shader.cpp 39 KB

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  1. /*
  2. ** Command & Conquer Renegade(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. *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
  20. ***********************************************************************************************
  21. * *
  22. * Project Name : WW3D *
  23. * *
  24. * $Archive:: /Commando/Code/ww3d2/shader.cpp $*
  25. * *
  26. * Author:: Greg Hjelstrom *
  27. * *
  28. * $Modtime:: 12/11/01 5:15p $*
  29. * *
  30. * $Revision:: 21 $*
  31. * *
  32. *---------------------------------------------------------------------------------------------*
  33. * Functions: *
  34. * ShaderClass::Init_From_Material3 -- Initialize a shader from a Material3 structure *
  35. * ShaderClass::Apply -- Apply the renderstates for this shader *
  36. * ShaderClass::Invert_Backface_Culling -- Globally invert the sense of all backface culling *
  37. * ShaderClass::Is_Backface_Culling_Inverted -- Is backface culling inverted? *
  38. * ShaderClass::Get_SS_Category -- Helper function for static sort system *
  39. * ShaderClass::Guess_Sort_Level -- Guess the static sort level *
  40. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  41. #include "shader.h"
  42. #include "w3d_file.h"
  43. #include "wwdebug.h"
  44. #include "Dx8Wrapper.h"
  45. #include "dx8caps.h"
  46. bool ShaderClass::ShaderDirty=true;
  47. unsigned long ShaderClass::CurrentShader=0;
  48. unsigned long _PolygonCullMode = D3DCULL_CW;
  49. /*
  50. ** Definitions of the preset shaders:
  51. */
  52. // Texturing, zbuffer, primary gradient, no blending
  53. #define SC_OPAQUE ( SHADE_CNST(PASS_LEQUAL, DEPTH_WRITE_ENABLE, COLOR_WRITE_ENABLE, SRCBLEND_ONE, \
  54. DSTBLEND_ZERO, FOG_DISABLE, GRADIENT_MODULATE, SECONDARY_GRADIENT_DISABLE, TEXTURING_ENABLE, \
  55. ALPHATEST_DISABLE, CULL_MODE_ENABLE, \
  56. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  57. ShaderClass ShaderClass::_PresetOpaqueShader(SC_OPAQUE);
  58. // Texturing, zbuffer, disabled zbuffer write, primary gradient, additive blending
  59. #define SC_ADDITIVE ( SHADE_CNST(PASS_LEQUAL, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, SRCBLEND_ONE, \
  60. DSTBLEND_ONE, FOG_DISABLE, GRADIENT_MODULATE, SECONDARY_GRADIENT_DISABLE, TEXTURING_ENABLE, \
  61. ALPHATEST_DISABLE, CULL_MODE_ENABLE, \
  62. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  63. ShaderClass ShaderClass::_PresetAdditiveShader(SC_ADDITIVE);
  64. // Texturing, zbuffer, disabled zbuffer write, primary gradient, additive blending, bumpenvmap
  65. #define SC_BUMPENVMAP ( SHADE_CNST(PASS_LEQUAL, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, SRCBLEND_ONE, \
  66. DSTBLEND_ONE, FOG_DISABLE, GRADIENT_BUMPENVMAP, SECONDARY_GRADIENT_DISABLE, TEXTURING_ENABLE, \
  67. ALPHATEST_DISABLE, CULL_MODE_ENABLE, \
  68. DETAILCOLOR_ADD, DETAILALPHA_DISABLE) )
  69. ShaderClass ShaderClass::_PresetBumpenvmapShader(SC_BUMPENVMAP);
  70. // Texturing, zbuffer, disabled zbuffer write, primary gradient, alpha blending
  71. #define SC_ALPHA ( SHADE_CNST(PASS_LEQUAL, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, SRCBLEND_SRC_ALPHA, \
  72. DSTBLEND_ONE_MINUS_SRC_ALPHA, FOG_DISABLE, GRADIENT_MODULATE, SECONDARY_GRADIENT_DISABLE, TEXTURING_ENABLE, \
  73. ALPHATEST_DISABLE, CULL_MODE_ENABLE, \
  74. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  75. ShaderClass ShaderClass::_PresetAlphaShader(SC_ALPHA);
  76. // Texturing, zbuffer, disabled zbuffer write, primary gradient, multiplicative blending
  77. #define SC_MULTIPLICATIVE ( SHADE_CNST(PASS_LEQUAL, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, SRCBLEND_ZERO, \
  78. DSTBLEND_SRC_COLOR, FOG_DISABLE, GRADIENT_MODULATE, SECONDARY_GRADIENT_DISABLE, TEXTURING_ENABLE, \
  79. ALPHATEST_DISABLE, CULL_MODE_ENABLE, \
  80. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  81. ShaderClass ShaderClass::_PresetMultiplicativeShader(SC_MULTIPLICATIVE);
  82. // Texturing, no zbuffer reading/writing, no gradients, no blending, no
  83. // fogging - mostly for opaque 2D objects.
  84. #define SC_OP_2D ( SHADE_CNST(PASS_ALWAYS, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, SRCBLEND_ONE, \
  85. DSTBLEND_ZERO, FOG_DISABLE, GRADIENT_DISABLE, SECONDARY_GRADIENT_DISABLE, TEXTURING_ENABLE, \
  86. ALPHATEST_DISABLE, CULL_MODE_ENABLE, \
  87. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  88. ShaderClass ShaderClass::_PresetOpaque2DShader(SC_OP_2D);
  89. // Texturing, default zbuffer reading, no zbuffer writing, no gradients, no blending, no
  90. // fogging - mostly for opaque sprite objects.
  91. #define SC_OP_SPRITE ( SHADE_CNST(PASS_LEQUAL, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, SRCBLEND_ONE, \
  92. DSTBLEND_ZERO, FOG_DISABLE, GRADIENT_DISABLE, SECONDARY_GRADIENT_DISABLE, TEXTURING_ENABLE, \
  93. ALPHATEST_DISABLE, CULL_MODE_ENABLE, \
  94. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  95. ShaderClass ShaderClass::_PresetOpaqueSpriteShader(SC_OP_SPRITE);
  96. // Texturing, no zbuffer reading/writing, no gradients, additive blending,
  97. // no fogging - mostly for additive 2D objects.
  98. #define SC_ADD_2D ( SHADE_CNST(PASS_ALWAYS, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, SRCBLEND_ONE, \
  99. DSTBLEND_ONE, FOG_DISABLE, GRADIENT_DISABLE, SECONDARY_GRADIENT_DISABLE, TEXTURING_ENABLE, \
  100. ALPHATEST_DISABLE, CULL_MODE_ENABLE, \
  101. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  102. ShaderClass ShaderClass::_PresetAdditive2DShader(SC_ADD_2D);
  103. // Texturing, no zbuffer reading/writing, no gradients, alpha blending, no
  104. // fogging - mostly for alpha-blended 2D objects.
  105. #define SC_ALPHA_2D ( SHADE_CNST(PASS_ALWAYS, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, \
  106. SRCBLEND_SRC_ALPHA, DSTBLEND_ONE_MINUS_SRC_ALPHA, FOG_DISABLE, GRADIENT_DISABLE, \
  107. SECONDARY_GRADIENT_DISABLE, TEXTURING_ENABLE, \
  108. ALPHATEST_DISABLE, CULL_MODE_ENABLE, DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  109. ShaderClass ShaderClass::_PresetAlpha2DShader(SC_ALPHA_2D);
  110. // Texturing, default zbuffer reading, no zbuffer writing, no gradients,
  111. // additive blending, no fogging - mostly for use in additive sprite
  112. // objects.
  113. #define SC_ADD_SPRITE ( SHADE_CNST(PASS_LEQUAL, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, \
  114. SRCBLEND_ONE, DSTBLEND_ONE, FOG_DISABLE, GRADIENT_DISABLE, SECONDARY_GRADIENT_DISABLE, \
  115. TEXTURING_ENABLE, ALPHATEST_DISABLE, CULL_MODE_ENABLE, \
  116. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  117. ShaderClass ShaderClass::_PresetAdditiveSpriteShader(SC_ADD_SPRITE);
  118. // Texturing, default zbuffer reading, no zbuffer writing, no gradients,
  119. // alpha blending, no fogging - mostly for use in alpha-blended sprite
  120. // objects.
  121. #define SC_ALPHA_SPRITE ( SHADE_CNST(PASS_LEQUAL, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, \
  122. SRCBLEND_SRC_ALPHA, DSTBLEND_ONE_MINUS_SRC_ALPHA, FOG_DISABLE, GRADIENT_DISABLE, \
  123. SECONDARY_GRADIENT_DISABLE, TEXTURING_ENABLE, \
  124. ALPHATEST_DISABLE, CULL_MODE_ENABLE, DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  125. ShaderClass ShaderClass::_PresetAlphaSpriteShader(SC_ALPHA_SPRITE);
  126. // No texturing, default zbuffer reading/writing, primary gradient, no
  127. // blending, no fogging - mostly for use in solid-colored opaque objects.
  128. #define SC_OPAQUE_SOLID ( SHADE_CNST(PASS_LEQUAL, DEPTH_WRITE_ENABLE, COLOR_WRITE_ENABLE, \
  129. SRCBLEND_ONE, DSTBLEND_ZERO, FOG_DISABLE, GRADIENT_MODULATE, SECONDARY_GRADIENT_DISABLE, \
  130. TEXTURING_DISABLE, ALPHATEST_DISABLE, CULL_MODE_ENABLE, \
  131. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  132. ShaderClass ShaderClass::_PresetOpaqueSolidShader(SC_OPAQUE_SOLID);
  133. // No texturing, default zbuffer reading, no zbuffer writing, primary
  134. // gradient, additive blending, no fogging - mostly for use in solid-colored
  135. // additive objects.
  136. #define SC_ADDITIVE_SOLID ( SHADE_CNST(PASS_LEQUAL, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, \
  137. SRCBLEND_ONE, DSTBLEND_ONE, FOG_DISABLE, GRADIENT_MODULATE, SECONDARY_GRADIENT_DISABLE, \
  138. TEXTURING_DISABLE, ALPHATEST_DISABLE, CULL_MODE_ENABLE, \
  139. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  140. ShaderClass ShaderClass::_PresetAdditiveSolidShader(SC_ADDITIVE_SOLID);
  141. // No texturing, default zbuffer reading, no zbuffer writing, primary
  142. // gradient, alpha blending, no fogging - mostly for use in solid-colored
  143. // alpha objects.
  144. #define SC_ALPHA_SOLID ( SHADE_CNST(PASS_LEQUAL, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, \
  145. SRCBLEND_SRC_ALPHA, DSTBLEND_ONE_MINUS_SRC_ALPHA, FOG_DISABLE, GRADIENT_MODULATE, \
  146. SECONDARY_GRADIENT_DISABLE, TEXTURING_DISABLE, \
  147. ALPHATEST_DISABLE, CULL_MODE_ENABLE, DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  148. ShaderClass ShaderClass::_PresetAlphaSolidShader(SC_ALPHA_SOLID);
  149. // Texturing, no zbuffer reading/writing, no gradients, no blending, alpha
  150. // testing, no fogging - mostly for "pure" alpha-tested 2D objects.
  151. #define SC_ATEST_2D ( SHADE_CNST(PASS_ALWAYS, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, \
  152. SRCBLEND_ONE, DSTBLEND_ZERO, FOG_DISABLE, GRADIENT_DISABLE, SECONDARY_GRADIENT_DISABLE, \
  153. TEXTURING_ENABLE, ALPHATEST_ENABLE, CULL_MODE_ENABLE, \
  154. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  155. ShaderClass ShaderClass::_PresetATest2DShader(SC_ATEST_2D);
  156. // Texturing, default zbuffer reading and writing, no gradients, no
  157. // blending, alpha testing, no fogging - mostly for "pure" alpha-tested
  158. // sprite objects.
  159. #define SC_ATEST_SPRITE ( SHADE_CNST(PASS_LEQUAL, DEPTH_WRITE_ENABLE, COLOR_WRITE_ENABLE, \
  160. SRCBLEND_ONE, DSTBLEND_ZERO, FOG_DISABLE, GRADIENT_DISABLE, SECONDARY_GRADIENT_DISABLE, \
  161. TEXTURING_ENABLE, ALPHATEST_ENABLE, CULL_MODE_ENABLE, \
  162. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  163. ShaderClass ShaderClass::_PresetATestSpriteShader(SC_ATEST_SPRITE);
  164. // Texturing, no zbuffer reading/writing, no gradients, alpha blending AND
  165. // alpha testing, no fogging - mostly for alpha-tested and blended 2D
  166. // objects.
  167. #define SC_ATESTBLEND_2D ( SHADE_CNST(PASS_ALWAYS, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, \
  168. SRCBLEND_SRC_ALPHA, DSTBLEND_ONE_MINUS_SRC_ALPHA, FOG_DISABLE, GRADIENT_DISABLE, \
  169. SECONDARY_GRADIENT_DISABLE, TEXTURING_ENABLE, \
  170. ALPHATEST_ENABLE, CULL_MODE_ENABLE, DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  171. ShaderClass ShaderClass::_PresetATestBlend2DShader(SC_ATESTBLEND_2D);
  172. // Texturing, default zbuffer reading and writing, no gradients, alpha
  173. // blending AND alpha testing, no fogging - mostly for use in alpha-tested
  174. // and blended sprite objects.
  175. #define SC_ATESTBLEND_SPRITE ( SHADE_CNST(PASS_LEQUAL, DEPTH_WRITE_ENABLE, COLOR_WRITE_ENABLE, \
  176. SRCBLEND_SRC_ALPHA, DSTBLEND_ONE_MINUS_SRC_ALPHA, FOG_DISABLE, GRADIENT_DISABLE, \
  177. SECONDARY_GRADIENT_DISABLE, TEXTURING_ENABLE, \
  178. ALPHATEST_ENABLE, CULL_MODE_ENABLE, DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  179. ShaderClass ShaderClass::_PresetATestBlendSpriteShader(SC_ATESTBLEND_SPRITE);
  180. // Texturing, no zbuffer reading/writing, no gradients, screen blending,
  181. // no fogging - mostly for screen-blended 2D objects.
  182. #define SC_SCREEN_2D ( SHADE_CNST(PASS_ALWAYS, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, SRCBLEND_ONE, \
  183. DSTBLEND_ONE_MINUS_SRC_COLOR, FOG_DISABLE, GRADIENT_DISABLE, SECONDARY_GRADIENT_DISABLE, \
  184. TEXTURING_ENABLE, ALPHATEST_DISABLE, CULL_MODE_ENABLE, \
  185. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  186. ShaderClass ShaderClass::_PresetScreen2DShader(SC_SCREEN_2D);
  187. // Texturing, default zbuffer reading, no zbuffer writing, no gradients,
  188. // screen blending, no fogging - mostly for use in screen-blended sprite
  189. // objects.
  190. #define SC_SCREEN_SPRITE ( SHADE_CNST(PASS_LEQUAL, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, \
  191. SRCBLEND_ONE, DSTBLEND_ONE_MINUS_SRC_COLOR, FOG_DISABLE, GRADIENT_DISABLE, SECONDARY_GRADIENT_DISABLE, \
  192. TEXTURING_ENABLE, ALPHATEST_DISABLE, CULL_MODE_ENABLE, \
  193. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  194. ShaderClass ShaderClass::_PresetScreenSpriteShader(SC_SCREEN_SPRITE);
  195. // Texturing, no zbuffer reading/writing, no gradients, multiplicative
  196. // blending, no fogging - mostly for multiplicatively blended 2D objects.
  197. #define SC_MUL_2D ( SHADE_CNST(PASS_ALWAYS, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, SRCBLEND_ZERO, \
  198. DSTBLEND_SRC_COLOR, FOG_DISABLE, GRADIENT_DISABLE, SECONDARY_GRADIENT_DISABLE, TEXTURING_ENABLE, \
  199. ALPHATEST_DISABLE, CULL_MODE_ENABLE, \
  200. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  201. ShaderClass ShaderClass::_PresetMultiplicative2DShader(SC_MUL_2D);
  202. // Texturing, default zbuffer reading, no zbuffer writing, no gradients,
  203. // multiplicative blending, no fogging - mostly for use in multiplicatively
  204. // blended sprite objects.
  205. #define SC_MUL_SPRITE ( SHADE_CNST(PASS_LEQUAL, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, \
  206. SRCBLEND_ZERO, DSTBLEND_SRC_COLOR, FOG_DISABLE, GRADIENT_DISABLE, SECONDARY_GRADIENT_DISABLE, \
  207. TEXTURING_ENABLE, ALPHATEST_DISABLE, CULL_MODE_ENABLE, \
  208. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  209. ShaderClass ShaderClass::_PresetMultiplicativeSpriteShader(SC_MUL_SPRITE);
  210. /***********************************************************************************************
  211. * ShaderClass::Init_From_Material3 -- Initialize a shader from a Material3 structure *
  212. * *
  213. * INPUT: *
  214. * *
  215. * OUTPUT: *
  216. * *
  217. * WARNINGS: *
  218. * *
  219. * HISTORY: *
  220. * 4/24/2001 gth : Created. *
  221. *=============================================================================================*/
  222. void ShaderClass::Init_From_Material3(const W3dMaterial3Struct & mat3)
  223. {
  224. if ( mat3.Attributes & W3DMATERIAL_USE_ALPHA ) {
  225. Set_Depth_Mask( DEPTH_WRITE_DISABLE );
  226. Set_Dst_Blend_Func( DSTBLEND_ONE_MINUS_SRC_ALPHA );
  227. Set_Src_Blend_Func( SRCBLEND_SRC_ALPHA );
  228. }
  229. }
  230. /***********************************************************************************************
  231. * ShaderClass::Enable_Fog -- Turn on fog for this shader. *
  232. * *
  233. * Enable most appropriate fog mode (FOG_ENABLE, FOG_SCALE_FRAGMENT or FOG_WHITE) for given *
  234. * source and destination blends. *
  235. * *
  236. * INPUT: *
  237. * *
  238. * OUTPUT: *
  239. * *
  240. * WARNINGS: *
  241. * *
  242. * HISTORY: *
  243. * 05/02/00 IML : Created. *
  244. *=============================================================================================*/
  245. void ShaderClass::Enable_Fog (const char *source)
  246. {
  247. // Enable the appropriate fog mode based on shader's source and destination blends.
  248. switch (Get_Src_Blend_Func()) {
  249. case ShaderClass::SRCBLEND_ZERO:
  250. if (Get_Dst_Blend_Func() == ShaderClass::DSTBLEND_SRC_COLOR) {
  251. Set_Fog_Func (ShaderClass::FOG_WHITE);
  252. } else {
  253. Report_Unable_To_Fog (source);
  254. }
  255. break;
  256. case ShaderClass::SRCBLEND_ONE:
  257. switch (Get_Dst_Blend_Func()) {
  258. case ShaderClass::DSTBLEND_ZERO: // Opaque.
  259. Set_Fog_Func (ShaderClass::FOG_ENABLE);
  260. break;
  261. case ShaderClass::DSTBLEND_ONE: // Additive.
  262. case ShaderClass::DSTBLEND_ONE_MINUS_SRC_COLOR: // Screen.
  263. Set_Fog_Func (ShaderClass::FOG_SCALE_FRAGMENT);
  264. break;
  265. default:
  266. Report_Unable_To_Fog (source);
  267. break;
  268. }
  269. break;
  270. case ShaderClass::SRCBLEND_SRC_ALPHA:
  271. if (Get_Dst_Blend_Func() == ShaderClass::DSTBLEND_ONE_MINUS_SRC_ALPHA) {
  272. Set_Fog_Func (ShaderClass::FOG_ENABLE);
  273. } else {
  274. Report_Unable_To_Fog (source);
  275. }
  276. break;
  277. case ShaderClass::SRCBLEND_ONE_MINUS_SRC_ALPHA:
  278. if (Get_Dst_Blend_Func() == ShaderClass::DSTBLEND_SRC_ALPHA) {
  279. Set_Fog_Func (ShaderClass::FOG_ENABLE);
  280. } else {
  281. Report_Unable_To_Fog (source);
  282. }
  283. break;
  284. }
  285. }
  286. /***********************************************************************************************
  287. * ShaderClass::Report_Unable_To_Fog -- *
  288. * *
  289. * INPUT: *
  290. * *
  291. * OUTPUT: *
  292. * *
  293. * WARNINGS: *
  294. * *
  295. * HISTORY: *
  296. * 10/04/00 IML : Created. *
  297. *=============================================================================================*/
  298. void ShaderClass::Report_Unable_To_Fog (const char *source)
  299. {
  300. #ifdef WWDEBUG
  301. static unsigned _reportcount = 0;
  302. const char *unabletofogtext = "WARNING: Unable to fog shader in %s with given blending mode.\r\n";
  303. const char *unabletofogmoretext = "WARNING: Unable to fog additional shaders (further warnings will be suppressed).\r\n";
  304. const unsigned maxreportcount = 10;
  305. // Limit the no. of warning messages to some practical maximum. Suppress all subsequent warnings.
  306. if (_reportcount < maxreportcount) {
  307. WWDEBUG_SAY ((unabletofogtext, source));
  308. _reportcount++;
  309. } else {
  310. if (_reportcount == maxreportcount) {
  311. WWDEBUG_SAY ((unabletofogmoretext));
  312. _reportcount++;
  313. }
  314. }
  315. #endif
  316. }
  317. class Blend
  318. {
  319. public:
  320. Blend(D3DBLEND f, bool ab)
  321. {
  322. func = f;
  323. useAlpha = ab;
  324. }
  325. D3DBLEND func;
  326. bool useAlpha;
  327. };
  328. const Blend srcBlendLUT[ShaderClass::SRCBLEND_MAX] =
  329. {
  330. Blend(D3DBLEND_ZERO, false),
  331. Blend(D3DBLEND_ONE, false),
  332. Blend(D3DBLEND_SRCALPHA, true),
  333. Blend(D3DBLEND_INVSRCALPHA, true)
  334. };
  335. const Blend dstBlendLUT[ShaderClass::DSTBLEND_MAX] =
  336. {
  337. Blend(D3DBLEND_ZERO, false),
  338. Blend(D3DBLEND_ONE, false),
  339. Blend(D3DBLEND_SRCCOLOR, false),
  340. Blend(D3DBLEND_INVSRCCOLOR, false),
  341. Blend(D3DBLEND_SRCALPHA, true),
  342. Blend(D3DBLEND_INVSRCALPHA, true)
  343. };
  344. /***********************************************************************************************
  345. * ShaderClass::Apply -- Apply the renderstates for this shader *
  346. * *
  347. * INPUT: *
  348. * *
  349. * OUTPUT: *
  350. * *
  351. * WARNINGS: *
  352. * *
  353. * HISTORY: *
  354. * 4/24/2001 gth : Created. *
  355. *=============================================================================================*/
  356. void ShaderClass::Apply()
  357. {
  358. unsigned long diff;
  359. unsigned int TextureOpCaps=DX8Wrapper::Get_Current_Caps()->Get_DX8_Caps().TextureOpCaps;
  360. if (ShaderDirty)
  361. {
  362. diff=0xffffffff;
  363. }
  364. else
  365. {
  366. diff=CurrentShader^ShaderBits;
  367. }
  368. if(!diff) return;
  369. CurrentShader=ShaderBits;
  370. ShaderDirty=false;
  371. // COLOR MASK
  372. if(diff & (ShaderClass::MASK_COLORMASK | ShaderClass::MASK_SRCBLEND | ShaderClass::MASK_DSTBLEND | ShaderClass::MASK_ALPHATEST))
  373. {
  374. ULONG planeMask = 0xffffff;
  375. if(Get_Color_Mask() != ShaderClass::COLOR_WRITE_ENABLE)
  376. planeMask = 0;
  377. D3DBLEND sf;
  378. D3DBLEND df;
  379. bool blendAlpha = false;
  380. if(!planeMask)
  381. {
  382. sf = D3DBLEND_ZERO;
  383. df = D3DBLEND_ONE;
  384. }
  385. else
  386. {
  387. sf = srcBlendLUT[ int(Get_Src_Blend_Func()) ].func;
  388. df = dstBlendLUT[ int(Get_Dst_Blend_Func()) ].func;
  389. blendAlpha |= srcBlendLUT[ int(Get_Src_Blend_Func()) ].useAlpha;
  390. blendAlpha |= dstBlendLUT[ int(Get_Dst_Blend_Func()) ].useAlpha;
  391. }
  392. BOOL blendOn = FALSE;
  393. if(sf != D3DBLEND_ONE || df != D3DBLEND_ZERO)
  394. {
  395. DX8Wrapper::Set_DX8_Render_State(D3DRS_SRCBLEND,sf);
  396. DX8Wrapper::Set_DX8_Render_State(D3DRS_DESTBLEND,df);
  397. blendOn = TRUE;
  398. }
  399. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHABLENDENABLE,blendOn);
  400. BOOL alphaTest = FALSE;
  401. if(Get_Alpha_Test() == ShaderClass::ALPHATEST_ENABLE)
  402. {
  403. unsigned char alphareference = 0x60; // Alpha reference value that produces best results with mip-mapped textures.
  404. if(sf == D3DBLEND_INVSRCALPHA)
  405. {
  406. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHAREF,0xff - alphareference);
  407. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHAFUNC,D3DCMP_LESSEQUAL);
  408. }
  409. else
  410. {
  411. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHAREF,alphareference);
  412. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHAFUNC,D3DCMP_GREATEREQUAL);
  413. }
  414. blendAlpha = true;
  415. alphaTest = TRUE;
  416. }
  417. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHATESTENABLE,alphaTest);
  418. diff &= ~(ShaderClass::MASK_COLORMASK | ShaderClass::MASK_SRCBLEND | ShaderClass::MASK_DSTBLEND | ShaderClass::MASK_ALPHATEST);
  419. if(!diff)
  420. return;
  421. }
  422. if(diff & (ShaderClass::MASK_FOG))
  423. {
  424. // Whenever fog is enabled or disabled, the entire shader is invalidated. This is why we
  425. // can defer the "fog enabled" check inside the "fog settings changed" check.
  426. if (DX8Wrapper::Get_Current_Caps()->Is_Fog_Allowed() && DX8Wrapper::Get_Fog_Enable()) {
  427. BOOL fm = FALSE;
  428. D3DCOLOR fogColor = DX8Wrapper::Get_Fog_Color();
  429. switch(Get_Fog_Func())
  430. {
  431. case ShaderClass::FOG_ENABLE:
  432. fm = TRUE;
  433. break;
  434. case ShaderClass::FOG_SCALE_FRAGMENT:
  435. fogColor = 0;
  436. fm = TRUE;
  437. break;
  438. case ShaderClass::FOG_WHITE:
  439. fogColor = 0xffffff;
  440. fm = TRUE;
  441. break;
  442. case ShaderClass::FOG_DISABLE:
  443. fm = FALSE;
  444. break;
  445. }
  446. DX8Wrapper::Set_DX8_Render_State(D3DRS_FOGENABLE,fm);
  447. if(fm)
  448. {
  449. DX8Wrapper::Set_DX8_Render_State(D3DRS_FOGCOLOR,fogColor);
  450. }
  451. } else {
  452. DX8Wrapper::Set_DX8_Render_State(D3DRS_FOGENABLE,FALSE);
  453. }
  454. diff &= ~(ShaderClass::MASK_FOG);
  455. if(!diff)
  456. return;
  457. }
  458. if(diff & (ShaderClass::MASK_PRIGRADIENT|ShaderClass::MASK_TEXTURING))
  459. {
  460. D3DTEXTUREOP cOp = D3DTOP_SELECTARG1;
  461. D3DTEXTUREOP aOp = D3DTOP_SELECTARG1;
  462. DWORD cArg1 = D3DTA_DIFFUSE, cArg2 = D3DTA_DIFFUSE;
  463. DWORD aArg1 = D3DTA_DIFFUSE, aArg2 = D3DTA_DIFFUSE;
  464. if(Get_Texturing() == ShaderClass::TEXTURING_ENABLE)
  465. {
  466. switch(Get_Primary_Gradient())
  467. {
  468. case ShaderClass::GRADIENT_DISABLE:
  469. //Decal
  470. cOp = D3DTOP_SELECTARG1;
  471. cArg1 = D3DTA_TEXTURE;
  472. cArg2 = D3DTA_CURRENT;
  473. aOp = D3DTOP_SELECTARG1;
  474. aArg1 = D3DTA_TEXTURE;
  475. aArg2 = D3DTA_CURRENT;
  476. break;
  477. default:
  478. case ShaderClass::GRADIENT_MODULATE:
  479. //Modulate Alpha
  480. cOp = D3DTOP_MODULATE;
  481. cArg1 = D3DTA_TEXTURE;
  482. cArg2 = D3DTA_DIFFUSE;
  483. aOp = D3DTOP_MODULATE;
  484. aArg1 = D3DTA_TEXTURE;
  485. aArg2 = D3DTA_DIFFUSE;
  486. break;
  487. case ShaderClass::GRADIENT_ADD:
  488. if(!(TextureOpCaps & D3DTEXOPCAPS_ADD))
  489. cOp = D3DTOP_MODULATE;
  490. else
  491. cOp = D3DTOP_ADD;
  492. cArg1 = D3DTA_TEXTURE;
  493. cArg2 = D3DTA_DIFFUSE;
  494. aOp = D3DTOP_MODULATE;
  495. aArg1 = D3DTA_TEXTURE;
  496. aArg2 = D3DTA_DIFFUSE;
  497. break;
  498. // Bump map is a hack currently as we only have two stages in use!
  499. case ShaderClass::GRADIENT_BUMPENVMAP:
  500. if(TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAP)
  501. {
  502. cOp=D3DTOP_BUMPENVMAP;
  503. cArg1=D3DTA_TEXTURE;
  504. cArg2=D3DTA_DIFFUSE;
  505. aOp = D3DTOP_DISABLE;
  506. aArg1 = D3DTA_TEXTURE;
  507. aArg2 = D3DTA_CURRENT;
  508. }
  509. else {
  510. SNAPSHOT_SAY(("Warning: Using unsupported texture op: BUMPENVMAP\n"));
  511. }
  512. break;
  513. // Bump map is a hack currently as we only have two stages in use!
  514. case ShaderClass::GRADIENT_BUMPENVMAPLUMINANCE:
  515. if(TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAPLUMINANCE)
  516. {
  517. cOp=D3DTOP_BUMPENVMAPLUMINANCE;
  518. cArg1=D3DTA_TEXTURE;
  519. cArg2=D3DTA_DIFFUSE;
  520. aOp = D3DTOP_DISABLE;
  521. aArg1 = D3DTA_TEXTURE;
  522. aArg2 = D3DTA_CURRENT;
  523. }
  524. else {
  525. SNAPSHOT_SAY(("Warning: Using unsupported texture op: BUMPENVMAPLUMINANCE\n"));
  526. }
  527. break;
  528. // Bump map is a hack currently as we only have two stages in use!
  529. case ShaderClass::GRADIENT_DOTPRODUCT3:
  530. if(TextureOpCaps & D3DTEXOPCAPS_DOTPRODUCT3)
  531. {
  532. cOp=D3DTOP_DOTPRODUCT3;
  533. cArg1=D3DTA_TEXTURE;
  534. cArg2=D3DTA_DIFFUSE;
  535. aOp = D3DTOP_DISABLE;
  536. aArg1 = D3DTA_TEXTURE;
  537. aArg2 = D3DTA_CURRENT;
  538. }
  539. else {
  540. SNAPSHOT_SAY(("Warning: Using unsupported texture op: DOTPRODUCT3\n"));
  541. }
  542. break;
  543. }
  544. }
  545. else
  546. {
  547. switch(Get_Primary_Gradient())
  548. {
  549. case ShaderClass::GRADIENT_DISABLE:
  550. cOp = D3DTOP_DISABLE;
  551. cArg1 = D3DTA_TEXTURE;
  552. cArg2 = D3DTA_CURRENT;
  553. aOp = D3DTOP_DISABLE;
  554. aArg1 = D3DTA_TEXTURE;
  555. aArg2 = D3DTA_CURRENT;
  556. break;
  557. default:
  558. case ShaderClass::GRADIENT_MODULATE:
  559. cOp = D3DTOP_SELECTARG2;
  560. cArg1 = D3DTA_TEXTURE;
  561. cArg2 = D3DTA_DIFFUSE;
  562. aOp = D3DTOP_SELECTARG2;
  563. aArg1 = D3DTA_TEXTURE;
  564. aArg2 = D3DTA_DIFFUSE;
  565. break;
  566. case ShaderClass::GRADIENT_ADD:
  567. cOp = D3DTOP_SELECTARG2;
  568. cArg1 = D3DTA_TEXTURE;
  569. cArg2 = D3DTA_DIFFUSE;
  570. aOp = D3DTOP_SELECTARG2;
  571. aArg1 = D3DTA_TEXTURE;
  572. aArg2 = D3DTA_DIFFUSE;
  573. break;
  574. }
  575. }
  576. DX8Wrapper::Set_DX8_Texture_Stage_State(0,D3DTSS_COLOROP,cOp);
  577. DX8Wrapper::Set_DX8_Texture_Stage_State(0,D3DTSS_COLORARG1,cArg1);
  578. DX8Wrapper::Set_DX8_Texture_Stage_State(0,D3DTSS_COLORARG2,cArg2);
  579. DX8Wrapper::Set_DX8_Texture_Stage_State(0,D3DTSS_ALPHAOP,aOp);
  580. DX8Wrapper::Set_DX8_Texture_Stage_State(0,D3DTSS_ALPHAARG1,aArg1);
  581. DX8Wrapper::Set_DX8_Texture_Stage_State(0,D3DTSS_ALPHAARG2,aArg2);
  582. diff &= ~(ShaderClass::MASK_PRIGRADIENT);
  583. }
  584. if(diff & (ShaderClass::MASK_POSTDETAILCOLORFUNC|ShaderClass::MASK_TEXTURING))
  585. {
  586. D3DTEXTUREOP cOp = D3DTOP_DISABLE;
  587. DWORD cArg1 = D3DTA_TEXTURE;
  588. DWORD cArg2 = D3DTA_CURRENT;
  589. if(Get_Texturing()== ShaderClass::TEXTURING_ENABLE)
  590. {
  591. switch(Get_Post_Detail_Color_Func())
  592. {
  593. default:
  594. case ShaderClass::DETAILCOLOR_DISABLE:
  595. break;
  596. case ShaderClass::DETAILCOLOR_DETAIL:
  597. if(TextureOpCaps & D3DTEXOPCAPS_SELECTARG1)
  598. {
  599. cOp = D3DTOP_SELECTARG1;
  600. cArg1 = D3DTA_TEXTURE;
  601. cArg2 = D3DTA_CURRENT;
  602. }
  603. else {
  604. SNAPSHOT_SAY(("Warning: Using unsupported texture op: SELECTARG1\n"));
  605. }
  606. break;
  607. case ShaderClass::DETAILCOLOR_SCALE:
  608. if(TextureOpCaps & D3DTEXOPCAPS_MODULATE)
  609. {
  610. cOp = D3DTOP_MODULATE;
  611. cArg1 = D3DTA_TEXTURE;
  612. cArg2 = D3DTA_CURRENT;
  613. }
  614. else {
  615. SNAPSHOT_SAY(("Warning: Using unsupported texture op: MODULATE\n"));
  616. }
  617. break;
  618. case ShaderClass::DETAILCOLOR_INVSCALE:
  619. if(TextureOpCaps & D3DTEXOPCAPS_ADDSMOOTH)
  620. {
  621. cOp = D3DTOP_ADDSMOOTH;
  622. cArg1 = D3DTA_TEXTURE;
  623. cArg2 = D3DTA_CURRENT;
  624. } else if(TextureOpCaps & D3DTEXOPCAPS_ADD) {
  625. cOp = D3DTOP_ADD;
  626. cArg1 = D3DTA_TEXTURE;
  627. cArg2 = D3DTA_CURRENT;
  628. }
  629. else {
  630. SNAPSHOT_SAY(("Warning: Using unsupported texture op: ADDSMOOTH\n"));
  631. }
  632. break;
  633. case ShaderClass::DETAILCOLOR_ADD:
  634. if(TextureOpCaps & D3DTEXOPCAPS_ADD)
  635. {
  636. cOp = D3DTOP_ADD;
  637. cArg1 = D3DTA_TEXTURE;
  638. cArg2 = D3DTA_CURRENT;
  639. }
  640. else {
  641. SNAPSHOT_SAY(("Warning: Using unsupported texture op: ADD\n"));
  642. }
  643. break;
  644. case ShaderClass::DETAILCOLOR_SUB:
  645. if(TextureOpCaps & D3DTEXOPCAPS_SUBTRACT)
  646. {
  647. cOp = D3DTOP_SUBTRACT;
  648. cArg1 = D3DTA_TEXTURE;
  649. cArg2 = D3DTA_CURRENT;
  650. }
  651. else {
  652. SNAPSHOT_SAY(("Warning: Using unsupported texture op: SUBTRACT\n"));
  653. }
  654. break;
  655. case ShaderClass::DETAILCOLOR_SUBR:
  656. if(TextureOpCaps & D3DTEXOPCAPS_SUBTRACT)
  657. {
  658. cOp = D3DTOP_SUBTRACT;
  659. cArg1 = D3DTA_CURRENT;
  660. cArg2 = D3DTA_TEXTURE;
  661. }
  662. else {
  663. SNAPSHOT_SAY(("Warning: Using unsupported texture op: SUBTRACT\n"));
  664. }
  665. break;
  666. case ShaderClass::DETAILCOLOR_BLEND:
  667. if(TextureOpCaps & D3DTEXOPCAPS_BLENDTEXTUREALPHA)
  668. {
  669. cOp = D3DTOP_BLENDTEXTUREALPHA;
  670. cArg1 = D3DTA_TEXTURE;
  671. cArg2 = D3DTA_CURRENT;
  672. }
  673. else {
  674. SNAPSHOT_SAY(("Warning: Using unsupported texture op: BLENDTEXTUREALPHA\n"));
  675. }
  676. break;
  677. case ShaderClass::DETAILCOLOR_DETAILBLEND:
  678. if(TextureOpCaps & D3DTEXOPCAPS_BLENDCURRENTALPHA)
  679. {
  680. cOp = D3DTOP_BLENDCURRENTALPHA;
  681. cArg1 = D3DTA_TEXTURE;
  682. cArg2 = D3DTA_CURRENT;
  683. }
  684. else {
  685. SNAPSHOT_SAY(("Warning: Using unsupported texture op: BLENDCURRENTALPHA\n"));
  686. }
  687. break;
  688. }
  689. }
  690. DX8Wrapper::Set_DX8_Texture_Stage_State(1,D3DTSS_COLOROP,cOp);
  691. DX8Wrapper::Set_DX8_Texture_Stage_State(1,D3DTSS_COLORARG1,cArg1);
  692. DX8Wrapper::Set_DX8_Texture_Stage_State(1,D3DTSS_COLORARG2,cArg2);
  693. }
  694. diff &= ~(ShaderClass::MASK_POSTDETAILCOLORFUNC);
  695. if(diff & (ShaderClass::MASK_POSTDETAILALPHAFUNC|ShaderClass::MASK_TEXTURING))
  696. {
  697. D3DTEXTUREOP aOp = D3DTOP_DISABLE;
  698. DWORD aArg1 = D3DTA_TEXTURE;
  699. DWORD aArg2 = D3DTA_CURRENT;
  700. if(Get_Texturing() == ShaderClass::TEXTURING_ENABLE)
  701. {
  702. switch(Get_Post_Detail_Alpha_Func())
  703. {
  704. default:
  705. case ShaderClass::DETAILALPHA_DISABLE:
  706. break;
  707. case ShaderClass::DETAILALPHA_DETAIL:
  708. if(TextureOpCaps & D3DTEXOPCAPS_SELECTARG1)
  709. {
  710. aOp = D3DTOP_SELECTARG1;
  711. aArg1 = D3DTA_TEXTURE;
  712. aArg2 = D3DTA_CURRENT;
  713. }
  714. else {
  715. SNAPSHOT_SAY(("Warning: Using unsupported texture op: SELECTARG1\n"));
  716. }
  717. break;
  718. case ShaderClass::DETAILALPHA_SCALE:
  719. if(TextureOpCaps & D3DTEXOPCAPS_MODULATE)
  720. {
  721. aOp = D3DTOP_MODULATE;
  722. aArg1 = D3DTA_TEXTURE;
  723. aArg2 = D3DTA_CURRENT;
  724. }
  725. else {
  726. SNAPSHOT_SAY(("Warning: Using unsupported texture op: MODULATE\n"));
  727. }
  728. break;
  729. case ShaderClass::DETAILALPHA_INVSCALE:
  730. if(TextureOpCaps & D3DTEXOPCAPS_ADDSMOOTH)
  731. {
  732. aOp = D3DTOP_ADDSMOOTH;
  733. aArg1 = D3DTA_TEXTURE;
  734. aArg2 = D3DTA_CURRENT;
  735. }
  736. else {
  737. SNAPSHOT_SAY(("Warning: Using unsupported texture op: ADDSMOOTH\n"));
  738. }
  739. break;
  740. }
  741. }
  742. DX8Wrapper::Set_DX8_Texture_Stage_State(1,D3DTSS_ALPHAOP,aOp);
  743. DX8Wrapper::Set_DX8_Texture_Stage_State(1,D3DTSS_ALPHAARG1,aArg1);
  744. DX8Wrapper::Set_DX8_Texture_Stage_State(1,D3DTSS_ALPHAARG2,aArg2);
  745. }
  746. diff &= ~(ShaderClass::MASK_POSTDETAILALPHAFUNC);
  747. diff &= ~(ShaderClass::MASK_TEXTURING);
  748. if(!diff)
  749. return;
  750. DX8Wrapper::Set_DX8_Render_State(D3DRS_SPECULARENABLE,BOOL(Get_Secondary_Gradient()));
  751. // DEPTH COMPARE FUNCTION
  752. DX8Wrapper::Set_DX8_Render_State(D3DRS_ZFUNC,D3DCMPFUNC(int(Get_Depth_Compare())+1));
  753. // DEPTH MASK
  754. DX8Wrapper::Set_DX8_Render_State(D3DRS_ZWRITEENABLE,BOOL(Get_Depth_Mask()));
  755. // DITHERING
  756. // DX8Wrapper::Set_DX8_Render_State(D3DRS_DITHERENABLE,BOOL(Get_Dither_Mask()));
  757. // CULLMODE
  758. DX8Wrapper::Set_DX8_Render_State(D3DRS_CULLMODE,Get_Cull_Mode() ? _PolygonCullMode : D3DCULL_NONE);
  759. // NPATCHES
  760. if (diff&ShaderClass::MASK_NPATCHENABLE) {
  761. float level=1.0f;
  762. if (Get_NPatch_Enable()) level=float(WW3D::Get_NPatches_Level());
  763. DX8Wrapper::Set_DX8_Render_State(D3DRS_PATCHSEGMENTS,*((DWORD*)&level));
  764. }
  765. // Enable/disable alpha test
  766. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHATESTENABLE,BOOL(Get_Alpha_Test()));
  767. // Enable/disable stencil test
  768. // Not supported yet
  769. }
  770. /***********************************************************************************************
  771. * ShaderClass::Invert_Backface_Culling -- Globally invert the sense of all backface culling *
  772. * *
  773. * INPUT: *
  774. * *
  775. * OUTPUT: *
  776. * *
  777. * WARNINGS: *
  778. * *
  779. * HISTORY: *
  780. * 4/24/2001 gth : Created. *
  781. *=============================================================================================*/
  782. void ShaderClass::Invert_Backface_Culling(bool onoff)
  783. {
  784. if (onoff == true) {
  785. _PolygonCullMode = D3DCULL_CCW;
  786. } else {
  787. _PolygonCullMode = D3DCULL_CW;
  788. }
  789. Invalidate();
  790. }
  791. /***********************************************************************************************
  792. * ShaderClass::Get_SS_Category -- Helper function for static sort system *
  793. * *
  794. * *
  795. * *
  796. * *
  797. * INPUT: *
  798. * *
  799. * OUTPUT: *
  800. * *
  801. * WARNINGS: *
  802. * *
  803. * HISTORY: *
  804. * 7/13/2001 hy : Created. *
  805. *=============================================================================================*/
  806. ShaderClass::StaticSortCategoryType ShaderClass::Get_SS_Category(void) const
  807. {
  808. // category: Opaque
  809. if ( (ALPHATEST_DISABLE==Get_Alpha_Test()) && (DSTBLEND_ZERO==Get_Dst_Blend_Func()) )
  810. return SSCAT_OPAQUE;
  811. // category: Alpha Test
  812. if (ALPHATEST_ENABLE==Get_Alpha_Test()) {
  813. if (DSTBLEND_ZERO==Get_Dst_Blend_Func()) return SSCAT_ALPHA_TEST;
  814. if ( (SRCBLEND_SRC_ALPHA==Get_Src_Blend_Func()) &&
  815. (DSTBLEND_ONE_MINUS_SRC_ALPHA==Get_Dst_Blend_Func()) )
  816. return SSCAT_ALPHA_TEST;
  817. }
  818. // category: Additive
  819. if ( (SRCBLEND_ONE==Get_Src_Blend_Func()) && (DSTBLEND_ONE==Get_Dst_Blend_Func()) )
  820. return SSCAT_ADDITIVE;
  821. // category: Everything else
  822. return SSCAT_OTHER;
  823. }
  824. /***********************************************************************************************
  825. * ShaderClass::Guess_Sort_Level -- Guess the static sort level *
  826. * *
  827. * *
  828. * *
  829. * *
  830. * INPUT: *
  831. * *
  832. * OUTPUT: *
  833. * *
  834. * WARNINGS: *
  835. * *
  836. * HISTORY: *
  837. * 8/27/2001 hy : Created. *
  838. *=============================================================================================*/
  839. int ShaderClass::Guess_Sort_Level(void) const
  840. {
  841. int sort_level;
  842. StaticSortCategoryType scat=Get_SS_Category();
  843. switch (scat)
  844. {
  845. case ShaderClass::SSCAT_OPAQUE:
  846. case ShaderClass::SSCAT_ALPHA_TEST:
  847. sort_level=SORT_LEVEL_NONE;
  848. break;
  849. case ShaderClass::SSCAT_ADDITIVE:
  850. sort_level=SORT_LEVEL_BIN3;
  851. break;
  852. default:
  853. sort_level=SORT_LEVEL_BIN1;
  854. break;
  855. }
  856. return sort_level;
  857. }
  858. /***********************************************************************************************
  859. * ShaderClass::Is_Backface_Culling_Inverted -- Is backface culling inverted? *
  860. * *
  861. * INPUT: *
  862. * *
  863. * OUTPUT: *
  864. * *
  865. * WARNINGS: *
  866. * *
  867. * HISTORY: *
  868. * 4/24/2001 gth : Created. *
  869. *=============================================================================================*/
  870. bool ShaderClass::Is_Backface_Culling_Inverted(void)
  871. {
  872. return (_PolygonCullMode == D3DCULL_CCW);
  873. }