irrlicht/source/Irrlicht/CD3D9Driver.h

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// Copyright (C) 2002-2007 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_VIDEO_DIRECTX_9_H_INCLUDED__
#define __C_VIDEO_DIRECTX_9_H_INCLUDED__
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_DIRECT3D_9_
#ifdef _IRR_WINDOWS_
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#endif
#include "CNullDriver.h"
#include "IMaterialRendererServices.h"
#include <d3d9.h>
namespace irr
{
namespace video
{
class CD3D9Driver : public CNullDriver, IMaterialRendererServices
{
public:
//! constructor
CD3D9Driver(const core::dimension2d<s32>& screenSize, HWND window, bool fullscreen,
bool stencibuffer, io::IFileSystem* io, bool pureSoftware=false);
//! destructor
virtual ~CD3D9Driver();
//! applications must call this method before performing any rendering. returns false if failed.
virtual bool beginScene(bool backBuffer, bool zBuffer, SColor color);
//! applications must call this method after performing any rendering. returns false if failed.
virtual bool endScene( void* windowId=0, core::rect<s32>* sourceRect=0 );
//! queries the features of the driver, returns true if feature is available
virtual bool queryFeature(E_VIDEO_DRIVER_FEATURE feature) const;
//! sets transformation
virtual void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat);
//! sets a material
virtual void setMaterial(const SMaterial& material);
//! sets a render target
virtual bool setRenderTarget(video::ITexture* texture,
bool clearBackBuffer=false, bool clearZBuffer=false,
SColor color=video::SColor(0,0,0,0));
//! sets a viewport
virtual void setViewPort(const core::rect<s32>& area);
//! gets the area of the current viewport
virtual const core::rect<s32>& getViewPort() const;
//! draws a vertex primitive list
virtual void drawVertexPrimitiveList(const void* vertices, u32 vertexCount, const u16* indexList, u32 primitiveCount, E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType);
//! draws an 2d image, using a color (if color is other then Color(255,255,255,255)) and the alpha channel of the texture if wanted.
virtual void draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos,
const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
SColor color=SColor(255,255,255,255), bool useAlphaChannelOfTexture=false);
//! Draws a part of the texture into the rectangle.
virtual void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
video::SColor* colors=0, bool useAlphaChannelOfTexture=false);
//!Draws an 2d rectangle with a gradient.
virtual void draw2DRectangle(const core::rect<s32>& pos,
SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,
const core::rect<s32>* clip);
//! Draws a 2d line.
virtual void draw2DLine(const core::position2d<s32>& start,
const core::position2d<s32>& end,
SColor color=SColor(255,255,255,255));
//! Draws a 3d line.
virtual void draw3DLine(const core::vector3df& start,
const core::vector3df& end, SColor color = SColor(255,255,255,255));
//! initialises the Direct3D API
bool initDriver(const core::dimension2d<s32>& screenSize, HWND hwnd,
u32 bits, bool fullScreen, bool pureSoftware,
bool highPrecisionFPU, bool vsync, bool antiAlias);
//! \return Returns the name of the video driver. Example: In case of the DIRECT3D8
//! driver, it would return "Direct3D8.1".
virtual const wchar_t* getName() const;
//! deletes all dynamic lights there are
virtual void deleteAllDynamicLights();
//! adds a dynamic light
virtual void addDynamicLight(const SLight& light);
//! returns the maximal amount of dynamic lights the device can handle
virtual u32 getMaximalDynamicLightAmount() const;
//! Sets the dynamic ambient light color. The default color is
//! (0,0,0,0) which means it is dark.
//! \param color: New color of the ambient light.
virtual void setAmbientLight(const SColorf& color);
//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
//! this: Frist, draw all geometry. Then use this method, to draw the shadow
//! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow.
virtual void drawStencilShadowVolume(const core::vector3df* triangles, s32 count, bool zfail);
//! Fills the stencil shadow with color. After the shadow volume has been drawn
//! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this
//! to draw the color of the shadow.
virtual void drawStencilShadow(bool clearStencilBuffer=false,
video::SColor leftUpEdge = video::SColor(0,0,0,0),
video::SColor rightUpEdge = video::SColor(0,0,0,0),
video::SColor leftDownEdge = video::SColor(0,0,0,0),
video::SColor rightDownEdge = video::SColor(0,0,0,0));
//! Returns the maximum amount of primitives (mostly vertices) which
//! the device is able to render with one drawIndexedTriangleList
//! call.
virtual u32 getMaximalPrimitiveCount() const;
//! Enables or disables a texture creation flag.
virtual void setTextureCreationFlag(E_TEXTURE_CREATION_FLAG flag, bool enabled);
//! Sets the fog mode.
virtual void setFog(SColor color, bool linearFog, f32 start,
f32 end, f32 density, bool pixelFog, bool rangeFog);
//! Only used by the internal engine. Used to notify the driver that
//! the window was resized.
virtual void OnResize(const core::dimension2d<s32>& size);
//! Can be called by an IMaterialRenderer to make its work easier.
virtual void setBasicRenderStates(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates);
//! Returns type of video driver
virtual E_DRIVER_TYPE getDriverType() const;
//! Returns the transformation set by setTransform
virtual const core::matrix4& getTransform(E_TRANSFORMATION_STATE state) const;
//! Sets a vertex shader constant.
virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1);
//! Sets a pixel shader constant.
virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1);
//! Sets a constant for the vertex shader based on a name.
virtual bool setVertexShaderConstant(const c8* name, const f32* floats, int count);
//! Sets a constant for the pixel shader based on a name.
virtual bool setPixelShaderConstant(const c8* name, const f32* floats, int count);
//! Returns pointer to the IGPUProgrammingServices interface.
virtual IGPUProgrammingServices* getGPUProgrammingServices();
//! Returns a pointer to the IVideoDriver interface. (Implementation for
//! IMaterialRendererServices)
virtual IVideoDriver* getVideoDriver();
//! Creates a render target texture.
virtual ITexture* createRenderTargetTexture(const core::dimension2d<s32>& size, const c8* name);
//! Clears the ZBuffer.
virtual void clearZBuffer();
//! Returns an image created from the last rendered frame.
virtual IImage* createScreenShot();
//! Set/unset a clipping plane.
//! There are at least 6 clipping planes available for the user to set at will.
//! \param index: The plane index. Must be between 0 and MaxUserClipPlanes.
//! \param plane: The plane itself.
//! \param enable: If true, enable the clipping plane else disable it.
virtual bool setClipPlane(u32 index, const core::plane3df& plane, bool enable=false);
//! Enable/disable a clipping plane.
//! There are at least 6 clipping planes available for the user to set at will.
//! \param index: The plane index. Must be between 0 and MaxUserClipPlanes.
//! \param enable: If true, enable the clipping plane else disable it.
virtual void enableClipPlane(u32 index, bool enable);
//! Returns the graphics card vendor name.
virtual core::stringc getVendorInfo() {return vendorName;};
private:
// enumeration for rendering modes such as 2d and 3d for minizing the switching of renderStates.
enum E_RENDER_MODE
{
ERM_NONE = 0, // no render state has been set yet.
ERM_2D, // 2d drawing rendermode
ERM_3D, // 3d rendering mode
ERM_STENCIL_FILL, // stencil fill mode
ERM_SHADOW_VOLUME_ZFAIL, // stencil volume draw mode
ERM_SHADOW_VOLUME_ZPASS // stencil volume draw mode
};
//! sets right vertex shader
void setVertexShader(video::E_VERTEX_TYPE newType);
//! sets the needed renderstates
bool setRenderStates3DMode();
//! sets the needed renderstates
void setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel);
//! sets the needed renderstates
void setRenderStatesStencilFillMode(bool alpha);
//! sets the needed renderstates
void setRenderStatesStencilShadowMode(bool zfail);
//! sets the current Texture
bool setTexture(s32 stage, const video::ITexture* texture);
//! resets the device
bool reset();
//! returns a device dependent texture from a software surface (IImage)
//! THIS METHOD HAS TO BE OVERRIDDEN BY DERIVED DRIVERS WITH OWN TEXTURES
virtual video::ITexture* createDeviceDependentTexture(IImage* surface, const char* name);
// returns the current size of the screen or rendertarget
virtual const core::dimension2d<s32>& getCurrentRenderTargetSize() const;
//! Adds a new material renderer to the VideoDriver, using pixel and/or
//! vertex shaders to render geometry.
s32 addShaderMaterial(const c8* vertexShaderProgram, const c8* pixelShaderProgram,
IShaderConstantSetCallBack* callback,
E_MATERIAL_TYPE baseMaterial, s32 userData);
//! Adds a new material renderer to the VideoDriver, based on a high level shading
//! language.
virtual s32 addHighLevelShaderMaterial(
const c8* vertexShaderProgram,
const c8* vertexShaderEntryPointName = "main",
E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
const c8* pixelShaderProgram = 0,
const c8* pixelShaderEntryPointName = "main",
E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
IShaderConstantSetCallBack* callback = 0,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
s32 userData=0);
void createMaterialRenderers();
inline D3DCOLORVALUE colorToD3D(const SColor& col)
{
const f32 f = 1.0f / 255.0f;
D3DCOLORVALUE v;
v.r = col.getRed() * f;
v.g = col.getGreen() * f;
v.b = col.getBlue() * f;
v.a = col.getAlpha() * f;
return v;
}
E_RENDER_MODE CurrentRenderMode;
D3DPRESENT_PARAMETERS present;
SMaterial Material, LastMaterial;
bool ResetRenderStates; // bool to make all renderstates be reseted if set.
bool Transformation3DChanged;
bool StencilBuffer;
const ITexture* CurrentTexture[MATERIAL_MAX_TEXTURES];
bool LastTextureMipMapsAvailable[MATERIAL_MAX_TEXTURES];
core::matrix4 Matrices[ETS_COUNT]; // matrizes of the 3d mode we need to restore when we switch back from the 2d mode.
HINSTANCE D3DLibrary;
IDirect3D9* pID3D;
IDirect3DDevice9* pID3DDevice;
IDirect3DSurface9* PrevRenderTarget;
core::dimension2d<s32> CurrentRendertargetSize;
D3DCAPS9 Caps;
E_VERTEX_TYPE LastVertexType;
u32 MaxTextureUnits;
u32 MaxUserClipPlanes;
f32 MaxLightDistance;
s32 LastSetLight;
bool DeviceLost;
bool Fullscreen;
SColorf AmbientLight;
core::stringc vendorName;
};
} // end namespace video
} // end namespace irr
#endif // _IRR_COMPILE_WITH_DIRECT3D_9_
#endif // __C_VIDEO_DIRECTX_8_H_INCLUDED__