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C++ has undefined behavior for identifiers starting with __ or with _ followed by an uppercase letter. We still have many more (in IrrCompileConfig.h and in all header-guards), will likely replace those later as well. As a workaround for users which might use irrlicht defines in their code, I've added the header irrLegacyDefines.h Including that allows to continue using old defines for a while - or make it easier to have code which compiles with old and new Irrlicht library versions. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6251 dfc29bdd-3216-0410-991c-e03cc46cb475
1150 lines
36 KiB
C++
1150 lines
36 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt / Thomas Alten
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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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#include "IrrCompileConfig.h"
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#include "IBurningShader.h"
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#if defined(_IRR_COMPILE_WITH_BURNINGSVIDEO_) && 0
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namespace irr
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{
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namespace video
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{
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/*! Render states define set-up states for all kinds of vertex and pixel processing.
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Some render states set up vertex processing, and some set up pixel processing (see Render States).
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Render states can be saved and restored using stateblocks (see State Blocks Save and Restore State).
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*/
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enum BD3DRENDERSTATETYPE
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{
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/*! BD3DRS_ZENABLE
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Depth-buffering state as one member of the BD3DZBUFFERTYPE enumerated type.
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Set this state to D3DZB_TRUE to enable z-buffering,
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D3DZB_USEW to enable w-buffering, or D3DZB_FALSE to disable depth buffering.
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The default value for this render state is D3DZB_TRUE if a depth stencil was created
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along with the swap chain by setting the EnableAutoDepthStencil member of the
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D3DPRESENT_PARAMETERS structure to TRUE, and D3DZB_FALSE otherwise.
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*/
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BD3DRS_ZENABLE,
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/*! BD3DRS_FILLMODE
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One or more members of the D3DFILLMODE enumerated type. The default value is D3DFILL_SOLID.
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*/
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BD3DRS_FILLMODE,
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/*! BD3DRS_SHADEMODE
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One or more members of the D3DSHADEMODE enumerated type. The default value is D3DSHADE_GOURAUD.
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*/
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BD3DRS_SHADEMODE,
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/*! BD3DRS_ZWRITEENABLE
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TRUE to enable the application to write to the depth buffer. The default value is TRUE.
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This member enables an application to prevent the system from updating the depth buffer with
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new depth values. If FALSE, depth comparisons are still made according to the render state
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D3DRS_ZFUNC, assuming that depth buffering is taking place, but depth values are not written
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to the buffer.
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*/
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BD3DRS_ZWRITEENABLE,
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/*! BD3DRS_ALPHATESTENABLE
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TRUE to enable per pixel alpha testing. If the test passes, the pixel is processed by the frame
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buffer. Otherwise, all frame-buffer processing is skipped for the pixel. The test is done by
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comparing the incoming alpha value with the reference alpha value, using the comparison function
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provided by the D3DRS_ALPHAFUNC render state. The reference alpha value is determined by the value
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set for D3DRS_ALPHAREF. For more information, see Alpha Testing State.
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The default value of this parameter is FALSE.
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*/
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BD3DRS_ALPHATESTENABLE,
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/*! BD3DRS_SRCBLEND
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One member of the BD3DBLEND enumerated type. The default value is BD3DBLEND_ONE.
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*/
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BD3DRS_SRCBLEND,
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/*! BD3DRS_DESTBLEND
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One member of the BD3DBLEND enumerated type. The default value is BD3DBLEND_ZERO.
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*/
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BD3DRS_DESTBLEND,
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/*! BD3DRS_CULLMODE
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Specifies how back-facing triangles are culled, if at all. This can be set to one
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member of the BD3DCULL enumerated type. The default value is BD3DCULL_CCW.
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*/
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BD3DRS_CULLMODE,
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/*! BD3DRS_ZFUNC
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One member of the BD3DCMPFUNC enumerated type. The default value is BD3DCMP_LESSEQUAL.
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This member enables an application to accept or reject a pixel, based on its distance from
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the camera. The depth value of the pixel is compared with the depth-buffer value. If the depth
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value of the pixel passes the comparison function, the pixel is written.
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The depth value is written to the depth buffer only if the render state is TRUE.
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Software rasterizers and many hardware accelerators work faster if the depth test fails,
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because there is no need to filter and modulate the texture if the pixel is not going to be
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rendered.
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*/
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BD3DRS_ZFUNC,
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/*! BD3DRS_ALPHAREF
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Value that specifies a reference alpha value against which pixels are tested when alpha testing
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is enabled. This is an 8-bit value placed in the low 8 bits of the DWORD render-state value.
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Values can range from 0x00000000 through 0x000000FF. The default value is 0.
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*/
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BD3DRS_ALPHAREF,
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/*! BD3DRS_ALPHAFUNC
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One member of the BD3DCMPFUNC enumerated type. The default value is BD3DCMP_ALWAYS.
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This member enables an application to accept or reject a pixel, based on its alpha value.
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*/
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BD3DRS_ALPHAFUNC,
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/*! BD3DRS_DITHERENABLE
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TRUE to enable dithering. The default value is FALSE.
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*/
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BD3DRS_DITHERENABLE,
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/*! BD3DRS_ALPHABLENDENABLE
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TRUE to enable alpha-blended transparency. The default value is FALSE.
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The type of alpha blending is determined by the BD3DRS_SRCBLEND and BD3DRS_DESTBLEND render states.
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*/
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BD3DRS_ALPHABLENDENABLE,
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/*! BD3DRS_FOGENABLE
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TRUE to enable fog blending. The default value is FALSE. For more information about using fog
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blending, see Fog.
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*/
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BD3DRS_FOGENABLE,
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/*! BD3DRS_SPECULARENABLE
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TRUE to enable specular highlights. The default value is FALSE.
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Specular highlights are calculated as though every vertex in the object being lit is at the
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object's origin. This gives the expected results as long as the object is modeled around the
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origin and the distance from the light to the object is relatively large. In other cases, the
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results as undefined.
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When this member is set to TRUE, the specular color is added to the base color after the
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texture cascade but before alpha blending.
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*/
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BD3DRS_SPECULARENABLE,
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/*! BD3DRS_FOGCOLOR
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Value whose type is D3DCOLOR. The default value is 0. For more information about fog color,
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see Fog Color.
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*/
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BD3DRS_FOGCOLOR,
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/*! BD3DRS_FOGTABLEMODE
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The fog formula to be used for pixel fog. Set to one of the members of the D3DFOGMODE
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enumerated type. The default value is D3DFOG_NONE. For more information about pixel fog,
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see Pixel Fog.
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*/
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BD3DRS_FOGTABLEMODE,
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/*! BD3DRS_FOGSTART
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Depth at which pixel or vertex fog effects begin for linear fog mode. The default value is 0.0f.
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Depth is specified in world space for vertex fog and either device space [0.0, 1.0] or world
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space for pixel fog. For pixel fog, these values are in device space when the system uses z for
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fog calculations and world-world space when the system is using eye-relative fog (w-fog). For
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more information, see Fog Parameters and Eye-Relative vs. Z-based Depth.
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Values for the this render state are floating-point values.
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Because the IDirect3DDevice9::SetRenderState method accepts DWORD values, your
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application must cast a variable that contains the value, as shown in the following code example.
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pDevice9->SetRenderState( BD3DRS_FOGSTART, *((DWORD*) (&fFogStart)));
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*/
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BD3DRS_FOGSTART,
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/*! BD3DRS_FOGEND
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Depth at which pixel or vertex fog effects end for linear fog mode. The default value is 1.0f.
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Depth is specified in world space for vertex fog and either device space [0.0, 1.0] or world space
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for pixel fog. For pixel fog, these values are in device space when the system uses z for fog
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calculations and in world space when the system is using eye-relative fog (w-fog). For more
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information, see Fog Parameters and Eye-Relative vs. Z-based Depth.
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Values for this render state are floating-point values.
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*/
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BD3DRS_FOGEND,
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/*! BD3DRS_FOGDENSITY
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Fog density for pixel or vertex fog used in the exponential fog modes (D3DFOG_EXP and D3DFOG_EXP2).
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Valid density values range from 0.0 through 1.0. The default value is 1.0. For more information,
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see Fog Parameters.
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Values for this render state are floating-point values.
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*/
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BD3DRS_FOGDENSITY,
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/*! BD3DRS_RANGEFOGENABLE
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TRUE to enable range-based vertex fog. The default value is FALSE, in which case the system
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uses depth-based fog. In range-based fog, the distance of an object from the viewer is used
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to compute fog effects, not the depth of the object (that is, the z-coordinate) in the scene.
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In range-based fog, all fog methods work as usual, except that they use range instead of depth
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in the computations.
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Range is the correct factor to use for fog computations, but depth is commonly used instead
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because range is time-consuming to compute and depth is generally already available. Using depth
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to calculate fog has the undesirable effect of having the fogginess of peripheral objects change
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as the viewer's eye moves - in this case, the depth changes and the range remains constant.
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Because no hardware currently supports per-pixel range-based fog, range correction is offered
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only for vertex fog.
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For more information, see Vertex Fog.
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*/
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BD3DRS_RANGEFOGENABLE = 48,
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/*! BD3DRS_STENCILENABLE
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TRUE to enable stenciling, or FALSE to disable stenciling. The default value is FALSE.
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For more information, see Stencil Buffer Techniques.
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*/
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BD3DRS_STENCILENABLE = 52,
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/*! BD3DRS_STENCILFAIL
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Stencil operation to perform if the stencil test fails. Values are from the D3DSTENCILOP
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enumerated type. The default value is D3DSTENCILOP_KEEP.
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*/
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BD3DRS_STENCILFAIL = 53,
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/*! BD3DRS_STENCILZFAIL
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Stencil operation to perform if the stencil test passes and the depth test (z-test) fails.
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Values are from the D3DSTENCILOP enumerated type. The default value is D3DSTENCILOP_KEEP.
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*/
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BD3DRS_STENCILZFAIL = 54,
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/*! BD3DRS_STENCILPASS
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Stencil operation to perform if both the stencil and the depth (z) tests pass. Values are
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from the D3DSTENCILOP enumerated type. The default value is D3DSTENCILOP_KEEP.
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*/
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BD3DRS_STENCILPASS = 55,
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/*! BD3DRS_STENCILFUNC
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Comparison function for the stencil test. Values are from the D3DCMPFUNC enumerated type.
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The default value is D3DCMP_ALWAYS.
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The comparison function is used to compare the reference value to a stencil buffer entry.
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This comparison applies only to the bits in the reference value and stencil buffer entry that
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are set in the stencil mask (set by the D3DRS_STENCILMASK render state). If TRUE, the stencil
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test passes.
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*/
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BD3DRS_STENCILFUNC = 56,
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/*! BD3DRS_STENCILREF
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An int reference value for the stencil test. The default value is 0.
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*/
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BD3DRS_STENCILREF = 57,
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/*! BD3DRS_STENCILMASK
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Mask applied to the reference value and each stencil buffer entry to determine the significant
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bits for the stencil test. The default mask is 0xFFFFFFFF.
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*/
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BD3DRS_STENCILMASK = 58,
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/*! BD3DRS_STENCILWRITEMASK
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Write mask applied to values written into the stencil buffer. The default mask is 0xFFFFFFFF.
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*/
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BD3DRS_STENCILWRITEMASK = 59,
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/*! BD3DRS_TEXTUREFACTOR
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Color used for multiple-texture blending with the D3DTA_TFACTOR texture-blending argument or the
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D3DTOP_BLENDFACTORALPHA texture-blending operation. The associated value is a D3DCOLOR variable.
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The default value is opaque white (0xFFFFFFFF).
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*/
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BD3DRS_TEXTUREFACTOR = 60,
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/*! BD3DRS_WRAP0
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Texture-wrapping behavior for multiple sets of texture coordinates. Valid values for this
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render state can be any combination of the D3DWRAPCOORD_0 (or D3DWRAP_U), D3DWRAPCOORD_1
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(or D3DWRAP_V), D3DWRAPCOORD_2 (or D3DWRAP_W), and D3DWRAPCOORD_3 flags. These cause the system
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to wrap in the direction of the first, second, third, and fourth dimensions, sometimes referred
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to as the s, t, r, and q directions, for a given texture. The default value for this render state
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is 0 (wrapping disabled in all directions).
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*/
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BD3DRS_WRAP0 = 128,
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BD3DRS_WRAP1 = 129,
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BD3DRS_WRAP2 = 130,
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BD3DRS_WRAP3 = 131,
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BD3DRS_WRAP4 = 132,
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BD3DRS_WRAP5 = 133,
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BD3DRS_WRAP6 = 134,
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BD3DRS_WRAP7 = 135,
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/*! BD3DRS_CLIPPING
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TRUE to enable primitive clipping by Direct3D, or FALSE to disable it. The default value is TRUE.
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*/
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BD3DRS_CLIPPING = 136,
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/*! BD3DRS_LIGHTING
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TRUE to enable Direct3D lighting, or FALSE to disable it. The default value is TRUE. Only
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vertices that include a vertex normal are properly lit; vertices that do not contain a normal
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employ a dot product of 0 in all lighting calculations.
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*/
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BD3DRS_LIGHTING = 137,
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/*! D3DRS_AMBIENT
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Ambient light color. This value is of type D3DCOLOR. The default value is 0.
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*/
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BD3DRS_AMBIENT = 139,
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/*! BD3DRS_FOGVERTEXMODE
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Fog formula to be used for vertex fog. Set to one member of the BD3DFOGMODE enumerated type.
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The default value is D3DFOG_NONE.
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*/
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BD3DRS_FOGVERTEXMODE = 140,
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/*! BD3DRS_COLORVERTEX
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TRUE to enable per-vertex color or FALSE to disable it. The default value is TRUE. Enabling
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per-vertex color allows the system to include the color defined for individual vertices in its
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lighting calculations.
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For more information, see the following render states:
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BD3DRS_DIFFUSEMATERIALSOURCE
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BD3DRS_SPECULARMATERIALSOURCE
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BD3DRS_AMBIENTMATERIALSOURCE
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BD3DRS_EMISSIVEMATERIALSOURCE
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*/
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BD3DRS_COLORVERTEX = 141,
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/*! BD3DRS_LOCALVIEWER
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TRUE to enable camera-relative specular highlights, or FALSE to use orthogonal specular
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highlights. The default value is TRUE. Applications that use orthogonal projection should
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specify false.
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*/
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BD3DRS_LOCALVIEWER = 142,
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/*! BD3DRS_NORMALIZENORMALS
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TRUE to enable automatic normalization of vertex normals, or FALSE to disable it. The default
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value is FALSE. Enabling this feature causes the system to normalize the vertex normals for
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vertices after transforming them to camera space, which can be computationally time-consuming.
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*/
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BD3DRS_NORMALIZENORMALS = 143,
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/*! BD3DRS_DIFFUSEMATERIALSOURCE
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Diffuse color source for lighting calculations. Valid values are members of the
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D3DMATERIALCOLORSOURCE enumerated type. The default value is D3DMCS_COLOR1. The value for this
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render state is used only if the D3DRS_COLORVERTEX render state is set to TRUE.
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*/
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BD3DRS_DIFFUSEMATERIALSOURCE = 145,
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/*! BD3DRS_SPECULARMATERIALSOURCE
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Specular color source for lighting calculations. Valid values are members of the
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D3DMATERIALCOLORSOURCE enumerated type. The default value is D3DMCS_COLOR2.
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*/
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BD3DRS_SPECULARMATERIALSOURCE = 146,
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/*! D3DRS_AMBIENTMATERIALSOURCE
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Ambient color source for lighting calculations. Valid values are members of the
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D3DMATERIALCOLORSOURCE enumerated type. The default value is D3DMCS_MATERIAL.
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*/
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BD3DRS_AMBIENTMATERIALSOURCE = 147,
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/*! D3DRS_EMISSIVEMATERIALSOURCE
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Emissive color source for lighting calculations. Valid values are members of the
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D3DMATERIALCOLORSOURCE enumerated type. The default value is D3DMCS_MATERIAL.
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*/
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BD3DRS_EMISSIVEMATERIALSOURCE = 148,
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/*! D3DRS_VERTEXBLEND
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Number of matrices to use to perform geometry blending, if any. Valid values are members
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of the D3DVERTEXBLENDFLAGS enumerated type. The default value is D3DVBF_DISABLE.
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*/
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BD3DRS_VERTEXBLEND = 151,
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/* D3DRS_CLIPPLANEENABLE
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Enables or disables user-defined clipping planes. Valid values are any DWORD in which the
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status of each bit (set or not set) toggles the activation state of a corresponding user-defined
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clipping plane. The least significant bit (bit 0) controls the first clipping plane at index 0,
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and subsequent bits control the activation of clipping planes at higher indexes. If a bit is set,
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the system applies the appropriate clipping plane during scene rendering. The default value is 0.
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The D3DCLIPPLANEn macros are defined to provide a convenient way to enable clipping planes.
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*/
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BD3DRS_CLIPPLANEENABLE = 152,
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BD3DRS_POINTSIZE = 154,
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BD3DRS_POINTSIZE_MIN = 155,
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BD3DRS_POINTSPRITEENABLE = 156,
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BD3DRS_POINTSCALEENABLE = 157,
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BD3DRS_POINTSCALE_A = 158,
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BD3DRS_POINTSCALE_B = 159,
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BD3DRS_POINTSCALE_C = 160,
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BD3DRS_MULTISAMPLEANTIALIAS = 161,
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BD3DRS_MULTISAMPLEMASK = 162,
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BD3DRS_PATCHEDGESTYLE = 163,
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BD3DRS_DEBUGMONITORTOKEN = 165,
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BD3DRS_POINTSIZE_MAX = 166,
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BD3DRS_INDEXEDVERTEXBLENDENABLE = 167,
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BD3DRS_COLORWRITEENABLE = 168,
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BD3DRS_TWEENFACTOR = 170,
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BD3DRS_BLENDOP = 171,
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BD3DRS_POSITIONDEGREE = 172,
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BD3DRS_NORMALDEGREE = 173,
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BD3DRS_SCISSORTESTENABLE = 174,
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BD3DRS_SLOPESCALEDEPTHBIAS = 175,
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BD3DRS_ANTIALIASEDLINEENABLE = 176,
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BD3DRS_MINTESSELLATIONLEVEL = 178,
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BD3DRS_MAXTESSELLATIONLEVEL = 179,
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BD3DRS_ADAPTIVETESS_X = 180,
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BD3DRS_ADAPTIVETESS_Y = 181,
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BD3DRS_ADAPTIVETESS_Z = 182,
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BD3DRS_ADAPTIVETESS_W = 183,
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BD3DRS_ENABLEADAPTIVETESSELLATION = 184,
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BD3DRS_TWOSIDEDSTENCILMODE = 185,
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BD3DRS_CCW_STENCILFAIL = 186,
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BD3DRS_CCW_STENCILZFAIL = 187,
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BD3DRS_CCW_STENCILPASS = 188,
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BD3DRS_CCW_STENCILFUNC = 189,
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BD3DRS_COLORWRITEENABLE1 = 190,
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BD3DRS_COLORWRITEENABLE2 = 191,
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BD3DRS_COLORWRITEENABLE3 = 192,
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BD3DRS_BLENDFACTOR = 193,
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BD3DRS_SRGBWRITEENABLE = 194,
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BD3DRS_DEPTHBIAS = 195,
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BD3DRS_WRAP8 = 198,
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BD3DRS_WRAP9 = 199,
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BD3DRS_WRAP10 = 200,
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BD3DRS_WRAP11 = 201,
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BD3DRS_WRAP12 = 202,
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BD3DRS_WRAP13 = 203,
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BD3DRS_WRAP14 = 204,
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BD3DRS_WRAP15 = 205,
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BD3DRS_SEPARATEALPHABLENDENABLE = 206,
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BD3DRS_SRCBLENDALPHA = 207,
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BD3DRS_DESTBLENDALPHA = 208,
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BD3DRS_BLENDOPALPHA = 209,
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BD3DRS_MAX_TYPE
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};
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/*! Defines constants that describe depth-buffer formats
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Members of this enumerated type are used with the D3DRS_ZENABLE render state.
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*/
|
|
enum BD3DZBUFFERTYPE
|
|
{
|
|
BD3DZB_FALSE = 0, // Disable depth buffering
|
|
BD3DZB_TRUE = 1, // Enable z-buffering
|
|
BD3DZB_USEW = 2 //Enable w-buffering.
|
|
};
|
|
|
|
//! Defines the supported compare functions.
|
|
enum BD3DCMPFUNC
|
|
{
|
|
BD3DCMP_NEVER = 1,// Always fail the test.
|
|
BD3DCMP_LESS, // Accept the new pixel if its value is less than the value of the current pixel.
|
|
BD3DCMP_EQUAL, // Accept the new pixel if its value equals the value of the current pixel.
|
|
BD3DCMP_LESSEQUAL, // Accept the new pixel if its value is less than or equal to the value of the current pixel.
|
|
BD3DCMP_GREATER, // Accept the new pixel if its value is greater than the value of the current pixel.
|
|
BD3DCMP_NOTEQUAL, // Accept the new pixel if its value does not equal the value of the current pixel.
|
|
BD3DCMP_GREATEREQUAL,// Accept the new pixel if its value is greater than or equal to the value of the current pixel.
|
|
BD3DCMP_ALWAYS // Always pass the test.
|
|
};
|
|
|
|
enum BD3DMATERIALCOLORSOURCE
|
|
{
|
|
BD3DMCS_MATERIAL = 0, // Use the color from the current material.
|
|
BD3DMCS_COLOR1 = 1, // Use the diffuse vertex color.
|
|
BD3DMCS_COLOR2 = 2 // Use the specular vertex color.
|
|
};
|
|
|
|
|
|
//! Defines constants that describe the supported shading modes.
|
|
enum BD3DSHADEMODE
|
|
{
|
|
/*! BD3DSHADE_FLAT
|
|
Flat shading mode. The color and specular component of the first vertex in the triangle
|
|
are used to determine the color and specular component of the face. These colors remain
|
|
constant across the triangle; that is, they are not interpolated. The specular alpha is
|
|
interpolated.
|
|
*/
|
|
BD3DSHADE_FLAT = 1,
|
|
|
|
/*! BD3DSHADE_GOURAUD
|
|
Gouraud shading mode. The color and specular components of the face are determined by a
|
|
linear interpolation between all three of the triangle's vertices.
|
|
*/
|
|
BD3DSHADE_GOURAUD = 2,
|
|
|
|
/*! BD3DSHADE_PHONG
|
|
Not supported.
|
|
*/
|
|
BD3DSHADE_PHONG = 3
|
|
};
|
|
|
|
/*! Defines constants describing the fill mode
|
|
The values in this enumerated type are used by the BD3DRS_FILLMODE render state
|
|
*/
|
|
enum BD3DFILLMODE
|
|
{
|
|
BD3DFILL_POINT = 1, // Fill points.
|
|
BD3DFILL_WIREFRAME = 2, // Fill wireframes.
|
|
BD3DFILL_SOLID = 3 // Fill solids.
|
|
};
|
|
|
|
|
|
|
|
/*! Defines the supported culling modes.
|
|
The values in this enumerated type are used by the B3DRS_CULLMODE render state.
|
|
The culling modes define how back faces are culled when rendering a geometry.
|
|
*/
|
|
enum BD3DCULL
|
|
{
|
|
BD3DCULL_NONE = 1, // Do not cull back faces.
|
|
BD3DCULL_CW = 2, // Cull back faces with clockwise vertices.
|
|
BD3DCULL_CCW = 3 // Cull back faces with counterclockwise vertices.
|
|
};
|
|
|
|
struct SShaderParam
|
|
{
|
|
u32 ColorUnits;
|
|
u32 TextureUnits;
|
|
|
|
u32 RenderState [ BD3DRS_MAX_TYPE ];
|
|
void SetRenderState ( BD3DRENDERSTATETYPE state, u32 value );
|
|
};
|
|
|
|
void SShaderParam::SetRenderState ( BD3DRENDERSTATETYPE state, u32 value )
|
|
{
|
|
RenderState [ state ] = value;
|
|
}
|
|
|
|
|
|
|
|
class CBurningShader_Raster_Reference : public IBurningShader
|
|
{
|
|
public:
|
|
|
|
//! constructor
|
|
CBurningShader_Raster_Reference(CBurningVideoDriver* driver);
|
|
|
|
//! draws an indexed triangle list
|
|
virtual void drawTriangle ( const s4DVertex *a,const s4DVertex *b,const s4DVertex *c ) IRR_OVERRIDE;
|
|
|
|
virtual void setMaterial ( const SBurningShaderMaterial &material ) IRR_OVERRIDE;
|
|
|
|
|
|
private:
|
|
void scanline ();
|
|
void scanline2 ();
|
|
|
|
sScanLineData line;
|
|
sPixelShaderData pShader;
|
|
|
|
void pShader_1 ();
|
|
void pShader_EMT_LIGHTMAP_M4 ();
|
|
|
|
SShaderParam ShaderParam;
|
|
|
|
REALINLINE u32 depthFunc ();
|
|
REALINLINE void depthWrite ();
|
|
|
|
|
|
};
|
|
|
|
//! constructor
|
|
CBurningShader_Raster_Reference::CBurningShader_Raster_Reference(CBurningVideoDriver* driver)
|
|
: IBurningShader(driver)
|
|
{
|
|
#ifdef _DEBUG
|
|
setDebugName("CBurningShader_Raster_Reference");
|
|
#endif
|
|
}
|
|
|
|
|
|
/*!
|
|
*/
|
|
void CBurningShader_Raster_Reference::pShader_EMT_LIGHTMAP_M4 ()
|
|
{
|
|
tFixPoint r0, g0, b0;
|
|
tFixPoint r1, g1, b1;
|
|
|
|
f32 inversew = fix_inverse32 ( line.w[0] );
|
|
|
|
getSample_texture ( r0, g0, b0, &IT[0], tofix ( line.t[0][0].x,inversew), tofix ( line.t[0][0].y,inversew) );
|
|
getSample_texture ( r1, g1, b1, &IT[1], tofix ( line.t[1][0].x,inversew), tofix ( line.t[1][0].y,inversew) );
|
|
|
|
|
|
pShader.dst[pShader.i] = fix_to_sample( clampfix_maxcolor ( imulFix_tex2 ( r0, r1 ) ),
|
|
clampfix_maxcolor ( imulFix_tex2 ( g0, g1 ) ),
|
|
clampfix_maxcolor ( imulFix_tex2 ( b0, b1 ) )
|
|
);
|
|
|
|
}
|
|
|
|
/*!
|
|
*/
|
|
void CBurningShader_Raster_Reference::pShader_1 ()
|
|
{
|
|
tFixPoint r0, g0, b0;
|
|
tFixPoint tx0, ty0;
|
|
|
|
const f32 inversew = fix_inverse32 ( line.w[0] );
|
|
|
|
tx0 = tofix ( line.t[0][0].x, inversew );
|
|
ty0 = tofix ( line.t[0][0].y, inversew );
|
|
|
|
getSample_texture ( r0, g0, b0, &IT[0], tx0, ty0 );
|
|
pShader.dst[pShader.i] = fix_to_sample( r0, g0, b0 );
|
|
|
|
}
|
|
|
|
|
|
/*!
|
|
*/
|
|
void CBurningShader_Raster_Reference::setMaterial ( const SBurningShaderMaterial &material )
|
|
{
|
|
const video::SMaterial &m = material.org;
|
|
|
|
u32 i;
|
|
u32 enable;
|
|
|
|
ShaderParam.ColorUnits = 0;
|
|
ShaderParam.TextureUnits = 0;
|
|
for ( i = 0; i != BURNING_MATERIAL_MAX_TEXTURES; ++i )
|
|
{
|
|
if ( m.getTexture( i ) )
|
|
ShaderParam.TextureUnits = i;
|
|
}
|
|
|
|
// shademode
|
|
ShaderParam.SetRenderState( BD3DRS_SHADEMODE,
|
|
m.GouraudShading ? BD3DSHADE_GOURAUD : BD3DSHADE_FLAT
|
|
);
|
|
|
|
// fillmode
|
|
ShaderParam.SetRenderState( BD3DRS_FILLMODE,
|
|
m.Wireframe ? BD3DFILL_WIREFRAME : m.PointCloud ? BD3DFILL_POINT : BD3DFILL_SOLID
|
|
);
|
|
|
|
// back face culling
|
|
ShaderParam.SetRenderState( BD3DRS_CULLMODE,
|
|
m.BackfaceCulling ? BD3DCULL_CCW : BD3DCULL_NONE
|
|
);
|
|
|
|
// lighting
|
|
ShaderParam.SetRenderState( BD3DRS_LIGHTING, m.Lighting );
|
|
|
|
// specular highlights
|
|
enable = F32_LOWER_EQUAL_0 ( m.Shininess );
|
|
ShaderParam.SetRenderState( BD3DRS_SPECULARENABLE, enable);
|
|
ShaderParam.SetRenderState( BD3DRS_NORMALIZENORMALS, enable);
|
|
ShaderParam.SetRenderState( BD3DRS_SPECULARMATERIALSOURCE, (m.ColorMaterial==ECM_SPECULAR)?BD3DMCS_COLOR1:BD3DMCS_MATERIAL);
|
|
|
|
// depth buffer enable and compare
|
|
ShaderParam.SetRenderState( BD3DRS_ZENABLE, (material.org.ZBuffer==video::ECFN_DISABLED) ? BD3DZB_FALSE : BD3DZB_USEW);
|
|
switch (material.org.ZBuffer)
|
|
{
|
|
case ECFN_NEVER:
|
|
ShaderParam.SetRenderState(BD3DRS_ZFUNC, BD3DCMP_NEVER);
|
|
break;
|
|
case ECFN_LESSEQUAL:
|
|
ShaderParam.SetRenderState(BD3DRS_ZFUNC, BD3DCMP_LESSEQUAL);
|
|
break;
|
|
case ECFN_EQUAL:
|
|
ShaderParam.SetRenderState(BD3DRS_ZFUNC, BD3DCMP_EQUAL);
|
|
break;
|
|
case ECFN_LESS:
|
|
ShaderParam.SetRenderState(BD3DRS_ZFUNC, BD3DCMP_LESSEQUAL);
|
|
break;
|
|
case ECFN_NOTEQUAL:
|
|
ShaderParam.SetRenderState(BD3DRS_ZFUNC, BD3DCMP_NOTEQUAL);
|
|
break;
|
|
case ECFN_GREATEREQUAL:
|
|
ShaderParam.SetRenderState(BD3DRS_ZFUNC, BD3DCMP_GREATEREQUAL);
|
|
break;
|
|
case ECFN_GREATER:
|
|
ShaderParam.SetRenderState(BD3DRS_ZFUNC, BD3DCMP_GREATER);
|
|
break;
|
|
case ECFN_ALWAYS:
|
|
ShaderParam.SetRenderState(BD3DRS_ZFUNC, BD3DCMP_ALWAYS);
|
|
break;
|
|
}
|
|
|
|
// depth buffer write
|
|
ShaderParam.SetRenderState( BD3DRS_ZWRITEENABLE, m.ZWriteEnable != video::EZW_OFF );
|
|
}
|
|
|
|
/*!
|
|
*/
|
|
REALINLINE u32 CBurningShader_Raster_Reference::depthFunc ()
|
|
{
|
|
if ( ShaderParam.RenderState [ BD3DRS_ZENABLE ] )
|
|
{
|
|
switch ( ShaderParam.RenderState [ BD3DRS_ZFUNC ] )
|
|
{
|
|
case BD3DCMP_LESSEQUAL:
|
|
return line.w[0] >= pShader.z[ pShader.i];
|
|
case BD3DCMP_EQUAL:
|
|
return line.w[0] == pShader.z[ pShader.i];
|
|
}
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
/*!
|
|
*/
|
|
REALINLINE void CBurningShader_Raster_Reference::depthWrite ()
|
|
{
|
|
if ( ShaderParam.RenderState [ BD3DRS_ZWRITEENABLE ] )
|
|
{
|
|
pShader.z[pShader.i] = line.w[0];
|
|
}
|
|
}
|
|
|
|
/*!
|
|
*/
|
|
REALINLINE void CBurningShader_Raster_Reference::scanline2()
|
|
{
|
|
// apply top-left fill-convention, left
|
|
pShader.xStart = fill_convention_left( line.x[0] );
|
|
pShader.xEnd = fill_convention_right( line.x[1] );
|
|
|
|
pShader.dx = pShader.xEnd - pShader.xStart;
|
|
if ( pShader.dx < 0 )
|
|
return;
|
|
|
|
// slopes
|
|
const f32 invDeltaX = fill_step_x( line.x[1] - line.x[0] );
|
|
const f32 subPixel = ( (f32) pShader.xStart ) - line.x[0];
|
|
|
|
// store slopes in endpoint, and correct first pixel
|
|
|
|
line.w[0] += (line.w[1] = (line.w[1] - line.w[0]) * invDeltaX) * subPixel;
|
|
|
|
u32 i;
|
|
|
|
#if BURNING_MATERIAL_MAX_COLORS > 0
|
|
for ( i = 0; i != ShaderParam.ColorUnits; ++i )
|
|
{
|
|
line.c[i][1] = (line.c[i][1] - line.c[i][0]) * invDeltaX;
|
|
line.c[i][0] += line.c[i][1] * subPixel;
|
|
}
|
|
#endif
|
|
|
|
for ( i = 0; i != ShaderParam.TextureUnits; ++i )
|
|
{
|
|
line.t[i][1] = (line.t[i][1] - line.t[i][0]) * invDeltaX;
|
|
line.t[i][0] += line.t[i][1] * subPixel;
|
|
}
|
|
|
|
SOFTWARE_DRIVER_2_CLIPCHECK_REF;
|
|
pShader.dst = (tVideoSample*) ( (u8*) RenderTarget->getData() + ( line.y * RenderTarget->getPitch() ) + ( pShader.xStart << SOFTWARE_DRIVER_2_RENDERTARGET_GRANULARITY) );
|
|
pShader.z = (fp24*) ( (u8*) DepthBuffer->lock() + ( line.y * DepthBuffer->getPitch() ) + ( pShader.xStart << SOFTWARE_DRIVER_2_RENDERTARGET_GRANULARITY) );
|
|
|
|
for ( pShader.i = 0; pShader.i <= pShader.dx; ++pShader.i )
|
|
{
|
|
if ( depthFunc() )
|
|
{
|
|
depthWrite ();
|
|
}
|
|
|
|
// advance next pixel
|
|
line.w[0] += line.w[1];
|
|
|
|
#if BURNING_MATERIAL_MAX_COLORS > 0
|
|
for ( i = 0; i != ShaderParam.ColorUnits; ++i )
|
|
{
|
|
line.c[i][0] += line.c[i][1];
|
|
}
|
|
#endif
|
|
for ( i = 0; i != ShaderParam.TextureUnits; ++i )
|
|
{
|
|
line.t[i][0] += line.t[i][1];
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*!
|
|
*/
|
|
REALINLINE void CBurningShader_Raster_Reference::scanline ()
|
|
{
|
|
u32 i;
|
|
|
|
// apply top-left fill-convention, left
|
|
pShader.xStart = fill_convention_left( line.x[0] );
|
|
pShader.xEnd = fill_convention_right( line.x[1] );
|
|
|
|
pShader.dx = pShader.xEnd - pShader.xStart;
|
|
if ( pShader.dx < 0 )
|
|
return;
|
|
|
|
// slopes
|
|
const f32 invDeltaX = fill_step_x( line.x[1] - line.x[0] );
|
|
|
|
// search z-buffer for first not occulled pixel
|
|
pShader.z = (fp24*) ( (u8*) DepthBuffer->lock() + ( line.y * DepthBuffer->getPitch() ) + ( pShader.xStart << SOFTWARE_DRIVER_2_RENDERTARGET_GRANULARITY) );
|
|
|
|
// subTexel
|
|
const f32 subPixel = ( (f32) pShader.xStart ) - line.x[0];
|
|
|
|
const f32 b = (line.w[1] - line.w[0]) * invDeltaX;
|
|
f32 a = line.w[0] + ( b * subPixel );
|
|
|
|
pShader.i = 0;
|
|
|
|
if ( ShaderParam.RenderState [ BD3DRS_ZENABLE ] )
|
|
{
|
|
u32 condition;
|
|
switch ( ShaderParam.RenderState [ BD3DRS_ZFUNC ] )
|
|
{
|
|
case BD3DCMP_LESSEQUAL:
|
|
condition = a < pShader.z[pShader.i];
|
|
break;
|
|
case BD3DCMP_EQUAL:
|
|
condition = a != pShader.z[pShader.i];
|
|
break;
|
|
default:
|
|
condition = 0;
|
|
break;
|
|
}
|
|
while ( a < pShader.z[pShader.i] )
|
|
{
|
|
a += b;
|
|
|
|
pShader.i += 1;
|
|
if ( pShader.i > pShader.dx )
|
|
return;
|
|
}
|
|
}
|
|
|
|
// lazy setup rest of scanline
|
|
|
|
line.w[0] = a;
|
|
line.w[1] = b;
|
|
|
|
pShader.dst = (tVideoSample*) ( (u8*) RenderTarget->getData() + ( line.y * RenderTarget->getPitch() ) + ( pShader.xStart << SOFTWARE_DRIVER_2_RENDERTARGET_GRANULARITY) );
|
|
|
|
a = (f32) pShader.i + subPixel;
|
|
|
|
#if BURNING_MATERIAL_MAX_COLORS > 0
|
|
for ( i = 0; i != ShaderParam.ColorUnits; ++i )
|
|
{
|
|
line.c[i][1] = (line.c[i][1] - line.c[i][0]) * invDeltaX;
|
|
line.c[i][0] += line.c[i][1] * a;
|
|
}
|
|
#endif
|
|
|
|
for ( i = 0; i != ShaderParam.TextureUnits; ++i )
|
|
{
|
|
line.t[i][1] = (line.t[i][1] - line.t[i][0]) * invDeltaX;
|
|
line.t[i][0] += line.t[i][1] * a;
|
|
}
|
|
|
|
for ( ; pShader.i <= pShader.dx; ++pShader.i )
|
|
{
|
|
if ( line.w[0] >= pShader.z[pShader.i] )
|
|
{
|
|
pShader.z[pShader.i] = line.w[0];
|
|
|
|
pShader_EMT_LIGHTMAP_M4 ();
|
|
}
|
|
|
|
line.w[0] += line.w[1];
|
|
|
|
#if BURNING_MATERIAL_MAX_COLORS > 0
|
|
for ( i = 0; i != ShaderParam.ColorUnits; ++i )
|
|
{
|
|
line.c[i][0] += line.c[i][1];
|
|
}
|
|
#endif
|
|
for ( i = 0; i != ShaderParam.TextureUnits; ++i )
|
|
{
|
|
line.t[i][0] += line.t[i][1];
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
void CBurningShader_Raster_Reference::drawTriangle(const s4DVertex* burning_restrict a, const s4DVertex* burning_restrict b, const s4DVertex* burning_restrict c)
|
|
{
|
|
sScanConvertData scan;
|
|
u32 i;
|
|
|
|
// sort on height, y
|
|
if ( F32_A_GREATER_B ( a->Pos.y , b->Pos.y ) ) swapVertexPointer(&a, &b);
|
|
if ( F32_A_GREATER_B ( b->Pos.y , c->Pos.y ) ) swapVertexPointer(&b, &c);
|
|
if ( F32_A_GREATER_B ( a->Pos.y , b->Pos.y ) ) swapVertexPointer(&a, &b);
|
|
|
|
|
|
// calculate delta y of the edges
|
|
scan.invDeltaY[0] = fill_step_y( c->Pos.y - a->Pos.y );
|
|
scan.invDeltaY[1] = fill_step_y( b->Pos.y - a->Pos.y );
|
|
scan.invDeltaY[2] = fill_step_y( c->Pos.y - b->Pos.y );
|
|
|
|
if ( F32_LOWER_EQUAL_0 ( scan.invDeltaY[0] ) )
|
|
return;
|
|
|
|
|
|
// find if the major edge is left or right aligned
|
|
f32 temp[4];
|
|
|
|
temp[0] = a->Pos.x - c->Pos.x;
|
|
temp[1] = a->Pos.y - c->Pos.y;
|
|
temp[2] = b->Pos.x - a->Pos.x;
|
|
temp[3] = b->Pos.y - a->Pos.y;
|
|
|
|
scan.left = ( temp[0] * temp[3] - temp[1] * temp[2] ) > (f32) 0.0 ? 0 : 1;
|
|
scan.right = 1 - scan.left;
|
|
|
|
// calculate slopes for the major edge
|
|
scan.slopeX[0] = (c->Pos.x - a->Pos.x) * scan.invDeltaY[0];
|
|
scan.x[0] = a->Pos.x;
|
|
|
|
scan.slopeW[0] = (c->Pos.w - a->Pos.w) * scan.invDeltaY[0];
|
|
scan.w[0] = a->Pos.w;
|
|
|
|
#if BURNING_MATERIAL_MAX_COLORS > 0
|
|
for ( i = 0; i != ShaderParam.ColorUnits; ++i )
|
|
{
|
|
scan.c[i][0] = a->Color[i];
|
|
scan.slopeC[i][0] = (c->Color[i] - a->Color[i]) * scan.invDeltaY[0];
|
|
}
|
|
#endif
|
|
|
|
for ( i = 0; i != ShaderParam.TextureUnits; ++i )
|
|
{
|
|
scan.t[i][0] = a->Tex[i];
|
|
scan.slopeT[i][0] = (c->Tex[i] - a->Tex[i]) * scan.invDeltaY[0];
|
|
}
|
|
|
|
// top left fill convention y run
|
|
s32 yStart;
|
|
s32 yEnd;
|
|
|
|
f32 subPixel;
|
|
|
|
// rasterize upper sub-triangle
|
|
if ( F32_GREATER_0 ( scan.invDeltaY[1] ) )
|
|
{
|
|
// calculate slopes for top edge
|
|
scan.slopeX[1] = (b->Pos.x - a->Pos.x) * scan.invDeltaY[1];
|
|
scan.x[1] = a->Pos.x;
|
|
|
|
scan.slopeW[1] = (b->Pos.w - a->Pos.w) * scan.invDeltaY[1];
|
|
scan.w[1] = a->Pos.w;
|
|
|
|
#if BURNING_MATERIAL_MAX_COLORS > 0
|
|
for ( i = 0; i != ShaderParam.ColorUnits; ++i )
|
|
{
|
|
scan.c[i][1] = a->Color[i];
|
|
scan.slopeC[i][1] = (b->Color[i] - a->Color[i]) * scan.invDeltaY[1];
|
|
}
|
|
#endif
|
|
for ( i = 0; i != ShaderParam.TextureUnits; ++i )
|
|
{
|
|
scan.t[i][1] = a->Tex[i];
|
|
scan.slopeT[i][1] = (b->Tex[i] - a->Tex[i]) * scan.invDeltaY[1];
|
|
}
|
|
|
|
// apply top-left fill convention, top part
|
|
yStart = fill_convention_left( a->Pos.y );
|
|
yEnd = fill_convention_right( b->Pos.y );
|
|
|
|
subPixel = ( (f32) yStart ) - a->Pos.y;
|
|
|
|
// correct to pixel center
|
|
scan.x[0] += scan.slopeX[0] * subPixel;
|
|
scan.x[1] += scan.slopeX[1] * subPixel;
|
|
|
|
scan.w[0] += scan.slopeW[0] * subPixel;
|
|
scan.w[1] += scan.slopeW[1] * subPixel;
|
|
|
|
#if BURNING_MATERIAL_MAX_COLORS > 0
|
|
for ( i = 0; i != ShaderParam.ColorUnits; ++i )
|
|
{
|
|
scan.c[i][0] += scan.slopeC[i][0] * subPixel;
|
|
scan.c[i][1] += scan.slopeC[i][1] * subPixel;
|
|
}
|
|
#endif
|
|
for ( i = 0; i != ShaderParam.TextureUnits; ++i )
|
|
{
|
|
scan.t[i][0] += scan.slopeT[i][0] * subPixel;
|
|
scan.t[i][1] += scan.slopeT[i][1] * subPixel;
|
|
}
|
|
|
|
// rasterize the edge scanlines
|
|
for( line.y = yStart; line.y <= yEnd; line.y += SOFTWARE_DRIVER_2_STEP_Y)
|
|
{
|
|
line.x[scan.left] = scan.x[0];
|
|
line.w[scan.left] = scan.w[0];
|
|
|
|
line.x[scan.right] = scan.x[1];
|
|
line.w[scan.right] = scan.w[1];
|
|
|
|
#if BURNING_MATERIAL_MAX_COLORS > 0
|
|
for ( i = 0; i != ShaderParam.ColorUnits; ++i )
|
|
{
|
|
line.c[i][scan.left] = scan.c[i][0];
|
|
line.c[i][scan.right] = scan.c[i][1];
|
|
}
|
|
#endif
|
|
for ( i = 0; i != ShaderParam.TextureUnits; ++i )
|
|
{
|
|
line.t[i][scan.left] = scan.t[i][0];
|
|
line.t[i][scan.right] = scan.t[i][1];
|
|
}
|
|
|
|
// render a scanline
|
|
scanline ();
|
|
|
|
scan.x[0] += scan.slopeX[0];
|
|
scan.x[1] += scan.slopeX[1];
|
|
|
|
scan.w[0] += scan.slopeW[0];
|
|
scan.w[1] += scan.slopeW[1];
|
|
|
|
#if BURNING_MATERIAL_MAX_COLORS > 0
|
|
for ( i = 0; i != ShaderParam.ColorUnits; ++i )
|
|
{
|
|
scan.c[i][0] += scan.slopeC[i][0];
|
|
scan.c[i][1] += scan.slopeC[i][1];
|
|
}
|
|
#endif
|
|
for ( i = 0; i != ShaderParam.TextureUnits; ++i )
|
|
{
|
|
scan.t[i][0] += scan.slopeT[i][0];
|
|
scan.t[i][1] += scan.slopeT[i][1];
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
// rasterize lower sub-triangle
|
|
if ( F32_GREATER_0 ( scan.invDeltaY[2] ) )
|
|
{
|
|
// advance to middle point
|
|
if ( F32_GREATER_0 ( scan.invDeltaY[1] ) )
|
|
{
|
|
temp[0] = b->Pos.y - a->Pos.y; // dy
|
|
|
|
scan.x[0] = a->Pos.x + scan.slopeX[0] * temp[0];
|
|
scan.w[0] = a->Pos.w + scan.slopeW[0] * temp[0];
|
|
|
|
#if BURNING_MATERIAL_MAX_COLORS > 0
|
|
for ( i = 0; i != ShaderParam.ColorUnits; ++i )
|
|
{
|
|
scan.c[i][0] = a->Color[i] + scan.slopeC[i][0] * temp[0];
|
|
}
|
|
#endif
|
|
for ( i = 0; i != ShaderParam.TextureUnits; ++i )
|
|
{
|
|
scan.t[i][0] = a->Tex[i] + scan.slopeT[i][0] * temp[0];
|
|
}
|
|
}
|
|
|
|
// calculate slopes for bottom edge
|
|
scan.slopeX[1] = (c->Pos.x - b->Pos.x) * scan.invDeltaY[2];
|
|
scan.x[1] = b->Pos.x;
|
|
|
|
scan.slopeW[1] = (c->Pos.w - b->Pos.w) * scan.invDeltaY[2];
|
|
scan.w[1] = b->Pos.w;
|
|
|
|
#if BURNING_MATERIAL_MAX_COLORS > 0
|
|
for ( i = 0; i != ShaderParam.ColorUnits; ++i )
|
|
{
|
|
scan.c[i][1] = b->Color[i];
|
|
scan.slopeC[i][1] = (c->Color[i] - b->Color[i]) * scan.invDeltaY[2];
|
|
}
|
|
#endif
|
|
for ( i = 0; i != ShaderParam.TextureUnits; ++i )
|
|
{
|
|
scan.t[i][1] = b->Tex[i];
|
|
scan.slopeT[i][1] = (c->Tex[i] - b->Tex[i]) * scan.invDeltaY[2];
|
|
}
|
|
|
|
// apply top-left fill convention, top part
|
|
yStart = fill_convention_left( b->Pos.y );
|
|
yEnd = fill_convention_right( c->Pos.y );
|
|
|
|
|
|
subPixel = ( (f32) yStart ) - b->Pos.y;
|
|
|
|
// correct to pixel center
|
|
scan.x[0] += scan.slopeX[0] * subPixel;
|
|
scan.x[1] += scan.slopeX[1] * subPixel;
|
|
|
|
scan.w[0] += scan.slopeW[0] * subPixel;
|
|
scan.w[1] += scan.slopeW[1] * subPixel;
|
|
|
|
#if BURNING_MATERIAL_MAX_COLORS > 0
|
|
for ( i = 0; i != ShaderParam.ColorUnits; ++i )
|
|
{
|
|
scan.c[i][0] += scan.slopeC[i][0] * subPixel;
|
|
scan.c[i][1] += scan.slopeC[i][1] * subPixel;
|
|
}
|
|
#endif
|
|
for ( i = 0; i != ShaderParam.TextureUnits; ++i )
|
|
{
|
|
scan.t[i][0] += scan.slopeT[i][0] * subPixel;
|
|
scan.t[i][1] += scan.slopeT[i][1] * subPixel;
|
|
}
|
|
|
|
// rasterize the edge scanlines
|
|
for( line.y = yStart; line.y <= yEnd; line.y += SOFTWARE_DRIVER_2_STEP_Y)
|
|
{
|
|
line.x[scan.left] = scan.x[0];
|
|
line.w[scan.left] = scan.w[0];
|
|
|
|
line.x[scan.right] = scan.x[1];
|
|
line.w[scan.right] = scan.w[1];
|
|
|
|
#if BURNING_MATERIAL_MAX_COLORS > 0
|
|
for ( i = 0; i != ShaderParam.ColorUnits; ++i )
|
|
{
|
|
line.c[i][scan.left] = scan.c[i][0];
|
|
line.c[i][scan.right] = scan.c[i][1];
|
|
}
|
|
#endif
|
|
for ( i = 0; i != ShaderParam.TextureUnits; ++i )
|
|
{
|
|
line.t[i][scan.left] = scan.t[i][0];
|
|
line.t[i][scan.right] = scan.t[i][1];
|
|
}
|
|
|
|
// render a scanline
|
|
scanline ();
|
|
|
|
scan.x[0] += scan.slopeX[0];
|
|
scan.x[1] += scan.slopeX[1];
|
|
|
|
scan.w[0] += scan.slopeW[0];
|
|
scan.w[1] += scan.slopeW[1];
|
|
|
|
#if BURNING_MATERIAL_MAX_COLORS > 0
|
|
for ( i = 0; i != ShaderParam.ColorUnits; ++i )
|
|
{
|
|
scan.c[i][0] += scan.slopeC[i][0];
|
|
scan.c[i][1] += scan.slopeC[i][1];
|
|
}
|
|
#endif
|
|
for ( i = 0; i != ShaderParam.TextureUnits; ++i )
|
|
{
|
|
scan.t[i][0] += scan.slopeT[i][0];
|
|
scan.t[i][1] += scan.slopeT[i][1];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
} // end namespace video
|
|
} // end namespace irr
|
|
|
|
|
|
namespace irr
|
|
{
|
|
namespace video
|
|
{
|
|
|
|
|
|
|
|
//! creates a flat triangle renderer
|
|
IBurningShader* createTriangleRendererReference(CBurningVideoDriver* driver)
|
|
{
|
|
return new CBurningShader_Raster_Reference(driver);
|
|
}
|
|
|
|
|
|
} // end namespace video
|
|
} // end namespace irr
|
|
|
|
#endif // _IRR_COMPILE_WITH_BURNINGSVIDEO_
|
|
|
|
|