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Scene.cpp

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00001 /****************************************************************************************/
00002 /*  Scene.cpp                                                                           */
00003 /*                                                                                      */
00004 /*  Author: John Pollard                                                                */
00005 /*  Description: Begin/EndScene code, etc                                               */
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 
00025 #include "D3DDrv.h"
00026 #include "DCommon.h"
00027 #include "Scene.h"
00028 #include "Render.h"
00029 #include "GSpan.h"
00030 #include "D3DCache.h"
00031 #include "D3D_Fx.h"
00032 #include "D3D_Main.h"
00033 #include "PCache.h"
00034 #include "D3D_Err.h"
00035 #include "THandle.h"
00036 
00037 //#define D3D_MANAGE_TEXTURES
00038 #define SUPER_FLUSH
00039 
00040 int32 RenderMode;
00041 
00042 uint32 CurrentLRU;
00043 
00044 BOOL DRIVERCC BeginScene(BOOL Clear, BOOL ClearZ, RECT *WorldRect)
00045 {
00046         HRESULT Result;
00047 
00048         CurrentLRU++;
00049 
00050         if (!AppInfo.lpD3DDevice)
00051         {
00052                 D3DMain_Log("BeginScene:  No D3D Device!.");
00053                 return FALSE;
00054         }
00055 
00056         // Make sure we clear the cache info structure...
00057         memset(&CacheInfo, 0, sizeof(DRV_CacheInfo));
00058 
00059         if (!THandle_CheckCache())
00060                 return GE_FALSE;
00061 
00062         //      Watch for inactive app or minimize
00063         if(AppInfo.RenderingIsOK)
00064         {
00065                 if (!Main_ClearBackBuffer(Clear, ClearZ))
00066                 {
00067                         D3DMain_Log("D3DClearBuffers failed.");
00068                         return FALSE;
00069                 }
00070                 
00071                 D3DDRV.NumRenderedPolys = 0;
00072                 
00073                 Result = AppInfo.lpD3DDevice->BeginScene();
00074 
00075                 if (Result != D3D_OK)
00076                 {
00077                         D3DMain_Log("BeginScene:  D3D BeginScene Failed.\n%s.", D3DErrorToString(Result));
00078                         return FALSE;
00079                 }
00080 
00081                 D3DBilinearFilter(D3DFILTER_LINEAR, D3DFILTER_LINEAR);
00082                 D3DPolygonMode (D3DFILL_WIREFRAME);
00083                 
00084                 D3DZWriteEnable (TRUE);
00085                 D3DZEnable(TRUE);
00086                 D3DZFunc(D3DCMP_LESSEQUAL);
00087 
00088                 D3DBlendFunc (D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA);
00089                 D3DBlendEnable(TRUE);
00090 
00091                 if (AppInfo.FogEnable)
00092                 {
00093                         AppInfo.lpD3DDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE , TRUE);
00094                         AppInfo.lpD3DDevice->SetRenderState(D3DRENDERSTATE_FOGCOLOR , ((DWORD)AppInfo.FogR<<16)|((DWORD)AppInfo.FogG<<8)|(DWORD)AppInfo.FogB);
00095                 }
00096                 else
00097                 {
00098                         AppInfo.lpD3DDevice->SetRenderState(D3DRENDERSTATE_FOGENABLE , FALSE);
00099                 }
00100         }
00101 
00102         return TRUE;
00103 }
00104 
00105 BOOL DRIVERCC EndScene(void)
00106 {
00107         HRESULT         Result;
00108 
00109         if (!AppInfo.lpD3DDevice)
00110                 return FALSE;
00111 
00112         if(AppInfo.RenderingIsOK)
00113         {
00114                 // Flush everything one last time...
00115                 PCache_FlushWorldPolys();
00116                 PCache_FlushMiscPolys();
00117 
00118                 Result = AppInfo.lpD3DDevice->EndScene();
00119 
00120                 if (Result != D3D_OK)
00121                 {
00122                         D3DMain_Log("EndScene:  D3D EndScene Failed.\n%s", D3DErrorToString(Result));
00123                         return FALSE;
00124                 }
00125 
00126                 if (!Main_ShowBackBuffer())
00127                         return FALSE;
00128         }
00129         return TRUE;
00130 }
00131 
00132 BOOL DRIVERCC BeginWorld(void)
00133 {
00134         #ifdef USE_SPANS
00135                 if(AppInfo.RenderingIsOK)
00136                 {
00137                         ResetSpans(ClientWindow.Height);
00138                 }
00139         #endif
00140 
00141         RenderMode = RENDER_WORLD;
00142         return TRUE;
00143 }
00144 
00145 BOOL DRIVERCC EndWorld(void)
00146 {
00147         RenderMode = RENDER_NONE;
00148 
00149         if(AppInfo.RenderingIsOK)
00150         {
00151                 PCache_FlushWorldPolys();
00152                 PCache_FlushMiscPolys();
00153 
00154                 assert(AppInfo.lpD3DDevice);
00155         #ifdef SUPER_FLUSH
00156                 AppInfo.lpD3DDevice->SetRenderState(D3DRENDERSTATE_FLUSHBATCH, 0);
00157                 AppInfo.lpD3DDevice->EndScene();
00158                 AppInfo.lpD3DDevice->BeginScene();
00159         #endif
00160 
00161         }
00162         return TRUE;
00163 }
00164 
00165 BOOL GlobalMeshHack;
00166 
00167 BOOL DRIVERCC BeginMeshes(void)
00168 {
00169         GlobalMeshHack = TRUE;
00170         RenderMode = RENDER_MESHES;
00171         return TRUE;
00172 }
00173 
00174 BOOL DRIVERCC EndMeshes(void)
00175 {
00176         RenderMode = RENDER_NONE;
00177 
00178         if(AppInfo.RenderingIsOK)
00179         {
00180                 PCache_FlushMiscPolys();
00181                 PCache_FlushWorldPolys();
00182 
00183         #ifdef SUPER_FLUSH
00184                 AppInfo.lpD3DDevice->SetRenderState(D3DRENDERSTATE_FLUSHBATCH, 0);
00185                 AppInfo.lpD3DDevice->EndScene();
00186                 AppInfo.lpD3DDevice->BeginScene();
00187         #endif
00188 
00189                 GlobalMeshHack = FALSE;
00190         }
00191         return TRUE;
00192 }
00193 
00194 BOOL DRIVERCC BeginModels(void)
00195 {
00196         RenderMode = RENDER_MODELS;
00197         return TRUE;
00198 }
00199 
00200 BOOL DRIVERCC EndModels(void)
00201 {
00202         RenderMode = RENDER_NONE;
00203 
00204         if(AppInfo.RenderingIsOK)
00205         {
00206                 PCache_FlushWorldPolys();
00207                 PCache_FlushMiscPolys();
00208 
00209         #ifdef SUPER_FLUSH
00210                 AppInfo.lpD3DDevice->SetRenderState(D3DRENDERSTATE_FLUSHBATCH, 0);
00211                 AppInfo.lpD3DDevice->EndScene();
00212                 AppInfo.lpD3DDevice->BeginScene();
00213         #endif
00214 
00215         }
00216         return TRUE;
00217 }

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