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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 static D3DTEXTUREHANDLE OldTexHandle = NULL;
00036 
00037 //======================================================================================================
00038 //======================================================================================================
00039 void D3DSetTexHandle(D3DTEXTUREHANDLE TexHandle)
00040 {
00041         if (TexHandle == OldTexHandle)
00042                 return;
00043 
00044         OldTexHandle = TexHandle;
00045 
00046         AppInfo.lpD3DDevice->SetRenderState(D3DRENDERSTATE_TEXTUREHANDLE, TexHandle);
00047 }
00048         
00049 static LPDIRECT3DTEXTURE2 OldTexture[8];
00050 
00051 //======================================================================================================
00052 //======================================================================================================
00053 void D3DSetTexture(int32 Stage, LPDIRECT3DTEXTURE2 Texture)
00054 {
00055         if (Texture == OldTexture[Stage])
00056                 return;
00057 
00058         OldTexture[Stage] = Texture;
00059 
00060         AppInfo.lpD3DDevice->SetTexture(Stage, Texture);
00061 }
00062                 
00063 //======================================================================================================
00064 //======================================================================================================
00065 void D3DBilinearFilter(D3DTEXTUREFILTER Min, D3DTEXTUREFILTER Mag)
00066 {
00067         AppInfo.lpD3DDevice->SetTextureStageState(0, D3DTSS_MINFILTER, D3DTFN_LINEAR);
00068         AppInfo.lpD3DDevice->SetTextureStageState(0, D3DTSS_MAGFILTER, D3DTFG_LINEAR);
00069 
00070         if (AppInfo.CanDoMultiTexture)
00071         {
00072                 AppInfo.lpD3DDevice->SetTextureStageState(1, D3DTSS_MINFILTER, D3DTFN_LINEAR);
00073                 AppInfo.lpD3DDevice->SetTextureStageState(1, D3DTSS_MAGFILTER, D3DTFG_LINEAR);
00074         }
00075 }
00076 
00077 //======================================================================================================
00078 // Old one uses D3DTLVERTEX vertex format
00079 //======================================================================================================
00080 void D3DTexturedPolyOld(void *Pnts, int32 NumPoints)
00081 {
00082         AppInfo.lpD3DDevice->DrawPrimitive(D3DPT_TRIANGLEFAN, D3DFVF_TLVERTEX, Pnts, NumPoints, D3DDP_DONOTUPDATEEXTENTS | D3DDP_DONOTLIGHT | D3DDP_DONOTCLIP);
00083 }       
00084 
00085 //======================================================================================================
00086 //      D3DTexturedPoly
00087 //======================================================================================================
00088 void D3DTexturedPoly(void *Pnts, int32 NumPoints)
00089 {
00090         AppInfo.lpD3DDevice->DrawPrimitive(     D3DPT_TRIANGLEFAN, 
00091                                                                                 //D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX2, 
00092                                                                                 D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX2, 
00093                                                                                 Pnts, 
00094                                                                                 NumPoints, 
00095                                                                                 D3DDP_DONOTUPDATEEXTENTS | D3DDP_DONOTLIGHT | D3DDP_DONOTCLIP);
00096                                                                                 //D3DDP_DONOTUPDATEEXTENTS | D3DDP_DONOTCLIP);
00097 }       
00098 
00099 //======================================================================================================
00100 //      D3DViewport
00101 //======================================================================================================
00102 void D3DViewport (int32 x, int32 y, int32 width, int32 height)
00103 {
00104         D3DVIEWPORT2 vport;
00105 
00106         return;
00107 
00108     vport.dwSize = sizeof(D3DVIEWPORT2);
00109     AppInfo.lpD3DViewport->GetViewport2(&vport);
00110     vport.dwX = x;
00111     vport.dwY = AppInfo.OldHeight - (y + height);
00112     vport.dwWidth = width;
00113     vport.dwHeight = height;
00114     vport.dvClipX = -1.0f;
00115     vport.dvClipY = 1.0f;
00116     vport.dvClipWidth = (geFloat)width /2.0f;
00117     vport.dvClipHeight = (geFloat)height/2.0f;
00118     AppInfo.lpD3DViewport->SetViewport2(&vport);
00119 }
00120 
00121 //======================================================================================================
00122 //======================================================================================================
00123 void D3DDepthRange (geFloat zNear, geFloat zFar)
00124 {
00125     D3DVIEWPORT2 vport;
00126     vport.dwSize = sizeof(D3DVIEWPORT2);
00127     AppInfo.lpD3DViewport->GetViewport2(&vport);
00128     vport.dvMinZ = (D3DVALUE)(((-1.0) * (zFar + zNear)) / (zFar - zNear));
00129     vport.dvMaxZ = (D3DVALUE)(((-1.0) * (zFar + zNear - 2.0)) / (zFar - zNear));
00130     AppInfo.lpD3DViewport->SetViewport2(&vport);
00131 }
00132 
00133 static D3DBLEND OldSFunc = D3DBLEND_ONE;
00134 static D3DBLEND OldDFunc = D3DBLEND_ONE;
00135 
00136 //======================================================================================================
00137 //======================================================================================================
00138 void D3DBlendFunc (D3DBLEND SFunc, D3DBLEND DFunc)
00139 {
00140         if (SFunc != OldSFunc)
00141         {
00142                 AppInfo.lpD3DDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, SFunc);
00143                 OldSFunc = SFunc;
00144         }
00145         if (DFunc != OldDFunc)
00146         {
00147                 AppInfo.lpD3DDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, DFunc);
00148                 OldDFunc = DFunc;
00149         }
00150 
00151 }
00152 
00153 static BOOL OldBlend = FALSE;
00154 
00155 //======================================================================================================
00156 //======================================================================================================
00157 void D3DBlendEnable(BOOL Enable)
00158 {
00159         if (OldBlend == Enable)
00160                 return;
00161 
00162         AppInfo.lpD3DDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, Enable);
00163 
00164         OldBlend = Enable;
00165 }
00166 
00167 static BOOL OldWrap = FALSE;
00168 
00169 void D3DTexWrap(DWORD Stage, BOOL Wrap)
00170 {
00171         if (OldWrap == Wrap)
00172                 return;
00173 
00174         OldWrap = Wrap;
00175 
00176         if (Wrap)
00177         {
00178                 AppInfo.lpD3DDevice->SetTextureStageState(Stage, D3DTSS_ADDRESS, D3DTADDRESS_WRAP);
00179                 AppInfo.lpD3DDevice->SetTextureStageState(Stage, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
00180                 AppInfo.lpD3DDevice->SetTextureStageState(Stage, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
00181         }
00182         else
00183         {
00184                 AppInfo.lpD3DDevice->SetTextureStageState(Stage, D3DTSS_ADDRESS, D3DTADDRESS_CLAMP);
00185                 AppInfo.lpD3DDevice->SetTextureStageState(Stage, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
00186                 AppInfo.lpD3DDevice->SetTextureStageState(Stage, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
00187         }
00188 }
00189 
00190 void D3DZWriteEnable (BOOL Enable)
00191 {
00192         AppInfo.lpD3DDevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE, Enable);
00193 }
00194 
00195 void D3DZFunc (D3DCMPFUNC Func)
00196 {
00197         AppInfo.lpD3DDevice->SetRenderState(D3DRENDERSTATE_ZFUNC, Func);
00198 }
00199 
00200 void D3DZEnable(BOOL Enable)
00201 {
00202         AppInfo.lpD3DDevice->SetRenderState(D3DRENDERSTATE_ZENABLE, Enable);
00203 }
00204 
00205 void D3DPolygonMode (D3DFILLMODE Mode)
00206 {
00207         AppInfo.lpD3DDevice->SetRenderState(D3DRENDERSTATE_FILLMODE, Mode);
00208 }
00209 
00210 
00211 

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