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Use sampler states in Direct3D 8
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@ -175,7 +175,7 @@ prepare_texture(Texture *tex, int view) {
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// rendering on the ith stage.
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////////////////////////////////////////////////////////////////////
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void DXGraphicsStateGuardian8::
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apply_texture(int i, TextureContext *tc) {
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apply_texture(int i, TextureContext *tc, const SamplerState &sampler) {
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if (tc == (TextureContext *)NULL) {
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// The texture wasn't bound properly or something, so ensure
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// texturing is disabled and just return.
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@ -194,19 +194,19 @@ apply_texture(int i, TextureContext *tc) {
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Texture *tex = tc->get_texture();
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SamplerState::WrapMode wrap_u, wrap_v, wrap_w;
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wrap_u = tex->get_wrap_u();
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wrap_v = tex->get_wrap_v();
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wrap_w = tex->get_wrap_w();
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wrap_u = sampler.get_wrap_u();
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wrap_v = sampler.get_wrap_v();
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wrap_w = sampler.get_wrap_w();
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_d3d_device->SetTextureStageState(i, D3DTSS_ADDRESSU, get_texture_wrap_mode(wrap_u));
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_d3d_device->SetTextureStageState(i, D3DTSS_ADDRESSV, get_texture_wrap_mode(wrap_v));
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_d3d_device->SetTextureStageState(i, D3DTSS_ADDRESSW, get_texture_wrap_mode(wrap_w));
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_d3d_device->SetTextureStageState(i, D3DTSS_BORDERCOLOR,
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LColor_to_D3DCOLOR(tex->get_border_color()));
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LColor_to_D3DCOLOR(sampler.get_border_color()));
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uint aniso_degree = tex->get_effective_anisotropic_degree();
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SamplerState::FilterType ft = tex->get_effective_magfilter();
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uint aniso_degree = sampler.get_effective_anisotropic_degree();
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SamplerState::FilterType ft = sampler.get_effective_magfilter();
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if (aniso_degree >= 1) {
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_d3d_device->SetTextureStageState(i, D3DTSS_MAXANISOTROPY, aniso_degree);
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@ -222,8 +222,8 @@ apply_texture(int i, TextureContext *tc) {
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_d3d_device->SetTextureStageState(i, D3DTSS_MAGFILTER, new_mag_filter);
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// map Panda composite min+mip filter types to d3d's separate min & mip filter types
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D3DTEXTUREFILTERTYPE new_min_filter = get_d3d_min_type(tex->get_effective_minfilter());
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D3DTEXTUREFILTERTYPE new_mip_filter = get_d3d_mip_type(tex->get_effective_minfilter());
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D3DTEXTUREFILTERTYPE new_min_filter = get_d3d_min_type(sampler.get_effective_minfilter());
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D3DTEXTUREFILTERTYPE new_mip_filter = get_d3d_mip_type(sampler.get_effective_minfilter());
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if (!tex->might_have_ram_image()) {
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// If the texture is completely dynamic, don't try to issue
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@ -2859,11 +2859,12 @@ do_issue_texture() {
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Texture *texture = _target_texture->get_on_texture(stage);
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nassertv(texture != (Texture *)NULL);
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const SamplerState &sampler = _target_texture->get_on_sampler(stage);
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// We always reissue every stage in DX, just in case the texcoord
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// index or texgen mode or some other property has changed.
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TextureContext *tc = texture->prepare_now(0, _prepared_objects, this);
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apply_texture(si, tc);
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apply_texture(si, tc, sampler);
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set_texture_blend_mode(si, stage);
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int texcoord_dimensions = 2;
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@ -50,7 +50,7 @@ public:
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calc_fb_properties(DWORD cformat, DWORD dformat, DWORD multisampletype);
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virtual TextureContext *prepare_texture(Texture *tex, int view);
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void apply_texture(int i, TextureContext *tc);
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void apply_texture(int i, TextureContext *tc, const SamplerState &sampler);
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virtual bool update_texture(TextureContext *tc, bool force);
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bool upload_texture(DXTextureContext8 *dtc, bool force);
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virtual void release_texture(TextureContext *tc);
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@ -258,7 +258,7 @@ protected:
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const DXIndexBufferContext8 *_active_ibuffer;
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int _num_active_texture_stages;
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// Cache the data necessary to bind each particular light each
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// frame, so if we bind a given light multiple times, we only have
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// to compute its data once.
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@ -292,7 +292,7 @@ public:
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register_type(_type_handle, "DXGraphicsStateGuardian8",
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GraphicsStateGuardian::get_class_type());
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}
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private:
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static TypeHandle _type_handle;
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