State Management.txt 4.9 KB

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  1. State Management Responsibilities
  2. Key:
  3. G - Global
  4. DX8W - DX8 Wrapper
  5. LE - Wrapper::Set Light Environment
  6. DX8R - DX8 Renderer (affects meshes only)
  7. Shader - ShaderClass
  8. VM - VertexMaterial
  9. Map - Mapper (part of VertexMaterial)
  10. Texture - TextureClass
  11. WW3D
  12. _D3DRENDERSTATETYPE {
  13. ZENABLE = 7,
  14. FILLMODE = 8, WW3D
  15. SHADEMODE = 9,
  16. LINEPATTERN = 10,
  17. ZWRITEENABLE = 14, Shader
  18. ALPHATESTENABLE = 15, Shader
  19. LASTPIXEL = 16,
  20. SRCBLEND = 19, Shader
  21. DESTBLEND = 20, Shader
  22. CULLMODE = 22, Shader
  23. ZFUNC = 23, Shader
  24. ALPHAREF = 24, Shader
  25. ALPHAFUNC = 25, Shader
  26. DITHERENABLE = 26, G
  27. ALPHABLENDENABLE = 27, Shader
  28. FOGENABLE = 28, Shader
  29. SPECULARENABLE = 29, Shader
  30. ZVISIBLE = 30,
  31. FOGCOLOR = 34, Shader
  32. FOGTABLEMODE = 35, G
  33. FOGSTART = 36, Scene
  34. FOGEND = 37, Scene
  35. FOGDENSITY = 38,
  36. EDGEANTIALIAS = 40,
  37. ZBIAS = 47, G (set to zero after device is initted)
  38. RANGEFOGENABLE = 48, G
  39. STENCILENABLE = 52,
  40. STENCILFAIL = 53,
  41. STENCILZFAIL = 54,
  42. STENCILPASS = 55,
  43. STENCILFUNC = 56,
  44. STENCILREF = 57,
  45. STENCILMASK = 58,
  46. STENCILWRITEMASK = 59,
  47. TEXTUREFACTOR = 60,
  48. WRAP0 = 128,
  49. WRAP1 = 129,
  50. WRAP2 = 130,
  51. WRAP3 = 131,
  52. WRAP4 = 132,
  53. WRAP5 = 133,
  54. WRAP6 = 134,
  55. WRAP7 = 135,
  56. CLIPPING = 136,
  57. LIGHTING = 137, VM
  58. AMBIENT = 139, LE
  59. FOGVERTEXMODE = 140, G
  60. COLORVERTEX = 141, G
  61. LOCALVIEWER = 142,
  62. NORMALIZENORMALS = 143,
  63. DIFFUSEMATERIALSOURCE = 145, VM
  64. SPECULARMATERIALSOURCE = 146, G
  65. AMBIENTMATERIALSOURCE = 147, VM, set to same setting as diffuse material source
  66. EMISSIVEMATERIALSOURCE = 148, VM
  67. VERTEXBLEND = 151,
  68. CLIPPLANEENABLE = 152,
  69. SOFTWAREVERTEXPROCESSING = 153, G
  70. POINTSIZE = 154,
  71. POINTSIZE_MIN = 155,
  72. POINTSPRITEENABLE = 156,
  73. POINTSCALEENABLE = 157,
  74. POINTSCALE_A = 158,
  75. POINTSCALE_B = 159,
  76. POINTSCALE_C = 160,
  77. MULTISAMPLEANTIALIAS = 161,
  78. MULTISAMPLEMASK = 162,
  79. PATCHEDGESTYLE = 163,
  80. PATCHSEGMENTS = 164,
  81. DEBUGMONITORTOKEN = 165,
  82. POINTSIZE_MAX = 166,
  83. INDEXEDVERTEXBLENDENABLE = 167,
  84. COLORWRITEENABLE = 168,
  85. TWEENFACTOR = 170,
  86. BLENDOP = 171,
  87. FORCE_DWORD = 0x7fffffff
  88. } D3DRENDERSTATETYPE;
  89. _D3DTEXTURESTAGESTATETYPE {
  90. COLOROP = 1, Shader stages 0,1 only
  91. COLORARG1 = 2, Shader stages 0,1 only
  92. COLORARG2 = 3, Shader stages 0,1 only
  93. ALPHAOP = 4, Shader stages 0,1 only
  94. ALPHAARG1 = 5, Shader stages 0,1 only
  95. ALPHAARG2 = 6, Shader stages 0,1 only
  96. BUMPENVMAT00 = 7,
  97. BUMPENVMAT01 = 8,
  98. BUMPENVMAT10 = 9,
  99. BUMPENVMAT11 = 10,
  100. TEXCOORDINDEX = 11, DX8R, Map
  101. ADDRESSU = 13, Texture
  102. ADDRESSV = 14, Texture
  103. BORDERCOLOR = 15,
  104. MAGFILTER = 16, Texture
  105. MINFILTER = 17, Texture
  106. MIPFILTER = 18, Texture
  107. MIPMAPLODBIAS = 19,
  108. MAXMIPLEVEL = 20,
  109. MAXANISOTROPY = 21,
  110. BUMPENVLSCALE = 22,
  111. BUMPENVLOFFSET = 23,
  112. TEXTURETRANSFORMFLAGS = 24, Map
  113. ADDRESSW = 25,
  114. COLORARG0 = 26,
  115. ALPHAARG0 = 27,
  116. RESULTARG = 28,
  117. FORCE_DWORD = 0x7fffffff
  118. } D3DTEXTURESTAGESTATETYPE;
  119. Variables
  120. _D3DTRANSFORMSTATETYPE {
  121. D3DTS_VIEW = 2, Pointgroup (restores), Camera
  122. D3DTS_PROJECTION = 3, Camera
  123. D3DTS_TEXTURE0 = 16,
  124. D3DTS_TEXTURE1 = 17,
  125. D3DTS_TEXTURE2 = 18,
  126. D3DTS_TEXTURE3 = 19,
  127. D3DTS_TEXTURE4 = 20,
  128. D3DTS_TEXTURE5 = 21,
  129. D3DTS_TEXTURE6 = 22,
  130. D3DTS_TEXTURE7 = 23,
  131. D3DTS_FORCE_DWORD = 0x7fffffff
  132. D3DTS_WORLDMATRIX(0) = box, pointgroup, camera
  133. } D3DTRANSFORMSTATETYPE;
  134. Clip Planes =
  135. Clip Status =
  136. Current Texture Palette =
  137. Cursor Position =
  138. Cursor Properties =
  139. Gamma Ramp =
  140. Indices = DX8W
  141. Light = LE
  142. Material = VM
  143. Palette Entries =
  144. Pixel Shader =
  145. Pixel Shader Const =
  146. Render Target =
  147. Stream Source = DX8W
  148. Texture = DX8W
  149. WORLD Transform = box, DX8R, pointgr
  150. VIEW Transform = pointgr
  151. PROJECTION Transform = camera
  152. TEXTURE Transform = Map
  153. Vertex Shader = DX8W
  154. Vertex Shader Const =
  155. Viewport = Camera, WW3D