173 lines
No EOL
4.9 KiB
Text
173 lines
No EOL
4.9 KiB
Text
State Management Responsibilities
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Key:
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G - Global
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DX8W - DX8 Wrapper
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LE - Wrapper::Set Light Environment
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DX8R - DX8 Renderer (affects meshes only)
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Shader - ShaderClass
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VM - VertexMaterial
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Map - Mapper (part of VertexMaterial)
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Texture - TextureClass
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WW3D
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_D3DRENDERSTATETYPE {
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ZENABLE = 7,
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FILLMODE = 8, WW3D
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SHADEMODE = 9,
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LINEPATTERN = 10,
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ZWRITEENABLE = 14, Shader
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ALPHATESTENABLE = 15, Shader
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LASTPIXEL = 16,
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SRCBLEND = 19, Shader
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DESTBLEND = 20, Shader
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CULLMODE = 22, Shader
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ZFUNC = 23, Shader
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ALPHAREF = 24, Shader
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ALPHAFUNC = 25, Shader
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DITHERENABLE = 26, G
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ALPHABLENDENABLE = 27, Shader
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FOGENABLE = 28, Shader
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SPECULARENABLE = 29, Shader
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ZVISIBLE = 30,
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FOGCOLOR = 34, Shader
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FOGTABLEMODE = 35, G
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FOGSTART = 36, Scene
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FOGEND = 37, Scene
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FOGDENSITY = 38,
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EDGEANTIALIAS = 40,
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ZBIAS = 47, G (set to zero after device is initted)
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RANGEFOGENABLE = 48, G
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STENCILENABLE = 52,
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STENCILFAIL = 53,
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STENCILZFAIL = 54,
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STENCILPASS = 55,
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STENCILFUNC = 56,
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STENCILREF = 57,
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STENCILMASK = 58,
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STENCILWRITEMASK = 59,
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TEXTUREFACTOR = 60,
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WRAP0 = 128,
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WRAP1 = 129,
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WRAP2 = 130,
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WRAP3 = 131,
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WRAP4 = 132,
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WRAP5 = 133,
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WRAP6 = 134,
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WRAP7 = 135,
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CLIPPING = 136,
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LIGHTING = 137, VM
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AMBIENT = 139, LE
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FOGVERTEXMODE = 140, G
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COLORVERTEX = 141, G
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LOCALVIEWER = 142,
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NORMALIZENORMALS = 143,
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DIFFUSEMATERIALSOURCE = 145, VM
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SPECULARMATERIALSOURCE = 146, G
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AMBIENTMATERIALSOURCE = 147, VM, set to same setting as diffuse material source
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EMISSIVEMATERIALSOURCE = 148, VM
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VERTEXBLEND = 151,
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CLIPPLANEENABLE = 152,
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SOFTWAREVERTEXPROCESSING = 153, G
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POINTSIZE = 154,
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POINTSIZE_MIN = 155,
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POINTSPRITEENABLE = 156,
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POINTSCALEENABLE = 157,
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POINTSCALE_A = 158,
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POINTSCALE_B = 159,
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POINTSCALE_C = 160,
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MULTISAMPLEANTIALIAS = 161,
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MULTISAMPLEMASK = 162,
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PATCHEDGESTYLE = 163,
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PATCHSEGMENTS = 164,
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DEBUGMONITORTOKEN = 165,
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POINTSIZE_MAX = 166,
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INDEXEDVERTEXBLENDENABLE = 167,
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COLORWRITEENABLE = 168,
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TWEENFACTOR = 170,
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BLENDOP = 171,
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FORCE_DWORD = 0x7fffffff
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} D3DRENDERSTATETYPE;
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_D3DTEXTURESTAGESTATETYPE {
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COLOROP = 1, Shader stages 0,1 only
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COLORARG1 = 2, Shader stages 0,1 only
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COLORARG2 = 3, Shader stages 0,1 only
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ALPHAOP = 4, Shader stages 0,1 only
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ALPHAARG1 = 5, Shader stages 0,1 only
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ALPHAARG2 = 6, Shader stages 0,1 only
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BUMPENVMAT00 = 7,
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BUMPENVMAT01 = 8,
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BUMPENVMAT10 = 9,
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BUMPENVMAT11 = 10,
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TEXCOORDINDEX = 11, DX8R, Map
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ADDRESSU = 13, Texture
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ADDRESSV = 14, Texture
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BORDERCOLOR = 15,
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MAGFILTER = 16, Texture
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MINFILTER = 17, Texture
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MIPFILTER = 18, Texture
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MIPMAPLODBIAS = 19,
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MAXMIPLEVEL = 20,
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MAXANISOTROPY = 21,
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BUMPENVLSCALE = 22,
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BUMPENVLOFFSET = 23,
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TEXTURETRANSFORMFLAGS = 24, Map
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ADDRESSW = 25,
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COLORARG0 = 26,
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ALPHAARG0 = 27,
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RESULTARG = 28,
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FORCE_DWORD = 0x7fffffff
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} D3DTEXTURESTAGESTATETYPE;
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Variables
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_D3DTRANSFORMSTATETYPE {
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D3DTS_VIEW = 2, Pointgroup (restores), Camera
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D3DTS_PROJECTION = 3, Camera
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D3DTS_TEXTURE0 = 16,
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D3DTS_TEXTURE1 = 17,
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D3DTS_TEXTURE2 = 18,
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D3DTS_TEXTURE3 = 19,
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D3DTS_TEXTURE4 = 20,
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D3DTS_TEXTURE5 = 21,
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D3DTS_TEXTURE6 = 22,
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D3DTS_TEXTURE7 = 23,
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D3DTS_FORCE_DWORD = 0x7fffffff
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D3DTS_WORLDMATRIX(0) = box, pointgroup, camera
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} D3DTRANSFORMSTATETYPE;
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Clip Planes =
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Clip Status =
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Current Texture Palette =
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Cursor Position =
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Cursor Properties =
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Gamma Ramp =
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Indices = DX8W
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Light = LE
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Material = VM
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Palette Entries =
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Pixel Shader =
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Pixel Shader Const =
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Render Target =
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Stream Source = DX8W
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Texture = DX8W
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WORLD Transform = box, DX8R, pointgr
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VIEW Transform = pointgr
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PROJECTION Transform = camera
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TEXTURE Transform = Map
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Vertex Shader = DX8W
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Vertex Shader Const =
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Viewport = Camera, WW3D |