irrlicht/source/Irrlicht/CD3D8ShaderMaterialRenderer...

333 lines
8.3 KiB
C++

// Copyright (C) 2002-2011 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "CD3D8ShaderMaterialRenderer.h"
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_DIRECT3D_8_
#include <d3d8.h>
#include <d3dx8core.h>
#pragma comment (lib, "d3dx8.lib")
#include "IShaderConstantSetCallBack.h"
#include "IMaterialRendererServices.h"
#include "IVideoDriver.h"
#include "os.h"
#ifndef _IRR_D3D_NO_SHADER_DEBUGGING
#include <stdio.h>
#endif
namespace irr
{
namespace video
{
//! Public constructor
CD3D8ShaderMaterialRenderer::CD3D8ShaderMaterialRenderer(IDirect3DDevice8* d3ddev, video::IVideoDriver* driver,
s32& outMaterialTypeNr, const c8* vertexShaderProgram, const c8* pixelShaderProgram,
IShaderConstantSetCallBack* callback, IMaterialRenderer* baseMaterial, s32 userData)
: pID3DDevice(d3ddev), Driver(driver), CallBack(callback), BaseMaterial(baseMaterial),
VertexShader(0), OldVertexShader(0), PixelShader(0), UserData(userData)
{
#ifdef _DEBUG
setDebugName("CD3D8ShaderMaterialRenderer");
#endif
if (BaseMaterial)
BaseMaterial->grab();
if (CallBack)
CallBack->grab();
init(outMaterialTypeNr, vertexShaderProgram, pixelShaderProgram, EVT_STANDARD);
}
//! constructor only for use by derived classes who want to
//! create a fall back material for example.
CD3D8ShaderMaterialRenderer::CD3D8ShaderMaterialRenderer(IDirect3DDevice8* d3ddev,
video::IVideoDriver* driver,
IShaderConstantSetCallBack* callback,
IMaterialRenderer* baseMaterial,
s32 userData)
: pID3DDevice(d3ddev), Driver(driver), BaseMaterial(baseMaterial), CallBack(callback),
VertexShader(0), PixelShader(0), UserData(userData)
{
if (BaseMaterial)
BaseMaterial->grab();
if (CallBack)
CallBack->grab();
}
//! Destructor
CD3D8ShaderMaterialRenderer::~CD3D8ShaderMaterialRenderer()
{
if (CallBack)
CallBack->drop();
if (VertexShader)
pID3DDevice->DeleteVertexShader(VertexShader);
if (PixelShader)
pID3DDevice->DeletePixelShader(PixelShader);
if (BaseMaterial)
BaseMaterial->drop ();
}
void CD3D8ShaderMaterialRenderer::init(s32& outMaterialTypeNr, const c8* vertexShaderProgram,
const c8* pixelShaderProgram, E_VERTEX_TYPE type)
{
outMaterialTypeNr = -1;
// create vertex shader
if (!createVertexShader(vertexShaderProgram, type))
return;
// create pixel shader
if (!createPixelShader(pixelShaderProgram))
return;
// register myself as new material
outMaterialTypeNr = Driver->addMaterialRenderer(this);
}
bool CD3D8ShaderMaterialRenderer::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype)
{
// call callback to set shader constants
if (CallBack && (VertexShader || PixelShader))
CallBack->OnSetConstants(service, UserData);
return true;
}
void CD3D8ShaderMaterialRenderer::OnSetMaterial(const video::SMaterial& material, const video::SMaterial& lastMaterial,
bool resetAllRenderstates, video::IMaterialRendererServices* services)
{
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
{
if (VertexShader)
{
// We do not need to save and reset the old vertex shader, because
// in D3D8, this is mixed up with the fvf, and this is set by the driver
// every time.
//pID3DDevice->GetVertexShader(&OldVertexShader);
// set new vertex shader
if (FAILED(pID3DDevice->SetVertexShader(VertexShader)))
os::Printer::log("Could not set vertex shader.", ELL_ERROR);
}
// set new pixel shader
if (PixelShader)
{
if (FAILED(pID3DDevice->SetPixelShader(PixelShader)))
os::Printer::log("Could not set pixel shader.", ELL_ERROR);
}
if (BaseMaterial)
BaseMaterial->OnSetMaterial(material, material, true, services);
}
//let callback know used material
if (CallBack)
CallBack->OnSetMaterial(material);
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
}
void CD3D8ShaderMaterialRenderer::OnUnsetMaterial()
{
// We do not need to save and reset the old vertex shader, because
// in D3D8, this is mixed up with the fvf, and this is set by the driver
// every time.
// if (VertexShader)
// pID3DDevice->SetVertexShader(OldVertexShader);
if (PixelShader)
pID3DDevice->SetPixelShader(0);
if (BaseMaterial)
BaseMaterial->OnUnsetMaterial();
}
//! Returns if the material is transparent. The scene managment needs to know this
//! for being able to sort the materials by opaque and transparent.
bool CD3D8ShaderMaterialRenderer::isTransparent() const
{
return BaseMaterial ? BaseMaterial->isTransparent() : false;
}
bool CD3D8ShaderMaterialRenderer::createPixelShader(const c8* pxsh)
{
if (!pxsh)
return true;
#if defined( _IRR_XBOX_PLATFORM_)
return false;
#else
// compile shader
LPD3DXBUFFER code = 0;
LPD3DXBUFFER errors = 0;
#ifdef _IRR_D3D_NO_SHADER_DEBUGGING
// compile shader without debug info
D3DXAssembleShader(pxsh, (UINT)strlen(pxsh), 0, 0, &code, &errors);
#else
// compile shader and emitt some debug informations to
// make it possible to debug the shader in visual studio
static int irr_dbg_file_nr = 0;
++irr_dbg_file_nr;
char tmp[32];
sprintf(tmp, "irr_d3d8_dbg_shader_%d.psh", irr_dbg_file_nr);
FILE* f = fopen(tmp, "wb");
fwrite(pxsh, strlen(pxsh), 1, f);
fflush(f);
fclose(f);
D3DXAssembleShaderFromFile(tmp, D3DXASM_DEBUG, 0, &code, &errors);
#endif
if (errors)
{
// print out compilation errors.
os::Printer::log("Pixel shader compilation failed:", ELL_ERROR);
os::Printer::log((c8*)errors->GetBufferPointer(), ELL_ERROR);
if (code)
code->Release();
errors->Release();
return false;
}
if (FAILED(pID3DDevice->CreatePixelShader((DWORD*)code->GetBufferPointer(), &PixelShader)))
{
os::Printer::log("Could not create pixel shader.", ELL_ERROR);
code->Release();
return false;
}
code->Release();
return true;
#endif
}
bool CD3D8ShaderMaterialRenderer::createVertexShader(const char* vtxsh, E_VERTEX_TYPE type)
{
if (!vtxsh)
return true;
// compile shader
#if defined( _IRR_XBOX_PLATFORM_)
return false;
#else
LPD3DXBUFFER code = 0;
LPD3DXBUFFER errors = 0;
#ifdef _IRR_D3D_NO_SHADER_DEBUGGING
// compile shader without debug info
D3DXAssembleShader(vtxsh, (UINT)strlen(vtxsh), 0, 0, &code, &errors);
#else
// compile shader and emitt some debug informations to
// make it possible to debug the shader in visual studio
static int irr_dbg_file_nr = 0;
++irr_dbg_file_nr;
char tmp[32];
sprintf(tmp, "irr_d3d8_dbg_shader_%d.vsh", irr_dbg_file_nr);
FILE* f = fopen(tmp, "wb");
fwrite(vtxsh, strlen(vtxsh), 1, f);
fflush(f);
fclose(f);
D3DXAssembleShaderFromFile(tmp, D3DXASM_DEBUG, 0, &code, &errors);
#endif
if (errors)
{
// print out compilation errors.
os::Printer::log("Vertex shader compilation failed:", ELL_ERROR);
os::Printer::log((c8*)errors->GetBufferPointer(), ELL_ERROR);
if (code)
code->Release();
errors->Release();
return false;
}
DWORD* decl = 0;
DWORD dwStdDecl[] =
{
D3DVSD_STREAM(0),
D3DVSD_REG(0, D3DVSDT_FLOAT3), // position 0
D3DVSD_REG(1, D3DVSDT_FLOAT3), // normal 1
D3DVSD_REG(2, D3DVSDT_D3DCOLOR ),// color 2
D3DVSD_REG(3, D3DVSDT_FLOAT2 ), // tex1 3
D3DVSD_REG(4, D3DVSDT_FLOAT2 ), // tex2 4
D3DVSD_END()
};
DWORD dwTngtDecl[] =
{
D3DVSD_STREAM(0),
D3DVSD_REG(0 , D3DVSDT_FLOAT3), // position 0
D3DVSD_REG(1 , D3DVSDT_FLOAT3), // normal 1
D3DVSD_REG(2 , D3DVSDT_D3DCOLOR ),// color 2
D3DVSD_REG(3 , D3DVSDT_FLOAT2 ), // tex1 3
D3DVSD_REG(4, D3DVSDT_FLOAT3 ), // tangent 4
D3DVSD_REG(5, D3DVSDT_FLOAT3 ), // binormal 5
D3DVSD_END()
};
if (type == EVT_TANGENTS)
decl = dwTngtDecl;
else
decl = dwStdDecl;
if (FAILED(pID3DDevice->CreateVertexShader(decl,
(DWORD*)code->GetBufferPointer(), &VertexShader, 0)))
{
os::Printer::log("Could not create vertex shader.", ELL_ERROR);
code->Release();
return false;
}
code->Release();
return true;
#endif
}
} // end namespace video
} // end namespace irr
#endif // _IRR_COMPILE_WITH_DIRECT3D_8_