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Apr 6th, 2013
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C++ 2.32 KB | None | 0 0
  1. bool D3DRender::RenderFlushTris()
  2. {
  3.     ApplyZBias(m_dwZBias);
  4.  
  5.     if( status.bUseHW_T_L )
  6.     {
  7. #define RICE_HW_VERTEX (D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_TEX0 )
  8.  
  9.         HRESULT res = g_pD3DDev->SetFVF( RICE_HW_VERTEX );
  10.         //D3DXMATRIX mat;
  11.         //D3DXMatrixIdentity(&mat);
  12.         //g_pD3DDev->SetTransform( D3DTS_WORLD, &mat );
  13.         //g_pD3DDev->SetTransform( D3DTS_PROJECTION, &mat );
  14.         //g_pD3DDev->SetTransform( D3DTS_VIEW, &mat );
  15.  
  16.         //UpdateCombinedMatrix();
  17.         //g_pD3DDev->SetTransform( D3DTS_WORLD, &gRSPworldProject );
  18.         g_pD3DDev->SetTransform( D3DTS_WORLD, &gRSP.modelviewMtxs[gRSP.modelViewMtxTop] );
  19.         g_pD3DDev->SetTransform( D3DTS_PROJECTION, &gRSP.projectionMtxs[gRSP.projectionMtxTop] );
  20.  
  21.         g_pD3DDev->SetRenderState( D3DRS_CULLMODE,   D3DCULL_CW );
  22.         //gD3DDevWrapper.SetRenderState( D3DRS_LIGHTING,      FALSE);
  23.         //gD3DDevWrapper.SetRenderState( D3DRS_FOGENABLE, FALSE);
  24.  
  25.         //D3DVIEWPORT9 vp = {0, 0, 640, 480, -1, 1};
  26.         //gD3DDevWrapper.SetViewport(&vp);
  27.         g_pD3DDev->DrawIndexedPrimitiveUP( D3DPT_TRIANGLELIST, 0, gRSP.maxVertexID, gRSP.numVertices/3, g_vtxIndex, D3DFMT_INDEX32, g_vtxForExternal, sizeof(EXTERNAL_VERTEX) );
  28.     }
  29.     else if( status.isVertexShaderEnabled )
  30.     {
  31.         HRESULT res = g_pD3DDev->SetVertexShader( gVertexShader );
  32.         D3DXMATRIX mat;
  33.         D3DXMatrixIdentity(&mat);
  34.         g_pD3DDev->SetTransform( D3DTS_WORLD, &mat );
  35.         g_pD3DDev->SetTransform( D3DTS_PROJECTION, &mat );
  36.         g_pD3DDev->SetTransform( D3DTS_VIEW, &mat );
  37.         UpdateOptionsForVertexShader(1.0f,1.0f);
  38.         InitVertexShaderConstants();
  39.         UpdateVertexShaderConstant();
  40.  
  41.         g_pD3DDev->DrawIndexedPrimitiveUP( D3DPT_TRIANGLELIST, 0, gRSP.maxVertexID, gRSP.numVertices/3, g_vtxIndex, D3DFMT_INDEX32, g_vtxForExternal, sizeof(EXTERNAL_VERTEX) );
  42.     }
  43.     else
  44.     {
  45.         g_pD3DDev->SetFVF(RICE_FVF_TLITVERTEX);
  46.         ClipVertexes();
  47.         if( g_clippedVtxCount > 0 )
  48.             g_pD3DDev->DrawPrimitiveUP(D3DPT_TRIANGLELIST, g_clippedVtxCount/3, g_clippedVtxBuffer, sizeof(TLITVERTEX));
  49.     }
  50.  
  51.     return true;
  52. }
  53.  
  54.  
  55. void D3DRender::BeginRendering(void)
  56. {
  57.     if( CRender::gRenderReferenceCount == 0 )
  58.     {
  59.         g_pD3DDev->BeginScene();
  60.         D3DXMATRIX mat;
  61.         D3DXMatrixIdentity(&mat);
  62.         g_pD3DDev->SetTransform( D3DTS_WORLD, &mat );
  63.         g_pD3DDev->SetTransform( D3DTS_PROJECTION, &mat );
  64.         g_pD3DDev->SetTransform( D3DTS_VIEW, &mat );
  65.     }
  66.  
  67.     CRender::gRenderReferenceCount++;
  68. }
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