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fix build break
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@ -759,6 +759,7 @@ dx_init( void) {
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_available_clip_plane_ids = PTA(PlaneNode*)::empty_array(_max_clip_planes);
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_clip_plane_enabled = new bool[_max_clip_planes];
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_cur_clip_plane_enabled = new bool[_max_clip_planes];
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int i;
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for (i = 0; i < _max_clip_planes; i++) {
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_available_clip_plane_ids[i] = NULL;
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_clip_plane_enabled[i] = false;
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@ -39,20 +39,6 @@ enable_line_smooth(bool val) {
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: DXGraphicsStateGuardian::enable_lighting
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// Access:
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE void DXGraphicsStateGuardian::
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enable_lighting(bool val) {
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if (_lighting_enabled != val) {
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scrn.pD3DDevice->SetRenderState(D3DRS_LIGHTING, (DWORD)val);
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if(_lighting_enabled = val)
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_lighting_enabled_this_frame = true;
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: DXGraphicsStateGuardian::enable_dither
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// Access:
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@ -467,7 +467,7 @@ DXGraphicsStateGuardian(GraphicsWindow *win) : GraphicsStateGuardian(win) {
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_pFPSFont=NULL;
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_bShowFPSMeter = false;
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_max_light_range = __D3DLIGHT_RANGE_MAX;
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// _max_light_range = __D3DLIGHT_RANGE_MAX;
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// non-dx obj values inited here should not change if resize is
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// called and dx objects need to be recreated (otherwise they
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@ -1045,25 +1045,6 @@ clear(const RenderBuffer &buffer, const DisplayRegion *region) {
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pop_display_region(old_dr);
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}
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////////////////////////////////////////////////////////////////////
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// Function: DXGraphicsStateGuardian::enable_light
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// Access:
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// Description:
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////////////////////////////////////////////////////////////////////
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bool DXGraphicsStateGuardian::
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enable_light(int light_id, bool val) {
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HRESULT hr = scrn.pD3DDevice->LightEnable( light_id, val );
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#ifdef GSG_VERBOSE
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dxgsg_cat.debug() << "LightEnable(" << light_id << "=" << val << ")" << endl;
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#endif
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if (FAILED(hr)) {
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dxgsg_cat.error() << "LightEnable(" << light_id << "=" << val << ") failed, " <<D3DERRORSTRING(hr);
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return false;
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: DXGraphicsStateGuardian::prepare_display_region
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// Access: Public, Virtual
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@ -4335,7 +4316,7 @@ void DXGraphicsStateGuardian::apply_light( Spotlight *light ) {
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// Description:
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////////////////////////////////////////////////////////////////////
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void DXGraphicsStateGuardian::apply_light( AmbientLight* light ) {
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_cur_ambient_light = _cur_ambient_light + light->get_color();
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// _cur_ambient_light = _cur_ambient_light + light->get_color();
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}
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////////////////////////////////////////////////////////////////////
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@ -5399,6 +5380,36 @@ get_fog_mode_type(Fog::Mode m) const {
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return D3DFOG_EXP;
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}
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////////////////////////////////////////////////////////////////////
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// Function: DXGraphicsStateGuardian::enable_lighting
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// Access: Protected, Virtual
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// Description: Intended to be overridden by a derived class to
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// enable or disable the use of lighting overall. This
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// is called by issue_light() according to whether any
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// lights are in use or not.
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////////////////////////////////////////////////////////////////////
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void DXGraphicsStateGuardian::
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enable_lighting(bool enable) {
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scrn.pD3DDevice->SetRenderState(D3DRS_LIGHTING, (DWORD)enable);
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}
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////////////////////////////////////////////////////////////////////
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// Function: DXGraphicsStateGuardian::enable_light
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// Access: Protected, Virtual
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// Description: Intended to be overridden by a derived class to
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// enable the indicated light id. A specific Light will
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// already have been bound to this id via bind_light().
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////////////////////////////////////////////////////////////////////
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void DXGraphicsStateGuardian::
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enable_light(int light_id, bool enable) {
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HRESULT res = scrn.pD3DDevice->LightEnable(light_id, enable);
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#ifdef GSG_VERBOSE
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dxgsg_cat.debug()
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<< "LightEnable(" << light << "=" << val << ")" << endl;
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#endif
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}
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////////////////////////////////////////////////////////////////////
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// Function: DXGraphicsStateGuardian::free_pointers
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// Access: Public
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@ -179,6 +179,9 @@ public:
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DXScreenData scrn;
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protected:
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virtual void enable_lighting(bool enable);
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virtual void enable_light(int light_id, bool enable);
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void free_pointers(); // free local internal buffers
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void free_dxgsg_objects(void); // free the DirectX objects we create
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virtual PT(SavedFrameBuffer) save_frame_buffer(const RenderBuffer &buffer,
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@ -241,10 +244,8 @@ protected:
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INLINE void call_dxLightModelAmbient(const Colorf& color);
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INLINE void call_dxAlphaFunc(D3DCMPFUNC func, DWORD ref);
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INLINE void call_dxBlendFunc(D3DBLEND sfunc, D3DBLEND dfunc);
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INLINE void enable_lighting(bool val);
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INLINE void enable_dither(bool val);
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INLINE void enable_stencil_test(bool val);
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bool enable_light(int light, bool val);
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void report_texmgr_stats();
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void draw_multitri(Geom *geom, D3DPRIMITIVETYPE tri_id);
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