diff --git a/Core/GameEngineDevice/Source/W3DDevice/GameClient/W3DShaderManager.cpp b/Core/GameEngineDevice/Source/W3DDevice/GameClient/W3DShaderManager.cpp index 87fa12f5c29..4444f4a0fb8 100644 --- a/Core/GameEngineDevice/Source/W3DDevice/GameClient/W3DShaderManager.cpp +++ b/Core/GameEngineDevice/Source/W3DDevice/GameClient/W3DShaderManager.cpp @@ -88,8 +88,8 @@ class W3DShaderInterface ///do any custom resetting necessary to bring W3D in sync. virtual void reset() { ShaderClass::Invalidate(); - DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, nullptr); - DX8Wrapper::_Get_D3D_Device8()->SetTexture(1, nullptr);}; + DX8Wrapper::Set_DX8_Texture(0, nullptr); + DX8Wrapper::Set_DX8_Texture(1, nullptr);}; virtual Int init() = 0; /// FM_NULL_MODE) { //rendering a quad with redirected rendering surface tinted by pixel shader @@ -423,7 +421,7 @@ Int ScreenBWFilter::set(FilterModes mode) DX8Wrapper::Set_DX8_Render_State(D3DRS_ZWRITEENABLE,FALSE); DX8Wrapper::Apply_Render_State_Changes(); //force update of view and projection matrices - hr=DX8Wrapper::_Get_D3D_Device8()->SetPixelShader(m_dwBWPixelShader); + DX8Wrapper::Set_Pixel_Shader(m_dwBWPixelShader); DX8Wrapper::_Get_D3D_Device8()->SetPixelShaderConstant(0, D3DXVECTOR4(0.3f, 0.59f, 0.11f, 1.0f), 1); D3DXVECTOR4 color(1.0f,1.0f,1.0f,1.0f); //multiply color @@ -468,8 +466,8 @@ Int ScreenBWFilter::set(FilterModes mode) void ScreenBWFilter::reset() { - DX8Wrapper::_Get_D3D_Device8()->SetTexture(0,nullptr); //previously rendered frame inside this texture - DX8Wrapper::_Get_D3D_Device8()->SetPixelShader(0); //turn off pixel shader + DX8Wrapper::Set_DX8_Texture(0,nullptr); //previously rendered frame inside this texture + DX8Wrapper::Set_Pixel_Shader(0); //turn off pixel shader DX8Wrapper::Invalidate_Cached_Render_States(); } @@ -793,9 +791,9 @@ Bool ScreenCrossFadeFilter::postRender(FilterModes mode, Coord2D &scrollDelta,Bo Int xpos, ypos, width, height; Real radius = 0.0f; - DX8Wrapper::_Get_D3D_Device8()->SetTexture(0,tex); //previously rendered frame inside this texture + DX8Wrapper::Set_DX8_Texture(0,tex); //previously rendered frame inside this texture if (mode == FM_VIEW_CROSSFADE_CIRCLE) - { DX8Wrapper::_Get_D3D_Device8()->SetTexture(1,m_fadePatternTexture->Peek_D3D_Texture()); + { DX8Wrapper::Set_DX8_Texture(1,m_fadePatternTexture->Peek_D3D_Texture()); //Use the current fade level to scale the mask texture, for other modes the texture //comes pre-scaled so doesn't require uv scaling. radius = (1.0f-m_curFadeValue)*2.0f; @@ -1657,7 +1655,7 @@ Int TerrainShader2Stage::set(Int pass) switch (pass) { case 0: - DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, W3DShaderManager::getShaderTexture(0)->Peek_D3D_Texture()); + DX8Wrapper::Set_DX8_Texture(0, W3DShaderManager::getShaderTexture(0)->Peek_D3D_Texture()); DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP); DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP); @@ -1672,7 +1670,7 @@ Int TerrainShader2Stage::set(Int pass) DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHABLENDENABLE,false); break; case 1: - DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, W3DShaderManager::getShaderTexture(1)->Peek_D3D_Texture()); + DX8Wrapper::Set_DX8_Texture(0, W3DShaderManager::getShaderTexture(1)->Peek_D3D_Texture()); DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP); DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP); @@ -1719,7 +1717,7 @@ Int TerrainShader2Stage::set(Int pass) if (W3DShaderManager::getCurrentShader() == W3DShaderManager::ST_TERRAIN_BASE_NOISE12) { //setup cloud pass - DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, W3DShaderManager::getShaderTexture(2)->Peek_D3D_Texture()); + DX8Wrapper::Set_DX8_Texture(0, W3DShaderManager::getShaderTexture(2)->Peek_D3D_Texture()); updateNoise1(&curView,&inv); //update curView with texture matrix DX8Wrapper::_Set_DX8_Transform(D3DTS_TEXTURE0, curView); @@ -1728,7 +1726,7 @@ Int TerrainShader2Stage::set(Int pass) DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR); //setup noise pass - DX8Wrapper::_Get_D3D_Device8()->SetTexture(1, W3DShaderManager::getShaderTexture(3)->Peek_D3D_Texture()); + DX8Wrapper::Set_DX8_Texture(1, W3DShaderManager::getShaderTexture(3)->Peek_D3D_Texture()); updateNoise2(&curView,&inv); DX8Wrapper::_Set_DX8_Transform(D3DTS_TEXTURE1, curView); @@ -1752,7 +1750,7 @@ Int TerrainShader2Stage::set(Int pass) // Now setup the texture pipeline. if (W3DShaderManager::getCurrentShader() == W3DShaderManager::ST_TERRAIN_BASE_NOISE1) { //setup cloud pass - DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, W3DShaderManager::getShaderTexture(2)->Peek_D3D_Texture()); + DX8Wrapper::Set_DX8_Texture(0, W3DShaderManager::getShaderTexture(2)->Peek_D3D_Texture()); updateNoise1(&curView,&inv); //update curView with texture matrix DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR); DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR); @@ -2004,8 +2002,8 @@ Int TerrainShaderPixelShader::set(Int pass) DX8Wrapper::Apply_Render_State_Changes(); //setup base pass - DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, W3DShaderManager::getShaderTexture(0)->Peek_D3D_Texture()); - DX8Wrapper::_Get_D3D_Device8()->SetTexture(1, W3DShaderManager::getShaderTexture(1)->Peek_D3D_Texture()); + DX8Wrapper::Set_DX8_Texture(0, W3DShaderManager::getShaderTexture(0)->Peek_D3D_Texture()); + DX8Wrapper::Set_DX8_Texture(1, W3DShaderManager::getShaderTexture(1)->Peek_D3D_Texture()); DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP); DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP); @@ -2055,9 +2053,9 @@ Int TerrainShaderPixelShader::set(Int pass) { //full shader DX8Wrapper::Set_DX8_Texture_Stage_State(3, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP); DX8Wrapper::Set_DX8_Texture_Stage_State(3, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP); - DX8Wrapper::_Get_D3D_Device8()->SetTexture(2, W3DShaderManager::getShaderTexture(2)->Peek_D3D_Texture()); - DX8Wrapper::_Get_D3D_Device8()->SetTexture(3, W3DShaderManager::getShaderTexture(3)->Peek_D3D_Texture()); - DX8Wrapper::_Get_D3D_Device8()->SetPixelShader(m_dwBaseNoise2PixelShader); + DX8Wrapper::Set_DX8_Texture(2, W3DShaderManager::getShaderTexture(2)->Peek_D3D_Texture()); + DX8Wrapper::Set_DX8_Texture(3, W3DShaderManager::getShaderTexture(3)->Peek_D3D_Texture()); + DX8Wrapper::Set_Pixel_Shader(m_dwBaseNoise2PixelShader); DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_MINFILTER, D3DTEXF_LINEAR); DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_MAGFILTER, D3DTEXF_LINEAR); @@ -2077,18 +2075,18 @@ Int TerrainShaderPixelShader::set(Int pass) } else { //single noise texture shader - DX8Wrapper::_Get_D3D_Device8()->SetPixelShader(m_dwBaseNoise1PixelShader); + DX8Wrapper::Set_Pixel_Shader(m_dwBaseNoise1PixelShader); if (W3DShaderManager::getCurrentShader() == W3DShaderManager::ST_TERRAIN_BASE_NOISE1) { //cloud map - DX8Wrapper::_Get_D3D_Device8()->SetTexture(2, W3DShaderManager::getShaderTexture(2)->Peek_D3D_Texture()); + DX8Wrapper::Set_DX8_Texture(2, W3DShaderManager::getShaderTexture(2)->Peek_D3D_Texture()); terrainShader2Stage.updateNoise1(&curView,&inv); //update curView with texture matrix DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_MINFILTER, D3DTEXF_LINEAR); DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_MAGFILTER, D3DTEXF_LINEAR); } else { //light map - DX8Wrapper::_Get_D3D_Device8()->SetTexture(2, W3DShaderManager::getShaderTexture(3)->Peek_D3D_Texture()); + DX8Wrapper::Set_DX8_Texture(2, W3DShaderManager::getShaderTexture(3)->Peek_D3D_Texture()); terrainShader2Stage.updateNoise2(&curView,&inv); //update curView with texture matrix DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_MINFILTER, D3DTEXF_POINT); DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_MAGFILTER, D3DTEXF_LINEAR); @@ -2098,7 +2096,7 @@ Int TerrainShaderPixelShader::set(Int pass) } else { //just base texturing - DX8Wrapper::_Get_D3D_Device8()->SetPixelShader(m_dwBasePixelShader); + DX8Wrapper::Set_Pixel_Shader(m_dwBasePixelShader); } return TRUE; @@ -2106,13 +2104,13 @@ Int TerrainShaderPixelShader::set(Int pass) void TerrainShaderPixelShader::reset() { - DX8Wrapper::_Get_D3D_Device8()->SetTexture(2,nullptr); //release reference to any texture - DX8Wrapper::_Get_D3D_Device8()->SetTexture(3,nullptr); //release reference to any texture + DX8Wrapper::Set_DX8_Texture(2,nullptr); //release reference to any texture + DX8Wrapper::Set_DX8_Texture(3,nullptr); //release reference to any texture - DX8Wrapper::_Get_D3D_Device8()->SetPixelShader(0); //turn off pixel shader + DX8Wrapper::Set_Pixel_Shader(0); //turn off pixel shader - DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, nullptr); - DX8Wrapper::_Get_D3D_Device8()->SetTexture(1, nullptr); + DX8Wrapper::Set_DX8_Texture(0, nullptr); + DX8Wrapper::Set_DX8_Texture(1, nullptr); DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE); DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU|0); @@ -2183,7 +2181,7 @@ Int CloudTextureShader::set(Int stage) DX8Wrapper::Set_DX8_Texture_Stage_State( stage, D3DTSS_ALPHAARG2, D3DTA_CURRENT ); DX8Wrapper::Set_DX8_Texture_Stage_State( stage, D3DTSS_ALPHAOP, D3DTOP_MODULATE ); - DX8Wrapper::_Get_D3D_Device8()->SetTexture(stage, W3DShaderManager::getShaderTexture(stage)->Peek_D3D_Texture()); + DX8Wrapper::Set_DX8_Texture(stage, W3DShaderManager::getShaderTexture(stage)->Peek_D3D_Texture()); m_stageOfSet=stage; return TRUE; @@ -2192,7 +2190,7 @@ Int CloudTextureShader::set(Int stage) void CloudTextureShader::reset() { //Free reference to texture - DX8Wrapper::_Get_D3D_Device8()->SetTexture(m_stageOfSet, nullptr); + DX8Wrapper::Set_DX8_Texture(m_stageOfSet, nullptr); //Turn off texture projection DX8Wrapper::Set_DX8_Texture_Stage_State( m_stageOfSet, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE); DX8Wrapper::Set_DX8_Texture_Stage_State( m_stageOfSet, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU|m_stageOfSet); @@ -2321,7 +2319,7 @@ Int RoadShaderPixelShader::set(Int pass) DX8Wrapper::Set_Texture(1,W3DShaderManager::getShaderTexture(1)); DX8Wrapper::Set_Texture(2,W3DShaderManager::getShaderTexture(2)); - DX8Wrapper::_Get_D3D_Device8()->SetPixelShader(m_dwBaseNoise2PixelShader); + DX8Wrapper::Set_Pixel_Shader(m_dwBaseNoise2PixelShader); DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MINFILTER, D3DTEXF_LINEAR); DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR); @@ -2345,7 +2343,7 @@ Int RoadShaderPixelShader::set(Int pass) void RoadShaderPixelShader::reset() { - DX8Wrapper::_Get_D3D_Device8()->SetPixelShader(0); //turn off pixel shader + DX8Wrapper::Set_Pixel_Shader(0); //turn off pixel shader DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE); DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU|0); @@ -3303,7 +3301,7 @@ Int FlatTerrainShader2Stage::set(Int pass) DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); if (W3DShaderManager::getShaderTexture(0)) { - DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, W3DShaderManager::getShaderTexture(0)->Peek_D3D_Texture()); + DX8Wrapper::Set_DX8_Texture(0, W3DShaderManager::getShaderTexture(0)->Peek_D3D_Texture()); DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLORARG2, D3DTA_CURRENT ); DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_COLOROP, D3DTOP_MODULATE ); @@ -3402,7 +3400,7 @@ Int FlatTerrainShader2Stage::set(Int pass) //clouds always need bilinear filtering DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR); DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR); - DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, W3DShaderManager::getShaderTexture(2)->Peek_D3D_Texture()); + DX8Wrapper::Set_DX8_Texture(0, W3DShaderManager::getShaderTexture(2)->Peek_D3D_Texture()); //setup noise pass @@ -3422,14 +3420,14 @@ Int FlatTerrainShader2Stage::set(Int pass) DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP); DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP); - DX8Wrapper::_Get_D3D_Device8()->SetTexture(1, W3DShaderManager::getShaderTexture(3)->Peek_D3D_Texture()); + DX8Wrapper::Set_DX8_Texture(1, W3DShaderManager::getShaderTexture(3)->Peek_D3D_Texture()); } else { //only 1 noise or cloud texture // Now setup the texture pipeline. if (W3DShaderManager::getCurrentShader() == W3DShaderManager::ST_FLAT_TERRAIN_BASE_NOISE1) { //setup cloud pass - DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, W3DShaderManager::getShaderTexture(2)->Peek_D3D_Texture()); + DX8Wrapper::Set_DX8_Texture(0, W3DShaderManager::getShaderTexture(2)->Peek_D3D_Texture()); terrainShader2Stage.updateNoise1(&curView,&inv); //update curView with texture matrix DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR); DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR); @@ -3620,7 +3618,7 @@ Int FlatTerrainShaderPixelShader::set(Int pass) DX8Wrapper::Set_DX8_Texture_Stage_State( curStage, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP); DX8Wrapper::Set_DX8_Texture_Stage_State( curStage, D3DTSS_MINFILTER, D3DTEXF_LINEAR); DX8Wrapper::Set_DX8_Texture_Stage_State( curStage, D3DTSS_MAGFILTER, D3DTEXF_LINEAR); - DX8Wrapper::_Get_D3D_Device8()->SetTexture(curStage, shroud->getShroudTexture()->Peek_D3D_Texture()); + DX8Wrapper::Set_DX8_Texture(curStage, shroud->getShroudTexture()->Peek_D3D_Texture()); curStage++; if (curStage==1) curStage++; } @@ -3641,7 +3639,7 @@ Int FlatTerrainShaderPixelShader::set(Int pass) DX8Wrapper::Set_DX8_Texture_Stage_State(curStage, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP); DX8Wrapper::Set_DX8_Texture_Stage_State(curStage, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP); - DX8Wrapper::_Get_D3D_Device8()->SetTexture(curStage, W3DShaderManager::getShaderTexture(2)->Peek_D3D_Texture()); + DX8Wrapper::Set_DX8_Texture(curStage, W3DShaderManager::getShaderTexture(2)->Peek_D3D_Texture()); terrainShader2Stage.updateNoise1(&curView,&inv); //update curView with texture matrix DX8Wrapper::_Set_DX8_Transform((D3DTRANSFORMSTATETYPE )(D3DTS_TEXTURE0+curStage), curView); DX8Wrapper::Set_DX8_Texture_Stage_State(curStage, D3DTSS_MINFILTER, D3DTEXF_LINEAR); @@ -3668,7 +3666,7 @@ Int FlatTerrainShaderPixelShader::set(Int pass) DX8Wrapper::Set_DX8_Texture_Stage_State(curStage, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP); DX8Wrapper::Set_DX8_Texture_Stage_State(curStage, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP); - DX8Wrapper::_Get_D3D_Device8()->SetTexture(curStage, W3DShaderManager::getShaderTexture(3)->Peek_D3D_Texture()); + DX8Wrapper::Set_DX8_Texture(curStage, W3DShaderManager::getShaderTexture(3)->Peek_D3D_Texture()); terrainShader2Stage.updateNoise2(&curView,&inv); //update curView with texture matrix DX8Wrapper::_Set_DX8_Transform((D3DTRANSFORMSTATETYPE )(D3DTS_TEXTURE0+curStage), curView); DX8Wrapper::Set_DX8_Texture_Stage_State(curStage, D3DTSS_MINFILTER, D3DTEXF_LINEAR); @@ -3678,13 +3676,13 @@ Int FlatTerrainShaderPixelShader::set(Int pass) if (curStage==1) curStage++; } if (curStage<2) { - DX8Wrapper::_Get_D3D_Device8()->SetPixelShader(m_dwBase0PixelShader); + DX8Wrapper::Set_Pixel_Shader(m_dwBase0PixelShader); } else if (curStage==2) { - DX8Wrapper::_Get_D3D_Device8()->SetPixelShader(m_dwBasePixelShader); + DX8Wrapper::Set_Pixel_Shader(m_dwBasePixelShader); } else if (curStage==3) { - DX8Wrapper::_Get_D3D_Device8()->SetPixelShader(m_dwBaseNoise1PixelShader); + DX8Wrapper::Set_Pixel_Shader(m_dwBaseNoise1PixelShader); }else if (curStage==4) { - DX8Wrapper::_Get_D3D_Device8()->SetPixelShader(m_dwBaseNoise2PixelShader); + DX8Wrapper::Set_Pixel_Shader(m_dwBaseNoise2PixelShader); } DX8Wrapper::_Get_D3D_Device8()->SetRenderState(D3DRS_ALPHABLENDENABLE, false); DX8Wrapper::Apply_Render_State_Changes(); @@ -3694,13 +3692,13 @@ Int FlatTerrainShaderPixelShader::set(Int pass) void FlatTerrainShaderPixelShader::reset() { - DX8Wrapper::_Get_D3D_Device8()->SetTexture(2,nullptr); //release reference to any texture - DX8Wrapper::_Get_D3D_Device8()->SetTexture(3,nullptr); //release reference to any texture + DX8Wrapper::Set_DX8_Texture(2,nullptr); //release reference to any texture + DX8Wrapper::Set_DX8_Texture(3,nullptr); //release reference to any texture - DX8Wrapper::_Get_D3D_Device8()->SetPixelShader(0); //turn off pixel shader + DX8Wrapper::Set_Pixel_Shader(0); //turn off pixel shader - DX8Wrapper::_Get_D3D_Device8()->SetTexture(0, nullptr); - DX8Wrapper::_Get_D3D_Device8()->SetTexture(1, nullptr); + DX8Wrapper::Set_DX8_Texture(0, nullptr); + DX8Wrapper::Set_DX8_Texture(1, nullptr); DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE); DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU|0); diff --git a/Core/GameEngineDevice/Source/W3DDevice/GameClient/Water/W3DWater.cpp b/Core/GameEngineDevice/Source/W3DDevice/GameClient/Water/W3DWater.cpp index 1e26c2d0381..6e63f6ca91e 100644 --- a/Core/GameEngineDevice/Source/W3DDevice/GameClient/Water/W3DWater.cpp +++ b/Core/GameEngineDevice/Source/W3DDevice/GameClient/Water/W3DWater.cpp @@ -2890,11 +2890,8 @@ void WaterRenderObjClass::drawRiverWater(PolygonTrigger *pTrig) DX8Wrapper::Set_DX8_Render_State(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA ); if (m_riverWaterPixelShader) DX8Wrapper::_Get_D3D_Device8()->SetPixelShader(m_riverWaterPixelShader); - DWORD cull; - DX8Wrapper::_Get_D3D_Device8()->GetRenderState(D3DRS_CULLMODE, &cull); - DX8Wrapper::_Get_D3D_Device8()->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); - - + DWORD cull = DX8Wrapper::Get_DX8_Render_State(D3DRS_CULLMODE); + DX8Wrapper::Set_DX8_Render_State(D3DRS_CULLMODE, D3DCULL_NONE); if (wireframeForDebug) { DX8Wrapper::_Get_D3D_Device8()->SetRenderState(D3DRS_FILLMODE,D3DFILL_WIREFRAME); @@ -2923,7 +2920,7 @@ void WaterRenderObjClass::drawRiverWater(PolygonTrigger *pTrig) DX8Wrapper::_Get_D3D_Device8()->SetRenderState(D3DRS_ZFUNC, D3DCMP_EQUAL); W3DShaderManager::resetShader(W3DShaderManager::ST_SHROUD_TEXTURE); } - DX8Wrapper::_Get_D3D_Device8()->SetRenderState(D3DRS_CULLMODE, cull); + DX8Wrapper::Set_DX8_Render_State(D3DRS_CULLMODE, cull); } @@ -3265,12 +3262,8 @@ void WaterRenderObjClass::drawTrapezoidWater(Vector3 points[4]) DX8Wrapper::Set_DX8_Render_State(D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA ); } - - DWORD cull; - DX8Wrapper::_Get_D3D_Device8()->GetRenderState(D3DRS_CULLMODE, &cull); - DX8Wrapper::_Get_D3D_Device8()->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); - - + DWORD cull = DX8Wrapper::Get_DX8_Render_State(D3DRS_CULLMODE); + DX8Wrapper::Set_DX8_Render_State(D3DRS_CULLMODE, D3DCULL_NONE); //#ifdef FEATHER_WATER // the NEW WATER a'la LORENZEN @@ -3337,7 +3330,7 @@ void WaterRenderObjClass::drawTrapezoidWater(Vector3 points[4]) W3DShaderManager::resetShader(W3DShaderManager::ST_SHROUD_TEXTURE); } } - DX8Wrapper::_Get_D3D_Device8()->SetRenderState(D3DRS_CULLMODE, cull); + DX8Wrapper::Set_DX8_Render_State(D3DRS_CULLMODE, cull); } diff --git a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/Shadow/W3DVolumetricShadow.cpp b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/Shadow/W3DVolumetricShadow.cpp index fc54a61a237..632da31b306 100644 --- a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/Shadow/W3DVolumetricShadow.cpp +++ b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/Shadow/W3DVolumetricShadow.cpp @@ -3330,7 +3330,7 @@ void W3DVolumetricShadowManager::renderShadows( Bool forceStencilFill ) #else //disable writes to color buffer if (DX8Wrapper::Get_Current_Caps()->Get_DX8_Caps().PrimitiveMiscCaps & D3DPMISCCAPS_COLORWRITEENABLE) - { DX8Wrapper::_Get_D3D_Device8()->GetRenderState(D3DRS_COLORWRITEENABLE, &oldColorWriteEnable); + { oldColorWriteEnable = DX8Wrapper::Get_DX8_Render_State(D3DRS_COLORWRITEENABLE); DX8Wrapper::Set_DX8_Render_State(D3DRS_COLORWRITEENABLE,0); } else diff --git a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DScene.cpp b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DScene.cpp index 29d60da1d5c..94111953f15 100644 --- a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DScene.cpp +++ b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DScene.cpp @@ -1250,7 +1250,7 @@ void renderStenciledPlayerColor( UnsignedInt color, UnsignedInt stencilRef, Bool //disable writes to color buffer if (DX8Wrapper::Get_Current_Caps()->Get_DX8_Caps().PrimitiveMiscCaps & D3DPMISCCAPS_COLORWRITEENABLE) { - DX8Wrapper::_Get_D3D_Device8()->GetRenderState(D3DRS_COLORWRITEENABLE, &oldColorWriteEnable); + oldColorWriteEnable = DX8Wrapper::Get_DX8_Render_State(D3DRS_COLORWRITEENABLE); DX8Wrapper::Set_DX8_Render_State(D3DRS_COLORWRITEENABLE,0); } else diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/dx8wrapper.cpp b/Generals/Code/Libraries/Source/WWVegas/WW3D2/dx8wrapper.cpp index b7e9d5a77ae..06c54a7c146 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/dx8wrapper.cpp +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/dx8wrapper.cpp @@ -455,6 +455,9 @@ void DX8Wrapper::Invalidate_Cached_Render_States() for (a=0;aGet_DX8_Caps().PrimitiveMiscCaps & D3DPMISCCAPS_COLORWRITEENABLE) - { DX8Wrapper::_Get_D3D_Device8()->GetRenderState(D3DRS_COLORWRITEENABLE, &oldColorWriteEnable); + { oldColorWriteEnable = DX8Wrapper::Get_DX8_Render_State(D3DRS_COLORWRITEENABLE); DX8Wrapper::Set_DX8_Render_State(D3DRS_COLORWRITEENABLE,0); } else diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DScene.cpp b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DScene.cpp index d22790fd6d7..15da1ae3491 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DScene.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DScene.cpp @@ -1298,7 +1298,7 @@ void renderStenciledPlayerColor( UnsignedInt color, UnsignedInt stencilRef, Bool //disable writes to color buffer if (DX8Wrapper::Get_Current_Caps()->Get_DX8_Caps().PrimitiveMiscCaps & D3DPMISCCAPS_COLORWRITEENABLE) { - DX8Wrapper::_Get_D3D_Device8()->GetRenderState(D3DRS_COLORWRITEENABLE, &oldColorWriteEnable); + oldColorWriteEnable = DX8Wrapper::Get_DX8_Render_State(D3DRS_COLORWRITEENABLE); DX8Wrapper::Set_DX8_Render_State(D3DRS_COLORWRITEENABLE,0); } else diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/dx8wrapper.cpp b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/dx8wrapper.cpp index 19ae5714a21..9611350dc26 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/dx8wrapper.cpp +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/dx8wrapper.cpp @@ -462,6 +462,9 @@ void DX8Wrapper::Invalidate_Cached_Render_States() for (a=0;a