Graphics::ActiveState namespace

Functions

auto SetTexture(int slotIndex, RenderWare::Raster* raster) -> void
Sends the given raster to the Direct3D device.
auto GetRasterDelta() -> int
auto SetRasterDelta(int) -> void
auto GetShaderData() -> void**
Returns a pointer to the array that contains the values of shader data.
auto SetShaderData(short index, void* value, bool overrideIfEqual = false) -> void
auto GetMaterialShader() -> MaterialShader*
Returns the current MaterialShader object which is being used to render.
auto GetTransform() -> D3DMATRIX*
Returns the 'modelToWorld' transform matrix.
auto SetTransform(D3DMATRIX* value) -> void
Sets the 'modelToWorld' matrix.
auto GetTransposedTransform() -> D3DMATRIX*
Returns the 'modelToWorld' transform matrix, transposed.
auto SetTransposedTransform(D3DMATRIX* value) -> void
Sets the 'modelToWorld' transform matrix, transposed.
auto GetPresentParams() -> D3DPRESENT_PARAMETERS&
auto SetRenderTarget(int index, RenderWare::Raster* raster) -> HRESULT
Sets the given raster to be the active Direct3D render target for the given index.

Function documentation

void Graphics::ActiveState::SetTexture(int slotIndex, RenderWare::Raster* raster)

Sends the given raster to the Direct3D device.

Parameters
slotIndex The slot this raster will occupy, between 0 and 15.
raster

void** Graphics::ActiveState::GetShaderData()

Returns a pointer to the array that contains the values of shader data.

For example, you can do GetShaderData()[ShaderData::skinWeights];

MaterialShader* Graphics::ActiveState::GetMaterialShader()

Returns the current MaterialShader object which is being used to render.

This can either be a ShaderBuilder or an StandardShader.

void Graphics::ActiveState::SetTransform(D3DMATRIX* value)

Sets the 'modelToWorld' matrix.

Parameters
value

void Graphics::ActiveState::SetTransposedTransform(D3DMATRIX* value)

Sets the 'modelToWorld' transform matrix, transposed.

Parameters
value

HRESULT Graphics::ActiveState::SetRenderTarget(int index, RenderWare::Raster* raster)

Sets the given raster to be the active Direct3D render target for the given index.

Parameters
index The render target index
raster
Returns D3D_OK if the operation succeeded, an error code otherwise.

Only works if the Raster is a surface.