Material.cpp void CGrannyMaterial::__RestoreSpecularRenderState() { if (TRUE == STATEMANAGER.GetRenderState(D3DRS_ALPHABLENDENABLE)) { __RestoreDiffuseRenderState(); return; } STATEMANAGER.RestoreTextureStageState(1, D3DTSS_TEXTURETRANSFORMFLAGS); STATEMANAGER.RestoreSamplerState(1, D3DSAMP_ADDRESSU); STATEMANAGER.RestoreSamplerState(1, D3DSAMP_ADDRESSV); STATEMANAGER.RestoreTextureStageState(1, D3DTSS_TEXCOORDINDEX); STATEMANAGER.SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); STATEMANAGER.SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); STATEMANAGER.RestoreTextureStageState(0, D3DTSS_COLORARG1); STATEMANAGER.RestoreTextureStageState(0, D3DTSS_COLORARG2); STATEMANAGER.RestoreTextureStageState(0, D3DTSS_COLOROP); STATEMANAGER.RestoreTextureStageState(0, D3DTSS_ALPHAARG1); STATEMANAGER.RestoreTextureStageState(0, D3DTSS_ALPHAARG2); STATEMANAGER.RestoreTextureStageState(0, D3DTSS_ALPHAOP); } void CGrannyMaterial::CreateSphereMap(UINT uMapIndex, const char* c_szSphereMapImageFileName) { CResourceManager& rkResMgr = CResourceManager::Instance(); CGraphicImage * pImage = (CGraphicImage *)rkResMgr.GetResourcePointer(c_szSphereMapImageFileName); ms_akSphereMapInstance[uMapIndex].SetImagePointer(pImage); } void CGrannyMaterial::DestroySphereMap() { for (UINT uMapIndex=0; uMapIndexGetRenderTarget(0, &m_lpd3dOldBackBufferSurface); ms_lpd3dDevice->GetDepthStencilSurface(&m_lpd3dOldDepthBufferSurface); ms_lpd3dDevice->GetViewport(&m_d3dOldViewport); ms_lpd3dDevice->SetDepthStencilSurface(m_lpd3dDepthSurface); ms_lpd3dDevice->SetRenderTarget(0, m_lpd3dShadowSurface); D3DVIEWPORT9 d3dViewport; d3dViewport.MinZ = 0.0f; d3dViewport.MaxZ = 1.0f; d3dViewport.X = 0; d3dViewport.Y = 0; d3dViewport.Width = m_width; d3dViewport.Height = m_height; ms_lpd3dDevice->SetViewport(&d3dViewport); ms_lpd3dDevice->BeginScene(); ms_lpd3dDevice->Clear(0L, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0L); STATEMANAGER.SaveRenderState(D3DRS_CULLMODE, D3DCULL_NONE); STATEMANAGER.SaveRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL); STATEMANAGER.SaveRenderState(D3DRS_ALPHABLENDENABLE, true); STATEMANAGER.SaveRenderState(D3DRS_ALPHATESTENABLE, true); STATEMANAGER.SaveRenderState(D3DRS_TEXTUREFACTOR, 0xbb000000); STATEMANAGER.SetTexture(0, NULL); STATEMANAGER.SaveTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR); STATEMANAGER.SaveTextureStageState(0, D3DTSS_COLORARG2, D3DTA_TEXTURE); STATEMANAGER.SaveTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); STATEMANAGER.SaveTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR); STATEMANAGER.SaveTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_TEXTURE); STATEMANAGER.SaveTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); STATEMANAGER.SaveSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT); STATEMANAGER.SaveSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); STATEMANAGER.SaveSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); STATEMANAGER.SaveSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); STATEMANAGER.SaveSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); STATEMANAGER.SetTexture(1, NULL); STATEMANAGER.SaveTextureStageState(1, D3DTSS_COLORARG1, D3DTA_CURRENT); STATEMANAGER.SaveTextureStageState(1, D3DTSS_COLORARG2, D3DTA_TEXTURE); STATEMANAGER.SaveTextureStageState(1, D3DTSS_COLOROP, D3DTOP_SELECTARG1); STATEMANAGER.SaveTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_CURRENT); STATEMANAGER.SaveTextureStageState(1, D3DTSS_ALPHAARG2, D3DTA_TEXTURE); STATEMANAGER.SaveTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); STATEMANAGER.SaveSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_POINT); STATEMANAGER.SaveSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_POINT); STATEMANAGER.SaveSamplerState(1, D3DSAMP_MIPFILTER, D3DTEXF_POINT); STATEMANAGER.SaveSamplerState(1, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); STATEMANAGER.SaveSamplerState(1, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); } void CGraphicShadowTexture::End() { assert(m_lpd3dOldBackBufferSurface != NULL); assert(m_lpd3dOldDepthBufferSurface != NULL); ms_lpd3dDevice->EndScene(); ms_lpd3dDevice->SetDepthStencilSurface(m_lpd3dOldDepthBufferSurface); ms_lpd3dDevice->SetRenderTarget(0, m_lpd3dOldBackBufferSurface); ms_lpd3dDevice->SetViewport(&m_d3dOldViewport); m_lpd3dOldBackBufferSurface->Release(); m_lpd3dOldDepthBufferSurface->Release(); m_lpd3dOldBackBufferSurface = NULL; m_lpd3dOldDepthBufferSurface = NULL; STATEMANAGER.RestoreRenderState(D3DRS_CULLMODE); STATEMANAGER.RestoreRenderState(D3DRS_ZFUNC); STATEMANAGER.RestoreRenderState(D3DRS_ALPHABLENDENABLE); STATEMANAGER.RestoreRenderState(D3DRS_ALPHATESTENABLE); STATEMANAGER.RestoreRenderState(D3DRS_TEXTUREFACTOR); STATEMANAGER.RestoreTextureStageState(0, D3DTSS_COLORARG1); STATEMANAGER.RestoreTextureStageState(0, D3DTSS_COLORARG2); STATEMANAGER.RestoreTextureStageState(0, D3DTSS_COLOROP); STATEMANAGER.RestoreTextureStageState(0, D3DTSS_ALPHAARG1); STATEMANAGER.RestoreTextureStageState(0, D3DTSS_ALPHAARG2); STATEMANAGER.RestoreTextureStageState(0, D3DTSS_ALPHAOP); STATEMANAGER.RestoreSamplerState(0, D3DSAMP_MINFILTER); STATEMANAGER.RestoreSamplerState(0, D3DSAMP_MAGFILTER); STATEMANAGER.RestoreSamplerState(0, D3DSAMP_MIPFILTER); STATEMANAGER.RestoreSamplerState(0, D3DSAMP_ADDRESSU); STATEMANAGER.RestoreSamplerState(0, D3DSAMP_ADDRESSV); STATEMANAGER.RestoreTextureStageState(1, D3DTSS_COLORARG1); STATEMANAGER.RestoreTextureStageState(1, D3DTSS_COLORARG2); STATEMANAGER.RestoreTextureStageState(1, D3DTSS_COLOROP); STATEMANAGER.RestoreTextureStageState(1, D3DTSS_ALPHAARG1); STATEMANAGER.RestoreTextureStageState(1, D3DTSS_ALPHAARG2); STATEMANAGER.RestoreTextureStageState(1, D3DTSS_ALPHAOP); STATEMANAGER.RestoreSamplerState(1, D3DSAMP_MINFILTER); STATEMANAGER.RestoreSamplerState(1, D3DSAMP_MAGFILTER); STATEMANAGER.RestoreSamplerState(1, D3DSAMP_MIPFILTER); STATEMANAGER.RestoreSamplerState(1, D3DSAMP_ADDRESSU); STATEMANAGER.RestoreSamplerState(1, D3DSAMP_ADDRESSV); } SkyBox.cpp //STATEMANAGER.SetTexture( 0, NULL ); STATEMANAGER.RestoreSamplerState(0, D3DSAMP_ADDRESSU); STATEMANAGER.RestoreSamplerState(0, D3DSAMP_ADDRESSV); } else { for (unsigned int i = 0; i < 6; ++i) { m_Faces[i].Render(); } }