Bug fixes and deferred rendering architecture
This commit is contained in:
+68
-139
@@ -148,9 +148,7 @@ void BitmapText::DrawPrimitives()
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// make the object in logical units centered at the origin
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LPDIRECT3DVERTEXBUFFER8 pVB = DISPLAY->GetVertexBuffer();
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RAGEVERTEX* v;
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pVB->Lock( 0, 0, (BYTE**)&v, 0 );
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static RAGEVERTEX v[4000];
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int iNumV = 0; // the current vertex number
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@@ -201,22 +199,17 @@ void BitmapText::DrawPrimitives()
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//
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const float fExtraPixels = fPercentExtra * pTexture->GetSourceFrameWidth();
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// first triangle
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v[iNumV++].p = D3DXVECTOR3( (float)iX, iY-iHeight/2.0f, 0 ); // top left
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v[iNumV++].p = D3DXVECTOR3( (float)iX, iY+iHeight/2.0f, 0 ); // bottom left
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iX += iCharWidth;
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v[iNumV++].p = D3DXVECTOR3( iX+fExtraPixels, iY-iHeight/2.0f, 0 ); // top right
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// 2nd triangle
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v[iNumV++].p = v[iNumV-1].p; // top right
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v[iNumV++].p = v[iNumV-3].p; // bottom left
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v[iNumV++].p = D3DXVECTOR3( iX+fExtraPixels, iY+iHeight/2.0f, 0 ); // bottom right
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v[iNumV++].p = D3DXVECTOR3( (float)iX, iY-iHeight/2.0f, 0 ); // top left
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v[iNumV++].p = D3DXVECTOR3( iX+iCharWidth+fExtraPixels, iY-iHeight/2.0f, 0 ); // top right
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v[iNumV++].p = D3DXVECTOR3( (float)iX, iY+iHeight/2.0f, 0 ); // bottom left
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v[iNumV++].p = D3DXVECTOR3( iX+iCharWidth+fExtraPixels, iY+iHeight/2.0f, 0 ); // bottom right
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iX += iCharWidth;
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//
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// set texture coordinates
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//
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iNumV -= 6;
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iNumV -= 4;
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FRECT frectTexCoords = *pTexture->GetTextureCoordRect( iFrameNo );
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@@ -230,153 +223,89 @@ void BitmapText::DrawPrimitives()
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const float fExtraTexCoords = fPercentExtra * pTexture->GetTextureFrameWidth() / pTexture->GetTextureWidth();
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v[iNumV++].t = D3DXVECTOR2( frectTexCoords.left, frectTexCoords.top ); // top left
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v[iNumV++].t = D3DXVECTOR2( frectTexCoords.left, frectTexCoords.bottom ); // bottom left
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v[iNumV++].t = D3DXVECTOR2( frectTexCoords.right + fExtraTexCoords, frectTexCoords.top ); // top right
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v[iNumV++].t = v[iNumV-1].t; // top right
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v[iNumV++].t = v[iNumV-3].t; // bottom left
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v[iNumV++].t = D3DXVECTOR2( frectTexCoords.left, frectTexCoords.bottom ); // bottom left
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v[iNumV++].t = D3DXVECTOR2( frectTexCoords.right + fExtraTexCoords, frectTexCoords.bottom ); // bottom right
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}
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iY += iHeight;
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}
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pVB->Unlock();
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DISPLAY->SetTexture( pTexture );
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DISPLAY->SetColorTextureMultDiffuse();
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DISPLAY->SetAlphaTextureMultDiffuse();
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// Set the stage...
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LPDIRECT3DDEVICE8 pd3dDevice = DISPLAY->GetDevice();
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pd3dDevice->SetTexture( 0, pTexture->GetD3DTexture() );
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pd3dDevice->SetRenderState( D3DRS_SRCBLEND, m_bBlendAdd ? D3DBLEND_ONE : D3DBLEND_SRCALPHA );
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pd3dDevice->SetRenderState( D3DRS_DESTBLEND, m_bBlendAdd ? D3DBLEND_ONE : D3DBLEND_INVSRCALPHA );
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pd3dDevice->SetVertexShader( D3DFVF_RAGEVERTEX );
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pd3dDevice->SetStreamSource( 0, pVB, sizeof(RAGEVERTEX) );
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//////////////////////
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// render the shadow
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//////////////////////
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if( m_bShadow && m_temp_colorDiffuse[0].a != 0 )
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{
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DISPLAY->PushMatrix();
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DISPLAY->TranslateLocal( m_fShadowLength, m_fShadowLength, 0 ); // shift by 5 units
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DWORD dwColor = D3DXCOLOR(0,0,0,0.5f*m_temp_colorDiffuse[0].a); // semi-transparent black
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/*
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// YUCK. It is very common in crapier drivers that the texture factor doesn't work.
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// Too bad because using the texture factor instead of recoloring the verticies is very fast.
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pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, dwColor );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TFACTOR );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_TFACTOR );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
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*/
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// recolor the verticies for a shadow
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pVB->Lock( 0, 0, (BYTE**)&v, 0 );
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for( int i=0; i<iNumV; i++ )
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v[i].color = dwColor;
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pVB->Unlock();
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pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG2 );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
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pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, iNumV/3 );
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DISPLAY->PopMatrix();
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}
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//////////////////////
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// render the diffuse pass
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//////////////////////
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//
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// set vertex colors for the diffuse pass
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//
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pVB->Lock( 0, 0, (BYTE**)&v, 0 );
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if( m_bRainbow )
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{
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int color_index = int(TIMER->GetTimeSinceStart() / 0.200) % NUM_RAINBOW_COLORS;
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for( int i=0; i<iNumV; i+=6 )
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{
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const D3DXCOLOR color = RAINBOW_COLORS[color_index];
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for( int j=i; j<i+6; j++ )
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v[j].color = color;
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color_index = (color_index+1)%NUM_RAINBOW_COLORS;
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}
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}
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if( m_bBlendAdd )
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DISPLAY->SetBlendModeAdd();
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else
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DISPLAY->SetBlendModeNormal();
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if( m_temp_colorDiffuse[0].a != 0 )
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{
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for( int i=0; i<iNumV; i+=6 )
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//////////////////////
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// render the shadow
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//////////////////////
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if( m_bShadow )
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{
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v[i ].color = m_temp_colorDiffuse[0]; // top left
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v[i+1].color = m_temp_colorDiffuse[2]; // bottom left
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v[i+2].color = m_temp_colorDiffuse[1]; // top right
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v[i+3].color = m_temp_colorDiffuse[1]; // top right
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v[i+4].color = m_temp_colorDiffuse[2]; // bottom left
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v[i+5].color = m_temp_colorDiffuse[3]; // bottom right
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DISPLAY->PushMatrix();
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DISPLAY->TranslateLocal( m_fShadowLength, m_fShadowLength, 0 ); // shift by 5 units
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DWORD dwColor = D3DXCOLOR(0,0,0,0.5f*m_temp_colorDiffuse[0].a); // semi-transparent black
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for( int i=0; i<iNumV; i++ )
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v[i].color = dwColor;
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for( int i=0; i<iNumV; i+=4 )
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DISPLAY->AddQuad( &v[i] );
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DISPLAY->PopMatrix();
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}
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//////////////////////
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// render the diffuse pass
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//////////////////////
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if( m_bRainbow )
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{
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int color_index = int(TIMER->GetTimeSinceStart() / 0.200) % NUM_RAINBOW_COLORS;
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for( int i=0; i<iNumV; i+=6 )
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{
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const D3DXCOLOR color = RAINBOW_COLORS[color_index];
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for( int j=i; j<i+6; j++ )
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v[j].color = color;
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color_index = (color_index+1)%NUM_RAINBOW_COLORS;
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}
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}
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else
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{
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for( int i=0; i<iNumV; i+=4 )
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{
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v[i+0].color = m_temp_colorDiffuse[0]; // top left
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v[i+1].color = m_temp_colorDiffuse[1]; // top right
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v[i+2].color = m_temp_colorDiffuse[2]; // bottom left
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v[i+3].color = m_temp_colorDiffuse[3]; // bottom right
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}
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}
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for( int i=0; i<iNumV; i+=4 )
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DISPLAY->AddQuad( &v[i] );
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}
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pVB->Unlock();
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pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
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pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, iNumV/3 );
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//////////////////////
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// render the add pass
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// render the glow pass
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//////////////////////
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if( m_temp_colorAdd.a != 0 )
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if( m_temp_colorGlow.a != 0 )
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{
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DWORD dwColor = m_temp_colorAdd;
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DISPLAY->SetColorDiffuse();
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/*
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// See above comment about some cards not correctly handling the
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// texture factor render state.
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pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, dwColor );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TFACTOR );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_TFACTOR );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
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*/
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// recolor the verticies for
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pVB->Lock( 0, 0, (BYTE**)&v, 0 );
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for( int i=0; i<iNumV; i++ )
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v[i].color = dwColor;
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pVB->Unlock();
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v[i].color = m_temp_colorGlow;
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pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG2 );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
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pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, iNumV/3 );
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for( int i=0; i<iNumV; i+=4 )
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DISPLAY->AddQuad( &v[i] );
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}
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}
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