mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 23:01:59 +00:00
- Added back the code to allow some variation to the players' shades when
players are on teams. - Set TEAM_None back to 255. Since a player's team has already been accessible through ACS, needlessly redefining this is a bad thing to do, since it can break existing maps. 255 different teams should still be more than enough. - Fixed: At certain resolutions, there was a one pixel row between the status bar and the rest of the screen, thanks to rounding error. - Added automatic batching of quads to D3DFB. Screens with a lot of text are ever-so-slightly faster now, though still only about half the speed of sofware-only text. I suppose the only way to see a marked improvement is going to be by stuffing multiple glyphs in a single texture. - Fixed: Crosshairgrow's animation was not framerate-independent. SVN r668 (trunk)
This commit is contained in:
parent
935eeb06f1
commit
51461aa010
10 changed files with 452 additions and 127 deletions
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@ -1,3 +1,17 @@
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January 6, 2008
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- Added back the code to allow some variation to the players' shades when
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players are on teams.
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- Set TEAM_None back to 255. Since a player's team has already been accessible
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through ACS, needlessly redefining this is a bad thing to do, since it can
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break existing maps. 255 different teams should still be more than enough.
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- Fixed: At certain resolutions, there was a one pixel row between the status
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bar and the rest of the screen, thanks to rounding error.
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- Added automatic batching of quads to D3DFB. Screens with a lot of text are
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ever-so-slightly faster now, though still only about half the speed of
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sofware-only text. I suppose the only way to see a marked improvement is
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going to be by stuffing multiple glyphs in a single texture.
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- Fixed: Crosshairgrow's animation was not framerate-independent.
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January 5, 2008 (Changes by Graf Zahl)
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- Added: Automap markers are stored in savegames now. Also moved the call
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to AM_LevelInit to its proper place in G_DoLoadLevel, right after
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@ -19,7 +33,7 @@ January 4, 2008
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of these ever, and they can be statically generated, so I simplified it some
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more.
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- Added Blzut3's latest SBARINFO patch:
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* Fixed a massive memory leak in SBARINFO. The leak also lead to progressive
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* Fixed a massive memory leak in SBARINFO. The leak also lead to progressive
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CPU usage.
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* Fixed: Playerclass didn't work in SBARINFO.
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* Fixed: Artiflash was improperly initialized causing it not to display the
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@ -588,7 +588,7 @@ bool DCajunMaster::LoadBots ()
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case BOTCFG_TEAM:
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{
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char teamstr[16];
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unsigned int teamnum;
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BYTE teamnum;
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SC_MustGetString ();
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if (IsNum (sc_String))
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@ -55,7 +55,7 @@ int D_PlayerClassToInt (const char *classname);
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struct userinfo_s
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{
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char netname[MAXPLAYERNAME+1];
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int team;
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BYTE team;
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int aimdist;
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int color;
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int skin;
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@ -54,6 +54,7 @@
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#include "m_random.h"
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#include "teaminfo.h"
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#include "r_translate.h"
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#include "templates.h"
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static FRandom pr_pickteam ("PickRandomTeam");
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@ -185,10 +186,25 @@ int D_PlayerClassToInt (const char *classname)
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void D_GetPlayerColor (int player, float *h, float *s, float *v)
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{
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userinfo_t *info = &players[player].userinfo;
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int color = teamplay ? teams[info->team].playercolor : info->color;
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int color = info->color;
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RGBtoHSV (RPART(color)/255.f, GPART(color)/255.f, BPART(color)/255.f,
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h, s, v);
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if (teamplay && TEAMINFO_IsValidTeam(info->team))
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{
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// In team play, force the player to use the team's hue
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// and adjust the saturation and value so that the team
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// hue is visible in the final color.
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float ts, tv;
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int tcolor = teams[info->team].playercolor;
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RGBtoHSV (RPART(tcolor)/255.f, GPART(tcolor)/255.f, BPART(tcolor)/255.f,
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h, &ts, &tv);
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*s = clamp(ts + *s * 0.15f - 0.075f, 0.f, 1.f);
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*v = clamp(tv + *v * 0.5f - 0.25f, 0.f, 1.f);
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}
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}
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// Find out which teams are present. If there is only one,
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@ -284,7 +300,7 @@ static void UpdateTeam (int pnum, int team, bool update)
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int oldteam;
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if (team < TEAM_None)
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if (team < 0)
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{
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team = TEAM_None;
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}
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@ -203,6 +203,9 @@ void FBaseStatusBar::SetScaled (bool scale)
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ST_X = 0;
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ST_Y = 200 - RelTop;
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::ST_Y = Scale (ST_Y, SCREENHEIGHT, 200);
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// If this is odd, add one to make it even and close the gap between the
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// status bar and the rest of the screen
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::ST_Y += (::ST_Y & 1);
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Displacement = 0;
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}
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::ST_X = ST_X;
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@ -269,6 +272,16 @@ void FBaseStatusBar::Tick ()
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}
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msg = next;
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}
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// If the crosshair has been enlarged, shrink it.
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if (CrosshairSize > FRACUNIT)
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{
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CrosshairSize -= XHAIRSHRINKSIZE;
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if (CrosshairSize < FRACUNIT)
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{
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CrosshairSize = FRACUNIT;
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}
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}
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}
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//---------------------------------------------------------------------------
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@ -974,15 +987,6 @@ void FBaseStatusBar::DrawCrosshair ()
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fixed_t size;
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int w, h;
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if (CrosshairSize > FRACUNIT)
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{
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CrosshairSize -= XHAIRSHRINKSIZE;
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if (CrosshairSize < FRACUNIT)
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{
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CrosshairSize = FRACUNIT;
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}
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}
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// Don't draw the crosshair in chasecam mode
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if (players[consoleplayer].cheats & CF_CHASECAM)
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return;
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@ -35,7 +35,7 @@
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#ifndef __TEAMINFO_H__
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#define __TEAMINFO_H__
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#define TEAM_None -1
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#define TEAM_None 255
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struct TEAMINFO
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{
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@ -76,6 +76,9 @@
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// The number of line endpoints for the line vertex buffer.
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#define NUM_LINE_VERTS 10240
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// The number of quads we can batch together.
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#define MAX_QUAD_BATCH 1024
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// TYPES -------------------------------------------------------------------
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IMPLEMENT_CLASS(D3DFB)
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int RoundedPaletteSize;
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};
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// Flags for a buffered quad
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enum
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{
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BQF_GamePalette = 1,
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BQF_ShadedPalette = 2,
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BQF_CustomPalette = 3,
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BQF_StencilPalette = 4,
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BQF_Paletted = 7,
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BQF_Bilinear = 8,
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};
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// Shaders for a buffered quad
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enum
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{
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BQS_PalTex,
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BQS_Plain,
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BQS_PlainStencil,
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BQS_ColorOnly
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};
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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D3DDevice = NULL;
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LineBuffer = NULL;
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QuadBuffer = NULL;
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FBTexture = NULL;
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TempRenderTexture = NULL;
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InitialWipeScreen = NULL;
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GatheringWipeScreen = false;
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ScreenWipe = NULL;
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InScene = false;
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QuadExtra = new BufferedQuad[MAX_QUAD_BATCH];
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Gamma = 1.0;
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FlashColor0 = 0;
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@ -261,6 +286,7 @@ D3DFB::~D3DFB ()
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{
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D3DDevice->Release();
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}
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delete[] QuadExtra;
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}
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// Called after initial device creation and reset, when everything is set
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@ -467,6 +493,11 @@ void D3DFB::ReleaseDefaultPoolItems()
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InitialWipeScreen->Release();
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InitialWipeScreen = NULL;
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}
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if (QuadBuffer != NULL)
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{
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QuadBuffer->Release();
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QuadBuffer = NULL;
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}
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if (LineBuffer != NULL)
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{
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LineBuffer->Release();
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@ -615,6 +646,12 @@ bool D3DFB::CreateVertexes ()
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return false;
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}
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LineBatchPos = -1;
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if (FAILED(D3DDevice->CreateVertexBuffer(sizeof(FBVERTEX)*MAX_QUAD_BATCH*6,
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D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_FBVERTEX, D3DPOOL_DEFAULT, &QuadBuffer, NULL)))
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{
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return false;
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}
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QuadBatchPos = -1;
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return true;
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}
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@ -766,6 +803,7 @@ void D3DFB::Update ()
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if (InScene)
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{
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DrawRateStuff();
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EndQuadBatch(); // Make sure all quads are drawn
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DoWindowedGamma();
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D3DDevice->EndScene();
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D3DDevice->Present(NULL, NULL, NULL, NULL);
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}
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SetTexture (0, FBTexture);
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SetPaletteTexture(PaletteTexture, 256, false);
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SetPaletteTexture(PaletteTexture, 256);
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SetPixelShader(PalTexShader);
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D3DDevice->SetFVF (D3DFVF_FBVERTEX);
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memset(Constant, 0, sizeof(Constant));
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SetAlphaBlend(FALSE);
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Dim(color, APART(color)/255.f, left, top, right - left, bottom - top);
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return;
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}
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int offs = GatheringWipeScreen ? 0 : LBOffsetI;
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D3DRECT rect = { left, top + offs, right, bottom + offs };
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D3DDevice->Clear(1, &rect, D3DCLEAR_TARGET, color | 0xFF000000, 1.f, 0);
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AddColorOnlyQuad(left, top, right - left, bottom - top, color | 0xFF000000);
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}
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//==========================================================================
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{
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return;
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}
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if (amount >= 1)
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if (amount > 1)
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{
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D3DRECT rect = { x1, y1, x1 + w, y1 + h };
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D3DDevice->Clear(1, &rect, D3DCLEAR_TARGET, color | 0xFF000000, 1.f, 0);
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}
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else
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{
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float x = float(x1) - 0.5f;
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float y = float(y1) - 0.5f + (GatheringWipeScreen ? 0 : LBOffset);
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D3DCOLOR d3dcolor = color | (int(amount * 255) << 24);
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FBVERTEX verts[4] =
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{
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{ x, y, 0, 1, d3dcolor },
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{ x+w, y, 0, 1, d3dcolor },
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{ x+w, y+h, 0, 1, d3dcolor },
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{ x, y+h, 0, 1, d3dcolor }
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};
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SetAlphaBlend(TRUE, D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA);
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SetPixelShader(ColorOnlyShader);
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D3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, &verts, sizeof(FBVERTEX));
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amount = 1;
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}
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AddColorOnlyQuad(x1, y1, w, h, color | (int(amount * 255) << 24));
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}
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//==========================================================================
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@ -1521,6 +1542,7 @@ void D3DFB::BeginLineDrawing()
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{
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return;
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}
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EndQuadBatch(); // Make sure all quads have been drawn first
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LineBuffer->Lock(0, 0, (void **)&LineData, D3DLOCK_DISCARD);
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LineBatchPos = 0;
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}
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@ -1661,6 +1683,8 @@ void STACK_ARGS D3DFB::DrawTextureV (FTexture *img, int x, int y, uint32 tags_fi
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return;
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}
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CheckQuadBatch();
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float xscale = float(parms.destwidth) / parms.texwidth / 65536.f;
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float yscale = float(parms.destheight) / parms.texheight / 65536.f;
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float x0 = float(parms.x) / 65536.f - float(parms.left) * xscale;
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@ -1706,6 +1730,19 @@ void STACK_ARGS D3DFB::DrawTextureV (FTexture *img, int x, int y, uint32 tags_fi
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u1 -= float(x1 - parms.rclip) * uscale / xscale;
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x1 = float(parms.rclip);
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}
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parms.bilinear = false;
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D3DCOLOR color0, color1;
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if (!SetStyle(tex, parms, color0, color1, QuadExtra[QuadBatchPos]))
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{
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return;
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}
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QuadExtra[QuadBatchPos].Texture = tex;
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if (parms.bilinear)
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{
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QuadExtra[QuadBatchPos].Flags |= BQF_Bilinear;
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}
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float yoffs = GatheringWipeScreen ? 0.5f : 0.5f - LBOffset;
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x0 -= 0.5f;
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@ -1713,23 +1750,260 @@ void STACK_ARGS D3DFB::DrawTextureV (FTexture *img, int x, int y, uint32 tags_fi
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x1 -= 0.5f;
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y1 -= yoffs;
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D3DCOLOR color0, color1;
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parms.bilinear = false;
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if (!SetStyle(tex, parms, color0, color1))
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FBVERTEX *vert = &QuadData[QuadBatchPos * 6];
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vert[3].x = vert[0].x = x0;
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vert[3].y = vert[0].y = y0;
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vert[3].z = vert[0].z = 0;
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vert[3].rhw = vert[0].rhw = 1;
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vert[3].color0 = vert[0].color0 = color0;
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vert[3].color1 = vert[0].color1 = color1;
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vert[3].tu = vert[0].tu = u0;
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vert[3].tv = vert[0].tv = v0;
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vert[1].x = x1;
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vert[1].y = y0;
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vert[1].z = 0;
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vert[1].rhw = 1;
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vert[1].color0 = color0;
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vert[1].color1 = color1;
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vert[1].tu = u1;
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vert[1].tv = v0;
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vert[4].x = vert[2].x = x1;
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vert[4].y = vert[2].y = y1;
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vert[4].z = vert[2].z = 0;
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vert[4].rhw = vert[2].rhw = 1;
|
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vert[4].color0 = vert[2].color0 = color0;
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vert[4].color1 = vert[2].color1 = color1;
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vert[4].tu = vert[2].tu = u1;
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vert[4].tv = vert[2].tv = v1;
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vert[5].x = x0;
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vert[5].y = y1;
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vert[5].z = 0;
|
||||
vert[5].rhw = 1;
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vert[5].color0 = color0;
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vert[5].color1 = color1;
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vert[5].tu = u0;
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vert[5].tv = v1;
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QuadBatchPos++;
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}
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//==========================================================================
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//
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// D3DFB :: AddColorOnlyQuad
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//
|
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// Adds a single-color, untextured quad to the batch.
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//
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//==========================================================================
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void D3DFB::AddColorOnlyQuad(int left, int top, int width, int height, D3DCOLOR color)
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{
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BufferedQuad *quad;
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FBVERTEX *verts;
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CheckQuadBatch();
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quad = &QuadExtra[QuadBatchPos];
|
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verts = &QuadData[QuadBatchPos * 6];
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float x = float(left) - 0.5f;
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float y = float(top) - 0.5f + (GatheringWipeScreen ? 0 : LBOffset);
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quad->Flags = 0;
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quad->ShaderNum = BQS_ColorOnly;
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if ((color & 0xFF000000) == 0xFF000000)
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{
|
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quad->SrcBlend = 0;
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||||
quad->DestBlend = 0;
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}
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else
|
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{
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quad->SrcBlend = D3DBLEND_SRCALPHA;
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quad->DestBlend = D3DBLEND_INVSRCALPHA;
|
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}
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quad->Palette = NULL;
|
||||
quad->Texture = NULL;
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||||
|
||||
verts[3].x = verts[0].x = x;
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||||
verts[3].y = verts[0].y = y;
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||||
verts[3].z = verts[0].z = 0;
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||||
verts[3].rhw = verts[0].rhw = 1;
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||||
verts[3].color0 = verts[0].color0 = color;
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verts[3].color1 = verts[0].color1 = 0;
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verts[3].tu = verts[0].tu = 0;
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||||
verts[3].tv = verts[0].tv = 0;
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||||
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||||
verts[1].x = x + width;
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||||
verts[1].y = y;
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||||
verts[1].z = 0;
|
||||
verts[1].rhw = 1;
|
||||
verts[1].color0 = color;
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||||
verts[1].color1 = 0;
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||||
verts[1].tu = 0;
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||||
verts[1].tv = 0;
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||||
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||||
verts[4].x = verts[2].x = x + width;
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||||
verts[4].y = verts[2].y = y + height;
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||||
verts[4].z = verts[2].z = 0;
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||||
verts[4].rhw = verts[2].rhw = 1;
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||||
verts[4].color0 = verts[2].color0 = color;
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||||
verts[4].color1 = verts[2].color1 = 0;
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||||
verts[4].tu = verts[2].tu = 0;
|
||||
verts[4].tv = verts[2].tv = 0;
|
||||
|
||||
verts[5].x = x;
|
||||
verts[5].y = y + height;
|
||||
verts[5].z = 0;
|
||||
verts[5].rhw = 1;
|
||||
verts[5].color0 = color;
|
||||
verts[5].color1 = 0;
|
||||
verts[5].tu = 0;
|
||||
verts[5].tv = 0;
|
||||
|
||||
QuadBatchPos++;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// D3DFB :: CheckQuadBatch
|
||||
//
|
||||
// Make sure there's enough room in the batch for one more quad.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void D3DFB::CheckQuadBatch()
|
||||
{
|
||||
if (QuadBatchPos == MAX_QUAD_BATCH)
|
||||
{
|
||||
EndQuadBatch();
|
||||
}
|
||||
if (QuadBatchPos < 0)
|
||||
{
|
||||
BeginQuadBatch();
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// D3DFB :: BeginQuadBatch
|
||||
//
|
||||
// Locks the vertex buffer for quads and sets the cursor to 0.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void D3DFB::BeginQuadBatch()
|
||||
{
|
||||
if (In2D < 2 || !InScene || QuadBatchPos >= 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
QuadBuffer->Lock(0, 0, (void **)&QuadData, D3DLOCK_DISCARD);
|
||||
QuadBatchPos = 0;
|
||||
}
|
||||
|
||||
FBVERTEX verts[4] =
|
||||
//==========================================================================
|
||||
//
|
||||
// D3DFB :: EndQuadBatch
|
||||
//
|
||||
// Draws all the quads that have been batched up.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void D3DFB::EndQuadBatch()
|
||||
{
|
||||
if (In2D < 2 || !InScene || QuadBatchPos < 0)
|
||||
{
|
||||
{ x0, y0, 0, 1, color0, color1, u0, v0 },
|
||||
{ x1, y0, 0, 1, color0, color1, u1, v0 },
|
||||
{ x1, y1, 0, 1, color0, color1, u1, v1 },
|
||||
{ x0, y1, 0, 1, color0, color1, u0, v1 }
|
||||
};
|
||||
return;
|
||||
}
|
||||
QuadBuffer->Unlock();
|
||||
if (QuadBatchPos == 0)
|
||||
{
|
||||
QuadBatchPos = -1;
|
||||
return;
|
||||
}
|
||||
D3DDevice->SetStreamSource(0, QuadBuffer, 0, sizeof(FBVERTEX));
|
||||
for (int i = 0; i < QuadBatchPos; )
|
||||
{
|
||||
const BufferedQuad *quad = &QuadExtra[i];
|
||||
int j;
|
||||
|
||||
SetTexture(0, tex->Tex);
|
||||
D3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, &verts, sizeof(FBVERTEX));
|
||||
// Quads with matching parameters should be done with a single
|
||||
// DrawPrimitive call.
|
||||
for (j = i + 1; j < QuadBatchPos; ++j)
|
||||
{
|
||||
const BufferedQuad *q2 = &QuadExtra[j];
|
||||
if (quad->Texture != q2->Texture ||
|
||||
quad->Group1 != q2->Group1 ||
|
||||
quad->Palette != q2->Palette)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Set the palette (if one)
|
||||
if ((quad->Flags & BQF_Paletted) == BQF_GamePalette)
|
||||
{
|
||||
SetPaletteTexture(PaletteTexture, 256);
|
||||
}
|
||||
else if ((quad->Flags & BQF_Paletted) == BQF_CustomPalette)
|
||||
{
|
||||
SetPaletteTexture(quad->Palette->Tex, quad->Palette->RoundedPaletteSize);
|
||||
}
|
||||
else if ((quad->Flags & BQF_Paletted) == BQF_ShadedPalette)
|
||||
{
|
||||
SetPaletteTexture(ShadedPaletteTexture, 256);
|
||||
}
|
||||
else if ((quad->Flags & BQF_Paletted) == BQF_StencilPalette)
|
||||
{
|
||||
SetPaletteTexture(StencilPaletteTexture, 256);
|
||||
}
|
||||
// Set paletted bilinear filtering (IF IT WORKED RIGHT!)
|
||||
if (quad->Flags & (BQF_Paletted | BQF_Bilinear))
|
||||
{
|
||||
SetPalTexBilinearConstants(quad->Texture);
|
||||
}
|
||||
|
||||
// Set the alpha blending
|
||||
if (quad->SrcBlend != 0)
|
||||
{
|
||||
SetAlphaBlend(TRUE, D3DBLEND(quad->SrcBlend), D3DBLEND(quad->DestBlend));
|
||||
}
|
||||
else
|
||||
{
|
||||
SetAlphaBlend(FALSE);
|
||||
}
|
||||
|
||||
// Set the pixel shader
|
||||
if (quad->ShaderNum == BQS_PalTex)
|
||||
{
|
||||
SetPixelShader(!(quad->Flags & BQF_Bilinear) ? PalTexShader : PalTexBilinearShader);
|
||||
}
|
||||
else if (quad->ShaderNum == BQS_Plain)
|
||||
{
|
||||
SetPixelShader(PlainShader);
|
||||
}
|
||||
else if (quad->ShaderNum == BQS_PlainStencil)
|
||||
{
|
||||
SetPixelShader(PlainStencilShader);
|
||||
}
|
||||
else if (quad->ShaderNum == BQS_ColorOnly)
|
||||
{
|
||||
SetPixelShader(ColorOnlyShader);
|
||||
}
|
||||
|
||||
// Set the texture
|
||||
if (quad->Texture != NULL)
|
||||
{
|
||||
SetTexture(0, quad->Texture->Tex);
|
||||
}
|
||||
|
||||
// Draw the quad
|
||||
D3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST, i * 6, 2 * (j - i));
|
||||
i = j;
|
||||
}
|
||||
QuadBatchPos = -1;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -1740,7 +2014,7 @@ void STACK_ARGS D3DFB::DrawTextureV (FTexture *img, int x, int y, uint32 tags_fi
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
bool D3DFB::SetStyle(D3DTex *tex, DrawParms &parms, D3DCOLOR &color0, D3DCOLOR &color1)
|
||||
bool D3DFB::SetStyle(D3DTex *tex, DrawParms &parms, D3DCOLOR &color0, D3DCOLOR &color1, BufferedQuad &quad)
|
||||
{
|
||||
D3DFORMAT fmt = tex->GetTexFormat();
|
||||
ERenderStyle style = parms.style;
|
||||
|
@ -1768,6 +2042,7 @@ bool D3DFB::SetStyle(D3DTex *tex, DrawParms &parms, D3DCOLOR &color0, D3DCOLOR &
|
|||
}
|
||||
|
||||
stencilling = false;
|
||||
quad.Palette = NULL;
|
||||
|
||||
switch (style)
|
||||
{
|
||||
|
@ -1777,12 +2052,10 @@ bool D3DFB::SetStyle(D3DTex *tex, DrawParms &parms, D3DCOLOR &color0, D3DCOLOR &
|
|||
{
|
||||
color0 = 0;
|
||||
color1 = parms.fillcolor | (D3DCOLOR(alpha * 255) << 24);
|
||||
SetPaletteTexture(ShadedPaletteTexture, 256, parms.bilinear);
|
||||
if (parms.bilinear)
|
||||
{
|
||||
SetPalTexBilinearConstants(tex);
|
||||
}
|
||||
SetAlphaBlend(TRUE, D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA);
|
||||
quad.Flags = BQF_ShadedPalette;
|
||||
quad.SrcBlend = D3DBLEND_SRCALPHA;
|
||||
quad.DestBlend = D3DBLEND_INVSRCALPHA;
|
||||
quad.ShaderNum = BQS_PalTex;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
|
@ -1824,24 +2097,24 @@ bool D3DFB::SetStyle(D3DTex *tex, DrawParms &parms, D3DCOLOR &color0, D3DCOLOR &
|
|||
// turning off the alpha blend.
|
||||
if (!parms.masked && style == STYLE_Normal)
|
||||
{
|
||||
SetAlphaBlend(FALSE);
|
||||
quad.SrcBlend = 0;
|
||||
quad.DestBlend = 0;
|
||||
SetColorOverlay(parms.colorOverlay, 1, color0, color1);
|
||||
if (fmt == D3DFMT_L8 && !tex->IsGray)
|
||||
{
|
||||
SetPaletteTexture(PaletteTexture, 256, parms.bilinear);
|
||||
if (parms.bilinear)
|
||||
{
|
||||
SetPalTexBilinearConstants(tex);
|
||||
}
|
||||
quad.Flags = BQF_GamePalette;
|
||||
quad.ShaderNum = BQS_PalTex;
|
||||
}
|
||||
else
|
||||
{
|
||||
SetPixelShader(PlainShader);
|
||||
quad.Flags = 0;
|
||||
quad.ShaderNum = BQS_Plain;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
SetAlphaBlend(TRUE, fglevel, bglevel);
|
||||
quad.SrcBlend = fglevel;
|
||||
quad.DestBlend = bglevel;
|
||||
|
||||
if (!stencilling)
|
||||
{
|
||||
|
@ -1849,29 +2122,25 @@ bool D3DFB::SetStyle(D3DTex *tex, DrawParms &parms, D3DCOLOR &color0, D3DCOLOR &
|
|||
{
|
||||
if (parms.remap != NULL)
|
||||
{
|
||||
D3DPal *pal = reinterpret_cast<D3DPal *>(parms.remap->GetNative());
|
||||
SetPaletteTexture(pal->Tex, pal->RoundedPaletteSize, parms.bilinear);
|
||||
if (parms.bilinear)
|
||||
{
|
||||
SetPalTexBilinearConstants(tex);
|
||||
}
|
||||
quad.Flags = BQF_CustomPalette;
|
||||
quad.Palette = reinterpret_cast<D3DPal *>(parms.remap->GetNative());
|
||||
quad.ShaderNum = BQS_PalTex;
|
||||
}
|
||||
else if (tex->IsGray)
|
||||
{
|
||||
SetPixelShader(PlainShader);
|
||||
quad.Flags = 0;
|
||||
quad.ShaderNum = BQS_Plain;
|
||||
}
|
||||
else
|
||||
{
|
||||
SetPaletteTexture(PaletteTexture, 256, parms.bilinear);
|
||||
if (parms.bilinear)
|
||||
{
|
||||
SetPalTexBilinearConstants(tex);
|
||||
}
|
||||
quad.Flags = BQF_GamePalette;
|
||||
quad.ShaderNum = BQS_PalTex;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
SetPixelShader(PlainShader);
|
||||
quad.Flags = 0;
|
||||
quad.ShaderNum = BQS_Plain;
|
||||
}
|
||||
SetColorOverlay(parms.colorOverlay, alpha, color0, color1);
|
||||
}
|
||||
|
@ -1881,12 +2150,13 @@ bool D3DFB::SetStyle(D3DTex *tex, DrawParms &parms, D3DCOLOR &color0, D3DCOLOR &
|
|||
color1 = parms.fillcolor | (D3DCOLOR(alpha * 255) << 24);
|
||||
if (fmt == D3DFMT_L8)
|
||||
{
|
||||
// Doesn't seem to be much point in allowing bilinear with a stencil
|
||||
SetPaletteTexture(StencilPaletteTexture, 256, false);
|
||||
quad.Flags = BQF_StencilPalette;
|
||||
quad.ShaderNum = BQS_PalTex;
|
||||
}
|
||||
else
|
||||
{
|
||||
SetPixelShader(PlainStencilShader);
|
||||
quad.Flags = 0;
|
||||
quad.ShaderNum = BQS_PlainStencil;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1979,7 +2249,7 @@ void D3DFB::SetTexture(int tnum, IDirect3DTexture9 *texture)
|
|||
}
|
||||
}
|
||||
|
||||
void D3DFB::SetPaletteTexture(IDirect3DTexture9 *texture, int count, INTBOOL bilinear)
|
||||
void D3DFB::SetPaletteTexture(IDirect3DTexture9 *texture, int count)
|
||||
{
|
||||
if (count == 256 || SM14)
|
||||
{
|
||||
|
@ -2003,7 +2273,6 @@ void D3DFB::SetPaletteTexture(IDirect3DTexture9 *texture, int count, INTBOOL bil
|
|||
SetConstant(2, 255 * fcount, 0.5f * fcount, 0, 0);
|
||||
}
|
||||
SetTexture(1, texture);
|
||||
SetPixelShader(!bilinear ? PalTexShader : PalTexBilinearShader);
|
||||
}
|
||||
|
||||
void D3DFB::SetPalTexBilinearConstants(D3DTex *tex)
|
||||
|
|
|
@ -108,8 +108,6 @@ const DWORD PalTexShader20Def[] =
|
|||
#if HLSL_SOURCE_CODE
|
||||
sampler2D Image : register(s0);
|
||||
sampler2D Palette : register(s1);
|
||||
float4 Flash : register(c0);
|
||||
float4 InvFlash : register(c1);
|
||||
float4 PaletteMod : register(c2);
|
||||
|
||||
//#define texture_size_x 512.0f
|
||||
|
@ -123,7 +121,7 @@ float4 size_a : register(c3);
|
|||
// 0, texel_size_y, texel_size_y, texel_size_x
|
||||
float4 size_b : register(c4);
|
||||
|
||||
float4 main (float2 texCoord : TEXCOORD0) : COLOR
|
||||
float4 main (float2 texCoord : TEXCOORD0, float4 Flash : COLOR0, float4 InvFlash : COLOR1) : COLOR
|
||||
{
|
||||
float2 f = frac (texCoord.xy * size_a/*float2(texture_size_x, texture_size_y)*/);
|
||||
|
||||
|
@ -155,14 +153,12 @@ float4 main (float2 texCoord : TEXCOORD0) : COLOR
|
|||
//
|
||||
// Generated by Microsoft (R) HLSL Shader Compiler 9.19.949.2111
|
||||
//
|
||||
// fxc paltex_bilinear.ps /Tps_2_0 /VnPalTexBilinearDef /Fhpaltex_bilinea
|
||||
// fxc paltex_bilinear.ps /Tps_2_0 /VnPalTexBilinearDef /Fhpaltex_bilinear.h
|
||||
//
|
||||
//
|
||||
// Parameters:
|
||||
//
|
||||
// float4 Flash;
|
||||
// sampler2D Image;
|
||||
// float4 InvFlash;
|
||||
// sampler2D Palette;
|
||||
// float4 PaletteMod;
|
||||
// float4 size_a;
|
||||
|
@ -173,8 +169,6 @@ float4 main (float2 texCoord : TEXCOORD0) : COLOR
|
|||
//
|
||||
// Name Reg Size
|
||||
// ------------ ----- ----
|
||||
// Flash c0 1
|
||||
// InvFlash c1 1
|
||||
// PaletteMod c2 1
|
||||
// size_a c3 1
|
||||
// size_b c4 1
|
||||
|
@ -184,6 +178,8 @@ float4 main (float2 texCoord : TEXCOORD0) : COLOR
|
|||
|
||||
ps_2_0
|
||||
dcl t0.xy
|
||||
dcl v0
|
||||
dcl v1
|
||||
dcl_2d s0
|
||||
dcl_2d s1
|
||||
add r0.xy, t0, c4
|
||||
|
@ -206,8 +202,8 @@ float4 main (float2 texCoord : TEXCOORD0) : COLOR
|
|||
lrp r5, r4.x, r1, r0
|
||||
lrp r0, r4.x, r2, r3
|
||||
lrp r1, r4.y, r5, r0
|
||||
mov r0, c1
|
||||
mad r0, r1, r0, c0
|
||||
mov r0, v1
|
||||
mad r0, r1, r0, v0
|
||||
mov oC0, r0
|
||||
|
||||
// approximately 23 instruction slots used (8 texture, 15 arithmetic)
|
||||
|
@ -215,38 +211,37 @@ float4 main (float2 texCoord : TEXCOORD0) : COLOR
|
|||
|
||||
const DWORD PalTexBilinearDef[] =
|
||||
{
|
||||
0xffff0200, 0x0050fffe, 0x42415443, 0x0000001c, 0x00000109, 0xffff0200,
|
||||
0x00000007, 0x0000001c, 0x20000100, 0x00000102, 0x000000a8, 0x00000002,
|
||||
0x00020001, 0x000000b0, 0x00000000, 0x000000c0, 0x00000003, 0x00020001,
|
||||
0x000000c8, 0x00000000, 0x000000d8, 0x00010002, 0x00060001, 0x000000b0,
|
||||
0x00000000, 0x000000e1, 0x00010003, 0x00060001, 0x000000c8, 0x00000000,
|
||||
0x000000e9, 0x00020002, 0x000a0001, 0x000000b0, 0x00000000, 0x000000f4,
|
||||
0x00030002, 0x000e0001, 0x000000b0, 0x00000000, 0x000000fb, 0x00040002,
|
||||
0x00120001, 0x000000b0, 0x00000000, 0x73616c46, 0xabab0068, 0x00030001,
|
||||
0x00040001, 0x00000001, 0x00000000, 0x67616d49, 0xabab0065, 0x000c0004,
|
||||
0x00010001, 0x00000001, 0x00000000, 0x46766e49, 0x6873616c, 0x6c615000,
|
||||
0x65747465, 0x6c615000, 0x65747465, 0x00646f4d, 0x657a6973, 0x7300615f,
|
||||
0x5f657a69, 0x73700062, 0x305f325f, 0x63694d00, 0x6f736f72, 0x28207466,
|
||||
0x48202952, 0x204c534c, 0x64616853, 0x43207265, 0x69706d6f, 0x2072656c,
|
||||
0x39312e39, 0x3934392e, 0x3131322e, 0xabab0031, 0x0200001f, 0x80000000,
|
||||
0xb0030000, 0x0200001f, 0x90000000, 0xa00f0800, 0x0200001f, 0x90000000,
|
||||
0xa00f0801, 0x03000002, 0x80030000, 0xb0e40000, 0xa0e40004, 0x03000002,
|
||||
0x80030001, 0xb0e40000, 0xa01b0004, 0x03000002, 0x80030002, 0xb0e40000,
|
||||
0xa01b0003, 0x03000042, 0x800f0000, 0x80e40000, 0xa0e40800, 0x03000042,
|
||||
0x800f0001, 0x80e40001, 0xa0e40800, 0x03000042, 0x800f0002, 0x80e40002,
|
||||
0xa0e40800, 0x03000042, 0x800f0003, 0xb0e40000, 0xa0e40800, 0x04000004,
|
||||
0x80010000, 0x80000000, 0xa0000002, 0xa0550002, 0x04000004, 0x80010001,
|
||||
0x80000001, 0xa0000002, 0xa0550002, 0x04000004, 0x80010002, 0x80000002,
|
||||
0xa0000002, 0xa0550002, 0x04000004, 0x80010003, 0x80000003, 0xa0000002,
|
||||
0xa0550002, 0x03000042, 0x800f0000, 0x80e40000, 0xa0e40801, 0x03000042,
|
||||
0x800f0001, 0x80e40001, 0xa0e40801, 0x03000042, 0x800f0002, 0x80e40002,
|
||||
0xa0e40801, 0x03000042, 0x800f0003, 0x80e40003, 0xa0e40801, 0x03000005,
|
||||
0x80030004, 0xb0e40000, 0xa0e40003, 0x02000013, 0x80030004, 0x80e40004,
|
||||
0x04000012, 0x800f0005, 0x80000004, 0x80e40001, 0x80e40000, 0x04000012,
|
||||
0x800f0000, 0x80000004, 0x80e40002, 0x80e40003, 0x04000012, 0x800f0001,
|
||||
0x80550004, 0x80e40005, 0x80e40000, 0x02000001, 0x800f0000, 0xa0e40001,
|
||||
0x04000004, 0x800f0000, 0x80e40001, 0x80e40000, 0xa0e40000, 0x02000001,
|
||||
0x800f0800, 0x80e40000, 0x0000ffff
|
||||
0xffff0200, 0x0042fffe, 0x42415443, 0x0000001c, 0x000000d1, 0xffff0200,
|
||||
0x00000005, 0x0000001c, 0x20000100, 0x000000ca, 0x00000080, 0x00000003,
|
||||
0x00020001, 0x00000088, 0x00000000, 0x00000098, 0x00010003, 0x00060001,
|
||||
0x00000088, 0x00000000, 0x000000a0, 0x00020002, 0x000a0001, 0x000000ac,
|
||||
0x00000000, 0x000000bc, 0x00030002, 0x000e0001, 0x000000ac, 0x00000000,
|
||||
0x000000c3, 0x00040002, 0x00120001, 0x000000ac, 0x00000000, 0x67616d49,
|
||||
0xabab0065, 0x000c0004, 0x00010001, 0x00000001, 0x00000000, 0x656c6150,
|
||||
0x00657474, 0x656c6150, 0x4d657474, 0xab00646f, 0x00030001, 0x00040001,
|
||||
0x00000001, 0x00000000, 0x657a6973, 0x7300615f, 0x5f657a69, 0x73700062,
|
||||
0x305f325f, 0x63694d00, 0x6f736f72, 0x28207466, 0x48202952, 0x204c534c,
|
||||
0x64616853, 0x43207265, 0x69706d6f, 0x2072656c, 0x39312e39, 0x3934392e,
|
||||
0x3131322e, 0xabab0031, 0x0200001f, 0x80000000, 0xb0030000, 0x0200001f,
|
||||
0x80000000, 0x900f0000, 0x0200001f, 0x80000000, 0x900f0001, 0x0200001f,
|
||||
0x90000000, 0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x03000002,
|
||||
0x80030000, 0xb0e40000, 0xa0e40004, 0x03000002, 0x80030001, 0xb0e40000,
|
||||
0xa01b0004, 0x03000002, 0x80030002, 0xb0e40000, 0xa01b0003, 0x03000042,
|
||||
0x800f0000, 0x80e40000, 0xa0e40800, 0x03000042, 0x800f0001, 0x80e40001,
|
||||
0xa0e40800, 0x03000042, 0x800f0002, 0x80e40002, 0xa0e40800, 0x03000042,
|
||||
0x800f0003, 0xb0e40000, 0xa0e40800, 0x04000004, 0x80010000, 0x80000000,
|
||||
0xa0000002, 0xa0550002, 0x04000004, 0x80010001, 0x80000001, 0xa0000002,
|
||||
0xa0550002, 0x04000004, 0x80010002, 0x80000002, 0xa0000002, 0xa0550002,
|
||||
0x04000004, 0x80010003, 0x80000003, 0xa0000002, 0xa0550002, 0x03000042,
|
||||
0x800f0000, 0x80e40000, 0xa0e40801, 0x03000042, 0x800f0001, 0x80e40001,
|
||||
0xa0e40801, 0x03000042, 0x800f0002, 0x80e40002, 0xa0e40801, 0x03000042,
|
||||
0x800f0003, 0x80e40003, 0xa0e40801, 0x03000005, 0x80030004, 0xb0e40000,
|
||||
0xa0e40003, 0x02000013, 0x80030004, 0x80e40004, 0x04000012, 0x800f0005,
|
||||
0x80000004, 0x80e40001, 0x80e40000, 0x04000012, 0x800f0000, 0x80000004,
|
||||
0x80e40002, 0x80e40003, 0x04000012, 0x800f0001, 0x80550004, 0x80e40005,
|
||||
0x80e40000, 0x02000001, 0x800f0000, 0x90e40001, 0x04000004, 0x800f0000,
|
||||
0x80e40001, 0x80e40000, 0x90e40000, 0x02000001, 0x800f0800, 0x80e40000,
|
||||
0x0000ffff
|
||||
};
|
||||
|
||||
// A shader that doesn't look up colors from a palette. ---------------------
|
||||
|
|
|
@ -295,6 +295,8 @@ void D3DFB::WipeEndScreen()
|
|||
Begin2D(true);
|
||||
}
|
||||
|
||||
EndQuadBatch(); // Make sure all quads have been drawn.
|
||||
|
||||
// Don't do anything if there is no ending point.
|
||||
if (OldRenderTarget == NULL)
|
||||
{
|
||||
|
|
|
@ -264,6 +264,22 @@ private:
|
|||
};
|
||||
#define D3DFVF_FBVERTEX (D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1)
|
||||
|
||||
struct BufferedQuad
|
||||
{
|
||||
union
|
||||
{
|
||||
struct
|
||||
{
|
||||
BYTE Flags;
|
||||
BYTE ShaderNum;
|
||||
BYTE SrcBlend, DestBlend;
|
||||
};
|
||||
DWORD Group1;
|
||||
};
|
||||
D3DPal *Palette;
|
||||
D3DTex *Texture;
|
||||
};
|
||||
|
||||
void SetInitialState();
|
||||
bool CreateResources();
|
||||
void ReleaseResources();
|
||||
|
@ -282,16 +298,20 @@ private:
|
|||
void KillNativeTexs();
|
||||
void DrawLetterbox();
|
||||
void Draw3DPart(bool copy3d);
|
||||
bool SetStyle(D3DTex *tex, DCanvas::DrawParms &parms, D3DCOLOR &color0, D3DCOLOR &color1);
|
||||
bool SetStyle(D3DTex *tex, DCanvas::DrawParms &parms, D3DCOLOR &color0, D3DCOLOR &color1, BufferedQuad &quad);
|
||||
static void SetColorOverlay(DWORD color, float alpha, D3DCOLOR &color0, D3DCOLOR &color1);
|
||||
void DoWindowedGamma();
|
||||
void AddColorOnlyQuad(int left, int top, int width, int height, D3DCOLOR color);
|
||||
void CheckQuadBatch();
|
||||
void BeginQuadBatch();
|
||||
void EndQuadBatch();
|
||||
|
||||
// State
|
||||
void SetAlphaBlend(BOOL enabled, D3DBLEND srcblend=D3DBLEND(0), D3DBLEND destblend=D3DBLEND(0));
|
||||
void SetConstant(int cnum, float r, float g, float b, float a);
|
||||
void SetPixelShader(IDirect3DPixelShader9 *shader);
|
||||
void SetTexture(int tnum, IDirect3DTexture9 *texture);
|
||||
void SetPaletteTexture(IDirect3DTexture9 *texture, int count, INTBOOL bilinear);
|
||||
void SetPaletteTexture(IDirect3DTexture9 *texture, int count);
|
||||
void SetPalTexBilinearConstants(D3DTex *texture);
|
||||
|
||||
BOOL AlphaBlendEnabled;
|
||||
|
@ -332,8 +352,13 @@ private:
|
|||
IDirect3DTexture9 *ShadedPaletteTexture;
|
||||
|
||||
IDirect3DVertexBuffer9 *LineBuffer;
|
||||
int LineBatchPos;
|
||||
FBVERTEX *LineData;
|
||||
int LineBatchPos;
|
||||
|
||||
IDirect3DVertexBuffer9 *QuadBuffer;
|
||||
FBVERTEX *QuadData;
|
||||
BufferedQuad *QuadExtra;
|
||||
int QuadBatchPos;
|
||||
|
||||
IDirect3DPixelShader9 *PalTexShader, *PalTexBilinearShader;
|
||||
IDirect3DPixelShader9 *PlainShader;
|
||||
|
|
Loading…
Reference in a new issue