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842 lines
38 KiB
842 lines
38 KiB
/*==LICENSE==* |
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CyanWorlds.com Engine - MMOG client, server and tools |
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Copyright (C) 2011 Cyan Worlds, Inc. |
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program. If not, see <http://www.gnu.org/licenses/>. |
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Additional permissions under GNU GPL version 3 section 7 |
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If you modify this Program, or any covered work, by linking or |
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, |
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent |
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK |
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(or a modified version of those libraries), |
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, |
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG |
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the |
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licensors of this Program grant you additional |
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permission to convey the resulting work. Corresponding Source for a |
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non-source form of such a combination shall include the source code for |
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered |
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work. |
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You can contact Cyan Worlds, Inc. by email legal@cyan.com |
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or by snail mail at: |
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Cyan Worlds, Inc. |
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14617 N Newport Hwy |
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Mead, WA 99021 |
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*==LICENSE==*/ |
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#ifndef _plDX9Pipeline_h |
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#define _plDX9Pipeline_h |
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#include "plPipeline.h" |
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#include "plDXSettings.h" |
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#include "plSurface/plLayerInterface.h" |
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#include "hsMatrix44.h" |
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#include "plFogEnvironment.h" |
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#include "hsG3DDeviceSelector.h" |
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#include "hsGeometry3.h" |
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#include "hsTemplates.h" |
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#include "hsColorRGBA.h" |
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#include "hsGDeviceRef.h" |
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#include "hsPoint2.h" |
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class plAccessSpan; |
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class plAuxSpan; |
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class plVertexSpan; |
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#include "plPlates.h" // Used to define plDXPlateManager |
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//// Defines and Konstants and Other Nifty Stuff ////////////////////////////// |
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class plDXLightRef; |
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class plDXVertexBufferRef; |
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class plDXIndexBufferRef; |
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class plDXTextureRef; |
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class plDXCubeTextureRef; |
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class plDXVertexShader; |
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class plDXPixelShader; |
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class plShader; |
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class plVisMgr; |
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//#define HS_D3D_USE_SPECULAR |
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class hsGMaterial; |
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class plMipmap; |
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class plLightInfo; |
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class plCullTree; |
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class plShadowSlave; |
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class plShadowCaster; |
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struct D3DXMATRIX; |
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#ifdef HS_DEBUGGING |
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#define HS_CHECK_RELEASE |
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#endif |
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#ifndef PLASMA_EXTERNAL_RELEASE |
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#define PROFILE_POOL_MEM(pool, size, add, id) plDXPipeline::ProfilePoolMem(pool, size, add, id); |
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#else |
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#define PROFILE_POOL_MEM(pool, size, add, id) |
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#endif // PLASMA_EXTERNAL_RELEASE |
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extern void D3DSURF_MEMNEW(IDirect3DSurface9* surf); |
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extern void D3DSURF_MEMNEW(IDirect3DTexture9* tex); |
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extern void D3DSURF_MEMNEW(IDirect3DCubeTexture9* cTex); |
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extern void D3DSURF_MEMDEL(IDirect3DSurface9* surf); |
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extern void D3DSURF_MEMDEL(IDirect3DTexture9* tex); |
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extern void D3DSURF_MEMDEL(IDirect3DCubeTexture9* cTex); |
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extern void plReleaseObject(IUnknown* x); |
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#define ReleaseObject(x) if(x){ plReleaseObject(x); x=NULL; } |
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typedef LPDIRECT3D9 (WINAPI * Direct3DCreateProc)( UINT sdkVersion ); |
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//// Helper Classes /////////////////////////////////////////////////////////// |
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//// The RenderPrimFunc lets you have one function which does a lot of stuff |
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// around the actual call to render whatever type of primitives you have, instead |
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// of duplicating everything because the one line to render is different. |
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class plRenderPrimFunc |
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{ |
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public: |
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virtual bool RenderPrims() const = 0; // return true on error |
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}; |
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//// DX-specific Plate Manager implementation |
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class plDXPlateManager : public plPlateManager |
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{ |
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friend class plDXPipeline; |
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public: |
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virtual ~plDXPlateManager(); |
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protected: |
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const long PLD3D_PLATEFVF; |
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struct plPlateVertex |
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{ |
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hsPoint3 fPoint; |
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uint32_t fColor; |
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hsPoint3 fUV; |
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}; |
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IDirect3DDevice9 *fD3DDevice; |
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IDirect3DVertexBuffer9 *fVertBuffer; |
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plDXPlateManager( plDXPipeline *pipe, IDirect3DDevice9 *device ); |
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void ICreateGeometry(plDXPipeline* pipe); |
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void IReleaseGeometry(); |
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virtual void IDrawToDevice( plPipeline *pipe ); |
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}; |
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//// Class Definition ///////////////////////////////////////////////////////// |
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class plDebugTextManager; |
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struct D3DEnum_DriverInfo; |
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struct D3DEnum_DeviceInfo; |
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struct D3DEnum_ModeInfo; |
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class plGeometrySpan; |
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class plDrawableSpans; |
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class plSpan; |
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class plIcicle; |
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class hsG3DDeviceModeRecord; |
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class plDXDeviceRef; |
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class plParticleSpan; |
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class plCubicEnvironmap; |
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class plDXRenderTargetRef; |
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class plStatusLogDrawer; |
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class plBinkPlayer; |
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class plDXPipeline : public plPipeline |
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{ |
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protected: |
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enum { |
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kCapsNone = 0x0, |
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kCapsCompressTextures = 0x1, |
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kCapsMipmap = 0x2, |
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kCapsHWTransform = 0x4, |
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kCapsHWLighting = 0x8, |
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kCapsZBias = 0x10, |
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kCapsLinearFog = 0x20, |
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kCapsExpFog = 0x40, |
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kCapsExp2Fog = 0x80, |
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kCapsRangeFog = 0x100, |
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kCapsWBuffer = 0x200, |
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kCapsTexBoundToStage = 0x400, |
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kCapsDither = 0x800, |
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kCapsLODWatch = 0x1000, |
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kCapsFSAntiAlias = 0x2000, |
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kCapsLuminanceTextures = 0x4000, |
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kCapsDoesSmallTextures = 0x8000, |
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kCapsDoesWFog = 0x10000, |
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kCapsPixelFog = 0x20000, |
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kCapsHasBadYonStuff = 0x40000, |
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kCapsNoKindaSmallTexs = 0x80000, |
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kCapsCubicTextures = 0x200000, |
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kCapsCubicMipmap = 0x400000 |
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}; |
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enum { |
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kKNone = 0x0, |
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kKTNT = 0x1 |
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}; |
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plDebugTextManager* fDebugTextMgr; |
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plDXPlateManager* fPlateMgr; |
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// The main D3D interfaces |
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LPDIRECT3D9 fD3DObject; // The main D3D object |
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LPDIRECT3DDEVICE9 fD3DDevice; // The D3D rendering device |
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IDirect3DSurface9* fD3DMainSurface; |
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IDirect3DSurface9* fD3DDepthSurface; |
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IDirect3DSurface9* fD3DBackBuff; |
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IDirect3DSurface9* fSharedDepthSurface[2]; |
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D3DFORMAT fSharedDepthFormat[2]; |
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// Dynamic buffers |
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uint32_t fVtxRefTime; |
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uint32_t fNextDynVtx; |
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uint32_t fDynVtxSize; |
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IDirect3DVertexBuffer9* fDynVtxBuff; |
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bool fManagedAlloced; |
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bool fAllocUnManaged; |
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// States |
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plDXGeneralSettings fSettings; |
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plDXTweakSettings fTweaks; |
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plDXStencilSettings fStencil; |
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bool fDeviceLost; |
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bool fDevWasLost; |
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hsTArray<const plCullPoly*> fCullPolys; |
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hsTArray<const plCullPoly*> fCullHoles; |
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plDrawableSpans* fCullProxy; |
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plDXVertexBufferRef* fVtxBuffRefList; |
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plDXIndexBufferRef* fIdxBuffRefList; |
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plDXTextureRef* fTextureRefList; |
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plTextFont* fTextFontRefList; |
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plDXRenderTargetRef* fRenderTargetRefList; |
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plDXVertexShader* fVShaderRefList; |
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plDXPixelShader* fPShaderRefList; |
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hsGMaterial* fCurrMaterial; |
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plLayerInterface* fCurrLay; |
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uint32_t fCurrLayerIdx, fCurrNumLayers, fCurrRenderLayer; |
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uint32_t fCurrLightingMethod; // Based on plSpan flags |
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D3DCULL fCurrCullMode; |
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hsGMatState fMatOverOn; |
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hsGMatState fMatOverOff; |
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hsTArray<hsGMaterial*> fOverrideMat; |
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hsGMaterial* fHoldMat; |
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bool fCurrD3DLiteState; |
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hsMatrix44 fBumpDuMatrix; |
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hsMatrix44 fBumpDvMatrix; |
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hsMatrix44 fBumpDwMatrix; |
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hsTArray<plLayerInterface*> fOverLayerStack; |
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plLayerInterface* fOverBaseLayer; |
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plLayerInterface* fOverAllLayer; |
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hsTArray<plLayerInterface*> fPiggyBackStack; |
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int32_t fMatPiggyBacks; |
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int32_t fActivePiggyBacks; |
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UINT fCurrentAdapter; |
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D3DEnum_DriverInfo* fCurrentDriver; |
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D3DEnum_DeviceInfo* fCurrentDevice; |
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D3DEnum_ModeInfo* fCurrentMode; |
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hsGDeviceRef* fLayerRef[ 8 ]; |
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hsGMatState fLayerState[ 8 ]; // base stage (0) state is held in base class |
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hsGMatState fOldLayerState[ 8 ]; |
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bool fLayerTransform[ 8 ]; |
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float fLayerLODBias[ 8 ]; |
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uint32_t fLayerUVWSrcs[ 8 ]; |
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uint32_t fLayerXformFlags[ 8 ]; |
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uint32_t fLastEndingStage; |
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bool fTexturing; |
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bool fForceMatHandle; |
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uint32_t fInSceneDepth; |
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uint32_t fTextUseTime; // inc'd every frame - stat gather only |
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static uint32_t fTexManaged; |
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static uint32_t fTexUsed; |
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static uint32_t fVtxManaged; |
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static uint32_t fVtxUsed; |
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uint32_t fEvictTime; |
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uint32_t fManagedSeen; |
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uint32_t fManagedCutoff; |
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double fTime; // World time. |
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uint32_t fFrame; // inc'd every time the camera moves. |
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uint32_t fRenderCnt; // inc'd every begin scene. |
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// View stuff |
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plDXViewSettings fView; |
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hsBitVector fDebugFlags; |
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uint32_t fDebugSpanGraphY; |
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// Fog |
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plDXFogSettings fCurrFog; |
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// Light |
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plDXLightSettings fLights; |
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// Shadows |
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hsTArray<plShadowSlave*> fShadows; |
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hsTArray<plRenderTarget*> fRenderTargetPool512; |
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hsTArray<plRenderTarget*> fRenderTargetPool256; |
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hsTArray<plRenderTarget*> fRenderTargetPool128; |
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hsTArray<plRenderTarget*> fRenderTargetPool64; |
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hsTArray<plRenderTarget*> fRenderTargetPool32; |
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enum { kMaxRenderTargetNext = 10 }; |
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uint32_t fRenderTargetNext[kMaxRenderTargetNext]; |
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plDXTextureRef* fULutTextureRef; |
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plRenderTarget* fBlurScratchRTs[kMaxRenderTargetNext]; |
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plRenderTarget* fBlurDestRTs[kMaxRenderTargetNext]; |
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IDirect3DVertexBuffer9* fBlurVBuffers[kMaxRenderTargetNext]; |
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uint32_t fBlurVSHandle; |
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hsTArray<plClothingOutfit*> fClothingOutfits; |
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hsTArray<plClothingOutfit*> fPrevClothingOutfits; |
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// Debug stuff |
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plDrawableSpans *fBoundsSpans; |
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hsGMaterial *fBoundsMat; |
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hsTArray<uint32_t> fBSpansToDelete; |
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plStatusLogDrawer *fLogDrawer; |
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bool fVSync; |
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bool fForceDeviceReset; |
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void IBeginAllocUnManaged(); |
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void IEndAllocUnManaged(); |
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void ICheckTextureUsage(); |
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void ICheckVtxUsage(); |
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inline void ICheckVBUsage(plDXVertexBufferRef* vRef); |
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bool IRefreshDynVertices(plGBufferGroup* group, plDXVertexBufferRef* vRef); |
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bool ICheckAuxBuffers(const plAuxSpan* span); |
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bool ICheckDynBuffers(plDrawableSpans* drawable, plGBufferGroup* group, const plSpan* span); |
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void ICheckStaticVertexBuffer(plDXVertexBufferRef* vRef, plGBufferGroup* owner, uint32_t idx); |
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void ICheckIndexBuffer(plDXIndexBufferRef* iRef); |
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void IFillStaticVertexBufferRef(plDXVertexBufferRef *ref, plGBufferGroup *group, uint32_t idx); |
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void IFillIndexBufferRef(plDXIndexBufferRef* iRef, plGBufferGroup* owner, uint32_t idx); |
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void ISetupVertexBufferRef(plGBufferGroup* owner, uint32_t idx, plDXVertexBufferRef* vRef); |
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void ISetupIndexBufferRef(plGBufferGroup* owner, uint32_t idx, plDXIndexBufferRef* iRef); |
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void ICreateDynamicBuffers(); |
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void IReleaseDynamicBuffers(); |
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void IAddBoundsSpan( plDrawableSpans *ice, const hsBounds3Ext *bounds, uint32_t bndColor = 0xffff0000 ); |
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void IAddNormalsSpan( plDrawableSpans *ice, plIcicle *span, plDXVertexBufferRef *vRef, uint32_t bndColor ); |
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// Rendering |
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bool IFlipSurface(); |
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long IGetBufferD3DFormat(uint8_t format) const; |
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uint32_t IGetBufferFormatSize(uint8_t format) const; |
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void IGetVisibleSpans( plDrawableSpans* drawable, hsTArray<int16_t>& visList, plVisMgr* visMgr ); |
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void IRenderSpans( plDrawableSpans *ice, const hsTArray<int16_t>& visList ); |
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bool ILoopOverLayers(const plRenderPrimFunc& render, hsGMaterial* material, const plSpan& span); |
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void IRenderBufferSpan( const plIcicle& span, |
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hsGDeviceRef *vb, hsGDeviceRef *ib, |
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hsGMaterial *material, |
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uint32_t vStart, uint32_t vLength, uint32_t iStart, uint32_t iLength ); |
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void IRenderAuxSpan(const plSpan& span, const plAuxSpan* aux); |
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void IRenderAuxSpans(const plSpan& span); |
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// Fog |
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void IGetVSFogSet(float* const set) const; |
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void ISetFogParameters(const plSpan* span, const plLayerInterface* baseLay); |
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// Lighting |
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hsGDeviceRef *IMakeLightRef( plLightInfo *owner ); |
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void IScaleD3DLight( plDXLightRef *ref, float scale); |
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void ICalcLighting( const plLayerInterface *currLayer, const plSpan *currSpan ); |
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void IDisableSpanLights(); |
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void IRestoreSpanLights(); |
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void ISelectLights( plSpan *span, int numLights, bool proj ); |
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void IEnableLights( plSpan *span ); |
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void IMakeLightLists(plVisMgr* visMgr); |
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void ICheckLighting(plDrawableSpans* drawable, hsTArray<int16_t>& visList, plVisMgr* visMgr); |
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inline void inlEnsureLightingOff(); |
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inline void inlEnsureLightingOn(); |
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void IRenderProjection(const plRenderPrimFunc& render, plLightInfo* li); |
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void IRenderProjections(const plRenderPrimFunc& render); |
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void IRenderProjectionEach(const plRenderPrimFunc& render, hsGMaterial* material, int iPass, const plSpan& span); |
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void IRenderOverWire(const plRenderPrimFunc& render, hsGMaterial* material, const plSpan& span); |
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bool ISkipBumpMap(hsGMaterial* newMat, uint32_t& layer, const plSpan* currSpan) const; |
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void ISetBumpMatrices(const plLayerInterface* layer, const plSpan* span); |
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const hsMatrix44& IGetBumpMatrix(uint32_t miscFlags) const; |
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// Materials |
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const hsGMatState& ICompositeLayerState(int which, plLayerInterface* layer); |
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int32_t IHandleMaterial(hsGMaterial* newMat, uint32_t which, const plSpan* currSpan); |
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void IHandleFirstTextureStage( plLayerInterface* layer ); |
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void IHandleShadeMode(); |
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void IHandleZMode(); |
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void IHandleMiscMode(); |
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void IHandleTextureStage(uint32_t stage, plLayerInterface* layer); |
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void IHandleFirstStageBlend(); |
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void IHandleBumpEnv(int stage, uint32_t blendFlags); |
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void IHandleStageBlend(int stage); |
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void IHandleStageClamp(int stage); |
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void IHandleStageTransform(int stage, plLayerInterface* layer); |
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void IHandleTextureMode(plLayerInterface* layer); |
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void IUseTextureRef(int stage, hsGDeviceRef* dRef, plLayerInterface* layer); |
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void IStageStop(uint32_t stage); |
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uint32_t ILayersAtOnce(hsGMaterial* mat, uint32_t which); |
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bool ICanEatLayer(plLayerInterface* lay); |
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void ISetLayer(uint32_t lay); |
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void IBottomLayer(); |
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// Push special effects |
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plLayerInterface* IPushOverBaseLayer(plLayerInterface* li); |
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plLayerInterface* IPopOverBaseLayer(plLayerInterface* li); |
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plLayerInterface* IPushOverAllLayer(plLayerInterface* li); |
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plLayerInterface* IPopOverAllLayer(plLayerInterface* li); |
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int ISetNumActivePiggyBacks(); |
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void IPushPiggyBacks(hsGMaterial* mat); |
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void IPopPiggyBacks(); |
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void IPushProjPiggyBack(plLayerInterface* li); |
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void IPopProjPiggyBacks(); |
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void ISetPipeConsts(plShader* shader); |
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HRESULT ISetShaders(plShader* vShader, plShader* pShader); |
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// Stenciling |
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virtual bool StencilEnable( bool enable ); |
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virtual void StencilSetCompareFunc( uint8_t func, uint32_t refValue ); |
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virtual void StencilSetMask( uint32_t mask, uint32_t writeMask ); |
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virtual void StencilSetOps( uint8_t passOp, uint8_t failOp, uint8_t passButZFailOp ); |
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virtual bool StencilGetCaps( plStencilCaps *caps ); |
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hsGDeviceRef *MakeTextureRef( plLayerInterface* layer, plMipmap *b ); |
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void IReloadTexture( plDXTextureRef *ref ); |
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void IFillD3DTexture( plDXTextureRef *ref ); |
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void IFillD3DCubeTexture( plDXCubeTextureRef *ref ); |
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void IGetD3DTextureFormat( plBitmap *b, D3DFORMAT &formatType, uint32_t& texSize ); |
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void IFormatTextureData( uint32_t formatType, uint32_t numPix, hsRGBAColor32* const src, void *dst ); |
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void *IGetPixelScratch( uint32_t size ); |
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hsGDeviceRef *IMakeCubicTextureRef( plLayerInterface* layer, plCubicEnvironmap *cubic ); |
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bool IProcessMipmapLevels( plMipmap *mipmap, uint32_t &numLevels, |
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uint32_t *&levelSizes, uint32_t &totalSize, |
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uint32_t &numPixels, void *&textureData, bool noMip ); |
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IDirect3DTexture9 *IMakeD3DTexture( plDXTextureRef *ref, D3DFORMAT formatType ); |
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IDirect3DCubeTexture9 *IMakeD3DCubeTexture( plDXTextureRef *ref, D3DFORMAT formatType ); |
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// Visualization of active occluders |
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void IMakeOcclusionSnap(); |
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bool IAvatarSort(plDrawableSpans* d, const hsTArray<int16_t>& visList); |
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void IBlendVertsIntoBuffer( plSpan* span, |
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hsMatrix44* matrixPalette, int numMatrices, |
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const uint8_t *src, uint8_t format, uint32_t srcStride, |
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uint8_t *dest, uint32_t destStride, uint32_t count, uint16_t localUVWChans ) |
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{ blend_vert_buffer.call(span, matrixPalette, numMatrices, src, format, srcStride, dest, destStride, count, localUVWChans); }; |
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bool ISoftwareVertexBlend( plDrawableSpans* drawable, const hsTArray<int16_t>& visList ); |
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void ILinkDevRef( plDXDeviceRef *ref, plDXDeviceRef **refList ); |
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void IUnlinkDevRef( plDXDeviceRef *ref ); |
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// Properties |
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inline DWORD inlGetD3DColor( const hsColorRGBA &c ) const; |
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inline D3DCOLORVALUE inlPlToD3DColor(const hsColorRGBA& c, float a) const; |
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// Error handling |
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void IAddErrorMessage( char *errStr ); |
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void ISetErrorMessage( char *errStr = nil ); |
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void IGetD3DError(); |
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void IShowErrorMessage( char *errStr = nil ); |
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bool ICreateFail( char *errStr ); |
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// FPU mode check |
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void IFPUCheck(); |
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// Device initialization |
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void IInvalidateState(); |
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void IInitDeviceState(); |
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void IClearMembers(); |
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void ISetCaps(); |
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void IRestrictCaps( const hsG3DDeviceRecord& devRec ); |
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void ISetGraphicsCapability(uint32_t v); |
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bool IFindDepthFormat(D3DPRESENT_PARAMETERS& params); |
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bool IFindCompressedFormats(); |
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bool IFindLuminanceFormats(); |
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bool ITextureFormatAllowed( D3DFORMAT format ); |
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void ISetCurrentDriver( D3DEnum_DriverInfo *driv ); |
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void ISetCurrentDevice( D3DEnum_DeviceInfo *dev ); |
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void ISetCurrentMode( D3DEnum_ModeInfo *mode ); |
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bool ICreateMaster(); |
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bool ICreateDevice(bool windowed); |
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bool ICreateNormalSurfaces(); |
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bool ICreateDeviceObjects(); |
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void IReleaseDeviceObjects(); |
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bool ICreateDynDeviceObjects(); |
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void IReleaseDynDeviceObjects(); |
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void IReleaseShaders(); |
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bool IResetDevice(); |
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// View and clipping |
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void ISetViewport(); |
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void IUpdateViewVectors() const; |
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void IRefreshCullTree(); |
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void ISetAnisotropy(bool on); |
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// Transforms |
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D3DXMATRIX& IMatrix44ToD3DMatrix( D3DXMATRIX& dst, const hsMatrix44& src ); |
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void ITransformsToD3D(); |
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hsMatrix44 IGetCameraToNDC(); |
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void IProjectionMatrixToD3D(); |
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void IWorldToCameraToD3D(); |
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void ILocalToWorldToD3D(); |
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void ISavageYonHack(); |
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void ISetLocalToWorld( const hsMatrix44& l2w, const hsMatrix44& w2l ); |
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void ISetCullMode(bool flip=false); |
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bool inline IIsViewLeftHanded(); |
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bool IGetClearViewPort(D3DRECT& r); |
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plViewTransform& IGetViewTransform() { return fView.fTransform; } |
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void IUpdateViewFlags(); |
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void ISetupTransforms(plDrawableSpans* drawable, const plSpan& span, hsMatrix44& lastL2W); |
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// Plate management |
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friend class plDXPlateManager; |
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friend class plBinkPlayer; |
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void IDrawPlate( plPlate *plate ); |
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void ISetRenderTarget( plRenderTarget *target ); |
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bool IPrepRenderTargetInfo( plRenderTarget *owner, D3DFORMAT &surfFormat, |
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D3DFORMAT &depthFormat, D3DRESOURCETYPE &resType ); |
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bool IFindRenderTargetInfo( plRenderTarget *owner, D3DFORMAT &surfFormat, D3DRESOURCETYPE &resType ); |
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// From a D3DFORMAT enumeration, return the string literal for it |
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static const char *IGetDXFormatName( D3DFORMAT format ); |
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/////// Shadow internals |
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// Generation |
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void IClearShadowSlaves(); |
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void IPreprocessShadows(); |
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bool IPrepShadowCaster(const plShadowCaster* caster); |
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void IRenderShadowCasterSpan(plShadowSlave* slave, plDrawableSpans* drawable, const plIcicle& span); |
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void ISetupShadowCastTextureStages(plShadowSlave* slave); |
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bool IRenderShadowCaster(plShadowSlave* slave); |
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void ISetupShadowLight(plShadowSlave* slave); |
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plDXLightRef* INextShadowLight(plShadowSlave* slave); |
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bool IPushShadowCastState(plShadowSlave* slave); |
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bool IPopShadowCastState(plShadowSlave* slave); |
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plDXTextureRef* IGetULutTextureRef(); |
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bool ICreateBlurVBuffers(); |
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void IReleaseBlurVBuffers(); |
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void IMakeRenderTargetPools(); |
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void IResetRenderTargetPools(); |
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plRenderTarget* IFindRenderTarget(uint32_t& w, uint32_t& h, bool ortho); |
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void IReleaseRenderTargetPools(); |
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// Selection |
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void IAttachSlaveToReceivers(int iSlave, plDrawableSpans* drawable, const hsTArray<int16_t>& visList); |
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void IAttachShadowsToReceivers(plDrawableSpans* drawable, const hsTArray<int16_t>& visList); |
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bool IAcceptsShadow(const plSpan* span, plShadowSlave* slave); |
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bool IReceivesShadows(const plSpan* span, hsGMaterial* mat); |
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void ISetShadowFromGroup(plDrawableSpans* drawable, const plSpan* span, plLightInfo* liInfo); |
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// Application |
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void IRenderShadowsOntoSpan(const plRenderPrimFunc& render, const plSpan* span, hsGMaterial* mat); |
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void ISetupShadowRcvTextureStages(hsGMaterial* mat); |
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void ISetShadowLightState(hsGMaterial* mat); |
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void IDisableLightsForShadow(); |
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void IEnableShadowLight(plShadowSlave* slave); |
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void ISetupShadowSlaveTextures(plShadowSlave* slave); |
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// Postprocess (blurring) |
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bool ISetBlurQuadToRender(plRenderTarget* smap); |
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void IRenderBlurBackToShadowMap(plRenderTarget* smap, plRenderTarget* scratch, plRenderTarget* dst); |
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void IRenderBlurFromShadowMap(plRenderTarget* scratchRT, plRenderTarget* smap, float scale); |
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void IBlurSetRenderTarget(plRenderTarget* rt); |
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int IGetScratchRenderTarget(plRenderTarget* smap); |
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void IBlurShadowMap(plShadowSlave* slave); |
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// Avatar Texture Rendering |
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double fAvRTShrinkValidSince; |
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hsTArray<plRenderTarget*> fAvRTPool; |
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uint16_t fAvRTWidth; |
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uint32_t fAvNextFreeRT; |
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void IFillAvRTPool(); |
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bool IFillAvRTPool(uint16_t numRTs, uint16_t width); // Returns true if we successfully filled the pool. Otherwise cleans up. |
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void IReleaseAvRTPool(); |
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plRenderTarget* IGetNextAvRT(); |
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void IFreeAvRT(plRenderTarget* tex); |
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void IPreprocessAvatarTextures(); |
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void IDrawClothingQuad(float x, float y, float w, float h, float uOff, float vOff, plMipmap *tex); |
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void IClearClothingOutfits(hsTArray<plClothingOutfit*>* outfits); |
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void IPrintDeviceInitError(); |
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void IResetToDefaults(D3DPRESENT_PARAMETERS *params); |
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public: |
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plDXPipeline( hsWinRef hWnd, const hsG3DDeviceModeRecord *devMode ); |
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virtual ~plDXPipeline(); |
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CLASSNAME_REGISTER( plDXPipeline ); |
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GETINTERFACE_ANY( plDXPipeline, plPipeline ); |
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virtual IDirect3DDevice9* GetD3DDevice() const { return fD3DDevice; } |
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// Typical 3D device |
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virtual bool PreRender(plDrawable* drawable, hsTArray<int16_t>& visList, plVisMgr* visMgr=nil); |
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virtual bool PrepForRender(plDrawable* drawable, hsTArray<int16_t>& visList, plVisMgr* visMgr=nil); |
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virtual void Render(plDrawable* d, const hsTArray<int16_t>& visList); |
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virtual void Draw(plDrawable* d); |
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virtual void PushRenderRequest(plRenderRequest* req); |
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virtual void PopRenderRequest(plRenderRequest* req); |
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void ResetDisplayDevice(int Width, int Height, int ColorDepth, bool Windowed, int NumAASamples, int MaxAnisotropicSamples, bool VSync = false ); |
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virtual void ClearRenderTarget( plDrawable* d ); |
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virtual void ClearRenderTarget( const hsColorRGBA* col = nil, const float* depth = nil ); |
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virtual void SetClear(const hsColorRGBA* col=nil, const float* depth=nil); |
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virtual hsColorRGBA GetClearColor() const; |
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virtual float GetClearDepth() const; |
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virtual hsGDeviceRef* MakeRenderTargetRef( plRenderTarget *owner ); |
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virtual hsGDeviceRef* SharedRenderTargetRef(plRenderTarget* sharer, plRenderTarget *owner); |
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virtual void PushRenderTarget( plRenderTarget *target ); |
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virtual plRenderTarget* PopRenderTarget(); |
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virtual bool BeginRender(); |
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virtual bool EndRender(); |
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virtual void RenderScreenElements(); |
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virtual bool BeginDrawable(plDrawable* d); |
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virtual bool EndDrawable(plDrawable* d); |
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virtual void BeginVisMgr(plVisMgr* visMgr); |
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virtual void EndVisMgr(plVisMgr* visMgr); |
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virtual bool IsFullScreen() const { return fSettings.fFullscreen; } |
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virtual uint32_t Width() const { return fView.fTransform.GetViewPortWidth(); } |
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virtual uint32_t Height() const { return fView.fTransform.GetViewPortHeight(); } |
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virtual uint32_t ColorDepth() const { return fSettings.fColorDepth; } |
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virtual void Resize( uint32_t width, uint32_t height ); |
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// Culling. Might be used in Update before bothering to do any serious computation. |
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virtual bool TestVisibleWorld(const hsBounds3Ext& wBnd); |
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virtual bool TestVisibleWorld(const plSceneObject* sObj); |
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virtual bool HarvestVisible(plSpaceTree* space, hsTArray<int16_t>& visList); |
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virtual bool SubmitOccluders(const hsTArray<const plCullPoly*>& polyList); |
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// Debug flags |
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virtual void SetDebugFlag( uint32_t flag, bool on ); |
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virtual bool IsDebugFlagSet( uint32_t flag ) const; |
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// These are also only for debugging. |
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virtual void SetMaxCullNodes(uint16_t n) { fView.fCullMaxNodes = n; } |
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virtual uint16_t GetMaxCullNodes() const { return fView.fCullMaxNodes; } |
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virtual bool CheckResources(); |
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virtual void LoadResources(); // Tells us where it's a good time to load in unmanaged resources. |
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// Properties |
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virtual void SetProperty( uint32_t prop, bool on ) { on ? fSettings.fProperties |= prop : fSettings.fProperties &= ~prop; } |
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virtual bool GetProperty( uint32_t prop ) const { return ( fSettings.fProperties & prop ) ? true : false; } |
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virtual uint32_t GetMaxLayersAtOnce() const { return fSettings.fMaxLayersAtOnce; } |
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// Drawable type mask |
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virtual void SetDrawableTypeMask( uint32_t mask ) { fView.fDrawableTypeMask = mask; } |
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virtual uint32_t GetDrawableTypeMask() const { return fView.fDrawableTypeMask; } |
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virtual void SetSubDrawableTypeMask( uint32_t mask ) { fView.fSubDrawableTypeMask = mask; } |
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virtual uint32_t GetSubDrawableTypeMask() const { return fView.fSubDrawableTypeMask; } |
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// Create a debug text font object |
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virtual plTextFont *MakeTextFont( char *face, uint16_t size ); |
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// Create and/or Refresh geometry buffers |
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virtual void CheckVertexBufferRef(plGBufferGroup* owner, uint32_t idx); |
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virtual void CheckIndexBufferRef(plGBufferGroup* owner, uint32_t idx); |
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virtual bool OpenAccess(plAccessSpan& dst, plDrawableSpans* d, const plVertexSpan* span, bool readOnly); |
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virtual bool CloseAccess(plAccessSpan& acc); |
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virtual void CheckTextureRef(plLayerInterface* lay); |
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static void FreeManagedTexture(uint32_t sz) { hsAssert(fTexManaged >= sz, "Freeing mem we don't have"); fTexManaged -= sz; } |
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static void AllocManagedTexture(uint32_t sz) { fTexManaged += sz; } |
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static void FreeManagedVertex(uint32_t sz) { hsAssert(fVtxManaged >= sz, "Freeing mem we don't have"); fVtxManaged -= sz; } |
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static void AllocManagedVertex(uint32_t sz) { fVtxManaged += sz; } |
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#ifndef PLASMA_EXTERNAL_RELEASE |
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static void ProfilePoolMem(D3DPOOL poolType, uint32_t size, bool add, const char *id); |
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#endif // PLASMA_EXTERNAL_RELEASE |
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// From a D3DFORMAT enumeration, return the bit depth associated with it. |
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static short GetDXBitDepth( D3DFORMAT format ); |
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// Default fog settings |
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virtual void SetDefaultFogEnviron( plFogEnvironment *fog ) { fView.fDefaultFog = *fog; fCurrFog.fEnvPtr = nil; } |
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virtual const plFogEnvironment &GetDefaultFogEnviron() const { return fView.fDefaultFog; } |
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// View state |
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virtual hsPoint3 GetViewPositionWorld() const { return GetViewTransform().GetPosition(); } |
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virtual hsVector3 GetViewAcrossWorld() const { return GetViewTransform().GetAcross(); } |
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virtual hsVector3 GetViewUpWorld() const { return GetViewTransform().GetUp(); } |
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virtual hsVector3 GetViewDirWorld() const { return GetViewTransform().GetDirection(); } |
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virtual void GetViewAxesWorld(hsVector3 axes[3] /* ac,up,at */ ) const; |
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virtual void GetFOV(float& fovX, float& fovY) const; |
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virtual void SetFOV(float fovX, float fovY); |
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virtual void GetSize(float& width, float& height) const; |
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virtual void SetSize(float width, float height); |
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virtual void GetDepth(float& hither, float& yon) const; |
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virtual void SetDepth(float hither, float yon); |
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virtual float GetZBiasScale() const; |
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virtual void SetZBiasScale(float scale); |
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virtual const hsMatrix44& GetWorldToCamera() const; |
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virtual const hsMatrix44& GetCameraToWorld() const; |
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virtual void SetWorldToCamera(const hsMatrix44& w2c, const hsMatrix44& c2w); |
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virtual void SetViewTransform(const plViewTransform& trans); |
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virtual const plViewTransform& GetViewTransform() const { return fView.fTransform; } |
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virtual const hsMatrix44& GetWorldToLocal() const; |
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virtual const hsMatrix44& GetLocalToWorld() const; |
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virtual void ScreenToWorldPoint( int n, uint32_t stride, int32_t *scrX, int32_t *scrY, |
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float dist, uint32_t strideOut, hsPoint3 *worldOut ); |
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virtual void RefreshMatrices(); |
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virtual void RefreshScreenMatrices(); |
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virtual void RegisterLight(plLightInfo* light); |
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virtual void UnRegisterLight(plLightInfo* light); |
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// Overrides, always push returns whatever is necessary to restore on pop. |
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virtual hsGMaterial* PushOverrideMaterial(hsGMaterial* mat); |
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virtual void PopOverrideMaterial(hsGMaterial* restore); |
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virtual hsGMaterial* GetOverrideMaterial() const; |
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virtual plLayerInterface* AppendLayerInterface(plLayerInterface* li, bool onAllLayers = false); |
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virtual plLayerInterface* RemoveLayerInterface(plLayerInterface* li, bool onAllLayers = false); |
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virtual plLayerInterface* PushPiggyBackLayer(plLayerInterface* li); |
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virtual plLayerInterface* PopPiggyBackLayer(plLayerInterface* li); |
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virtual uint32_t GetMaterialOverrideOn(hsGMatState::StateIdx category) const; |
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virtual uint32_t GetMaterialOverrideOff(hsGMatState::StateIdx category) const; |
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virtual hsGMatState PushMaterialOverride(const hsGMatState& state, bool on); |
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virtual hsGMatState PushMaterialOverride(hsGMatState::StateIdx cat, uint32_t which, bool on); |
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virtual void PopMaterialOverride(const hsGMatState& restore, bool on); |
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virtual const hsGMatState& GetMaterialOverride(bool on) const; |
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virtual hsColorOverride PushColorOverride(const hsColorOverride& over); |
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virtual void PopColorOverride(const hsColorOverride& restore); |
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virtual const hsColorOverride& GetColorOverride() const; |
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virtual void SubmitShadowSlave(plShadowSlave* slave); |
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virtual void SubmitClothingOutfit(plClothingOutfit* co); |
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virtual bool SetGamma(float eR, float eG, float eB); |
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virtual bool SetGamma(const uint16_t* const tabR, const uint16_t* const tabG, const uint16_t* const tabB); |
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virtual bool CaptureScreen( plMipmap *dest, bool flipVertical = false, uint16_t desiredWidth = 0, uint16_t desiredHeight = 0 ); |
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virtual plMipmap* ExtractMipMap(plRenderTarget* targ); |
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/// Error handling |
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virtual const char *GetErrorString(); |
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bool ManagedAlloced() const { return fManagedAlloced; } |
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virtual void GetSupportedColorDepths(hsTArray<int> &ColorDepths); |
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virtual void GetSupportedDisplayModes(std::vector<plDisplayMode> *res, int ColorDepth = 32 ); |
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virtual int GetMaxAnisotropicSamples(); |
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virtual int GetMaxAntiAlias(int Width, int Height, int ColorDepth); |
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// CPU-optimized functions |
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protected: |
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typedef void(*blend_vert_buffer_ptr)(plSpan*, hsMatrix44*, int, const uint8_t *, uint8_t , uint32_t, uint8_t *, uint32_t, uint32_t, uint16_t); |
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static void blend_vert_buffer_fpu(plSpan*, hsMatrix44*, int, const uint8_t *, uint8_t , uint32_t, uint8_t *, uint32_t, uint32_t, uint16_t); |
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static void blend_vert_buffer_sse3(plSpan*, hsMatrix44*, int, const uint8_t *, uint8_t , uint32_t, uint8_t *, uint32_t, uint32_t, uint16_t); |
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static hsFunctionDispatcher<blend_vert_buffer_ptr> blend_vert_buffer; |
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}; |
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//// Direct3D Inlines ////////////////////////////////////////////////////// |
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// ??.?? - Some mild optimizations PBG |
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// MMW - take advantage of the 32 bit float representation on a PC |
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#define CONVERT_FLOAT_TO_BYTE_COLOR( f, dest ) \ |
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{ \ |
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LONG const floatBitsOne = 0x3f800000; \ |
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LONG const floatBits = *( (LONG const *)( &f ) ); \ |
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if( floatBits <= 0 ) dest = 0; \ |
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else if( floatBits >= floatBitsOne ) dest = 255; \ |
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else \ |
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{ \ |
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LONG const times256 = floatBits + ( 8 << 23 ); \ |
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dest = (DWORD)( *( (float const *)( ×256 ) ) ); \ |
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} \ |
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} |
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inline DWORD plDXPipeline::inlGetD3DColor( const hsColorRGBA &col ) const |
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{ |
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DWORD dr, dg, db, da; |
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CONVERT_FLOAT_TO_BYTE_COLOR( col.r, dr ); |
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CONVERT_FLOAT_TO_BYTE_COLOR( col.g, dg ); |
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CONVERT_FLOAT_TO_BYTE_COLOR( col.b, db ); |
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CONVERT_FLOAT_TO_BYTE_COLOR( col.a, da ); |
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return( ( da << 24 ) | ( dr << 16 ) | ( dg << 8 ) | db ); |
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} |
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#endif // _plDX9Pipeline_h
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