W3DShaderManager.cpp 112 KB

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  1. /*
  2. ** Command & Conquer Generals(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. ////////////////////////////////////////////////////////////////////////////////
  19. // //
  20. // (c) 2001-2003 Electronic Arts Inc. //
  21. // //
  22. ////////////////////////////////////////////////////////////////////////////////
  23. // FILE: W3DShaderManager.cpp ////////////////////////////////////////////////
  24. //-----------------------------------------------------------------------------
  25. //
  26. // Westwood Studios Pacific.
  27. //
  28. // Confidential Information
  29. // Copyright (C) 2001 - All Rights Reserved
  30. //
  31. //-----------------------------------------------------------------------------
  32. //
  33. // Project: RTS3
  34. //
  35. // File name: W3DShaderManager.cpp
  36. //
  37. // Created: Mark Wilczynski, August 2001
  38. //
  39. // Desc: Perform tests on currently selected WW3D/D3D device to determine
  40. // which of our rendering features are supported. The system allows
  41. // setting up a few custom shaders that are selected based on video
  42. // card features.
  43. //
  44. // To add a new shader to the system:
  45. // 0) Add your shader to the ShaderTypes enum
  46. // 1) Create shader using W3DShaderInterface
  47. // 2) Repeat step 1 for any alternate shaders
  48. // 3) Create list of alternate shaders sorted by order of preference.
  49. // The first shader which passes hardware validation will be selected.
  50. // 4) Add list from step 3) to MasterShaderList[].
  51. //
  52. //-----------------------------------------------------------------------------
  53. #include "dx8wrapper.h"
  54. #include "assetmgr.h"
  55. #include "Lib/BaseType.h"
  56. #include "Common/File.h"
  57. #include "Common/FileSystem.h"
  58. #include "W3DDevice/GameClient/W3DShaderManager.h"
  59. #include "W3DDevice/GameClient/W3DShroud.h"
  60. #include "W3DDevice/GameClient/HeightMap.h"
  61. #include "W3DDevice/GameClient/W3DCustomScene.h"
  62. #include "GameClient/view.h"
  63. #include "GameClient/CommandXlat.h"
  64. #include "GameClient/display.h"
  65. #include "GameClient/Water.h"
  66. #include "GameLogic/GameLogic.h"
  67. #include "common/GlobalData.h"
  68. #include "common/GameLOD.h"
  69. #include "d3dx8tex.h"
  70. #include "dx8caps.h"
  71. #include "common/gamelod.h"
  72. #include "Benchmark.h"
  73. #ifdef _INTERNAL
  74. // for occasional debugging...
  75. //#pragma optimize("", off)
  76. //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
  77. #endif
  78. /** Interface definition for custom shaders we define in our app. These shaders can perform more complex
  79. operations than those allowed in the WW3D2 shader system.
  80. */
  81. class W3DShaderInterface
  82. {
  83. public:
  84. Int getNumPasses(void) {return m_numPasses;}; ///<return number of passes needed for this shader
  85. virtual Int set(Int pass) {return TRUE;}; ///<setup shader for the specified rendering pass.
  86. ///do any custom resetting necessary to bring W3D in sync.
  87. virtual void reset(void) {
  88. ShaderClass::Invalidate();
  89. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, NULL);
  90. DX8Wrapper::_Get_D3D_Device8()->SetTexture(1, NULL);};
  91. virtual Int init(void) = 0; ///<perform any one time initialization and validation
  92. virtual Int shutdown(void) { return TRUE;}; ///<release resources used by shader
  93. protected:
  94. Int m_numPasses; ///<number of passes to complete shader
  95. };
  96. //this table will contain custom versions of each shader tuned for specific video card and user options.
  97. static W3DFilterInterface *W3DFilters[FT_MAX];
  98. static W3DShaderInterface *W3DShaders[W3DShaderManager::ST_MAX];
  99. static Int W3DShadersPassCount[W3DShaderManager::ST_MAX]; //number of passes for each of the above shaders
  100. TextureClass *W3DShaderManager::m_Textures[8];
  101. W3DShaderManager::ShaderTypes W3DShaderManager::m_currentShader;
  102. FilterTypes W3DShaderManager::m_currentFilter=FT_NULL_FILTER; ///< Last filter that was set.
  103. Int W3DShaderManager::m_currentShaderPass;
  104. Bool W3DShaderManager::m_renderingToTexture = false;
  105. IDirect3DSurface8 *W3DShaderManager::m_oldRenderSurface=NULL; ///<previous render target
  106. IDirect3DTexture8 *W3DShaderManager::m_renderTexture=NULL; ///<texture into which rendering will be redirected.
  107. IDirect3DSurface8 *W3DShaderManager::m_newRenderSurface=NULL; ///<new render target inside m_renderTexture
  108. IDirect3DSurface8 *W3DShaderManager::m_oldDepthSurface=NULL; ///<previous depth buffer surface
  109. /*===========================================================================================*/
  110. /*========= Screen Shaders =============================================================*/
  111. /*===========================================================================================*/
  112. /*========= ScreenBWFilter =============================================================*/
  113. ///converts viewport to black & white.
  114. Int ScreenBWFilter::m_fadeFrames;
  115. Int ScreenBWFilter::m_curFadeFrame;
  116. Real ScreenBWFilter::m_curFadeValue;
  117. Int ScreenBWFilter::m_fadeDirection;
  118. ScreenBWFilter screenBWFilter;
  119. ScreenBWFilterDOT3 screenBWFilterDOT3; //slower version for older cards without pixel shaders.
  120. ///List of different BW shader implementations in order of preference
  121. W3DFilterInterface *ScreenBWFilterList[]=
  122. {
  123. &screenBWFilter,
  124. &screenBWFilterDOT3, //slower version for older cards without pixel shaders.
  125. NULL
  126. };
  127. Int ScreenBWFilter::init(void)
  128. {
  129. Int res;
  130. HRESULT hr;
  131. m_dwBWPixelShader = NULL;
  132. m_curFadeFrame = 0;
  133. if (!W3DShaderManager::canRenderToTexture()) {
  134. // Have to be able to render to texture.
  135. return false;
  136. }
  137. if ((res=W3DShaderManager::getChipset()) != 0)
  138. {
  139. if (res >= DC_GENERIC_PIXEL_SHADER_1_1)
  140. {
  141. //this shader needs some assets that need to be loaded
  142. //shader decleration
  143. DWORD Declaration[]=
  144. {
  145. (D3DVSD_STREAM(0)),
  146. (D3DVSD_REG(0, D3DVSDT_FLOAT3)), // Position
  147. (D3DVSD_REG(1, D3DVSDT_D3DCOLOR)), // Diffuse
  148. (D3DVSD_REG(2, D3DVSDT_FLOAT2)), // Texture Coordinates
  149. (D3DVSD_END())
  150. };
  151. //Monochrome pixel shader.
  152. hr = W3DShaderManager::LoadAndCreateD3DShader("shaders\\monochrome.pso", &Declaration[0], 0, false, &m_dwBWPixelShader);
  153. if (FAILED(hr))
  154. return FALSE;
  155. W3DFilters[FT_VIEW_BW_FILTER]=&screenBWFilter;
  156. return TRUE;
  157. }
  158. }
  159. return FALSE;
  160. }
  161. Bool ScreenBWFilter::preRender(Bool &skipRender, CustomScenePassModes &scenePassMode)
  162. {
  163. skipRender = false;
  164. W3DShaderManager::startRenderToTexture();
  165. return true;
  166. }
  167. Bool ScreenBWFilter::postRender(enum FilterModes mode, Coord2D &scrollDelta,Bool &doExtraRender)
  168. {
  169. IDirect3DTexture8 * tex = W3DShaderManager::endRenderToTexture();
  170. DEBUG_ASSERTCRASH(tex, ("Require rendered texture."));
  171. if (!tex) return false;
  172. if (!set(mode)) return false;
  173. LPDIRECT3DDEVICE8 pDev=DX8Wrapper::_Get_D3D_Device8();
  174. struct _TRANS_LIT_TEX_VERTEX {
  175. D3DXVECTOR4 p;
  176. DWORD color; // diffuse color
  177. float u;
  178. float v;
  179. } v[4];
  180. Int xpos, ypos, width, height;
  181. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0,tex); //previously rendered frame inside this texture
  182. TheTacticalView->getOrigin(&xpos,&ypos);
  183. width=TheTacticalView->getWidth();
  184. height=TheTacticalView->getHeight();
  185. //bottom right
  186. v[0].p = D3DXVECTOR4( xpos+width-0.5f, ypos+height-0.5f, 0.0f, 1.0f );
  187. v[0].u = (Real)(xpos+width)/(Real)TheDisplay->getWidth(); v[0].v = (Real)(ypos+height)/(Real)TheDisplay->getHeight();
  188. //top right
  189. v[1].p = D3DXVECTOR4( xpos+width-0.5f, ypos-0.5f, 0.0f, 1.0f );
  190. v[1].u = (Real)(xpos+width)/(Real)TheDisplay->getWidth(); v[1].v = (Real)(ypos)/(Real)TheDisplay->getHeight();
  191. //bottom left
  192. v[2].p = D3DXVECTOR4( xpos-0.5f, ypos+height-0.5f, 0.0f, 1.0f );
  193. v[2].u = (Real)(xpos)/(Real)TheDisplay->getWidth(); v[2].v = (Real)(ypos+height)/(Real)TheDisplay->getHeight();
  194. //top left
  195. v[3].p = D3DXVECTOR4( xpos-0.5f, ypos-0.5f, 0.0f, 1.0f );
  196. v[3].u = (Real)(xpos)/(Real)TheDisplay->getWidth(); v[3].v = (Real)(ypos)/(Real)TheDisplay->getHeight();
  197. v[0].color = 0xffffffff;
  198. v[1].color = 0xffffffff;
  199. v[2].color = 0xffffffff;
  200. v[3].color = 0xffffffff;
  201. //draw polygons like this is very inefficient but for only 2 triangles, it's
  202. //not worth bothering with index/vertex buffers.
  203. pDev->SetVertexShader(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1);
  204. pDev->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, v, sizeof(_TRANS_LIT_TEX_VERTEX));
  205. reset();
  206. return true;
  207. }
  208. Int ScreenBWFilter::set(enum FilterModes mode)
  209. {
  210. HRESULT hr;
  211. if (mode > FM_NULL_MODE)
  212. { //rendering a quad with redirected rendering surface tinted by pixel shader
  213. if (m_fadeDirection > 0)
  214. { //turning effect on
  215. m_curFadeFrame++;
  216. Int fade = m_curFadeFrame;
  217. if (fade<m_fadeFrames)
  218. {
  219. m_curFadeValue = (Real)fade/(Real)m_fadeFrames;
  220. }
  221. else
  222. {
  223. m_curFadeFrame = 0;
  224. m_curFadeValue = 1.0f;
  225. m_fadeDirection = 0;
  226. }
  227. }
  228. else
  229. if (m_fadeDirection < 0)
  230. { //turning effect off
  231. m_curFadeFrame++;
  232. Int fade = m_curFadeFrame;
  233. if (fade<m_fadeFrames)
  234. {
  235. m_curFadeValue = 1.0f - (Real)fade/(Real)m_fadeFrames;
  236. }
  237. else
  238. { m_curFadeValue = 0.0f;
  239. TheTacticalView->setViewFilterMode(FM_NULL_MODE);
  240. TheTacticalView->setViewFilter(FT_NULL_FILTER);
  241. m_curFadeFrame = 0;
  242. m_fadeDirection = 0;
  243. }
  244. }
  245. VertexMaterialClass *vmat=VertexMaterialClass::Get_Preset(VertexMaterialClass::PRELIT_DIFFUSE);
  246. DX8Wrapper::Set_Material(vmat);
  247. REF_PTR_RELEASE(vmat); //no need to keep a reference since it's a preset.
  248. DX8Wrapper::Set_Shader(ShaderClass::_PresetOpaqueShader);
  249. DX8Wrapper::Set_Texture(0,NULL);
  250. DX8Wrapper::Apply_Render_State_Changes(); //force update of view and projection matrices
  251. DX8Wrapper::Set_DX8_Render_State(D3DRS_ZFUNC,D3DCMP_ALWAYS);
  252. DX8Wrapper::Set_DX8_Render_State(D3DRS_ZWRITEENABLE,FALSE);
  253. DX8Wrapper::Apply_Render_State_Changes(); //force update of view and projection matrices
  254. hr=DX8Wrapper::_Get_D3D_Device8()->SetPixelShader(m_dwBWPixelShader);
  255. DX8Wrapper::_Get_D3D_Device8()->SetPixelShaderConstant(0, D3DXVECTOR4(0.3f, 0.59f, 0.11f, 1.0f), 1);
  256. D3DXVECTOR4 color(1.0f,1.0f,1.0f,1.0f); //multiply color
  257. if (mode == FM_VIEW_BW_BLACK_AND_WHITE)
  258. { //back & white mode
  259. color.x=1.0f;
  260. color.y=1.0f;
  261. color.z=1.0f;
  262. }
  263. if (mode == FM_VIEW_BW_RED_AND_WHITE)
  264. { //red is on
  265. color.x = 1.0f;
  266. color.y = 0.0f;
  267. color.z = 0.0f;
  268. //inverse red is on
  269. //red is on
  270. // color.x = 0.0f;
  271. // color.y = 1.0f;
  272. // color.z = 1.0f;
  273. }
  274. if (mode == FM_VIEW_BW_GREEN_AND_WHITE)
  275. {
  276. color.x = 0.0f;
  277. color.y = 1.0f;
  278. color.z = 0.0f;
  279. }
  280. DX8Wrapper::_Get_D3D_Device8()->SetPixelShaderConstant(1, color, 1);
  281. DX8Wrapper::_Get_D3D_Device8()->SetPixelShaderConstant(2, D3DXVECTOR4(m_curFadeValue, m_curFadeValue, m_curFadeValue, 1.0f), 1);
  282. /* DX8Wrapper::_Get_D3D_Device8()->SetPixelShaderConstant(2, D3DXVECTOR4(150.0f/255.0f, 150.0f/255.0f, 150.0f/255.0f, 0.0f), 1);
  283. DX8Wrapper::_Get_D3D_Device8()->SetPixelShaderConstant(3, D3DXVECTOR4((765.0f/450.0f)/3, (765.0f/450.0f)/3, (765.0f/450.0f)/3, 1.0f), 1);
  284. DX8Wrapper::_Get_D3D_Device8()->SetPixelShaderConstant(4, D3DXVECTOR4(0.5f, 0.5f, 0.5f, 0), 1);
  285. DX8Wrapper::_Get_D3D_Device8()->SetPixelShaderConstant(5, D3DXVECTOR4((60.0f)/255.0f, (60.0f)/255.0f, (60.0f)/255.0f, 0), 1);
  286. DX8Wrapper::_Get_D3D_Device8()->SetPixelShaderConstant(6, D3DXVECTOR4((157.0f)/255.0f, (157.0f)/255.0f, (157.0f)/255.0f, 0), 1);
  287. DX8Wrapper::_Get_D3D_Device8()->SetPixelShaderConstant(7, D3DXVECTOR4((30.0f)/255.0f, (30.0f)/255.0f, (30.0f)/255.0f, 0), 1);
  288. */
  289. return true;
  290. }
  291. return false;
  292. }
  293. void ScreenBWFilter::reset(void)
  294. {
  295. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0,NULL); //previously rendered frame inside this texture
  296. DX8Wrapper::_Get_D3D_Device8()->SetPixelShader(0); //turn off pixel shader
  297. DX8Wrapper::Invalidate_Cached_Render_States();
  298. }
  299. Int ScreenBWFilter::shutdown(void)
  300. {
  301. if (m_dwBWPixelShader)
  302. DX8Wrapper::_Get_D3D_Device8()->DeletePixelShader(m_dwBWPixelShader);
  303. m_dwBWPixelShader=NULL;
  304. return TRUE;
  305. }
  306. /**Alternate version of the above filter which does not require pixel shaders - good for older cards*/
  307. Int ScreenBWFilterDOT3::init(void)
  308. {
  309. Int res;
  310. m_curFadeFrame = 0;
  311. if (!W3DShaderManager::canRenderToTexture()) {
  312. // Have to be able to render to texture.
  313. return false;
  314. }
  315. if ((res=W3DShaderManager::getChipset()) != 0)
  316. {
  317. W3DFilters[FT_VIEW_BW_FILTER]=&screenBWFilterDOT3;
  318. return TRUE;
  319. }
  320. return FALSE;
  321. }
  322. Bool ScreenBWFilterDOT3::preRender(Bool &skipRender, CustomScenePassModes &scenePassMode)
  323. {
  324. skipRender = false;
  325. W3DShaderManager::startRenderToTexture();
  326. return true;
  327. }
  328. Bool ScreenBWFilterDOT3::postRender(enum FilterModes mode, Coord2D &scrollDelta,Bool &doExtraRender)
  329. {
  330. IDirect3DTexture8 * tex = W3DShaderManager::endRenderToTexture();
  331. DEBUG_ASSERTCRASH(tex, ("Require rendered texture."));
  332. if (!tex) return false;
  333. if (!set(mode)) return false;
  334. LPDIRECT3DDEVICE8 pDev=DX8Wrapper::_Get_D3D_Device8();
  335. struct _TRANS_LIT_TEX_VERTEX {
  336. D3DXVECTOR4 p;
  337. DWORD color; // diffuse color
  338. float u;
  339. float v;
  340. } v[4];
  341. Int xpos, ypos, width, height;
  342. TheTacticalView->getOrigin(&xpos,&ypos);
  343. width=TheTacticalView->getWidth();
  344. height=TheTacticalView->getHeight();
  345. //bottom right
  346. v[0].p = D3DXVECTOR4( xpos+width-0.5f, ypos+height-0.5f, 0.0f, 1.0f );
  347. v[0].u = (Real)(xpos+width)/(Real)TheDisplay->getWidth(); v[0].v = (Real)(ypos+height)/(Real)TheDisplay->getHeight();
  348. //top right
  349. v[1].p = D3DXVECTOR4( xpos+width-0.5f, ypos-0.5f, 0.0f, 1.0f );
  350. v[1].u = (Real)(xpos+width)/(Real)TheDisplay->getWidth(); v[1].v = (Real)(ypos)/(Real)TheDisplay->getHeight();
  351. //bottom left
  352. v[2].p = D3DXVECTOR4( xpos-0.5f, ypos+height-0.5f, 0.0f, 1.0f );
  353. v[2].u = (Real)(xpos)/(Real)TheDisplay->getWidth(); v[2].v = (Real)(ypos+height)/(Real)TheDisplay->getHeight();
  354. //top left
  355. v[3].p = D3DXVECTOR4( xpos-0.5f, ypos-0.5f, 0.0f, 1.0f );
  356. v[3].u = (Real)(xpos)/(Real)TheDisplay->getWidth(); v[3].v = (Real)(ypos)/(Real)TheDisplay->getHeight();
  357. DWORD currentFade=(((Int)((1.0f-m_curFadeValue) * 255.0f))<<24) | 0x00ffffff; //store alpha value
  358. v[0].color = currentFade;
  359. v[1].color = currentFade;
  360. v[2].color = currentFade;
  361. v[3].color = currentFade;
  362. //draw polygons like this is very inefficient but for only 2 triangles, it's
  363. //not worth bothering with index/vertex buffers.
  364. pDev->SetVertexShader(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1);
  365. //Draw B&W version first
  366. if (DX8Caps::Support_DOT3())
  367. { //Override W3D states with customizations for grayscale
  368. DX8Wrapper::Set_DX8_Render_State(D3DRS_TEXTUREFACTOR, 0x80A5CA8E);
  369. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG0, D3DTA_TFACTOR | D3DTA_ALPHAREPLICATE);
  370. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
  371. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG2, D3DTA_TFACTOR | D3DTA_ALPHAREPLICATE);
  372. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLOROP, D3DTOP_MULTIPLYADD);
  373. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLORARG1, D3DTA_CURRENT);
  374. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLORARG2, D3DTA_TFACTOR);
  375. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLOROP, D3DTOP_DOTPRODUCT3);
  376. }
  377. else
  378. { //doesn't have DOT3 blend mode so fake it another way.
  379. DX8Wrapper::Set_DX8_Render_State(D3DRS_TEXTUREFACTOR, 0x60606060);
  380. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
  381. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG2, D3DTA_TFACTOR);
  382. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
  383. }
  384. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0,tex); //previously rendered frame inside this texture
  385. pDev->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, v, sizeof(_TRANS_LIT_TEX_VERTEX));
  386. //Draw normal view blended by current fade level
  387. ShaderClass::Invalidate(); //reset DOT3 blend from above.
  388. ShaderClass shader=ShaderClass::_PresetAlphaShader;
  389. shader.Set_Depth_Compare(ShaderClass::PASS_ALWAYS);
  390. DX8Wrapper::Set_Shader(shader);
  391. DX8Wrapper::Apply_Render_State_Changes(); //force update of view and projection matrices
  392. //replace texture alpha with vertex alpha
  393. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG2);
  394. pDev->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, v, sizeof(_TRANS_LIT_TEX_VERTEX));
  395. reset();
  396. return true;
  397. }
  398. Int ScreenBWFilterDOT3::set(enum FilterModes mode)
  399. {
  400. if (mode > FM_NULL_MODE)
  401. { //rendering a quad with redirected rendering surface tinted by pixel shader
  402. if (m_fadeDirection > 0)
  403. { //turning effect on
  404. m_curFadeFrame++;
  405. Int fade = m_curFadeFrame;
  406. if (fade<m_fadeFrames)
  407. {
  408. m_curFadeValue = (Real)fade/(Real)m_fadeFrames;
  409. }
  410. else
  411. {
  412. m_curFadeFrame = 0;
  413. m_curFadeValue = 1.0f;
  414. m_fadeDirection = 0;
  415. }
  416. }
  417. else
  418. if (m_fadeDirection < 0)
  419. { //turning effect off
  420. m_curFadeFrame++;
  421. Int fade = m_curFadeFrame;
  422. if (fade<m_fadeFrames)
  423. {
  424. m_curFadeValue = 1.0f - (Real)fade/(Real)m_fadeFrames;
  425. }
  426. else
  427. { m_curFadeValue = 0.0f;
  428. TheTacticalView->setViewFilterMode(FM_NULL_MODE);
  429. TheTacticalView->setViewFilter(FT_NULL_FILTER);
  430. m_curFadeFrame = 0;
  431. m_fadeDirection = 0;
  432. }
  433. }
  434. VertexMaterialClass *vmat=VertexMaterialClass::Get_Preset(VertexMaterialClass::PRELIT_DIFFUSE);
  435. DX8Wrapper::Set_Material(vmat);
  436. REF_PTR_RELEASE(vmat); //no need to keep a reference since it's a preset.
  437. DX8Wrapper::Set_Shader(ShaderClass::_PresetOpaqueShader);
  438. DX8Wrapper::Set_Texture(0,NULL);
  439. DX8Wrapper::Apply_Render_State_Changes(); //force update of view and projection matrices
  440. DX8Wrapper::Set_DX8_Render_State(D3DRS_ZFUNC,D3DCMP_ALWAYS);
  441. DX8Wrapper::Set_DX8_Render_State(D3DRS_ZWRITEENABLE,FALSE);
  442. DX8Wrapper::Apply_Render_State_Changes(); //force update of view and projection matrices
  443. return true;
  444. }
  445. return false;
  446. }
  447. void ScreenBWFilterDOT3::reset(void)
  448. {
  449. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0,NULL); //previously rendered frame inside this texture
  450. DX8Wrapper::Invalidate_Cached_Render_States();
  451. }
  452. Int ScreenBWFilterDOT3::shutdown(void)
  453. {
  454. return TRUE;
  455. }
  456. /*========= ScreenCrossFadeFilter =============================================================*/
  457. ///Fades screen between 2 different views of the scene with both being visible at once.
  458. Int ScreenCrossFadeFilter::m_fadeFrames;
  459. Int ScreenCrossFadeFilter::m_curFadeFrame;
  460. Real ScreenCrossFadeFilter::m_curFadeValue;
  461. Int ScreenCrossFadeFilter::m_fadeDirection;
  462. TextureClass *ScreenCrossFadeFilter::m_fadePatternTexture=NULL;
  463. Bool ScreenCrossFadeFilter::m_skipRender = FALSE;
  464. ScreenCrossFadeFilter screenCrossFadeFilter;
  465. ///List of different BW shader implementations in order of preference
  466. ///@todo: Add a version that doesn't require pixel shader
  467. W3DFilterInterface *ScreenCrossFadeFilterList[]=
  468. {
  469. &screenCrossFadeFilter,
  470. NULL
  471. };
  472. Int ScreenCrossFadeFilter::init(void)
  473. {
  474. if (!TheDisplay)
  475. return FALSE; //effect is useless without a view so no point initializing for the WB, etc.
  476. m_curFadeFrame = 0;
  477. if (!W3DShaderManager::canRenderToTexture())
  478. // Have to be able to render to texture.
  479. return FALSE;
  480. //Load an alpha mask texture that will mix foreground/background views.
  481. m_fadePatternTexture=WW3DAssetManager::Get_Instance()->Get_Texture("exmask_g.tga");
  482. if (!m_fadePatternTexture)
  483. return FALSE;
  484. m_fadePatternTexture->Set_U_Addr_Mode(TextureClass::TEXTURE_ADDRESS_CLAMP);
  485. m_fadePatternTexture->Set_V_Addr_Mode(TextureClass::TEXTURE_ADDRESS_CLAMP);
  486. m_fadePatternTexture->Set_Mip_Mapping(TextureClass::FILTER_TYPE_NONE);
  487. W3DFilters[FT_VIEW_CROSSFADE]=&screenCrossFadeFilter;
  488. return TRUE;
  489. }
  490. Bool ScreenCrossFadeFilter::updateFadeLevel(void)
  491. {
  492. if (m_fadeDirection > 0)
  493. { //turning effect on
  494. m_curFadeFrame++;
  495. Int fade = m_curFadeFrame;
  496. if (fade<m_fadeFrames)
  497. {
  498. m_curFadeValue = (Real)fade/(Real)m_fadeFrames;
  499. }
  500. else
  501. {
  502. m_curFadeFrame = 0;
  503. m_curFadeValue = 1.0f;
  504. m_fadeDirection = 0;
  505. return false;
  506. }
  507. }
  508. else
  509. if (m_fadeDirection < 0)
  510. { //turning effect off
  511. Int fade = m_curFadeFrame;
  512. if (fade<m_fadeFrames)
  513. {
  514. m_curFadeValue = 1.0f - (Real)fade/(Real)m_fadeFrames;
  515. m_curFadeFrame++;
  516. }
  517. else
  518. { m_curFadeValue = 0.0f;
  519. TheTacticalView->setViewFilterMode(FM_NULL_MODE);
  520. TheTacticalView->setViewFilter(FT_NULL_FILTER);
  521. m_curFadeFrame = 0;
  522. m_fadeDirection = 0;
  523. return false;
  524. }
  525. }
  526. return true;
  527. }
  528. Bool ScreenCrossFadeFilter::preRender(Bool &skipRender, CustomScenePassModes &scenePassMode)
  529. {
  530. if (updateFadeLevel())
  531. { //if fade has not completed
  532. W3DShaderManager::startRenderToTexture();
  533. scenePassMode=SCENE_PASS_ALPHA_MASK;
  534. skipRender = false;
  535. m_skipRender=true; //tell the postRender function not to draw into framebuffer yet.
  536. return true;
  537. }
  538. //fade must have completed
  539. return true;
  540. }
  541. Bool ScreenCrossFadeFilter::postRender(enum FilterModes mode, Coord2D &scrollDelta,Bool &doExtraRender)
  542. {
  543. IDirect3DTexture8 * tex;
  544. if (m_skipRender)
  545. {
  546. //don't render anything to frame buffer because we still need to draw the new scene
  547. //that we're fading into. Okay to render on the next call.
  548. m_skipRender = false;
  549. doExtraRender = TRUE;
  550. tex = W3DShaderManager::endRenderToTexture();
  551. return true;
  552. }
  553. tex=W3DShaderManager::getRenderTexture();
  554. DEBUG_ASSERTCRASH(tex, ("Require last rendered texture."));
  555. if (!tex) return false;
  556. if (!set(mode)) return false;
  557. LPDIRECT3DDEVICE8 pDev=DX8Wrapper::_Get_D3D_Device8();
  558. struct _TRANS_LIT_TEX_VERTEX {
  559. D3DXVECTOR4 p;
  560. DWORD color; // diffuse color
  561. float u;
  562. float v;
  563. float u1;
  564. float v1;
  565. } v[4];
  566. Int xpos, ypos, width, height;
  567. Real radius = 0.0f;
  568. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0,tex); //previously rendered frame inside this texture
  569. if (mode == FM_VIEW_CROSSFADE_CIRCLE)
  570. { DX8Wrapper::_Get_D3D_Device8()->SetTexture(1,m_fadePatternTexture->Peek_DX8_Texture());
  571. //Use the current fade level to scale the mask texture, for other modes the texture
  572. //comes pre-scaled so doesn't require uv scaling.
  573. radius = (1.0f-m_curFadeValue)*2.0f;
  574. if (radius <= 0)
  575. radius = 0.01f;
  576. radius = 0.5f/radius;
  577. }
  578. TheTacticalView->getOrigin(&xpos,&ypos);
  579. width=TheTacticalView->getWidth();
  580. height=TheTacticalView->getHeight();
  581. /* Real radius = (1.0f-m_curFadeValue);
  582. if (radius <= 0)
  583. radius = 0.01f;
  584. radius = 25.0f-radius*24.75f;
  585. */
  586. //bottom right
  587. v[0].p = D3DXVECTOR4( xpos+width-0.5f, ypos+height-0.5f, 0.0f, 1.0f );
  588. v[0].u = (Real)(xpos+width)/(Real)TheDisplay->getWidth(); v[0].v = (Real)(ypos+height)/(Real)TheDisplay->getHeight();
  589. v[0].u1 = 0.5f+radius; v[0].v1 = 0.5f+radius;
  590. //top right
  591. v[1].p = D3DXVECTOR4( xpos+width-0.5f, ypos-0.5f, 0.0f, 1.0f );
  592. v[1].u = (Real)(xpos+width)/(Real)TheDisplay->getWidth(); v[1].v = (Real)(ypos)/(Real)TheDisplay->getHeight();
  593. v[1].u1 = 0.5f+radius; v[1].v1 = 0.5f-radius;
  594. //bottom left
  595. v[2].p = D3DXVECTOR4( xpos-0.5f, ypos+height-0.5f, 0.0f, 1.0f );
  596. v[2].u = (Real)(xpos)/(Real)TheDisplay->getWidth(); v[2].v = (Real)(ypos+height)/(Real)TheDisplay->getHeight();
  597. v[2].u1 = 0.5f-radius; v[2].v1 = 0.5f+radius;
  598. //top left
  599. v[3].p = D3DXVECTOR4( xpos-0.5f, ypos-0.5f, 0.0f, 1.0f );
  600. v[3].u = (Real)(xpos)/(Real)TheDisplay->getWidth(); v[3].v = (Real)(ypos)/(Real)TheDisplay->getHeight();
  601. v[3].u1 = 0.5f-radius; v[3].v1 = 0.5f-radius;
  602. DWORD diffuse = 0xffffffff;//((Int)((m_curFadeValue) * 255.0f) << 24) | 0x00ffffff; //store alpha value in vertex diffuse
  603. v[0].color = diffuse;
  604. v[1].color = diffuse;
  605. v[2].color = diffuse;
  606. v[3].color = diffuse;
  607. //draw polygons like this is very inefficient but for only 2 triangles, it's
  608. //not worth bothering with index/vertex buffers.
  609. pDev->SetVertexShader(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX2);
  610. // m_pDev->SetTextureStageState(0,D3DTSS_MAGFILTER,D3DTEXF_POINT);
  611. // m_pDev->SetTextureStageState(0,D3DTSS_MINFILTER,D3DTEXF_POINT);
  612. pDev->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, v, sizeof(_TRANS_LIT_TEX_VERTEX));
  613. reset();
  614. return true;
  615. }
  616. Int ScreenCrossFadeFilter::set(enum FilterModes mode)
  617. {
  618. if (mode > FM_NULL_MODE)
  619. { //rendering a quad with redirected rendering surface
  620. VertexMaterialClass *vmat=VertexMaterialClass::Get_Preset(VertexMaterialClass::PRELIT_DIFFUSE);
  621. DX8Wrapper::Set_Material(vmat);
  622. REF_PTR_RELEASE(vmat); //no need to keep a reference since it's a preset.
  623. DX8Wrapper::Set_Shader(ShaderClass::_PresetAlphaShader);
  624. DX8Wrapper::Set_Texture(0,NULL);
  625. DX8Wrapper::Set_Texture(1,NULL);
  626. DX8Wrapper::Apply_Render_State_Changes(); //force update of view and projection matrices
  627. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
  628. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
  629. if (mode == FM_VIEW_CROSSFADE_CIRCLE)
  630. { //cross-fading using circle mask stored in stage 1
  631. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
  632. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
  633. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLOROP, D3DTOP_MODULATE );
  634. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
  635. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
  636. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
  637. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_TEXCOORDINDEX, 1 );
  638. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
  639. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
  640. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_MIPFILTER, D3DTEXF_NONE);
  641. }
  642. DX8Wrapper::Set_DX8_Render_State(D3DRS_ZFUNC,D3DCMP_ALWAYS);
  643. DX8Wrapper::Set_DX8_Render_State(D3DRS_ZWRITEENABLE,FALSE);
  644. return true;
  645. }
  646. return false;
  647. }
  648. void ScreenCrossFadeFilter::reset(void)
  649. {
  650. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
  651. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
  652. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0,NULL); //previously rendered frame inside this texture
  653. DX8Wrapper::Invalidate_Cached_Render_States();
  654. }
  655. Int ScreenCrossFadeFilter::shutdown(void)
  656. {
  657. REF_PTR_RELEASE(m_fadePatternTexture);
  658. return TRUE;
  659. }
  660. /*========= ScreenMotionBlurFilter =============================================================*/
  661. ///applies motion blur to viewport.
  662. ScreenMotionBlurFilter screenMotionBlurFilter;
  663. Coord3D ScreenMotionBlurFilter::m_zoomToPos;
  664. Bool ScreenMotionBlurFilter::m_zoomToValid = false;
  665. ScreenMotionBlurFilter::ScreenMotionBlurFilter():
  666. m_decrement(false),
  667. m_maxCount(0),
  668. m_lastFrame(0),
  669. m_skipRender(false)
  670. {
  671. }
  672. ///List of different motion blur implementations in order of preference
  673. W3DFilterInterface *ScreenMotionBlurFilterList[]=
  674. {
  675. &screenMotionBlurFilter,
  676. NULL
  677. };
  678. Int ScreenMotionBlurFilter::init(void)
  679. {
  680. if (!W3DShaderManager::canRenderToTexture()) {
  681. // Have to be able to render to texture.
  682. return false;
  683. }
  684. W3DFilters[FT_VIEW_MOTION_BLUR_FILTER]=this;
  685. return true;
  686. }
  687. Bool ScreenMotionBlurFilter::preRender(Bool &skipRender, CustomScenePassModes &scenePassMode)
  688. {
  689. skipRender = m_skipRender;
  690. W3DShaderManager::startRenderToTexture();
  691. return true;
  692. }
  693. Bool ScreenMotionBlurFilter::postRender(enum FilterModes mode, Coord2D &scrollDelta,Bool &doExtraRender)
  694. {
  695. IDirect3DTexture8 * tex = W3DShaderManager::endRenderToTexture();
  696. DEBUG_ASSERTCRASH(tex, ("Require rendered texture."));
  697. if (!tex) return false;
  698. if (!set(mode)) return false;
  699. LPDIRECT3DDEVICE8 pDev=DX8Wrapper::_Get_D3D_Device8();
  700. Bool continueEffect = true;
  701. struct _TRANS_LIT_TEX_VERTEX {
  702. D3DXVECTOR4 p;
  703. DWORD color; // diffuse color
  704. float u;
  705. float v;
  706. } v[4];
  707. Int xpos, ypos, width, height;
  708. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0,tex); //previously rendered frame inside this texture
  709. TheTacticalView->getOrigin(&xpos,&ypos);
  710. width=TheTacticalView->getWidth();
  711. height=TheTacticalView->getHeight();
  712. //bottom right
  713. v[0].p = D3DXVECTOR4( xpos+width-0.5f, ypos+height-0.5f, 0.0f, 1.0f );
  714. v[0].u = (Real)(xpos+width)/(Real)TheDisplay->getWidth(); v[0].v = (Real)(ypos+height)/(Real)TheDisplay->getHeight();
  715. //top right
  716. v[1].p = D3DXVECTOR4( xpos+width-0.5f, ypos-0.5f, 0.0f, 1.0f );
  717. v[1].u = (Real)(xpos+width)/(Real)TheDisplay->getWidth(); v[1].v = (Real)(ypos)/(Real)TheDisplay->getHeight();
  718. //bottom left
  719. v[2].p = D3DXVECTOR4( xpos-0.5f, ypos+height-0.5f, 0.0f, 1.0f );
  720. v[2].u = (Real)(xpos)/(Real)TheDisplay->getWidth(); v[2].v = (Real)(ypos+height)/(Real)TheDisplay->getHeight();
  721. //top left
  722. v[3].p = D3DXVECTOR4( xpos-0.5f, ypos-0.5f, 0.0f, 1.0f );
  723. v[3].u = (Real)(xpos)/(Real)TheDisplay->getWidth(); v[3].v = (Real)(ypos)/(Real)TheDisplay->getHeight();
  724. v[0].color = 0xffffffff;
  725. v[1].color = 0xffffffff;
  726. v[2].color = 0xffffffff;
  727. v[3].color = 0xffffffff;
  728. if (m_additive) {
  729. DX8Wrapper::Set_DX8_Render_State(D3DRS_SRCBLEND,D3DBLEND_SRCALPHA);
  730. DX8Wrapper::Set_DX8_Render_State(D3DRS_DESTBLEND,D3DBLEND_ONE);
  731. } else {
  732. DX8Wrapper::Set_DX8_Render_State(D3DRS_SRCBLEND,D3DBLEND_SRCALPHA);
  733. DX8Wrapper::Set_DX8_Render_State(D3DRS_DESTBLEND,D3DBLEND_INVSRCALPHA);
  734. }
  735. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHABLENDENABLE,false);
  736. //draw polygons like this is very inefficient but for only 2 triangles, it's
  737. //not worth bothering with index/vertex buffers.
  738. DX8Wrapper::Apply_Render_State_Changes();
  739. pDev->SetVertexShader(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1);
  740. Coord2D center;
  741. center.x = 0.5f;
  742. center.y = 0.5f;
  743. Bool pan = false;
  744. if (mode>=FM_VIEW_MB_PAN_ALPHA) {
  745. Real len = sqrt(scrollDelta.x*scrollDelta.x + scrollDelta.y*scrollDelta.y);
  746. //center.x += 0.5f * (scrollDelta.x/len);
  747. center.y -= 0.5f; // * (scrollDelta.y/len);
  748. m_decrement = false;
  749. m_maxCount = (len*200*m_panFactor/(Real)DEFAULT_PAN_FACTOR);
  750. if (m_maxCount<m_panFactor/2)
  751. m_maxCount = m_panFactor/2;
  752. if (m_maxCount>m_panFactor)
  753. m_maxCount=m_panFactor;
  754. pan = true;
  755. m_priorDelta = scrollDelta;
  756. } else if (mode == FM_VIEW_MB_END_PAN_ALPHA) {
  757. Real len = sqrt(m_priorDelta.x*m_priorDelta.x + m_priorDelta.y*m_priorDelta.y);
  758. center.x += 0.5f * (m_priorDelta.x/len);
  759. center.y -= 0.5f * (m_priorDelta.y/len);
  760. m_decrement = false;
  761. m_maxCount--;
  762. if (m_maxCount<2) {
  763. continueEffect = false;
  764. }
  765. pan = true;
  766. }
  767. m_skipRender = false;
  768. if (!pan && m_lastFrame != TheGameLogic->getFrame()) {
  769. if (m_decrement) {
  770. m_maxCount-=COUNT_STEP;
  771. if (m_maxCount<1) {
  772. m_decrement = false;
  773. continueEffect = false;
  774. } else {
  775. m_skipRender = true;
  776. }
  777. } else {
  778. m_maxCount+=COUNT_STEP;
  779. if (m_maxCount>=MAX_COUNT) {
  780. m_decrement = true;
  781. if (m_doZoomTo && m_zoomToValid) {
  782. TheTacticalView->lookAt(&m_zoomToPos);
  783. } else {
  784. continueEffect = false;
  785. }
  786. } else {
  787. m_skipRender = true;
  788. }
  789. }
  790. }
  791. Int i, j;
  792. if (!pan) {
  793. for (i=0; i<4; i++) {
  794. Real factor = 1.0f - (m_maxCount/(Real)MAX_COUNT)*0.90f;
  795. factor = sqrt(factor);
  796. v[i].u = ((v[i].u-center.x)*factor) + center.x;
  797. v[i].v = ((v[i].v-center.y)*factor) + center.y;
  798. }
  799. }
  800. pDev->SetTextureStageState(0,D3DTSS_ALPHAARG1, D3DTA_CURRENT);
  801. pDev->SetTextureStageState(0,D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
  802. pDev->SetTextureStageState(0,D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
  803. pDev->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, v, sizeof(_TRANS_LIT_TEX_VERTEX));
  804. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHABLENDENABLE,true);
  805. DX8Wrapper::Apply_Render_State_Changes();
  806. {
  807. Int limit = m_maxCount;
  808. if (m_maxCount>30) limit = 30;
  809. for (j=0; j<limit; j++) {
  810. for (i=0; i<4; i++) {
  811. Real factor = 0.99f;
  812. if (m_additive) factor = 0.98f;
  813. Int alpha = 0x15;
  814. if (m_additive) {
  815. alpha = 0x09;
  816. if (m_maxCount>limit) {
  817. alpha += (m_maxCount-limit)/5;
  818. }
  819. if (m_maxCount==MAX_COUNT) alpha += 60;
  820. }
  821. v[i].color = (alpha<<24)|0x00ffffff; //
  822. if (pan) {
  823. v[i].u = ((v[i].u-center.x)*(factor+.006)) + center.x;
  824. v[i].v = ((v[i].v-center.y)*factor) + center.y;
  825. } else {
  826. v[i].u = ((v[i].u-center.x)*factor) + center.x;
  827. v[i].v = ((v[i].v-center.y)*factor) + center.y;
  828. }
  829. }
  830. pDev->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, v, sizeof(_TRANS_LIT_TEX_VERTEX));
  831. }
  832. }
  833. m_lastFrame = TheGameLogic->getFrame();
  834. if (pan){
  835. m_skipRender = false;
  836. }
  837. reset();
  838. if (!continueEffect) {
  839. m_zoomToValid = false;
  840. }
  841. return continueEffect;
  842. }
  843. Bool ScreenMotionBlurFilter::setup(enum FilterModes mode)
  844. {
  845. m_additive = false;
  846. if (mode == FM_VIEW_MB_IN_AND_OUT_SATURATE ||
  847. mode == FM_VIEW_MB_IN_SATURATE ||
  848. mode == FM_VIEW_MB_OUT_SATURATE) {
  849. m_additive = true;
  850. }
  851. m_doZoomTo = false;
  852. if (mode == FM_VIEW_MB_IN_AND_OUT_SATURATE ||
  853. mode == FM_VIEW_MB_IN_AND_OUT_ALPHA ) {
  854. m_doZoomTo = true;
  855. }
  856. if (mode >= FM_VIEW_MB_PAN_ALPHA) {
  857. m_panFactor = (int)mode - FM_VIEW_MB_PAN_ALPHA;
  858. if (m_panFactor<1) m_panFactor = DEFAULT_PAN_FACTOR;
  859. }
  860. m_skipRender = false;
  861. if (mode != FM_VIEW_MB_END_PAN_ALPHA)
  862. m_maxCount = 0;
  863. m_decrement = false;
  864. m_skipRender = false;
  865. switch (mode) {
  866. case FM_VIEW_MB_OUT_SATURATE:
  867. case FM_VIEW_MB_OUT_ALPHA:
  868. m_maxCount = MAX_COUNT;
  869. m_decrement = TRUE;
  870. break;
  871. }
  872. return true;
  873. }
  874. Int ScreenMotionBlurFilter::set(enum FilterModes mode)
  875. {
  876. if (mode > FM_NULL_MODE)
  877. { //rendering a quad with redirected rendering surface motion blurred
  878. VertexMaterialClass *vmat=VertexMaterialClass::Get_Preset(VertexMaterialClass::PRELIT_DIFFUSE);
  879. DX8Wrapper::Set_Material(vmat);
  880. REF_PTR_RELEASE(vmat); //no need to keep a reference since it's a preset.
  881. DX8Wrapper::Set_Shader(ShaderClass::_PresetOpaqueShader);
  882. DX8Wrapper::Set_Texture(0,NULL);
  883. DX8Wrapper::Set_Texture(1,NULL);
  884. DX8Wrapper::Apply_Render_State_Changes(); //force update of view and projection matrices
  885. DX8Wrapper::Set_DX8_Render_State(D3DRS_ZFUNC,D3DCMP_ALWAYS);
  886. DX8Wrapper::Set_DX8_Render_State(D3DRS_ZWRITEENABLE,FALSE);
  887. DX8Wrapper::Apply_Render_State_Changes(); //force update of view and projection matrices
  888. }
  889. return TRUE;
  890. }
  891. void ScreenMotionBlurFilter::reset(void)
  892. {
  893. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0,NULL); //previously rendered frame inside this texture
  894. DX8Wrapper::Invalidate_Cached_Render_States();
  895. }
  896. Int ScreenMotionBlurFilter::shutdown(void)
  897. {
  898. return TRUE;
  899. }
  900. /*===========================================================================================*/
  901. /*========= Shroud Shaders =============================================================*/
  902. /*===========================================================================================*/
  903. ///Shroud layer rendering shader
  904. class ShroudTextureShader : public W3DShaderInterface
  905. {
  906. virtual Int set(Int pass); ///<setup shader for the specified rendering pass.
  907. virtual Int init(void); ///<perform any one time initialization and validation
  908. virtual void reset(void); ///<do any custom resetting necessary to bring W3D in sync.
  909. Int m_stageOfSet;
  910. } shroudTextureShader;
  911. ///List of different shroud shader implementations in order of preference
  912. W3DShaderInterface *ShroudShaderList[]=
  913. {
  914. &shroudTextureShader,
  915. NULL
  916. };
  917. //#define SHROUD_STRETCH_FACTOR (1.0f/MAP_XY_FACTOR) //1 texel per heightmap cell width
  918. Int ShroudTextureShader::init(void)
  919. {
  920. W3DShaders[W3DShaderManager::ST_SHROUD_TEXTURE]=&shroudTextureShader;
  921. W3DShadersPassCount[W3DShaderManager::ST_SHROUD_TEXTURE]=1;
  922. return TRUE;
  923. }
  924. //Setup a texture projection in the given stage that applies our shroud.
  925. Int ShroudTextureShader::set(Int stage)
  926. {
  927. //force WW3D2 system to set it's states so it won't later overwrite our custom settings.
  928. VertexMaterialClass *vmat=VertexMaterialClass::Get_Preset(VertexMaterialClass::PRELIT_DIFFUSE);
  929. DX8Wrapper::Set_Material(vmat);
  930. REF_PTR_RELEASE(vmat); //no need to keep a reference since it's a preset.
  931. if (stage < 2)
  932. DX8Wrapper::Set_Texture(stage, W3DShaderManager::getShaderTexture(0));
  933. else //stages larger than 1 are not supported by W3D so set them directly
  934. DX8Wrapper::Set_DX8_Texture(stage, W3DShaderManager::getShaderTexture(0)->Peek_DX8_Texture());
  935. if (stage == 0)
  936. {
  937. #if defined(_DEBUG) || defined(_INTERNAL)
  938. if (TheGlobalData && TheGlobalData->m_fogOfWarOn)
  939. DX8Wrapper::Set_Shader(ShaderClass::_PresetAlphaSpriteShader);
  940. else
  941. DX8Wrapper::Set_Shader(ShaderClass::_PresetMultiplicativeSpriteShader);
  942. #else
  943. DX8Wrapper::Set_Shader(ShaderClass::_PresetMultiplicativeSpriteShader);
  944. #endif
  945. }
  946. DX8Wrapper::Apply_Render_State_Changes();
  947. DX8Wrapper::Set_DX8_Texture_Stage_State(stage, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
  948. DX8Wrapper::Set_DX8_Texture_Stage_State(stage, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
  949. DX8Wrapper::Set_DX8_Render_State(D3DRS_ZFUNC,D3DCMP_EQUAL);
  950. //We need to scale so shroud texel stretches over one full terrain cell. Each texel
  951. //is 1/128 the size of full texture. (assuming 128x128 vid-mem texture).
  952. W3DShroud *shroud;
  953. if ((shroud=TheTerrainRenderObject->getShroud()) != 0)
  954. { ///@todo: All this code really only need to be done once per camera/view. Find a way to optimize it out.
  955. D3DXMATRIX inv;
  956. float det;
  957. Matrix4 curView;
  958. DX8Wrapper::_Get_DX8_Transform(D3DTS_VIEW, curView);
  959. D3DXMatrixInverse(&inv, &det, (D3DXMATRIX*)&curView);
  960. D3DXMATRIX scale,offset;
  961. //We need to make all world coordinates be relative to the heightmap data origin since that
  962. //is where the shroud begins.
  963. float xoffset = 0;
  964. float yoffset = 0;
  965. Real width=shroud->getCellWidth();
  966. Real height=shroud->getCellHeight();
  967. if (TheTerrainRenderObject->getMap())
  968. { //subtract origin position from all coordinates. Origin is shifted by 1 cell width/height to allow for unused border texels.
  969. xoffset = -(float)shroud->getDrawOriginX() + width;
  970. yoffset = -(float)shroud->getDrawOriginY() + height;
  971. }
  972. D3DXMatrixTranslation(&offset, xoffset, yoffset,0);
  973. width = 1.0f/(width*shroud->getTextureWidth());
  974. height = 1.0f/(height*shroud->getTextureHeight());
  975. D3DXMatrixScaling(&scale, width, height, 1);
  976. *((D3DXMATRIX *)&curView) = (inv * offset) * scale;
  977. DX8Wrapper::_Set_DX8_Transform((D3DTRANSFORMSTATETYPE )(D3DTS_TEXTURE0+stage), *((Matrix4*)&curView));
  978. }
  979. m_stageOfSet=stage;
  980. return TRUE;
  981. }
  982. void ShroudTextureShader::reset(void)
  983. {
  984. if (m_stageOfSet < MAX_TEXTURE_STAGES)
  985. DX8Wrapper::Set_Texture(m_stageOfSet,NULL);
  986. DX8Wrapper::Set_DX8_Render_State(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
  987. DX8Wrapper::Set_DX8_Texture_Stage_State(m_stageOfSet, D3DTSS_TEXCOORDINDEX, m_stageOfSet);
  988. DX8Wrapper::Set_DX8_Texture_Stage_State(m_stageOfSet, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
  989. }
  990. ///Mask layer rendering shader
  991. class MaskTextureShader : public W3DShaderInterface
  992. {
  993. virtual Int set(Int pass); ///<setup shader for the specified rendering pass.
  994. virtual Int init(void); ///<perform any one time initialization and validation
  995. virtual void reset(void); ///<do any custom resetting necessary to bring W3D in sync.
  996. } maskTextureShader;
  997. ///List of different shroud shader implementations in order of preference
  998. W3DShaderInterface *MaskShaderList[]=
  999. {
  1000. &maskTextureShader,
  1001. NULL
  1002. };
  1003. Int MaskTextureShader::init(void)
  1004. {
  1005. W3DShaders[W3DShaderManager::ST_MASK_TEXTURE]=&maskTextureShader;
  1006. W3DShadersPassCount[W3DShaderManager::ST_MASK_TEXTURE]=1;
  1007. return TRUE;
  1008. }
  1009. Int MaskTextureShader::set(Int pass)
  1010. {
  1011. Real fadeLevel=ScreenCrossFadeFilter::getCurrentFadeValue();
  1012. //Use the current fade level to scale the mask texture
  1013. Real radius = (1.0f-fadeLevel)*2.0f;
  1014. if (radius <= 0)
  1015. radius = 0.01f;
  1016. radius = 0.5f/radius;
  1017. //force WW3D2 system to set it's states so it won't later overwrite our custom settings.
  1018. VertexMaterialClass *vmat=VertexMaterialClass::Get_Preset(VertexMaterialClass::PRELIT_DIFFUSE);
  1019. DX8Wrapper::Set_Material(vmat);
  1020. REF_PTR_RELEASE(vmat); //no need to keep a reference since it's a preset.
  1021. //For now we're always going to project the texture coming from the crossfade effect
  1022. DX8Wrapper::Set_Texture(0, ScreenCrossFadeFilter::getCurrentMaskTexture());
  1023. ShaderClass shader=ShaderClass::_PresetOpaqueShader;
  1024. shader.Set_Primary_Gradient(ShaderClass::GRADIENT_DISABLE);
  1025. DX8Wrapper::Set_Shader(shader);
  1026. DX8Wrapper::Apply_Render_State_Changes();
  1027. Matrix4 curView;
  1028. DX8Wrapper::_Get_DX8_Transform(D3DTS_VIEW, curView);
  1029. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
  1030. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
  1031. D3DXMATRIX inv;
  1032. float det;
  1033. //Get inverse view matrix so we can transform camera space points back to world space
  1034. D3DXMatrixInverse(&inv, &det, (D3DXMATRIX*)&curView);
  1035. D3DXMATRIX scale,offset,offsetTextureCenter;
  1036. Coord3D centerPos;
  1037. //Find center of projection (this should be returned from some other filter, etc. but
  1038. //for now assume terrain location at center of screen.
  1039. if (TheTacticalView)
  1040. { Int xpos,ypos;
  1041. TheTacticalView->getOrigin(&xpos,&ypos);
  1042. ICoord2D screenPos;
  1043. screenPos.x=(Real)TheTacticalView->getWidth()*0.5f;
  1044. screenPos.y=(Real)TheTacticalView->getHeight()*0.5f;
  1045. TheTacticalView->screenToTerrain(&screenPos,&centerPos);
  1046. }
  1047. D3DXMatrixTranslation(&offset, -centerPos.x, -centerPos.y,0);
  1048. D3DXMatrixTranslation(&offsetTextureCenter, 0.5f, 0.5f, 0); //shift coordinates so center of projection falls at uv 0.5,0.5
  1049. Real worldTexelWidth=(1.0f-fadeLevel)*25.0f; //9 worked well for circle but weird shape requires more stretch to cover.
  1050. Real worldTexelHeight=(1.0f-fadeLevel)*25.0f;
  1051. ///@todo: Fix this to work with non 128x128 textures.
  1052. if (worldTexelWidth != 0 && worldTexelHeight != 0)
  1053. { Real widthScale = 1.0f/(worldTexelWidth*128.0f);
  1054. Real heightScale = 1.0f/(worldTexelHeight*128.0f);
  1055. D3DXMatrixScaling(&scale, widthScale, heightScale, 1);
  1056. *((D3DXMATRIX *)&curView) = ((inv * offset) * scale)*offsetTextureCenter;
  1057. }
  1058. else
  1059. { D3DXMatrixScaling(&scale, 0, 0, 1); //scaling by 0 will set uv coordinates to 0,0
  1060. *((D3DXMATRIX *)&curView) = ((inv * offset) * scale);
  1061. }
  1062. DX8Wrapper::_Set_DX8_Transform(D3DTS_TEXTURE0, *((Matrix4*)&curView));
  1063. return TRUE;
  1064. }
  1065. void MaskTextureShader::reset(void)
  1066. {
  1067. DX8Wrapper::Set_Texture(0,NULL);
  1068. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_TEXCOORDINDEX, 0);
  1069. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
  1070. }
  1071. /*===========================================================================================*/
  1072. /*========= Terrain Shaders =========================================================*/
  1073. /*===========================================================================================*/
  1074. ///regular terrain shader that should work on all multi-texture video cards (slowest version)
  1075. class TerrainShader2Stage : public W3DShaderInterface
  1076. {
  1077. public:
  1078. float m_xSlidePerSecond ; ///< How far the clouds move per second.
  1079. float m_ySlidePerSecond ; ///< How far the clouds move per second.
  1080. int m_curTick;
  1081. float m_xOffset;
  1082. float m_yOffset;
  1083. virtual Int set(Int pass); ///<setup shader for the specified rendering pass.
  1084. virtual Int init(void); ///<perform any one time initialization and validation
  1085. virtual void reset(void); ///<do any custom resetting necessary to bring W3D in sync.
  1086. void updateNoise1 (D3DXMATRIX *destMatrix,D3DXMATRIX *curViewInverse, Bool doUpdate=true); ///<generate the uv coordinates for Noise1 (i.e clouds)
  1087. void updateNoise2 (D3DXMATRIX *destMatrix,D3DXMATRIX *curViewInverse, Bool doUpdate=true); ///<generate the uv coordinates for Noise2 (i.e lightmap)
  1088. } terrainShader2Stage;
  1089. ///8 stage terrain shader which only works on certain Nvidia cards.
  1090. class TerrainShader8Stage : public W3DShaderInterface
  1091. {
  1092. virtual Int set(Int pass); ///<setup shader for the specified rendering pass.
  1093. virtual void reset(void); ///<do any custom resetting necessary to bring W3D in sync.
  1094. virtual Int init(void); ///<perform any one time initialization and validation
  1095. } terrainShader8Stage;
  1096. //Offsets into constant register pool used by vertex shader
  1097. #define CV_WORLDVIEWPROJ_0 0 //4 vectors for transform of world->clip space.
  1098. ///Pixel shader based terrain shader - fastest method for the newest cards.
  1099. class TerrainShaderPixelShader : public W3DShaderInterface
  1100. {
  1101. DWORD m_dwBasePixelShader; ///<handle to terrain D3D pixel shader
  1102. DWORD m_dwBaseNoise1PixelShader; ///<handle to terrain/single noise D3D pixel shader
  1103. DWORD m_dwBaseNoise2PixelShader; ///<handle to terrain/double noise D3D pixel shader
  1104. virtual Int set(Int pass); ///<setup shader for the specified rendering pass.
  1105. virtual void reset(void); ///<do any custom resetting necessary to bring W3D in sync.
  1106. virtual Int init(void); ///<perform any one time initialization and validation
  1107. virtual Int shutdown(void); ///<release resources used by shader
  1108. } terrainShaderPixelShader;
  1109. ///List of different terrain shader implementations in order of preference
  1110. W3DShaderInterface *TerrainShaderList[]=
  1111. {
  1112. &terrainShaderPixelShader,
  1113. &terrainShader8Stage,
  1114. &terrainShader2Stage,
  1115. NULL
  1116. };
  1117. Int TerrainShader2Stage::init( void )
  1118. {
  1119. //initialize settings for uv animated clouds
  1120. m_xSlidePerSecond = -0.02f;
  1121. m_ySlidePerSecond = 1.50f * m_xSlidePerSecond;
  1122. m_curTick = 0;
  1123. m_curTick = WW3D::Get_Sync_Time();//::GetTickCount();
  1124. m_xOffset = 0;
  1125. m_yOffset = 0;
  1126. //no special device validation needed - anything in our min spec should handle this.
  1127. W3DShaders[W3DShaderManager::ST_TERRAIN_BASE]=&terrainShader2Stage;
  1128. W3DShadersPassCount[W3DShaderManager::ST_TERRAIN_BASE]=2;
  1129. W3DShaders[W3DShaderManager::ST_TERRAIN_BASE_NOISE1]=&terrainShader2Stage;
  1130. W3DShadersPassCount[W3DShaderManager::ST_TERRAIN_BASE_NOISE1]=3;
  1131. W3DShaders[W3DShaderManager::ST_TERRAIN_BASE_NOISE2]=&terrainShader2Stage;
  1132. W3DShadersPassCount[W3DShaderManager::ST_TERRAIN_BASE_NOISE2]=3;
  1133. W3DShaders[W3DShaderManager::ST_TERRAIN_BASE_NOISE12]=&terrainShader2Stage;
  1134. W3DShadersPassCount[W3DShaderManager::ST_TERRAIN_BASE_NOISE12]=3;
  1135. return TRUE;
  1136. }
  1137. void TerrainShader2Stage::reset(void)
  1138. {
  1139. ShaderClass::Invalidate();
  1140. //Free references to textures
  1141. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, NULL);
  1142. DX8Wrapper::_Get_D3D_Device8()->SetTexture(1, NULL);
  1143. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
  1144. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU|0);
  1145. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
  1146. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU|1);
  1147. }
  1148. void TerrainShader2Stage::updateNoise1(D3DXMATRIX *destMatrix,D3DXMATRIX *curViewInverse, Bool doUpdate)
  1149. {
  1150. #define STRETCH_FACTOR ((float)(1/(63.0*MAP_XY_FACTOR/2))) /* covers 63/2 tiles */
  1151. D3DXMATRIX scale;
  1152. D3DXMatrixScaling(&scale, STRETCH_FACTOR, STRETCH_FACTOR,1);
  1153. *destMatrix = *curViewInverse * scale;
  1154. D3DXMATRIX offset;
  1155. Int delta = m_curTick;
  1156. m_curTick = WW3D::Get_Sync_Time();//::GetTickCount();
  1157. delta = m_curTick-delta;
  1158. m_xOffset += m_xSlidePerSecond*delta/1000;
  1159. m_yOffset += m_ySlidePerSecond*delta/1000;
  1160. //m_xOffset += m_xSlidePerSecond*delta/500;
  1161. //m_yOffset += m_ySlidePerSecond*delta/500;
  1162. //m_yOffset = sinf( (float)m_curTick * 0.0001f );
  1163. //m_xOffset = cosf( (float)m_curTick * 0.0001f );
  1164. if (m_xOffset > 1) m_xOffset -= 1;
  1165. if (m_yOffset > 1) m_yOffset -= 1;
  1166. if (m_xOffset < -1) m_xOffset += 1;
  1167. if (m_yOffset < -1) m_yOffset += 1;
  1168. D3DXMatrixTranslation(&offset, m_xOffset, m_yOffset,0);
  1169. *destMatrix *= offset;
  1170. }
  1171. void TerrainShader2Stage::updateNoise2(D3DXMATRIX *destMatrix,D3DXMATRIX *curViewInverse, Bool doUpdate)
  1172. {
  1173. D3DXMATRIX scale;
  1174. D3DXMatrixScaling(&scale, STRETCH_FACTOR, STRETCH_FACTOR,1);
  1175. *destMatrix = *curViewInverse * scale;
  1176. }
  1177. Int TerrainShader2Stage::set(Int pass)
  1178. {
  1179. //force WW3D2 system to set it's states so it won't later overwrite our custom settings.
  1180. DX8Wrapper::Apply_Render_State_Changes();
  1181. if (TheGlobalData && TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex) {
  1182. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
  1183. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  1184. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
  1185. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  1186. } else {
  1187. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MINFILTER, D3DTEXF_POINT);
  1188. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MAGFILTER, D3DTEXF_POINT);
  1189. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MINFILTER, D3DTEXF_POINT);
  1190. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MAGFILTER, D3DTEXF_POINT);
  1191. }
  1192. if (TheGlobalData && TheGlobalData->m_trilinearTerrainTex) {
  1193. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
  1194. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
  1195. } else {
  1196. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MIPFILTER, D3DTEXF_POINT);
  1197. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
  1198. }
  1199. switch (pass)
  1200. {
  1201. case 0:
  1202. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, W3DShaderManager::getShaderTexture(0)->Peek_DX8_Texture());
  1203. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
  1204. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
  1205. // Modulate the diffuse color with the texture as lighting comes from diffuse.
  1206. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
  1207. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
  1208. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
  1209. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
  1210. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
  1211. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
  1212. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_TEXCOORDINDEX, 0 );
  1213. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHABLENDENABLE,false);
  1214. break;
  1215. case 1:
  1216. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, W3DShaderManager::getShaderTexture(1)->Peek_DX8_Texture());
  1217. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
  1218. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
  1219. // Modulate the diffuse color with the texture as lighting comes from diffuse.
  1220. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
  1221. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
  1222. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
  1223. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
  1224. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_TEXCOORDINDEX, 1 );
  1225. // Blend the result using the alpha. (came from diffuse mod texture)
  1226. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHABLENDENABLE,true);
  1227. DX8Wrapper::Set_DX8_Render_State(D3DRS_SRCBLEND,D3DBLEND_SRCALPHA);
  1228. DX8Wrapper::Set_DX8_Render_State(D3DRS_DESTBLEND,D3DBLEND_INVSRCALPHA);
  1229. // Disable stage 2.
  1230. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
  1231. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
  1232. break;
  1233. case 2:
  1234. // Noise/cloud pass
  1235. Matrix4 curView;
  1236. DX8Wrapper::_Get_DX8_Transform(D3DTS_VIEW, curView);
  1237. //these states apply to all noise/cloud combination passes
  1238. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
  1239. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
  1240. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
  1241. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
  1242. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
  1243. // Two output coordinates are used.
  1244. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
  1245. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
  1246. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
  1247. //blend into frame buffer
  1248. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHABLENDENABLE,true);
  1249. DX8Wrapper::Set_DX8_Render_State(D3DRS_SRCBLEND,D3DBLEND_DESTCOLOR);
  1250. DX8Wrapper::Set_DX8_Render_State(D3DRS_DESTBLEND,D3DBLEND_ZERO);
  1251. D3DXMATRIX inv;
  1252. float det;
  1253. D3DXMatrixInverse(&inv, &det, (D3DXMATRIX*)&curView);
  1254. if (W3DShaderManager::getCurrentShader() == W3DShaderManager::ST_TERRAIN_BASE_NOISE12)
  1255. {
  1256. //setup cloud pass
  1257. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, W3DShaderManager::getShaderTexture(2)->Peek_DX8_Texture());
  1258. updateNoise1(((D3DXMATRIX*)&curView),&inv); //update curView with texture matrix
  1259. DX8Wrapper::_Set_DX8_Transform(D3DTS_TEXTURE0, curView);
  1260. //clouds always need bilinear filtering
  1261. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
  1262. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  1263. //setup noise pass
  1264. DX8Wrapper::_Get_D3D_Device8()->SetTexture(1, W3DShaderManager::getShaderTexture(3)->Peek_DX8_Texture());
  1265. updateNoise2(((D3DXMATRIX*)&curView),&inv);
  1266. DX8Wrapper::_Set_DX8_Transform(D3DTS_TEXTURE1, curView);
  1267. //noise always needs point/linear filtering. Why point!?
  1268. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MINFILTER, D3DTEXF_POINT);
  1269. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  1270. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
  1271. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
  1272. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLOROP, D3DTOP_MODULATE );
  1273. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
  1274. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
  1275. // Two output coordinates are used.
  1276. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
  1277. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
  1278. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
  1279. } //ST_TERRAIN_BASE_NOISE12
  1280. else
  1281. { //only 1 noise or cloud texture
  1282. // Now setup the texture pipeline.
  1283. if (W3DShaderManager::getCurrentShader() == W3DShaderManager::ST_TERRAIN_BASE_NOISE1)
  1284. { //setup cloud pass
  1285. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, W3DShaderManager::getShaderTexture(2)->Peek_DX8_Texture());
  1286. updateNoise1(((D3DXMATRIX*)&curView),&inv); //update curView with texture matrix
  1287. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
  1288. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  1289. }
  1290. else
  1291. {
  1292. //setup noise pass
  1293. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, W3DShaderManager::getShaderTexture(3)->Peek_DX8_Texture());
  1294. updateNoise2(((D3DXMATRIX*)&curView),&inv); //update curView with texture matrix
  1295. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MINFILTER, D3DTEXF_POINT);
  1296. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  1297. }
  1298. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
  1299. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
  1300. DX8Wrapper::_Set_DX8_Transform(D3DTS_TEXTURE0, *((Matrix4*)&curView));
  1301. }
  1302. break;
  1303. }
  1304. return TRUE;
  1305. }
  1306. Int TerrainShader8Stage::init( void )
  1307. {
  1308. ChipsetType res;
  1309. //this shader will also use the 2Stage shader for some of the passes so initialize it too.
  1310. if (terrainShader2Stage.init() && (res=W3DShaderManager::getChipset()) >= DC_TNT && res <= DC_GEFORCE2)
  1311. {
  1312. W3DShaders[W3DShaderManager::ST_TERRAIN_BASE]=&terrainShader8Stage;
  1313. W3DShadersPassCount[W3DShaderManager::ST_TERRAIN_BASE]=1;
  1314. W3DShaders[W3DShaderManager::ST_TERRAIN_BASE_NOISE1]=&terrainShader8Stage;
  1315. W3DShadersPassCount[W3DShaderManager::ST_TERRAIN_BASE_NOISE1]=2;
  1316. W3DShaders[W3DShaderManager::ST_TERRAIN_BASE_NOISE2]=&terrainShader8Stage;
  1317. W3DShadersPassCount[W3DShaderManager::ST_TERRAIN_BASE_NOISE2]=2;
  1318. W3DShaders[W3DShaderManager::ST_TERRAIN_BASE_NOISE12]=&terrainShader8Stage;
  1319. W3DShadersPassCount[W3DShaderManager::ST_TERRAIN_BASE_NOISE12]=2;
  1320. return TRUE;
  1321. }
  1322. return FALSE;
  1323. }
  1324. Int TerrainShader8Stage::set(Int pass)
  1325. {
  1326. if (pass == 0)
  1327. {
  1328. //force WW3D2 system to set it's states so it won't later overwrite our custom settings.
  1329. DX8Wrapper::Apply_Render_State_Changes();
  1330. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
  1331. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
  1332. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
  1333. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
  1334. if (TheGlobalData && TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex) {
  1335. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
  1336. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  1337. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
  1338. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  1339. } else {
  1340. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MINFILTER, D3DTEXF_POINT);
  1341. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MAGFILTER, D3DTEXF_POINT);
  1342. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MINFILTER, D3DTEXF_POINT);
  1343. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MAGFILTER, D3DTEXF_POINT);
  1344. }
  1345. if (TheGlobalData && TheGlobalData->m_trilinearTerrainTex) {
  1346. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
  1347. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
  1348. } else {
  1349. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MIPFILTER, D3DTEXF_POINT);
  1350. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
  1351. }
  1352. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, W3DShaderManager::getShaderTexture(0)->Peek_DX8_Texture());
  1353. DX8Wrapper::_Get_D3D_Device8()->SetTexture(1, W3DShaderManager::getShaderTexture(1)->Peek_DX8_Texture());
  1354. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
  1355. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_TEXCOORDINDEX, 0);
  1356. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
  1357. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
  1358. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
  1359. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
  1360. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
  1361. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLOROP, D3DTOP_ADD);
  1362. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_TEXCOORDINDEX, 1);
  1363. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLORARG1, D3DTA_DIFFUSE | D3DTA_COMPLEMENT | D3DTA_ALPHAREPLICATE);
  1364. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
  1365. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAOP, D3DTOP_ADD);
  1366. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAARG1, D3DTA_TFACTOR | D3DTA_COMPLEMENT);
  1367. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAARG2, D3DTA_TFACTOR);
  1368. DX8Wrapper::Set_DX8_Texture(2, NULL);
  1369. DX8Wrapper::Set_DX8_Texture_Stage_State( 2, D3DTSS_COLOROP, D3DTOP_MODULATE);
  1370. DX8Wrapper::Set_DX8_Texture_Stage_State( 2, D3DTSS_TEXCOORDINDEX, 2);
  1371. DX8Wrapper::Set_DX8_Texture_Stage_State( 2, D3DTSS_COLORARG1, D3DTA_TEXTURE);
  1372. DX8Wrapper::Set_DX8_Texture_Stage_State( 2, D3DTSS_COLORARG2, D3DTA_TEXTURE);
  1373. DX8Wrapper::Set_DX8_Texture_Stage_State( 2, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
  1374. DX8Wrapper::Set_DX8_Texture_Stage_State( 2, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
  1375. DX8Wrapper::Set_DX8_Texture_Stage_State( 2, D3DTSS_ALPHAARG2, D3DTA_TFACTOR);
  1376. DX8Wrapper::Set_DX8_Texture(3, NULL);
  1377. DX8Wrapper::Set_DX8_Texture_Stage_State( 3, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
  1378. DX8Wrapper::Set_DX8_Texture_Stage_State( 3, D3DTSS_TEXCOORDINDEX, 3);
  1379. DX8Wrapper::Set_DX8_Texture_Stage_State( 3, D3DTSS_COLORARG1, D3DTA_DIFFUSE | 0 | D3DTA_ALPHAREPLICATE);
  1380. DX8Wrapper::Set_DX8_Texture_Stage_State( 3, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
  1381. DX8Wrapper::Set_DX8_Texture_Stage_State( 3, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
  1382. DX8Wrapper::Set_DX8_Texture_Stage_State( 3, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
  1383. DX8Wrapper::Set_DX8_Texture_Stage_State( 3, D3DTSS_ALPHAARG2, D3DTA_TFACTOR);
  1384. DX8Wrapper::Set_DX8_Texture(4, NULL);
  1385. DX8Wrapper::Set_DX8_Texture_Stage_State( 4, D3DTSS_COLOROP, D3DTOP_MODULATE);
  1386. DX8Wrapper::Set_DX8_Texture_Stage_State( 4, D3DTSS_TEXCOORDINDEX, 4);
  1387. DX8Wrapper::Set_DX8_Texture_Stage_State( 4, D3DTSS_COLORARG1, D3DTA_CURRENT);
  1388. DX8Wrapper::Set_DX8_Texture_Stage_State( 4, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
  1389. DX8Wrapper::Set_DX8_Texture_Stage_State( 4, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
  1390. DX8Wrapper::Set_DX8_Texture_Stage_State( 4, D3DTSS_ALPHAARG1, D3DTA_CURRENT);
  1391. DX8Wrapper::Set_DX8_Texture_Stage_State( 4, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
  1392. DX8Wrapper::Set_DX8_Texture(5, NULL);
  1393. DX8Wrapper::Set_DX8_Texture_Stage_State( 5, D3DTSS_COLOROP, D3DTOP_ADD);
  1394. DX8Wrapper::Set_DX8_Texture_Stage_State( 5, D3DTSS_TEXCOORDINDEX, 5);
  1395. DX8Wrapper::Set_DX8_Texture_Stage_State( 5, D3DTSS_COLORARG1, D3DTA_DIFFUSE);
  1396. DX8Wrapper::Set_DX8_Texture_Stage_State( 5, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
  1397. DX8Wrapper::Set_DX8_Texture_Stage_State( 5, D3DTSS_ALPHAOP, D3DTOP_ADD);
  1398. DX8Wrapper::Set_DX8_Texture_Stage_State( 5, D3DTSS_ALPHAARG1, D3DTA_TFACTOR | D3DTA_COMPLEMENT);
  1399. DX8Wrapper::Set_DX8_Texture_Stage_State( 5, D3DTSS_ALPHAARG2, D3DTA_TFACTOR);
  1400. DX8Wrapper::Set_DX8_Texture(6, NULL);
  1401. DX8Wrapper::Set_DX8_Texture_Stage_State( 6, D3DTSS_COLOROP, D3DTOP_MODULATE);
  1402. DX8Wrapper::Set_DX8_Texture_Stage_State( 6, D3DTSS_TEXCOORDINDEX, 6);
  1403. DX8Wrapper::Set_DX8_Texture_Stage_State( 6, D3DTSS_COLORARG1, D3DTA_TFACTOR);
  1404. DX8Wrapper::Set_DX8_Texture_Stage_State( 6, D3DTSS_COLORARG2, D3DTA_TFACTOR);
  1405. DX8Wrapper::Set_DX8_Texture_Stage_State( 6, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
  1406. DX8Wrapper::Set_DX8_Texture_Stage_State( 6, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
  1407. DX8Wrapper::Set_DX8_Texture_Stage_State( 6, D3DTSS_ALPHAARG2, D3DTA_TFACTOR);
  1408. DX8Wrapper::Set_DX8_Texture(7, NULL);
  1409. DX8Wrapper::Set_DX8_Texture_Stage_State( 7, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
  1410. DX8Wrapper::Set_DX8_Texture_Stage_State( 7, D3DTSS_TEXCOORDINDEX, 7);
  1411. DX8Wrapper::Set_DX8_Texture_Stage_State( 7, D3DTSS_COLORARG1, D3DTA_TFACTOR);
  1412. DX8Wrapper::Set_DX8_Texture_Stage_State( 7, D3DTSS_COLORARG2, D3DTA_TFACTOR);
  1413. DX8Wrapper::Set_DX8_Texture_Stage_State( 7, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
  1414. DX8Wrapper::Set_DX8_Texture_Stage_State( 7, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
  1415. DX8Wrapper::Set_DX8_Texture_Stage_State( 7, D3DTSS_ALPHAARG2, D3DTA_TFACTOR);
  1416. }
  1417. else
  1418. { //setup cloud noise/pass
  1419. DX8Wrapper::Set_DX8_Texture_Stage_State( 2, D3DTSS_COLOROP, D3DTOP_DISABLE);
  1420. DX8Wrapper::Set_DX8_Texture_Stage_State( 2, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
  1421. DX8Wrapper::Set_DX8_Texture_Stage_State( 3, D3DTSS_COLOROP, D3DTOP_DISABLE);
  1422. DX8Wrapper::Set_DX8_Texture_Stage_State( 3, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
  1423. DX8Wrapper::Invalidate_Cached_Render_States();
  1424. terrainShader2Stage.set(2);
  1425. }
  1426. return TRUE;
  1427. }
  1428. void TerrainShader8Stage::reset(void)
  1429. {
  1430. DX8Wrapper::Set_DX8_Texture_Stage_State( 2, D3DTSS_COLOROP, D3DTOP_DISABLE);
  1431. DX8Wrapper::Set_DX8_Texture_Stage_State( 2, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
  1432. DX8Wrapper::Set_DX8_Texture_Stage_State( 3, D3DTSS_COLOROP, D3DTOP_DISABLE);
  1433. DX8Wrapper::Set_DX8_Texture_Stage_State( 3, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
  1434. DX8Wrapper::Set_DX8_Texture_Stage_State( 4, D3DTSS_COLOROP, D3DTOP_DISABLE);
  1435. DX8Wrapper::Set_DX8_Texture_Stage_State( 4, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
  1436. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, NULL);
  1437. DX8Wrapper::_Get_D3D_Device8()->SetTexture(1, NULL);
  1438. DX8Wrapper::Invalidate_Cached_Render_States();
  1439. }
  1440. Int TerrainShaderPixelShader::shutdown(void)
  1441. {
  1442. if (m_dwBasePixelShader)
  1443. DX8Wrapper::_Get_D3D_Device8()->DeletePixelShader(m_dwBasePixelShader);
  1444. if (m_dwBaseNoise1PixelShader)
  1445. DX8Wrapper::_Get_D3D_Device8()->DeletePixelShader(m_dwBaseNoise1PixelShader);
  1446. if (m_dwBaseNoise2PixelShader)
  1447. DX8Wrapper::_Get_D3D_Device8()->DeletePixelShader(m_dwBaseNoise2PixelShader);
  1448. m_dwBasePixelShader=NULL;
  1449. m_dwBaseNoise1PixelShader=NULL;
  1450. m_dwBaseNoise2PixelShader=NULL;
  1451. return TRUE;
  1452. }
  1453. Int TerrainShaderPixelShader::init( void )
  1454. {
  1455. Int res;
  1456. //this shader will also use the 2Stage shader for some of the passes so initialize it too.
  1457. if (terrainShader2Stage.init() && (res=W3DShaderManager::getChipset()) >= DC_GENERIC_PIXEL_SHADER_1_1)
  1458. {
  1459. if (res >= DC_GENERIC_PIXEL_SHADER_1_1)
  1460. {
  1461. //this shader needs some assets that need to be loaded
  1462. //shader decleration
  1463. DWORD Declaration[]=
  1464. {
  1465. (D3DVSD_STREAM(0)),
  1466. (D3DVSD_REG(0, D3DVSDT_FLOAT3)), // Position
  1467. (D3DVSD_REG(1, D3DVSDT_D3DCOLOR)), // Diffuse
  1468. (D3DVSD_REG(2, D3DVSDT_FLOAT2)), // Texture Coordinates
  1469. (D3DVSD_REG(3, D3DVSDT_FLOAT2)), // Texture Coordinates
  1470. (D3DVSD_END())
  1471. };
  1472. //base version which doesn't apply any noise textures.
  1473. HRESULT hr = W3DShaderManager::LoadAndCreateD3DShader("shaders\\terrain.pso", &Declaration[0], 0, false, &m_dwBasePixelShader);
  1474. if (FAILED(hr))
  1475. return FALSE;
  1476. //version which blends 1 noise texture.
  1477. hr = W3DShaderManager::LoadAndCreateD3DShader("shaders\\terrainnoise.pso", &Declaration[0], 0, false, &m_dwBaseNoise1PixelShader);
  1478. if (FAILED(hr))
  1479. return FALSE;
  1480. //version which blends 2 noise textures.
  1481. hr = W3DShaderManager::LoadAndCreateD3DShader("shaders\\terrainnoise2.pso", &Declaration[0], 0, false, &m_dwBaseNoise2PixelShader);
  1482. if (FAILED(hr))
  1483. return FALSE;
  1484. W3DShaders[W3DShaderManager::ST_TERRAIN_BASE]=&terrainShaderPixelShader;
  1485. W3DShaders[W3DShaderManager::ST_TERRAIN_BASE_NOISE1]=&terrainShaderPixelShader;
  1486. W3DShaders[W3DShaderManager::ST_TERRAIN_BASE_NOISE2]=&terrainShaderPixelShader;
  1487. W3DShaders[W3DShaderManager::ST_TERRAIN_BASE_NOISE12]=&terrainShaderPixelShader;
  1488. W3DShadersPassCount[W3DShaderManager::ST_TERRAIN_BASE]=1;
  1489. W3DShadersPassCount[W3DShaderManager::ST_TERRAIN_BASE_NOISE1]=1;
  1490. W3DShadersPassCount[W3DShaderManager::ST_TERRAIN_BASE_NOISE2]=1;
  1491. W3DShadersPassCount[W3DShaderManager::ST_TERRAIN_BASE_NOISE12]=1;
  1492. return TRUE;
  1493. }
  1494. }
  1495. return FALSE;
  1496. }
  1497. Int TerrainShaderPixelShader::set(Int pass)
  1498. {
  1499. //force WW3D2 system to set it's states so it won't later overwrite our custom settings.
  1500. DX8Wrapper::Apply_Render_State_Changes();
  1501. //setup base pass
  1502. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, W3DShaderManager::getShaderTexture(0)->Peek_DX8_Texture());
  1503. DX8Wrapper::_Get_D3D_Device8()->SetTexture(1, W3DShaderManager::getShaderTexture(1)->Peek_DX8_Texture());
  1504. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
  1505. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
  1506. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
  1507. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
  1508. //tell pixel shader which UV set to use for each stage
  1509. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_TEXCOORDINDEX, 0 );
  1510. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_TEXCOORDINDEX, 1 );
  1511. if (TheGlobalData && TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex) {
  1512. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
  1513. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  1514. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
  1515. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  1516. } else {
  1517. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MINFILTER, D3DTEXF_POINT);
  1518. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MAGFILTER, D3DTEXF_POINT);
  1519. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MINFILTER, D3DTEXF_POINT);
  1520. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MAGFILTER, D3DTEXF_POINT);
  1521. }
  1522. if (TheGlobalData && TheGlobalData->m_trilinearTerrainTex) {
  1523. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
  1524. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
  1525. } else {
  1526. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MIPFILTER, D3DTEXF_POINT);
  1527. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
  1528. }
  1529. if (W3DShaderManager::getCurrentShader() >= W3DShaderManager::ST_TERRAIN_BASE_NOISE1)
  1530. {
  1531. Matrix4 curView;
  1532. DX8Wrapper::_Get_DX8_Transform(D3DTS_VIEW, curView);
  1533. D3DXMATRIX inv;
  1534. float det;
  1535. D3DXMatrixInverse(&inv, &det, (D3DXMATRIX*)&curView);
  1536. DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
  1537. // Two output coordinates are used.
  1538. DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
  1539. DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
  1540. DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
  1541. if (W3DShaderManager::getCurrentShader() == W3DShaderManager::ST_TERRAIN_BASE_NOISE12)
  1542. { //full shader
  1543. DX8Wrapper::Set_DX8_Texture_Stage_State(3, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
  1544. DX8Wrapper::Set_DX8_Texture_Stage_State(3, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
  1545. DX8Wrapper::_Get_D3D_Device8()->SetTexture(2, W3DShaderManager::getShaderTexture(2)->Peek_DX8_Texture());
  1546. DX8Wrapper::_Get_D3D_Device8()->SetTexture(3, W3DShaderManager::getShaderTexture(3)->Peek_DX8_Texture());
  1547. DX8Wrapper::_Get_D3D_Device8()->SetPixelShader(m_dwBaseNoise2PixelShader);
  1548. DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
  1549. DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  1550. DX8Wrapper::Set_DX8_Texture_Stage_State(3, D3DTSS_MINFILTER, D3DTEXF_POINT);
  1551. DX8Wrapper::Set_DX8_Texture_Stage_State(3, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  1552. terrainShader2Stage.updateNoise1(((D3DXMATRIX*)&curView),&inv); //update curView with texture matrix
  1553. DX8Wrapper::_Set_DX8_Transform(D3DTS_TEXTURE2, curView);
  1554. terrainShader2Stage.updateNoise2(((D3DXMATRIX*)&curView),&inv); //update curView with texture matrix
  1555. DX8Wrapper::_Set_DX8_Transform(D3DTS_TEXTURE3, curView);
  1556. DX8Wrapper::Set_DX8_Texture_Stage_State(3, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
  1557. // Two output coordinates are used.
  1558. DX8Wrapper::Set_DX8_Texture_Stage_State(3, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
  1559. }
  1560. else
  1561. { //single noise texture shader
  1562. DX8Wrapper::_Get_D3D_Device8()->SetPixelShader(m_dwBaseNoise1PixelShader);
  1563. if (W3DShaderManager::getCurrentShader() == W3DShaderManager::ST_TERRAIN_BASE_NOISE1)
  1564. { //cloud map
  1565. DX8Wrapper::_Get_D3D_Device8()->SetTexture(2, W3DShaderManager::getShaderTexture(2)->Peek_DX8_Texture());
  1566. terrainShader2Stage.updateNoise1(((D3DXMATRIX*)&curView),&inv); //update curView with texture matrix
  1567. DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
  1568. DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  1569. }
  1570. else
  1571. { //light map
  1572. DX8Wrapper::_Get_D3D_Device8()->SetTexture(2, W3DShaderManager::getShaderTexture(3)->Peek_DX8_Texture());
  1573. terrainShader2Stage.updateNoise2(((D3DXMATRIX*)&curView),&inv); //update curView with texture matrix
  1574. DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_MINFILTER, D3DTEXF_POINT);
  1575. DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  1576. }
  1577. DX8Wrapper::_Set_DX8_Transform(D3DTS_TEXTURE2, curView);
  1578. }
  1579. }
  1580. else
  1581. { //just base texturing
  1582. DX8Wrapper::_Get_D3D_Device8()->SetPixelShader(m_dwBasePixelShader);
  1583. }
  1584. return TRUE;
  1585. }
  1586. void TerrainShaderPixelShader::reset(void)
  1587. {
  1588. DX8Wrapper::_Get_D3D_Device8()->SetTexture(2,NULL); //release reference to any texture
  1589. DX8Wrapper::_Get_D3D_Device8()->SetTexture(3,NULL); //release reference to any texture
  1590. DX8Wrapper::_Get_D3D_Device8()->SetPixelShader(0); //turn off pixel shader
  1591. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, NULL);
  1592. DX8Wrapper::_Get_D3D_Device8()->SetTexture(1, NULL);
  1593. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
  1594. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU|0);
  1595. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
  1596. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU|1);
  1597. DX8Wrapper::Set_DX8_Texture_Stage_State( 2, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
  1598. DX8Wrapper::Set_DX8_Texture_Stage_State( 2, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU|2);
  1599. DX8Wrapper::Set_DX8_Texture_Stage_State( 3, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
  1600. DX8Wrapper::Set_DX8_Texture_Stage_State( 3, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU|3);
  1601. DX8Wrapper::Invalidate_Cached_Render_States();
  1602. }
  1603. ///Cloud layer rendering shader - used for objects similar to terrain which only need the cloud layer.
  1604. class CloudTextureShader : public W3DShaderInterface
  1605. {
  1606. virtual Int set(Int stage); ///<setup shader for the specified rendering pass.
  1607. virtual Int init(void); ///<perform any one time initialization and validation
  1608. virtual void reset(void); ///<do any custom resetting necessary to bring W3D in sync.
  1609. Int m_stageOfSet;
  1610. } cloudTextureShader;
  1611. ///List of different cloud shader implementations in order of preference
  1612. W3DShaderInterface *CloudShaderList[]=
  1613. {
  1614. &cloudTextureShader,
  1615. NULL
  1616. };
  1617. Int CloudTextureShader::init(void)
  1618. {
  1619. W3DShaders[W3DShaderManager::ST_CLOUD_TEXTURE]=&cloudTextureShader;
  1620. W3DShadersPassCount[W3DShaderManager::ST_CLOUD_TEXTURE]=1;
  1621. return TRUE;
  1622. }
  1623. /**Setup a certain texture stage to project our cloud texture*/
  1624. Int CloudTextureShader::set(Int stage)
  1625. {
  1626. Matrix4 curView;
  1627. DX8Wrapper::_Get_DX8_Transform(D3DTS_VIEW, curView);
  1628. D3DXMATRIX inv;
  1629. float det;
  1630. D3DXMatrixInverse(&inv, &det, (D3DXMATRIX*)&curView);
  1631. //Get a texture matrix that applies the current cloud position
  1632. terrainShader2Stage.updateNoise1(((D3DXMATRIX*)&curView),&inv,false); //update curView with texture matrix
  1633. DX8Wrapper::Set_DX8_Texture_Stage_State(stage, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
  1634. DX8Wrapper::Set_DX8_Texture_Stage_State(stage, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
  1635. DX8Wrapper::_Set_DX8_Transform((D3DTRANSFORMSTATETYPE )(D3DTS_TEXTURE0+stage), curView);
  1636. DX8Wrapper::Set_DX8_Texture_Stage_State(stage, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
  1637. DX8Wrapper::Set_DX8_Texture_Stage_State(stage, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  1638. DX8Wrapper::Set_DX8_Texture_Stage_State(stage, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
  1639. DX8Wrapper::Set_DX8_Texture_Stage_State(stage, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
  1640. DX8Wrapper::Set_DX8_Texture_Stage_State( stage, D3DTSS_COLORARG1, D3DTA_TEXTURE );
  1641. DX8Wrapper::Set_DX8_Texture_Stage_State( stage, D3DTSS_COLORARG2, D3DTA_CURRENT );
  1642. DX8Wrapper::Set_DX8_Texture_Stage_State( stage, D3DTSS_COLOROP, D3DTOP_MODULATE );
  1643. DX8Wrapper::Set_DX8_Texture_Stage_State( stage, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
  1644. DX8Wrapper::Set_DX8_Texture_Stage_State( stage, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
  1645. DX8Wrapper::Set_DX8_Texture_Stage_State( stage, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
  1646. DX8Wrapper::_Get_D3D_Device8()->SetTexture(stage, W3DShaderManager::getShaderTexture(stage)->Peek_DX8_Texture());
  1647. m_stageOfSet=stage;
  1648. return TRUE;
  1649. }
  1650. void CloudTextureShader::reset(void)
  1651. {
  1652. //Free reference to texture
  1653. DX8Wrapper::_Get_D3D_Device8()->SetTexture(m_stageOfSet, NULL);
  1654. //Turn off texture projection
  1655. DX8Wrapper::Set_DX8_Texture_Stage_State( m_stageOfSet, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
  1656. DX8Wrapper::Set_DX8_Texture_Stage_State( m_stageOfSet, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU|m_stageOfSet);
  1657. DX8Wrapper::Set_DX8_Texture_Stage_State( m_stageOfSet, D3DTSS_COLOROP, D3DTOP_DISABLE );
  1658. DX8Wrapper::Set_DX8_Texture_Stage_State( m_stageOfSet, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
  1659. }
  1660. /*===========================================================================================*/
  1661. /*========= Road Shaders =========================================================*/
  1662. /*===========================================================================================*/
  1663. class RoadShaderPixelShader : public W3DShaderInterface
  1664. {
  1665. DWORD m_dwBaseNoise2PixelShader; ///<handle to road/double noise D3D pixel shader
  1666. virtual Int set(Int pass); ///<setup shader for the specified rendering pass.
  1667. virtual void reset(void); ///<do any custom resetting necessary to bring W3D in sync.
  1668. virtual Int init(void); ///<perform any one time initialization and validation
  1669. virtual Int shutdown(void); ///<release resources used by shader
  1670. } roadShaderPixelShader;
  1671. class RoadShader2Stage : public W3DShaderInterface
  1672. { friend class RoadShaderPixelShader; //pixel shader version uses some of the same features.
  1673. virtual Int set(Int pass); ///<setup shader for the specified rendering pass.
  1674. virtual Int init(void); ///<perform any one time initialization and validation
  1675. virtual void reset(void);
  1676. } roadShader2Stage;
  1677. ///List of different terrain shader implementations in order of preference
  1678. W3DShaderInterface *RoadShaderList[]=
  1679. {
  1680. &roadShaderPixelShader,
  1681. &roadShader2Stage,
  1682. NULL
  1683. };
  1684. Int RoadShaderPixelShader::shutdown(void)
  1685. {
  1686. if (m_dwBaseNoise2PixelShader)
  1687. DX8Wrapper::_Get_D3D_Device8()->DeletePixelShader(m_dwBaseNoise2PixelShader);
  1688. m_dwBaseNoise2PixelShader=NULL;
  1689. return TRUE;
  1690. }
  1691. Int RoadShaderPixelShader::init( void )
  1692. {
  1693. Int res;
  1694. //this shader will also use the 2Stage shader for some of the passes so initialize it too.
  1695. if (roadShader2Stage.init() && (res=W3DShaderManager::getChipset()) >= DC_GENERIC_PIXEL_SHADER_1_1)
  1696. {
  1697. if (res >= DC_GENERIC_PIXEL_SHADER_1_1)
  1698. {
  1699. //this shader needs some assets that need to be loaded
  1700. //shader decleration
  1701. DWORD Declaration[]=
  1702. {
  1703. (D3DVSD_STREAM(0)),
  1704. (D3DVSD_REG(0, D3DVSDT_FLOAT3)), // Position
  1705. (D3DVSD_REG(1, D3DVSDT_D3DCOLOR)), // Diffuse
  1706. (D3DVSD_REG(2, D3DVSDT_FLOAT2)), // Texture Coordinates
  1707. (D3DVSD_END())
  1708. };
  1709. //version which blends 2 noise textures.
  1710. HRESULT hr = W3DShaderManager::LoadAndCreateD3DShader("shaders\\roadnoise2.pso", &Declaration[0], 0, false, &m_dwBaseNoise2PixelShader);
  1711. if (FAILED(hr))
  1712. return FALSE;
  1713. //Only set this shader for use in dual noise mode. The 2Stage shader will take care of
  1714. //all the other modes.
  1715. W3DShaders[W3DShaderManager::ST_ROAD_BASE_NOISE12]=&roadShaderPixelShader;
  1716. W3DShadersPassCount[W3DShaderManager::ST_ROAD_BASE_NOISE12]=1;
  1717. return TRUE;
  1718. }
  1719. }
  1720. return FALSE;
  1721. }
  1722. Int RoadShaderPixelShader::set(Int pass)
  1723. {
  1724. //after we're done with this shader we're going to reset to NULL texture, so set W3D same way.
  1725. DX8Wrapper::Set_Texture(0,NULL);
  1726. DX8Wrapper::Set_Texture(1,NULL);
  1727. //force WW3D2 system to set it's states so it won't later overwrite our custom settings.
  1728. DX8Wrapper::Apply_Render_State_Changes();
  1729. //Directly set texture without W3D knowing... but we'll restore to NULL later.
  1730. if (W3DShaderManager::getShaderTexture(0))
  1731. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, W3DShaderManager::getShaderTexture(0)->Peek_DX8_Texture());
  1732. //tell pixel shader which UV set to use for each stage
  1733. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_TEXCOORDINDEX, 0 );
  1734. DX8Wrapper::Set_DX8_Render_State(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
  1735. DX8Wrapper::Set_DX8_Render_State(D3DRS_ZWRITEENABLE,FALSE);
  1736. DX8Wrapper::Set_DX8_Render_State(D3DRS_LIGHTING, FALSE);
  1737. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHABLENDENABLE,true); //blend roads into terrain
  1738. DX8Wrapper::Set_DX8_Render_State(D3DRS_SRCBLEND,D3DBLEND_SRCALPHA);
  1739. DX8Wrapper::Set_DX8_Render_State(D3DRS_DESTBLEND,D3DBLEND_INVSRCALPHA);
  1740. Matrix4 curView;
  1741. DX8Wrapper::_Get_DX8_Transform(D3DTS_VIEW, curView);
  1742. D3DXMATRIX inv;
  1743. float det;
  1744. D3DXMatrixInverse(&inv, &det, (D3DXMATRIX*)&curView);
  1745. if (TheGlobalData && TheGlobalData->m_trilinearTerrainTex)
  1746. { DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
  1747. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
  1748. }
  1749. else
  1750. { DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MIPFILTER, D3DTEXF_POINT);
  1751. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MIPFILTER, D3DTEXF_POINT);
  1752. }
  1753. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
  1754. // Two output coordinates are used.
  1755. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
  1756. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
  1757. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
  1758. DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
  1759. DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
  1760. DX8Wrapper::_Get_D3D_Device8()->SetTexture(1, W3DShaderManager::getShaderTexture(1)->Peek_DX8_Texture());
  1761. DX8Wrapper::_Get_D3D_Device8()->SetTexture(2, W3DShaderManager::getShaderTexture(2)->Peek_DX8_Texture());
  1762. DX8Wrapper::_Get_D3D_Device8()->SetPixelShader(m_dwBaseNoise2PixelShader);
  1763. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
  1764. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  1765. DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_MINFILTER, D3DTEXF_POINT);
  1766. DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  1767. terrainShader2Stage.updateNoise1(((D3DXMATRIX*)&curView),&inv, false); //get texture projection matrix
  1768. DX8Wrapper::_Set_DX8_Transform(D3DTS_TEXTURE1, curView);
  1769. terrainShader2Stage.updateNoise2(((D3DXMATRIX*)&curView),&inv, false); //get texture projection matrix
  1770. DX8Wrapper::_Set_DX8_Transform(D3DTS_TEXTURE2, curView);
  1771. DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
  1772. // Two output coordinates are used.
  1773. DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
  1774. return TRUE;
  1775. }
  1776. void RoadShaderPixelShader::reset(void)
  1777. {
  1778. DX8Wrapper::_Get_D3D_Device8()->SetTexture(2,NULL); //release reference to any texture
  1779. DX8Wrapper::_Get_D3D_Device8()->SetTexture(3,NULL); //release reference to any texture
  1780. DX8Wrapper::_Get_D3D_Device8()->SetPixelShader(0); //turn off pixel shader
  1781. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, NULL);
  1782. DX8Wrapper::_Get_D3D_Device8()->SetTexture(1, NULL);
  1783. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
  1784. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU|0);
  1785. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
  1786. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU|1);
  1787. DX8Wrapper::Set_DX8_Texture_Stage_State( 2, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
  1788. DX8Wrapper::Set_DX8_Texture_Stage_State( 2, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU|2);
  1789. DX8Wrapper::Set_DX8_Texture_Stage_State( 3, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
  1790. DX8Wrapper::Set_DX8_Texture_Stage_State( 3, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU|3);
  1791. DX8Wrapper::Invalidate_Cached_Render_States();
  1792. }
  1793. Int RoadShader2Stage::init( void )
  1794. {
  1795. //no special device validation needed - anything in our min spec should handle this.
  1796. W3DShaders[W3DShaderManager::ST_ROAD_BASE]=&roadShader2Stage;
  1797. W3DShadersPassCount[W3DShaderManager::ST_ROAD_BASE]=1;
  1798. W3DShaders[W3DShaderManager::ST_ROAD_BASE_NOISE1]=&roadShader2Stage;
  1799. W3DShadersPassCount[W3DShaderManager::ST_ROAD_BASE_NOISE1]=1;
  1800. W3DShaders[W3DShaderManager::ST_ROAD_BASE_NOISE2]=&roadShader2Stage;
  1801. W3DShadersPassCount[W3DShaderManager::ST_ROAD_BASE_NOISE2]=1;
  1802. W3DShaders[W3DShaderManager::ST_ROAD_BASE_NOISE12]=&roadShader2Stage;
  1803. W3DShadersPassCount[W3DShaderManager::ST_ROAD_BASE_NOISE12]=2;
  1804. return TRUE;
  1805. }
  1806. Int RoadShader2Stage::set(Int pass)
  1807. {
  1808. //after we're done with this shader we're going to reset to NULL texture, so set W3D same way.
  1809. DX8Wrapper::Set_Texture(0,NULL);
  1810. DX8Wrapper::Set_Texture(1,NULL);
  1811. //Force system to apply world/view transforms.
  1812. DX8Wrapper::Apply_Render_State_Changes();
  1813. DX8Wrapper::Set_DX8_Render_State(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
  1814. DX8Wrapper::Set_DX8_Render_State(D3DRS_ZWRITEENABLE,FALSE);
  1815. DX8Wrapper::Set_DX8_Render_State(D3DRS_LIGHTING, FALSE);
  1816. //first texture unit will always contain base road texture
  1817. if (W3DShaderManager::getShaderTexture(0))
  1818. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, W3DShaderManager::getShaderTexture(0)->Peek_DX8_Texture());
  1819. // Modulate the diffuse color with the texture as lighting comes from diffuse.
  1820. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
  1821. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
  1822. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
  1823. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
  1824. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
  1825. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
  1826. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_TEXCOORDINDEX, 0 );
  1827. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHABLENDENABLE,true); //blend roads into terrain
  1828. if (pass == 0)
  1829. {
  1830. DX8Wrapper::Set_DX8_Render_State(D3DRS_SRCBLEND,D3DBLEND_SRCALPHA);
  1831. DX8Wrapper::Set_DX8_Render_State(D3DRS_DESTBLEND,D3DBLEND_INVSRCALPHA);
  1832. if (W3DShaderManager::getCurrentShader() >= W3DShaderManager::ST_ROAD_BASE_NOISE1)
  1833. { //second texture unit will contain a noise pass
  1834. Matrix4 curView;
  1835. DX8Wrapper::_Get_DX8_Transform(D3DTS_VIEW, curView);
  1836. D3DXMATRIX inv;
  1837. float det;
  1838. D3DXMatrixInverse(&inv, &det, (D3DXMATRIX*)&curView);
  1839. if (TheGlobalData && TheGlobalData->m_trilinearTerrainTex)
  1840. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
  1841. else
  1842. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MIPFILTER, D3DTEXF_POINT);
  1843. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
  1844. // Two output coordinates are used.
  1845. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
  1846. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
  1847. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
  1848. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
  1849. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
  1850. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLOROP, D3DTOP_MODULATE );
  1851. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
  1852. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
  1853. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
  1854. if (W3DShaderManager::getCurrentShader() == W3DShaderManager::ST_ROAD_BASE_NOISE12)
  1855. { //full shader, apply noise 1 in pass 0.
  1856. DX8Wrapper::_Get_D3D_Device8()->SetTexture(1, W3DShaderManager::getShaderTexture(1)->Peek_DX8_Texture());
  1857. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
  1858. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  1859. terrainShader2Stage.updateNoise1(((D3DXMATRIX*)&curView),&inv, false); //get texture projection matrix
  1860. DX8Wrapper::_Set_DX8_Transform(D3DTS_TEXTURE1, curView);
  1861. }
  1862. else
  1863. { //single noise texture shader
  1864. if (W3DShaderManager::getCurrentShader() == W3DShaderManager::ST_ROAD_BASE_NOISE1)
  1865. { //cloud map
  1866. DX8Wrapper::_Get_D3D_Device8()->SetTexture(1, W3DShaderManager::getShaderTexture(1)->Peek_DX8_Texture());
  1867. terrainShader2Stage.updateNoise1(((D3DXMATRIX*)&curView),&inv, false); //update curView with texture matrix
  1868. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
  1869. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  1870. }
  1871. else
  1872. { //light map
  1873. DX8Wrapper::_Get_D3D_Device8()->SetTexture(1, W3DShaderManager::getShaderTexture(2)->Peek_DX8_Texture());
  1874. terrainShader2Stage.updateNoise2(((D3DXMATRIX*)&curView),&inv, false); //update curView with texture matrix
  1875. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MINFILTER, D3DTEXF_POINT);
  1876. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  1877. }
  1878. DX8Wrapper::_Set_DX8_Transform(D3DTS_TEXTURE1, curView);
  1879. }
  1880. }
  1881. else
  1882. { //just base texturing
  1883. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
  1884. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
  1885. }
  1886. } //pass 0
  1887. else
  1888. { //pass 1, apply additional noise pass
  1889. Matrix4 curView;
  1890. DX8Wrapper::_Get_DX8_Transform(D3DTS_VIEW, curView);
  1891. D3DXMATRIX inv;
  1892. float det;
  1893. D3DXMatrixInverse(&inv, &det, (D3DXMATRIX*)&curView);
  1894. if (TheGlobalData && TheGlobalData->m_trilinearTerrainTex)
  1895. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
  1896. else
  1897. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MIPFILTER, D3DTEXF_POINT);
  1898. DX8Wrapper::_Get_D3D_Device8()->SetTexture(1, W3DShaderManager::getShaderTexture(2)->Peek_DX8_Texture());
  1899. terrainShader2Stage.updateNoise2(((D3DXMATRIX*)&curView),&inv, false); //update curView with texture matrix
  1900. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MINFILTER, D3DTEXF_POINT);
  1901. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  1902. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
  1903. // Two output coordinates are used.
  1904. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
  1905. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
  1906. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
  1907. //Copy alpha channel into stage 1 but mask out color channel by replacing with white.
  1908. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
  1909. //Force color channel to white by copying the alpha into RGB
  1910. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE|D3DTA_ALPHAREPLICATE);
  1911. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG2);
  1912. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
  1913. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
  1914. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
  1915. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
  1916. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
  1917. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLOROP, D3DTOP_BLENDCURRENTALPHA);
  1918. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
  1919. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
  1920. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
  1921. //Modulate into existing roads with clouds applied. - only apply where roads are transparent by
  1922. //using road texture as a mask.
  1923. DX8Wrapper::Set_DX8_Render_State(D3DRS_SRCBLEND,D3DBLEND_ZERO);
  1924. DX8Wrapper::Set_DX8_Render_State(D3DRS_DESTBLEND,D3DBLEND_SRCCOLOR);
  1925. DX8Wrapper::_Set_DX8_Transform(D3DTS_TEXTURE0, curView);
  1926. }
  1927. return TRUE;
  1928. }
  1929. void RoadShader2Stage::reset(void)
  1930. {
  1931. ShaderClass::Invalidate();
  1932. //Free references to textures
  1933. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, NULL);
  1934. DX8Wrapper::_Get_D3D_Device8()->SetTexture(1, NULL);
  1935. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
  1936. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU|0);
  1937. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
  1938. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU|1);
  1939. }
  1940. /** List of all custom shader lists - each list in this list contains variations of the same
  1941. shader to allow it to work on different hardware configurations.
  1942. */
  1943. W3DShaderInterface **MasterShaderList[]=
  1944. {
  1945. TerrainShaderList,
  1946. ShroudShaderList,
  1947. RoadShaderList,
  1948. MaskShaderList,
  1949. CloudShaderList,
  1950. NULL
  1951. };
  1952. /** List of all custom filter lists - each list in this list contains variations of the same
  1953. filter to allow it to work on different hardware configurations.
  1954. */
  1955. W3DFilterInterface **MasterFilterList[]=
  1956. {
  1957. ScreenBWFilterList,
  1958. ScreenMotionBlurFilterList,
  1959. ScreenCrossFadeFilterList,
  1960. NULL
  1961. };
  1962. // W3DShaderManager::W3DShaderManager =========================================
  1963. /** Constructor - just clears some variables */
  1964. //=============================================================================
  1965. W3DShaderManager::W3DShaderManager(void)
  1966. {
  1967. m_currentShader = ST_INVALID;
  1968. m_currentFilter = FT_NULL_FILTER;
  1969. m_oldRenderSurface = NULL;
  1970. m_renderTexture = NULL;
  1971. m_newRenderSurface = NULL;
  1972. m_oldDepthSurface = NULL;
  1973. m_renderingToTexture = false;
  1974. Int i;
  1975. for (i=0; i<W3DShaderManager::ST_MAX; i++)
  1976. { W3DShaders[i]=NULL;
  1977. W3DShadersPassCount[i]=0;
  1978. }
  1979. for (i=0; i<FT_MAX; i++)
  1980. { W3DFilters[i]=NULL;
  1981. }
  1982. for (i=0; i<8; i++)
  1983. {
  1984. m_Textures[i]=NULL;
  1985. }
  1986. m_currentShader=(W3DShaderManager::ShaderTypes)-1;
  1987. }
  1988. // W3DShaderManager::init =======================================================
  1989. /** Walk through all shaders and find versions suitable for current hardware */
  1990. //=============================================================================
  1991. void W3DShaderManager::init(void)
  1992. {
  1993. int i,j;
  1994. D3DSURFACE_DESC desc;
  1995. // For now, check & see if we are gf3 or higher on the food chain.
  1996. Int res=0;
  1997. if ((res=W3DShaderManager::getChipset()) != 0)
  1998. {
  1999. //Some of our effects require an offscreen render target, so try creating it here.
  2000. HRESULT hr=DX8Wrapper::_Get_D3D_Device8()->GetRenderTarget(&m_oldRenderSurface);
  2001. m_oldRenderSurface->GetDesc(&desc);
  2002. hr=DX8Wrapper::_Get_D3D_Device8()->CreateTexture(desc.Width,desc.Height,1,D3DUSAGE_RENDERTARGET,desc.Format,D3DPOOL_DEFAULT,&m_renderTexture);
  2003. if (hr != S_OK)
  2004. {
  2005. if (m_oldRenderSurface) m_oldRenderSurface->Release();
  2006. m_oldRenderSurface = NULL;
  2007. m_renderTexture = NULL;
  2008. } else {
  2009. hr = m_renderTexture->GetSurfaceLevel(0, &m_newRenderSurface);
  2010. if (hr != S_OK)
  2011. {
  2012. if (m_renderTexture) m_renderTexture->Release();
  2013. m_renderTexture = NULL;
  2014. m_newRenderSurface = NULL;
  2015. } else {
  2016. hr = DX8Wrapper::_Get_D3D_Device8()->GetDepthStencilSurface(&m_oldDepthSurface);
  2017. if (hr != S_OK)
  2018. {
  2019. if (m_newRenderSurface) m_newRenderSurface->Release();
  2020. if (m_renderTexture) m_renderTexture->Release();
  2021. m_renderTexture = NULL;
  2022. m_newRenderSurface = NULL;
  2023. m_oldDepthSurface = NULL;
  2024. }
  2025. }
  2026. }
  2027. }
  2028. W3DShaderInterface **shaders;
  2029. for (i=0; MasterShaderList[i] != NULL; i++)
  2030. {
  2031. shaders=MasterShaderList[i];
  2032. for (j=0; shaders[j] != NULL; j++)
  2033. {
  2034. if (shaders[j]->init())
  2035. break; //found a working shader
  2036. }
  2037. }
  2038. W3DFilterInterface **filters;
  2039. for (i=0; MasterFilterList[i] != NULL; i++)
  2040. {
  2041. filters=MasterFilterList[i];
  2042. for (j=0; filters[j] != NULL; j++)
  2043. {
  2044. if (filters[j]->init())
  2045. break; //found a working shader
  2046. }
  2047. }
  2048. DEBUG_LOG(("ShaderManager ChipsetID %d\n", res));
  2049. }
  2050. // W3DShaderManager::shutdown =======================================================
  2051. /** Any shaders which allocate resources will be allowed to free them */
  2052. //=============================================================================
  2053. void W3DShaderManager::shutdown(void)
  2054. {
  2055. if (m_newRenderSurface) m_newRenderSurface->Release();
  2056. if (m_renderTexture) m_renderTexture->Release();
  2057. if (m_oldRenderSurface) m_oldRenderSurface->Release();
  2058. if (m_oldDepthSurface) m_oldDepthSurface->Release();
  2059. m_renderTexture = NULL;
  2060. m_newRenderSurface = NULL;
  2061. m_oldDepthSurface = NULL;
  2062. m_oldRenderSurface = NULL;
  2063. m_currentShader = ST_INVALID;
  2064. m_currentFilter = FT_NULL_FILTER;
  2065. //release any assets associated with a shader (vertex/pixel shaders, textures, etc.)
  2066. for (Int i=0; i<W3DShaderManager::ST_MAX; i++) {
  2067. if (W3DShaders[i]) {
  2068. W3DShaders[i]->shutdown();
  2069. }
  2070. }
  2071. for ( i=0; i < FT_MAX; i++)
  2072. {
  2073. if (W3DFilters[i])
  2074. {
  2075. W3DFilters[i]->shutdown();
  2076. }
  2077. }
  2078. }
  2079. // W3DShaderManager::getShaderPasses =======================================================
  2080. /** Return number of renderig passes required in perform the desired shader on current
  2081. hardware. App will need to re-render the polygons this many times to complete the
  2082. effect.
  2083. */
  2084. //=============================================================================
  2085. Int W3DShaderManager::getShaderPasses(ShaderTypes shader)
  2086. {
  2087. return W3DShadersPassCount[shader];
  2088. }
  2089. // W3DShaderManager::setShader =======================================================
  2090. /** Must call this method before each rendering pass in order to perform proper D3D
  2091. setup for each shader.
  2092. */
  2093. //=============================================================================
  2094. Int W3DShaderManager::setShader(ShaderTypes shader, Int pass)
  2095. {
  2096. if (shader == m_currentShader && pass == m_currentShaderPass)
  2097. return TRUE; //shader is already set
  2098. m_currentShader=shader;
  2099. m_currentShaderPass = pass;
  2100. if (W3DShaders[shader])
  2101. return W3DShaders[shader]->set(pass);
  2102. return FALSE;
  2103. }
  2104. // W3DShaderManager::resetShader =======================================================
  2105. /** Must call this method after all polygons and rendering passes have been submitted.
  2106. This method allows D3D to reset itself to a default state that doesn't conflict
  2107. with the WW3D2 Shader system.
  2108. */
  2109. //=============================================================================
  2110. void W3DShaderManager::resetShader(ShaderTypes shader)
  2111. {
  2112. if (m_currentShader == ST_INVALID)
  2113. return; //last shader is already reset.
  2114. if (W3DShaders[shader])
  2115. W3DShaders[shader]->reset();
  2116. m_currentShader = ST_INVALID;
  2117. }
  2118. // W3DShaderManager::filterPreRender =======================================================
  2119. /** Call to view filter shaders before rendering starts.
  2120. */
  2121. //=============================================================================
  2122. Bool W3DShaderManager::filterPreRender(FilterTypes filter, Bool &skipRender, CustomScenePassModes &scenePassMode)
  2123. {
  2124. if (W3DFilters[filter])
  2125. { Bool result=W3DFilters[filter]->preRender(skipRender,scenePassMode);
  2126. if (result)
  2127. m_currentFilter = filter;
  2128. return result;
  2129. }
  2130. return FALSE;
  2131. }
  2132. // W3DShaderManager::filterPostRender =======================================================
  2133. /** Call to view filter shaders after rendering is complete.
  2134. */
  2135. //=============================================================================
  2136. Bool W3DShaderManager::filterPostRender(FilterTypes filter, enum FilterModes mode, Coord2D &scrollDelta, Bool &doExtraRender)
  2137. {
  2138. if (W3DFilters[filter])
  2139. return W3DFilters[filter]->postRender(mode, scrollDelta,doExtraRender);
  2140. m_currentFilter = FT_NULL_FILTER;
  2141. return FALSE;
  2142. }
  2143. // W3DShaderManager::filterPostRender =======================================================
  2144. /** Call to view filter shaders after rendering is complete.
  2145. */
  2146. //=============================================================================
  2147. static Bool filterSetup(FilterTypes filter, enum FilterModes mode);
  2148. Bool W3DShaderManager::filterSetup(FilterTypes filter, enum FilterModes mode)
  2149. {
  2150. if (W3DFilters[filter])
  2151. return W3DFilters[filter]->setup(mode);
  2152. return FALSE;
  2153. }
  2154. /*Draws 2 triangles covering the viewport given the current render states*/
  2155. void W3DShaderManager::drawViewport(Int color)
  2156. {
  2157. LPDIRECT3DDEVICE8 pDev=DX8Wrapper::_Get_D3D_Device8();
  2158. struct _TRANS_LIT_TEX_VERTEX {
  2159. D3DXVECTOR4 p;
  2160. DWORD color; // diffuse color
  2161. float u;
  2162. float v;
  2163. } v[4];
  2164. Int xpos, ypos, width, height;
  2165. TheTacticalView->getOrigin(&xpos,&ypos);
  2166. width=TheTacticalView->getWidth();
  2167. height=TheTacticalView->getHeight();
  2168. //bottom right
  2169. v[0].p = D3DXVECTOR4( xpos+width-0.5f, ypos+height-0.5f, 0.0f, 1.0f );
  2170. v[0].u = (Real)(xpos+width)/(Real)TheDisplay->getWidth(); v[0].v = (Real)(ypos+height)/(Real)TheDisplay->getHeight();
  2171. //top right
  2172. v[1].p = D3DXVECTOR4( xpos+width-0.5f, ypos-0.5f, 0.0f, 1.0f );
  2173. v[1].u = (Real)(xpos+width)/(Real)TheDisplay->getWidth(); v[1].v = (Real)(ypos)/(Real)TheDisplay->getHeight();
  2174. //bottom left
  2175. v[2].p = D3DXVECTOR4( xpos-0.5f, ypos+height-0.5f, 0.0f, 1.0f );
  2176. v[2].u = (Real)(xpos)/(Real)TheDisplay->getWidth(); v[2].v = (Real)(ypos+height)/(Real)TheDisplay->getHeight();
  2177. //top left
  2178. v[3].p = D3DXVECTOR4( xpos-0.5f, ypos-0.5f, 0.0f, 1.0f );
  2179. v[3].u = (Real)(xpos)/(Real)TheDisplay->getWidth(); v[3].v = (Real)(ypos)/(Real)TheDisplay->getHeight();
  2180. v[0].color = color;
  2181. v[1].color = color;
  2182. v[2].color = color;
  2183. v[3].color = color;
  2184. //draw polygons like this is very inefficient but for only 2 triangles, it's
  2185. //not worth bothering with index/vertex buffers.
  2186. pDev->SetVertexShader(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1);
  2187. pDev->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, v, sizeof(_TRANS_LIT_TEX_VERTEX));
  2188. }
  2189. // W3DShaderManager::startRenderToTexture =======================================================
  2190. /** Starts rendering to a texture.
  2191. */
  2192. //=============================================================================
  2193. void W3DShaderManager::startRenderToTexture(void)
  2194. {
  2195. DEBUG_ASSERTCRASH(!m_renderingToTexture, ("Already rendering to texture - cannot nest calls."));
  2196. if (m_renderingToTexture || m_newRenderSurface==NULL || m_oldDepthSurface==NULL) return;
  2197. HRESULT hr = DX8Wrapper::_Get_D3D_Device8()->SetRenderTarget(m_newRenderSurface,m_oldDepthSurface);
  2198. DEBUG_ASSERTCRASH(hr==S_OK, ("Set target failed unexpectedly."));
  2199. if (hr != S_OK)
  2200. return;
  2201. m_renderingToTexture = true;
  2202. if (TheGlobalData->m_showSoftWaterEdge)
  2203. { //Soft water edges use frame buffer destination alpha so we must clear it to a known value.
  2204. if (m_currentFilter == FT_VIEW_MOTION_BLUR_FILTER || m_currentFilter == FT_VIEW_CROSSFADE)
  2205. { //these filters rely on the previous frame being visible so we must be careful about clearing
  2206. //frame buffer. Only clear the alpha channel
  2207. DX8Wrapper::Set_DX8_Render_State(D3DRS_COLORWRITEENABLE,D3DCOLORWRITEENABLE_ALPHA); //only clear alpha
  2208. ShaderClass shader=ShaderClass::_PresetOpaqueSolidShader;
  2209. shader.Set_Depth_Compare(ShaderClass::PASS_ALWAYS);
  2210. shader.Set_Depth_Mask(ShaderClass::DEPTH_WRITE_DISABLE);
  2211. DX8Wrapper::Set_Shader(shader);
  2212. VertexMaterialClass *vmat=VertexMaterialClass::Get_Preset(VertexMaterialClass::PRELIT_DIFFUSE);
  2213. DX8Wrapper::Set_Material(vmat);
  2214. REF_PTR_RELEASE(vmat); //no need to keep a reference since it's a preset.
  2215. drawViewport(0x00ffffff | (((Int)(TheWaterTransparency->m_minWaterOpacity*255.0f)) <<24));
  2216. DX8Wrapper::Set_DX8_Render_State(D3DRS_COLORWRITEENABLE,D3DCOLORWRITEENABLE_RED|D3DCOLORWRITEENABLE_GREEN|D3DCOLORWRITEENABLE_BLUE); //disable writes to alpha
  2217. }
  2218. else //normal clear that overwrites everything.
  2219. DX8Wrapper::Clear(true, false, Vector3( 0.0f, 0.0f, 0.0f ), TheWaterTransparency->m_minWaterOpacity);
  2220. }
  2221. }
  2222. // W3DShaderManager::startRenderToTexture =======================================================
  2223. /** Ends rendering to a texture.
  2224. */
  2225. //=============================================================================
  2226. IDirect3DTexture8 *W3DShaderManager::endRenderToTexture(void)
  2227. {
  2228. DEBUG_ASSERTCRASH(m_renderingToTexture, ("Not rendering to texture."));
  2229. if (!m_renderingToTexture) return NULL;
  2230. HRESULT hr = DX8Wrapper::_Get_D3D_Device8()->SetRenderTarget(m_oldRenderSurface,m_oldDepthSurface); //restore original render target
  2231. DEBUG_ASSERTCRASH(hr==S_OK, ("Set target failed unexpectedly."));
  2232. if (hr == S_OK)
  2233. {
  2234. //assume render target texure will be in stage 0. Most hardware has "conditional" support for
  2235. //non-power-of-2 textures so we must force some required states:
  2236. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
  2237. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
  2238. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSW, D3DTADDRESS_CLAMP);
  2239. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  2240. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
  2241. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_MIPFILTER, D3DTEXF_NONE);
  2242. m_renderingToTexture = false;
  2243. }
  2244. return m_renderTexture;
  2245. }
  2246. /**Returns texture containing the image that was last rendered using any of the effects requiring render target
  2247. textures. Used mostly for cross-fading effects that need an unmodified version of the view before the effect
  2248. was applied. NOTE: This texture does not survive device reset.. so quit effect on reset!*/
  2249. IDirect3DTexture8 *W3DShaderManager::getRenderTexture(void)
  2250. {
  2251. return m_renderTexture;
  2252. }
  2253. #define DC_NVIDIA_VENDOR_ID 0x10DE
  2254. #define DC_3DFX_VENDOR_ID 0x121A
  2255. #define DC_ATI_VENDOR_ID 0x1002
  2256. // W3DShaderManager::ChipsetType =======================================================
  2257. /** Returns the chipset used by the currently active rendering device. Can be useful
  2258. for coding around specific driver bugs.
  2259. */
  2260. //=============================================================================
  2261. ChipsetType W3DShaderManager::getChipset( void )
  2262. {
  2263. //check if globaldata has an override for current chipset
  2264. if (TheGlobalData && TheGlobalData->m_chipSetType != DC_UNKNOWN)
  2265. return (ChipsetType)TheGlobalData->m_chipSetType;
  2266. ChipsetType chip=DC_UNKNOWN;
  2267. IDirect3D8* d3d8Interface=DX8Wrapper::_Get_D3D8();
  2268. if (d3d8Interface && DX8Wrapper::_Get_D3D_Device8())
  2269. {
  2270. D3DADAPTER_IDENTIFIER8 did;
  2271. ::ZeroMemory(&did, sizeof(D3DADAPTER_IDENTIFIER8));
  2272. /* HRESULT res = */ d3d8Interface->GetAdapterIdentifier(0,D3DENUM_NO_WHQL_LEVEL,&did);
  2273. if(did.VendorId == DC_NVIDIA_VENDOR_ID)
  2274. {
  2275. if (did.DeviceId == 0x20)
  2276. return DC_TNT;
  2277. if (did.DeviceId >= 0x28 && did.DeviceId < 0x100)
  2278. return DC_TNT2;
  2279. if ( (did.DeviceId >= 0x100 && did.DeviceId <= 0x103) || //GeForce
  2280. (did.DeviceId >= 0x110 && did.DeviceId <= 0x113) || //GeForce2 MX
  2281. (did.DeviceId >= 0x150 && did.DeviceId <= 0x153) ) //GeForce2
  2282. return DC_GEFORCE2;
  2283. if (did.DeviceId >= 0x200 && did.DeviceId < 0x250)
  2284. return DC_GEFORCE3;
  2285. if (did.DeviceId >= 0x250)
  2286. return DC_GEFORCE4;
  2287. }
  2288. else
  2289. if(did.VendorId == DC_3DFX_VENDOR_ID)
  2290. {
  2291. if (did.DeviceId == 0x0002)
  2292. return DC_VOODOO2;
  2293. if (did.DeviceId == 0x0005)
  2294. return DC_VOODOO3;
  2295. if (did.DeviceId == 0x0008) ///@todo: Just guessing on this one - find actual Voodoo4 deviceID.
  2296. return DC_VOODOO4;
  2297. if (did.DeviceId == 0x0009)
  2298. return DC_VOODOO5;
  2299. }
  2300. else
  2301. if(did.VendorId == DC_ATI_VENDOR_ID)
  2302. {
  2303. if (did.DeviceId == 0x5144)
  2304. return DC_RADEON;
  2305. if (did.DeviceId == 0x514C)
  2306. return DC_RADEON_8500;
  2307. if (did.DeviceId == 0x4e44)
  2308. return DC_RADEON_9700;
  2309. }
  2310. //None of the vendor specific ID's matched so use generic means to classify the card
  2311. Int maxTextures=DX8Caps::Get_Max_Simultaneous_Textures();
  2312. Real pixelShaderVersion;
  2313. char buf[256];
  2314. //Convert version to Real
  2315. sprintf(buf,"%d.%d",DX8Caps::Get_Pixel_Shader_Majon_Version(),DX8Caps::Get_Pixel_Shader_Minor_Version());
  2316. sscanf(buf,"%f",&pixelShaderVersion);
  2317. if (maxTextures >= 4)
  2318. { if (pixelShaderVersion >= 1.1f)
  2319. chip=DC_GENERIC_PIXEL_SHADER_1_1;
  2320. if (pixelShaderVersion >= 1.4f)
  2321. chip=DC_GENERIC_PIXEL_SHADER_1_4;
  2322. if (maxTextures >= 8 && pixelShaderVersion >= 2.0f)
  2323. chip=DC_GENERIC_PIXEL_SHADER_2_0;
  2324. }
  2325. } //D3D8 interface and device exist.
  2326. return chip;
  2327. }
  2328. //=============================================================================
  2329. // WaterRenderObjClass::LoadAndCreateShader
  2330. //=============================================================================
  2331. /** Loads and creates a D3D pixel or vertex shader.*/
  2332. //=============================================================================
  2333. HRESULT W3DShaderManager::LoadAndCreateD3DShader(char* strFilePath, const DWORD* pDeclaration, DWORD Usage, Bool ShaderType, DWORD* pHandle)
  2334. {
  2335. try
  2336. {
  2337. File *file = NULL;
  2338. HRESULT hr;
  2339. file = TheFileSystem->openFile(strFilePath, File::READ | File::BINARY);
  2340. if (file == NULL)
  2341. {
  2342. OutputDebugString("Could not find file \n" );
  2343. return E_FAIL;
  2344. }
  2345. FileInfo fileInfo;
  2346. TheFileSystem->getFileInfo(AsciiString(strFilePath), &fileInfo);
  2347. DWORD dwFileSize = fileInfo.sizeLow;
  2348. const DWORD* pShader = (DWORD*)HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, dwFileSize);
  2349. if (!pShader)
  2350. {
  2351. OutputDebugString( "Failed to allocate memory to load shader\n " );
  2352. return E_FAIL;
  2353. }
  2354. file->read((void *)pShader, dwFileSize);
  2355. file->close();
  2356. file = NULL;
  2357. if (ShaderType == TRUE)//SHADERTYPE_VERTEX)
  2358. {
  2359. hr = DX8Wrapper::_Get_D3D_Device8()->CreateVertexShader(pDeclaration, pShader, pHandle, Usage);
  2360. }
  2361. else if (ShaderType == FALSE)//SHADERTYPE_PIXEL)
  2362. {
  2363. hr = DX8Wrapper::_Get_D3D_Device8()->CreatePixelShader(pShader, pHandle);
  2364. }
  2365. HeapFree(GetProcessHeap(), 0, (void*)pShader);
  2366. if (FAILED(hr))
  2367. {
  2368. OutputDebugString( "Failed to create shader\n ");
  2369. return E_FAIL;
  2370. }
  2371. }
  2372. catch(...)
  2373. {
  2374. OutputDebugString( "Error opening file \n" );
  2375. return E_FAIL;
  2376. }
  2377. return S_OK;
  2378. }
  2379. //For the MP test, we're enforcing high min-spec requirements that need to be verified.
  2380. #define MIN_INTEL_CPU_FREQ 1300
  2381. #define MIN_AMD_CPU_FREQ 1100
  2382. #define MIN_ACCEPTED_FREQUENCY 1300
  2383. #define MIN_ACCEPTED_MEMORY (1024*1024*256) //256 MB
  2384. #define MIN_ACCEPTED_TEXTURE_MEMORY (1024*1024*30) //30 MB
  2385. /**Hack to give gameengine access to this function*/
  2386. Bool testMinimumRequirements(ChipsetType *videoChipType, CpuType *cpuType, Int *cpuFreq, Int *numRAM, Real *intBenchIndex, Real *floatBenchIndex, Real *memBenchIndex)
  2387. {
  2388. return W3DShaderManager::testMinimumRequirements(videoChipType,cpuType,cpuFreq,numRAM,intBenchIndex,floatBenchIndex,memBenchIndex);
  2389. }
  2390. Bool W3DShaderManager::testMinimumRequirements(ChipsetType *videoChipType, CpuType *cpuType, Int *cpuFreq, Int *numRAM, Real *intBenchIndex, Real *floatBenchIndex, Real *memBenchIndex)
  2391. {
  2392. if (videoChipType)
  2393. *videoChipType = getChipset();
  2394. if (cpuType)
  2395. {
  2396. *cpuType = XX; //unknown
  2397. //Check if it's an Athlon
  2398. if (CPUDetectClass::Get_Processor_Manufacturer() == CPUDetectClass::MANUFACTURER_AMD &&
  2399. CPUDetectClass::Get_AMD_Processor() >= CPUDetectClass::AMD_PROCESSOR_ATHLON_025)
  2400. *cpuType = K7;
  2401. //Check if it's a P3
  2402. if (CPUDetectClass::Get_Processor_Manufacturer() == CPUDetectClass::MANUFACTURER_INTEL &&
  2403. CPUDetectClass::Get_Intel_Processor() >= CPUDetectClass::INTEL_PROCESSOR_PENTIUM_III_MODEL_7)
  2404. *cpuType = P3;
  2405. //Check if it's a P4
  2406. if (CPUDetectClass::Get_Processor_Manufacturer() == CPUDetectClass::MANUFACTURER_INTEL &&
  2407. CPUDetectClass::Get_Intel_Processor() >= CPUDetectClass::INTEL_PROCESSOR_PENTIUM4)
  2408. *cpuType = P4;
  2409. }
  2410. if (cpuFreq)
  2411. *cpuFreq=CPUDetectClass::Get_Processor_Speed();
  2412. if (numRAM)
  2413. *numRAM=CPUDetectClass::Get_Total_Physical_Memory();
  2414. if (intBenchIndex && floatBenchIndex && memBenchIndex)
  2415. {
  2416. RunBenchmark(0, NULL, floatBenchIndex, intBenchIndex, memBenchIndex);
  2417. }
  2418. return TRUE;
  2419. }
  2420. /**Try to guess how well the video card will handle the game assuming very fast CPU*/
  2421. StaticGameLODLevel W3DShaderManager::getGPUPerformanceIndex(void)
  2422. {
  2423. ChipsetType chipType;
  2424. StaticGameLODLevel detailSetting=STATIC_GAME_LOD_LOW; //assume lowest settings for now.
  2425. if ((chipType=getChipset()) != DC_UNKNOWN)
  2426. { //a known video card so we can make some assumptions
  2427. if (chipType >= DC_GEFORCE2)
  2428. detailSetting=STATIC_GAME_LOD_LOW; //these cards need multiple terrain passes.
  2429. if (chipType >= DC_GENERIC_PIXEL_SHADER_1_1) //these cards can do terrain in single pass.
  2430. detailSetting=STATIC_GAME_LOD_HIGH;
  2431. }
  2432. return detailSetting;
  2433. }
  2434. /**We need a hardware independent method to compare different CPU's. For lack of anything better, we'll
  2435. use time to calculate PIE using a slow random number algorithm.*/
  2436. /**Used to test function call overhead*/
  2437. void add(float *sum,float *addend)
  2438. {
  2439. *sum = *sum + *addend;
  2440. }
  2441. /**Returns seconds needed to run the test*/
  2442. Real W3DShaderManager::GetCPUBenchTime(void)
  2443. {
  2444. float ztot, yran, ymult, ymod, x, y, z, pi, prod;
  2445. long int low, ixran, itot, j, iprod;
  2446. __int64 endTime64,freq64,startTime64;
  2447. QueryPerformanceFrequency((LARGE_INTEGER *)&freq64);
  2448. QueryPerformanceCounter((LARGE_INTEGER *)&startTime64);
  2449. ztot = 0.0;
  2450. low = 1;
  2451. ixran = 1907;
  2452. yran = 5813.0;
  2453. ymult = 1307.0;
  2454. ymod = 5471.0;
  2455. itot = 560000; //total iterations. This value ends up running at ~30 fps on our P4-2.2Ghz.
  2456. for(j=1; j<=itot; j++)
  2457. {
  2458. iprod = 27611 * ixran;
  2459. ixran = iprod - 74383*(long int)(iprod/74383);
  2460. x = (float)ixran / 74383.0;
  2461. prod = ymult * yran;
  2462. yran = (prod - ymod*(long int)(prod/ymod));
  2463. y = yran / ymod;
  2464. z = x*x + y*y;
  2465. add(&ztot,&z);
  2466. if ( z <= 1.0 )
  2467. {
  2468. low = low + 1;
  2469. }
  2470. }
  2471. pi = 4.0 * (float)low/(float)itot;
  2472. QueryPerformanceCounter((LARGE_INTEGER *)&endTime64);
  2473. return ((double)(endTime64-startTime64)/(double)(freq64));
  2474. }