irrlicht/source/Irrlicht/CD3D9Driver.h

511 lines
19 KiB
C++

// Copyright (C) 2002-2012 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 "SIrrCreationParameters.h"
#include "IMaterialRendererServices.h"
#if defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
#include "irrMath.h" // needed by borland for sqrtf define
#endif
#include <d3d9.h>
namespace irr
{
namespace video
{
class CD3D9CallBridge;
class CD3D9RenderTarget;
class CD3D9Texture;
class CD3D9Driver : public CNullDriver, IMaterialRendererServices
{
public:
friend class CD3D9CallBridge;
friend class CD3D9RenderTarget;
friend class CD3D9Texture;
//! constructor
CD3D9Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io);
//! destructor
virtual ~CD3D9Driver();
virtual bool beginScene(u16 clearFlag, SColor clearColor = SColor(255,0,0,0), f32 clearDepth = 1.f, u8 clearStencil = 0,
const SExposedVideoData& videoData = SExposedVideoData(), core::rect<s32>* sourceRect = 0) _IRR_OVERRIDE_;
virtual bool endScene() _IRR_OVERRIDE_;
//! queries the features of the driver, returns true if feature is available
virtual bool queryFeature(E_VIDEO_DRIVER_FEATURE feature) const _IRR_OVERRIDE_;
//! sets transformation
virtual void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat) _IRR_OVERRIDE_;
//! sets a material
virtual void setMaterial(const SMaterial& material) _IRR_OVERRIDE_;
virtual bool setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SColor clearColor = SColor(255,0,0,0),
f32 clearDepth = 1.f, u8 clearStencil = 0) _IRR_OVERRIDE_;
//! sets a viewport
virtual void setViewPort(const core::rect<s32>& area) _IRR_OVERRIDE_;
struct SHWBufferLink_d3d9 : public SHWBufferLink
{
SHWBufferLink_d3d9(const scene::IMeshBuffer *_MeshBuffer):
SHWBufferLink(_MeshBuffer),
vertexBuffer(0), indexBuffer(0),
vertexBufferSize(0), indexBufferSize(0) {}
IDirect3DVertexBuffer9* vertexBuffer;
IDirect3DIndexBuffer9* indexBuffer;
u32 vertexBufferSize;
u32 indexBufferSize;
};
bool updateVertexHardwareBuffer(SHWBufferLink_d3d9 *HWBuffer);
bool updateIndexHardwareBuffer(SHWBufferLink_d3d9 *HWBuffer);
//! updates hardware buffer if needed
virtual bool updateHardwareBuffer(SHWBufferLink *HWBuffer) _IRR_OVERRIDE_;
//! Create hardware buffer from mesh
virtual SHWBufferLink *createHardwareBuffer(const scene::IMeshBuffer* mb) _IRR_OVERRIDE_;
//! Delete hardware buffer (only some drivers can)
virtual void deleteHardwareBuffer(SHWBufferLink *HWBuffer) _IRR_OVERRIDE_;
//! Draw hardware buffer
virtual void drawHardwareBuffer(SHWBufferLink *HWBuffer) _IRR_OVERRIDE_;
//! Create occlusion query.
/** Use node for identification and mesh for occlusion test. */
virtual void addOcclusionQuery(scene::ISceneNode* node,
const scene::IMesh* mesh=0) _IRR_OVERRIDE_;
//! Remove occlusion query.
virtual void removeOcclusionQuery(scene::ISceneNode* node) _IRR_OVERRIDE_;
//! Run occlusion query. Draws mesh stored in query.
/** If the mesh shall not be rendered visible, use
overrideMaterial to disable the color and depth buffer. */
virtual void runOcclusionQuery(scene::ISceneNode* node, bool visible=false) _IRR_OVERRIDE_;
//! Update occlusion query. Retrieves results from GPU.
/** If the query shall not block, set the flag to false.
Update might not occur in this case, though */
virtual void updateOcclusionQuery(scene::ISceneNode* node, bool block=true) _IRR_OVERRIDE_;
//! Return query result.
/** Return value is the number of visible pixels/fragments.
The value is a safe approximation, i.e. can be larger then the
actual value of pixels. */
virtual u32 getOcclusionQueryResult(scene::ISceneNode* node) const _IRR_OVERRIDE_;
//! Create render target.
virtual IRenderTarget* addRenderTarget() _IRR_OVERRIDE_;
//! draws a vertex primitive list
virtual void drawVertexPrimitiveList(const void* vertices, u32 vertexCount,
const void* indexList, u32 primitiveCount,
E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType,
E_INDEX_TYPE iType) _IRR_OVERRIDE_;
//! draws a vertex primitive list in 2d
virtual void draw2DVertexPrimitiveList(const void* vertices, u32 vertexCount,
const void* indexList, u32 primitiveCount,
E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType,
E_INDEX_TYPE iType) _IRR_OVERRIDE_;
//! 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) _IRR_OVERRIDE_;
//! 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,
const video::SColor* const colors=0, bool useAlphaChannelOfTexture=false) _IRR_OVERRIDE_;
//! Draws a set of 2d images, using a color and the alpha channel of the texture.
virtual void draw2DImageBatch(const video::ITexture* texture,
const core::array<core::position2d<s32> >& positions,
const core::array<core::rect<s32> >& sourceRects,
const core::rect<s32>* clipRect=0,
SColor color=SColor(255,255,255,255),
bool useAlphaChannelOfTexture=false) _IRR_OVERRIDE_;
//!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) _IRR_OVERRIDE_;
//! Draws a 2d line.
virtual void draw2DLine(const core::position2d<s32>& start,
const core::position2d<s32>& end,
SColor color=SColor(255,255,255,255)) _IRR_OVERRIDE_;
//! Draws a pixel.
virtual void drawPixel(u32 x, u32 y, const SColor & color) _IRR_OVERRIDE_;
//! Draws a 3d line.
virtual void draw3DLine(const core::vector3df& start,
const core::vector3df& end, SColor color = SColor(255,255,255,255)) _IRR_OVERRIDE_;
//! Draws a 3d box.
virtual void draw3DBox( const core::aabbox3d<f32>& box, SColor color = SColor(255,255,255,255 ) ) _IRR_OVERRIDE_;
//! initialises the Direct3D API
bool initDriver(HWND hwnd, bool pureSoftware);
//! \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 _IRR_OVERRIDE_;
//! deletes all dynamic lights there are
virtual void deleteAllDynamicLights() _IRR_OVERRIDE_;
//! adds a dynamic light, returning an index to the light
//! \param light: the light data to use to create the light
//! \return An index to the light, or -1 if an error occurs
virtual s32 addDynamicLight(const SLight& light) _IRR_OVERRIDE_;
//! Turns a dynamic light on or off
//! \param lightIndex: the index returned by addDynamicLight
//! \param turnOn: true to turn the light on, false to turn it off
virtual void turnLightOn(s32 lightIndex, bool turnOn) _IRR_OVERRIDE_;
//! returns the maximal amount of dynamic lights the device can handle
virtual u32 getMaximalDynamicLightAmount() const _IRR_OVERRIDE_;
//! 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) _IRR_OVERRIDE_;
//! Draws a shadow volume into the stencil buffer.
virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail=true, u32 debugDataVisible=0) _IRR_OVERRIDE_;
//! Fills the stencil shadow with color.
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)) _IRR_OVERRIDE_;
//! Returns the maximum amount of primitives (mostly vertices) which
//! the device is able to render with one drawIndexedTriangleList
//! call.
virtual u32 getMaximalPrimitiveCount() const _IRR_OVERRIDE_;
//! Sets the fog mode.
virtual void setFog(SColor color, E_FOG_TYPE fogType, f32 start,
f32 end, f32 density, bool pixelFog, bool rangeFog) _IRR_OVERRIDE_;
//! Only used by the internal engine. Used to notify the driver that
//! the window was resized.
virtual void OnResize(const core::dimension2d<u32>& size) _IRR_OVERRIDE_;
//! Can be called by an IMaterialRenderer to make its work easier.
virtual void setBasicRenderStates(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates) _IRR_OVERRIDE_;
//! Returns type of video driver
virtual E_DRIVER_TYPE getDriverType() const _IRR_OVERRIDE_;
//! Returns the transformation set by setTransform
virtual const core::matrix4& getTransform(E_TRANSFORMATION_STATE state) const _IRR_OVERRIDE_;
//! Get a vertex shader constant index.
virtual s32 getVertexShaderConstantID(const c8* name) _IRR_OVERRIDE_;
//! Get a pixel shader constant index.
virtual s32 getPixelShaderConstantID(const c8* name) _IRR_OVERRIDE_;
//! Sets a vertex shader constant.
virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) _IRR_OVERRIDE_;
//! Sets a pixel shader constant.
virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) _IRR_OVERRIDE_;
//! Sets a constant for the vertex shader based on an index.
virtual bool setVertexShaderConstant(s32 index, const f32* floats, int count) _IRR_OVERRIDE_;
//! Int interface for the above.
virtual bool setVertexShaderConstant(s32 index, const s32* ints, int count) _IRR_OVERRIDE_;
//! Uint interface for the above.
virtual bool setVertexShaderConstant(s32 index, const u32* ints, int count) _IRR_OVERRIDE_;
//! Sets a constant for the pixel shader based on an index.
virtual bool setPixelShaderConstant(s32 index, const f32* floats, int count) _IRR_OVERRIDE_;
//! Int interface for the above.
virtual bool setPixelShaderConstant(s32 index, const s32* ints, int count) _IRR_OVERRIDE_;
//! Uint interface for the above.
virtual bool setPixelShaderConstant(s32 index, const u32* ints, int count) _IRR_OVERRIDE_;
//! Returns a pointer to the IVideoDriver interface. (Implementation for
//! IMaterialRendererServices)
virtual IVideoDriver* getVideoDriver() _IRR_OVERRIDE_;
//! Creates a render target texture.
virtual ITexture* addRenderTargetTexture(const core::dimension2d<u32>& size,
const io::path& name, const ECOLOR_FORMAT format = ECF_UNKNOWN) _IRR_OVERRIDE_;
//! Creates a render target texture for a cubemap
ITexture* addRenderTargetTextureCubemap(const irr::u32 sideLen,
const io::path& name, const ECOLOR_FORMAT format) _IRR_OVERRIDE_;
virtual void clearBuffers(u16 flag, SColor color = SColor(255,0,0,0), f32 depth = 1.f, u8 stencil = 0) _IRR_OVERRIDE_;
//! Returns an image created from the last rendered frame.
virtual IImage* createScreenShot(video::ECOLOR_FORMAT format=video::ECF_UNKNOWN, video::E_RENDER_TARGET target=video::ERT_FRAME_BUFFER) _IRR_OVERRIDE_;
//! Set/unset a clipping plane.
virtual bool setClipPlane(u32 index, const core::plane3df& plane, bool enable=false) _IRR_OVERRIDE_;
//! Enable/disable a clipping plane.
virtual void enableClipPlane(u32 index, bool enable) _IRR_OVERRIDE_;
//! Returns the graphics card vendor name.
virtual core::stringc getVendorInfo() _IRR_OVERRIDE_ {return VendorName;}
//! Enable the 2d override material
virtual void enableMaterial2D(bool enable=true) _IRR_OVERRIDE_;
//! Check if the driver was recently reset.
virtual bool checkDriverReset() _IRR_OVERRIDE_ {return DriverWasReset;}
//! Get the current color format of the color buffer
/** \return Color format of the color buffer. */
virtual ECOLOR_FORMAT getColorFormat() const _IRR_OVERRIDE_;
//! Returns the maximum texture size supported.
virtual core::dimension2du getMaxTextureSize() const _IRR_OVERRIDE_;
//! Check if the driver supports creating textures with the given color format
virtual bool queryTextureFormat(ECOLOR_FORMAT format) const _IRR_OVERRIDE_;
//! Used by some SceneNodes to check if a material should be rendered in the transparent render pass
virtual bool needsTransparentRenderPass(const irr::video::SMaterial& material) const _IRR_OVERRIDE_;
//! Get the current color format of the color buffer
/** \return Color format of the color buffer as D3D color value. */
D3DFORMAT getD3DColorFormat() const;
//! Get D3D color format from Irrlicht color format.
D3DFORMAT getD3DFormatFromColorFormat(ECOLOR_FORMAT format) const;
//! Get Irrlicht color format from D3D color format.
ECOLOR_FORMAT getColorFormatFromD3DFormat(D3DFORMAT format) const;
//! Get D3D blending factor.
u32 getD3DBlend(E_BLEND_FACTOR factor) const;
//! Get D3D modulate.
u32 getD3DModulate(E_MODULATE_FUNC func) const;
//! Get bridge calls.
CD3D9CallBridge* getBridgeCalls() const;
private:
//! enumeration for rendering modes such as 2d and 3d for minimizing 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, u32 debugDataVisible);
//! sets the current Texture
bool setActiveTexture(u32 stage, const video::ITexture* texture);
//! resets the device
bool reset();
//! Try to get back a lost device
bool retrieveDevice(int numTries, int msSleepBetweenTries=100);
virtual ITexture* createDeviceDependentTexture(const io::path& name, IImage* image) _IRR_OVERRIDE_;
virtual ITexture* createDeviceDependentTextureCubemap(const io::path& name, const core::array<IImage*>& image) _IRR_OVERRIDE_;
//! 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) _IRR_OVERRIDE_;
//! Adds a new material renderer to the VideoDriver, based on a high level shading
//! language.
virtual s32 addHighLevelShaderMaterial(
const c8* vertexShaderProgram,
const c8* vertexShaderEntryPointName,
E_VERTEX_SHADER_TYPE vsCompileTarget,
const c8* pixelShaderProgram,
const c8* pixelShaderEntryPointName,
E_PIXEL_SHADER_TYPE psCompileTarget,
const c8* geometryShaderProgram,
const c8* geometryShaderEntryPointName = "main",
E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
u32 verticesOut = 0,
IShaderConstantSetCallBack* callback = 0,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
s32 userData = 0) _IRR_OVERRIDE_;
void createMaterialRenderers();
void draw2D3DVertexPrimitiveList(const void* vertices,
u32 vertexCount, const void* indexList, u32 primitiveCount,
E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType,
E_INDEX_TYPE iType, bool is3D);
D3DTEXTUREADDRESS getTextureWrapMode(const u8 clamp);
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;
}
CD3D9CallBridge* BridgeCalls;
E_RENDER_MODE CurrentRenderMode;
D3DPRESENT_PARAMETERS present;
SMaterial Material, LastMaterial;
bool ResetRenderStates; // bool to make all renderstates be reseted if set.
bool Transformation3DChanged;
const ITexture* CurrentTexture[MATERIAL_MAX_TEXTURES];
bool LastTextureMipMapsAvailable[MATERIAL_MAX_TEXTURES];
core::matrix4 Matrices[ETS_COUNT]; // matrices of the 3d mode we need to restore when we switch back from the 2d mode.
HINSTANCE D3DLibrary;
IDirect3D9* pID3D;
IDirect3DDevice9* pID3DDevice;
IDirect3DSurface9* BackBufferSurface;
IDirect3DSurface9* DepthStencilSurface;
core::array<bool> ActiveRenderTarget;
HWND WindowId;
core::rect<s32>* SceneSourceRect;
D3DCAPS9 Caps;
SIrrlichtCreationParameters Params;
E_VERTEX_TYPE LastVertexType;
core::stringc VendorName;
u16 VendorID;
u32 MaxTextureUnits;
u32 MaxFixedPipelineTextureUnits;
u32 MaxUserClipPlanes;
f32 MaxLightDistance;
s32 LastSetLight;
enum E_CACHE_2D_ATTRIBUTES
{
EC2D_ALPHA = 0x1,
EC2D_TEXTURE = 0x2,
EC2D_ALPHA_CHANNEL = 0x4
};
ECOLOR_FORMAT ColorFormat;
D3DFORMAT D3DColorFormat;
bool DeviceLost;
bool DriverWasReset;
bool OcclusionQuerySupport;
bool AlphaToCoverageSupport;
};
//! This bridge between Irrlicht pseudo D3D9 calls
//! and true D3D9 calls.
class CD3D9CallBridge
{
public:
CD3D9CallBridge(IDirect3DDevice9* p, CD3D9Driver* driver);
// Reset to default state.
void reset();
// Blending calls.
void setBlendOperation(DWORD mode);
void setBlendFunc(DWORD source, DWORD destination);
void setBlendFuncSeparate(DWORD sourceRGB, DWORD destinationRGB, DWORD sourceAlpha, DWORD destinationAlpha);
void setBlend(bool enable);
private:
IDirect3DDevice9* pID3DDevice;
DWORD BlendOperation;
DWORD BlendSourceRGB;
DWORD BlendDestinationRGB;
DWORD BlendSourceAlpha;
DWORD BlendDestinationAlpha;
bool Blend;
bool BlendSeparate;
bool FeatureBlendSeparate;
};
} // end namespace video
} // end namespace irr
#endif // _IRR_COMPILE_WITH_DIRECT3D_9_
#endif // __C_VIDEO_DIRECTX_9_H_INCLUDED__