2007-05-20 11:03:49 -07:00
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// Copyright (C) 2002-2007 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __C_VIDEO_DIRECTX_8_H_INCLUDED__
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#define __C_VIDEO_DIRECTX_8_H_INCLUDED__
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#include "IrrCompileConfig.h"
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2007-06-02 04:11:35 -07:00
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#ifdef _IRR_COMPILE_WITH_DIRECT3D_8_
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2007-05-20 11:03:49 -07:00
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#ifdef _IRR_WINDOWS_
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#endif
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#ifdef _IRR_XBOX_PLATFORM_
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#include <xtl.h>
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#endif
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// always included for static createDriver function
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#include "CNullDriver.h"
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#include "IMaterialRendererServices.h"
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#include <d3d8.h>
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namespace irr
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{
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namespace video
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{
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class CD3D8Driver : public CNullDriver, IMaterialRendererServices
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{
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public:
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//! constructor
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CD3D8Driver(const core::dimension2d<s32>& screenSize, HWND window, bool fullscreen,
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bool stencibuffer, io::IFileSystem* io, bool pureSoftware=false, bool vsync=false);
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//! destructor
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virtual ~CD3D8Driver();
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//! applications must call this method before performing any rendering. returns false if failed.
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virtual bool beginScene(bool backBuffer, bool zBuffer, SColor color);
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//! applications must call this method after performing any rendering. returns false if failed.
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virtual bool endScene( s32 windowId, core::rect<s32>* sourceRect=0 );
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//! queries the features of the driver, returns true if feature is available
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virtual bool queryFeature(E_VIDEO_DRIVER_FEATURE feature);
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//! sets transformation
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virtual void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat);
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//! sets a material
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virtual void setMaterial(const SMaterial& material);
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//! sets a render target
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virtual bool setRenderTarget(video::ITexture* texture,
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bool clearBackBuffer=false, bool clearZBuffer=false,
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SColor color=video::SColor(0,0,0,0));
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//! sets a viewport
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virtual void setViewPort(const core::rect<s32>& area);
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//! gets the area of the current viewport
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virtual const core::rect<s32>& getViewPort() const;
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//! draws a vertex primitive list
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void drawVertexPrimitiveList(const void* vertices, u32 vertexCount, const u16* indexList, u32 primitiveCount, E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType);
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//! 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.
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virtual void draw2DImage(video::ITexture* texture, const core::position2d<s32>& destPos,
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const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
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SColor color=SColor(255,255,255,255), bool useAlphaChannelOfTexture=false);
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//! Draws a part of the texture into the rectangle.
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virtual void draw2DImage(video::ITexture* texture, const core::rect<s32>& destRect,
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const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
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video::SColor* colors=0, bool useAlphaChannelOfTexture=false);
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//!Draws an 2d rectangle with a gradient.
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virtual void draw2DRectangle(const core::rect<s32>& pos,
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SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,
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const core::rect<s32>* clip = 0);
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//! Draws a 2d line.
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virtual void draw2DLine(const core::position2d<s32>& start,
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const core::position2d<s32>& end,
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SColor color=SColor(255,255,255,255));
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//! Draws a 3d line.
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virtual void draw3DLine(const core::vector3df& start,
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const core::vector3df& end, SColor color = SColor(255,255,255,255));
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//! initialises the Direct3D API
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bool initDriver(const core::dimension2d<s32>& screenSize, HWND hwnd,
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u32 bits, bool fullScreen, bool pureSoftware,
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bool highPrecisionFPU, bool vsync, bool antiAlias);
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//! \return Returns the name of the video driver. Example: In case of the DIRECT3D8
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//! driver, it would return "Direct3D8.1".
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virtual const wchar_t* getName();
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//! deletes all dynamic lights there are
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virtual void deleteAllDynamicLights();
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//! adds a dynamic light
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virtual void addDynamicLight(const SLight& light);
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//! returns the maximal amount of dynamic lights the device can handle
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virtual u32 getMaximalDynamicLightAmount();
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//! Sets the dynamic ambient light color. The default color is
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//! (0,0,0,0) which means it is dark.
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//! \param color: New color of the ambient light.
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virtual void setAmbientLight(const SColorf& color);
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//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
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//! this: Frist, draw all geometry. Then use this method, to draw the shadow
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//! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow.
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virtual void drawStencilShadowVolume(const core::vector3df* triangles, s32 count, bool zfail);
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//! Fills the stencil shadow with color. After the shadow volume has been drawn
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//! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this
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//! to draw the color of the shadow.
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virtual void drawStencilShadow(bool clearStencilBuffer=false,
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video::SColor leftUpEdge = video::SColor(0,0,0,0),
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video::SColor rightUpEdge = video::SColor(0,0,0,0),
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video::SColor leftDownEdge = video::SColor(0,0,0,0),
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video::SColor rightDownEdge = video::SColor(0,0,0,0));
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//! Returns the maximum amount of primitives (mostly vertices) which
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//! the device is able to render with one drawIndexedTriangleList
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//! call.
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virtual u32 getMaximalPrimitiveCount();
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//! Enables or disables a texture creation flag.
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virtual void setTextureCreationFlag(E_TEXTURE_CREATION_FLAG flag, bool enabled);
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//! Sets the fog mode.
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virtual void setFog(SColor color, bool linearFog, f32 start,
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f32 end, f32 density, bool pixelFog, bool rangeFog);
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//! Only used by the internal engine. Used to notify the driver that
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//! the window was resized.
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virtual void OnResize(const core::dimension2d<s32>& size);
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//! Returns type of video driver
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virtual E_DRIVER_TYPE getDriverType();
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//! Returns the transformation set by setTransform
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virtual const core::matrix4& getTransform(E_TRANSFORMATION_STATE state);
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//! Can be called by an IMaterialRenderer to make its work easier.
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virtual void setBasicRenderStates(const SMaterial& material, const SMaterial& lastMaterial,
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bool resetAllRenderstates);
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//! Sets a vertex shader constant.
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virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1);
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//! Sets a pixel shader constant.
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virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1);
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//! Sets a constant for the vertex shader based on a name.
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virtual bool setVertexShaderConstant(const c8* name, const f32* floats, int count);
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//! Sets a constant for the pixel shader based on a name.
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virtual bool setPixelShaderConstant(const c8* name, const f32* floats, int count);
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//! Returns pointer to the IGPUProgrammingServices interface.
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virtual IGPUProgrammingServices* getGPUProgrammingServices();
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//! Returns a pointer to the IVideoDriver interface. (Implementation for
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//! IMaterialRendererServices)
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virtual IVideoDriver* getVideoDriver();
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//! Creates a render target texture.
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virtual ITexture* createRenderTargetTexture(const core::dimension2d<s32>& size, const c8* name);
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//! Clears the ZBuffer.
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virtual void clearZBuffer();
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//! Returns an image created from the last rendered frame.
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virtual IImage* createScreenShot();
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//! Set/unset a clipping plane.
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//! There are at least 6 clipping planes available for the user to set at will.
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//! \param index: The plane index. Must be between 0 and MaxUserClipPlanes.
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//! \param plane: The plane itself.
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//! \param enable: If true, enable the clipping plane else disable it.
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virtual bool setClipPlane(u32 index, const core::plane3df& plane, bool enable=false);
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//! Enable/disable a clipping plane.
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//! There are at least 6 clipping planes available for the user to set at will.
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//! \param index: The plane index. Must be between 0 and MaxUserClipPlanes.
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//! \param enable: If true, enable the clipping plane else disable it.
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virtual void enableClipPlane(u32 index, bool enable);
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2007-05-20 11:03:49 -07:00
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private:
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// enumeration for rendering modes such as 2d and 3d for minizing the switching of renderStates.
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enum E_RENDER_MODE
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{
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ERM_NONE = 0, // no render state has been set yet.
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ERM_2D, // 2d drawing rendermode
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ERM_3D, // 3d rendering mode
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ERM_STENCIL_FILL, // stencil fill mode
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ERM_SHADOW_VOLUME_ZFAIL, // stencil volume draw mode
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ERM_SHADOW_VOLUME_ZPASS // stencil volume draw mode
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};
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//! sets right vertex shader
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void setVertexShader(video::E_VERTEX_TYPE newType);
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//! sets the needed renderstates
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bool setRenderStates3DMode();
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//! sets the needed renderstates
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void setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel);
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//! sets the needed renderstates
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void setRenderStatesStencilFillMode(bool alpha);
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//! sets the needed renderstates
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void setRenderStatesStencilShadowMode(bool zfail);
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//! sets the current Texture
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bool setTexture(s32 stage, video::ITexture* texture);
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//! resets the device
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bool reset();
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//! returns a device dependent texture from a software surface (IImage)
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//! THIS METHOD HAS TO BE OVERRIDDEN BY DERIVED DRIVERS WITH OWN TEXTURES
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virtual video::ITexture* createDeviceDependentTexture(IImage* surface, const char* name);
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// returns the current size of the screen or rendertarget
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core::dimension2d<s32> getCurrentRenderTargetSize();
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//! Adds a new material renderer to the VideoDriver, using pixel and/or
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//! vertex shaders to render geometry.
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s32 addShaderMaterial(const c8* vertexShaderProgram, const c8* pixelShaderProgram,
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IShaderConstantSetCallBack* callback,
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E_MATERIAL_TYPE baseMaterial, s32 userData);
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void createMaterialRenderers();
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inline D3DCOLORVALUE colorToD3D(const SColor& col)
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{
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const f32 f = 1.0f / 255.0f;
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D3DCOLORVALUE v;
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v.r = col.getRed() * f;
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v.g = col.getGreen() * f;
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v.b = col.getBlue() * f;
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v.a = col.getAlpha() * f;
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return v;
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}
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E_RENDER_MODE CurrentRenderMode;
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D3DPRESENT_PARAMETERS present;
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SMaterial Material, LastMaterial;
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bool ResetRenderStates; // bool to make all renderstates be reseted if set.
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bool Transformation3DChanged;
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bool StencilBuffer;
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ITexture* CurrentTexture[MATERIAL_MAX_TEXTURES];
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core::matrix4 Matrices[ETS_COUNT]; // matrices of the 3d mode we need to restore when we switch back from the 2d mode.
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HINSTANCE D3DLibrary;
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IDirect3D8* pID3D;
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IDirect3DDevice8* pID3DDevice;
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IDirect3DSurface8* PrevRenderTarget;
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core::dimension2d<s32> CurrentRendertargetSize;
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D3DCAPS8 Caps;
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E_VERTEX_TYPE LastVertexType;
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D3DMATRIX UnitMatrix;
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u32 MaxTextureUnits;
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u32 MaxUserClipPlanes;
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f32 MaxLightDistance;
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s32 LastSetLight;
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bool DeviceLost;
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SColorf AmbientLight;
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};
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} // end namespace video
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} // end namespace irr
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#endif // _IRR_COMPILE_WITH_DIRECT3D_8_
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#endif // __C_VIDEO_DIRECTX_8_H_INCLUDED__
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