W3DShaderManager.cpp 145 KB

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  1. /*
  2. ** Command & Conquer Generals Zero Hour(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 "W3DDevice/GameClient/W3DSmudge.h"
  63. #include "GameClient/view.h"
  64. #include "GameClient/CommandXlat.h"
  65. #include "GameClient/display.h"
  66. #include "GameClient/Water.h"
  67. #include "GameLogic/GameLogic.h"
  68. #include "common/GlobalData.h"
  69. #include "common/GameLOD.h"
  70. #include "d3dx8tex.h"
  71. #include "dx8caps.h"
  72. #include "common/gamelod.h"
  73. #include "Benchmark.h"
  74. #ifdef _INTERNAL
  75. // for occasional debugging...
  76. //#pragma optimize("", off)
  77. //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
  78. #endif
  79. // Turn this on to turn off pixel shaders. jba[4/3/2003]
  80. #define do_not_DISABLE_PIXEL_SHADERS 1
  81. /** Interface definition for custom shaders we define in our app. These shaders can perform more complex
  82. operations than those allowed in the WW3D2 shader system.
  83. */
  84. class W3DShaderInterface
  85. {
  86. public:
  87. Int getNumPasses(void) {return m_numPasses;}; ///<return number of passes needed for this shader
  88. virtual Int set(Int pass) {return TRUE;}; ///<setup shader for the specified rendering pass.
  89. ///do any custom resetting necessary to bring W3D in sync.
  90. virtual void reset(void) {
  91. ShaderClass::Invalidate();
  92. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, NULL);
  93. DX8Wrapper::_Get_D3D_Device8()->SetTexture(1, NULL);};
  94. virtual Int init(void) = 0; ///<perform any one time initialization and validation
  95. virtual Int shutdown(void) { return TRUE;}; ///<release resources used by shader
  96. protected:
  97. Int m_numPasses; ///<number of passes to complete shader
  98. };
  99. //this table will contain custom versions of each shader tuned for specific video card and user options.
  100. static W3DFilterInterface *W3DFilters[FT_MAX];
  101. static W3DShaderInterface *W3DShaders[W3DShaderManager::ST_MAX];
  102. static Int W3DShadersPassCount[W3DShaderManager::ST_MAX]; //number of passes for each of the above shaders
  103. TextureClass *W3DShaderManager::m_Textures[8];
  104. W3DShaderManager::ShaderTypes W3DShaderManager::m_currentShader;
  105. FilterTypes W3DShaderManager::m_currentFilter=FT_NULL_FILTER; ///< Last filter that was set.
  106. Int W3DShaderManager::m_currentShaderPass;
  107. ChipsetType W3DShaderManager::m_currentChipset;
  108. GraphicsVenderID W3DShaderManager::m_currentVendor;
  109. __int64 W3DShaderManager::m_driverVersion;
  110. Bool W3DShaderManager::m_renderingToTexture = false;
  111. IDirect3DSurface8 *W3DShaderManager::m_oldRenderSurface=NULL; ///<previous render target
  112. IDirect3DTexture8 *W3DShaderManager::m_renderTexture=NULL; ///<texture into which rendering will be redirected.
  113. IDirect3DSurface8 *W3DShaderManager::m_newRenderSurface=NULL; ///<new render target inside m_renderTexture
  114. IDirect3DSurface8 *W3DShaderManager::m_oldDepthSurface=NULL; ///<previous depth buffer surface
  115. /*===========================================================================================*/
  116. /*========= Screen Shaders =============================================================*/
  117. /*===========================================================================================*/
  118. class ScreenDefaultFilter : public W3DFilterInterface
  119. {
  120. public:
  121. virtual Int init(void); ///<perform any one time initialization and validation
  122. virtual Bool preRender(Bool &skipRender, CustomScenePassModes &scenePassMode); ///< Set up at start of render. Only applies to screen filter shaders.
  123. virtual Bool postRender(enum FilterModes mode, Coord2D &scrollDelta,Bool &doExtraRender); ///< Called after render. Only applies to screen filter shaders.
  124. virtual Bool setup(enum FilterModes mode){return true;} ///< Called when the filter is started, one time before the first prerender.
  125. protected:
  126. virtual Int set(enum FilterModes mode); ///<setup shader for the specified rendering pass.
  127. virtual void reset(void); ///<do any custom resetting necessary to bring W3D in sync.
  128. };
  129. ScreenDefaultFilter screenDefaultFilter;
  130. ///Default filter that just renders screen to off-screen texture and then copies it the the screen.
  131. ///Useful because we added some full-time unit effects (microwave tank smudge) to Generals MD that need access
  132. ///to the background as a texture. This filter makes that texture always available for these effects.
  133. W3DFilterInterface *ScreenDefaultFilterList[]=
  134. {
  135. &screenDefaultFilter,
  136. NULL
  137. };
  138. Int ScreenDefaultFilter::init(void)
  139. {
  140. if (!W3DShaderManager::canRenderToTexture()) {
  141. // Have to be able to render to texture.
  142. return FALSE;
  143. }
  144. //Can render to texture, but we don't know if it can read and write to the same texture.
  145. //Since there is no D3D caps bit to tell you this, we will just hard-code some specific
  146. //cards that we know should work.
  147. Int res;
  148. if ((res=W3DShaderManager::getChipset()) != DC_UNKNOWN)
  149. {
  150. if ( res >= DC_GEFORCE2)
  151. {
  152. //Check if their driver is newer than what we tested for this vendor
  153. /* if (TheGameLODManager)
  154. {
  155. if (TheGameLODManager->getTestedDriverVersion(W3DShaderManager::getCurrentVendor()) < W3DShaderManager::getCurrentDriverVersion())
  156. return FALSE;
  157. }*/
  158. }
  159. }
  160. W3DFilters[FT_VIEW_DEFAULT]=&screenDefaultFilter;
  161. return TRUE;
  162. }
  163. Bool ScreenDefaultFilter::preRender(Bool &skipRender, CustomScenePassModes &scenePassMode)
  164. {
  165. //Right now this filter is only used for smudges, so don't bother if none are present.
  166. if (TheSmudgeManager)
  167. { if (((W3DSmudgeManager *)TheSmudgeManager)->getSmudgeCountLastFrame() == 0)
  168. return FALSE;
  169. }
  170. W3DShaderManager::startRenderToTexture();
  171. return true;
  172. }
  173. Bool ScreenDefaultFilter::postRender(enum FilterModes mode, Coord2D &scrollDelta,Bool &doExtraRender)
  174. {
  175. IDirect3DTexture8 * tex = W3DShaderManager::endRenderToTexture();
  176. DEBUG_ASSERTCRASH(tex, ("Require rendered texture."));
  177. if (!tex) return false;
  178. if (!set(mode)) return false;
  179. LPDIRECT3DDEVICE8 pDev=DX8Wrapper::_Get_D3D_Device8();
  180. struct _TRANS_LIT_TEX_VERTEX {
  181. D3DXVECTOR4 p;
  182. DWORD color; // diffuse color
  183. float u;
  184. float v;
  185. } v[4];
  186. Int xpos, ypos, width, height;
  187. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0,tex); //previously rendered frame inside this texture
  188. TheTacticalView->getOrigin(&xpos,&ypos);
  189. width=TheTacticalView->getWidth();
  190. height=TheTacticalView->getHeight();
  191. //bottom right
  192. v[0].p = D3DXVECTOR4( xpos+width-0.5f, ypos+height-0.5f, 0.0f, 1.0f );
  193. v[0].u = (Real)(xpos+width)/(Real)TheDisplay->getWidth(); v[0].v = (Real)(ypos+height)/(Real)TheDisplay->getHeight();
  194. //top right
  195. v[1].p = D3DXVECTOR4( xpos+width-0.5f, ypos-0.5f, 0.0f, 1.0f );
  196. v[1].u = (Real)(xpos+width)/(Real)TheDisplay->getWidth(); v[1].v = (Real)(ypos)/(Real)TheDisplay->getHeight();
  197. //bottom left
  198. v[2].p = D3DXVECTOR4( xpos-0.5f, ypos+height-0.5f, 0.0f, 1.0f );
  199. v[2].u = (Real)(xpos)/(Real)TheDisplay->getWidth(); v[2].v = (Real)(ypos+height)/(Real)TheDisplay->getHeight();
  200. //top left
  201. v[3].p = D3DXVECTOR4( xpos-0.5f, ypos-0.5f, 0.0f, 1.0f );
  202. v[3].u = (Real)(xpos)/(Real)TheDisplay->getWidth(); v[3].v = (Real)(ypos)/(Real)TheDisplay->getHeight();
  203. v[0].color = 0xffffffff;
  204. v[1].color = 0xffffffff;
  205. v[2].color = 0xffffffff;
  206. v[3].color = 0xffffffff;
  207. //draw polygons like this is very inefficient but for only 2 triangles, it's
  208. //not worth bothering with index/vertex buffers.
  209. pDev->SetVertexShader(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1);
  210. pDev->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, v, sizeof(_TRANS_LIT_TEX_VERTEX));
  211. reset();
  212. return true;
  213. }
  214. Int ScreenDefaultFilter::set(enum FilterModes mode)
  215. {
  216. VertexMaterialClass *vmat=VertexMaterialClass::Get_Preset(VertexMaterialClass::PRELIT_DIFFUSE);
  217. DX8Wrapper::Set_Material(vmat);
  218. REF_PTR_RELEASE(vmat); //no need to keep a reference since it's a preset.
  219. DX8Wrapper::Set_Shader(ShaderClass::_PresetOpaqueShader);
  220. DX8Wrapper::Set_Texture(0,NULL);
  221. DX8Wrapper::Apply_Render_State_Changes(); //force update of view and projection matrices
  222. DX8Wrapper::Set_DX8_Render_State(D3DRS_ZFUNC,D3DCMP_ALWAYS);
  223. DX8Wrapper::Set_DX8_Render_State(D3DRS_ZWRITEENABLE,FALSE);
  224. DX8Wrapper::Apply_Render_State_Changes(); //force update of view and projection matrices
  225. return true;
  226. }
  227. void ScreenDefaultFilter::reset(void)
  228. {
  229. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0,NULL); //previously rendered frame inside this texture
  230. DX8Wrapper::Invalidate_Cached_Render_States();
  231. }
  232. /*========= ScreenBWFilter =============================================================*/
  233. ///converts viewport to black & white.
  234. Int ScreenBWFilter::m_fadeFrames;
  235. Int ScreenBWFilter::m_curFadeFrame;
  236. Real ScreenBWFilter::m_curFadeValue;
  237. Int ScreenBWFilter::m_fadeDirection;
  238. ScreenBWFilter screenBWFilter;
  239. ScreenBWFilterDOT3 screenBWFilterDOT3; //slower version for older cards without pixel shaders.
  240. ///List of different BW shader implementations in order of preference
  241. W3DFilterInterface *ScreenBWFilterList[]=
  242. {
  243. &screenBWFilter,
  244. &screenBWFilterDOT3, //slower version for older cards without pixel shaders.
  245. NULL
  246. };
  247. Int ScreenBWFilter::init(void)
  248. {
  249. Int res;
  250. HRESULT hr;
  251. m_dwBWPixelShader = NULL;
  252. m_curFadeFrame = 0;
  253. if (!W3DShaderManager::canRenderToTexture()) {
  254. // Have to be able to render to texture.
  255. return false;
  256. }
  257. if ((res=W3DShaderManager::getChipset()) != 0)
  258. {
  259. if (res >= DC_GENERIC_PIXEL_SHADER_1_1)
  260. {
  261. //this shader needs some assets that need to be loaded
  262. //shader decleration
  263. DWORD Declaration[]=
  264. {
  265. (D3DVSD_STREAM(0)),
  266. (D3DVSD_REG(0, D3DVSDT_FLOAT3)), // Position
  267. (D3DVSD_REG(1, D3DVSDT_D3DCOLOR)), // Diffuse
  268. (D3DVSD_REG(2, D3DVSDT_FLOAT2)), // Texture Coordinates
  269. (D3DVSD_END())
  270. };
  271. //Monochrome pixel shader.
  272. hr = W3DShaderManager::LoadAndCreateD3DShader("shaders\\monochrome.pso", &Declaration[0], 0, false, &m_dwBWPixelShader);
  273. if (FAILED(hr))
  274. return FALSE;
  275. W3DFilters[FT_VIEW_BW_FILTER]=&screenBWFilter;
  276. return TRUE;
  277. }
  278. }
  279. return FALSE;
  280. }
  281. Bool ScreenBWFilter::preRender(Bool &skipRender, CustomScenePassModes &scenePassMode)
  282. {
  283. skipRender = false;
  284. W3DShaderManager::startRenderToTexture();
  285. return true;
  286. }
  287. Bool ScreenBWFilter::postRender(enum FilterModes mode, Coord2D &scrollDelta,Bool &doExtraRender)
  288. {
  289. IDirect3DTexture8 * tex = W3DShaderManager::endRenderToTexture();
  290. DEBUG_ASSERTCRASH(tex, ("Require rendered texture."));
  291. if (!tex) return false;
  292. if (!set(mode)) return false;
  293. LPDIRECT3DDEVICE8 pDev=DX8Wrapper::_Get_D3D_Device8();
  294. struct _TRANS_LIT_TEX_VERTEX {
  295. D3DXVECTOR4 p;
  296. DWORD color; // diffuse color
  297. float u;
  298. float v;
  299. } v[4];
  300. Int xpos, ypos, width, height;
  301. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0,tex); //previously rendered frame inside this texture
  302. TheTacticalView->getOrigin(&xpos,&ypos);
  303. width=TheTacticalView->getWidth();
  304. height=TheTacticalView->getHeight();
  305. //bottom right
  306. v[0].p = D3DXVECTOR4( xpos+width-0.5f, ypos+height-0.5f, 0.0f, 1.0f );
  307. v[0].u = (Real)(xpos+width)/(Real)TheDisplay->getWidth(); v[0].v = (Real)(ypos+height)/(Real)TheDisplay->getHeight();
  308. //top right
  309. v[1].p = D3DXVECTOR4( xpos+width-0.5f, ypos-0.5f, 0.0f, 1.0f );
  310. v[1].u = (Real)(xpos+width)/(Real)TheDisplay->getWidth(); v[1].v = (Real)(ypos)/(Real)TheDisplay->getHeight();
  311. //bottom left
  312. v[2].p = D3DXVECTOR4( xpos-0.5f, ypos+height-0.5f, 0.0f, 1.0f );
  313. v[2].u = (Real)(xpos)/(Real)TheDisplay->getWidth(); v[2].v = (Real)(ypos+height)/(Real)TheDisplay->getHeight();
  314. //top left
  315. v[3].p = D3DXVECTOR4( xpos-0.5f, ypos-0.5f, 0.0f, 1.0f );
  316. v[3].u = (Real)(xpos)/(Real)TheDisplay->getWidth(); v[3].v = (Real)(ypos)/(Real)TheDisplay->getHeight();
  317. v[0].color = 0xffffffff;
  318. v[1].color = 0xffffffff;
  319. v[2].color = 0xffffffff;
  320. v[3].color = 0xffffffff;
  321. //draw polygons like this is very inefficient but for only 2 triangles, it's
  322. //not worth bothering with index/vertex buffers.
  323. pDev->SetVertexShader(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1);
  324. pDev->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, v, sizeof(_TRANS_LIT_TEX_VERTEX));
  325. reset();
  326. return true;
  327. }
  328. Int ScreenBWFilter::set(enum FilterModes mode)
  329. {
  330. HRESULT hr;
  331. if (mode > FM_NULL_MODE)
  332. { //rendering a quad with redirected rendering surface tinted by pixel shader
  333. if (m_fadeDirection > 0)
  334. { //turning effect on
  335. m_curFadeFrame++;
  336. Int fade = m_curFadeFrame;
  337. if (fade<m_fadeFrames)
  338. {
  339. m_curFadeValue = (Real)fade/(Real)m_fadeFrames;
  340. }
  341. else
  342. {
  343. m_curFadeFrame = 0;
  344. m_curFadeValue = 1.0f;
  345. m_fadeDirection = 0;
  346. }
  347. }
  348. else
  349. if (m_fadeDirection < 0)
  350. { //turning effect off
  351. m_curFadeFrame++;
  352. Int fade = m_curFadeFrame;
  353. if (fade<m_fadeFrames)
  354. {
  355. m_curFadeValue = 1.0f - (Real)fade/(Real)m_fadeFrames;
  356. }
  357. else
  358. { m_curFadeValue = 0.0f;
  359. TheTacticalView->setViewFilterMode(FM_NULL_MODE);
  360. TheTacticalView->setViewFilter(FT_NULL_FILTER);
  361. m_curFadeFrame = 0;
  362. m_fadeDirection = 0;
  363. }
  364. }
  365. VertexMaterialClass *vmat=VertexMaterialClass::Get_Preset(VertexMaterialClass::PRELIT_DIFFUSE);
  366. DX8Wrapper::Set_Material(vmat);
  367. REF_PTR_RELEASE(vmat); //no need to keep a reference since it's a preset.
  368. DX8Wrapper::Set_Shader(ShaderClass::_PresetOpaqueShader);
  369. DX8Wrapper::Set_Texture(0,NULL);
  370. DX8Wrapper::Apply_Render_State_Changes(); //force update of view and projection matrices
  371. DX8Wrapper::Set_DX8_Render_State(D3DRS_ZFUNC,D3DCMP_ALWAYS);
  372. DX8Wrapper::Set_DX8_Render_State(D3DRS_ZWRITEENABLE,FALSE);
  373. DX8Wrapper::Apply_Render_State_Changes(); //force update of view and projection matrices
  374. hr=DX8Wrapper::_Get_D3D_Device8()->SetPixelShader(m_dwBWPixelShader);
  375. DX8Wrapper::_Get_D3D_Device8()->SetPixelShaderConstant(0, D3DXVECTOR4(0.3f, 0.59f, 0.11f, 1.0f), 1);
  376. D3DXVECTOR4 color(1.0f,1.0f,1.0f,1.0f); //multiply color
  377. if (mode == FM_VIEW_BW_BLACK_AND_WHITE)
  378. { //back & white mode
  379. color.x=1.0f;
  380. color.y=1.0f;
  381. color.z=1.0f;
  382. }
  383. if (mode == FM_VIEW_BW_RED_AND_WHITE)
  384. { //red is on
  385. color.x = 1.0f;
  386. color.y = 0.0f;
  387. color.z = 0.0f;
  388. //inverse red is on
  389. //red is on
  390. // color.x = 0.0f;
  391. // color.y = 1.0f;
  392. // color.z = 1.0f;
  393. }
  394. if (mode == FM_VIEW_BW_GREEN_AND_WHITE)
  395. {
  396. color.x = 0.0f;
  397. color.y = 1.0f;
  398. color.z = 0.0f;
  399. }
  400. DX8Wrapper::_Get_D3D_Device8()->SetPixelShaderConstant(1, color, 1);
  401. DX8Wrapper::_Get_D3D_Device8()->SetPixelShaderConstant(2, D3DXVECTOR4(m_curFadeValue, m_curFadeValue, m_curFadeValue, 1.0f), 1);
  402. /* DX8Wrapper::_Get_D3D_Device8()->SetPixelShaderConstant(2, D3DXVECTOR4(150.0f/255.0f, 150.0f/255.0f, 150.0f/255.0f, 0.0f), 1);
  403. 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);
  404. DX8Wrapper::_Get_D3D_Device8()->SetPixelShaderConstant(4, D3DXVECTOR4(0.5f, 0.5f, 0.5f, 0), 1);
  405. DX8Wrapper::_Get_D3D_Device8()->SetPixelShaderConstant(5, D3DXVECTOR4((60.0f)/255.0f, (60.0f)/255.0f, (60.0f)/255.0f, 0), 1);
  406. DX8Wrapper::_Get_D3D_Device8()->SetPixelShaderConstant(6, D3DXVECTOR4((157.0f)/255.0f, (157.0f)/255.0f, (157.0f)/255.0f, 0), 1);
  407. DX8Wrapper::_Get_D3D_Device8()->SetPixelShaderConstant(7, D3DXVECTOR4((30.0f)/255.0f, (30.0f)/255.0f, (30.0f)/255.0f, 0), 1);
  408. */
  409. return true;
  410. }
  411. return false;
  412. }
  413. void ScreenBWFilter::reset(void)
  414. {
  415. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0,NULL); //previously rendered frame inside this texture
  416. DX8Wrapper::_Get_D3D_Device8()->SetPixelShader(0); //turn off pixel shader
  417. DX8Wrapper::Invalidate_Cached_Render_States();
  418. }
  419. Int ScreenBWFilter::shutdown(void)
  420. {
  421. if (m_dwBWPixelShader)
  422. DX8Wrapper::_Get_D3D_Device8()->DeletePixelShader(m_dwBWPixelShader);
  423. m_dwBWPixelShader=NULL;
  424. return TRUE;
  425. }
  426. /**Alternate version of the above filter which does not require pixel shaders - good for older cards*/
  427. Int ScreenBWFilterDOT3::init(void)
  428. {
  429. Int res;
  430. m_curFadeFrame = 0;
  431. if (!W3DShaderManager::canRenderToTexture()) {
  432. // Have to be able to render to texture.
  433. return false;
  434. }
  435. if ((res=W3DShaderManager::getChipset()) != 0)
  436. {
  437. W3DFilters[FT_VIEW_BW_FILTER]=&screenBWFilterDOT3;
  438. return TRUE;
  439. }
  440. return FALSE;
  441. }
  442. Bool ScreenBWFilterDOT3::preRender(Bool &skipRender, CustomScenePassModes &scenePassMode)
  443. {
  444. skipRender = false;
  445. W3DShaderManager::startRenderToTexture();
  446. return true;
  447. }
  448. Bool ScreenBWFilterDOT3::postRender(enum FilterModes mode, Coord2D &scrollDelta,Bool &doExtraRender)
  449. {
  450. IDirect3DTexture8 * tex = W3DShaderManager::endRenderToTexture();
  451. DEBUG_ASSERTCRASH(tex, ("Require rendered texture."));
  452. if (!tex) return false;
  453. if (!set(mode)) return false;
  454. LPDIRECT3DDEVICE8 pDev=DX8Wrapper::_Get_D3D_Device8();
  455. struct _TRANS_LIT_TEX_VERTEX {
  456. D3DXVECTOR4 p;
  457. DWORD color; // diffuse color
  458. float u;
  459. float v;
  460. } v[4];
  461. Int xpos, ypos, width, height;
  462. TheTacticalView->getOrigin(&xpos,&ypos);
  463. width=TheTacticalView->getWidth();
  464. height=TheTacticalView->getHeight();
  465. //bottom right
  466. v[0].p = D3DXVECTOR4( xpos+width-0.5f, ypos+height-0.5f, 0.0f, 1.0f );
  467. v[0].u = (Real)(xpos+width)/(Real)TheDisplay->getWidth(); v[0].v = (Real)(ypos+height)/(Real)TheDisplay->getHeight();
  468. //top right
  469. v[1].p = D3DXVECTOR4( xpos+width-0.5f, ypos-0.5f, 0.0f, 1.0f );
  470. v[1].u = (Real)(xpos+width)/(Real)TheDisplay->getWidth(); v[1].v = (Real)(ypos)/(Real)TheDisplay->getHeight();
  471. //bottom left
  472. v[2].p = D3DXVECTOR4( xpos-0.5f, ypos+height-0.5f, 0.0f, 1.0f );
  473. v[2].u = (Real)(xpos)/(Real)TheDisplay->getWidth(); v[2].v = (Real)(ypos+height)/(Real)TheDisplay->getHeight();
  474. //top left
  475. v[3].p = D3DXVECTOR4( xpos-0.5f, ypos-0.5f, 0.0f, 1.0f );
  476. v[3].u = (Real)(xpos)/(Real)TheDisplay->getWidth(); v[3].v = (Real)(ypos)/(Real)TheDisplay->getHeight();
  477. DWORD currentFade=(((Int)((1.0f-m_curFadeValue) * 255.0f))<<24) | 0x00ffffff; //store alpha value
  478. v[0].color = currentFade;
  479. v[1].color = currentFade;
  480. v[2].color = currentFade;
  481. v[3].color = currentFade;
  482. //draw polygons like this is very inefficient but for only 2 triangles, it's
  483. //not worth bothering with index/vertex buffers.
  484. pDev->SetVertexShader(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1);
  485. //Draw B&W version first
  486. if (DX8Wrapper::Get_Current_Caps()->Support_Dot3())
  487. { //Override W3D states with customizations for grayscale
  488. DX8Wrapper::Set_DX8_Render_State(D3DRS_TEXTUREFACTOR, 0x80A5CA8E);
  489. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG0, D3DTA_TFACTOR | D3DTA_ALPHAREPLICATE);
  490. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
  491. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG2, D3DTA_TFACTOR | D3DTA_ALPHAREPLICATE);
  492. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLOROP, D3DTOP_MULTIPLYADD);
  493. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLORARG1, D3DTA_CURRENT);
  494. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLORARG2, D3DTA_TFACTOR);
  495. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLOROP, D3DTOP_DOTPRODUCT3);
  496. }
  497. else
  498. { //doesn't have DOT3 blend mode so fake it another way.
  499. DX8Wrapper::Set_DX8_Render_State(D3DRS_TEXTUREFACTOR, 0x60606060);
  500. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
  501. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG2, D3DTA_TFACTOR);
  502. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
  503. }
  504. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0,tex); //previously rendered frame inside this texture
  505. pDev->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, v, sizeof(_TRANS_LIT_TEX_VERTEX));
  506. //Draw normal view blended by current fade level
  507. ShaderClass::Invalidate(); //reset DOT3 blend from above.
  508. ShaderClass shader=ShaderClass::_PresetAlphaShader;
  509. shader.Set_Depth_Compare(ShaderClass::PASS_ALWAYS);
  510. DX8Wrapper::Set_Shader(shader);
  511. DX8Wrapper::Apply_Render_State_Changes(); //force update of view and projection matrices
  512. //replace texture alpha with vertex alpha
  513. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG2);
  514. pDev->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, v, sizeof(_TRANS_LIT_TEX_VERTEX));
  515. reset();
  516. return true;
  517. }
  518. Int ScreenBWFilterDOT3::set(enum FilterModes mode)
  519. {
  520. if (mode > FM_NULL_MODE)
  521. { //rendering a quad with redirected rendering surface tinted by pixel shader
  522. if (m_fadeDirection > 0)
  523. { //turning effect on
  524. m_curFadeFrame++;
  525. Int fade = m_curFadeFrame;
  526. if (fade<m_fadeFrames)
  527. {
  528. m_curFadeValue = (Real)fade/(Real)m_fadeFrames;
  529. }
  530. else
  531. {
  532. m_curFadeFrame = 0;
  533. m_curFadeValue = 1.0f;
  534. m_fadeDirection = 0;
  535. }
  536. }
  537. else
  538. if (m_fadeDirection < 0)
  539. { //turning effect off
  540. m_curFadeFrame++;
  541. Int fade = m_curFadeFrame;
  542. if (fade<m_fadeFrames)
  543. {
  544. m_curFadeValue = 1.0f - (Real)fade/(Real)m_fadeFrames;
  545. }
  546. else
  547. { m_curFadeValue = 0.0f;
  548. TheTacticalView->setViewFilterMode(FM_NULL_MODE);
  549. TheTacticalView->setViewFilter(FT_NULL_FILTER);
  550. m_curFadeFrame = 0;
  551. m_fadeDirection = 0;
  552. }
  553. }
  554. VertexMaterialClass *vmat=VertexMaterialClass::Get_Preset(VertexMaterialClass::PRELIT_DIFFUSE);
  555. DX8Wrapper::Set_Material(vmat);
  556. REF_PTR_RELEASE(vmat); //no need to keep a reference since it's a preset.
  557. DX8Wrapper::Set_Shader(ShaderClass::_PresetOpaqueShader);
  558. DX8Wrapper::Set_Texture(0,NULL);
  559. DX8Wrapper::Apply_Render_State_Changes(); //force update of view and projection matrices
  560. DX8Wrapper::Set_DX8_Render_State(D3DRS_ZFUNC,D3DCMP_ALWAYS);
  561. DX8Wrapper::Set_DX8_Render_State(D3DRS_ZWRITEENABLE,FALSE);
  562. DX8Wrapper::Apply_Render_State_Changes(); //force update of view and projection matrices
  563. return true;
  564. }
  565. return false;
  566. }
  567. void ScreenBWFilterDOT3::reset(void)
  568. {
  569. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0,NULL); //previously rendered frame inside this texture
  570. DX8Wrapper::Invalidate_Cached_Render_States();
  571. }
  572. Int ScreenBWFilterDOT3::shutdown(void)
  573. {
  574. return TRUE;
  575. }
  576. /*========= ScreenCrossFadeFilter =============================================================*/
  577. ///Fades screen between 2 different views of the scene with both being visible at once.
  578. Int ScreenCrossFadeFilter::m_fadeFrames;
  579. Int ScreenCrossFadeFilter::m_curFadeFrame;
  580. Real ScreenCrossFadeFilter::m_curFadeValue;
  581. Int ScreenCrossFadeFilter::m_fadeDirection;
  582. TextureClass *ScreenCrossFadeFilter::m_fadePatternTexture=NULL;
  583. Bool ScreenCrossFadeFilter::m_skipRender = FALSE;
  584. ScreenCrossFadeFilter screenCrossFadeFilter;
  585. ///List of different BW shader implementations in order of preference
  586. ///@todo: Add a version that doesn't require pixel shader
  587. W3DFilterInterface *ScreenCrossFadeFilterList[]=
  588. {
  589. &screenCrossFadeFilter,
  590. NULL
  591. };
  592. Int ScreenCrossFadeFilter::init(void)
  593. {
  594. if (!TheDisplay)
  595. return FALSE; //effect is useless without a view so no point initializing for the WB, etc.
  596. m_curFadeFrame = 0;
  597. if (!W3DShaderManager::canRenderToTexture())
  598. // Have to be able to render to texture.
  599. return FALSE;
  600. //Load an alpha mask texture that will mix foreground/background views.
  601. m_fadePatternTexture=WW3DAssetManager::Get_Instance()->Get_Texture("exmask_g.tga");
  602. if (!m_fadePatternTexture)
  603. return FALSE;
  604. m_fadePatternTexture->Get_Filter().Set_U_Addr_Mode(TextureFilterClass::TEXTURE_ADDRESS_CLAMP);
  605. m_fadePatternTexture->Get_Filter().Set_V_Addr_Mode(TextureFilterClass::TEXTURE_ADDRESS_CLAMP);
  606. m_fadePatternTexture->Get_Filter().Set_Mip_Mapping(TextureFilterClass::FILTER_TYPE_NONE);
  607. W3DFilters[FT_VIEW_CROSSFADE]=&screenCrossFadeFilter;
  608. return TRUE;
  609. }
  610. Bool ScreenCrossFadeFilter::updateFadeLevel(void)
  611. {
  612. if (m_fadeDirection > 0)
  613. { //turning effect on
  614. m_curFadeFrame++;
  615. Int fade = m_curFadeFrame;
  616. if (fade<m_fadeFrames)
  617. {
  618. m_curFadeValue = (Real)fade/(Real)m_fadeFrames;
  619. }
  620. else
  621. {
  622. m_curFadeFrame = 0;
  623. m_curFadeValue = 1.0f;
  624. m_fadeDirection = 0;
  625. return false;
  626. }
  627. }
  628. else
  629. if (m_fadeDirection < 0)
  630. { //turning effect off
  631. Int fade = m_curFadeFrame;
  632. if (fade<m_fadeFrames)
  633. {
  634. m_curFadeValue = 1.0f - (Real)fade/(Real)m_fadeFrames;
  635. m_curFadeFrame++;
  636. }
  637. else
  638. { m_curFadeValue = 0.0f;
  639. TheTacticalView->setViewFilterMode(FM_NULL_MODE);
  640. TheTacticalView->setViewFilter(FT_NULL_FILTER);
  641. m_curFadeFrame = 0;
  642. m_fadeDirection = 0;
  643. return false;
  644. }
  645. }
  646. return true;
  647. }
  648. Bool ScreenCrossFadeFilter::preRender(Bool &skipRender, CustomScenePassModes &scenePassMode)
  649. {
  650. if (updateFadeLevel())
  651. { //if fade has not completed
  652. W3DShaderManager::startRenderToTexture();
  653. scenePassMode=SCENE_PASS_ALPHA_MASK;
  654. skipRender = false;
  655. m_skipRender=true; //tell the postRender function not to draw into framebuffer yet.
  656. return true;
  657. }
  658. //fade must have completed
  659. return true;
  660. }
  661. Bool ScreenCrossFadeFilter::postRender(enum FilterModes mode, Coord2D &scrollDelta,Bool &doExtraRender)
  662. {
  663. IDirect3DTexture8 * tex;
  664. if (m_skipRender)
  665. {
  666. //don't render anything to frame buffer because we still need to draw the new scene
  667. //that we're fading into. Okay to render on the next call.
  668. m_skipRender = false;
  669. doExtraRender = TRUE;
  670. tex = W3DShaderManager::endRenderToTexture();
  671. return true;
  672. }
  673. tex=W3DShaderManager::getRenderTexture();
  674. DEBUG_ASSERTCRASH(tex, ("Require last rendered texture."));
  675. if (!tex) return false;
  676. if (!set(mode)) return false;
  677. LPDIRECT3DDEVICE8 pDev=DX8Wrapper::_Get_D3D_Device8();
  678. struct _TRANS_LIT_TEX_VERTEX {
  679. D3DXVECTOR4 p;
  680. DWORD color; // diffuse color
  681. float u;
  682. float v;
  683. float u1;
  684. float v1;
  685. } v[4];
  686. Int xpos, ypos, width, height;
  687. Real radius = 0.0f;
  688. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0,tex); //previously rendered frame inside this texture
  689. if (mode == FM_VIEW_CROSSFADE_CIRCLE)
  690. { DX8Wrapper::_Get_D3D_Device8()->SetTexture(1,m_fadePatternTexture->Peek_D3D_Texture());
  691. //Use the current fade level to scale the mask texture, for other modes the texture
  692. //comes pre-scaled so doesn't require uv scaling.
  693. radius = (1.0f-m_curFadeValue)*2.0f;
  694. if (radius <= 0)
  695. radius = 0.01f;
  696. radius = 0.5f/radius;
  697. }
  698. TheTacticalView->getOrigin(&xpos,&ypos);
  699. width=TheTacticalView->getWidth();
  700. height=TheTacticalView->getHeight();
  701. /* Real radius = (1.0f-m_curFadeValue);
  702. if (radius <= 0)
  703. radius = 0.01f;
  704. radius = 25.0f-radius*24.75f;
  705. */
  706. //bottom right
  707. v[0].p = D3DXVECTOR4( xpos+width-0.5f, ypos+height-0.5f, 0.0f, 1.0f );
  708. v[0].u = (Real)(xpos+width)/(Real)TheDisplay->getWidth(); v[0].v = (Real)(ypos+height)/(Real)TheDisplay->getHeight();
  709. v[0].u1 = 0.5f+radius; v[0].v1 = 0.5f+radius;
  710. //top right
  711. v[1].p = D3DXVECTOR4( xpos+width-0.5f, ypos-0.5f, 0.0f, 1.0f );
  712. v[1].u = (Real)(xpos+width)/(Real)TheDisplay->getWidth(); v[1].v = (Real)(ypos)/(Real)TheDisplay->getHeight();
  713. v[1].u1 = 0.5f+radius; v[1].v1 = 0.5f-radius;
  714. //bottom left
  715. v[2].p = D3DXVECTOR4( xpos-0.5f, ypos+height-0.5f, 0.0f, 1.0f );
  716. v[2].u = (Real)(xpos)/(Real)TheDisplay->getWidth(); v[2].v = (Real)(ypos+height)/(Real)TheDisplay->getHeight();
  717. v[2].u1 = 0.5f-radius; v[2].v1 = 0.5f+radius;
  718. //top left
  719. v[3].p = D3DXVECTOR4( xpos-0.5f, ypos-0.5f, 0.0f, 1.0f );
  720. v[3].u = (Real)(xpos)/(Real)TheDisplay->getWidth(); v[3].v = (Real)(ypos)/(Real)TheDisplay->getHeight();
  721. v[3].u1 = 0.5f-radius; v[3].v1 = 0.5f-radius;
  722. DWORD diffuse = 0xffffffff;//((Int)((m_curFadeValue) * 255.0f) << 24) | 0x00ffffff; //store alpha value in vertex diffuse
  723. v[0].color = diffuse;
  724. v[1].color = diffuse;
  725. v[2].color = diffuse;
  726. v[3].color = diffuse;
  727. //draw polygons like this is very inefficient but for only 2 triangles, it's
  728. //not worth bothering with index/vertex buffers.
  729. pDev->SetVertexShader(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX2);
  730. // m_pDev->SetTextureStageState(0,D3DTSS_MAGFILTER,D3DTEXF_POINT);
  731. // m_pDev->SetTextureStageState(0,D3DTSS_MINFILTER,D3DTEXF_POINT);
  732. pDev->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, v, sizeof(_TRANS_LIT_TEX_VERTEX));
  733. reset();
  734. return true;
  735. }
  736. Int ScreenCrossFadeFilter::set(enum FilterModes mode)
  737. {
  738. if (mode > FM_NULL_MODE)
  739. { //rendering a quad with redirected rendering surface
  740. VertexMaterialClass *vmat=VertexMaterialClass::Get_Preset(VertexMaterialClass::PRELIT_DIFFUSE);
  741. DX8Wrapper::Set_Material(vmat);
  742. REF_PTR_RELEASE(vmat); //no need to keep a reference since it's a preset.
  743. DX8Wrapper::Set_Shader(ShaderClass::_PresetAlphaShader);
  744. DX8Wrapper::Set_Texture(0,NULL);
  745. DX8Wrapper::Set_Texture(1,NULL);
  746. DX8Wrapper::Apply_Render_State_Changes(); //force update of view and projection matrices
  747. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
  748. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
  749. if (mode == FM_VIEW_CROSSFADE_CIRCLE)
  750. { //cross-fading using circle mask stored in stage 1
  751. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
  752. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
  753. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLOROP, D3DTOP_MODULATE );
  754. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
  755. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
  756. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
  757. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_TEXCOORDINDEX, 1 );
  758. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
  759. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
  760. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_MIPFILTER, D3DTEXF_NONE);
  761. }
  762. DX8Wrapper::Set_DX8_Render_State(D3DRS_ZFUNC,D3DCMP_ALWAYS);
  763. DX8Wrapper::Set_DX8_Render_State(D3DRS_ZWRITEENABLE,FALSE);
  764. return true;
  765. }
  766. return false;
  767. }
  768. void ScreenCrossFadeFilter::reset(void)
  769. {
  770. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
  771. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
  772. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0,NULL); //previously rendered frame inside this texture
  773. DX8Wrapper::Invalidate_Cached_Render_States();
  774. }
  775. Int ScreenCrossFadeFilter::shutdown(void)
  776. {
  777. REF_PTR_RELEASE(m_fadePatternTexture);
  778. return TRUE;
  779. }
  780. /*========= ScreenMotionBlurFilter =============================================================*/
  781. ///applies motion blur to viewport.
  782. ScreenMotionBlurFilter screenMotionBlurFilter;
  783. Coord3D ScreenMotionBlurFilter::m_zoomToPos;
  784. Bool ScreenMotionBlurFilter::m_zoomToValid = false;
  785. ScreenMotionBlurFilter::ScreenMotionBlurFilter():
  786. m_decrement(false),
  787. m_maxCount(0),
  788. m_lastFrame(0),
  789. m_skipRender(false)
  790. {
  791. }
  792. ///List of different motion blur implementations in order of preference
  793. W3DFilterInterface *ScreenMotionBlurFilterList[]=
  794. {
  795. &screenMotionBlurFilter,
  796. NULL
  797. };
  798. Int ScreenMotionBlurFilter::init(void)
  799. {
  800. if (!W3DShaderManager::canRenderToTexture()) {
  801. // Have to be able to render to texture.
  802. return false;
  803. }
  804. W3DFilters[FT_VIEW_MOTION_BLUR_FILTER]=this;
  805. return true;
  806. }
  807. Bool ScreenMotionBlurFilter::preRender(Bool &skipRender, CustomScenePassModes &scenePassMode)
  808. {
  809. skipRender = m_skipRender;
  810. W3DShaderManager::startRenderToTexture();
  811. return true;
  812. }
  813. Bool ScreenMotionBlurFilter::postRender(enum FilterModes mode, Coord2D &scrollDelta,Bool &doExtraRender)
  814. {
  815. IDirect3DTexture8 * tex = W3DShaderManager::endRenderToTexture();
  816. DEBUG_ASSERTCRASH(tex, ("Require rendered texture."));
  817. if (!tex) return false;
  818. if (!set(mode)) return false;
  819. LPDIRECT3DDEVICE8 pDev=DX8Wrapper::_Get_D3D_Device8();
  820. Bool continueEffect = true;
  821. struct _TRANS_LIT_TEX_VERTEX {
  822. D3DXVECTOR4 p;
  823. DWORD color; // diffuse color
  824. float u;
  825. float v;
  826. } v[4];
  827. Int xpos, ypos, width, height;
  828. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0,tex); //previously rendered frame inside this texture
  829. TheTacticalView->getOrigin(&xpos,&ypos);
  830. width=TheTacticalView->getWidth();
  831. height=TheTacticalView->getHeight();
  832. //bottom right
  833. v[0].p = D3DXVECTOR4( xpos+width-0.5f, ypos+height-0.5f, 0.0f, 1.0f );
  834. v[0].u = (Real)(xpos+width)/(Real)TheDisplay->getWidth(); v[0].v = (Real)(ypos+height)/(Real)TheDisplay->getHeight();
  835. //top right
  836. v[1].p = D3DXVECTOR4( xpos+width-0.5f, ypos-0.5f, 0.0f, 1.0f );
  837. v[1].u = (Real)(xpos+width)/(Real)TheDisplay->getWidth(); v[1].v = (Real)(ypos)/(Real)TheDisplay->getHeight();
  838. //bottom left
  839. v[2].p = D3DXVECTOR4( xpos-0.5f, ypos+height-0.5f, 0.0f, 1.0f );
  840. v[2].u = (Real)(xpos)/(Real)TheDisplay->getWidth(); v[2].v = (Real)(ypos+height)/(Real)TheDisplay->getHeight();
  841. //top left
  842. v[3].p = D3DXVECTOR4( xpos-0.5f, ypos-0.5f, 0.0f, 1.0f );
  843. v[3].u = (Real)(xpos)/(Real)TheDisplay->getWidth(); v[3].v = (Real)(ypos)/(Real)TheDisplay->getHeight();
  844. v[0].color = 0xffffffff;
  845. v[1].color = 0xffffffff;
  846. v[2].color = 0xffffffff;
  847. v[3].color = 0xffffffff;
  848. if (m_additive) {
  849. DX8Wrapper::Set_DX8_Render_State(D3DRS_SRCBLEND,D3DBLEND_SRCALPHA);
  850. DX8Wrapper::Set_DX8_Render_State(D3DRS_DESTBLEND,D3DBLEND_ONE);
  851. } else {
  852. DX8Wrapper::Set_DX8_Render_State(D3DRS_SRCBLEND,D3DBLEND_SRCALPHA);
  853. DX8Wrapper::Set_DX8_Render_State(D3DRS_DESTBLEND,D3DBLEND_INVSRCALPHA);
  854. }
  855. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHABLENDENABLE,false);
  856. //draw polygons like this is very inefficient but for only 2 triangles, it's
  857. //not worth bothering with index/vertex buffers.
  858. DX8Wrapper::Apply_Render_State_Changes();
  859. pDev->SetVertexShader(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1);
  860. Coord2D center;
  861. center.x = 0.5f;
  862. center.y = 0.5f;
  863. Bool pan = false;
  864. if (mode>=FM_VIEW_MB_PAN_ALPHA) {
  865. Real len = sqrt(scrollDelta.x*scrollDelta.x + scrollDelta.y*scrollDelta.y);
  866. //center.x += 0.5f * (scrollDelta.x/len);
  867. center.y -= 0.5f; // * (scrollDelta.y/len);
  868. m_decrement = false;
  869. m_maxCount = (len*200*m_panFactor/(Real)DEFAULT_PAN_FACTOR);
  870. if (m_maxCount<m_panFactor/2)
  871. m_maxCount = m_panFactor/2;
  872. if (m_maxCount>m_panFactor)
  873. m_maxCount=m_panFactor;
  874. pan = true;
  875. m_priorDelta = scrollDelta;
  876. } else if (mode == FM_VIEW_MB_END_PAN_ALPHA) {
  877. Real len = sqrt(m_priorDelta.x*m_priorDelta.x + m_priorDelta.y*m_priorDelta.y);
  878. center.x += 0.5f * (m_priorDelta.x/len);
  879. center.y -= 0.5f * (m_priorDelta.y/len);
  880. m_decrement = false;
  881. m_maxCount--;
  882. if (m_maxCount<2) {
  883. continueEffect = false;
  884. }
  885. pan = true;
  886. }
  887. m_skipRender = false;
  888. if (!pan && m_lastFrame != TheGameLogic->getFrame()) {
  889. if (m_decrement) {
  890. m_maxCount-=COUNT_STEP;
  891. if (m_maxCount<1) {
  892. m_decrement = false;
  893. continueEffect = false;
  894. } else {
  895. m_skipRender = true;
  896. }
  897. } else {
  898. m_maxCount+=COUNT_STEP;
  899. if (m_maxCount>=MAX_COUNT) {
  900. m_decrement = true;
  901. if (m_doZoomTo && m_zoomToValid) {
  902. TheTacticalView->lookAt(&m_zoomToPos);
  903. } else {
  904. continueEffect = false;
  905. }
  906. } else {
  907. m_skipRender = true;
  908. }
  909. }
  910. }
  911. Int i, j;
  912. if (!pan) {
  913. for (i=0; i<4; i++) {
  914. Real factor = 1.0f - (m_maxCount/(Real)MAX_COUNT)*0.90f;
  915. factor = sqrt(factor);
  916. v[i].u = ((v[i].u-center.x)*factor) + center.x;
  917. v[i].v = ((v[i].v-center.y)*factor) + center.y;
  918. }
  919. }
  920. pDev->SetTextureStageState(0,D3DTSS_ALPHAARG1, D3DTA_CURRENT);
  921. pDev->SetTextureStageState(0,D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
  922. pDev->SetTextureStageState(0,D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
  923. pDev->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, v, sizeof(_TRANS_LIT_TEX_VERTEX));
  924. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHABLENDENABLE,true);
  925. DX8Wrapper::Apply_Render_State_Changes();
  926. {
  927. Int limit = m_maxCount;
  928. if (m_maxCount>30) limit = 30;
  929. for (j=0; j<limit; j++) {
  930. for (i=0; i<4; i++) {
  931. Real factor = 0.99f;
  932. if (m_additive) factor = 0.98f;
  933. Int alpha = 0x15;
  934. if (m_additive) {
  935. alpha = 0x09;
  936. if (m_maxCount>limit) {
  937. alpha += (m_maxCount-limit)/5;
  938. }
  939. if (m_maxCount==MAX_COUNT) alpha += 60;
  940. }
  941. v[i].color = (alpha<<24)|0x00ffffff; //
  942. if (pan) {
  943. v[i].u = ((v[i].u-center.x)*(factor+.006)) + center.x;
  944. v[i].v = ((v[i].v-center.y)*factor) + center.y;
  945. } else {
  946. v[i].u = ((v[i].u-center.x)*factor) + center.x;
  947. v[i].v = ((v[i].v-center.y)*factor) + center.y;
  948. }
  949. }
  950. pDev->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, v, sizeof(_TRANS_LIT_TEX_VERTEX));
  951. }
  952. }
  953. m_lastFrame = TheGameLogic->getFrame();
  954. if (pan){
  955. m_skipRender = false;
  956. }
  957. reset();
  958. if (!continueEffect) {
  959. m_zoomToValid = false;
  960. }
  961. return continueEffect;
  962. }
  963. Bool ScreenMotionBlurFilter::setup(enum FilterModes mode)
  964. {
  965. m_additive = false;
  966. if (mode == FM_VIEW_MB_IN_AND_OUT_SATURATE ||
  967. mode == FM_VIEW_MB_IN_SATURATE ||
  968. mode == FM_VIEW_MB_OUT_SATURATE) {
  969. m_additive = true;
  970. }
  971. m_doZoomTo = false;
  972. if (mode == FM_VIEW_MB_IN_AND_OUT_SATURATE ||
  973. mode == FM_VIEW_MB_IN_AND_OUT_ALPHA ) {
  974. m_doZoomTo = true;
  975. }
  976. if (mode >= FM_VIEW_MB_PAN_ALPHA) {
  977. m_panFactor = (int)mode - FM_VIEW_MB_PAN_ALPHA;
  978. if (m_panFactor<1) m_panFactor = DEFAULT_PAN_FACTOR;
  979. }
  980. m_skipRender = false;
  981. if (mode != FM_VIEW_MB_END_PAN_ALPHA)
  982. m_maxCount = 0;
  983. m_decrement = false;
  984. m_skipRender = false;
  985. switch (mode) {
  986. case FM_VIEW_MB_OUT_SATURATE:
  987. case FM_VIEW_MB_OUT_ALPHA:
  988. m_maxCount = MAX_COUNT;
  989. m_decrement = TRUE;
  990. break;
  991. }
  992. return true;
  993. }
  994. Int ScreenMotionBlurFilter::set(enum FilterModes mode)
  995. {
  996. if (mode > FM_NULL_MODE)
  997. { //rendering a quad with redirected rendering surface motion blurred
  998. VertexMaterialClass *vmat=VertexMaterialClass::Get_Preset(VertexMaterialClass::PRELIT_DIFFUSE);
  999. DX8Wrapper::Set_Material(vmat);
  1000. REF_PTR_RELEASE(vmat); //no need to keep a reference since it's a preset.
  1001. DX8Wrapper::Set_Shader(ShaderClass::_PresetOpaqueShader);
  1002. DX8Wrapper::Set_Texture(0,NULL);
  1003. DX8Wrapper::Set_Texture(1,NULL);
  1004. DX8Wrapper::Apply_Render_State_Changes(); //force update of view and projection matrices
  1005. DX8Wrapper::Set_DX8_Render_State(D3DRS_ZFUNC,D3DCMP_ALWAYS);
  1006. DX8Wrapper::Set_DX8_Render_State(D3DRS_ZWRITEENABLE,FALSE);
  1007. DX8Wrapper::Apply_Render_State_Changes(); //force update of view and projection matrices
  1008. }
  1009. return TRUE;
  1010. }
  1011. void ScreenMotionBlurFilter::reset(void)
  1012. {
  1013. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0,NULL); //previously rendered frame inside this texture
  1014. DX8Wrapper::Invalidate_Cached_Render_States();
  1015. }
  1016. Int ScreenMotionBlurFilter::shutdown(void)
  1017. {
  1018. return TRUE;
  1019. }
  1020. /*===========================================================================================*/
  1021. /*========= Shroud Shaders =============================================================*/
  1022. /*===========================================================================================*/
  1023. ///Shroud layer rendering shader
  1024. class ShroudTextureShader : public W3DShaderInterface
  1025. {
  1026. virtual Int set(Int pass); ///<setup shader for the specified rendering pass.
  1027. virtual Int init(void); ///<perform any one time initialization and validation
  1028. virtual void reset(void); ///<do any custom resetting necessary to bring W3D in sync.
  1029. Int m_stageOfSet;
  1030. } shroudTextureShader;
  1031. ///List of different shroud shader implementations in order of preference
  1032. W3DShaderInterface *ShroudShaderList[]=
  1033. {
  1034. &shroudTextureShader,
  1035. NULL
  1036. };
  1037. //#define SHROUD_STRETCH_FACTOR (1.0f/MAP_XY_FACTOR) //1 texel per heightmap cell width
  1038. Int ShroudTextureShader::init(void)
  1039. {
  1040. W3DShaders[W3DShaderManager::ST_SHROUD_TEXTURE]=&shroudTextureShader;
  1041. W3DShadersPassCount[W3DShaderManager::ST_SHROUD_TEXTURE]=1;
  1042. return TRUE;
  1043. }
  1044. //Setup a texture projection in the given stage that applies our shroud.
  1045. Int ShroudTextureShader::set(Int stage)
  1046. {
  1047. //force WW3D2 system to set it's states so it won't later overwrite our custom settings.
  1048. VertexMaterialClass *vmat=VertexMaterialClass::Get_Preset(VertexMaterialClass::PRELIT_DIFFUSE);
  1049. DX8Wrapper::Set_Material(vmat);
  1050. REF_PTR_RELEASE(vmat); //no need to keep a reference since it's a preset.
  1051. DX8Wrapper::Set_Texture(stage, W3DShaderManager::getShaderTexture(0)); //shroud always stored in texture 0
  1052. if (stage == 0)
  1053. {
  1054. #if defined(_DEBUG) || defined(_INTERNAL)
  1055. if (TheGlobalData && TheGlobalData->m_fogOfWarOn)
  1056. DX8Wrapper::Set_Shader(ShaderClass::_PresetAlphaSpriteShader);
  1057. else
  1058. DX8Wrapper::Set_Shader(ShaderClass::_PresetMultiplicativeSpriteShader);
  1059. #else
  1060. DX8Wrapper::Set_Shader(ShaderClass::_PresetMultiplicativeSpriteShader);
  1061. #endif
  1062. }
  1063. DX8Wrapper::Apply_Render_State_Changes();
  1064. DX8Wrapper::Set_DX8_Texture_Stage_State(stage, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
  1065. DX8Wrapper::Set_DX8_Texture_Stage_State(stage, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
  1066. DX8Wrapper::Set_DX8_Render_State(D3DRS_ZFUNC,D3DCMP_EQUAL);
  1067. //We need to scale so shroud texel stretches over one full terrain cell. Each texel
  1068. //is 1/128 the size of full texture. (assuming 128x128 vid-mem texture).
  1069. W3DShroud *shroud;
  1070. if ((shroud=TheTerrainRenderObject->getShroud()) != 0)
  1071. { ///@todo: All this code really only need to be done once per camera/view. Find a way to optimize it out.
  1072. D3DXMATRIX inv;
  1073. float det;
  1074. Matrix4x4 curView;
  1075. DX8Wrapper::_Get_DX8_Transform(D3DTS_VIEW, curView);
  1076. D3DXMatrixInverse(&inv, &det, (D3DXMATRIX*)&curView);
  1077. D3DXMATRIX scale,offset;
  1078. //We need to make all world coordinates be relative to the heightmap data origin since that
  1079. //is where the shroud begins.
  1080. float xoffset = 0;
  1081. float yoffset = 0;
  1082. Real width=shroud->getCellWidth();
  1083. Real height=shroud->getCellHeight();
  1084. if (TheTerrainRenderObject->getMap())
  1085. { //subtract origin position from all coordinates. Origin is shifted by 1 cell width/height to allow for unused border texels.
  1086. xoffset = -(float)shroud->getDrawOriginX() + width;
  1087. yoffset = -(float)shroud->getDrawOriginY() + height;
  1088. }
  1089. D3DXMatrixTranslation(&offset, xoffset, yoffset,0);
  1090. width = 1.0f/(width*shroud->getTextureWidth());
  1091. height = 1.0f/(height*shroud->getTextureHeight());
  1092. D3DXMatrixScaling(&scale, width, height, 1);
  1093. *((D3DXMATRIX *)&curView) = (inv * offset) * scale;
  1094. DX8Wrapper::_Set_DX8_Transform((D3DTRANSFORMSTATETYPE )(D3DTS_TEXTURE0+stage), *((Matrix4x4*)&curView));
  1095. }
  1096. m_stageOfSet=stage;
  1097. return TRUE;
  1098. }
  1099. void ShroudTextureShader::reset(void)
  1100. {
  1101. DX8Wrapper::Set_Texture(m_stageOfSet,NULL);
  1102. DX8Wrapper::Set_DX8_Render_State(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
  1103. DX8Wrapper::Set_DX8_Texture_Stage_State(m_stageOfSet, D3DTSS_TEXCOORDINDEX, m_stageOfSet);
  1104. DX8Wrapper::Set_DX8_Texture_Stage_State(m_stageOfSet, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
  1105. }
  1106. ///Shroud layer rendering shader
  1107. class FlatShroudTextureShader : public W3DShaderInterface
  1108. {
  1109. virtual Int set(Int pass); ///<setup shader for the specified rendering pass.
  1110. virtual Int init(void); ///<perform any one time initialization and validation
  1111. virtual void reset(void); ///<do any custom resetting necessary to bring W3D in sync.
  1112. Int m_stageOfSet;
  1113. } flatShroudTextureShader;
  1114. ///List of different shroud shader implementations in order of preference
  1115. W3DShaderInterface *FlatShroudShaderList[]=
  1116. {
  1117. &flatShroudTextureShader,
  1118. NULL
  1119. };
  1120. //#define SHROUD_STRETCH_FACTOR (1.0f/MAP_XY_FACTOR) //1 texel per heightmap cell width
  1121. Int FlatShroudTextureShader::init(void)
  1122. {
  1123. W3DShaders[W3DShaderManager::ST_FLAT_SHROUD_TEXTURE]=&flatShroudTextureShader;
  1124. W3DShadersPassCount[W3DShaderManager::ST_FLAT_SHROUD_TEXTURE]=1;
  1125. return TRUE;
  1126. }
  1127. //Setup a texture projection in the given stage that applies our shroud.
  1128. Int FlatShroudTextureShader::set(Int stage)
  1129. {
  1130. //force WW3D2 system to set it's states so it won't later overwrite our custom settings.
  1131. if (stage < 2)
  1132. DX8Wrapper::Set_Texture(stage, W3DShaderManager::getShaderTexture(stage));
  1133. else //stages larger than 1 are not supported by W3D so set them directly
  1134. DX8Wrapper::Set_DX8_Texture(stage, W3DShaderManager::getShaderTexture(stage)->Peek_D3D_Texture());
  1135. DX8Wrapper::Set_DX8_Texture_Stage_State( stage, D3DTSS_COLORARG1, D3DTA_TEXTURE );
  1136. DX8Wrapper::Set_DX8_Texture_Stage_State( stage, D3DTSS_COLORARG2, D3DTA_CURRENT );
  1137. DX8Wrapper::Set_DX8_Texture_Stage_State( stage, D3DTSS_COLOROP, D3DTOP_MODULATE );
  1138. DX8Wrapper::Set_DX8_Texture_Stage_State( stage, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
  1139. //DX8Wrapper::Apply_Render_State_Changes();
  1140. DX8Wrapper::Set_DX8_Texture_Stage_State(stage, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
  1141. DX8Wrapper::Set_DX8_Texture_Stage_State(stage, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
  1142. //We need to scale so shroud texel stretches over one full terrain cell. Each texel
  1143. //is 1/128 the size of full texture. (assuming 128x128 vid-mem texture).
  1144. W3DShroud *shroud;
  1145. if ((shroud=TheTerrainRenderObject->getShroud()) != 0)
  1146. { ///@todo: All this code really only need to be done once per camera/view. Find a way to optimize it out.
  1147. D3DXMATRIX inv;
  1148. float det;
  1149. Matrix4x4 curView;
  1150. DX8Wrapper::_Get_DX8_Transform(D3DTS_VIEW, curView);
  1151. D3DXMatrixInverse(&inv, &det, (D3DXMATRIX*)&curView);
  1152. D3DXMATRIX scale,offset;
  1153. //We need to make all world coordinates be relative to the heightmap data origin since that
  1154. //is where the shroud begins.
  1155. float xoffset = 0;
  1156. float yoffset = 0;
  1157. Real width=shroud->getCellWidth();
  1158. Real height=shroud->getCellHeight();
  1159. if (TheTerrainRenderObject->getMap())
  1160. { //subtract origin position from all coordinates. Origin is shifted by 1 cell width/height to allow for unused border texels.
  1161. xoffset = -(float)shroud->getDrawOriginX() + width;
  1162. yoffset = -(float)shroud->getDrawOriginY() + height;
  1163. }
  1164. D3DXMatrixTranslation(&offset, xoffset, yoffset,0);
  1165. width = 1.0f/(width*shroud->getTextureWidth());
  1166. height = 1.0f/(height*shroud->getTextureHeight());
  1167. D3DXMatrixScaling(&scale, width, height, 1);
  1168. *((D3DXMATRIX *)&curView) = (inv * offset) * scale;
  1169. DX8Wrapper::_Set_DX8_Transform((D3DTRANSFORMSTATETYPE )(D3DTS_TEXTURE0+stage), *((Matrix4x4*)&curView));
  1170. }
  1171. m_stageOfSet=stage;
  1172. return TRUE;
  1173. }
  1174. void FlatShroudTextureShader::reset(void)
  1175. {
  1176. if (m_stageOfSet < MAX_TEXTURE_STAGES)
  1177. DX8Wrapper::Set_Texture(m_stageOfSet,NULL);
  1178. DX8Wrapper::Set_DX8_Render_State(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
  1179. DX8Wrapper::Set_DX8_Texture_Stage_State(m_stageOfSet, D3DTSS_TEXCOORDINDEX, m_stageOfSet);
  1180. DX8Wrapper::Set_DX8_Texture_Stage_State(m_stageOfSet, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
  1181. }
  1182. ///Mask layer rendering shader
  1183. class MaskTextureShader : public W3DShaderInterface
  1184. {
  1185. virtual Int set(Int pass); ///<setup shader for the specified rendering pass.
  1186. virtual Int init(void); ///<perform any one time initialization and validation
  1187. virtual void reset(void); ///<do any custom resetting necessary to bring W3D in sync.
  1188. } maskTextureShader;
  1189. ///List of different shroud shader implementations in order of preference
  1190. W3DShaderInterface *MaskShaderList[]=
  1191. {
  1192. &maskTextureShader,
  1193. NULL
  1194. };
  1195. Int MaskTextureShader::init(void)
  1196. {
  1197. W3DShaders[W3DShaderManager::ST_MASK_TEXTURE]=&maskTextureShader;
  1198. W3DShadersPassCount[W3DShaderManager::ST_MASK_TEXTURE]=1;
  1199. return TRUE;
  1200. }
  1201. Int MaskTextureShader::set(Int pass)
  1202. {
  1203. Real fadeLevel=ScreenCrossFadeFilter::getCurrentFadeValue();
  1204. //Use the current fade level to scale the mask texture
  1205. Real radius = (1.0f-fadeLevel)*2.0f;
  1206. if (radius <= 0)
  1207. radius = 0.01f;
  1208. radius = 0.5f/radius;
  1209. //force WW3D2 system to set it's states so it won't later overwrite our custom settings.
  1210. VertexMaterialClass *vmat=VertexMaterialClass::Get_Preset(VertexMaterialClass::PRELIT_DIFFUSE);
  1211. DX8Wrapper::Set_Material(vmat);
  1212. REF_PTR_RELEASE(vmat); //no need to keep a reference since it's a preset.
  1213. //For now we're always going to project the texture coming from the crossfade effect
  1214. DX8Wrapper::Set_Texture(0, ScreenCrossFadeFilter::getCurrentMaskTexture());
  1215. ShaderClass shader=ShaderClass::_PresetOpaqueShader;
  1216. shader.Set_Primary_Gradient(ShaderClass::GRADIENT_DISABLE);
  1217. DX8Wrapper::Set_Shader(shader);
  1218. DX8Wrapper::Apply_Render_State_Changes();
  1219. Matrix4x4 curView;
  1220. DX8Wrapper::_Get_DX8_Transform(D3DTS_VIEW, curView);
  1221. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
  1222. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
  1223. D3DXMATRIX inv;
  1224. float det;
  1225. //Get inverse view matrix so we can transform camera space points back to world space
  1226. D3DXMatrixInverse(&inv, &det, (D3DXMATRIX*)&curView);
  1227. D3DXMATRIX scale,offset,offsetTextureCenter;
  1228. Coord3D centerPos;
  1229. //Find center of projection (this should be returned from some other filter, etc. but
  1230. //for now assume terrain location at center of screen.
  1231. if (TheTacticalView)
  1232. { Int xpos,ypos;
  1233. TheTacticalView->getOrigin(&xpos,&ypos);
  1234. ICoord2D screenPos;
  1235. screenPos.x=(Real)TheTacticalView->getWidth()*0.5f;
  1236. screenPos.y=(Real)TheTacticalView->getHeight()*0.5f;
  1237. TheTacticalView->screenToTerrain(&screenPos,&centerPos);
  1238. }
  1239. D3DXMatrixTranslation(&offset, -centerPos.x, -centerPos.y,0);
  1240. D3DXMatrixTranslation(&offsetTextureCenter, 0.5f, 0.5f, 0); //shift coordinates so center of projection falls at uv 0.5,0.5
  1241. Real worldTexelWidth=(1.0f-fadeLevel)*25.0f; //9 worked well for circle but weird shape requires more stretch to cover.
  1242. Real worldTexelHeight=(1.0f-fadeLevel)*25.0f;
  1243. ///@todo: Fix this to work with non 128x128 textures.
  1244. if (worldTexelWidth != 0 && worldTexelHeight != 0)
  1245. { Real widthScale = 1.0f/(worldTexelWidth*128.0f);
  1246. Real heightScale = 1.0f/(worldTexelHeight*128.0f);
  1247. D3DXMatrixScaling(&scale, widthScale, heightScale, 1);
  1248. *((D3DXMATRIX *)&curView) = ((inv * offset) * scale)*offsetTextureCenter;
  1249. }
  1250. else
  1251. { D3DXMatrixScaling(&scale, 0, 0, 1); //scaling by 0 will set uv coordinates to 0,0
  1252. *((D3DXMATRIX *)&curView) = ((inv * offset) * scale);
  1253. }
  1254. DX8Wrapper::_Set_DX8_Transform(D3DTS_TEXTURE0, *((Matrix4x4*)&curView));
  1255. return TRUE;
  1256. }
  1257. void MaskTextureShader::reset(void)
  1258. {
  1259. DX8Wrapper::Set_Texture(0,NULL);
  1260. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_TEXCOORDINDEX, 0);
  1261. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
  1262. }
  1263. /*===========================================================================================*/
  1264. /*========= Terrain Shaders =========================================================*/
  1265. /*===========================================================================================*/
  1266. ///regular terrain shader that should work on all multi-texture video cards (slowest version)
  1267. class TerrainShader2Stage : public W3DShaderInterface
  1268. {
  1269. public:
  1270. float m_xSlidePerSecond ; ///< How far the clouds move per second.
  1271. float m_ySlidePerSecond ; ///< How far the clouds move per second.
  1272. int m_curTick;
  1273. float m_xOffset;
  1274. float m_yOffset;
  1275. virtual Int set(Int pass); ///<setup shader for the specified rendering pass.
  1276. virtual Int init(void); ///<perform any one time initialization and validation
  1277. virtual void reset(void); ///<do any custom resetting necessary to bring W3D in sync.
  1278. void updateNoise1 (D3DXMATRIX *destMatrix,D3DXMATRIX *curViewInverse, Bool doUpdate=true); ///<generate the uv coordinates for Noise1 (i.e clouds)
  1279. void updateNoise2 (D3DXMATRIX *destMatrix,D3DXMATRIX *curViewInverse, Bool doUpdate=true); ///<generate the uv coordinates for Noise2 (i.e lightmap)
  1280. } terrainShader2Stage;
  1281. ///regular terrain shader that should work on all multi-texture video cards (slowest version)
  1282. class FlatTerrainShader2Stage : public W3DShaderInterface
  1283. {
  1284. public:
  1285. virtual Int set(Int pass); ///<setup shader for the specified rendering pass.
  1286. virtual Int init(void); ///<perform any one time initialization and validation
  1287. virtual void reset(void); ///<do any custom resetting necessary to bring W3D in sync.
  1288. } flatTerrainShader2Stage;
  1289. ///regular terrain shader that should work on all multi-texture video cards (slowest version)
  1290. class FlatTerrainShaderPixelShader : public W3DShaderInterface
  1291. {
  1292. public:
  1293. DWORD m_dwBasePixelShader; ///<handle to terrain D3D pixel shader
  1294. DWORD m_dwBaseNoise1PixelShader; ///<handle to terrain/single noise D3D pixel shader
  1295. DWORD m_dwBaseNoise2PixelShader; ///<handle to terrain/double noise D3D pixel shader
  1296. DWORD m_dwBase0PixelShader; ///<handle to terrain only pixel shader
  1297. virtual Int set(Int pass); ///<setup shader for the specified rendering pass.
  1298. virtual Int init(void); ///<perform any one time initialization and validation
  1299. virtual void reset(void); ///<do any custom resetting necessary to bring W3D in sync.
  1300. virtual Int shutdown(void); ///<release resources used by shader
  1301. } flatTerrainShaderPixelShader;
  1302. ///8 stage terrain shader which only works on certain Nvidia cards.
  1303. class TerrainShader8Stage : public W3DShaderInterface
  1304. {
  1305. virtual Int set(Int pass); ///<setup shader for the specified rendering pass.
  1306. virtual void reset(void); ///<do any custom resetting necessary to bring W3D in sync.
  1307. virtual Int init(void); ///<perform any one time initialization and validation
  1308. } terrainShader8Stage;
  1309. //Offsets into constant register pool used by vertex shader
  1310. #define CV_WORLDVIEWPROJ_0 0 //4 vectors for transform of world->clip space.
  1311. ///Pixel shader based terrain shader - fastest method for the newest cards.
  1312. class TerrainShaderPixelShader : public W3DShaderInterface
  1313. {
  1314. DWORD m_dwBasePixelShader; ///<handle to terrain D3D pixel shader
  1315. DWORD m_dwBaseNoise1PixelShader; ///<handle to terrain/single noise D3D pixel shader
  1316. DWORD m_dwBaseNoise2PixelShader; ///<handle to terrain/double noise D3D pixel shader
  1317. virtual Int set(Int pass); ///<setup shader for the specified rendering pass.
  1318. virtual void reset(void); ///<do any custom resetting necessary to bring W3D in sync.
  1319. virtual Int init(void); ///<perform any one time initialization and validation
  1320. virtual Int shutdown(void); ///<release resources used by shader
  1321. } terrainShaderPixelShader;
  1322. ///List of different terrain shader implementations in order of preference
  1323. W3DShaderInterface *TerrainShaderList[]=
  1324. {
  1325. &terrainShaderPixelShader,
  1326. &terrainShader8Stage,
  1327. &terrainShader2Stage,
  1328. NULL
  1329. };
  1330. ///List of different terrain shader implementations in order of preference
  1331. W3DShaderInterface *FlatTerrainShaderList[]=
  1332. {
  1333. &flatTerrainShaderPixelShader,
  1334. &flatTerrainShader2Stage,
  1335. NULL
  1336. };
  1337. Int TerrainShader2Stage::init( void )
  1338. {
  1339. //initialize settings for uv animated clouds
  1340. m_xSlidePerSecond = -0.02f;
  1341. m_ySlidePerSecond = 1.50f * m_xSlidePerSecond;
  1342. m_curTick = 0;
  1343. m_curTick = WW3D::Get_Sync_Time();//::GetTickCount();
  1344. m_xOffset = 0;
  1345. m_yOffset = 0;
  1346. //no special device validation needed - anything in our min spec should handle this.
  1347. W3DShaders[W3DShaderManager::ST_TERRAIN_BASE]=&terrainShader2Stage;
  1348. W3DShadersPassCount[W3DShaderManager::ST_TERRAIN_BASE]=2;
  1349. W3DShaders[W3DShaderManager::ST_TERRAIN_BASE_NOISE1]=&terrainShader2Stage;
  1350. W3DShadersPassCount[W3DShaderManager::ST_TERRAIN_BASE_NOISE1]=3;
  1351. W3DShaders[W3DShaderManager::ST_TERRAIN_BASE_NOISE2]=&terrainShader2Stage;
  1352. W3DShadersPassCount[W3DShaderManager::ST_TERRAIN_BASE_NOISE2]=3;
  1353. W3DShaders[W3DShaderManager::ST_TERRAIN_BASE_NOISE12]=&terrainShader2Stage;
  1354. W3DShadersPassCount[W3DShaderManager::ST_TERRAIN_BASE_NOISE12]=3;
  1355. return TRUE;
  1356. }
  1357. void TerrainShader2Stage::reset(void)
  1358. {
  1359. ShaderClass::Invalidate();
  1360. //Free references to textures
  1361. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, NULL);
  1362. DX8Wrapper::_Get_D3D_Device8()->SetTexture(1, NULL);
  1363. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
  1364. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU|0);
  1365. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
  1366. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU|1);
  1367. }
  1368. void TerrainShader2Stage::updateNoise1(D3DXMATRIX *destMatrix,D3DXMATRIX *curViewInverse, Bool doUpdate)
  1369. {
  1370. #define STRETCH_FACTOR ((float)(1/(63.0*MAP_XY_FACTOR/2))) /* covers 63/2 tiles */
  1371. D3DXMATRIX scale;
  1372. D3DXMatrixScaling(&scale, STRETCH_FACTOR, STRETCH_FACTOR,1);
  1373. *destMatrix = *curViewInverse * scale;
  1374. D3DXMATRIX offset;
  1375. Int delta = m_curTick;
  1376. m_curTick = WW3D::Get_Sync_Time();//::GetTickCount();
  1377. delta = m_curTick-delta;
  1378. m_xOffset += m_xSlidePerSecond*delta/1000;
  1379. m_yOffset += m_ySlidePerSecond*delta/1000;
  1380. //m_xOffset += m_xSlidePerSecond*delta/500;
  1381. //m_yOffset += m_ySlidePerSecond*delta/500;
  1382. //m_yOffset = sinf( (float)m_curTick * 0.0001f );
  1383. //m_xOffset = cosf( (float)m_curTick * 0.0001f );
  1384. while (m_xOffset > 1) m_xOffset -= 1;
  1385. while (m_yOffset > 1) m_yOffset -= 1;
  1386. while (m_xOffset < -1) m_xOffset += 1;
  1387. while (m_yOffset < -1) m_yOffset += 1;
  1388. D3DXMatrixTranslation(&offset, m_xOffset, m_yOffset,0);
  1389. *destMatrix *= offset;
  1390. }
  1391. void TerrainShader2Stage::updateNoise2(D3DXMATRIX *destMatrix,D3DXMATRIX *curViewInverse, Bool doUpdate)
  1392. {
  1393. D3DXMATRIX scale;
  1394. D3DXMatrixScaling(&scale, STRETCH_FACTOR, STRETCH_FACTOR,1);
  1395. *destMatrix = *curViewInverse * scale;
  1396. }
  1397. Int TerrainShader2Stage::set(Int pass)
  1398. {
  1399. //force WW3D2 system to set it's states so it won't later overwrite our custom settings.
  1400. DX8Wrapper::Apply_Render_State_Changes();
  1401. if (TheGlobalData && TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex) {
  1402. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
  1403. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  1404. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
  1405. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  1406. } else {
  1407. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MINFILTER, D3DTEXF_POINT);
  1408. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MAGFILTER, D3DTEXF_POINT);
  1409. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MINFILTER, D3DTEXF_POINT);
  1410. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MAGFILTER, D3DTEXF_POINT);
  1411. }
  1412. if (TheGlobalData && TheGlobalData->m_trilinearTerrainTex) {
  1413. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
  1414. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
  1415. } else {
  1416. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MIPFILTER, D3DTEXF_POINT);
  1417. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
  1418. }
  1419. switch (pass)
  1420. {
  1421. case 0:
  1422. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, W3DShaderManager::getShaderTexture(0)->Peek_D3D_Texture());
  1423. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
  1424. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
  1425. // Modulate the diffuse color with the texture as lighting comes from diffuse.
  1426. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
  1427. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
  1428. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
  1429. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
  1430. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
  1431. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
  1432. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_TEXCOORDINDEX, 0 );
  1433. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHABLENDENABLE,false);
  1434. break;
  1435. case 1:
  1436. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, W3DShaderManager::getShaderTexture(1)->Peek_D3D_Texture());
  1437. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
  1438. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
  1439. // Modulate the diffuse color with the texture as lighting comes from diffuse.
  1440. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
  1441. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
  1442. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
  1443. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
  1444. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_TEXCOORDINDEX, 1 );
  1445. // Blend the result using the alpha. (came from diffuse mod texture)
  1446. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHABLENDENABLE,true);
  1447. DX8Wrapper::Set_DX8_Render_State(D3DRS_SRCBLEND,D3DBLEND_SRCALPHA);
  1448. DX8Wrapper::Set_DX8_Render_State(D3DRS_DESTBLEND,D3DBLEND_INVSRCALPHA);
  1449. // Disable stage 2.
  1450. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
  1451. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
  1452. break;
  1453. case 2:
  1454. // Noise/cloud pass
  1455. Matrix4x4 curView;
  1456. DX8Wrapper::_Get_DX8_Transform(D3DTS_VIEW, curView);
  1457. //these states apply to all noise/cloud combination passes
  1458. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
  1459. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
  1460. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
  1461. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
  1462. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
  1463. // Two output coordinates are used.
  1464. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
  1465. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
  1466. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
  1467. //blend into frame buffer
  1468. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHABLENDENABLE,true);
  1469. DX8Wrapper::Set_DX8_Render_State(D3DRS_SRCBLEND,D3DBLEND_DESTCOLOR);
  1470. DX8Wrapper::Set_DX8_Render_State(D3DRS_DESTBLEND,D3DBLEND_ZERO);
  1471. D3DXMATRIX inv;
  1472. float det;
  1473. D3DXMatrixInverse(&inv, &det, (D3DXMATRIX*)&curView);
  1474. if (W3DShaderManager::getCurrentShader() == W3DShaderManager::ST_TERRAIN_BASE_NOISE12)
  1475. {
  1476. //setup cloud pass
  1477. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, W3DShaderManager::getShaderTexture(2)->Peek_D3D_Texture());
  1478. updateNoise1(((D3DXMATRIX*)&curView),&inv); //update curView with texture matrix
  1479. DX8Wrapper::_Set_DX8_Transform(D3DTS_TEXTURE0, curView);
  1480. //clouds always need bilinear filtering
  1481. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
  1482. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  1483. //setup noise pass
  1484. DX8Wrapper::_Get_D3D_Device8()->SetTexture(1, W3DShaderManager::getShaderTexture(3)->Peek_D3D_Texture());
  1485. updateNoise2(((D3DXMATRIX*)&curView),&inv);
  1486. DX8Wrapper::_Set_DX8_Transform(D3DTS_TEXTURE1, curView);
  1487. //noise always needs point/linear filtering. Why point!?
  1488. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MINFILTER, D3DTEXF_POINT);
  1489. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  1490. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
  1491. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
  1492. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLOROP, D3DTOP_MODULATE );
  1493. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
  1494. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
  1495. // Two output coordinates are used.
  1496. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
  1497. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
  1498. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
  1499. } //ST_TERRAIN_BASE_NOISE12
  1500. else
  1501. { //only 1 noise or cloud texture
  1502. // Now setup the texture pipeline.
  1503. if (W3DShaderManager::getCurrentShader() == W3DShaderManager::ST_TERRAIN_BASE_NOISE1)
  1504. { //setup cloud pass
  1505. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, W3DShaderManager::getShaderTexture(2)->Peek_D3D_Texture());
  1506. updateNoise1(((D3DXMATRIX*)&curView),&inv); //update curView with texture matrix
  1507. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
  1508. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  1509. }
  1510. else
  1511. {
  1512. //setup noise pass
  1513. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, W3DShaderManager::getShaderTexture(3)->Peek_D3D_Texture());
  1514. updateNoise2(((D3DXMATRIX*)&curView),&inv); //update curView with texture matrix
  1515. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MINFILTER, D3DTEXF_POINT);
  1516. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  1517. }
  1518. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
  1519. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
  1520. DX8Wrapper::_Set_DX8_Transform(D3DTS_TEXTURE0, *((Matrix4x4*)&curView));
  1521. }
  1522. break;
  1523. }
  1524. return TRUE;
  1525. }
  1526. Int TerrainShader8Stage::init( void )
  1527. {
  1528. ChipsetType res;
  1529. //this shader will also use the 2Stage shader for some of the passes so initialize it too.
  1530. if (terrainShader2Stage.init() && (res=W3DShaderManager::getChipset()) >= DC_TNT && res <= DC_GEFORCE2)
  1531. {
  1532. W3DShaders[W3DShaderManager::ST_TERRAIN_BASE]=&terrainShader8Stage;
  1533. W3DShadersPassCount[W3DShaderManager::ST_TERRAIN_BASE]=1;
  1534. W3DShaders[W3DShaderManager::ST_TERRAIN_BASE_NOISE1]=&terrainShader8Stage;
  1535. W3DShadersPassCount[W3DShaderManager::ST_TERRAIN_BASE_NOISE1]=2;
  1536. W3DShaders[W3DShaderManager::ST_TERRAIN_BASE_NOISE2]=&terrainShader8Stage;
  1537. W3DShadersPassCount[W3DShaderManager::ST_TERRAIN_BASE_NOISE2]=2;
  1538. W3DShaders[W3DShaderManager::ST_TERRAIN_BASE_NOISE12]=&terrainShader8Stage;
  1539. W3DShadersPassCount[W3DShaderManager::ST_TERRAIN_BASE_NOISE12]=2;
  1540. return TRUE;
  1541. }
  1542. return FALSE;
  1543. }
  1544. Int TerrainShader8Stage::set(Int pass)
  1545. {
  1546. if (pass == 0)
  1547. {
  1548. //force WW3D2 system to set it's states so it won't later overwrite our custom settings.
  1549. DX8Wrapper::Apply_Render_State_Changes();
  1550. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
  1551. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
  1552. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
  1553. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
  1554. if (TheGlobalData && TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex) {
  1555. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
  1556. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  1557. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
  1558. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  1559. } else {
  1560. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MINFILTER, D3DTEXF_POINT);
  1561. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MAGFILTER, D3DTEXF_POINT);
  1562. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MINFILTER, D3DTEXF_POINT);
  1563. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MAGFILTER, D3DTEXF_POINT);
  1564. }
  1565. if (TheGlobalData && TheGlobalData->m_trilinearTerrainTex) {
  1566. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
  1567. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
  1568. } else {
  1569. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MIPFILTER, D3DTEXF_POINT);
  1570. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
  1571. }
  1572. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, W3DShaderManager::getShaderTexture(0)->Peek_D3D_Texture());
  1573. DX8Wrapper::_Get_D3D_Device8()->SetTexture(1, W3DShaderManager::getShaderTexture(1)->Peek_D3D_Texture());
  1574. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
  1575. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_TEXCOORDINDEX, 0);
  1576. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
  1577. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
  1578. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
  1579. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
  1580. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
  1581. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLOROP, D3DTOP_ADD);
  1582. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_TEXCOORDINDEX, 1);
  1583. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLORARG1, D3DTA_DIFFUSE | D3DTA_COMPLEMENT | D3DTA_ALPHAREPLICATE);
  1584. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
  1585. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAOP, D3DTOP_ADD);
  1586. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAARG1, D3DTA_TFACTOR | D3DTA_COMPLEMENT);
  1587. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAARG2, D3DTA_TFACTOR);
  1588. DX8Wrapper::Set_DX8_Texture(2, NULL);
  1589. DX8Wrapper::Set_DX8_Texture_Stage_State( 2, D3DTSS_COLOROP, D3DTOP_MODULATE);
  1590. DX8Wrapper::Set_DX8_Texture_Stage_State( 2, D3DTSS_TEXCOORDINDEX, 2);
  1591. DX8Wrapper::Set_DX8_Texture_Stage_State( 2, D3DTSS_COLORARG1, D3DTA_TEXTURE);
  1592. DX8Wrapper::Set_DX8_Texture_Stage_State( 2, D3DTSS_COLORARG2, D3DTA_TEXTURE);
  1593. DX8Wrapper::Set_DX8_Texture_Stage_State( 2, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
  1594. DX8Wrapper::Set_DX8_Texture_Stage_State( 2, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
  1595. DX8Wrapper::Set_DX8_Texture_Stage_State( 2, D3DTSS_ALPHAARG2, D3DTA_TFACTOR);
  1596. DX8Wrapper::Set_DX8_Texture(3, NULL);
  1597. DX8Wrapper::Set_DX8_Texture_Stage_State( 3, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
  1598. DX8Wrapper::Set_DX8_Texture_Stage_State( 3, D3DTSS_TEXCOORDINDEX, 3);
  1599. DX8Wrapper::Set_DX8_Texture_Stage_State( 3, D3DTSS_COLORARG1, D3DTA_DIFFUSE | 0 | D3DTA_ALPHAREPLICATE);
  1600. DX8Wrapper::Set_DX8_Texture_Stage_State( 3, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
  1601. DX8Wrapper::Set_DX8_Texture_Stage_State( 3, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
  1602. DX8Wrapper::Set_DX8_Texture_Stage_State( 3, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
  1603. DX8Wrapper::Set_DX8_Texture_Stage_State( 3, D3DTSS_ALPHAARG2, D3DTA_TFACTOR);
  1604. DX8Wrapper::Set_DX8_Texture(4, NULL);
  1605. DX8Wrapper::Set_DX8_Texture_Stage_State( 4, D3DTSS_COLOROP, D3DTOP_MODULATE);
  1606. DX8Wrapper::Set_DX8_Texture_Stage_State( 4, D3DTSS_TEXCOORDINDEX, 4);
  1607. DX8Wrapper::Set_DX8_Texture_Stage_State( 4, D3DTSS_COLORARG1, D3DTA_CURRENT);
  1608. DX8Wrapper::Set_DX8_Texture_Stage_State( 4, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
  1609. DX8Wrapper::Set_DX8_Texture_Stage_State( 4, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
  1610. DX8Wrapper::Set_DX8_Texture_Stage_State( 4, D3DTSS_ALPHAARG1, D3DTA_CURRENT);
  1611. DX8Wrapper::Set_DX8_Texture_Stage_State( 4, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
  1612. DX8Wrapper::Set_DX8_Texture(5, NULL);
  1613. DX8Wrapper::Set_DX8_Texture_Stage_State( 5, D3DTSS_COLOROP, D3DTOP_ADD);
  1614. DX8Wrapper::Set_DX8_Texture_Stage_State( 5, D3DTSS_TEXCOORDINDEX, 5);
  1615. DX8Wrapper::Set_DX8_Texture_Stage_State( 5, D3DTSS_COLORARG1, D3DTA_DIFFUSE);
  1616. DX8Wrapper::Set_DX8_Texture_Stage_State( 5, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
  1617. DX8Wrapper::Set_DX8_Texture_Stage_State( 5, D3DTSS_ALPHAOP, D3DTOP_ADD);
  1618. DX8Wrapper::Set_DX8_Texture_Stage_State( 5, D3DTSS_ALPHAARG1, D3DTA_TFACTOR | D3DTA_COMPLEMENT);
  1619. DX8Wrapper::Set_DX8_Texture_Stage_State( 5, D3DTSS_ALPHAARG2, D3DTA_TFACTOR);
  1620. DX8Wrapper::Set_DX8_Texture(6, NULL);
  1621. DX8Wrapper::Set_DX8_Texture_Stage_State( 6, D3DTSS_COLOROP, D3DTOP_MODULATE);
  1622. DX8Wrapper::Set_DX8_Texture_Stage_State( 6, D3DTSS_TEXCOORDINDEX, 6);
  1623. DX8Wrapper::Set_DX8_Texture_Stage_State( 6, D3DTSS_COLORARG1, D3DTA_TFACTOR);
  1624. DX8Wrapper::Set_DX8_Texture_Stage_State( 6, D3DTSS_COLORARG2, D3DTA_TFACTOR);
  1625. DX8Wrapper::Set_DX8_Texture_Stage_State( 6, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
  1626. DX8Wrapper::Set_DX8_Texture_Stage_State( 6, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
  1627. DX8Wrapper::Set_DX8_Texture_Stage_State( 6, D3DTSS_ALPHAARG2, D3DTA_TFACTOR);
  1628. DX8Wrapper::Set_DX8_Texture(7, NULL);
  1629. DX8Wrapper::Set_DX8_Texture_Stage_State( 7, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
  1630. DX8Wrapper::Set_DX8_Texture_Stage_State( 7, D3DTSS_TEXCOORDINDEX, 7);
  1631. DX8Wrapper::Set_DX8_Texture_Stage_State( 7, D3DTSS_COLORARG1, D3DTA_TFACTOR);
  1632. DX8Wrapper::Set_DX8_Texture_Stage_State( 7, D3DTSS_COLORARG2, D3DTA_TFACTOR);
  1633. DX8Wrapper::Set_DX8_Texture_Stage_State( 7, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
  1634. DX8Wrapper::Set_DX8_Texture_Stage_State( 7, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
  1635. DX8Wrapper::Set_DX8_Texture_Stage_State( 7, D3DTSS_ALPHAARG2, D3DTA_TFACTOR);
  1636. }
  1637. else
  1638. { //setup cloud noise/pass
  1639. DX8Wrapper::Set_DX8_Texture_Stage_State( 2, D3DTSS_COLOROP, D3DTOP_DISABLE);
  1640. DX8Wrapper::Set_DX8_Texture_Stage_State( 2, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
  1641. DX8Wrapper::Set_DX8_Texture_Stage_State( 3, D3DTSS_COLOROP, D3DTOP_DISABLE);
  1642. DX8Wrapper::Set_DX8_Texture_Stage_State( 3, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
  1643. DX8Wrapper::Invalidate_Cached_Render_States();
  1644. terrainShader2Stage.set(2);
  1645. }
  1646. return TRUE;
  1647. }
  1648. void TerrainShader8Stage::reset(void)
  1649. {
  1650. DX8Wrapper::Set_DX8_Texture_Stage_State( 2, D3DTSS_COLOROP, D3DTOP_DISABLE);
  1651. DX8Wrapper::Set_DX8_Texture_Stage_State( 2, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
  1652. DX8Wrapper::Set_DX8_Texture_Stage_State( 3, D3DTSS_COLOROP, D3DTOP_DISABLE);
  1653. DX8Wrapper::Set_DX8_Texture_Stage_State( 3, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
  1654. DX8Wrapper::Set_DX8_Texture_Stage_State( 4, D3DTSS_COLOROP, D3DTOP_DISABLE);
  1655. DX8Wrapper::Set_DX8_Texture_Stage_State( 4, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
  1656. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, NULL);
  1657. DX8Wrapper::_Get_D3D_Device8()->SetTexture(1, NULL);
  1658. DX8Wrapper::Invalidate_Cached_Render_States();
  1659. }
  1660. Int TerrainShaderPixelShader::shutdown(void)
  1661. {
  1662. if (m_dwBasePixelShader)
  1663. DX8Wrapper::_Get_D3D_Device8()->DeletePixelShader(m_dwBasePixelShader);
  1664. if (m_dwBaseNoise1PixelShader)
  1665. DX8Wrapper::_Get_D3D_Device8()->DeletePixelShader(m_dwBaseNoise1PixelShader);
  1666. if (m_dwBaseNoise2PixelShader)
  1667. DX8Wrapper::_Get_D3D_Device8()->DeletePixelShader(m_dwBaseNoise2PixelShader);
  1668. m_dwBasePixelShader=NULL;
  1669. m_dwBaseNoise1PixelShader=NULL;
  1670. m_dwBaseNoise2PixelShader=NULL;
  1671. return TRUE;
  1672. }
  1673. Int TerrainShaderPixelShader::init( void )
  1674. {
  1675. Int res;
  1676. #ifdef DISABLE_PIXEL_SHADERS
  1677. return false;
  1678. #endif
  1679. //this shader will also use the 2Stage shader for some of the passes so initialize it too.
  1680. if (terrainShader2Stage.init() && (res=W3DShaderManager::getChipset()) >= DC_GENERIC_PIXEL_SHADER_1_1)
  1681. {
  1682. if (res >= DC_GENERIC_PIXEL_SHADER_1_1)
  1683. {
  1684. //this shader needs some assets that need to be loaded
  1685. //shader decleration
  1686. DWORD Declaration[]=
  1687. {
  1688. (D3DVSD_STREAM(0)),
  1689. (D3DVSD_REG(0, D3DVSDT_FLOAT3)), // Position
  1690. (D3DVSD_REG(1, D3DVSDT_D3DCOLOR)), // Diffuse
  1691. (D3DVSD_REG(2, D3DVSDT_FLOAT2)), // Texture Coordinates
  1692. (D3DVSD_REG(3, D3DVSDT_FLOAT2)), // Texture Coordinates
  1693. (D3DVSD_END())
  1694. };
  1695. //base version which doesn't apply any noise textures.
  1696. HRESULT hr = W3DShaderManager::LoadAndCreateD3DShader("shaders\\terrain.pso", &Declaration[0], 0, false, &m_dwBasePixelShader);
  1697. if (FAILED(hr))
  1698. return FALSE;
  1699. //version which blends 1 noise texture.
  1700. hr = W3DShaderManager::LoadAndCreateD3DShader("shaders\\terrainnoise.pso", &Declaration[0], 0, false, &m_dwBaseNoise1PixelShader);
  1701. if (FAILED(hr))
  1702. return FALSE;
  1703. //version which blends 2 noise textures.
  1704. hr = W3DShaderManager::LoadAndCreateD3DShader("shaders\\terrainnoise2.pso", &Declaration[0], 0, false, &m_dwBaseNoise2PixelShader);
  1705. if (FAILED(hr))
  1706. return FALSE;
  1707. W3DShaders[W3DShaderManager::ST_TERRAIN_BASE]=&terrainShaderPixelShader;
  1708. W3DShaders[W3DShaderManager::ST_TERRAIN_BASE_NOISE1]=&terrainShaderPixelShader;
  1709. W3DShaders[W3DShaderManager::ST_TERRAIN_BASE_NOISE2]=&terrainShaderPixelShader;
  1710. W3DShaders[W3DShaderManager::ST_TERRAIN_BASE_NOISE12]=&terrainShaderPixelShader;
  1711. W3DShadersPassCount[W3DShaderManager::ST_TERRAIN_BASE]=1;
  1712. W3DShadersPassCount[W3DShaderManager::ST_TERRAIN_BASE_NOISE1]=1;
  1713. W3DShadersPassCount[W3DShaderManager::ST_TERRAIN_BASE_NOISE2]=1;
  1714. W3DShadersPassCount[W3DShaderManager::ST_TERRAIN_BASE_NOISE12]=1;
  1715. return TRUE;
  1716. }
  1717. }
  1718. return FALSE;
  1719. }
  1720. Int TerrainShaderPixelShader::set(Int pass)
  1721. {
  1722. //force WW3D2 system to set it's states so it won't later overwrite our custom settings.
  1723. DX8Wrapper::Apply_Render_State_Changes();
  1724. //setup base pass
  1725. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, W3DShaderManager::getShaderTexture(0)->Peek_D3D_Texture());
  1726. DX8Wrapper::_Get_D3D_Device8()->SetTexture(1, W3DShaderManager::getShaderTexture(1)->Peek_D3D_Texture());
  1727. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
  1728. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
  1729. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
  1730. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
  1731. //tell pixel shader which UV set to use for each stage
  1732. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_TEXCOORDINDEX, 0 );
  1733. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_TEXCOORDINDEX, 1 );
  1734. if (TheGlobalData && TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex) {
  1735. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
  1736. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  1737. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
  1738. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  1739. } else {
  1740. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MINFILTER, D3DTEXF_POINT);
  1741. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MAGFILTER, D3DTEXF_POINT);
  1742. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MINFILTER, D3DTEXF_POINT);
  1743. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MAGFILTER, D3DTEXF_POINT);
  1744. }
  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. } else {
  1749. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MIPFILTER, D3DTEXF_POINT);
  1750. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
  1751. }
  1752. if (W3DShaderManager::getCurrentShader() >= W3DShaderManager::ST_TERRAIN_BASE_NOISE1)
  1753. {
  1754. Matrix4x4 curView;
  1755. DX8Wrapper::_Get_DX8_Transform(D3DTS_VIEW, curView);
  1756. D3DXMATRIX inv;
  1757. float det;
  1758. D3DXMatrixInverse(&inv, &det, (D3DXMATRIX*)&curView);
  1759. DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
  1760. // Two output coordinates are used.
  1761. DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
  1762. DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
  1763. DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
  1764. if (W3DShaderManager::getCurrentShader() == W3DShaderManager::ST_TERRAIN_BASE_NOISE12)
  1765. { //full shader
  1766. DX8Wrapper::Set_DX8_Texture_Stage_State(3, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
  1767. DX8Wrapper::Set_DX8_Texture_Stage_State(3, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
  1768. DX8Wrapper::_Get_D3D_Device8()->SetTexture(2, W3DShaderManager::getShaderTexture(2)->Peek_D3D_Texture());
  1769. DX8Wrapper::_Get_D3D_Device8()->SetTexture(3, W3DShaderManager::getShaderTexture(3)->Peek_D3D_Texture());
  1770. DX8Wrapper::_Get_D3D_Device8()->SetPixelShader(m_dwBaseNoise2PixelShader);
  1771. DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
  1772. DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  1773. DX8Wrapper::Set_DX8_Texture_Stage_State(3, D3DTSS_MINFILTER, D3DTEXF_POINT);
  1774. DX8Wrapper::Set_DX8_Texture_Stage_State(3, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  1775. terrainShader2Stage.updateNoise1(((D3DXMATRIX*)&curView),&inv); //update curView with texture matrix
  1776. DX8Wrapper::_Set_DX8_Transform(D3DTS_TEXTURE2, curView);
  1777. terrainShader2Stage.updateNoise2(((D3DXMATRIX*)&curView),&inv); //update curView with texture matrix
  1778. DX8Wrapper::_Set_DX8_Transform(D3DTS_TEXTURE3, curView);
  1779. DX8Wrapper::Set_DX8_Texture_Stage_State(3, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
  1780. // Two output coordinates are used.
  1781. DX8Wrapper::Set_DX8_Texture_Stage_State(3, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
  1782. }
  1783. else
  1784. { //single noise texture shader
  1785. DX8Wrapper::_Get_D3D_Device8()->SetPixelShader(m_dwBaseNoise1PixelShader);
  1786. if (W3DShaderManager::getCurrentShader() == W3DShaderManager::ST_TERRAIN_BASE_NOISE1)
  1787. { //cloud map
  1788. DX8Wrapper::_Get_D3D_Device8()->SetTexture(2, W3DShaderManager::getShaderTexture(2)->Peek_D3D_Texture());
  1789. terrainShader2Stage.updateNoise1(((D3DXMATRIX*)&curView),&inv); //update curView with texture matrix
  1790. DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
  1791. DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  1792. }
  1793. else
  1794. { //light map
  1795. DX8Wrapper::_Get_D3D_Device8()->SetTexture(2, W3DShaderManager::getShaderTexture(3)->Peek_D3D_Texture());
  1796. terrainShader2Stage.updateNoise2(((D3DXMATRIX*)&curView),&inv); //update curView with texture matrix
  1797. DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_MINFILTER, D3DTEXF_POINT);
  1798. DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  1799. }
  1800. DX8Wrapper::_Set_DX8_Transform(D3DTS_TEXTURE2, curView);
  1801. }
  1802. }
  1803. else
  1804. { //just base texturing
  1805. DX8Wrapper::_Get_D3D_Device8()->SetPixelShader(m_dwBasePixelShader);
  1806. }
  1807. return TRUE;
  1808. }
  1809. void TerrainShaderPixelShader::reset(void)
  1810. {
  1811. DX8Wrapper::_Get_D3D_Device8()->SetTexture(2,NULL); //release reference to any texture
  1812. DX8Wrapper::_Get_D3D_Device8()->SetTexture(3,NULL); //release reference to any texture
  1813. DX8Wrapper::_Get_D3D_Device8()->SetPixelShader(0); //turn off pixel shader
  1814. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, NULL);
  1815. DX8Wrapper::_Get_D3D_Device8()->SetTexture(1, NULL);
  1816. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
  1817. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU|0);
  1818. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
  1819. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU|1);
  1820. DX8Wrapper::Set_DX8_Texture_Stage_State( 2, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
  1821. DX8Wrapper::Set_DX8_Texture_Stage_State( 2, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU|2);
  1822. DX8Wrapper::Set_DX8_Texture_Stage_State( 3, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
  1823. DX8Wrapper::Set_DX8_Texture_Stage_State( 3, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU|3);
  1824. DX8Wrapper::Invalidate_Cached_Render_States();
  1825. }
  1826. ///Cloud layer rendering shader - used for objects similar to terrain which only need the cloud layer.
  1827. class CloudTextureShader : public W3DShaderInterface
  1828. {
  1829. virtual Int set(Int stage); ///<setup shader for the specified rendering pass.
  1830. virtual Int init(void); ///<perform any one time initialization and validation
  1831. virtual void reset(void); ///<do any custom resetting necessary to bring W3D in sync.
  1832. Int m_stageOfSet;
  1833. } cloudTextureShader;
  1834. ///List of different cloud shader implementations in order of preference
  1835. W3DShaderInterface *CloudShaderList[]=
  1836. {
  1837. &cloudTextureShader,
  1838. NULL
  1839. };
  1840. Int CloudTextureShader::init(void)
  1841. {
  1842. W3DShaders[W3DShaderManager::ST_CLOUD_TEXTURE]=&cloudTextureShader;
  1843. W3DShadersPassCount[W3DShaderManager::ST_CLOUD_TEXTURE]=1;
  1844. return TRUE;
  1845. }
  1846. /**Setup a certain texture stage to project our cloud texture*/
  1847. Int CloudTextureShader::set(Int stage)
  1848. {
  1849. Matrix4x4 curView;
  1850. DX8Wrapper::_Get_DX8_Transform(D3DTS_VIEW, curView);
  1851. D3DXMATRIX inv;
  1852. float det;
  1853. D3DXMatrixInverse(&inv, &det, (D3DXMATRIX*)&curView);
  1854. //Get a texture matrix that applies the current cloud position
  1855. terrainShader2Stage.updateNoise1(((D3DXMATRIX*)&curView),&inv,false); //update curView with texture matrix
  1856. DX8Wrapper::Set_DX8_Texture_Stage_State(stage, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
  1857. DX8Wrapper::Set_DX8_Texture_Stage_State(stage, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
  1858. DX8Wrapper::_Set_DX8_Transform((D3DTRANSFORMSTATETYPE )(D3DTS_TEXTURE0+stage), curView);
  1859. DX8Wrapper::Set_DX8_Texture_Stage_State(stage, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
  1860. DX8Wrapper::Set_DX8_Texture_Stage_State(stage, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  1861. DX8Wrapper::Set_DX8_Texture_Stage_State(stage, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
  1862. DX8Wrapper::Set_DX8_Texture_Stage_State(stage, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
  1863. DX8Wrapper::Set_DX8_Texture_Stage_State( stage, D3DTSS_COLORARG1, D3DTA_TEXTURE );
  1864. DX8Wrapper::Set_DX8_Texture_Stage_State( stage, D3DTSS_COLORARG2, D3DTA_CURRENT );
  1865. DX8Wrapper::Set_DX8_Texture_Stage_State( stage, D3DTSS_COLOROP, D3DTOP_MODULATE );
  1866. DX8Wrapper::Set_DX8_Texture_Stage_State( stage, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
  1867. DX8Wrapper::Set_DX8_Texture_Stage_State( stage, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
  1868. DX8Wrapper::Set_DX8_Texture_Stage_State( stage, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
  1869. DX8Wrapper::_Get_D3D_Device8()->SetTexture(stage, W3DShaderManager::getShaderTexture(stage)->Peek_D3D_Texture());
  1870. m_stageOfSet=stage;
  1871. return TRUE;
  1872. }
  1873. void CloudTextureShader::reset(void)
  1874. {
  1875. //Free reference to texture
  1876. DX8Wrapper::_Get_D3D_Device8()->SetTexture(m_stageOfSet, NULL);
  1877. //Turn off texture projection
  1878. DX8Wrapper::Set_DX8_Texture_Stage_State( m_stageOfSet, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
  1879. DX8Wrapper::Set_DX8_Texture_Stage_State( m_stageOfSet, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU|m_stageOfSet);
  1880. DX8Wrapper::Set_DX8_Texture_Stage_State( m_stageOfSet, D3DTSS_COLOROP, D3DTOP_DISABLE );
  1881. DX8Wrapper::Set_DX8_Texture_Stage_State( m_stageOfSet, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
  1882. }
  1883. /*===========================================================================================*/
  1884. /*========= Road Shaders =========================================================*/
  1885. /*===========================================================================================*/
  1886. class RoadShaderPixelShader : public W3DShaderInterface
  1887. {
  1888. DWORD m_dwBaseNoise2PixelShader; ///<handle to road/double noise D3D pixel shader
  1889. virtual Int set(Int pass); ///<setup shader for the specified rendering pass.
  1890. virtual void reset(void); ///<do any custom resetting necessary to bring W3D in sync.
  1891. virtual Int init(void); ///<perform any one time initialization and validation
  1892. virtual Int shutdown(void); ///<release resources used by shader
  1893. } roadShaderPixelShader;
  1894. class RoadShader2Stage : public W3DShaderInterface
  1895. { friend class RoadShaderPixelShader; //pixel shader version uses some of the same features.
  1896. virtual Int set(Int pass); ///<setup shader for the specified rendering pass.
  1897. virtual Int init(void); ///<perform any one time initialization and validation
  1898. virtual void reset(void);
  1899. } roadShader2Stage;
  1900. ///List of different terrain shader implementations in order of preference
  1901. W3DShaderInterface *RoadShaderList[]=
  1902. {
  1903. &roadShaderPixelShader,
  1904. &roadShader2Stage,
  1905. NULL
  1906. };
  1907. Int RoadShaderPixelShader::shutdown(void)
  1908. {
  1909. if (m_dwBaseNoise2PixelShader)
  1910. DX8Wrapper::_Get_D3D_Device8()->DeletePixelShader(m_dwBaseNoise2PixelShader);
  1911. m_dwBaseNoise2PixelShader=NULL;
  1912. return TRUE;
  1913. }
  1914. Int RoadShaderPixelShader::init( void )
  1915. {
  1916. Int res;
  1917. //this shader will also use the 2Stage shader for some of the passes so initialize it too.
  1918. if (roadShader2Stage.init() && (res=W3DShaderManager::getChipset()) >= DC_GENERIC_PIXEL_SHADER_1_1)
  1919. {
  1920. if (res >= DC_GENERIC_PIXEL_SHADER_1_1)
  1921. {
  1922. //this shader needs some assets that need to be loaded
  1923. //shader decleration
  1924. DWORD Declaration[]=
  1925. {
  1926. (D3DVSD_STREAM(0)),
  1927. (D3DVSD_REG(0, D3DVSDT_FLOAT3)), // Position
  1928. (D3DVSD_REG(1, D3DVSDT_D3DCOLOR)), // Diffuse
  1929. (D3DVSD_REG(2, D3DVSDT_FLOAT2)), // Texture Coordinates
  1930. (D3DVSD_END())
  1931. };
  1932. //version which blends 2 noise textures.
  1933. HRESULT hr = W3DShaderManager::LoadAndCreateD3DShader("shaders\\roadnoise2.pso", &Declaration[0], 0, false, &m_dwBaseNoise2PixelShader);
  1934. if (FAILED(hr))
  1935. return FALSE;
  1936. //Only set this shader for use in dual noise mode. The 2Stage shader will take care of
  1937. //all the other modes.
  1938. W3DShaders[W3DShaderManager::ST_ROAD_BASE_NOISE12]=&roadShaderPixelShader;
  1939. W3DShadersPassCount[W3DShaderManager::ST_ROAD_BASE_NOISE12]=1;
  1940. return TRUE;
  1941. }
  1942. }
  1943. return FALSE;
  1944. }
  1945. Int RoadShaderPixelShader::set(Int pass)
  1946. {
  1947. DX8Wrapper::Set_Texture(0,W3DShaderManager::getShaderTexture(0));
  1948. //force WW3D2 system to set it's states so it won't later overwrite our custom settings.
  1949. DX8Wrapper::Apply_Render_State_Changes();
  1950. //tell pixel shader which UV set to use for each stage
  1951. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_TEXCOORDINDEX, 0 );
  1952. DX8Wrapper::Set_DX8_Render_State(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
  1953. DX8Wrapper::Set_DX8_Render_State(D3DRS_ZWRITEENABLE,FALSE);
  1954. DX8Wrapper::Set_DX8_Render_State(D3DRS_LIGHTING, FALSE);
  1955. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHABLENDENABLE,true); //blend roads into terrain
  1956. DX8Wrapper::Set_DX8_Render_State(D3DRS_SRCBLEND,D3DBLEND_SRCALPHA);
  1957. DX8Wrapper::Set_DX8_Render_State(D3DRS_DESTBLEND,D3DBLEND_INVSRCALPHA);
  1958. Matrix4x4 curView;
  1959. DX8Wrapper::_Get_DX8_Transform(D3DTS_VIEW, curView);
  1960. D3DXMATRIX inv;
  1961. float det;
  1962. D3DXMatrixInverse(&inv, &det, (D3DXMATRIX*)&curView);
  1963. if (TheGlobalData && TheGlobalData->m_trilinearTerrainTex)
  1964. { DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
  1965. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
  1966. }
  1967. else
  1968. { DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MIPFILTER, D3DTEXF_POINT);
  1969. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MIPFILTER, D3DTEXF_POINT);
  1970. }
  1971. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
  1972. // Two output coordinates are used.
  1973. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
  1974. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
  1975. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
  1976. DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
  1977. DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
  1978. DX8Wrapper::Set_Texture(1,W3DShaderManager::getShaderTexture(1));
  1979. DX8Wrapper::Set_Texture(2,W3DShaderManager::getShaderTexture(2));
  1980. DX8Wrapper::_Get_D3D_Device8()->SetPixelShader(m_dwBaseNoise2PixelShader);
  1981. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
  1982. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  1983. DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_MINFILTER, D3DTEXF_POINT);
  1984. DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  1985. terrainShader2Stage.updateNoise1(((D3DXMATRIX*)&curView),&inv, false); //get texture projection matrix
  1986. DX8Wrapper::_Set_DX8_Transform(D3DTS_TEXTURE1, curView);
  1987. terrainShader2Stage.updateNoise2(((D3DXMATRIX*)&curView),&inv, false); //get texture projection matrix
  1988. DX8Wrapper::_Set_DX8_Transform(D3DTS_TEXTURE2, curView);
  1989. DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
  1990. // Two output coordinates are used.
  1991. DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
  1992. return TRUE;
  1993. }
  1994. void RoadShaderPixelShader::reset(void)
  1995. {
  1996. DX8Wrapper::_Get_D3D_Device8()->SetPixelShader(0); //turn off pixel shader
  1997. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
  1998. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU|0);
  1999. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
  2000. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU|1);
  2001. DX8Wrapper::Set_DX8_Texture_Stage_State( 2, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
  2002. DX8Wrapper::Set_DX8_Texture_Stage_State( 2, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU|2);
  2003. DX8Wrapper::Set_DX8_Texture_Stage_State( 3, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
  2004. DX8Wrapper::Set_DX8_Texture_Stage_State( 3, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU|3);
  2005. DX8Wrapper::Invalidate_Cached_Render_States();
  2006. }
  2007. Int RoadShader2Stage::init( void )
  2008. {
  2009. //no special device validation needed - anything in our min spec should handle this.
  2010. W3DShaders[W3DShaderManager::ST_ROAD_BASE]=&roadShader2Stage;
  2011. W3DShadersPassCount[W3DShaderManager::ST_ROAD_BASE]=1;
  2012. W3DShaders[W3DShaderManager::ST_ROAD_BASE_NOISE1]=&roadShader2Stage;
  2013. W3DShadersPassCount[W3DShaderManager::ST_ROAD_BASE_NOISE1]=1;
  2014. W3DShaders[W3DShaderManager::ST_ROAD_BASE_NOISE2]=&roadShader2Stage;
  2015. W3DShadersPassCount[W3DShaderManager::ST_ROAD_BASE_NOISE2]=1;
  2016. W3DShaders[W3DShaderManager::ST_ROAD_BASE_NOISE12]=&roadShader2Stage;
  2017. W3DShadersPassCount[W3DShaderManager::ST_ROAD_BASE_NOISE12]=2;
  2018. return TRUE;
  2019. }
  2020. Int RoadShader2Stage::set(Int pass)
  2021. {
  2022. //First stage always contains base texture.
  2023. DX8Wrapper::Set_Texture(0,W3DShaderManager::getShaderTexture(0));
  2024. //Force system to apply world/view transforms.
  2025. DX8Wrapper::Apply_Render_State_Changes();
  2026. DX8Wrapper::Set_DX8_Render_State(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
  2027. DX8Wrapper::Set_DX8_Render_State(D3DRS_ZWRITEENABLE,FALSE);
  2028. DX8Wrapper::Set_DX8_Render_State(D3DRS_LIGHTING, FALSE);
  2029. // Modulate the diffuse color with the texture as lighting comes from diffuse.
  2030. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
  2031. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
  2032. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
  2033. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
  2034. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
  2035. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
  2036. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_TEXCOORDINDEX, 0 );
  2037. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHABLENDENABLE,true); //blend roads into terrain
  2038. if (pass == 0)
  2039. {
  2040. DX8Wrapper::Set_DX8_Render_State(D3DRS_SRCBLEND,D3DBLEND_SRCALPHA);
  2041. DX8Wrapper::Set_DX8_Render_State(D3DRS_DESTBLEND,D3DBLEND_INVSRCALPHA);
  2042. if (W3DShaderManager::getCurrentShader() >= W3DShaderManager::ST_ROAD_BASE_NOISE1)
  2043. { //second texture unit will contain a noise pass
  2044. Matrix4x4 curView;
  2045. DX8Wrapper::_Get_DX8_Transform(D3DTS_VIEW, curView);
  2046. D3DXMATRIX inv;
  2047. float det;
  2048. D3DXMatrixInverse(&inv, &det, (D3DXMATRIX*)&curView);
  2049. if (TheGlobalData && TheGlobalData->m_trilinearTerrainTex)
  2050. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
  2051. else
  2052. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MIPFILTER, D3DTEXF_POINT);
  2053. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
  2054. // Two output coordinates are used.
  2055. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
  2056. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
  2057. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
  2058. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
  2059. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
  2060. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLOROP, D3DTOP_MODULATE );
  2061. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
  2062. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
  2063. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
  2064. if (W3DShaderManager::getCurrentShader() == W3DShaderManager::ST_ROAD_BASE_NOISE12)
  2065. { //full shader, apply noise 1 in pass 0.
  2066. DX8Wrapper::Set_Texture(1,W3DShaderManager::getShaderTexture(1));
  2067. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
  2068. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  2069. terrainShader2Stage.updateNoise1(((D3DXMATRIX*)&curView),&inv, false); //get texture projection matrix
  2070. DX8Wrapper::_Set_DX8_Transform(D3DTS_TEXTURE1, curView);
  2071. }
  2072. else
  2073. { //single noise texture shader
  2074. if (W3DShaderManager::getCurrentShader() == W3DShaderManager::ST_ROAD_BASE_NOISE1)
  2075. { //cloud map
  2076. DX8Wrapper::Set_Texture(1,W3DShaderManager::getShaderTexture(1));
  2077. terrainShader2Stage.updateNoise1(((D3DXMATRIX*)&curView),&inv, false); //update curView with texture matrix
  2078. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
  2079. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  2080. }
  2081. else
  2082. { //light map
  2083. DX8Wrapper::Set_Texture(1,W3DShaderManager::getShaderTexture(2));
  2084. terrainShader2Stage.updateNoise2(((D3DXMATRIX*)&curView),&inv, false); //update curView with texture matrix
  2085. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MINFILTER, D3DTEXF_POINT);
  2086. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  2087. }
  2088. DX8Wrapper::_Set_DX8_Transform(D3DTS_TEXTURE1, curView);
  2089. }
  2090. }
  2091. else
  2092. { //just base texturing
  2093. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
  2094. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
  2095. }
  2096. } //pass 0
  2097. else
  2098. { //pass 1, apply additional noise pass
  2099. Matrix4x4 curView;
  2100. DX8Wrapper::_Get_DX8_Transform(D3DTS_VIEW, curView);
  2101. D3DXMATRIX inv;
  2102. float det;
  2103. D3DXMatrixInverse(&inv, &det, (D3DXMATRIX*)&curView);
  2104. if (TheGlobalData && TheGlobalData->m_trilinearTerrainTex)
  2105. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
  2106. else
  2107. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MIPFILTER, D3DTEXF_POINT);
  2108. DX8Wrapper::Set_Texture(1,W3DShaderManager::getShaderTexture(2));
  2109. terrainShader2Stage.updateNoise2(((D3DXMATRIX*)&curView),&inv, false); //update curView with texture matrix
  2110. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MINFILTER, D3DTEXF_POINT);
  2111. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  2112. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
  2113. // Two output coordinates are used.
  2114. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
  2115. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
  2116. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
  2117. //Copy alpha channel into stage 1 but mask out color channel by replacing with white.
  2118. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
  2119. //Force color channel to white by copying the alpha into RGB
  2120. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE|D3DTA_ALPHAREPLICATE);
  2121. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG2);
  2122. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
  2123. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
  2124. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
  2125. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
  2126. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
  2127. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLOROP, D3DTOP_BLENDCURRENTALPHA);
  2128. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
  2129. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
  2130. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
  2131. //Modulate into existing roads with clouds applied. - only apply where roads are transparent by
  2132. //using road texture as a mask.
  2133. DX8Wrapper::Set_DX8_Render_State(D3DRS_SRCBLEND,D3DBLEND_ZERO);
  2134. DX8Wrapper::Set_DX8_Render_State(D3DRS_DESTBLEND,D3DBLEND_SRCCOLOR);
  2135. DX8Wrapper::_Set_DX8_Transform(D3DTS_TEXTURE0, curView);
  2136. }
  2137. return TRUE;
  2138. }
  2139. void RoadShader2Stage::reset(void)
  2140. {
  2141. ShaderClass::Invalidate();
  2142. //Free references to textures
  2143. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
  2144. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU|0);
  2145. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
  2146. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU|1);
  2147. }
  2148. /** List of all custom shader lists - each list in this list contains variations of the same
  2149. shader to allow it to work on different hardware configurations.
  2150. */
  2151. W3DShaderInterface **MasterShaderList[]=
  2152. {
  2153. TerrainShaderList,
  2154. ShroudShaderList,
  2155. FlatShroudShaderList,
  2156. RoadShaderList,
  2157. MaskShaderList,
  2158. CloudShaderList,
  2159. FlatTerrainShaderList,
  2160. NULL
  2161. };
  2162. /** List of all custom filter lists - each list in this list contains variations of the same
  2163. filter to allow it to work on different hardware configurations.
  2164. */
  2165. W3DFilterInterface **MasterFilterList[]=
  2166. {
  2167. ScreenDefaultFilterList,
  2168. ScreenBWFilterList,
  2169. ScreenMotionBlurFilterList,
  2170. ScreenCrossFadeFilterList,
  2171. NULL
  2172. };
  2173. // W3DShaderManager::W3DShaderManager =========================================
  2174. /** Constructor - just clears some variables */
  2175. //=============================================================================
  2176. W3DShaderManager::W3DShaderManager(void)
  2177. {
  2178. m_currentShader = ST_INVALID;
  2179. m_currentFilter = FT_NULL_FILTER;
  2180. m_oldRenderSurface = NULL;
  2181. m_renderTexture = NULL;
  2182. m_newRenderSurface = NULL;
  2183. m_oldDepthSurface = NULL;
  2184. m_renderingToTexture = false;
  2185. Int i;
  2186. for (i=0; i<W3DShaderManager::ST_MAX; i++)
  2187. { W3DShaders[i]=NULL;
  2188. W3DShadersPassCount[i]=0;
  2189. }
  2190. for (i=0; i<FT_MAX; i++)
  2191. { W3DFilters[i]=NULL;
  2192. }
  2193. for (i=0; i<8; i++)
  2194. {
  2195. m_Textures[i]=NULL;
  2196. }
  2197. m_currentShader=(W3DShaderManager::ShaderTypes)-1;
  2198. }
  2199. // W3DShaderManager::init =======================================================
  2200. /** Walk through all shaders and find versions suitable for current hardware */
  2201. //=============================================================================
  2202. void W3DShaderManager::init(void)
  2203. {
  2204. int i,j;
  2205. D3DSURFACE_DESC desc;
  2206. // For now, check & see if we are gf3 or higher on the food chain.
  2207. ChipsetType res=DC_UNKNOWN;
  2208. if ((res=W3DShaderManager::getChipset()) != 0)
  2209. {
  2210. m_currentChipset = res; //cache the current chipset.
  2211. //Some of our effects require an offscreen render target, so try creating it here.
  2212. HRESULT hr=DX8Wrapper::_Get_D3D_Device8()->GetRenderTarget(&m_oldRenderSurface);
  2213. m_oldRenderSurface->GetDesc(&desc);
  2214. hr=DX8Wrapper::_Get_D3D_Device8()->CreateTexture(desc.Width,desc.Height,1,D3DUSAGE_RENDERTARGET,desc.Format,D3DPOOL_DEFAULT,&m_renderTexture);
  2215. if (hr != S_OK)
  2216. {
  2217. if (m_oldRenderSurface) m_oldRenderSurface->Release();
  2218. m_oldRenderSurface = NULL;
  2219. m_renderTexture = NULL;
  2220. } else {
  2221. hr = m_renderTexture->GetSurfaceLevel(0, &m_newRenderSurface);
  2222. if (hr != S_OK)
  2223. {
  2224. if (m_renderTexture) m_renderTexture->Release();
  2225. m_renderTexture = NULL;
  2226. m_newRenderSurface = NULL;
  2227. } else {
  2228. hr = DX8Wrapper::_Get_D3D_Device8()->GetDepthStencilSurface(&m_oldDepthSurface);
  2229. if (hr != S_OK)
  2230. {
  2231. if (m_newRenderSurface) m_newRenderSurface->Release();
  2232. if (m_renderTexture) m_renderTexture->Release();
  2233. m_renderTexture = NULL;
  2234. m_newRenderSurface = NULL;
  2235. m_oldDepthSurface = NULL;
  2236. }
  2237. }
  2238. }
  2239. }
  2240. W3DShaderInterface **shaders;
  2241. for (i=0; MasterShaderList[i] != NULL; i++)
  2242. {
  2243. shaders=MasterShaderList[i];
  2244. for (j=0; shaders[j] != NULL; j++)
  2245. {
  2246. if (shaders[j]->init())
  2247. break; //found a working shader
  2248. }
  2249. }
  2250. W3DFilterInterface **filters;
  2251. for (i=0; MasterFilterList[i] != NULL; i++)
  2252. {
  2253. filters=MasterFilterList[i];
  2254. for (j=0; filters[j] != NULL; j++)
  2255. {
  2256. if (filters[j]->init())
  2257. break; //found a working shader
  2258. }
  2259. }
  2260. DEBUG_LOG(("ShaderManager ChipsetID %d\n", res));
  2261. }
  2262. // W3DShaderManager::shutdown =======================================================
  2263. /** Any shaders which allocate resources will be allowed to free them */
  2264. //=============================================================================
  2265. void W3DShaderManager::shutdown(void)
  2266. {
  2267. if (m_newRenderSurface) m_newRenderSurface->Release();
  2268. if (m_renderTexture) m_renderTexture->Release();
  2269. if (m_oldRenderSurface) m_oldRenderSurface->Release();
  2270. if (m_oldDepthSurface) m_oldDepthSurface->Release();
  2271. m_renderTexture = NULL;
  2272. m_newRenderSurface = NULL;
  2273. m_oldDepthSurface = NULL;
  2274. m_oldRenderSurface = NULL;
  2275. m_currentShader = ST_INVALID;
  2276. m_currentFilter = FT_NULL_FILTER;
  2277. //release any assets associated with a shader (vertex/pixel shaders, textures, etc.)
  2278. for (Int i=0; i<W3DShaderManager::ST_MAX; i++) {
  2279. if (W3DShaders[i]) {
  2280. W3DShaders[i]->shutdown();
  2281. }
  2282. }
  2283. for (i=0; i < FT_MAX; i++)
  2284. {
  2285. if (W3DFilters[i])
  2286. {
  2287. W3DFilters[i]->shutdown();
  2288. }
  2289. }
  2290. }
  2291. // W3DShaderManager::getShaderPasses =======================================================
  2292. /** Return number of renderig passes required in perform the desired shader on current
  2293. hardware. App will need to re-render the polygons this many times to complete the
  2294. effect.
  2295. */
  2296. //=============================================================================
  2297. Int W3DShaderManager::getShaderPasses(ShaderTypes shader)
  2298. {
  2299. return W3DShadersPassCount[shader];
  2300. }
  2301. // W3DShaderManager::setShader =======================================================
  2302. /** Must call this method before each rendering pass in order to perform proper D3D
  2303. setup for each shader.
  2304. */
  2305. //=============================================================================
  2306. Int W3DShaderManager::setShader(ShaderTypes shader, Int pass)
  2307. {
  2308. if (shader == m_currentShader && pass == m_currentShaderPass)
  2309. return TRUE; //shader is already set
  2310. m_currentShader=shader;
  2311. m_currentShaderPass = pass;
  2312. if (W3DShaders[shader])
  2313. return W3DShaders[shader]->set(pass);
  2314. return FALSE;
  2315. }
  2316. // W3DShaderManager::resetShader =======================================================
  2317. /** Must call this method after all polygons and rendering passes have been submitted.
  2318. This method allows D3D to reset itself to a default state that doesn't conflict
  2319. with the WW3D2 Shader system.
  2320. */
  2321. //=============================================================================
  2322. void W3DShaderManager::resetShader(ShaderTypes shader)
  2323. {
  2324. if (m_currentShader == ST_INVALID)
  2325. return; //last shader is already reset.
  2326. if (W3DShaders[shader])
  2327. W3DShaders[shader]->reset();
  2328. m_currentShader = ST_INVALID;
  2329. }
  2330. // W3DShaderManager::filterPreRender =======================================================
  2331. /** Call to view filter shaders before rendering starts.
  2332. */
  2333. //=============================================================================
  2334. Bool W3DShaderManager::filterPreRender(FilterTypes filter, Bool &skipRender, CustomScenePassModes &scenePassMode)
  2335. {
  2336. if (W3DFilters[filter])
  2337. { Bool result=W3DFilters[filter]->preRender(skipRender,scenePassMode);
  2338. if (result)
  2339. m_currentFilter = filter;
  2340. return result;
  2341. }
  2342. return FALSE;
  2343. }
  2344. // W3DShaderManager::filterPostRender =======================================================
  2345. /** Call to view filter shaders after rendering is complete.
  2346. */
  2347. //=============================================================================
  2348. Bool W3DShaderManager::filterPostRender(FilterTypes filter, enum FilterModes mode, Coord2D &scrollDelta, Bool &doExtraRender)
  2349. {
  2350. if (W3DFilters[filter])
  2351. return W3DFilters[filter]->postRender(mode, scrollDelta,doExtraRender);
  2352. m_currentFilter = FT_NULL_FILTER;
  2353. return FALSE;
  2354. }
  2355. // W3DShaderManager::filterPostRender =======================================================
  2356. /** Call to view filter shaders after rendering is complete.
  2357. */
  2358. //=============================================================================
  2359. static Bool filterSetup(FilterTypes filter, enum FilterModes mode);
  2360. Bool W3DShaderManager::filterSetup(FilterTypes filter, enum FilterModes mode)
  2361. {
  2362. if (W3DFilters[filter])
  2363. return W3DFilters[filter]->setup(mode);
  2364. return FALSE;
  2365. }
  2366. /*Draws 2 triangles covering the viewport given the current render states*/
  2367. void W3DShaderManager::drawViewport(Int color)
  2368. {
  2369. LPDIRECT3DDEVICE8 pDev=DX8Wrapper::_Get_D3D_Device8();
  2370. struct _TRANS_LIT_TEX_VERTEX {
  2371. D3DXVECTOR4 p;
  2372. DWORD color; // diffuse color
  2373. float u;
  2374. float v;
  2375. } v[4];
  2376. Int xpos, ypos, width, height;
  2377. TheTacticalView->getOrigin(&xpos,&ypos);
  2378. width=TheTacticalView->getWidth();
  2379. height=TheTacticalView->getHeight();
  2380. //bottom right
  2381. v[0].p = D3DXVECTOR4( xpos+width-0.5f, ypos+height-0.5f, 0.0f, 1.0f );
  2382. v[0].u = (Real)(xpos+width)/(Real)TheDisplay->getWidth(); v[0].v = (Real)(ypos+height)/(Real)TheDisplay->getHeight();
  2383. //top right
  2384. v[1].p = D3DXVECTOR4( xpos+width-0.5f, ypos-0.5f, 0.0f, 1.0f );
  2385. v[1].u = (Real)(xpos+width)/(Real)TheDisplay->getWidth(); v[1].v = (Real)(ypos)/(Real)TheDisplay->getHeight();
  2386. //bottom left
  2387. v[2].p = D3DXVECTOR4( xpos-0.5f, ypos+height-0.5f, 0.0f, 1.0f );
  2388. v[2].u = (Real)(xpos)/(Real)TheDisplay->getWidth(); v[2].v = (Real)(ypos+height)/(Real)TheDisplay->getHeight();
  2389. //top left
  2390. v[3].p = D3DXVECTOR4( xpos-0.5f, ypos-0.5f, 0.0f, 1.0f );
  2391. v[3].u = (Real)(xpos)/(Real)TheDisplay->getWidth(); v[3].v = (Real)(ypos)/(Real)TheDisplay->getHeight();
  2392. v[0].color = color;
  2393. v[1].color = color;
  2394. v[2].color = color;
  2395. v[3].color = color;
  2396. //draw polygons like this is very inefficient but for only 2 triangles, it's
  2397. //not worth bothering with index/vertex buffers.
  2398. pDev->SetVertexShader(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1);
  2399. pDev->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, v, sizeof(_TRANS_LIT_TEX_VERTEX));
  2400. }
  2401. // W3DShaderManager::startRenderToTexture =======================================================
  2402. /** Starts rendering to a texture.
  2403. */
  2404. //=============================================================================
  2405. void W3DShaderManager::startRenderToTexture(void)
  2406. {
  2407. DEBUG_ASSERTCRASH(!m_renderingToTexture, ("Already rendering to texture - cannot nest calls."));
  2408. if (m_renderingToTexture || m_newRenderSurface==NULL || m_oldDepthSurface==NULL) return;
  2409. HRESULT hr = DX8Wrapper::_Get_D3D_Device8()->SetRenderTarget(m_newRenderSurface,m_oldDepthSurface);
  2410. DEBUG_ASSERTCRASH(hr==S_OK, ("Set target failed unexpectedly."));
  2411. if (hr != S_OK)
  2412. return;
  2413. m_renderingToTexture = true;
  2414. if (TheGlobalData->m_showSoftWaterEdge)
  2415. { //Soft water edges use frame buffer destination alpha so we must clear it to a known value.
  2416. if (m_currentFilter == FT_VIEW_MOTION_BLUR_FILTER || m_currentFilter == FT_VIEW_CROSSFADE)
  2417. { //these filters rely on the previous frame being visible so we must be careful about clearing
  2418. //frame buffer. Only clear the alpha channel
  2419. DX8Wrapper::Set_DX8_Render_State(D3DRS_COLORWRITEENABLE,D3DCOLORWRITEENABLE_ALPHA); //only clear alpha
  2420. ShaderClass shader=ShaderClass::_PresetOpaqueSolidShader;
  2421. shader.Set_Depth_Compare(ShaderClass::PASS_ALWAYS);
  2422. shader.Set_Depth_Mask(ShaderClass::DEPTH_WRITE_DISABLE);
  2423. DX8Wrapper::Set_Shader(shader);
  2424. VertexMaterialClass *vmat=VertexMaterialClass::Get_Preset(VertexMaterialClass::PRELIT_DIFFUSE);
  2425. DX8Wrapper::Set_Material(vmat);
  2426. REF_PTR_RELEASE(vmat); //no need to keep a reference since it's a preset.
  2427. drawViewport(0x00ffffff | (((Int)(TheWaterTransparency->m_minWaterOpacity*255.0f)) <<24));
  2428. DX8Wrapper::Set_DX8_Render_State(D3DRS_COLORWRITEENABLE,D3DCOLORWRITEENABLE_RED|D3DCOLORWRITEENABLE_GREEN|D3DCOLORWRITEENABLE_BLUE); //disable writes to alpha
  2429. }
  2430. else //normal clear that overwrites everything.
  2431. DX8Wrapper::Clear(true, false, Vector3( 0.0f, 0.0f, 0.0f ), TheWaterTransparency->m_minWaterOpacity);
  2432. }
  2433. }
  2434. // W3DShaderManager::startRenderToTexture =======================================================
  2435. /** Ends rendering to a texture.
  2436. */
  2437. //=============================================================================
  2438. IDirect3DTexture8 *W3DShaderManager::endRenderToTexture(void)
  2439. {
  2440. DEBUG_ASSERTCRASH(m_renderingToTexture, ("Not rendering to texture."));
  2441. if (!m_renderingToTexture) return NULL;
  2442. HRESULT hr = DX8Wrapper::_Get_D3D_Device8()->SetRenderTarget(m_oldRenderSurface,m_oldDepthSurface); //restore original render target
  2443. DEBUG_ASSERTCRASH(hr==S_OK, ("Set target failed unexpectedly."));
  2444. if (hr == S_OK)
  2445. {
  2446. //assume render target texure will be in stage 0. Most hardware has "conditional" support for
  2447. //non-power-of-2 textures so we must force some required states:
  2448. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
  2449. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
  2450. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSW, D3DTADDRESS_CLAMP);
  2451. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  2452. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
  2453. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_MIPFILTER, D3DTEXF_NONE);
  2454. m_renderingToTexture = false;
  2455. }
  2456. return m_renderTexture;
  2457. }
  2458. /**Returns texture containing the image that was last rendered using any of the effects requiring render target
  2459. textures. Used mostly for cross-fading effects that need an unmodified version of the view before the effect
  2460. was applied. NOTE: This texture does not survive device reset.. so quit effect on reset!*/
  2461. IDirect3DTexture8 *W3DShaderManager::getRenderTexture(void)
  2462. {
  2463. return m_renderTexture;
  2464. }
  2465. enum GraphicsVenderID
  2466. {
  2467. DC_NVIDIA_VENDOR_ID = 0x10DE,
  2468. DC_3DFX_VENDOR_ID = 0x121A,
  2469. DC_ATI_VENDOR_ID = 0x1002
  2470. };
  2471. // W3DShaderManager::ChipsetType =======================================================
  2472. /** Returns the chipset used by the currently active rendering device. Can be useful
  2473. for coding around specific driver bugs.
  2474. */
  2475. //=============================================================================
  2476. ChipsetType W3DShaderManager::getChipset( void )
  2477. {
  2478. //check if globaldata has an override for current chipset
  2479. if (TheGlobalData && TheGlobalData->m_chipSetType != DC_UNKNOWN)
  2480. return (ChipsetType)TheGlobalData->m_chipSetType;
  2481. ChipsetType chip=DC_UNKNOWN;
  2482. IDirect3D8* d3d8Interface=DX8Wrapper::_Get_D3D8();
  2483. if (d3d8Interface && DX8Wrapper::_Get_D3D_Device8())
  2484. {
  2485. D3DADAPTER_IDENTIFIER8 did;
  2486. ::ZeroMemory(&did, sizeof(D3DADAPTER_IDENTIFIER8));
  2487. /* HRESULT res = */ d3d8Interface->GetAdapterIdentifier(0,D3DENUM_NO_WHQL_LEVEL,&did);
  2488. *((LARGE_INTEGER*)&m_driverVersion) = did.DriverVersion;
  2489. if(did.VendorId == DC_NVIDIA_VENDOR_ID)
  2490. {
  2491. m_currentVendor = DC_NVIDIA_VENDOR_ID;
  2492. if (did.DeviceId == 0x20)
  2493. return DC_TNT;
  2494. if (did.DeviceId >= 0x28 && did.DeviceId < 0x100)
  2495. return DC_TNT2;
  2496. if ( (did.DeviceId >= 0x100 && did.DeviceId <= 0x103) || //GeForce
  2497. (did.DeviceId >= 0x110 && did.DeviceId <= 0x113) || //GeForce2 MX
  2498. (did.DeviceId >= 0x150 && did.DeviceId <= 0x153) ) //GeForce2
  2499. return DC_GEFORCE2;
  2500. if (did.DeviceId >= 0x200 && did.DeviceId < 0x250)
  2501. return DC_GEFORCE3;
  2502. if (did.DeviceId >= 0x250)
  2503. return DC_GEFORCE4;
  2504. }
  2505. else
  2506. if(did.VendorId == DC_3DFX_VENDOR_ID)
  2507. {
  2508. m_currentVendor = DC_3DFX_VENDOR_ID;
  2509. if (did.DeviceId == 0x0002)
  2510. return DC_VOODOO2;
  2511. if (did.DeviceId == 0x0005)
  2512. return DC_VOODOO3;
  2513. if (did.DeviceId == 0x0008) ///@todo: Just guessing on this one - find actual Voodoo4 deviceID.
  2514. return DC_VOODOO4;
  2515. if (did.DeviceId == 0x0009)
  2516. return DC_VOODOO5;
  2517. }
  2518. else
  2519. if(did.VendorId == DC_ATI_VENDOR_ID)
  2520. {
  2521. m_currentVendor = DC_ATI_VENDOR_ID;
  2522. if (did.DeviceId == 0x5144)
  2523. return DC_RADEON;
  2524. if (did.DeviceId == 0x514C)
  2525. return DC_RADEON_8500;
  2526. if (did.DeviceId == 0x4e44)
  2527. return DC_RADEON_9700;
  2528. }
  2529. //None of the vendor specific ID's matched so use generic means to classify the card
  2530. Int maxTextures=DX8Wrapper::Get_Current_Caps()->Get_Max_Simultaneous_Textures();
  2531. Real pixelShaderVersion;
  2532. char buf[256];
  2533. //Convert version to Real
  2534. sprintf(buf,"%d.%d",DX8Wrapper::Get_Current_Caps()->Get_Pixel_Shader_Major_Version(),DX8Wrapper::Get_Current_Caps()->Get_Pixel_Shader_Minor_Version());
  2535. sscanf(buf,"%f",&pixelShaderVersion);
  2536. if (maxTextures >= 4)
  2537. { if (pixelShaderVersion >= 1.1f)
  2538. chip=DC_GENERIC_PIXEL_SHADER_1_1;
  2539. if (pixelShaderVersion >= 1.4f)
  2540. chip=DC_GENERIC_PIXEL_SHADER_1_4;
  2541. if (maxTextures >= 8 && pixelShaderVersion >= 2.0f)
  2542. chip=DC_GENERIC_PIXEL_SHADER_2_0;
  2543. }
  2544. } //D3D8 interface and device exist.
  2545. return chip;
  2546. }
  2547. //=============================================================================
  2548. // WaterRenderObjClass::LoadAndCreateShader
  2549. //=============================================================================
  2550. /** Loads and creates a D3D pixel or vertex shader.*/
  2551. //=============================================================================
  2552. HRESULT W3DShaderManager::LoadAndCreateD3DShader(char* strFilePath, const DWORD* pDeclaration, DWORD Usage, Bool ShaderType, DWORD* pHandle)
  2553. {
  2554. if (getChipset() < DC_GENERIC_PIXEL_SHADER_1_1)
  2555. return E_FAIL; //don't allow loading any shaders if hardware can't handle it.
  2556. try
  2557. {
  2558. File *file = NULL;
  2559. HRESULT hr;
  2560. file = TheFileSystem->openFile(strFilePath, File::READ | File::BINARY);
  2561. if (file == NULL)
  2562. {
  2563. OutputDebugString("Could not find file \n" );
  2564. return E_FAIL;
  2565. }
  2566. FileInfo fileInfo;
  2567. TheFileSystem->getFileInfo(AsciiString(strFilePath), &fileInfo);
  2568. DWORD dwFileSize = fileInfo.sizeLow;
  2569. const DWORD* pShader = (DWORD*)HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, dwFileSize);
  2570. if (!pShader)
  2571. {
  2572. OutputDebugString( "Failed to allocate memory to load shader\n " );
  2573. return E_FAIL;
  2574. }
  2575. file->read((void *)pShader, dwFileSize);
  2576. file->close();
  2577. file = NULL;
  2578. if (ShaderType == TRUE)//SHADERTYPE_VERTEX)
  2579. {
  2580. hr = DX8Wrapper::_Get_D3D_Device8()->CreateVertexShader(pDeclaration, pShader, pHandle, Usage);
  2581. }
  2582. else if (ShaderType == FALSE)//SHADERTYPE_PIXEL)
  2583. {
  2584. hr = DX8Wrapper::_Get_D3D_Device8()->CreatePixelShader(pShader, pHandle);
  2585. }
  2586. HeapFree(GetProcessHeap(), 0, (void*)pShader);
  2587. if (FAILED(hr))
  2588. {
  2589. OutputDebugString( "Failed to create shader\n ");
  2590. return E_FAIL;
  2591. }
  2592. }
  2593. catch(...)
  2594. {
  2595. OutputDebugString( "Error opening file \n" );
  2596. return E_FAIL;
  2597. }
  2598. return S_OK;
  2599. }
  2600. //For the MP test, we're enforcing high min-spec requirements that need to be verified.
  2601. #define MIN_INTEL_CPU_FREQ 1300
  2602. #define MIN_AMD_CPU_FREQ 1100
  2603. #define MIN_ACCEPTED_FREQUENCY 1300
  2604. #define MIN_ACCEPTED_MEMORY (1024*1024*256) //256 MB
  2605. #define MIN_ACCEPTED_TEXTURE_MEMORY (1024*1024*30) //30 MB
  2606. /**Hack to give gameengine access to this function*/
  2607. Bool testMinimumRequirements(ChipsetType *videoChipType, CpuType *cpuType, Int *cpuFreq, Int *numRAM, Real *intBenchIndex, Real *floatBenchIndex, Real *memBenchIndex)
  2608. {
  2609. return W3DShaderManager::testMinimumRequirements(videoChipType,cpuType,cpuFreq,numRAM,intBenchIndex,floatBenchIndex,memBenchIndex);
  2610. }
  2611. Bool W3DShaderManager::testMinimumRequirements(ChipsetType *videoChipType, CpuType *cpuType, Int *cpuFreq, Int *numRAM, Real *intBenchIndex, Real *floatBenchIndex, Real *memBenchIndex)
  2612. {
  2613. if (videoChipType)
  2614. *videoChipType = getChipset();
  2615. if (cpuType)
  2616. {
  2617. *cpuType = XX; //unknown
  2618. //Check if it's an Athlon
  2619. if (CPUDetectClass::Get_Processor_Manufacturer() == CPUDetectClass::MANUFACTURER_AMD &&
  2620. CPUDetectClass::Get_AMD_Processor() >= CPUDetectClass::AMD_PROCESSOR_ATHLON_025)
  2621. *cpuType = K7;
  2622. //Check if it's a P3
  2623. if (CPUDetectClass::Get_Processor_Manufacturer() == CPUDetectClass::MANUFACTURER_INTEL &&
  2624. CPUDetectClass::Get_Intel_Processor() >= CPUDetectClass::INTEL_PROCESSOR_PENTIUM_III_MODEL_7)
  2625. *cpuType = P3;
  2626. //Check if it's a P4
  2627. if (CPUDetectClass::Get_Processor_Manufacturer() == CPUDetectClass::MANUFACTURER_INTEL &&
  2628. CPUDetectClass::Get_Intel_Processor() >= CPUDetectClass::INTEL_PROCESSOR_PENTIUM4)
  2629. *cpuType = P4;
  2630. }
  2631. if (cpuFreq)
  2632. *cpuFreq=CPUDetectClass::Get_Processor_Speed();
  2633. if (numRAM)
  2634. *numRAM=CPUDetectClass::Get_Total_Physical_Memory();
  2635. if (intBenchIndex && floatBenchIndex && memBenchIndex)
  2636. {
  2637. RunBenchmark(0, NULL, floatBenchIndex, intBenchIndex, memBenchIndex);
  2638. }
  2639. return TRUE;
  2640. }
  2641. /**Try to guess how well the video card will handle the game assuming very fast CPU*/
  2642. StaticGameLODLevel W3DShaderManager::getGPUPerformanceIndex(void)
  2643. {
  2644. ChipsetType chipType;
  2645. StaticGameLODLevel detailSetting=STATIC_GAME_LOD_LOW; //assume lowest settings for now.
  2646. if ((chipType=getChipset()) != DC_UNKNOWN)
  2647. { //a known video card so we can make some assumptions
  2648. if (chipType >= DC_GEFORCE2)
  2649. detailSetting=STATIC_GAME_LOD_LOW; //these cards need multiple terrain passes.
  2650. if (chipType >= DC_GENERIC_PIXEL_SHADER_1_1) //these cards can do terrain in single pass.
  2651. detailSetting=STATIC_GAME_LOD_HIGH;
  2652. }
  2653. return detailSetting;
  2654. }
  2655. /**We need a hardware independent method to compare different CPU's. For lack of anything better, we'll
  2656. use time to calculate PIE using a slow random number algorithm.*/
  2657. /**Used to test function call overhead*/
  2658. void add(float *sum,float *addend)
  2659. {
  2660. *sum = *sum + *addend;
  2661. }
  2662. /**Returns seconds needed to run the test*/
  2663. Real W3DShaderManager::GetCPUBenchTime(void)
  2664. {
  2665. float ztot, yran, ymult, ymod, x, y, z, pi, prod;
  2666. long int low, ixran, itot, j, iprod;
  2667. __int64 endTime64,freq64,startTime64;
  2668. QueryPerformanceFrequency((LARGE_INTEGER *)&freq64);
  2669. QueryPerformanceCounter((LARGE_INTEGER *)&startTime64);
  2670. ztot = 0.0;
  2671. low = 1;
  2672. ixran = 1907;
  2673. yran = 5813.0;
  2674. ymult = 1307.0;
  2675. ymod = 5471.0;
  2676. itot = 560000; //total iterations. This value ends up running at ~30 fps on our P4-2.2Ghz.
  2677. for(j=1; j<=itot; j++)
  2678. {
  2679. iprod = 27611 * ixran;
  2680. ixran = iprod - 74383*(long int)(iprod/74383);
  2681. x = (float)ixran / 74383.0;
  2682. prod = ymult * yran;
  2683. yran = (prod - ymod*(long int)(prod/ymod));
  2684. y = yran / ymod;
  2685. z = x*x + y*y;
  2686. add(&ztot,&z);
  2687. if ( z <= 1.0 )
  2688. {
  2689. low = low + 1;
  2690. }
  2691. }
  2692. pi = 4.0 * (float)low/(float)itot;
  2693. QueryPerformanceCounter((LARGE_INTEGER *)&endTime64);
  2694. return ((double)(endTime64-startTime64)/(double)(freq64));
  2695. }
  2696. // W3DShaderManager::setShroudTex =======================================================
  2697. /** Puts the shroud texture into a texture stage.
  2698. */
  2699. //=============================================================================
  2700. Int W3DShaderManager::setShroudTex(Int stage)
  2701. {
  2702. //We need to scale so shroud texel stretches over one full terrain cell. Each texel
  2703. //is 1/128 the size of full texture. (assuming 128x128 vid-mem texture).
  2704. W3DShroud *shroud;
  2705. if ((shroud=TheTerrainRenderObject->getShroud()) != 0)
  2706. {
  2707. DX8Wrapper::Set_Texture(stage, shroud->getShroudTexture());
  2708. DX8Wrapper::Set_DX8_Texture_Stage_State(stage, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
  2709. DX8Wrapper::Set_DX8_Texture_Stage_State(stage, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
  2710. DX8Wrapper::Set_DX8_Texture_Stage_State( stage, D3DTSS_COLORARG1, D3DTA_TEXTURE );
  2711. DX8Wrapper::Set_DX8_Texture_Stage_State( stage, D3DTSS_COLORARG2, D3DTA_CURRENT );
  2712. DX8Wrapper::Set_DX8_Texture_Stage_State( stage, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
  2713. DX8Wrapper::Set_DX8_Texture_Stage_State( stage, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
  2714. DX8Wrapper::Set_DX8_Texture_Stage_State( stage, D3DTSS_COLOROP, D3DTOP_MODULATE );
  2715. DX8Wrapper::Set_DX8_Texture_Stage_State( stage, D3DTSS_ALPHAOP, D3DTOP_SELECTARG2 );
  2716. D3DXMATRIX inv;
  2717. float det;
  2718. Matrix4x4 curView;
  2719. DX8Wrapper::_Get_DX8_Transform(D3DTS_VIEW, curView);
  2720. D3DXMatrixInverse(&inv, &det, (D3DXMATRIX*)&curView);
  2721. D3DXMATRIX scale,offset;
  2722. //We need to make all world coordinates be relative to the heightmap data origin since that
  2723. //is where the shroud begins.
  2724. float xoffset = 0;
  2725. float yoffset = 0;
  2726. Real width=shroud->getCellWidth();
  2727. Real height=shroud->getCellHeight();
  2728. if (TheTerrainRenderObject->getMap())
  2729. { //subtract origin position from all coordinates. Origin is shifted by 1 cell width/height to allow for unused border texels.
  2730. xoffset = -(float)shroud->getDrawOriginX() + width;
  2731. yoffset = -(float)shroud->getDrawOriginY() + height;
  2732. }
  2733. D3DXMatrixTranslation(&offset, xoffset, yoffset,0);
  2734. width = 1.0f/(width*shroud->getTextureWidth());
  2735. height = 1.0f/(height*shroud->getTextureHeight());
  2736. D3DXMatrixScaling(&scale, width, height, 1);
  2737. *((D3DXMATRIX *)&curView) = (inv * offset) * scale;
  2738. DX8Wrapper::_Set_DX8_Transform((D3DTRANSFORMSTATETYPE )(D3DTS_TEXTURE0+stage), *((Matrix4x4*)&curView));
  2739. return TRUE;
  2740. }
  2741. return FALSE;
  2742. }
  2743. Int FlatTerrainShader2Stage::init( void )
  2744. {
  2745. //no special device validation needed - anything in our min spec should handle this.
  2746. W3DShaders[W3DShaderManager::ST_FLAT_TERRAIN_BASE]=&flatTerrainShader2Stage;
  2747. W3DShadersPassCount[W3DShaderManager::ST_FLAT_TERRAIN_BASE]=1;
  2748. W3DShaders[W3DShaderManager::ST_FLAT_TERRAIN_BASE_NOISE1]=&flatTerrainShader2Stage;
  2749. W3DShadersPassCount[W3DShaderManager::ST_FLAT_TERRAIN_BASE_NOISE1]=2;
  2750. W3DShaders[W3DShaderManager::ST_FLAT_TERRAIN_BASE_NOISE2]=&flatTerrainShader2Stage;
  2751. W3DShadersPassCount[W3DShaderManager::ST_FLAT_TERRAIN_BASE_NOISE2]=2;
  2752. W3DShaders[W3DShaderManager::ST_FLAT_TERRAIN_BASE_NOISE12]=&flatTerrainShader2Stage;
  2753. W3DShadersPassCount[W3DShaderManager::ST_FLAT_TERRAIN_BASE_NOISE12]=2;
  2754. return TRUE;
  2755. }
  2756. void FlatTerrainShader2Stage::reset(void)
  2757. {
  2758. ShaderClass::Invalidate();
  2759. //Free references to textures
  2760. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, NULL);
  2761. DX8Wrapper::_Get_D3D_Device8()->SetTexture(1, NULL);
  2762. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
  2763. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU|0);
  2764. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
  2765. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU|1);
  2766. }
  2767. Int FlatTerrainShader2Stage::set(Int pass)
  2768. {
  2769. //force WW3D2 system to set it's states so it won't later overwrite our custom settings.
  2770. DX8Wrapper::Apply_Render_State_Changes();
  2771. if (TheGlobalData && TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex) {
  2772. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
  2773. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  2774. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
  2775. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  2776. } else {
  2777. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MINFILTER, D3DTEXF_POINT);
  2778. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MAGFILTER, D3DTEXF_POINT);
  2779. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MINFILTER, D3DTEXF_POINT);
  2780. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MAGFILTER, D3DTEXF_POINT);
  2781. }
  2782. if (TheGlobalData && TheGlobalData->m_trilinearTerrainTex) {
  2783. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
  2784. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
  2785. } else {
  2786. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MIPFILTER, D3DTEXF_POINT);
  2787. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MIPFILTER, D3DTEXF_POINT);
  2788. }
  2789. switch (pass)
  2790. {
  2791. case 0:
  2792. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
  2793. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
  2794. // Modulate the diffuse color with the texture as lighting comes from diffuse.
  2795. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
  2796. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
  2797. if (W3DShaderManager::getShaderTexture(0)) {
  2798. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, W3DShaderManager::getShaderTexture(0)->Peek_D3D_Texture());
  2799. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
  2800. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG2, D3DTA_CURRENT );
  2801. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
  2802. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
  2803. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
  2804. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
  2805. //We need to scale so shroud texel stretches over one full terrain cell. Each texel
  2806. //is 1/128 the size of full texture. (assuming 128x128 vid-mem texture).
  2807. W3DShroud *shroud;
  2808. if ((shroud=TheTerrainRenderObject->getShroud()) != 0)
  2809. {
  2810. D3DXMATRIX inv;
  2811. float det;
  2812. Matrix4x4 curView;
  2813. DX8Wrapper::_Get_DX8_Transform(D3DTS_VIEW, curView);
  2814. D3DXMatrixInverse(&inv, &det, (D3DXMATRIX*)&curView);
  2815. D3DXMATRIX scale,offset;
  2816. //We need to make all world coordinates be relative to the heightmap data origin since that
  2817. //is where the shroud begins.
  2818. float xoffset = 0;
  2819. float yoffset = 0;
  2820. Real width=shroud->getCellWidth();
  2821. Real height=shroud->getCellHeight();
  2822. if (TheTerrainRenderObject->getMap())
  2823. { //subtract origin position from all coordinates. Origin is shifted by 1 cell width/height to allow for unused border texels.
  2824. xoffset = -(float)shroud->getDrawOriginX() + width;
  2825. yoffset = -(float)shroud->getDrawOriginY() + height;
  2826. }
  2827. D3DXMatrixTranslation(&offset, xoffset, yoffset,0);
  2828. width = 1.0f/(width*shroud->getTextureWidth());
  2829. height = 1.0f/(height*shroud->getTextureHeight());
  2830. D3DXMatrixScaling(&scale, width, height, 1);
  2831. *((D3DXMATRIX *)&curView) = (inv * offset) * scale;
  2832. DX8Wrapper::_Set_DX8_Transform((D3DTRANSFORMSTATETYPE )(D3DTS_TEXTURE0), *((Matrix4x4*)&curView));
  2833. }
  2834. } else {
  2835. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG2 );
  2836. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_TEXCOORDINDEX, 0 );
  2837. }
  2838. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
  2839. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
  2840. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
  2841. // Modulate the diffuse color with the texture as lighting comes from diffuse.
  2842. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
  2843. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
  2844. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLOROP, D3DTOP_MODULATE );
  2845. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
  2846. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_TEXCOORDINDEX, 0 );
  2847. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
  2848. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU|0);
  2849. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHABLENDENABLE,false);
  2850. break;
  2851. case 1:
  2852. // Noise/cloud pass
  2853. Matrix4x4 curView;
  2854. DX8Wrapper::_Get_DX8_Transform(D3DTS_VIEW, curView);
  2855. //these states apply to all noise/cloud combination passes
  2856. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
  2857. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
  2858. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
  2859. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
  2860. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
  2861. // Two output coordinates are used.
  2862. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
  2863. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
  2864. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
  2865. //blend into frame buffer
  2866. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHABLENDENABLE,true);
  2867. DX8Wrapper::Set_DX8_Render_State(D3DRS_SRCBLEND,D3DBLEND_DESTCOLOR);
  2868. DX8Wrapper::Set_DX8_Render_State(D3DRS_DESTBLEND,D3DBLEND_ZERO);
  2869. D3DXMATRIX inv;
  2870. float det;
  2871. D3DXMatrixInverse(&inv, &det, (D3DXMATRIX*)&curView);
  2872. if (W3DShaderManager::getCurrentShader() == W3DShaderManager::ST_FLAT_TERRAIN_BASE_NOISE12)
  2873. {
  2874. //setup cloud pass
  2875. terrainShader2Stage.updateNoise1(((D3DXMATRIX*)&curView),&inv); //update curView with texture matrix
  2876. DX8Wrapper::_Set_DX8_Transform(D3DTS_TEXTURE0, curView);
  2877. //clouds always need bilinear filtering
  2878. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
  2879. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  2880. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, W3DShaderManager::getShaderTexture(2)->Peek_D3D_Texture());
  2881. //setup noise pass
  2882. terrainShader2Stage.updateNoise2(((D3DXMATRIX*)&curView),&inv);
  2883. DX8Wrapper::_Set_DX8_Transform(D3DTS_TEXTURE1, curView);
  2884. //noise always needs point/linear filtering. Why point!?
  2885. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MINFILTER, D3DTEXF_POINT);
  2886. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  2887. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
  2888. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
  2889. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLOROP, D3DTOP_MODULATE );
  2890. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
  2891. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
  2892. // Two output coordinates are used.
  2893. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
  2894. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
  2895. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
  2896. DX8Wrapper::_Get_D3D_Device8()->SetTexture(1, W3DShaderManager::getShaderTexture(3)->Peek_D3D_Texture());
  2897. } //ST_TERRAIN_BASE_NOISE12
  2898. else
  2899. { //only 1 noise or cloud texture
  2900. // Now setup the texture pipeline.
  2901. if (W3DShaderManager::getCurrentShader() == W3DShaderManager::ST_FLAT_TERRAIN_BASE_NOISE1)
  2902. { //setup cloud pass
  2903. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, W3DShaderManager::getShaderTexture(2)->Peek_D3D_Texture());
  2904. terrainShader2Stage.updateNoise1(((D3DXMATRIX*)&curView),&inv); //update curView with texture matrix
  2905. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
  2906. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  2907. }
  2908. else
  2909. {
  2910. //setup noise pass
  2911. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, W3DShaderManager::getShaderTexture(3)->Peek_D3D_Texture());
  2912. terrainShader2Stage.updateNoise2(((D3DXMATRIX*)&curView),&inv); //update curView with texture matrix
  2913. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MINFILTER, D3DTEXF_POINT);
  2914. DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  2915. }
  2916. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
  2917. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
  2918. DX8Wrapper::_Set_DX8_Transform(D3DTS_TEXTURE0, *((Matrix4x4*)&curView));
  2919. }
  2920. break;
  2921. }
  2922. return TRUE;
  2923. }
  2924. Int FlatTerrainShaderPixelShader::shutdown(void)
  2925. {
  2926. if (m_dwBasePixelShader)
  2927. DX8Wrapper::_Get_D3D_Device8()->DeletePixelShader(m_dwBasePixelShader);
  2928. if (m_dwBase0PixelShader)
  2929. DX8Wrapper::_Get_D3D_Device8()->DeletePixelShader(m_dwBase0PixelShader);
  2930. if (m_dwBaseNoise1PixelShader)
  2931. DX8Wrapper::_Get_D3D_Device8()->DeletePixelShader(m_dwBaseNoise1PixelShader);
  2932. if (m_dwBaseNoise2PixelShader)
  2933. DX8Wrapper::_Get_D3D_Device8()->DeletePixelShader(m_dwBaseNoise2PixelShader);
  2934. m_dwBasePixelShader=NULL;
  2935. m_dwBase0PixelShader=NULL;
  2936. m_dwBaseNoise1PixelShader=NULL;
  2937. m_dwBaseNoise2PixelShader=NULL;
  2938. return TRUE;
  2939. }
  2940. Int FlatTerrainShaderPixelShader::init( void )
  2941. {
  2942. Int res;
  2943. #ifdef DISABLE_PIXEL_SHADERS
  2944. return false;
  2945. #endif
  2946. //this shader will also use the 2Stage shader for some of the passes so initialize it too.
  2947. if ((res=W3DShaderManager::getChipset()) >= DC_GENERIC_PIXEL_SHADER_1_1)
  2948. {
  2949. if (res >= DC_GENERIC_PIXEL_SHADER_1_1)
  2950. {
  2951. //this shader needs some assets that need to be loaded
  2952. //shader decleration
  2953. DWORD Declaration[]=
  2954. {
  2955. (D3DVSD_STREAM(0)),
  2956. (D3DVSD_REG(0, D3DVSDT_FLOAT3)), // Position
  2957. (D3DVSD_REG(1, D3DVSDT_D3DCOLOR)), // Diffuse
  2958. (D3DVSD_REG(2, D3DVSDT_FLOAT2)), // Texture Coordinates
  2959. (D3DVSD_REG(3, D3DVSDT_FLOAT2)), // Texture Coordinates
  2960. (D3DVSD_END())
  2961. };
  2962. //base version which doesn't apply any noise textures.
  2963. HRESULT hr = W3DShaderManager::LoadAndCreateD3DShader("shaders\\fterrain.pso", &Declaration[0], 0, false, &m_dwBasePixelShader);
  2964. if (FAILED(hr))
  2965. return FALSE;
  2966. //base version which doesn't apply any shroud textures.
  2967. hr = W3DShaderManager::LoadAndCreateD3DShader("shaders\\fterrain0.pso", &Declaration[0], 0, false, &m_dwBase0PixelShader);
  2968. if (FAILED(hr))
  2969. return FALSE;
  2970. //version which blends 1 noise texture.
  2971. hr = W3DShaderManager::LoadAndCreateD3DShader("shaders\\fterrainnoise.pso", &Declaration[0], 0, false, &m_dwBaseNoise1PixelShader);
  2972. if (FAILED(hr))
  2973. return FALSE;
  2974. //version which blends 2 noise textures.
  2975. hr = W3DShaderManager::LoadAndCreateD3DShader("shaders\\fterrainnoise2.pso", &Declaration[0], 0, false, &m_dwBaseNoise2PixelShader);
  2976. if (FAILED(hr))
  2977. return FALSE;
  2978. W3DShaders[W3DShaderManager::ST_FLAT_TERRAIN_BASE]=&flatTerrainShaderPixelShader;
  2979. W3DShaders[W3DShaderManager::ST_FLAT_TERRAIN_BASE_NOISE1]=&flatTerrainShaderPixelShader;
  2980. W3DShaders[W3DShaderManager::ST_FLAT_TERRAIN_BASE_NOISE2]=&flatTerrainShaderPixelShader;
  2981. W3DShaders[W3DShaderManager::ST_FLAT_TERRAIN_BASE_NOISE12]=&flatTerrainShaderPixelShader;
  2982. W3DShadersPassCount[W3DShaderManager::ST_FLAT_TERRAIN_BASE]=1;
  2983. W3DShadersPassCount[W3DShaderManager::ST_FLAT_TERRAIN_BASE_NOISE1]=1;
  2984. W3DShadersPassCount[W3DShaderManager::ST_FLAT_TERRAIN_BASE_NOISE2]=1;
  2985. W3DShadersPassCount[W3DShaderManager::ST_FLAT_TERRAIN_BASE_NOISE12]=1;
  2986. return TRUE;
  2987. }
  2988. }
  2989. return FALSE;
  2990. }
  2991. Int FlatTerrainShaderPixelShader::set(Int pass)
  2992. {
  2993. //setup base pass
  2994. Int curStage = 1;
  2995. // setup terrain [3/31/2003]
  2996. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
  2997. DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
  2998. DX8Wrapper::Set_Texture(0, W3DShaderManager::getShaderTexture(2));
  2999. DX8Wrapper::Set_Texture(1, W3DShaderManager::getShaderTexture(2));
  3000. //force WW3D2 system to set it's states so it won't later overwrite our custom settings.
  3001. DX8Wrapper::Apply_Render_State_Changes();
  3002. DX8Wrapper::Set_DX8_Texture_Stage_State( curStage, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
  3003. DX8Wrapper::Set_DX8_Texture_Stage_State( curStage, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
  3004. //tell pixel shader which UV set to use for each stage
  3005. DX8Wrapper::Set_DX8_Texture_Stage_State( curStage, D3DTSS_TEXCOORDINDEX, 0 );
  3006. DX8Wrapper::Set_DX8_Texture_Stage_State(curStage, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
  3007. if (TheGlobalData && TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex) {
  3008. DX8Wrapper::Set_DX8_Texture_Stage_State(curStage, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
  3009. DX8Wrapper::Set_DX8_Texture_Stage_State(curStage, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  3010. } else {
  3011. DX8Wrapper::Set_DX8_Texture_Stage_State(curStage, D3DTSS_MINFILTER, D3DTEXF_POINT);
  3012. DX8Wrapper::Set_DX8_Texture_Stage_State(curStage, D3DTSS_MAGFILTER, D3DTEXF_POINT);
  3013. }
  3014. if (TheGlobalData && TheGlobalData->m_trilinearTerrainTex) {
  3015. DX8Wrapper::Set_DX8_Texture_Stage_State(curStage, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);
  3016. } else {
  3017. DX8Wrapper::Set_DX8_Texture_Stage_State(curStage, D3DTSS_MIPFILTER, D3DTEXF_POINT);
  3018. }
  3019. curStage = 0;
  3020. W3DShroud *shroud = TheTerrainRenderObject->getShroud();
  3021. if (shroud) {
  3022. DX8Wrapper::Set_DX8_Texture_Stage_State(curStage, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
  3023. DX8Wrapper::Set_DX8_Texture_Stage_State(curStage, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
  3024. //We need to scale so shroud texel stretches over one full terrain cell. Each texel
  3025. //is 1/128 the size of full texture. (assuming 128x128 vid-mem texture).
  3026. {
  3027. D3DXMATRIX inv;
  3028. float det;
  3029. Matrix4x4 curView;
  3030. DX8Wrapper::_Get_DX8_Transform(D3DTS_VIEW, curView);
  3031. D3DXMatrixInverse(&inv, &det, (D3DXMATRIX*)&curView);
  3032. D3DXMATRIX scale,offset;
  3033. //We need to make all world coordinates be relative to the heightmap data origin since that
  3034. //is where the shroud begins.
  3035. float xoffset = 0;
  3036. float yoffset = 0;
  3037. Real width=shroud->getCellWidth();
  3038. Real height=shroud->getCellHeight();
  3039. if (TheTerrainRenderObject->getMap())
  3040. { //subtract origin position from all coordinates. Origin is shifted by 1 cell width/height to allow for unused border texels.
  3041. xoffset = -(float)shroud->getDrawOriginX() + width;
  3042. yoffset = -(float)shroud->getDrawOriginY() + height;
  3043. }
  3044. D3DXMatrixTranslation(&offset, xoffset, yoffset,0);
  3045. width = 1.0f/(width*shroud->getTextureWidth());
  3046. height = 1.0f/(height*shroud->getTextureHeight());
  3047. D3DXMatrixScaling(&scale, width, height, 1);
  3048. *((D3DXMATRIX *)&curView) = (inv * offset) * scale;
  3049. DX8Wrapper::_Set_DX8_Transform((D3DTRANSFORMSTATETYPE )(D3DTS_TEXTURE0+curStage), *((Matrix4x4*)&curView));
  3050. }
  3051. DX8Wrapper::Set_DX8_Texture_Stage_State( curStage, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
  3052. DX8Wrapper::Set_DX8_Texture_Stage_State( curStage, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
  3053. DX8Wrapper::Set_DX8_Texture_Stage_State( curStage, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
  3054. DX8Wrapper::Set_DX8_Texture_Stage_State( curStage, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  3055. DX8Wrapper::_Get_D3D_Device8()->SetTexture(curStage, shroud->getShroudTexture()->Peek_D3D_Texture());
  3056. curStage++;
  3057. if (curStage==1) curStage++;
  3058. }
  3059. Bool doNoise1 = (W3DShaderManager::getCurrentShader() == W3DShaderManager::ST_FLAT_TERRAIN_BASE_NOISE1 ||
  3060. W3DShaderManager::getCurrentShader() == W3DShaderManager::ST_FLAT_TERRAIN_BASE_NOISE12);
  3061. if (doNoise1) { // Cloud pass.
  3062. Matrix4x4 curView;
  3063. DX8Wrapper::_Get_DX8_Transform(D3DTS_VIEW, curView);
  3064. D3DXMATRIX inv;
  3065. float det;
  3066. D3DXMatrixInverse(&inv, &det, (D3DXMATRIX*)&curView);
  3067. DX8Wrapper::Set_DX8_Texture_Stage_State(curStage, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
  3068. // Two output coordinates are used.
  3069. DX8Wrapper::Set_DX8_Texture_Stage_State(curStage, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
  3070. DX8Wrapper::Set_DX8_Texture_Stage_State(curStage, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
  3071. DX8Wrapper::Set_DX8_Texture_Stage_State(curStage, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
  3072. DX8Wrapper::_Get_D3D_Device8()->SetTexture(curStage, W3DShaderManager::getShaderTexture(2)->Peek_D3D_Texture());
  3073. terrainShader2Stage.updateNoise1(((D3DXMATRIX*)&curView),&inv); //update curView with texture matrix
  3074. DX8Wrapper::_Set_DX8_Transform((D3DTRANSFORMSTATETYPE )(D3DTS_TEXTURE0+curStage), *((Matrix4x4*)&curView));
  3075. DX8Wrapper::Set_DX8_Texture_Stage_State(curStage, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
  3076. DX8Wrapper::Set_DX8_Texture_Stage_State(curStage, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  3077. curStage++;
  3078. if (curStage==1) curStage++;
  3079. }
  3080. Bool doNoise2 = (W3DShaderManager::getCurrentShader() == W3DShaderManager::ST_FLAT_TERRAIN_BASE_NOISE2 ||
  3081. W3DShaderManager::getCurrentShader() == W3DShaderManager::ST_FLAT_TERRAIN_BASE_NOISE12);
  3082. if (doNoise2)
  3083. {
  3084. Matrix4x4 curView;
  3085. DX8Wrapper::_Get_DX8_Transform(D3DTS_VIEW, curView);
  3086. D3DXMATRIX inv;
  3087. float det;
  3088. D3DXMatrixInverse(&inv, &det, (D3DXMATRIX*)&curView);
  3089. DX8Wrapper::Set_DX8_Texture_Stage_State(curStage, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
  3090. // Two output coordinates are used.
  3091. DX8Wrapper::Set_DX8_Texture_Stage_State(curStage, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
  3092. DX8Wrapper::Set_DX8_Texture_Stage_State(curStage, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
  3093. DX8Wrapper::Set_DX8_Texture_Stage_State(curStage, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
  3094. DX8Wrapper::_Get_D3D_Device8()->SetTexture(curStage, W3DShaderManager::getShaderTexture(3)->Peek_D3D_Texture());
  3095. terrainShader2Stage.updateNoise2(((D3DXMATRIX*)&curView),&inv); //update curView with texture matrix
  3096. DX8Wrapper::_Set_DX8_Transform((D3DTRANSFORMSTATETYPE )(D3DTS_TEXTURE0+curStage), *((Matrix4x4*)&curView));
  3097. DX8Wrapper::Set_DX8_Texture_Stage_State(curStage, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
  3098. DX8Wrapper::Set_DX8_Texture_Stage_State(curStage, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
  3099. curStage++;
  3100. if (curStage==1) curStage++;
  3101. }
  3102. if (curStage<2) {
  3103. DX8Wrapper::_Get_D3D_Device8()->SetPixelShader(m_dwBase0PixelShader);
  3104. } else if (curStage==2) {
  3105. DX8Wrapper::_Get_D3D_Device8()->SetPixelShader(m_dwBasePixelShader);
  3106. } else if (curStage==3) {
  3107. DX8Wrapper::_Get_D3D_Device8()->SetPixelShader(m_dwBaseNoise1PixelShader);
  3108. }else if (curStage==4) {
  3109. DX8Wrapper::_Get_D3D_Device8()->SetPixelShader(m_dwBaseNoise2PixelShader);
  3110. }
  3111. DX8Wrapper::_Get_D3D_Device8()->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
  3112. DX8Wrapper::Apply_Render_State_Changes();
  3113. DX8Wrapper::_Get_D3D_Device8()->SetTexture(curStage, W3DShaderManager::getShaderTexture(3)->Peek_D3D_Texture());
  3114. return TRUE;
  3115. }
  3116. void FlatTerrainShaderPixelShader::reset(void)
  3117. {
  3118. DX8Wrapper::_Get_D3D_Device8()->SetTexture(2,NULL); //release reference to any texture
  3119. DX8Wrapper::_Get_D3D_Device8()->SetTexture(3,NULL); //release reference to any texture
  3120. DX8Wrapper::_Get_D3D_Device8()->SetPixelShader(0); //turn off pixel shader
  3121. DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, NULL);
  3122. DX8Wrapper::_Get_D3D_Device8()->SetTexture(1, NULL);
  3123. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
  3124. DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU|0);
  3125. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
  3126. DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU|1);
  3127. DX8Wrapper::Set_DX8_Texture_Stage_State( 2, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
  3128. DX8Wrapper::Set_DX8_Texture_Stage_State( 2, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU|2);
  3129. DX8Wrapper::Set_DX8_Texture_Stage_State( 3, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
  3130. DX8Wrapper::Set_DX8_Texture_Stage_State( 3, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU|3);
  3131. DX8Wrapper::Invalidate_Cached_Render_States();
  3132. }