFOEL *toDo = pSB->lights;
|
|
while (toDo != NULL) {
|
|
if (toDo->changed)
|
|
IDirect3DDevice8Impl_SetLight(iface, toDo->OriginalIndex, &toDo->OriginalParms);
|
|
if (toDo->enabledChanged)
|
|
IDirect3DDevice8Impl_LightEnable(iface, toDo->OriginalIndex, toDo->lightEnabled);
|
|
toDo = toDo->next;
|
|
}
|
|
|
|
if (pSB->Set.vertexShader && pSB->Changed.vertexShader)
|
|
IDirect3DDevice8Impl_SetVertexShader(iface, pSB->VertexShader);
|
|
|
|
/* TODO: Vertex Shader Constants */
|
|
}
|
|
|
|
if (pSB->blockType == D3DSBT_RECORDED || pSB->blockType == D3DSBT_ALL || pSB->blockType == D3DSBT_PIXELSTATE) {
|
|
|
|
if (pSB->Set.pixelShader && pSB->Changed.pixelShader)
|
|
IDirect3DDevice8Impl_SetPixelShader(iface, pSB->PixelShader);
|
|
|
|
/* TODO: Pixel Shader Constants */
|
|
}
|
|
|
|
/* Others + Render & Texture */
|
|
if (pSB->blockType == D3DSBT_RECORDED || pSB->blockType == D3DSBT_ALL) {
|
|
for (i = 0; i < HIGHEST_TRANSFORMSTATE; i++) {
|
|
if (pSB->Set.transform[i] && pSB->Changed.transform[i])
|
|
IDirect3DDevice8Impl_SetTransform(iface, i, &pSB->transforms[i]);
|
|
}
|
|
|
|
if (pSB->Set.Indices && pSB->Changed.Indices)
|
|
IDirect3DDevice8Impl_SetIndices(iface, pSB->pIndexData, pSB->baseVertexIndex);
|
|
|
|
if (pSB->Set.material && pSB->Changed.material)
|
|
IDirect3DDevice8Impl_SetMaterial(iface, &pSB->material);
|
|
|
|
if (pSB->Set.viewport && pSB->Changed.viewport)
|
|
IDirect3DDevice8Impl_SetViewport(iface, &pSB->viewport);
|
|
|
|
for (i=0; i<MAX_STREAMS; i++) {
|
|
if (pSB->Set.stream_source[i] && pSB->Changed.stream_source[i])
|
|
IDirect3DDevice8Impl_SetStreamSource(iface, i, pSB->stream_source[i], pSB->stream_stride[i]);
|
|
}
|
|
|
|
for (i = 0; i < GL_LIMITS(clipplanes); i++) {
|
|
if (pSB->Set.clipplane[i] && pSB->Changed.clipplane[i]) {
|
|
float clip[4];
|
|
|
|
clip[0] = pSB->clipplane[i][0];
|
|
clip[1] = pSB->clipplane[i][1];
|
|
clip[2] = pSB->clipplane[i][2];
|
|
clip[3] = pSB->clipplane[i][3];
|
|
IDirect3DDevice8Impl_SetClipPlane(iface, i, clip);
|
|
}
|
|
}
|
|
|
|
/* Render */
|
|
for (i = 0; i < HIGHEST_RENDER_STATE; i++) {
|
|
if (pSB->Set.renderstate[i] && pSB->Changed.renderstate[i])
|
|
IDirect3DDevice8Impl_SetRenderState(iface, i, pSB->renderstate[i]);
|
|
}
|
|
|
|
/* Texture */
|
|
for (j = 0; j < GL_LIMITS(textures); j++) {
|
|
for (i = 0; i < HIGHEST_TEXTURE_STATE; i++) {
|
|
if (pSB->Set.texture_state[j][i] && pSB->Changed.texture_state[j][i]) {
|
|
IDirect3DDevice8Impl_SetTextureStageState(iface, j, i, pSB->texture_state[j][i]);
|
|
}
|
|
}
|
|
if (pSB->Set.textures[j] && pSB->Changed.textures[j]) {
|
|
IDirect3DDevice8Impl_SetTexture(iface, j, pSB->textures[j]);
|
|
}
|
|
}
|
|
|
|
|
|
} else if (pSB->blockType == D3DSBT_PIXELSTATE) {
|
|
|
|
for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
|
|
if (pSB->Set.renderstate[SavedPixelStates_R[i]] && pSB->Changed.renderstate[SavedPixelStates_R[i]])
|
|
IDirect3DDevice8Impl_SetRenderState(iface, SavedPixelStates_R[i], pSB->renderstate[SavedPixelStates_R[i]]);
|
|
|
|
}
|
|
|
|
for (j = 0; j < GL_LIMITS(textures); i++) {
|
|
for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
|
|
if (pSB->Set.texture_state[j][SavedPixelStates_T[i]] &&
|
|
pSB->Changed.texture_state[j][SavedPixelStates_T[i]])
|
|
IDirect3DDevice8Impl_SetTextureStageState(iface, j, SavedPixelStates_T[i], pSB->texture_state[j][SavedPixelStates_T[i]]);
|
|
}
|
|
}
|
|
|
|
} else if (pSB->blockType == D3DSBT_VERTEXSTATE) {
|
|
|
|
for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
|
|
if (pSB->Set.renderstate[SavedVertexStates_R[i]] && pSB->Changed.renderstate[SavedVertexStates_R[i]])
|
|
IDirect3DDevice8Impl_SetRenderState(iface, SavedVertexStates_R[i], pSB->renderstate[SavedVertexStates_R[i]]);
|
|
}
|
|
|
|
for (j = 0; j < GL_LIMITS(textures); i++) {
|
|
for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
|
|
if (pSB->Set.texture_state[j][SavedVertexStates_T[i]] &&
|
|
pSB->Changed.texture_state[j][SavedVertexStates_T[i]])
|
|
IDirect3DDevice8Impl_SetTextureStageState(iface, j, SavedVertexStates_T[i], pSB->texture_state[j][SavedVertexStates_T[i]]);
|
|
}
|
|
}
|
|
|
|
|
|
} else {
|
|
FIXME("Unrecognized state block type %d\n", pSB->blockType);
|
|
}
|
|
memcpy(&This->StateBlock->Changed, &pSB->Changed, sizeof(This->StateBlock->Changed));
|
|
TRACE("(%p) : Applied state block %p ------------------^\n", This, pSB);
|
|
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT WINAPI IDirect3DDeviceImpl_CaptureStateBlock(IDirect3DDevice8Impl* This, IDirect3DStateBlockImpl* updateBlock) {
|
|
LPDIRECT3DDEVICE8 iface = (LPDIRECT3DDEVICE8) This;
|
|
PLIGHTINFOEL *tmp;
|
|
|
|
TRACE("(%p) : Updating state block %p ------------------v\n", This, updateBlock);
|
|
|
|
/* If not recorded, then update can just recapture */
|
|
if (updateBlock->blockType != D3DSBT_RECORDED) {
|
|
IDirect3DStateBlockImpl* tmpBlock;
|
|
IDirect3DDeviceImpl_CreateStateBlock(This, updateBlock->blockType, &tmpBlock);
|
|
|
|
/* Note just swap the light chains over so when deleting, the old one goes */
|
|
tmp = updateBlock->lights;
|
|
memcpy(updateBlock, tmpBlock, sizeof(IDirect3DStateBlockImpl));
|
|
tmpBlock->lights = tmp;
|
|
|
|
/* Delete the temporary one (which points to the old light chain though */
|
|
IDirect3DDeviceImpl_DeleteStateBlock(This, tmpBlock);
|
|
|
|
} else {
|
|
unsigned int i, j;
|
|
PLIGHTINFOEL *src;
|
|
|
|
/* Recorded => Only update 'changed' values */
|
|
if (updateBlock->Set.vertexShader && updateBlock->VertexShader != This->StateBlock->VertexShader) {
|
|
updateBlock->VertexShader = This->StateBlock->VertexShader;
|
|
TRACE("Updating vertex shader to %ld\n", This->StateBlock->VertexShader);
|
|
}
|
|
|
|
/* TODO: Vertex Shader Constants */
|
|
|
|
/* Lights... For a recorded state block, we just had a chain of actions to perform,
|
|
so we need to walk that chain and update any actions which differ */
|
|
src = updateBlock->lights;
|
|
while (src != NULL) {
|
|
PLIGHTINFOEL *realLight = NULL;
|
|
|
|
/* Locate the light in the live lights */
|
|
realLight = This->StateBlock->lights;
|
|
while (realLight != NULL && realLight->OriginalIndex != src->OriginalIndex) realLight = realLight->next;
|
|
|
|
if (realLight == NULL) {
|
|
FIXME("A captured light no longer exists...?\n");
|
|
} else {
|
|
|
|
/* If 'changed' then its a SetLight command. Rather than comparing to see
|
|
if the OriginalParms have changed and then copy them (twice through
|
|
memory) just do the copy */
|
|
if (src->changed) {
|
|
TRACE("Updating lights for light %ld\n", src->OriginalIndex);
|
|
memcpy(&src->OriginalParms, &realLight->OriginalParms, sizeof(PLIGHTINFOEL));
|
|
}
|
|
|
|
/* If 'enabledChanged' then its a LightEnable command */
|
|
if (src->enabledChanged) {
|
|
TRACE("Updating lightEnabled for light %ld\n", src->OriginalIndex);
|
|
src->lightEnabled = realLight->lightEnabled;
|
|
}
|
|
|
|
}
|
|
|
|
src = src->next;
|
|
}
|
|
|
|
|
|
if (updateBlock->Set.pixelShader && updateBlock->PixelShader != This->StateBlock->PixelShader) {
|
|
TRACE("Updating pixel shader to %ld\n", This->StateBlock->PixelShader);
|
|
IDirect3DDevice8Impl_SetVertexShader(iface, updateBlock->PixelShader);
|
|
}
|
|
|
|
/* TODO: Pixel Shader Constants */
|
|
|
|
/* Others + Render & Texture */
|
|
for (i = 0; i < HIGHEST_TRANSFORMSTATE; i++) {
|
|
if (updateBlock->Set.transform[i] && memcmp(&This->StateBlock->transforms[i],
|
|
&updateBlock->transforms[i],
|
|
sizeof(D3DMATRIX)) != 0) {
|
|
TRACE("Updating transform %d\n", i);
|
|
memcpy(&updateBlock->transforms[i], &This->StateBlock->transforms[i], sizeof(D3DMATRIX));
|
|
}
|
|
}
|
|
|
|
if (updateBlock->Set.Indices && ((updateBlock->pIndexData != This->StateBlock->pIndexData)
|
|
|| (updateBlock->baseVertexIndex != This->StateBlock->baseVertexIndex))) {
|
|
TRACE("Updating pindexData to %p, baseVertexIndex to %d\n",
|
|
This->StateBlock->pIndexData, This->StateBlock->baseVertexIndex);
|
|
updateBlock->pIndexData = This->StateBlock->pIndexData;
|
|
updateBlock->baseVertexIndex = This->StateBlock->baseVertexIndex;
|
|
}
|
|
|
|
if (updateBlock->Set.material && memcmp(&This->StateBlock->material,
|
|
&updateBlock->material,
|
|
sizeof(D3DMATERIAL8)) != 0) {
|
|
TRACE("Updating material\n");
|
|
memcpy(&updateBlock->material, &This->StateBlock->material, sizeof(D3DMATERIAL8));
|
|
}
|
|
|
|
if (updateBlock->Set.viewport && memcmp(&This->StateBlock->viewport,
|
|
&updateBlock->viewport,
|
|
sizeof(D3DVIEWPORT8)) != 0) {
|
|
TRACE("Updating viewport\n");
|
|
memcpy(&updateBlock->viewport, &This->StateBlock->viewport, sizeof(D3DVIEWPORT8));
|
|
}
|
|
|
|
for (i = 0; i < MAX_STREAMS; i++) {
|
|
if (updateBlock->Set.stream_source[i] &&
|
|
((updateBlock->stream_stride[i] != This->StateBlock->stream_stride[i]) ||
|
|
(updateBlock->stream_source[i] != This->StateBlock->stream_source[i]))) {
|
|
TRACE("Updating stream source %d to %p, stride to %d\n", i, This->StateBlock->stream_source[i],
|
|
This->StateBlock->stream_stride[i]);
|
|
updateBlock->stream_stride[i] = This->StateBlock->stream_stride[i];
|
|
updateBlock->stream_source[i] = This->StateBlock->stream_source[i];
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < GL_LIMITS(clipplanes); i++) {
|
|
if (updateBlock->Set.clipplane[i] && memcmp(&This->StateBlock->clipplane[i],
|
|
&updateBlock->clipplane[i],
|
|
sizeof(updateBlock->clipplane)) != 0) {
|
|
|
|
TRACE("Updating clipplane %d\n", i);
|
|
memcpy(&updateBlock->clipplane[i], &This->StateBlock->clipplane[i],
|
|
sizeof(updateBlock->clipplane));
|
|
}
|
|
}
|
|
|
|
/* Render */
|
|
for (i = 0; i < HIGHEST_RENDER_STATE; i++) {
|
|
|
|
if (updateBlock->Set.renderstate[i] && (updateBlock->renderstate[i] !=
|
|
This->StateBlock->renderstate[i])) {
|
|
TRACE("Updating renderstate %d to %ld\n", i, This->StateBlock->renderstate[i]);
|
|
updateBlock->renderstate[i] = This->StateBlock->renderstate[i];
|
|
}
|
|
}
|
|
|
|
/* Texture */
|
|
for (j = 0; j < GL_LIMITS(textures); j++) {
|
|
for (i = 0; i < HIGHEST_TEXTURE_STATE; i++) {
|
|
|
|
if (updateBlock->Set.texture_state[j][i] && (updateBlock->texture_state[j][i] !=
|
|
This->StateBlock->texture_state[j][i])) {
|
|
TRACE("Updating texturestagestate %d,%d to %ld (was %ld)\n", j,i, This->StateBlock->texture_state[j][i],
|
|
updateBlock->texture_state[j][i]);
|
|
updateBlock->texture_state[j][i] = This->StateBlock->texture_state[j][i];
|
|
}
|
|
|
|
if (updateBlock->Set.textures[j] && (updateBlock->textures[j] != This->StateBlock->textures[j])) {
|
|
TRACE("Updating texture %d to %p (was %p)\n", j, This->StateBlock->textures[j], updateBlock->textures[j]);
|
|
updateBlock->textures[j] = This->StateBlock->textures[j];
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
TRACE("(%p) : Updated state block %p ------------------^\n", This, updateBlock);
|
|
|
|
return D3D_OK;
|
|
}
|
|
|
|
DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = {
|
|
D3DRS_ALPHABLENDENABLE ,
|
|
D3DRS_ALPHAFUNC ,
|
|
D3DRS_ALPHAREF ,
|
|
D3DRS_ALPHATESTENABLE ,
|
|
D3DRS_BLENDOP ,
|
|
D3DRS_COLORWRITEENABLE ,
|
|
D3DRS_DESTBLEND ,
|
|
D3DRS_DITHERENABLE ,
|
|
D3DRS_EDGEANTIALIAS ,
|
|
D3DRS_FILLMODE ,
|
|
D3DRS_FOGDENSITY ,
|
|
D3DRS_FOGEND ,
|
|
D3DRS_FOGSTART ,
|
|
D3DRS_LASTPIXEL ,
|
|
D3DRS_LINEPATTERN ,
|
|
D3DRS_SHADEMODE ,
|
|
D3DRS_SRCBLEND ,
|
|
D3DRS_STENCILENABLE ,
|
|
D3DRS_STENCILFAIL ,
|
|
D3DRS_STENCILFUNC ,
|
|
D3DRS_STENCILMASK ,
|
|
D3DRS_STENCILPASS ,
|
|
D3DRS_STENCILREF ,
|
|
D3DRS_STENCILWRITEMASK ,
|
|
D3DRS_STENCILZFAIL ,
|
|
D3DRS_TEXTUREFACTOR ,
|
|
D3DRS_WRAP0 ,
|
|
D3DRS_WRAP1 ,
|
|
D3DRS_WRAP2 ,
|
|
D3DRS_WRAP3 ,
|
|
D3DRS_WRAP4 ,
|
|
D3DRS_WRAP5 ,
|
|
D3DRS_WRAP6 ,
|
|
D3DRS_WRAP7 ,
|
|
D3DRS_ZBIAS ,
|
|
D3DRS_ZENABLE ,
|
|
D3DRS_ZFUNC ,
|
|
D3DRS_ZWRITEENABLE
|
|
};
|
|
|
|
DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T] = {
|
|
D3DTSS_ADDRESSU ,
|
|
D3DTSS_ADDRESSV ,
|
|
D3DTSS_ADDRESSW ,
|
|
D3DTSS_ALPHAARG0 ,
|
|
D3DTSS_ALPHAARG1 ,
|
|
D3DTSS_ALPHAARG2 ,
|
|
D3DTSS_ALPHAOP ,
|
|
D3DTSS_BORDERCOLOR ,
|
|
D3DTSS_BUMPENVLOFFSET ,
|
|
D3DTSS_BUMPENVLSCALE ,
|
|
D3DTSS_BUMPENVMAT00 ,
|
|
D3DTSS_BUMPENVMAT01 ,
|
|
D3DTSS_BUMPENVMAT10 ,
|
|
D3DTSS_BUMPENVMAT11 ,
|
|
D3DTSS_COLORARG0 ,
|
|
D3DTSS_COLORARG1 ,
|
|
D3DTSS_COLORARG2 ,
|
|
D3DTSS_COLOROP ,
|
|
D3DTSS_MAGFILTER ,
|
|
D3DTSS_MAXANISOTROPY ,
|
|
D3DTSS_MAXMIPLEVEL ,
|
|
D3DTSS_MINFILTER ,
|
|
D3DTSS_MIPFILTER ,
|
|
D3DTSS_MIPMAPLODBIAS ,
|
|
D3DTSS_RESULTARG ,
|
|
D3DTSS_TEXCOORDINDEX ,
|
|
D3DTSS_TEXTURETRANSFORMFLAGS
|
|
};
|
|
|
|
DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R] = {
|
|
D3DRS_AMBIENT ,
|
|
D3DRS_AMBIENTMATERIALSOURCE ,
|
|
D3DRS_CLIPPING ,
|
|
D3DRS_CLIPPLANEENABLE ,
|
|
D3DRS_COLORVERTEX ,
|
|
D3DRS_DIFFUSEMATERIALSOURCE ,
|
|
D3DRS_EMISSIVEMATERIALSOURCE ,
|
|
D3DRS_FOGDENSITY ,
|
|
D3DRS_FOGEND ,
|
|
D3DRS_FOGSTART ,
|
|
D3DRS_FOGTABLEMODE ,
|
|
D3DRS_FOGVERTEXMODE ,
|
|
D3DRS_INDEXEDVERTEXBLENDENABLE ,
|
|
D3DRS_LIGHTING ,
|
|
D3DRS_LOCALVIEWER ,
|
|
D3DRS_MULTISAMPLEANTIALIAS ,
|
|
D3DRS_MULTISAMPLEMASK ,
|
|
D3DRS_NORMALIZENORMALS ,
|
|
D3DRS_PATCHEDGESTYLE ,
|
|
D3DRS_PATCHSEGMENTS ,
|
|
D3DRS_POINTSCALE_A ,
|
|
D3DRS_POINTSCALE_B ,
|
|
D3DRS_POINTSCALE_C ,
|
|
D3DRS_POINTSCALEENABLE ,
|
|
D3DRS_POINTSIZE ,
|
|
D3DRS_POINTSIZE_MAX ,
|
|
D3DRS_POINTSIZE_MIN ,
|
|
D3DRS_POINTSPRITEENABLE ,
|
|
D3DRS_RANGEFOGENABLE ,
|
|
D3DRS_SOFTWAREVERTEXPROCESSING ,
|
|
D3DRS_SPECULARMATERIALSOURCE ,
|
|
D3DRS_TWEENFACTOR ,
|
|
D3DRS_VERTEXBLEND
|
|
};
|
|
|
|
DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] = {
|
|
D3DTSS_TEXCOORDINDEX ,
|
|
D3DTSS_TEXTURETRANSFORMFLAGS
|
|
};
|