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D3d_fx.cpp

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00001 /****************************************************************************************/
00002 /*  D3D_Fx.cpp                                                                          */
00003 /*                                                                                      */
00004 /*  Author: John Pollard                                                                */
00005 /*  Description: D3D renderstate wrapper                                                */
00006 /*                                                                                      */
00007 /*  The contents of this file are subject to the Genesis3D Public License               */
00008 /*  Version 1.01 (the "License"); you may not use this file except in                   */
00009 /*  compliance with the License. You may obtain a copy of the License at                */
00010 /*  http://www.genesis3d.com                                                            */
00011 /*                                                                                      */
00012 /*  Software distributed under the License is distributed on an "AS IS"                 */
00013 /*  basis, WITHOUT WARRANTY OF ANY KIND, either express or implied.  See                */
00014 /*  the License for the specific language governing rights and limitations              */
00015 /*  under the License.                                                                  */
00016 /*                                                                                      */
00017 /*  The Original Code is Genesis3D, released March 25, 1999.                            */
00018 /*Genesis3D Version 1.1 released November 15, 1999                            */
00019 /*  Copyright (C) 1999 WildTangent, Inc. All Rights Reserved           */
00020 /*                                                                                      */
00021 /****************************************************************************************/
00022 #include <Windows.h>
00023 #include <stdio.h>
00024 #include <DDraw.h>
00025 #include <D3D.h>
00026 
00027 #include "D3DDrv.h"
00028 #include "DCommon.h"
00029 #include "Render.h"
00030 #include "Scene.h"
00031 #include "D3D_FX.h"
00032 #include "D3D_Main.h"
00033 #include "D3D_Err.h"
00034 
00035 
00036 
00037 
00038 static D3DTEXTUREHANDLE OldTexHandle = NULL;
00039 
00040 //======================================================================================================
00041 //======================================================================================================
00042 void D3DSetTexHandle(D3DTEXTUREHANDLE TexHandle)
00043 {
00044         if (TexHandle == OldTexHandle)
00045                 return;
00046 
00047         OldTexHandle = TexHandle;
00048 
00049         AppInfo.lpD3DDevice->SetRenderState(D3DRENDERSTATE_TEXTUREHANDLE, TexHandle);
00050 }
00051         
00052 static LPDIRECT3DTEXTURE2 OldTexture[8];
00053 
00054 //======================================================================================================
00055 //======================================================================================================
00056 void D3DSetTexture(int32 Stage, LPDIRECT3DTEXTURE2 Texture)
00057 {
00058         if (Texture == OldTexture[Stage])
00059                 return;
00060 
00061         OldTexture[Stage] = Texture;
00062 
00063         AppInfo.lpD3DDevice->SetTexture(Stage, Texture);
00064 }
00065                 
00066 //======================================================================================================
00067 //======================================================================================================
00068 void D3DBilinearFilter(D3DTEXTUREFILTER Min, D3DTEXTUREFILTER Mag)
00069 {
00070         AppInfo.lpD3DDevice->SetTextureStageState(0, D3DTSS_MINFILTER, D3DTFN_LINEAR);
00071         AppInfo.lpD3DDevice->SetTextureStageState(0, D3DTSS_MAGFILTER, D3DTFG_LINEAR);
00072 
00073         if (AppInfo.CanDoMultiTexture)
00074         {
00075                 AppInfo.lpD3DDevice->SetTextureStageState(1, D3DTSS_MINFILTER, D3DTFN_LINEAR);
00076                 AppInfo.lpD3DDevice->SetTextureStageState(1, D3DTSS_MAGFILTER, D3DTFG_LINEAR);
00077         }
00078 }
00079 
00080 //======================================================================================================
00081 // Old one uses D3DTLVERTEX vertex format
00082 //======================================================================================================
00083 void D3DTexturedPolyOld(void *Pnts, int32 NumPoints)
00084 {
00085         AppInfo.lpD3DDevice->DrawPrimitive(D3DPT_TRIANGLEFAN, D3DFVF_TLVERTEX, Pnts, NumPoints, D3DDP_DONOTUPDATEEXTENTS | D3DDP_DONOTLIGHT | D3DDP_DONOTCLIP);
00086 }       
00087 
00088 //======================================================================================================
00089 //      D3DTexturedPoly
00090 //======================================================================================================
00091 void D3DTexturedPoly(void *Pnts, int32 NumPoints)
00092 {
00093         AppInfo.lpD3DDevice->DrawPrimitive(     D3DPT_TRIANGLEFAN, 
00094                                                                                 //D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX2, 
00095                                                                                 D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX2, 
00096                                                                                 Pnts, 
00097                                                                                 NumPoints, 
00098                                                                                 D3DDP_DONOTUPDATEEXTENTS | D3DDP_DONOTLIGHT | D3DDP_DONOTCLIP);
00099                                                                                 //D3DDP_DONOTUPDATEEXTENTS | D3DDP_DONOTCLIP);
00100 }       
00101 
00102 //======================================================================================================
00103 //      D3DViewport
00104 //======================================================================================================
00105 void D3DViewport (int32 x, int32 y, int32 width, int32 height)
00106 {
00107         D3DVIEWPORT2 vport;
00108 
00109         return;
00110 
00111     vport.dwSize = sizeof(D3DVIEWPORT2);
00112     AppInfo.lpD3DViewport->GetViewport2(&vport);
00113     vport.dwX = x;
00114     vport.dwY = AppInfo.OldHeight - (y + height);
00115     vport.dwWidth = width;
00116     vport.dwHeight = height;
00117     vport.dvClipX = -1.0f;
00118     vport.dvClipY = 1.0f;
00119     vport.dvClipWidth = (float)width /2.0f;
00120     vport.dvClipHeight = (float)height/2.0f;
00121     AppInfo.lpD3DViewport->SetViewport2(&vport);
00122 }
00123 
00124 //======================================================================================================
00125 //======================================================================================================
00126 void D3DDepthRange (float zNear, float zFar)
00127 {
00128     D3DVIEWPORT2 vport;
00129     vport.dwSize = sizeof(D3DVIEWPORT2);
00130     AppInfo.lpD3DViewport->GetViewport2(&vport);
00131     vport.dvMinZ = (D3DVALUE)(((-1.0) * (zFar + zNear)) / (zFar - zNear));
00132     vport.dvMaxZ = (D3DVALUE)(((-1.0) * (zFar + zNear - 2.0)) / (zFar - zNear));
00133     AppInfo.lpD3DViewport->SetViewport2(&vport);
00134 }
00135 
00136 static D3DBLEND OldSFunc = D3DBLEND_ONE;
00137 static D3DBLEND OldDFunc = D3DBLEND_ONE;
00138 
00139 //======================================================================================================
00140 //======================================================================================================
00141 void D3DBlendFunc (D3DBLEND SFunc, D3DBLEND DFunc)
00142 {
00143         if (SFunc != OldSFunc)
00144         {
00145                 AppInfo.lpD3DDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, SFunc);
00146                 OldSFunc = SFunc;
00147         }
00148         if (DFunc != OldDFunc)
00149         {
00150                 AppInfo.lpD3DDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, DFunc);
00151                 OldDFunc = DFunc;
00152         }
00153 
00154 }
00155 
00156 static BOOL OldBlend = FALSE;
00157 
00158 //======================================================================================================
00159 //======================================================================================================
00160 void D3DBlendEnable(BOOL Enable)
00161 {
00162         if (OldBlend == Enable)
00163                 return;
00164 
00165         AppInfo.lpD3DDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, Enable);
00166 
00167         OldBlend = Enable;
00168 }
00169 
00170 static BOOL OldWrap = FALSE;
00171 
00172 void D3DTexWrap(DWORD Stage, BOOL Wrap)
00173 {
00174         if (OldWrap == Wrap)
00175                 return;
00176 
00177         OldWrap = Wrap;
00178 
00179         if (Wrap)
00180         {
00181                 AppInfo.lpD3DDevice->SetTextureStageState(Stage, D3DTSS_ADDRESS, D3DTADDRESS_WRAP);
00182                 AppInfo.lpD3DDevice->SetTextureStageState(Stage, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
00183                 AppInfo.lpD3DDevice->SetTextureStageState(Stage, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
00184         }
00185         else
00186         {
00187                 AppInfo.lpD3DDevice->SetTextureStageState(Stage, D3DTSS_ADDRESS, D3DTADDRESS_CLAMP);
00188                 AppInfo.lpD3DDevice->SetTextureStageState(Stage, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
00189                 AppInfo.lpD3DDevice->SetTextureStageState(Stage, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
00190         }
00191 }
00192 
00193 void D3DZWriteEnable (BOOL Enable)
00194 {
00195         AppInfo.lpD3DDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, Enable);
00196 }
00197 
00198 void D3DZFunc (D3DCMPFUNC Func)
00199 {
00200         AppInfo.lpD3DDevice->SetRenderState(D3DRENDERSTATE_ZFUNC, Func);
00201 }
00202 
00203 void D3DZEnable(BOOL Enable)
00204 {
00205         AppInfo.lpD3DDevice->SetRenderState(D3DRENDERSTATE_ZENABLE, Enable);
00206 }
00207 
00208 void D3DPolygonMode (D3DFILLMODE Mode)
00209 {
00210         AppInfo.lpD3DDevice->SetRenderState(D3DRENDERSTATE_FILLMODE, D3DFILL_SOLID);
00211 }
00212 
00213 
00214 

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