fix D3D texture coord generation
This commit is contained in:
@@ -18,6 +18,7 @@
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#include "PrefsManager.h"
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#include "RageSurface.h"
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#include "RageSurfaceUtils.h"
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#include "EnumHelper.h"
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#if !defined(XBOX)
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#include "archutils/Win32/GraphicsWindow.h"
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@@ -59,8 +60,9 @@ D3DCAPS8 g_DeviceCaps;
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D3DDISPLAYMODE g_DesktopMode;
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D3DPRESENT_PARAMETERS g_d3dpp;
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int g_ModelMatrixCnt=0;
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int g_iCurrentTextureIndex = 0;
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TextureUnit g_currentTextureUnit = TextureUnit_1;
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static int g_iActualRefreshRateInHz = 60;
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static bool g_bSphereMapping[NUM_TextureUnit] = { false, false };
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static float g_fZBias = 0;
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/* Direct3D doesn't associate a palette with textures.
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@@ -783,24 +785,56 @@ void RageDisplay_D3D::SendCurrentMatrices()
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RageMatrixMultiply( &m, &m, GetWorldTop() );
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g_pd3dDevice->SetTransform( D3DTS_WORLD, (D3DMATRIX*)&m );
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/*
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* Direct3D is expecting a 3x3 matrix loaded into the 4x4 in order to transform
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* the 2-component texture coordinates. We currently only use translate and scale,
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* and ignore the z component entirely, so convert the texture matrix from
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* 4x4 to 3x3 by dropping z.
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*/
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const RageMatrix &tex1 = *GetTextureTop();
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const RageMatrix tex2 = RageMatrix
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(
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tex1.m[0][0], tex1.m[0][1], tex1.m[0][3], 0,
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tex1.m[1][0], tex1.m[1][1], tex1.m[1][3], 0,
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tex1.m[3][0], tex1.m[3][1], tex1.m[3][3], 0,
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0, 0, 0, 0
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);
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g_pd3dDevice->SetTransform( D3DTS_TEXTURE0, (D3DMATRIX*)&tex2 );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU );
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FOREACH_ENUM2( TextureUnit, tu )
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{
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// Optimization opportunity: Turn off texture transform if not using texture coords.
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g_pd3dDevice->SetTextureStageState( tu, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 );
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// If no texture is set for this texture unit, don't bother setting it up.
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IDirect3DBaseTexture8* ppTexture = NULL;
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g_pd3dDevice->GetTexture( g_currentTextureUnit, &ppTexture );
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if( ppTexture == NULL )
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continue;
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if( g_bSphereMapping[tu] )
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{
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static const RageMatrix tex = RageMatrix
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(
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0.50f, 0.0f, 0.0f, 0.0f,
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0.0f, -0.50f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 0.0f,
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0.50, -0.50, 0.0f, 1.0f
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);
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g_pd3dDevice->SetTransform( (D3DTRANSFORMSTATETYPE)(D3DTS_TEXTURE0+tu), (D3DMATRIX*)&tex );
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// Tell D3D to use transformed reflection vectors as texture co-ordinate 0
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// and then transform this coordinate by the specified texture matrix.
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g_pd3dDevice->SetTextureStageState( tu, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACENORMAL );
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}
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else
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{
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/*
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* Direct3D is expecting a 3x3 matrix loaded into the 4x4 in order to transform
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* the 2-component texture coordinates. We currently only use translate and scale,
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* and ignore the z component entirely, so convert the texture matrix from
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* 4x4 to 3x3 by dropping z.
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*/
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const RageMatrix &tex1 = *GetTextureTop();
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const RageMatrix tex2 = RageMatrix
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(
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tex1.m[0][0], tex1.m[0][1], tex1.m[0][3], 0,
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tex1.m[1][0], tex1.m[1][1], tex1.m[1][3], 0,
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tex1.m[3][0], tex1.m[3][1], tex1.m[3][3], 0,
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0, 0, 0, 0
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);
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g_pd3dDevice->SetTransform( D3DTS_TEXTURE0, (D3DMATRIX*)&tex2 );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU );
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}
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}
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}
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class RageCompiledGeometrySWD3D : public RageCompiledGeometry
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@@ -1030,9 +1064,9 @@ void RageDisplay_D3D::DrawLineStrip( const RageSpriteVertex v[], int iNumVerts,
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void RageDisplay_D3D::ClearAllTextures()
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{
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for( int i=0; i<MAX_TEXTURE_UNITS; i++ )
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FOREACH_ENUM2( TextureUnit, i )
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SetTexture( i, NULL );
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g_iCurrentTextureIndex = 0;
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g_currentTextureUnit = TextureUnit_1;
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}
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int RageDisplay_D3D::GetNumTextureUnits()
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@@ -1040,26 +1074,26 @@ int RageDisplay_D3D::GetNumTextureUnits()
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return g_DeviceCaps.MaxSimultaneousTextures;
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}
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void RageDisplay_D3D::SetTexture( int iTextureUnitIndex, RageTexture* pTexture )
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void RageDisplay_D3D::SetTexture( TextureUnit tu, RageTexture* pTexture )
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{
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g_iCurrentTextureIndex = iTextureUnitIndex;
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g_currentTextureUnit = tu;
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// g_DeviceCaps.MaxSimultaneousTextures = 1;
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if( g_iCurrentTextureIndex >= (int) g_DeviceCaps.MaxSimultaneousTextures ) // not supported
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if( g_currentTextureUnit >= (int) g_DeviceCaps.MaxSimultaneousTextures ) // not supported
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return;
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if( pTexture == NULL )
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{
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g_pd3dDevice->SetTexture( g_iCurrentTextureIndex, NULL );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLOROP, D3DTOP_DISABLE );
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g_pd3dDevice->SetTexture( g_currentTextureUnit, NULL );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_COLOROP, D3DTOP_DISABLE );
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}
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else
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{
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unsigned uTexHandle = pTexture->GetTexHandle();
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IDirect3DTexture8* pTex = (IDirect3DTexture8*)uTexHandle;
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g_pd3dDevice->SetTexture( g_iCurrentTextureIndex, pTex );
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g_pd3dDevice->SetTexture( g_currentTextureUnit, pTex );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLOROP, D3DTOP_MODULATE );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_COLOROP, D3DTOP_MODULATE );
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// Set palette (if any)
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SetPalette(uTexHandle);
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@@ -1067,53 +1101,53 @@ void RageDisplay_D3D::SetTexture( int iTextureUnitIndex, RageTexture* pTexture )
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}
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void RageDisplay_D3D::SetTextureModeModulate()
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{
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if( g_iCurrentTextureIndex >= (int) g_DeviceCaps.MaxSimultaneousTextures ) // not supported
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if( g_currentTextureUnit >= (int) g_DeviceCaps.MaxSimultaneousTextures ) // not supported
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return;
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// Use D3DTA_CURRENT instead of diffuse so that multitexturing works
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// properly. For stage 0, D3DTA_CURRENT is the diffuse color.
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLORARG2, D3DTA_CURRENT );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLOROP, D3DTOP_MODULATE );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_COLORARG2, D3DTA_CURRENT );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_COLOROP, D3DTOP_MODULATE );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
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}
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void RageDisplay_D3D::SetTextureModeGlow()
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{
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if( g_iCurrentTextureIndex >= (int) g_DeviceCaps.MaxSimultaneousTextures ) // not supported
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if( g_currentTextureUnit >= (int) g_DeviceCaps.MaxSimultaneousTextures ) // not supported
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return;
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLORARG2, D3DTA_CURRENT );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLOROP, D3DTOP_SELECTARG2 );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_COLORARG2, D3DTA_CURRENT );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_COLOROP, D3DTOP_SELECTARG2 );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
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}
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void RageDisplay_D3D::SetTextureModeAdd()
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{
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if( g_iCurrentTextureIndex >= (int) g_DeviceCaps.MaxSimultaneousTextures ) // not supported
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if( g_currentTextureUnit >= (int) g_DeviceCaps.MaxSimultaneousTextures ) // not supported
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return;
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLORARG2, D3DTA_CURRENT );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLOROP, D3DTOP_ADD );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAOP, D3DTOP_ADD );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_COLORARG2, D3DTA_CURRENT );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_COLOROP, D3DTOP_ADD );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_ALPHAOP, D3DTOP_ADD );
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}
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void RageDisplay_D3D::SetTextureFiltering( bool b )
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{
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if( g_iCurrentTextureIndex >= (int) g_DeviceCaps.MaxSimultaneousTextures ) // not supported
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if( g_currentTextureUnit >= (int) g_DeviceCaps.MaxSimultaneousTextures ) // not supported
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return;
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_MINFILTER, b ? D3DTEXF_LINEAR : D3DTEXF_POINT );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_MAGFILTER, b ? D3DTEXF_LINEAR : D3DTEXF_POINT );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_MINFILTER, b ? D3DTEXF_LINEAR : D3DTEXF_POINT );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_MAGFILTER, b ? D3DTEXF_LINEAR : D3DTEXF_POINT );
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}
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void RageDisplay_D3D::SetBlendMode( BlendMode mode )
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@@ -1185,12 +1219,12 @@ void RageDisplay_D3D::ClearZBuffer()
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void RageDisplay_D3D::SetTextureWrapping( bool b )
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{
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if( g_iCurrentTextureIndex >= (int) g_DeviceCaps.MaxSimultaneousTextures ) // not supported
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if( g_currentTextureUnit >= (int) g_DeviceCaps.MaxSimultaneousTextures ) // not supported
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return;
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int mode = b ? D3DTADDRESS_WRAP : D3DTADDRESS_CLAMP;
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ADDRESSU, mode );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ADDRESSV, mode );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_ADDRESSU, mode );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_ADDRESSV, mode );
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}
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void RageDisplay_D3D::SetMaterial(
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@@ -1431,28 +1465,9 @@ RageMatrix RageDisplay_D3D::GetOrthoMatrix( float l, float r, float b, float t,
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void RageDisplay_D3D::SetSphereEnvironmentMapping( bool b )
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{
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if( g_iCurrentTextureIndex >= (int) g_DeviceCaps.MaxSimultaneousTextures ) // not supported
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return;
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// http://www.gamasutra.com/features/20000811/wyatt_03.htm
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if( b )
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{
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static const RageMatrix tex = RageMatrix
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(
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0.40f, 0.0f, 0.0f, 0.0f,
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0.0f, -0.40f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 0.0f,
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0.50, -0.50, 0.0f, 1.0f
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);
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g_pd3dDevice->SetTransform((D3DTRANSFORMSTATETYPE)(D3DTS_TEXTURE0+g_iCurrentTextureIndex), (D3DMATRIX*)&tex);
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}
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// Tell D3D to use transformed reflection vectors as texture co-ordinate 0
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// and then transform this coordinate by the specified texture matrix, also
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// tell D3D that only the first two coordinates of the output are valid.
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_TEXCOORDINDEX, b ? D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR : D3DTSS_TCI_PASSTHRU );
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g_bSphereMapping[g_currentTextureUnit] = b;
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}
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/*
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* Copyright (c) 2001-2004 Chris Danford, Glenn Maynard
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* All rights reserved.
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