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578 lines
19 KiB
C
578 lines
19 KiB
C
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// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __C_D3D9_MATERIAL_RENDERER_H_INCLUDED__
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#define __C_D3D9_MATERIAL_RENDERER_H_INCLUDED__
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#include "IrrCompileConfig.h"
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#ifdef _IRR_WINDOWS_
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#ifdef _IRR_COMPILE_WITH_DIRECT3D_9_
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#if defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
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#include "irrMath.h" // needed by borland for sqrtf define
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#endif
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#include <d3d9.h>
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#include "IMaterialRenderer.h"
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#include "CD3D9Driver.h"
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namespace irr
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{
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namespace video
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{
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namespace
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{
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D3DMATRIX UnitMatrixD3D9;
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D3DMATRIX SphereMapMatrixD3D9;
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inline void setTextureColorStage(IDirect3DDevice9* dev, DWORD i,
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DWORD arg1, DWORD op, DWORD arg2)
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{
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dev->SetTextureStageState(i, D3DTSS_COLOROP, op);
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dev->SetTextureStageState(i, D3DTSS_COLORARG1, arg1);
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dev->SetTextureStageState(i, D3DTSS_COLORARG2, arg2);
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}
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inline void setTextureColorStage(IDirect3DDevice9* dev, DWORD i, DWORD arg1)
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{
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dev->SetTextureStageState(i, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
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dev->SetTextureStageState(i, D3DTSS_COLORARG1, arg1);
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}
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inline void setTextureAlphaStage(IDirect3DDevice9* dev, DWORD i,
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DWORD arg1, DWORD op, DWORD arg2)
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{
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dev->SetTextureStageState(i, D3DTSS_ALPHAOP, op);
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dev->SetTextureStageState(i, D3DTSS_ALPHAARG1, arg1);
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dev->SetTextureStageState(i, D3DTSS_ALPHAARG2, arg2);
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}
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inline void setTextureAlphaStage(IDirect3DDevice9* dev, DWORD i, DWORD arg1)
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{
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dev->SetTextureStageState(i, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
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dev->SetTextureStageState(i, D3DTSS_ALPHAARG1, arg1);
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}
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} // anonymous namespace
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//! Base class for all internal D3D9 material renderers
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class CD3D9MaterialRenderer : public IMaterialRenderer
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{
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public:
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//! Constructor
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CD3D9MaterialRenderer(IDirect3DDevice9* d3ddev, CD3D9Driver* driver)
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: pID3DDevice(d3ddev), Driver(driver)
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{
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}
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virtual s32 getVariableID(bool vertexShader, const c8* name)
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{
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os::Printer::log("Invalid material to set variable in.");
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return -1;
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}
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//! sets a variable in the shader.
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//! \param vertexShader: True if this should be set in the vertex shader, false if
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//! in the pixel shader.
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//! \param index: Index of the variable
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//! \param floats: Pointer to array of floats
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//! \param count: Amount of floats in array.
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virtual bool setVariable(bool vertexShader, s32 index, const f32* floats, int count)
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{
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os::Printer::log("Invalid material to set variable in.");
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return false;
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}
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//! Int interface for the above.
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virtual bool setVariable(bool vertexShader, s32 index, const s32* ints, int count)
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{
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os::Printer::log("Invalid material to set variable in.");
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return false;
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}
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protected:
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IDirect3DDevice9* pID3DDevice;
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CD3D9Driver* Driver;
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};
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//! Solid material renderer
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class CD3D9MaterialRenderer_SOLID : public CD3D9MaterialRenderer
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{
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public:
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CD3D9MaterialRenderer_SOLID(IDirect3DDevice9* p, CD3D9Driver* d)
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: CD3D9MaterialRenderer(p, d) {}
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virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
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bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_
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{
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services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
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if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
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{
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setTextureColorStage(pID3DDevice, 0,
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D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
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}
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pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
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}
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};
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//! Generic Texture Blend
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class CD3D9MaterialRenderer_ONETEXTURE_BLEND : public CD3D9MaterialRenderer
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{
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public:
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CD3D9MaterialRenderer_ONETEXTURE_BLEND(IDirect3DDevice9* p, CD3D9Driver* d)
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: CD3D9MaterialRenderer(p, d) {}
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virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
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bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_
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{
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services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
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// if (material.MaterialType != lastMaterial.MaterialType ||
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// material.MaterialTypeParam != lastMaterial.MaterialTypeParam ||
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// resetAllRenderstates)
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{
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E_BLEND_FACTOR srcRGBFact,dstRGBFact,srcAlphaFact,dstAlphaFact;
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E_MODULATE_FUNC modulate;
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u32 alphaSource;
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unpack_textureBlendFuncSeparate(srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, modulate, alphaSource, material.MaterialTypeParam);
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Driver->getBridgeCalls()->setBlend(true);
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Driver->getBridgeCalls()->setBlendFuncSeparate(Driver->getD3DBlend(srcRGBFact), Driver->getD3DBlend(dstRGBFact),
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Driver->getD3DBlend(srcAlphaFact), Driver->getD3DBlend(dstAlphaFact));
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setTextureColorStage(pID3DDevice, 0,
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D3DTA_TEXTURE, Driver->getD3DModulate(modulate), D3DTA_DIFFUSE);
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if (textureBlendFunc_hasAlpha(srcRGBFact) || textureBlendFunc_hasAlpha(dstRGBFact) ||
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textureBlendFunc_hasAlpha(srcAlphaFact) || textureBlendFunc_hasAlpha(dstAlphaFact))
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{
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if (alphaSource==EAS_VERTEX_COLOR)
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{
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setTextureAlphaStage(pID3DDevice, 0, D3DTA_DIFFUSE);
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}
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else if (alphaSource==EAS_TEXTURE)
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{
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setTextureAlphaStage(pID3DDevice, 0, D3DTA_TEXTURE);
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}
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else
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{
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setTextureAlphaStage(pID3DDevice, 0,
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D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
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}
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}
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pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
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}
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}
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virtual void OnUnsetMaterial() _IRR_OVERRIDE_
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{
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Driver->getBridgeCalls()->setBlend(false);
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}
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//! Returns if the material is transparent.
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/** The scene management needs to know this for being able to sort the
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materials by opaque and transparent.
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The return value could be optimized, but we'd need to know the
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MaterialTypeParam for it. */
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virtual bool isTransparent() const _IRR_OVERRIDE_
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{
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return true;
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}
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};
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//! Solid 2 layer material renderer
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class CD3D9MaterialRenderer_SOLID_2_LAYER : public CD3D9MaterialRenderer
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{
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public:
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CD3D9MaterialRenderer_SOLID_2_LAYER(IDirect3DDevice9* p, CD3D9Driver* d)
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: CD3D9MaterialRenderer(p, d) {}
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virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
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bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_
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{
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services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
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if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
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{
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setTextureColorStage(pID3DDevice, 0, D3DTA_TEXTURE);
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pID3DDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 0);
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pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_BLENDDIFFUSEALPHA);
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}
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}
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};
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//! Transparent add color material renderer
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class CD3D9MaterialRenderer_TRANSPARENT_ADD_COLOR : public CD3D9MaterialRenderer
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{
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public:
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CD3D9MaterialRenderer_TRANSPARENT_ADD_COLOR(IDirect3DDevice9* p, CD3D9Driver* d)
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: CD3D9MaterialRenderer(p, d) {}
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virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
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bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_
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{
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services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
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Driver->getBridgeCalls()->setBlend(true);
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Driver->getBridgeCalls()->setBlendFunc(D3DBLEND_ONE, D3DBLEND_INVSRCCOLOR);
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if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
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{
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setTextureColorStage(pID3DDevice, 0,
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D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
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pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
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}
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}
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virtual void OnUnsetMaterial() _IRR_OVERRIDE_
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{
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Driver->getBridgeCalls()->setBlend(false);
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}
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//! Returns if the material is transparent. The scene management needs to know this
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//! for being able to sort the materials by opaque and transparent.
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virtual bool isTransparent() const _IRR_OVERRIDE_
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{
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return true;
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}
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};
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//! Transparent vertex alpha material renderer
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class CD3D9MaterialRenderer_TRANSPARENT_VERTEX_ALPHA : public CD3D9MaterialRenderer
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{
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public:
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CD3D9MaterialRenderer_TRANSPARENT_VERTEX_ALPHA(IDirect3DDevice9* p, CD3D9Driver* d)
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: CD3D9MaterialRenderer(p, d) {}
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virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
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bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_
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{
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services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
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Driver->getBridgeCalls()->setBlend(true);
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Driver->getBridgeCalls()->setBlendFunc(D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA);
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if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
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{
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setTextureColorStage(pID3DDevice, 0,
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D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
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setTextureAlphaStage(pID3DDevice, 0, D3DTA_DIFFUSE);
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pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
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}
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}
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virtual void OnUnsetMaterial() _IRR_OVERRIDE_
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{
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Driver->getBridgeCalls()->setBlend(false);
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}
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//! Returns if the material is transparent. The scene management needs to know this
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//! for being able to sort the materials by opaque and transparent.
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virtual bool isTransparent() const _IRR_OVERRIDE_
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{
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return true;
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}
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};
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//! Transparent alpha channel material renderer
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class CD3D9MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL : public CD3D9MaterialRenderer
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{
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public:
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CD3D9MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL(IDirect3DDevice9* p, CD3D9Driver* d)
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: CD3D9MaterialRenderer(p, d) {}
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virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
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bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_
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{
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services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
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Driver->getBridgeCalls()->setBlend(true);
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Driver->getBridgeCalls()->setBlendFunc(D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA);
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if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates
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|| material.MaterialTypeParam != lastMaterial.MaterialTypeParam )
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{
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setTextureColorStage(pID3DDevice, 0,
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D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT);
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setTextureAlphaStage(pID3DDevice, 0, D3DTA_TEXTURE);
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pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
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pID3DDevice->SetRenderState(D3DRS_ALPHAREF, core::floor32(material.MaterialTypeParam * 255.f));
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pID3DDevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);
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pID3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE);
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}
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}
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virtual void OnUnsetMaterial() _IRR_OVERRIDE_
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{
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pID3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
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Driver->getBridgeCalls()->setBlend(false);
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}
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//! Returns if the material is transparent. The scene management needs to know this
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//! for being able to sort the materials by opaque and transparent.
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virtual bool isTransparent() const _IRR_OVERRIDE_
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{
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return true;
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}
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};
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//! Transparent alpha channel material renderer
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class CD3D9MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL_REF : public CD3D9MaterialRenderer
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{
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public:
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CD3D9MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL_REF(IDirect3DDevice9* p, CD3D9Driver* d)
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: CD3D9MaterialRenderer(p, d) {}
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virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
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bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_
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{
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services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
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if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
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{
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setTextureColorStage(pID3DDevice, 0,
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D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT);
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setTextureAlphaStage(pID3DDevice, 0, D3DTA_TEXTURE);
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pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
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// 127 is required by EMT_TRANSPARENT_ALPHA_CHANNEL_REF
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pID3DDevice->SetRenderState(D3DRS_ALPHAREF, 127);
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pID3DDevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);
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pID3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE);
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}
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}
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virtual void OnUnsetMaterial() _IRR_OVERRIDE_
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{
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pID3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
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}
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//! Returns if the material is transparent. The scene management needs to know this
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//! for being able to sort the materials by opaque and transparent.
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virtual bool isTransparent() const _IRR_OVERRIDE_
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{
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return false; // this material is not really transparent because it does no blending.
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}
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};
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//! material renderer for all kinds of lightmaps
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class CD3D9MaterialRenderer_LIGHTMAP : public CD3D9MaterialRenderer
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{
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public:
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CD3D9MaterialRenderer_LIGHTMAP(IDirect3DDevice9* p, CD3D9Driver* d)
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: CD3D9MaterialRenderer(p, d) {}
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virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
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bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_
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{
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services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
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if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
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{
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if (material.MaterialType >= EMT_LIGHTMAP_LIGHTING)
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{
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// with lighting
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setTextureColorStage(pID3DDevice, 0,
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D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
setTextureColorStage(pID3DDevice, 0, D3DTA_TEXTURE);
|
||
|
}
|
||
|
|
||
|
pID3DDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 1);
|
||
|
|
||
|
setTextureColorStage(pID3DDevice, 1,
|
||
|
D3DTA_TEXTURE,
|
||
|
(material.MaterialType == EMT_LIGHTMAP_ADD)?
|
||
|
D3DTOP_ADD:
|
||
|
(material.MaterialType == EMT_LIGHTMAP_M4 || material.MaterialType == EMT_LIGHTMAP_LIGHTING_M4)?
|
||
|
D3DTOP_MODULATE4X:
|
||
|
(material.MaterialType == EMT_LIGHTMAP_M2 || material.MaterialType == EMT_LIGHTMAP_LIGHTING_M2)?
|
||
|
D3DTOP_MODULATE2X:
|
||
|
D3DTOP_MODULATE,
|
||
|
D3DTA_CURRENT);
|
||
|
}
|
||
|
}
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
//! material renderer for detail maps
|
||
|
class CD3D9MaterialRenderer_DETAIL_MAP : public CD3D9MaterialRenderer
|
||
|
{
|
||
|
public:
|
||
|
|
||
|
CD3D9MaterialRenderer_DETAIL_MAP(IDirect3DDevice9* p, CD3D9Driver* d)
|
||
|
: CD3D9MaterialRenderer(p, d) {}
|
||
|
|
||
|
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
|
||
|
bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_
|
||
|
{
|
||
|
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
|
||
|
|
||
|
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
|
||
|
{
|
||
|
setTextureColorStage(pID3DDevice, 0,
|
||
|
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
|
||
|
setTextureColorStage(pID3DDevice, 1,
|
||
|
D3DTA_TEXTURE, D3DTOP_ADDSIGNED, D3DTA_CURRENT);
|
||
|
pID3DDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 1);
|
||
|
}
|
||
|
}
|
||
|
};
|
||
|
|
||
|
|
||
|
//! sphere map material renderer
|
||
|
class CD3D9MaterialRenderer_SPHERE_MAP : public CD3D9MaterialRenderer
|
||
|
{
|
||
|
public:
|
||
|
|
||
|
CD3D9MaterialRenderer_SPHERE_MAP(IDirect3DDevice9* p, CD3D9Driver* d)
|
||
|
: CD3D9MaterialRenderer(p, d) {}
|
||
|
|
||
|
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
|
||
|
bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_
|
||
|
{
|
||
|
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
|
||
|
|
||
|
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
|
||
|
{
|
||
|
setTextureColorStage(pID3DDevice, 0,
|
||
|
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
|
||
|
|
||
|
pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
|
||
|
|
||
|
pID3DDevice->SetTransform( D3DTS_TEXTURE0, &SphereMapMatrixD3D9 );
|
||
|
pID3DDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 );
|
||
|
pID3DDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACENORMAL );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
virtual void OnUnsetMaterial() _IRR_OVERRIDE_
|
||
|
{
|
||
|
pID3DDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE );
|
||
|
pID3DDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0);
|
||
|
pID3DDevice->SetTransform( D3DTS_TEXTURE0, &UnitMatrixD3D9 );
|
||
|
}
|
||
|
};
|
||
|
|
||
|
|
||
|
//! reflection 2 layer material renderer
|
||
|
class CD3D9MaterialRenderer_REFLECTION_2_LAYER : public CD3D9MaterialRenderer
|
||
|
{
|
||
|
public:
|
||
|
|
||
|
CD3D9MaterialRenderer_REFLECTION_2_LAYER(IDirect3DDevice9* p, CD3D9Driver* d)
|
||
|
: CD3D9MaterialRenderer(p, d) {}
|
||
|
|
||
|
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
|
||
|
bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_
|
||
|
{
|
||
|
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
|
||
|
|
||
|
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
|
||
|
{
|
||
|
setTextureColorStage(pID3DDevice, 0,
|
||
|
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
|
||
|
|
||
|
setTextureColorStage(pID3DDevice, 1,
|
||
|
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT);
|
||
|
|
||
|
pID3DDevice->SetTransform( D3DTS_TEXTURE1, &SphereMapMatrixD3D9 );
|
||
|
pID3DDevice->SetTextureStageState( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 );
|
||
|
pID3DDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
virtual void OnUnsetMaterial() _IRR_OVERRIDE_
|
||
|
{
|
||
|
pID3DDevice->SetTextureStageState( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE );
|
||
|
pID3DDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 1);
|
||
|
pID3DDevice->SetTransform( D3DTS_TEXTURE1, &UnitMatrixD3D9 );
|
||
|
}
|
||
|
};
|
||
|
|
||
|
|
||
|
//! reflection 2 layer material renderer
|
||
|
class CD3D9MaterialRenderer_TRANSPARENT_REFLECTION_2_LAYER : public CD3D9MaterialRenderer
|
||
|
{
|
||
|
public:
|
||
|
|
||
|
CD3D9MaterialRenderer_TRANSPARENT_REFLECTION_2_LAYER(IDirect3DDevice9* p, CD3D9Driver* d)
|
||
|
: CD3D9MaterialRenderer(p, d) {}
|
||
|
|
||
|
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
|
||
|
bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_
|
||
|
{
|
||
|
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
|
||
|
|
||
|
Driver->getBridgeCalls()->setBlend(true);
|
||
|
Driver->getBridgeCalls()->setBlendFunc(D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA);
|
||
|
|
||
|
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
|
||
|
{
|
||
|
setTextureColorStage(pID3DDevice, 0,
|
||
|
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
|
||
|
setTextureAlphaStage(pID3DDevice, 0, D3DTA_DIFFUSE);
|
||
|
setTextureColorStage(pID3DDevice, 1,
|
||
|
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT);
|
||
|
setTextureAlphaStage(pID3DDevice, 1, D3DTA_CURRENT);
|
||
|
|
||
|
pID3DDevice->SetTransform(D3DTS_TEXTURE1, &SphereMapMatrixD3D9 );
|
||
|
pID3DDevice->SetTextureStageState(1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 );
|
||
|
pID3DDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
virtual void OnUnsetMaterial() _IRR_OVERRIDE_
|
||
|
{
|
||
|
pID3DDevice->SetTextureStageState(1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
|
||
|
pID3DDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 1);
|
||
|
pID3DDevice->SetTransform(D3DTS_TEXTURE1, &UnitMatrixD3D9);
|
||
|
Driver->getBridgeCalls()->setBlend(false);
|
||
|
}
|
||
|
|
||
|
//! Returns if the material is transparent. The scene management needs to know this
|
||
|
//! for being able to sort the materials by opaque and transparent.
|
||
|
virtual bool isTransparent() const _IRR_OVERRIDE_
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
} // end namespace video
|
||
|
} // end namespace irr
|
||
|
|
||
|
#endif
|
||
|
#endif
|
||
|
#endif
|
||
|
|