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@@ -0,0 +1,779 @@
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+/*
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+-----------------------------------------------------------------------------
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+This source file is part of OGRE
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+ (Object-oriented Graphics Rendering Engine)
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+For the latest info, see http://www.ogre3d.org/
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+
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+Copyright (c) 2000-2011 Torus Knot Software Ltd
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+
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+Permission is hereby granted, free of charge, to any person obtaining a copy
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+of this software and associated documentation files (the "Software"), to deal
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+in the Software without restriction, including without limitation the rights
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+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+copies of the Software, and to permit persons to whom the Software is
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+furnished to do so, subject to the following conditions:
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+
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+The above copyright notice and this permission notice shall be included in
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+all copies or substantial portions of the Software.
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+
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+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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+THE SOFTWARE.
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+-----------------------------------------------------------------------------
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+*/
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+#include "OgreD3D9Mappings.h"
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+#include "OgreString.h"
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+#include "OgreStringConverter.h"
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+#include "OgreException.h"
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+
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+namespace Ogre
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+{
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+ //---------------------------------------------------------------------
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+ DWORD D3D9Mappings::get(ShadeOptions so)
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+ {
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+ switch( so )
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+ {
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+ case SO_FLAT:
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+ return D3DSHADE_FLAT;
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+ case SO_GOURAUD:
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+ return D3DSHADE_GOURAUD;
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+ case SO_PHONG:
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+ return D3DSHADE_PHONG;
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+ }
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+ return 0;
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+ }
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+ //---------------------------------------------------------------------
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+ DWORD D3D9Mappings::get(TexCoordCalcMethod m, const D3DCAPS9& caps)
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+ {
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+ switch( m )
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+ {
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+ case TEXCALC_NONE:
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+ return D3DTSS_TCI_PASSTHRU;
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+ case TEXCALC_ENVIRONMENT_MAP_REFLECTION:
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+ return D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR;
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+ case TEXCALC_ENVIRONMENT_MAP_PLANAR:
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+ if (caps.VertexProcessingCaps & D3DVTXPCAPS_TEXGEN_SPHEREMAP)
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+ {
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+ // Use sphere map if available
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+ return D3DTSS_TCI_SPHEREMAP;
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+ }
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+ else
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+ {
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+ // If not, fall back on camera space reflection vector which isn't as good
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+ return D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR;
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+ }
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+ case TEXCALC_ENVIRONMENT_MAP_NORMAL:
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+ return D3DTSS_TCI_CAMERASPACENORMAL;
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+ case TEXCALC_ENVIRONMENT_MAP:
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+ if (caps.VertexProcessingCaps & D3DVTXPCAPS_TEXGEN_SPHEREMAP)
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+ {
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+ // Use sphere map if available
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+ return D3DTSS_TCI_SPHEREMAP;
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+ }
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+ else
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+ {
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+ // If not, fall back on camera space normal which isn't as good
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+ return D3DTSS_TCI_CAMERASPACENORMAL;
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+ }
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+ case TEXCALC_PROJECTIVE_TEXTURE:
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+ return D3DTSS_TCI_CAMERASPACEPOSITION;
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+ }
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+ return 0;
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+ }
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+ //---------------------------------------------------------------------
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+ D3DTEXTUREADDRESS D3D9Mappings::get(TextureUnitState::TextureAddressingMode tam, const D3DCAPS9& devCaps)
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+ {
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+ switch( tam )
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+ {
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+ case TextureUnitState::TAM_WRAP:
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+ return D3DTADDRESS_WRAP;
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+ case TextureUnitState::TAM_MIRROR:
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+ return D3DTADDRESS_MIRROR;
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+ case TextureUnitState::TAM_CLAMP:
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+ return D3DTADDRESS_CLAMP;
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+ case TextureUnitState::TAM_BORDER:
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+ if (devCaps.TextureAddressCaps & D3DPTADDRESSCAPS_BORDER)
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+ return D3DTADDRESS_BORDER;
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+ else
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+ return D3DTADDRESS_CLAMP;
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+ }
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+ return D3DTADDRESS_FORCE_DWORD;
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+ }
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+ //---------------------------------------------------------------------
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+ D3DTEXTURESTAGESTATETYPE D3D9Mappings::get(LayerBlendType lbt)
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+ {
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+ switch( lbt )
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+ {
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+ case LBT_COLOUR:
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+ return D3DTSS_COLOROP;
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+ case LBT_ALPHA:
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+ return D3DTSS_ALPHAOP;
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+ }
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+ return D3DTSS_FORCE_DWORD;
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+ }
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+ //---------------------------------------------------------------------
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+ DWORD D3D9Mappings::get(LayerBlendSource lbs, bool perStageConstants)
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+ {
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+ switch( lbs )
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+ {
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+ case LBS_CURRENT:
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+ return D3DTA_CURRENT;
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+ case LBS_TEXTURE:
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+ return D3DTA_TEXTURE;
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+ case LBS_DIFFUSE:
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+ return D3DTA_DIFFUSE;
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+ case LBS_SPECULAR:
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+ return D3DTA_SPECULAR;
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+ case LBS_MANUAL:
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+ return perStageConstants ? D3DTA_CONSTANT : D3DTA_TFACTOR;
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+ }
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+ return 0;
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+ }
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+ //---------------------------------------------------------------------
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+ DWORD D3D9Mappings::get(LayerBlendOperationEx lbo, const D3DCAPS9& devCaps)
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+ {
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+ switch( lbo )
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+ {
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+ case LBX_SOURCE1:
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+ return D3DTOP_SELECTARG1;
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+ case LBX_SOURCE2:
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+ return D3DTOP_SELECTARG2;
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+ case LBX_MODULATE:
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+ return D3DTOP_MODULATE;
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+ case LBX_MODULATE_X2:
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+ return D3DTOP_MODULATE2X;
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+ case LBX_MODULATE_X4:
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+ return D3DTOP_MODULATE4X;
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+ case LBX_ADD:
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+ return D3DTOP_ADD;
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+ case LBX_ADD_SIGNED:
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+ return D3DTOP_ADDSIGNED;
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+ case LBX_ADD_SMOOTH:
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+ return D3DTOP_ADDSMOOTH;
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+ case LBX_SUBTRACT:
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+ return D3DTOP_SUBTRACT;
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+ case LBX_BLEND_DIFFUSE_ALPHA:
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+ return D3DTOP_BLENDDIFFUSEALPHA;
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+ case LBX_BLEND_TEXTURE_ALPHA:
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+ return D3DTOP_BLENDTEXTUREALPHA;
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+ case LBX_BLEND_CURRENT_ALPHA:
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+ return D3DTOP_BLENDCURRENTALPHA;
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+ case LBX_BLEND_MANUAL:
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+ return D3DTOP_BLENDFACTORALPHA;
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+ case LBX_DOTPRODUCT:
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+ if (devCaps.TextureOpCaps & D3DTEXOPCAPS_DOTPRODUCT3)
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+ return D3DTOP_DOTPRODUCT3;
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+ else
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+ return D3DTOP_MODULATE;
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+ case LBX_BLEND_DIFFUSE_COLOUR:
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+ if (devCaps.TextureOpCaps & D3DTEXOPCAPS_LERP)
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+ return D3DTOP_LERP;
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+ else
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+ return D3DTOP_MODULATE;
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+ }
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+ return 0;
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+ }
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+ //---------------------------------------------------------------------
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+ D3DBLEND D3D9Mappings::get(SceneBlendFactor sbf)
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+ {
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+ switch( sbf )
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+ {
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+ case SBF_ONE:
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+ return D3DBLEND_ONE;
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+ case SBF_ZERO:
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+ return D3DBLEND_ZERO;
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+ case SBF_DEST_COLOUR:
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+ return D3DBLEND_DESTCOLOR;
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+ case SBF_SOURCE_COLOUR:
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+ return D3DBLEND_SRCCOLOR;
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+ case SBF_ONE_MINUS_DEST_COLOUR:
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+ return D3DBLEND_INVDESTCOLOR;
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+ case SBF_ONE_MINUS_SOURCE_COLOUR:
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+ return D3DBLEND_INVSRCCOLOR;
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+ case SBF_DEST_ALPHA:
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+ return D3DBLEND_DESTALPHA;
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+ case SBF_SOURCE_ALPHA:
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+ return D3DBLEND_SRCALPHA;
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+ case SBF_ONE_MINUS_DEST_ALPHA:
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+ return D3DBLEND_INVDESTALPHA;
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+ case SBF_ONE_MINUS_SOURCE_ALPHA:
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+ return D3DBLEND_INVSRCALPHA;
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+ }
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+ return D3DBLEND_FORCE_DWORD;
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+ }
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+ //---------------------------------------------------------------------
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+ D3DBLENDOP D3D9Mappings::get(Ogre::SceneBlendOperation sbo)
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+ {
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+ switch(sbo)
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+ {
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+ case SBO_ADD:
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+ return D3DBLENDOP_ADD;
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+ case SBO_SUBTRACT:
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+ return D3DBLENDOP_SUBTRACT;
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+ case SBO_REVERSE_SUBTRACT:
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+ return D3DBLENDOP_REVSUBTRACT;
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+ case SBO_MIN:
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+ return D3DBLENDOP_MIN;
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+ case SBO_MAX:
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+ return D3DBLENDOP_MAX;
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+ }
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+
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+ return D3DBLENDOP_FORCE_DWORD;
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+ }
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+ //---------------------------------------------------------------------
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+ DWORD D3D9Mappings::get(CompareFunction cf)
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+ {
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+ switch( cf )
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+ {
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+ case CMPF_ALWAYS_FAIL:
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+ return D3DCMP_NEVER;
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+ case CMPF_ALWAYS_PASS:
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+ return D3DCMP_ALWAYS;
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+ case CMPF_LESS:
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+ return D3DCMP_LESS;
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+ case CMPF_LESS_EQUAL:
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+ return D3DCMP_LESSEQUAL;
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+ case CMPF_EQUAL:
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+ return D3DCMP_EQUAL;
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+ case CMPF_NOT_EQUAL:
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+ return D3DCMP_NOTEQUAL;
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+ case CMPF_GREATER_EQUAL:
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+ return D3DCMP_GREATEREQUAL;
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+ case CMPF_GREATER:
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+ return D3DCMP_GREATER;
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+ };
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+ return 0;
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+ }
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+ //---------------------------------------------------------------------
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+ DWORD D3D9Mappings::get(CullingMode cm, bool flip)
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+ {
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+ switch( cm )
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+ {
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+ case CULL_NONE:
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+ return D3DCULL_NONE;
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+ case CULL_CLOCKWISE:
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+ if( flip )
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+ return D3DCULL_CCW;
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+ else
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+ return D3DCULL_CW;
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+ case CULL_ANTICLOCKWISE:
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+ if( flip )
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+ return D3DCULL_CW;
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+ else
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+ return D3DCULL_CCW;
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+ }
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+ return 0;
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+ }
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+ //---------------------------------------------------------------------
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+ D3DFOGMODE D3D9Mappings::get(FogMode fm)
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+ {
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+ switch( fm )
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+ {
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+ case FOG_EXP:
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+ return D3DFOG_EXP;
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+ case FOG_EXP2:
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+ return D3DFOG_EXP2;
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+ case FOG_LINEAR:
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+ return D3DFOG_LINEAR;
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+ }
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+ return D3DFOG_FORCE_DWORD;
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+ }
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+ //---------------------------------------------------------------------
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+ D3DFILLMODE D3D9Mappings::get(PolygonMode level)
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+ {
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+ switch(level)
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+ {
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+ case PM_POINTS:
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+ return D3DFILL_POINT;
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+ case PM_WIREFRAME:
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+ return D3DFILL_WIREFRAME;
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+ case PM_SOLID:
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+ return D3DFILL_SOLID;
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+ }
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+ return D3DFILL_FORCE_DWORD;
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+ }
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+ //---------------------------------------------------------------------
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+ DWORD D3D9Mappings::get(StencilOperation op, bool invert)
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+ {
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+ switch(op)
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+ {
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+ case SOP_KEEP:
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+ return D3DSTENCILOP_KEEP;
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+ case SOP_ZERO:
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+ return D3DSTENCILOP_ZERO;
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+ case SOP_REPLACE:
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+ return D3DSTENCILOP_REPLACE;
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+ case SOP_INCREMENT:
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+ return invert? D3DSTENCILOP_DECRSAT : D3DSTENCILOP_INCRSAT;
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+ case SOP_DECREMENT:
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+ return invert? D3DSTENCILOP_INCRSAT : D3DSTENCILOP_DECRSAT;
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+ case SOP_INCREMENT_WRAP:
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+ return invert? D3DSTENCILOP_DECR : D3DSTENCILOP_INCR;
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+ case SOP_DECREMENT_WRAP:
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+ return invert? D3DSTENCILOP_INCR : D3DSTENCILOP_DECR;
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+ case SOP_INVERT:
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+ return D3DSTENCILOP_INVERT;
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+ }
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+ return 0;
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+ }
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+ //---------------------------------------------------------------------
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+ D3DSAMPLERSTATETYPE D3D9Mappings::get(FilterType ft)
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+ {
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+ switch (ft)
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+ {
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+ case FT_MIN:
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+ return D3DSAMP_MINFILTER;
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+ break;
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+ case FT_MAG:
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+ return D3DSAMP_MAGFILTER;
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+ break;
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+ case FT_MIP:
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+ return D3DSAMP_MIPFILTER;
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+ break;
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+ }
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+
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+ // to keep compiler happy
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+ return D3DSAMP_MINFILTER;
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+ }
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+ //---------------------------------------------------------------------
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+ DWORD D3D9Mappings::get(FilterType ft, FilterOptions fo, const D3DCAPS9& devCaps,
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+ eD3DTexType texType)
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+ {
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+ // Assume normal
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+ DWORD capsType = devCaps.TextureFilterCaps;
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+
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+ switch( texType )
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+ {
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+ case D3D_TEX_TYPE_NORMAL:
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+ capsType = devCaps.TextureFilterCaps;
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+ break;
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+ case D3D_TEX_TYPE_CUBE:
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+ capsType = devCaps.CubeTextureFilterCaps;
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+ break;
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+ case D3D_TEX_TYPE_VOLUME:
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+ capsType = devCaps.VolumeTextureFilterCaps;
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+ break;
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+ }
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+
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+ switch (ft)
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+ {
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+ case FT_MIN:
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+ switch( fo )
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+ {
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+ // NOTE: Fall through if device doesn't support requested type
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+ case FO_ANISOTROPIC:
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+ if( capsType & D3DPTFILTERCAPS_MINFANISOTROPIC )
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+ {
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+ return D3DTEXF_ANISOTROPIC;
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+ break;
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+ }
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+ case FO_LINEAR:
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+ if( capsType & D3DPTFILTERCAPS_MINFLINEAR )
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+ {
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+ return D3DTEXF_LINEAR;
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+ break;
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+ }
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+ case FO_POINT:
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+ case FO_NONE:
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+ return D3DTEXF_POINT;
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+ break;
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+ }
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+ break;
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+ case FT_MAG:
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+ switch( fo )
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+ {
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+ // NOTE: Fall through if device doesn't support requested type
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+ case FO_ANISOTROPIC:
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+ if( capsType & D3DPTFILTERCAPS_MAGFANISOTROPIC )
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+ {
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+ return D3DTEXF_ANISOTROPIC;
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+ break;
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+ }
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+ case FO_LINEAR:
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+ if( capsType & D3DPTFILTERCAPS_MAGFLINEAR )
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+ {
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+ return D3DTEXF_LINEAR;
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+ break;
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+ }
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+ case FO_POINT:
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+ case FO_NONE:
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+ return D3DTEXF_POINT;
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+ break;
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+ }
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+ break;
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+ case FT_MIP:
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+ switch( fo )
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+ {
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|
|
+ case FO_ANISOTROPIC:
|
|
|
+ case FO_LINEAR:
|
|
|
+ if( capsType & D3DPTFILTERCAPS_MIPFLINEAR )
|
|
|
+ {
|
|
|
+ return D3DTEXF_LINEAR;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ case FO_POINT:
|
|
|
+ if( capsType & D3DPTFILTERCAPS_MIPFPOINT )
|
|
|
+ {
|
|
|
+ return D3DTEXF_POINT;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ case FO_NONE:
|
|
|
+ return D3DTEXF_NONE;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ }
|
|
|
+
|
|
|
+ // should never get here
|
|
|
+ return 0;
|
|
|
+
|
|
|
+ }
|
|
|
+ //---------------------------------------------------------------------
|
|
|
+ D3D9Mappings::eD3DTexType D3D9Mappings::get(TextureType ogreTexType)
|
|
|
+ {
|
|
|
+ switch( ogreTexType )
|
|
|
+ {
|
|
|
+ case TEX_TYPE_1D :
|
|
|
+ case TEX_TYPE_2D :
|
|
|
+ return D3D9Mappings::D3D_TEX_TYPE_NORMAL;
|
|
|
+ case TEX_TYPE_CUBE_MAP :
|
|
|
+ return D3D9Mappings::D3D_TEX_TYPE_CUBE;
|
|
|
+ case TEX_TYPE_3D :
|
|
|
+ return D3D9Mappings::D3D_TEX_TYPE_VOLUME;
|
|
|
+ }
|
|
|
+ return D3D9Mappings::D3D_TEX_TYPE_NONE;
|
|
|
+ }
|
|
|
+ //---------------------------------------------------------------------
|
|
|
+ DWORD D3D9Mappings::get(HardwareBuffer::Usage usage)
|
|
|
+ {
|
|
|
+ DWORD ret = 0;
|
|
|
+ if (usage & HardwareBuffer::HBU_DYNAMIC)
|
|
|
+ {
|
|
|
+#if OGRE_D3D_MANAGE_BUFFERS
|
|
|
+ // Only add the dynamic flag for default pool, and
|
|
|
+ // we use default pool when buffer is discardable
|
|
|
+ if (usage & HardwareBuffer::HBU_DISCARDABLE)
|
|
|
+ ret |= D3DUSAGE_DYNAMIC;
|
|
|
+#else
|
|
|
+ ret |= D3DUSAGE_DYNAMIC;
|
|
|
+#endif
|
|
|
+ }
|
|
|
+ if (usage & HardwareBuffer::HBU_WRITE_ONLY)
|
|
|
+ {
|
|
|
+ ret |= D3DUSAGE_WRITEONLY;
|
|
|
+ }
|
|
|
+ return ret;
|
|
|
+ }
|
|
|
+ //---------------------------------------------------------------------
|
|
|
+ DWORD D3D9Mappings::get(HardwareBuffer::LockOptions options, HardwareBuffer::Usage usage)
|
|
|
+ {
|
|
|
+ DWORD ret = 0;
|
|
|
+ if (options == HardwareBuffer::HBL_DISCARD)
|
|
|
+ {
|
|
|
+#if OGRE_D3D_MANAGE_BUFFERS
|
|
|
+ // Only add the discard flag for dynamic usgae and default pool
|
|
|
+ if ((usage & HardwareBuffer::HBU_DYNAMIC) &&
|
|
|
+ (usage & HardwareBuffer::HBU_DISCARDABLE))
|
|
|
+ ret |= D3DLOCK_DISCARD;
|
|
|
+#else
|
|
|
+ // D3D doesn't like discard or no_overwrite on non-dynamic buffers
|
|
|
+ if (usage & HardwareBuffer::HBU_DYNAMIC)
|
|
|
+ ret |= D3DLOCK_DISCARD;
|
|
|
+#endif
|
|
|
+ }
|
|
|
+ if (options == HardwareBuffer::HBL_READ_ONLY)
|
|
|
+ {
|
|
|
+ // D3D debug runtime doesn't like you locking managed buffers readonly
|
|
|
+ // when they were created with write-only (even though you CAN read
|
|
|
+ // from the software backed version)
|
|
|
+ if (!(usage & HardwareBuffer::HBU_WRITE_ONLY))
|
|
|
+ ret |= D3DLOCK_READONLY;
|
|
|
+
|
|
|
+ }
|
|
|
+ if (options == HardwareBuffer::HBL_NO_OVERWRITE)
|
|
|
+ {
|
|
|
+#if OGRE_D3D_MANAGE_BUFFERS
|
|
|
+ // Only add the nooverwrite flag for dynamic usgae and default pool
|
|
|
+ if ((usage & HardwareBuffer::HBU_DYNAMIC) &&
|
|
|
+ (usage & HardwareBuffer::HBU_DISCARDABLE))
|
|
|
+ ret |= D3DLOCK_NOOVERWRITE;
|
|
|
+#else
|
|
|
+ // D3D doesn't like discard or no_overwrite on non-dynamic buffers
|
|
|
+ if (usage & HardwareBuffer::HBU_DYNAMIC)
|
|
|
+ ret |= D3DLOCK_NOOVERWRITE;
|
|
|
+#endif
|
|
|
+ }
|
|
|
+
|
|
|
+ return ret;
|
|
|
+ }
|
|
|
+ //---------------------------------------------------------------------
|
|
|
+ D3DFORMAT D3D9Mappings::get(HardwareIndexBuffer::IndexType itype)
|
|
|
+ {
|
|
|
+ if (itype == HardwareIndexBuffer::IT_32BIT)
|
|
|
+ {
|
|
|
+ return D3DFMT_INDEX32;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ return D3DFMT_INDEX16;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ //---------------------------------------------------------------------
|
|
|
+ D3DDECLTYPE D3D9Mappings::get(VertexElementType vType)
|
|
|
+ {
|
|
|
+ switch (vType)
|
|
|
+ {
|
|
|
+ case VET_COLOUR:
|
|
|
+ case VET_COLOUR_ABGR:
|
|
|
+ case VET_COLOUR_ARGB:
|
|
|
+ return D3DDECLTYPE_D3DCOLOR;
|
|
|
+ break;
|
|
|
+ case VET_FLOAT1:
|
|
|
+ return D3DDECLTYPE_FLOAT1;
|
|
|
+ break;
|
|
|
+ case VET_FLOAT2:
|
|
|
+ return D3DDECLTYPE_FLOAT2;
|
|
|
+ break;
|
|
|
+ case VET_FLOAT3:
|
|
|
+ return D3DDECLTYPE_FLOAT3;
|
|
|
+ break;
|
|
|
+ case VET_FLOAT4:
|
|
|
+ return D3DDECLTYPE_FLOAT4;
|
|
|
+ break;
|
|
|
+ case VET_SHORT2:
|
|
|
+ return D3DDECLTYPE_SHORT2;
|
|
|
+ break;
|
|
|
+ case VET_SHORT4:
|
|
|
+ return D3DDECLTYPE_SHORT4;
|
|
|
+ break;
|
|
|
+ case VET_UBYTE4:
|
|
|
+ return D3DDECLTYPE_UBYTE4;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ // to keep compiler happy
|
|
|
+ return D3DDECLTYPE_FLOAT3;
|
|
|
+ }
|
|
|
+ //---------------------------------------------------------------------
|
|
|
+ D3DDECLUSAGE D3D9Mappings::get(VertexElementSemantic sem)
|
|
|
+ {
|
|
|
+ switch (sem)
|
|
|
+ {
|
|
|
+ case VES_BLEND_INDICES:
|
|
|
+ return D3DDECLUSAGE_BLENDINDICES;
|
|
|
+ break;
|
|
|
+ case VES_BLEND_WEIGHTS:
|
|
|
+ return D3DDECLUSAGE_BLENDWEIGHT;
|
|
|
+ break;
|
|
|
+ case VES_DIFFUSE:
|
|
|
+ return D3DDECLUSAGE_COLOR; // NB index will differentiate
|
|
|
+ break;
|
|
|
+ case VES_SPECULAR:
|
|
|
+ return D3DDECLUSAGE_COLOR; // NB index will differentiate
|
|
|
+ break;
|
|
|
+ case VES_NORMAL:
|
|
|
+ return D3DDECLUSAGE_NORMAL;
|
|
|
+ break;
|
|
|
+ case VES_POSITION:
|
|
|
+ return D3DDECLUSAGE_POSITION;
|
|
|
+ break;
|
|
|
+ case VES_TEXTURE_COORDINATES:
|
|
|
+ return D3DDECLUSAGE_TEXCOORD;
|
|
|
+ break;
|
|
|
+ case VES_BINORMAL:
|
|
|
+ return D3DDECLUSAGE_BINORMAL;
|
|
|
+ break;
|
|
|
+ case VES_TANGENT:
|
|
|
+ return D3DDECLUSAGE_TANGENT;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ // to keep compiler happy
|
|
|
+ return D3DDECLUSAGE_POSITION;
|
|
|
+ }
|
|
|
+ //---------------------------------------------------------------------
|
|
|
+ D3DXMATRIX D3D9Mappings::makeD3DXMatrix( const Matrix4& mat )
|
|
|
+ {
|
|
|
+ // Transpose matrix
|
|
|
+ // D3D9 uses row vectors i.e. V*M
|
|
|
+ // Ogre, OpenGL and everything else uses column vectors i.e. M*V
|
|
|
+ return D3DXMATRIX(
|
|
|
+ mat[0][0], mat[1][0], mat[2][0], mat[3][0],
|
|
|
+ mat[0][1], mat[1][1], mat[2][1], mat[3][1],
|
|
|
+ mat[0][2], mat[1][2], mat[2][2], mat[3][2],
|
|
|
+ mat[0][3], mat[1][3], mat[2][3], mat[3][3]);
|
|
|
+ }
|
|
|
+ //---------------------------------------------------------------------
|
|
|
+ Matrix4 D3D9Mappings::convertD3DXMatrix( const D3DXMATRIX& mat )
|
|
|
+ {
|
|
|
+ return Matrix4(
|
|
|
+ mat.m[0][0], mat.m[1][0], mat.m[2][0], mat.m[3][0],
|
|
|
+ mat.m[0][1], mat.m[1][1], mat.m[2][1], mat.m[3][1],
|
|
|
+ mat.m[0][2], mat.m[1][2], mat.m[2][2], mat.m[3][2],
|
|
|
+ mat.m[0][3], mat.m[1][3], mat.m[2][3], mat.m[3][3]);
|
|
|
+ }
|
|
|
+ /****************************************************************************************/
|
|
|
+ PixelFormat D3D9Mappings::_getPF(D3DFORMAT d3dPF)
|
|
|
+ {
|
|
|
+ switch(d3dPF)
|
|
|
+ {
|
|
|
+ case D3DFMT_A8:
|
|
|
+ return PF_A8;
|
|
|
+ case D3DFMT_L8:
|
|
|
+ return PF_L8;
|
|
|
+ case D3DFMT_L16:
|
|
|
+ return PF_L16;
|
|
|
+ case D3DFMT_A4L4:
|
|
|
+ return PF_A4L4;
|
|
|
+ case D3DFMT_A8L8:
|
|
|
+ return PF_BYTE_LA; // Assume little endian here
|
|
|
+ case D3DFMT_R3G3B2:
|
|
|
+ return PF_R3G3B2;
|
|
|
+ case D3DFMT_A1R5G5B5:
|
|
|
+ return PF_A1R5G5B5;
|
|
|
+ case D3DFMT_A4R4G4B4:
|
|
|
+ return PF_A4R4G4B4;
|
|
|
+ case D3DFMT_R5G6B5:
|
|
|
+ return PF_R5G6B5;
|
|
|
+ case D3DFMT_R8G8B8:
|
|
|
+ return PF_R8G8B8;
|
|
|
+ case D3DFMT_X8R8G8B8:
|
|
|
+ return PF_X8R8G8B8;
|
|
|
+ case D3DFMT_A8R8G8B8:
|
|
|
+ return PF_A8R8G8B8;
|
|
|
+ case D3DFMT_X8B8G8R8:
|
|
|
+ return PF_X8B8G8R8;
|
|
|
+ case D3DFMT_A8B8G8R8:
|
|
|
+ return PF_A8B8G8R8;
|
|
|
+ case D3DFMT_A2R10G10B10:
|
|
|
+ return PF_A2R10G10B10;
|
|
|
+ case D3DFMT_A2B10G10R10:
|
|
|
+ return PF_A2B10G10R10;
|
|
|
+ case D3DFMT_R16F:
|
|
|
+ return PF_FLOAT16_R;
|
|
|
+ case D3DFMT_A16B16G16R16F:
|
|
|
+ return PF_FLOAT16_RGBA;
|
|
|
+ case D3DFMT_R32F:
|
|
|
+ return PF_FLOAT32_R;
|
|
|
+ case D3DFMT_G32R32F:
|
|
|
+ return PF_FLOAT32_GR;
|
|
|
+ case D3DFMT_A32B32G32R32F:
|
|
|
+ return PF_FLOAT32_RGBA;
|
|
|
+ case D3DFMT_G16R16F:
|
|
|
+ return PF_FLOAT16_GR;
|
|
|
+ case D3DFMT_A16B16G16R16:
|
|
|
+ return PF_SHORT_RGBA;
|
|
|
+ case D3DFMT_G16R16:
|
|
|
+ return PF_SHORT_GR;
|
|
|
+ case D3DFMT_DXT1:
|
|
|
+ return PF_DXT1;
|
|
|
+ case D3DFMT_DXT2:
|
|
|
+ return PF_DXT2;
|
|
|
+ case D3DFMT_DXT3:
|
|
|
+ return PF_DXT3;
|
|
|
+ case D3DFMT_DXT4:
|
|
|
+ return PF_DXT4;
|
|
|
+ case D3DFMT_DXT5:
|
|
|
+ return PF_DXT5;
|
|
|
+ default:
|
|
|
+ return PF_UNKNOWN;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ /****************************************************************************************/
|
|
|
+ D3DFORMAT D3D9Mappings::_getPF(PixelFormat ogrePF)
|
|
|
+ {
|
|
|
+ switch(ogrePF)
|
|
|
+ {
|
|
|
+ case PF_L8:
|
|
|
+ return D3DFMT_L8;
|
|
|
+ case PF_L16:
|
|
|
+ return D3DFMT_L16;
|
|
|
+ case PF_A8:
|
|
|
+ return D3DFMT_A8;
|
|
|
+ case PF_A4L4:
|
|
|
+ return D3DFMT_A4L4;
|
|
|
+ case PF_BYTE_LA:
|
|
|
+ return D3DFMT_A8L8; // Assume little endian here
|
|
|
+ case PF_R3G3B2:
|
|
|
+ return D3DFMT_R3G3B2;
|
|
|
+ case PF_A1R5G5B5:
|
|
|
+ return D3DFMT_A1R5G5B5;
|
|
|
+ case PF_R5G6B5:
|
|
|
+ return D3DFMT_R5G6B5;
|
|
|
+ case PF_A4R4G4B4:
|
|
|
+ return D3DFMT_A4R4G4B4;
|
|
|
+ case PF_R8G8B8:
|
|
|
+ return D3DFMT_R8G8B8;
|
|
|
+ case PF_A8R8G8B8:
|
|
|
+ return D3DFMT_A8R8G8B8;
|
|
|
+ case PF_A8B8G8R8:
|
|
|
+ return D3DFMT_A8B8G8R8;
|
|
|
+ case PF_X8R8G8B8:
|
|
|
+ return D3DFMT_X8R8G8B8;
|
|
|
+ case PF_X8B8G8R8:
|
|
|
+ return D3DFMT_X8B8G8R8;
|
|
|
+ case PF_A2B10G10R10:
|
|
|
+ return D3DFMT_A2B10G10R10;
|
|
|
+ case PF_A2R10G10B10:
|
|
|
+ return D3DFMT_A2R10G10B10;
|
|
|
+ case PF_FLOAT16_R:
|
|
|
+ return D3DFMT_R16F;
|
|
|
+ case PF_FLOAT16_GR:
|
|
|
+ return D3DFMT_G16R16F;
|
|
|
+ case PF_FLOAT16_RGBA:
|
|
|
+ return D3DFMT_A16B16G16R16F;
|
|
|
+ case PF_FLOAT32_R:
|
|
|
+ return D3DFMT_R32F;
|
|
|
+ case PF_FLOAT32_GR:
|
|
|
+ return D3DFMT_G32R32F;
|
|
|
+ case PF_FLOAT32_RGBA:
|
|
|
+ return D3DFMT_A32B32G32R32F;
|
|
|
+ case PF_SHORT_RGBA:
|
|
|
+ return D3DFMT_A16B16G16R16;
|
|
|
+ case PF_SHORT_GR:
|
|
|
+ return D3DFMT_G16R16;
|
|
|
+ case PF_DXT1:
|
|
|
+ return D3DFMT_DXT1;
|
|
|
+ case PF_DXT2:
|
|
|
+ return D3DFMT_DXT2;
|
|
|
+ case PF_DXT3:
|
|
|
+ return D3DFMT_DXT3;
|
|
|
+ case PF_DXT4:
|
|
|
+ return D3DFMT_DXT4;
|
|
|
+ case PF_DXT5:
|
|
|
+ return D3DFMT_DXT5;
|
|
|
+ case PF_UNKNOWN:
|
|
|
+ default:
|
|
|
+ return D3DFMT_UNKNOWN;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ /****************************************************************************************/
|
|
|
+ PixelFormat D3D9Mappings::_getClosestSupportedPF(PixelFormat ogrePF)
|
|
|
+ {
|
|
|
+ if (_getPF(ogrePF) != D3DFMT_UNKNOWN)
|
|
|
+ {
|
|
|
+ return ogrePF;
|
|
|
+ }
|
|
|
+ switch(ogrePF)
|
|
|
+ {
|
|
|
+ case PF_B5G6R5:
|
|
|
+ return PF_R5G6B5;
|
|
|
+ case PF_B8G8R8:
|
|
|
+ return PF_R8G8B8;
|
|
|
+ case PF_B8G8R8A8:
|
|
|
+ return PF_A8R8G8B8;
|
|
|
+ case PF_SHORT_RGB:
|
|
|
+ return PF_SHORT_RGBA;
|
|
|
+ case PF_FLOAT16_RGB:
|
|
|
+ return PF_FLOAT16_RGBA;
|
|
|
+ case PF_FLOAT32_RGB:
|
|
|
+ return PF_FLOAT32_RGBA;
|
|
|
+ case PF_UNKNOWN:
|
|
|
+ default:
|
|
|
+ return PF_A8R8G8B8;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+}
|