// 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 #define _IRR_DONT_DO_MEMORY_DEBUGGING_HERE #include "CD3D9Driver.h" #ifdef _IRR_COMPILE_WITH_DIRECT3D_9_ #include "os.h" #include "S3DVertex.h" #include "CD3D9Texture.h" #include "CImage.h" #include "CD3D9MaterialRenderer.h" #include "CD3D9ShaderMaterialRenderer.h" #include "CD3D9NormalMapRenderer.h" #include "CD3D9ParallaxMapRenderer.h" #include "CD3D9HLSLMaterialRenderer.h" #include namespace irr { namespace video { //! constructor CD3D9Driver::CD3D9Driver(const core::dimension2d& screenSize, HWND window, bool fullscreen, bool stencilbuffer, io::IFileSystem* io, bool pureSoftware) : CNullDriver(io, screenSize), CurrentRenderMode(ERM_NONE), ResetRenderStates(true), Transformation3DChanged(false), StencilBuffer(stencilbuffer), D3DLibrary(0), pID3D(0), pID3DDevice(0), PrevRenderTarget(0), LastVertexType((video::E_VERTEX_TYPE)-1), MaxTextureUnits(0), MaxUserClipPlanes(0), MaxLightDistance(sqrtf(FLT_MAX)), LastSetLight(-1), DeviceLost(false), Fullscreen(fullscreen) { #ifdef _DEBUG setDebugName("CD3D9Driver"); #endif printVersion(); for (u32 i=0; idrop(); // drop d3d9 if (pID3DDevice) pID3DDevice->Release(); if (pID3D) pID3D->Release(); } void CD3D9Driver::createMaterialRenderers() { // create D3D9 material renderers addAndDropMaterialRenderer(new CD3D9MaterialRenderer_SOLID(pID3DDevice, this)); addAndDropMaterialRenderer(new CD3D9MaterialRenderer_SOLID_2_LAYER(pID3DDevice, this)); // add the same renderer for all lightmap types CD3D9MaterialRenderer_LIGHTMAP* lmr = new CD3D9MaterialRenderer_LIGHTMAP(pID3DDevice, this); addMaterialRenderer(lmr); // for EMT_LIGHTMAP: addMaterialRenderer(lmr); // for EMT_LIGHTMAP_ADD: addMaterialRenderer(lmr); // for EMT_LIGHTMAP_M2: addMaterialRenderer(lmr); // for EMT_LIGHTMAP_M4: addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING: addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING_M2: addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING_M4: lmr->drop(); // add remaining fixed function pipeline material renderers addAndDropMaterialRenderer(new CD3D9MaterialRenderer_DETAIL_MAP(pID3DDevice, this)); addAndDropMaterialRenderer(new CD3D9MaterialRenderer_SPHERE_MAP(pID3DDevice, this)); addAndDropMaterialRenderer(new CD3D9MaterialRenderer_REFLECTION_2_LAYER(pID3DDevice, this)); addAndDropMaterialRenderer(new CD3D9MaterialRenderer_TRANSPARENT_ADD_COLOR(pID3DDevice, this)); addAndDropMaterialRenderer(new CD3D9MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL(pID3DDevice, this)); addAndDropMaterialRenderer(new CD3D9MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL_REF(pID3DDevice, this)); addAndDropMaterialRenderer(new CD3D9MaterialRenderer_TRANSPARENT_VERTEX_ALPHA(pID3DDevice, this)); addAndDropMaterialRenderer(new CD3D9MaterialRenderer_TRANSPARENT_REFLECTION_2_LAYER(pID3DDevice, this)); // add normal map renderers s32 tmp = 0; video::IMaterialRenderer* renderer = 0; renderer = new CD3D9NormalMapRenderer(pID3DDevice, this, tmp, MaterialRenderers[EMT_SOLID].Renderer); renderer->drop(); renderer = new CD3D9NormalMapRenderer(pID3DDevice, this, tmp, MaterialRenderers[EMT_TRANSPARENT_ADD_COLOR].Renderer); renderer->drop(); renderer = new CD3D9NormalMapRenderer(pID3DDevice, this, tmp, MaterialRenderers[EMT_TRANSPARENT_VERTEX_ALPHA].Renderer); renderer->drop(); // add parallax map renderers renderer = new CD3D9ParallaxMapRenderer(pID3DDevice, this, tmp, MaterialRenderers[EMT_SOLID].Renderer); renderer->drop(); renderer = new CD3D9ParallaxMapRenderer(pID3DDevice, this, tmp, MaterialRenderers[EMT_TRANSPARENT_ADD_COLOR].Renderer); renderer->drop(); renderer = new CD3D9ParallaxMapRenderer(pID3DDevice, this, tmp, MaterialRenderers[EMT_TRANSPARENT_VERTEX_ALPHA].Renderer); renderer->drop(); // add basic 1 texture blending addAndDropMaterialRenderer(new CD3D9MaterialRenderer_ONETEXTURE_BLEND(pID3DDevice, this)); } //! initialises the Direct3D API bool CD3D9Driver::initDriver(const core::dimension2d& screenSize, HWND hwnd, u32 bits, bool fullScreen, bool pureSoftware, bool highPrecisionFPU, bool vsync, bool antiAlias) { HRESULT hr; Fullscreen = fullScreen; if (!pID3D) { D3DLibrary = LoadLibrary( "d3d9.dll" ); if (!D3DLibrary) { os::Printer::log("Error, could not load d3d9.dll.", ELL_ERROR); return false; } typedef IDirect3D9 * (__stdcall *D3DCREATETYPE)(UINT); D3DCREATETYPE d3dCreate = (D3DCREATETYPE) GetProcAddress(D3DLibrary, "Direct3DCreate9"); if (!d3dCreate) { os::Printer::log("Error, could not get proc adress of Direct3DCreate9.", ELL_ERROR); return false; } //just like pID3D = Direct3DCreate9(D3D_SDK_VERSION); pID3D = (*d3dCreate)(D3D_SDK_VERSION); if (!pID3D) { os::Printer::log("Error initializing D3D.", ELL_ERROR); return false; } } // print device information D3DADAPTER_IDENTIFIER9 dai; if (!FAILED(pID3D->GetAdapterIdentifier(D3DADAPTER_DEFAULT, 0, &dai))) { char tmp[512]; s32 Product = HIWORD(dai.DriverVersion.HighPart); s32 Version = LOWORD(dai.DriverVersion.HighPart); s32 SubVersion = HIWORD(dai.DriverVersion.LowPart); s32 Build = LOWORD(dai.DriverVersion.LowPart); sprintf(tmp, "%s %s %d.%d.%d.%d", dai.Description, dai.Driver, Product, Version, SubVersion, Build); os::Printer::log(tmp, ELL_INFORMATION); } D3DDISPLAYMODE d3ddm; hr = pID3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm); if (FAILED(hr)) { os::Printer::log("Error: Could not get Adapter Display mode.", ELL_ERROR); return false; } ZeroMemory(&present, sizeof(present)); present.BackBufferCount = 1; present.EnableAutoDepthStencil = TRUE; if (vsync) present.PresentationInterval = D3DPRESENT_INTERVAL_ONE; else present.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; if (fullScreen) { present.BackBufferWidth = screenSize.Width; present.BackBufferHeight = screenSize.Height; // request 32bit mode if user specified 32 bit, added by Thomas Stüfe if (bits == 32) present.BackBufferFormat = D3DFMT_X8R8G8B8; else present.BackBufferFormat = D3DFMT_R5G6B5; present.SwapEffect = D3DSWAPEFFECT_FLIP; present.Windowed = FALSE; present.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT; } else { present.BackBufferFormat = d3ddm.Format; present.SwapEffect = D3DSWAPEFFECT_COPY; present.Windowed = TRUE; } D3DDEVTYPE devtype = D3DDEVTYPE_HAL; #ifndef _IRR_D3D_NO_SHADER_DEBUGGING devtype = D3DDEVTYPE_REF; #endif // enable anti alias if possible and desired if (antiAlias) { DWORD qualityLevels = 0; if (SUCCEEDED(pID3D->CheckDeviceMultiSampleType(D3DADAPTER_DEFAULT, devtype, present.BackBufferFormat, !fullScreen, D3DMULTISAMPLE_4_SAMPLES, &qualityLevels))) { // enable multi sampling present.MultiSampleType = D3DMULTISAMPLE_4_SAMPLES; present.MultiSampleQuality = qualityLevels-1; present.SwapEffect = D3DSWAPEFFECT_DISCARD; } else if (SUCCEEDED(pID3D->CheckDeviceMultiSampleType(D3DADAPTER_DEFAULT, devtype, present.BackBufferFormat, !fullScreen, D3DMULTISAMPLE_2_SAMPLES, &qualityLevels))) { // enable multi sampling present.MultiSampleType = D3DMULTISAMPLE_2_SAMPLES; present.MultiSampleQuality = qualityLevels-1; present.SwapEffect = D3DSWAPEFFECT_DISCARD; } else if (SUCCEEDED(pID3D->CheckDeviceMultiSampleType(D3DADAPTER_DEFAULT, devtype, present.BackBufferFormat, !fullScreen, D3DMULTISAMPLE_NONMASKABLE, &qualityLevels))) { // enable non maskable multi sampling present.SwapEffect = D3DSWAPEFFECT_DISCARD; present.MultiSampleType = D3DMULTISAMPLE_NONMASKABLE; present.MultiSampleQuality = qualityLevels-1; } else { os::Printer::log("Anti aliasing disabled because hardware/driver lacks necessary caps.", ELL_WARNING); antiAlias = false; } } // check stencil buffer compatibility if (StencilBuffer) { present.AutoDepthStencilFormat = D3DFMT_D24S8; if(FAILED(pID3D->CheckDeviceFormat(D3DADAPTER_DEFAULT, devtype, present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, present.AutoDepthStencilFormat))) { present.AutoDepthStencilFormat = D3DFMT_D24X4S4; if(FAILED(pID3D->CheckDeviceFormat(D3DADAPTER_DEFAULT, devtype, present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, present.AutoDepthStencilFormat))) { present.AutoDepthStencilFormat = D3DFMT_D15S1; if(FAILED(pID3D->CheckDeviceFormat(D3DADAPTER_DEFAULT, devtype, present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, present.AutoDepthStencilFormat))) { os::Printer::log("Device does not support stencilbuffer, disabling stencil buffer.", ELL_WARNING); StencilBuffer = false; } } } else if(FAILED(pID3D->CheckDepthStencilMatch(D3DADAPTER_DEFAULT, devtype, present.BackBufferFormat, present.BackBufferFormat, present.AutoDepthStencilFormat))) { os::Printer::log("Depth-stencil format is not compatible with display format, disabling stencil buffer.", ELL_WARNING); StencilBuffer = false; } } // do not use else here to cope with flag change in previous block if (!StencilBuffer) { present.AutoDepthStencilFormat = D3DFMT_D32; if(FAILED(pID3D->CheckDeviceFormat(D3DADAPTER_DEFAULT, devtype, present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, present.AutoDepthStencilFormat))) { present.AutoDepthStencilFormat = D3DFMT_D24X8; if(FAILED(pID3D->CheckDeviceFormat(D3DADAPTER_DEFAULT, devtype, present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, present.AutoDepthStencilFormat))) { present.AutoDepthStencilFormat = D3DFMT_D16; if(FAILED(pID3D->CheckDeviceFormat(D3DADAPTER_DEFAULT, devtype, present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, present.AutoDepthStencilFormat))) { os::Printer::log("Device does not support required depth buffer.", ELL_WARNING); return false; } } } } // create device DWORD fpuPrecision = highPrecisionFPU ? D3DCREATE_FPU_PRESERVE : 0; if (pureSoftware) { hr = pID3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_REF, hwnd, fpuPrecision | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present, &pID3DDevice); if (FAILED(hr)) os::Printer::log("Was not able to create Direct3D9 software device.", ELL_ERROR); } else { hr = pID3D->CreateDevice(D3DADAPTER_DEFAULT, devtype, hwnd, fpuPrecision | D3DCREATE_HARDWARE_VERTEXPROCESSING, &present, &pID3DDevice); if(FAILED(hr)) hr = pID3D->CreateDevice(D3DADAPTER_DEFAULT, devtype, hwnd, fpuPrecision | D3DCREATE_MIXED_VERTEXPROCESSING , &present, &pID3DDevice); if(FAILED(hr)) hr = pID3D->CreateDevice(D3DADAPTER_DEFAULT, devtype, hwnd, fpuPrecision | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present, &pID3DDevice); if (FAILED(hr)) os::Printer::log("Was not able to create Direct3D9 device.", ELL_ERROR); } if (!pID3DDevice) { os::Printer::log("Was not able to create DIRECT3D9 device.", ELL_ERROR); return false; } // get caps pID3DDevice->GetDeviceCaps(&Caps); // disable stencilbuffer if necessary if (StencilBuffer && (!(Caps.StencilCaps & D3DSTENCILCAPS_DECRSAT) || !(Caps.StencilCaps & D3DSTENCILCAPS_INCRSAT) || !(Caps.StencilCaps & D3DSTENCILCAPS_KEEP))) { os::Printer::log("Device not able to use stencil buffer, disabling stencil buffer.", ELL_WARNING); StencilBuffer = false; } // set default vertex shader setVertexShader(EVT_STANDARD); // enable antialiasing if (antiAlias) pID3DDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE); // set fog mode setFog(FogColor, LinearFog, FogStart, FogEnd, FogDensity, PixelFog, RangeFog); // set exposed data ExposedData.D3D9.D3D9 = pID3D; ExposedData.D3D9.D3DDev9 = pID3DDevice; ExposedData.D3D9.HWnd = reinterpret_cast(hwnd); ResetRenderStates = true; // create materials createMaterialRenderers(); MaxTextureUnits = core::min_((u32)Caps.MaxSimultaneousTextures, MATERIAL_MAX_TEXTURES); MaxUserClipPlanes = (u32)Caps.MaxUserClipPlanes; // set the renderstates setRenderStates3DMode(); // set maximal anisotropy pID3DDevice->SetSamplerState(0, D3DSAMP_MAXANISOTROPY, min(16ul, Caps.MaxAnisotropy)); pID3DDevice->SetSamplerState(1, D3DSAMP_MAXANISOTROPY, min(16ul, Caps.MaxAnisotropy)); pID3DDevice->SetSamplerState(2, D3DSAMP_MAXANISOTROPY, min(16ul, Caps.MaxAnisotropy)); pID3DDevice->SetSamplerState(3, D3DSAMP_MAXANISOTROPY, min(16ul, Caps.MaxAnisotropy)); // so far so good. return true; } //! applications must call this method before performing any rendering. returns false if failed. bool CD3D9Driver::beginScene(bool backBuffer, bool zBuffer, SColor color) { CNullDriver::beginScene(backBuffer, zBuffer, color); HRESULT hr; if (!pID3DDevice) return false; if (DeviceLost) { if(FAILED(hr = pID3DDevice->TestCooperativeLevel())) { if (hr == D3DERR_DEVICELOST) return false; if (hr == D3DERR_DEVICENOTRESET) reset(); return false; } } DWORD flags = 0; if (backBuffer) flags |= D3DCLEAR_TARGET; if (zBuffer) flags |= D3DCLEAR_ZBUFFER; if (StencilBuffer) flags |= D3DCLEAR_STENCIL; hr = pID3DDevice->Clear( 0, NULL, flags, color.color, 1.0, 0); if (FAILED(hr)) os::Printer::log("DIRECT3D9 clear failed.", ELL_WARNING); hr = pID3DDevice->BeginScene(); if (FAILED(hr)) { os::Printer::log("DIRECT3D9 begin scene failed.", ELL_WARNING); return false; } return true; } //! applications must call this method after performing any rendering. returns false if failed. bool CD3D9Driver::endScene( s32 windowId, core::rect* sourceRect ) { if (DeviceLost) return false; CNullDriver::endScene(); HRESULT hr = pID3DDevice->EndScene(); if (FAILED(hr)) { os::Printer::log("DIRECT3D9 end scene failed.", ELL_WARNING); return false; } RECT* srcRct = 0; RECT sourceRectData; if ( sourceRect ) { srcRct = &sourceRectData; sourceRectData.left = sourceRect->UpperLeftCorner.X; sourceRectData.top = sourceRect->UpperLeftCorner.Y; sourceRectData.right = sourceRect->LowerRightCorner.X; sourceRectData.bottom = sourceRect->LowerRightCorner.Y; } hr = pID3DDevice->Present(srcRct, NULL, (HWND)windowId, NULL); if (hr == D3DERR_DEVICELOST) { DeviceLost = true; os::Printer::log("DIRECT3D9 device lost.", ELL_WARNING); } else if (FAILED(hr) && hr != D3DERR_INVALIDCALL) { os::Printer::log("DIRECT3D9 present failed.", ELL_WARNING); return false; } return true; } //! queries the features of the driver, returns true if feature is available bool CD3D9Driver::queryFeature(E_VIDEO_DRIVER_FEATURE feature) { switch (feature) { case EVDF_MULTITEXTURE: case EVDF_BILINEAR_FILTER: return true; case EVDF_RENDER_TO_TARGET: return Caps.NumSimultaneousRTs > 0; case EVDF_HARDWARE_TL: return (Caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) != 0; case EVDF_MIP_MAP: return (Caps.TextureCaps & D3DPTEXTURECAPS_MIPMAP) != 0; case EVDF_MIP_MAP_AUTO_UPDATE: return (Caps.Caps2 & D3DCAPS2_CANAUTOGENMIPMAP) != 0; case EVDF_STENCIL_BUFFER: return StencilBuffer && Caps.StencilCaps; case EVDF_VERTEX_SHADER_1_1: return Caps.VertexShaderVersion >= D3DVS_VERSION(1,1); case EVDF_VERTEX_SHADER_2_0: return Caps.VertexShaderVersion >= D3DVS_VERSION(2,0); case EVDF_VERTEX_SHADER_3_0: return Caps.VertexShaderVersion >= D3DVS_VERSION(3,0); case EVDF_PIXEL_SHADER_1_1: return Caps.PixelShaderVersion >= D3DPS_VERSION(1,1); case EVDF_PIXEL_SHADER_1_2: return Caps.PixelShaderVersion >= D3DPS_VERSION(1,2); case EVDF_PIXEL_SHADER_1_3: return Caps.PixelShaderVersion >= D3DPS_VERSION(1,3); case EVDF_PIXEL_SHADER_1_4: return Caps.PixelShaderVersion >= D3DPS_VERSION(1,4); case EVDF_PIXEL_SHADER_2_0: return Caps.PixelShaderVersion >= D3DPS_VERSION(2,0); case EVDF_PIXEL_SHADER_3_0: return Caps.PixelShaderVersion >= D3DPS_VERSION(3,0); case EVDF_HLSL: return Caps.VertexShaderVersion >= D3DVS_VERSION(1,1); case EVDF_TEXTURE_NPOT: return (Caps.TextureCaps & D3DPTEXTURECAPS_POW2) == 0; default: return false; }; } //! sets transformation void CD3D9Driver::setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat) { Transformation3DChanged = true; switch(state) { case ETS_VIEW: pID3DDevice->SetTransform(D3DTS_VIEW, (D3DMATRIX*)((void*)mat.pointer())); break; case ETS_WORLD: pID3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)((void*)mat.pointer())); break; case ETS_PROJECTION: pID3DDevice->SetTransform( D3DTS_PROJECTION, (D3DMATRIX*)((void*)mat.pointer())); break; case ETS_TEXTURE_0: case ETS_TEXTURE_1: case ETS_TEXTURE_2: case ETS_TEXTURE_3: pID3DDevice->SetTextureStageState( state - ETS_TEXTURE_0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 ); if (mat.isIdentity()) pID3DDevice->SetTransform( (D3DTRANSFORMSTATETYPE)(D3DTS_TEXTURE0+ ( state - ETS_TEXTURE_0 )), &UnitMatrixD3D9 ); else pID3DDevice->SetTransform((D3DTRANSFORMSTATETYPE)(D3DTS_TEXTURE0+ ( state - ETS_TEXTURE_0 )), (D3DMATRIX*)((void*)mat.pointer())); break; case ETS_COUNT: break; } Matrices[state] = mat; } //! sets the current Texture bool CD3D9Driver::setTexture(s32 stage, video::ITexture* texture) { if (CurrentTexture[stage] == texture) return true; if (texture && texture->getDriverType() != EDT_DIRECT3D9) { os::Printer::log("Fatal Error: Tried to set a texture not owned by this driver.", ELL_ERROR); return false; } if (CurrentTexture[stage]) CurrentTexture[stage]->drop(); CurrentTexture[stage] = texture; if (!texture) { pID3DDevice->SetTexture(stage, 0); pID3DDevice->SetTextureStageState( stage, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE ); } else { pID3DDevice->SetTexture(stage, ((CD3D9Texture*)texture)->getDX9Texture()); texture->grab(); } return true; } //! sets a material void CD3D9Driver::setMaterial(const SMaterial& material) { Material = material; for (u32 i=0; igetDriverType() != EDT_DIRECT3D9) { os::Printer::log("Fatal Error: Tried to set a texture not owned by this driver.", ELL_ERROR); return false; } // check for valid render target CD3D9Texture* tex = (CD3D9Texture*)texture; if (texture && !tex->isRenderTarget()) { os::Printer::log("Fatal Error: Tried to set a non render target texture as render target.", ELL_ERROR); return false; } if (texture && (tex->getSize().Width > ScreenSize.Width || tex->getSize().Height > ScreenSize.Height )) { os::Printer::log("Error: Tried to set a render target texture which is bigger than the screen.", ELL_ERROR); return false; } // check if we should set the previous RT back bool ret = true; if (tex == 0) { if (PrevRenderTarget) { if (FAILED(pID3DDevice->SetRenderTarget(0, PrevRenderTarget))) { os::Printer::log("Error: Could not set back to previous render target.", ELL_ERROR); ret = false; } CurrentRendertargetSize = core::dimension2d(0,0); PrevRenderTarget->Release(); PrevRenderTarget = 0; } } else { // we want to set a new target. so do this. // store previous target if (!PrevRenderTarget) if (FAILED(pID3DDevice->GetRenderTarget(0, &PrevRenderTarget))) { os::Printer::log("Could not get previous render target.", ELL_ERROR); return false; } // set new render target if (FAILED(pID3DDevice->SetRenderTarget(0, tex->getRenderTargetSurface()))) { os::Printer::log("Error: Could not set render target.", ELL_ERROR); return false; } CurrentRendertargetSize = tex->getSize(); } if (clearBackBuffer || clearZBuffer) { DWORD flags = 0; if (clearBackBuffer) flags |= D3DCLEAR_TARGET; if (clearZBuffer) flags |= D3DCLEAR_ZBUFFER; pID3DDevice->Clear(0, NULL, flags, color.color, 1.0f, 0); } return ret; } //! sets a viewport void CD3D9Driver::setViewPort(const core::rect& area) { core::rect vp = area; core::rect rendert(0,0, ScreenSize.Width, ScreenSize.Height); vp.clipAgainst(rendert); D3DVIEWPORT9 viewPort; viewPort.X = vp.UpperLeftCorner.X; viewPort.Y = vp.UpperLeftCorner.Y; viewPort.Width = vp.getWidth(); viewPort.Height = vp.getHeight(); viewPort.MinZ = 0.0f; viewPort.MaxZ = 1.0f; HRESULT hr = D3DERR_INVALIDCALL; if (vp.getHeight()>0 && vp.getWidth()>0) hr = pID3DDevice->SetViewport(&viewPort); if (FAILED(hr)) os::Printer::log("Failed setting the viewport.", ELL_WARNING); ViewPort = vp; } //! gets the area of the current viewport const core::rect& CD3D9Driver::getViewPort() const { return ViewPort; } //! draws a vertex primitive list void CD3D9Driver::drawVertexPrimitiveList(const void* vertices, u32 vertexCount, const u16* indexList, u32 primitiveCount, E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType) { if (!checkPrimitiveCount(primitiveCount)) return; CNullDriver::drawVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType); if (!vertexCount || !primitiveCount) return; setVertexShader(vType); size_t stride=0; switch (vType) { case EVT_STANDARD: stride=sizeof(S3DVertex); break; case EVT_2TCOORDS: stride=sizeof(S3DVertex2TCoords); break; case EVT_TANGENTS: stride=sizeof(S3DVertexTangents); break; } if (setRenderStates3DMode()) { switch (pType) { case scene::EPT_POINTS: pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_POINTLIST, 0, vertexCount, primitiveCount, indexList, D3DFMT_INDEX16, vertices, stride); break; case scene::EPT_LINE_STRIP: pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_LINESTRIP, 0, vertexCount, primitiveCount, indexList, D3DFMT_INDEX16, vertices, stride); break; case scene::EPT_LINE_LOOP: { pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_LINESTRIP, 0, vertexCount, primitiveCount, indexList, D3DFMT_INDEX16, vertices, stride); u16 tmpIndices[] = {0, primitiveCount}; pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_LINELIST, 0, vertexCount, 1, tmpIndices, D3DFMT_INDEX16, vertices, stride); } break; case scene::EPT_LINES: pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_LINELIST, 0, vertexCount, primitiveCount, indexList, D3DFMT_INDEX16, vertices, stride); break; case scene::EPT_TRIANGLE_STRIP: pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLESTRIP, 0, vertexCount, primitiveCount, indexList, D3DFMT_INDEX16, vertices, stride); break; case scene::EPT_TRIANGLE_FAN: pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLEFAN, 0, vertexCount, primitiveCount, indexList, D3DFMT_INDEX16, vertices, stride); break; case scene::EPT_TRIANGLES: pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, vertexCount, primitiveCount, indexList, D3DFMT_INDEX16, vertices, stride); break; } } } void CD3D9Driver::draw2DImage(video::ITexture* texture, const core::rect& destRect, const core::rect& sourceRect, const core::rect* clipRect, video::SColor* colors, bool useAlphaChannelOfTexture) { if(!texture) return; const core::dimension2d& ss = texture->getOriginalSize(); core::rect tcoords; tcoords.UpperLeftCorner.X = (f32)sourceRect.UpperLeftCorner.X / (f32)ss.Width; tcoords.UpperLeftCorner.Y = (f32)sourceRect.UpperLeftCorner.Y / (f32)ss.Height; tcoords.LowerRightCorner.X = (f32)sourceRect.LowerRightCorner.X / (f32)ss.Width; tcoords.LowerRightCorner.Y = (f32)sourceRect.LowerRightCorner.Y / (f32)ss.Height; const core::dimension2d& renderTargetSize = getCurrentRenderTargetSize(); core::rect npos; f32 xFact = 2.0f / ( renderTargetSize.Width ); f32 yFact = 2.0f / ( renderTargetSize.Height ); npos.UpperLeftCorner.X = ( destRect.UpperLeftCorner.X * xFact ) - 1.0f; npos.UpperLeftCorner.Y = 1.0f - ( destRect.UpperLeftCorner.Y * yFact ); npos.LowerRightCorner.X = ( destRect.LowerRightCorner.X * xFact ) - 1.0f; npos.LowerRightCorner.Y = 1.0f - ( destRect.LowerRightCorner.Y * yFact ); video::SColor temp[4] = { 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF }; video::SColor* useColor = colors ? colors : temp; S3DVertex vtx[4]; // clock wise vtx[0] = S3DVertex(npos.UpperLeftCorner.X, npos.UpperLeftCorner.Y , 0.0f, 0.0f, 0.0f, 0.0f, useColor[0], tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y); vtx[1] = S3DVertex(npos.LowerRightCorner.X, npos.UpperLeftCorner.Y , 0.0f, 0.0f, 0.0f, 0.0f, useColor[3], tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y); vtx[2] = S3DVertex(npos.LowerRightCorner.X, npos.LowerRightCorner.Y, 0.0f, 0.0f, 0.0f, 0.0f, useColor[2], tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y); vtx[3] = S3DVertex(npos.UpperLeftCorner.X, npos.LowerRightCorner.Y, 0.0f, 0.0f, 0.0f, 0.0f, useColor[1], tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y); s16 indices[6] = {0,1,2,0,2,3}; setRenderStates2DMode(useColor[0].getAlpha()<255 || useColor[1].getAlpha()<255 || useColor[2].getAlpha()<255 || useColor[3].getAlpha()<255, true, useAlphaChannelOfTexture); setTexture(0, texture); setVertexShader(EVT_STANDARD); pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, 4, 2, &indices[0], D3DFMT_INDEX16,&vtx[0], sizeof(S3DVertex)); } //! draws a 2d image, using a color and the alpha channel of the texture if //! desired. The image is drawn at pos and clipped against clipRect (if != 0). void CD3D9Driver::draw2DImage(video::ITexture* texture, const core::position2d& pos, const core::rect& sourceRect, const core::rect* clipRect, SColor color, bool useAlphaChannelOfTexture) { if (!texture) return; if (!sourceRect.isValid()) return; if (!setTexture(0, texture)) return; core::position2d targetPos = pos; core::position2d sourcePos = sourceRect.UpperLeftCorner; core::dimension2d sourceSize(sourceRect.getSize()); core::dimension2d renderTargetSize = getCurrentRenderTargetSize(); if (clipRect) { if (targetPos.X < clipRect->UpperLeftCorner.X) { sourceSize.Width += targetPos.X - clipRect->UpperLeftCorner.X; if (sourceSize.Width <= 0) return; sourcePos.X -= targetPos.X - clipRect->UpperLeftCorner.X; targetPos.X = clipRect->UpperLeftCorner.X; } if (targetPos.X + sourceSize.Width > clipRect->LowerRightCorner.X) { sourceSize.Width -= (targetPos.X + sourceSize.Width) - clipRect->LowerRightCorner.X; if (sourceSize.Width <= 0) return; } if (targetPos.Y < clipRect->UpperLeftCorner.Y) { sourceSize.Height += targetPos.Y - clipRect->UpperLeftCorner.Y; if (sourceSize.Height <= 0) return; sourcePos.Y -= targetPos.Y - clipRect->UpperLeftCorner.Y; targetPos.Y = clipRect->UpperLeftCorner.Y; } if (targetPos.Y + sourceSize.Height > clipRect->LowerRightCorner.Y) { sourceSize.Height -= (targetPos.Y + sourceSize.Height) - clipRect->LowerRightCorner.Y; if (sourceSize.Height <= 0) return; } } // clip these coordinates if (targetPos.X<0) { sourceSize.Width += targetPos.X; if (sourceSize.Width <= 0) return; sourcePos.X -= targetPos.X; targetPos.X = 0; } if (targetPos.X + sourceSize.Width > renderTargetSize.Width) { sourceSize.Width -= (targetPos.X + sourceSize.Width) - renderTargetSize.Width; if (sourceSize.Width <= 0) return; } if (targetPos.Y<0) { sourceSize.Height += targetPos.Y; if (sourceSize.Height <= 0) return; sourcePos.Y -= targetPos.Y; targetPos.Y = 0; } if (targetPos.Y + sourceSize.Height > renderTargetSize.Height) { sourceSize.Height -= (targetPos.Y + sourceSize.Height) - renderTargetSize.Height; if (sourceSize.Height <= 0) return; } // ok, we've clipped everything. // now draw it. f32 xPlus = - renderTargetSize.Width / 2.f; f32 xFact = 1.0f / (renderTargetSize.Width / 2.f); f32 yPlus = renderTargetSize.Height-(renderTargetSize.Height / 2.f); f32 yFact = 1.0f / (renderTargetSize.Height / 2.f); core::rect tcoords; tcoords.UpperLeftCorner.X = (((f32)sourcePos.X)+0.5f) / texture->getOriginalSize().Width ; tcoords.UpperLeftCorner.Y = (((f32)sourcePos.Y)+0.5f) / texture->getOriginalSize().Height; tcoords.LowerRightCorner.X = (((f32)sourcePos.X +0.5f + (f32)sourceSize.Width)) / texture->getOriginalSize().Width; tcoords.LowerRightCorner.Y = (((f32)sourcePos.Y +0.5f + (f32)sourceSize.Height)) / texture->getOriginalSize().Height; core::rect poss(targetPos, sourceSize); setRenderStates2DMode(color.getAlpha()<255, true, useAlphaChannelOfTexture); S3DVertex vtx[4]; vtx[0] = S3DVertex((f32)(poss.UpperLeftCorner.X+xPlus) * xFact, (f32)(yPlus-poss.UpperLeftCorner.Y ) * yFact , 0.0f, 0.0f, 0.0f, 0.0f, color, tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y); vtx[1] = S3DVertex((f32)(poss.LowerRightCorner.X+xPlus) * xFact, (f32)(yPlus- poss.UpperLeftCorner.Y) * yFact, 0.0f, 0.0f, 0.0f, 0.0f, color, tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y); vtx[2] = S3DVertex((f32)(poss.LowerRightCorner.X+xPlus) * xFact, (f32)(yPlus-poss.LowerRightCorner.Y) * yFact, 0.0f, 0.0f, 0.0f, 0.0f, color, tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y); vtx[3] = S3DVertex((f32)(poss.UpperLeftCorner.X+xPlus) * xFact, (f32)(yPlus-poss.LowerRightCorner.Y) * yFact, 0.0f, 0.0f, 0.0f, 0.0f, color, tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y); s16 indices[6] = {0,1,2,0,2,3}; setVertexShader(EVT_STANDARD); pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, 4, 2, &indices[0], D3DFMT_INDEX16,&vtx[0], sizeof(S3DVertex)); } //!Draws a 2d rectangle with a gradient. void CD3D9Driver::draw2DRectangle(const core::rect& position, SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown, const core::rect* clip) { core::rect pos(position); if (clip) pos.clipAgainst(*clip); if (!pos.isValid()) return; const core::dimension2d& renderTargetSize = getCurrentRenderTargetSize(); s32 xPlus = -(renderTargetSize.Width>>1); f32 xFact = 1.0f / (renderTargetSize.Width>>1); s32 yPlus = renderTargetSize.Height-(renderTargetSize.Height>>1); f32 yFact = 1.0f / (renderTargetSize.Height>>1); S3DVertex vtx[4]; vtx[0] = S3DVertex((f32)(pos.UpperLeftCorner.X+xPlus) * xFact, (f32)(yPlus-pos.UpperLeftCorner.Y) * yFact , 0.0f, 0.0f, 0.0f, 0.0f, colorLeftUp, 0.0f, 0.0f); vtx[1] = S3DVertex((f32)(pos.LowerRightCorner.X+xPlus) * xFact, (f32)(yPlus- pos.UpperLeftCorner.Y) * yFact, 0.0f, 0.0f, 0.0f, 0.0f, colorRightUp, 0.0f, 1.0f); vtx[2] = S3DVertex((f32)(pos.LowerRightCorner.X+xPlus) * xFact, (f32)(yPlus-pos.LowerRightCorner.Y) * yFact, 0.0f, 0.0f, 0.0f, 0.0f, colorRightDown, 1.0f, 0.0f); vtx[3] = S3DVertex((f32)(pos.UpperLeftCorner.X+xPlus) * xFact, (f32)(yPlus-pos.LowerRightCorner.Y) * yFact, 0.0f, 0.0f, 0.0f, 0.0f, colorLeftDown, 1.0f, 1.0f); s16 indices[6] = {0,1,2,0,2,3}; setRenderStates2DMode( colorLeftUp.getAlpha() < 255 || colorRightUp.getAlpha() < 255 || colorLeftDown.getAlpha() < 255 || colorRightDown.getAlpha() < 255, false, false); setTexture(0,0); setVertexShader(EVT_STANDARD); pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, 4, 2, &indices[0], D3DFMT_INDEX16, &vtx[0], sizeof(S3DVertex)); } //! Draws a 2d line. void CD3D9Driver::draw2DLine(const core::position2d& start, const core::position2d& end, SColor color) { // thanks to Vash TheStampede who sent in his implementation const core::dimension2d& renderTargetSize = getCurrentRenderTargetSize(); const s32 xPlus = -(renderTargetSize.Width>>1); const f32 xFact = 1.0f / (renderTargetSize.Width>>1); const s32 yPlus = renderTargetSize.Height-(renderTargetSize.Height>>1); const f32 yFact = 1.0f / (renderTargetSize.Height>>1); S3DVertex vtx[2]; vtx[0] = S3DVertex((f32)(start.X + xPlus) * xFact, (f32)(yPlus - start.Y) * yFact, 0.0f, // z 0.0f, 0.0f, 0.0f, // normal color, 0.0f, 0.0f); // texture vtx[1] = S3DVertex((f32)(end.X+xPlus) * xFact, (f32)(yPlus- end.Y) * yFact, 0.0f, 0.0f, 0.0f, 0.0f, color, 0.0f, 0.0f); setRenderStates2DMode(color.getAlpha() < 255, false, false); setTexture(0,0); setVertexShader(EVT_STANDARD); pID3DDevice->DrawPrimitiveUP(D3DPT_LINELIST, 1, &vtx[0], sizeof(S3DVertex) ); } //! sets right vertex shader void CD3D9Driver::setVertexShader(E_VERTEX_TYPE newType) { if (newType != LastVertexType) { LastVertexType = newType; HRESULT hr = 0; switch(newType) { case EVT_STANDARD: hr = pID3DDevice->SetFVF(D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_TEX1); break; case EVT_2TCOORDS: hr = pID3DDevice->SetFVF(D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_TEX2); break; case EVT_TANGENTS: hr = pID3DDevice->SetFVF(D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_TEX3 | D3DFVF_TEXCOORDSIZE2(0) | // real texture coord D3DFVF_TEXCOORDSIZE3(1) | // misuse texture coord 2 for tangent D3DFVF_TEXCOORDSIZE3(2) // misuse texture coord 3 for binormal ); break; } if (FAILED(hr)) { os::Printer::log("Could not set vertex Shader.", ELL_ERROR); return; } } } //! sets the needed renderstates bool CD3D9Driver::setRenderStates3DMode() { if (!pID3DDevice) return false; if (CurrentRenderMode != ERM_3D) { // switch back the matrices pID3DDevice->SetTransform(D3DTS_VIEW, (D3DMATRIX*)((void*)&Matrices[ETS_VIEW])); pID3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)((void*)&Matrices[ETS_WORLD])); pID3DDevice->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)((void*)&Matrices[ETS_PROJECTION])); pID3DDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE); ResetRenderStates = true; } if (ResetRenderStates || LastMaterial != Material) { // unset old material if (CurrentRenderMode == ERM_3D && LastMaterial.MaterialType != Material.MaterialType && LastMaterial.MaterialType >= 0 && LastMaterial.MaterialType < (s32)MaterialRenderers.size()) MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial(); // set new material. if (Material.MaterialType >= 0 && Material.MaterialType < (s32)MaterialRenderers.size()) MaterialRenderers[Material.MaterialType].Renderer->OnSetMaterial( Material, LastMaterial, ResetRenderStates, this); } bool shaderOK = true; if (Material.MaterialType >= 0 && Material.MaterialType < (s32)MaterialRenderers.size()) shaderOK = MaterialRenderers[Material.MaterialType].Renderer->OnRender(this, LastVertexType); LastMaterial = Material; ResetRenderStates = false; CurrentRenderMode = ERM_3D; return shaderOK; } //! Can be called by an IMaterialRenderer to make its work easier. void CD3D9Driver::setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial, bool resetAllRenderstates) { if (resetAllRenderstates || lastmaterial.AmbientColor != material.AmbientColor || lastmaterial.DiffuseColor != material.DiffuseColor || lastmaterial.SpecularColor != material.SpecularColor || lastmaterial.EmissiveColor != material.EmissiveColor || lastmaterial.Shininess != material.Shininess) { D3DMATERIAL9 mat; mat.Diffuse = colorToD3D(material.DiffuseColor); mat.Ambient = colorToD3D(material.AmbientColor); mat.Specular = colorToD3D(material.SpecularColor); mat.Emissive = colorToD3D(material.EmissiveColor); mat.Power = material.Shininess; pID3DDevice->SetMaterial(&mat); } // fillmode if (resetAllRenderstates || lastmaterial.Wireframe != material.Wireframe || lastmaterial.PointCloud != material.PointCloud) { if (material.Wireframe) pID3DDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME); else if (material.PointCloud) pID3DDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_POINT); else pID3DDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); } // shademode if (resetAllRenderstates || lastmaterial.GouraudShading != material.GouraudShading) { if (material.GouraudShading) pID3DDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); else pID3DDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT); } // lighting if (resetAllRenderstates || lastmaterial.Lighting != material.Lighting) { if (material.Lighting) pID3DDevice->SetRenderState(D3DRS_LIGHTING, TRUE); else pID3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE); } // zbuffer if (resetAllRenderstates || lastmaterial.ZBuffer != material.ZBuffer) { switch (material.ZBuffer) { case 0: pID3DDevice->SetRenderState(D3DRS_ZENABLE, FALSE); break; case 1: pID3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE); pID3DDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL); break; case 2: pID3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE); pID3DDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_EQUAL); break; } } // zwrite if (resetAllRenderstates || lastmaterial.ZWriteEnable != material.ZWriteEnable) { if ( material.ZWriteEnable ) pID3DDevice->SetRenderState( D3DRS_ZWRITEENABLE, TRUE); else pID3DDevice->SetRenderState( D3DRS_ZWRITEENABLE, FALSE); } // back face culling if (resetAllRenderstates || lastmaterial.BackfaceCulling != material.BackfaceCulling) { if (material.BackfaceCulling) pID3DDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW); else pID3DDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE); } // fog if (resetAllRenderstates || lastmaterial.FogEnable != material.FogEnable) { pID3DDevice->SetRenderState(D3DRS_FOGENABLE, material.FogEnable); } // specular highlights if (resetAllRenderstates || !core::equals(lastmaterial.Shininess,material.Shininess)) { bool enable = (material.Shininess!=0.0f); pID3DDevice->SetRenderState(D3DRS_SPECULARENABLE, enable); pID3DDevice->SetRenderState(D3DRS_NORMALIZENORMALS, enable); pID3DDevice->SetRenderState(D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL); } // normalization if (resetAllRenderstates || lastmaterial.NormalizeNormals != material.NormalizeNormals) { pID3DDevice->SetRenderState(D3DRS_NORMALIZENORMALS, material.NormalizeNormals); } // thickness if (resetAllRenderstates || lastmaterial.Thickness != material.Thickness) { pID3DDevice->SetRenderState(D3DRS_POINTSIZE, *((DWORD*)&material.Thickness)); } // texture address mode for (u32 st=0; stSetSamplerState(st, D3DSAMP_ADDRESSU, mode ); pID3DDevice->SetSamplerState(st, D3DSAMP_ADDRESSV, mode ); } // Bilinear and/or trilinear if (resetAllRenderstates || lastmaterial.BilinearFilter[st] != material.BilinearFilter[st] || lastmaterial.TrilinearFilter[st] != material.TrilinearFilter[st] || lastmaterial.AnisotropicFilter[st] != material.AnisotropicFilter[st]) { if (material.BilinearFilter[st] || material.TrilinearFilter[st] || material.AnisotropicFilter[st]) { D3DTEXTUREFILTERTYPE tftMag = ((Caps.TextureFilterCaps & D3DPTFILTERCAPS_MAGFANISOTROPIC) && material.AnisotropicFilter[st]) ? D3DTEXF_ANISOTROPIC : D3DTEXF_LINEAR; D3DTEXTUREFILTERTYPE tftMin = ((Caps.TextureFilterCaps & D3DPTFILTERCAPS_MINFANISOTROPIC) && material.AnisotropicFilter[st]) ? D3DTEXF_ANISOTROPIC : D3DTEXF_LINEAR; D3DTEXTUREFILTERTYPE tftMip = material.TrilinearFilter[st] ? D3DTEXF_LINEAR : D3DTEXF_POINT; pID3DDevice->SetSamplerState(st, D3DSAMP_MAGFILTER, tftMag); pID3DDevice->SetSamplerState(st, D3DSAMP_MINFILTER, tftMin); pID3DDevice->SetSamplerState(st, D3DSAMP_MIPFILTER, tftMip); } else { pID3DDevice->SetSamplerState(st, D3DSAMP_MINFILTER, D3DTEXF_POINT); pID3DDevice->SetSamplerState(st, D3DSAMP_MIPFILTER, D3DTEXF_NONE); pID3DDevice->SetSamplerState(st, D3DSAMP_MAGFILTER, D3DTEXF_POINT); } } } } //! sets the needed renderstates void CD3D9Driver::setRenderStatesStencilShadowMode(bool zfail) { if ((CurrentRenderMode != ERM_SHADOW_VOLUME_ZFAIL && CurrentRenderMode != ERM_SHADOW_VOLUME_ZPASS) || Transformation3DChanged) { // switch back the matrices pID3DDevice->SetTransform(D3DTS_VIEW, (D3DMATRIX*)((void*)&Matrices[ETS_VIEW])); pID3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)((void*)&Matrices[ETS_WORLD])); pID3DDevice->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)((void*)&Matrices[ETS_PROJECTION])); Transformation3DChanged = false; setTexture(0,0); setTexture(1,0); setTexture(2,0); setTexture(3,0); pID3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_DISABLE); pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE); pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); pID3DDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); pID3DDevice->SetTextureStageState(2, D3DTSS_COLOROP, D3DTOP_DISABLE); pID3DDevice->SetTextureStageState(2, D3DTSS_ALPHAOP, D3DTOP_DISABLE); pID3DDevice->SetTextureStageState(3, D3DTSS_COLOROP, D3DTOP_DISABLE); pID3DDevice->SetTextureStageState(3, D3DTSS_ALPHAOP, D3DTOP_DISABLE); pID3DDevice->SetFVF(D3DFVF_XYZ); LastVertexType = (video::E_VERTEX_TYPE)(-1); pID3DDevice->SetRenderState( D3DRS_ZWRITEENABLE, FALSE ); pID3DDevice->SetRenderState( D3DRS_STENCILENABLE, TRUE ); pID3DDevice->SetRenderState( D3DRS_SHADEMODE, D3DSHADE_FLAT); // unset last 3d material if (CurrentRenderMode == ERM_3D && Material.MaterialType >= 0 && Material.MaterialType < (s32)MaterialRenderers.size()) MaterialRenderers[Material.MaterialType].Renderer->OnUnsetMaterial(); //pID3DDevice->SetRenderState(D3DRS_FOGENABLE, FALSE); //pID3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); } if (CurrentRenderMode != ERM_SHADOW_VOLUME_ZPASS && !zfail) { // USE THE ZPASS METHOD pID3DDevice->SetRenderState( D3DRS_STENCILFUNC, D3DCMP_ALWAYS ); pID3DDevice->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP ); pID3DDevice->SetRenderState( D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP ); pID3DDevice->SetRenderState( D3DRS_STENCILREF, 0x1 ); pID3DDevice->SetRenderState( D3DRS_STENCILMASK, 0xffffffff ); pID3DDevice->SetRenderState( D3DRS_STENCILWRITEMASK, 0xffffffff ); pID3DDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE); pID3DDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ZERO ); pID3DDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE ); } else if (CurrentRenderMode != ERM_SHADOW_VOLUME_ZFAIL && zfail) { // USE THE ZFAIL METHOD pID3DDevice->SetRenderState( D3DRS_STENCILFUNC, D3DCMP_ALWAYS ); pID3DDevice->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP ); pID3DDevice->SetRenderState( D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP ); pID3DDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_KEEP ); pID3DDevice->SetRenderState( D3DRS_STENCILREF, 0x0 ); pID3DDevice->SetRenderState( D3DRS_STENCILMASK, 0xffffffff ); pID3DDevice->SetRenderState( D3DRS_STENCILWRITEMASK, 0xffffffff ); pID3DDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE ); pID3DDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ZERO ); pID3DDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE ); } CurrentRenderMode = zfail ? ERM_SHADOW_VOLUME_ZFAIL : ERM_SHADOW_VOLUME_ZPASS; } //! sets the needed renderstates void CD3D9Driver::setRenderStatesStencilFillMode(bool alpha) { if (CurrentRenderMode != ERM_STENCIL_FILL || Transformation3DChanged) { core::matrix4 mat; pID3DDevice->SetTransform(D3DTS_VIEW, (D3DMATRIX*)((void*)mat.pointer())); pID3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)((void*)mat.pointer())); pID3DDevice->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)((void*)mat.pointer())); pID3DDevice->SetRenderState(D3DRS_ZENABLE, FALSE); pID3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE); pID3DDevice->SetRenderState(D3DRS_FOGENABLE, FALSE); pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); pID3DDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); pID3DDevice->SetTextureStageState(2, D3DTSS_COLOROP, D3DTOP_DISABLE); pID3DDevice->SetTextureStageState(2, D3DTSS_ALPHAOP, D3DTOP_DISABLE); pID3DDevice->SetTextureStageState(3, D3DTSS_COLOROP, D3DTOP_DISABLE); pID3DDevice->SetTextureStageState(3, D3DTSS_ALPHAOP, D3DTOP_DISABLE); pID3DDevice->SetRenderState(D3DRS_STENCILREF, 0x1); pID3DDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_LESSEQUAL); //pID3DDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_GREATEREQUAL); pID3DDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_KEEP ); pID3DDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP ); pID3DDevice->SetRenderState(D3DRS_STENCILMASK, 0xffffffff ); pID3DDevice->SetRenderState(D3DRS_STENCILWRITEMASK, 0xffffffff ); pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW); Transformation3DChanged = false; if (alpha) { pID3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE ); pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE ); pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); pID3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA ); } else { pID3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE ); pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE ); pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); } } CurrentRenderMode = ERM_STENCIL_FILL; } //! sets the needed renderstates void CD3D9Driver::setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel) { if (!pID3DDevice) return; if (CurrentRenderMode != ERM_2D || Transformation3DChanged) { core::matrix4 mat; pID3DDevice->SetTransform(D3DTS_VIEW, (D3DMATRIX*)((void*)mat.pointer())); pID3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)((void*)mat.pointer())); pID3DDevice->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)((void*)mat.pointer())); pID3DDevice->SetRenderState(D3DRS_ZENABLE, FALSE); //pID3DDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT); pID3DDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); pID3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE); pID3DDevice->SetRenderState(D3DRS_FOGENABLE, FALSE); pID3DDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE); pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); pID3DDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); pID3DDevice->SetTextureStageState(2, D3DTSS_COLOROP, D3DTOP_DISABLE); pID3DDevice->SetTextureStageState(2, D3DTSS_ALPHAOP, D3DTOP_DISABLE); pID3DDevice->SetTextureStageState(3, D3DTSS_COLOROP, D3DTOP_DISABLE); pID3DDevice->SetTextureStageState(3, D3DTSS_ALPHAOP, D3DTOP_DISABLE); pID3DDevice->SetRenderState( D3DRS_STENCILENABLE, FALSE ); pID3DDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW ); pID3DDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP ); pID3DDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP ); pID3DDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE ); pID3DDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0); pID3DDevice->SetTransform( D3DTS_TEXTURE0, &UnitMatrixD3D9 ); Transformation3DChanged = false; // unset last 3d material if (CurrentRenderMode == ERM_3D && Material.MaterialType >= 0 && Material.MaterialType < (s32)MaterialRenderers.size()) MaterialRenderers[Material.MaterialType].Renderer->OnUnsetMaterial(); } if (texture) { pID3DDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT); pID3DDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_NONE); pID3DDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); if (alphaChannel) { pID3DDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE ); pID3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); pID3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); if (alpha) { pID3DDevice->SetTextureStageState (0, D3DTSS_ALPHAOP, D3DTOP_MODULATE ); pID3DDevice->SetTextureStageState (0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE ); pID3DDevice->SetTextureStageState (0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE ); } else { pID3DDevice->SetTextureStageState (0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 ); pID3DDevice->SetTextureStageState (0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE ); } pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); pID3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA ); } else { if (alpha) { pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG2); pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); pID3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA ); } else { pID3DDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE ); pID3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); pID3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); pID3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE); pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); } } } else { if (alpha) { pID3DDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE ); pID3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); pID3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); pID3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); pID3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE ); pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); pID3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA ); } else { pID3DDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE ); pID3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); pID3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); pID3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE); pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); } } CurrentRenderMode = ERM_2D; } //! deletes all dynamic lights there are void CD3D9Driver::deleteAllDynamicLights() { for (s32 i=0; iLightEnable(i, false); LastSetLight = -1; CNullDriver::deleteAllDynamicLights(); } //! adds a dynamic light void CD3D9Driver::addDynamicLight(const SLight& dl) { if ((u32)LastSetLight == Caps.MaxActiveLights-1) return; CNullDriver::addDynamicLight(dl); D3DLIGHT9 light; if ( dl.Type == ELT_POINT ) { light.Type = D3DLIGHT_POINT; light.Position = *(D3DVECTOR*)((void*)(&dl.Position)); } else if ( dl.Type == ELT_DIRECTIONAL ) { light.Type = D3DLIGHT_DIRECTIONAL; light.Direction = *(D3DVECTOR*)((void*)(&dl.Position)); } light.Range = MaxLightDistance; light.Diffuse = *(D3DCOLORVALUE*)((void*)(&dl.DiffuseColor)); light.Specular = *(D3DCOLORVALUE*)((void*)(&dl.SpecularColor)); light.Ambient = *(D3DCOLORVALUE*)((void*)(&dl.AmbientColor)); light.Attenuation0 = dl.Attenuation.X; light.Attenuation1 = dl.Attenuation.Y; light.Attenuation2 = dl.Attenuation.Z; ++LastSetLight; pID3DDevice->SetLight(LastSetLight, &light); pID3DDevice->LightEnable(LastSetLight, true); } //! returns the maximal amount of dynamic lights the device can handle u32 CD3D9Driver::getMaximalDynamicLightAmount() { return Caps.MaxActiveLights; } //! 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. void CD3D9Driver::setAmbientLight(const SColorf& color) { if (!pID3DDevice) return; AmbientLight = color; D3DCOLOR col = color.toSColor().color; pID3DDevice->SetRenderState(D3DRS_AMBIENT, col); } //! \return Returns the name of the video driver. Example: In case of the DIRECT3D9 //! driver, it would return "Direct3D9.0". const wchar_t* CD3D9Driver::getName() { return L"Direct3D 9.0"; } //! 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. void CD3D9Driver::drawStencilShadowVolume(const core::vector3df* triangles, s32 count, bool zfail) { if (!StencilBuffer || !count) return; setRenderStatesStencilShadowMode(zfail); if (!zfail) { // ZPASS Method // Draw front-side of shadow volume in stencil/z only pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW ); pID3DDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_INCRSAT); pID3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, count / 3, triangles, sizeof(core::vector3df)); // Now reverse cull order so front sides of shadow volume are written. pID3DDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CW ); pID3DDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_DECRSAT); pID3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, count / 3, triangles, sizeof(core::vector3df)); } else { // ZFAIL Method // Draw front-side of shadow volume in stencil/z only pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW ); pID3DDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_INCRSAT ); pID3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, count / 3, triangles, sizeof(core::vector3df)); // Now reverse cull order so front sides of shadow volume are written. pID3DDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW ); pID3DDevice->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_DECRSAT ); pID3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, count / 3, triangles, sizeof(core::vector3df)); } } //! 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. void CD3D9Driver::drawStencilShadow(bool clearStencilBuffer, video::SColor leftUpEdge, video::SColor rightUpEdge, video::SColor leftDownEdge, video::SColor rightDownEdge) { if (!StencilBuffer) return; S3DVertex vtx[4]; vtx[0] = S3DVertex(1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, leftUpEdge, 0.0f, 0.0f); vtx[1] = S3DVertex(1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, rightUpEdge, 0.0f, 1.0f); vtx[2] = S3DVertex(-1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, leftDownEdge, 1.0f, 0.0f); vtx[3] = S3DVertex(-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, rightDownEdge, 1.0f, 1.0f); s16 indices[6] = {0,1,2,1,3,2}; setRenderStatesStencilFillMode( leftUpEdge.getAlpha() < 255 || rightUpEdge.getAlpha() < 255 || leftDownEdge.getAlpha() < 255 || rightDownEdge.getAlpha() < 255); setTexture(0,0); setVertexShader(EVT_STANDARD); pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, 4, 2, &indices[0], D3DFMT_INDEX16, &vtx[0], sizeof(S3DVertex)); if (clearStencilBuffer) pID3DDevice->Clear( 0, NULL, D3DCLEAR_STENCIL,0, 1.0, 0); } //! Returns the maximum amount of primitives (mostly vertices) which //! the device is able to render with one drawIndexedTriangleList //! call. u32 CD3D9Driver::getMaximalPrimitiveCount() { return Caps.MaxPrimitiveCount; } //! Sets the fog mode. void CD3D9Driver::setFog(SColor color, bool linearFog, f32 start, f32 end, f32 density, bool pixelFog, bool rangeFog) { CNullDriver::setFog(color, linearFog, start, end, density, pixelFog, rangeFog); if (!pID3DDevice) return; pID3DDevice->SetRenderState(D3DRS_FOGCOLOR, color.color); pID3DDevice->SetRenderState( pixelFog ? D3DRS_FOGTABLEMODE : D3DRS_FOGVERTEXMODE, linearFog ? D3DFOG_LINEAR : D3DFOG_EXP); if(linearFog) { pID3DDevice->SetRenderState(D3DRS_FOGSTART, *(DWORD*)(&start)); pID3DDevice->SetRenderState(D3DRS_FOGEND, *(DWORD*)(&end)); } else pID3DDevice->SetRenderState(D3DRS_FOGDENSITY, *(DWORD*)(&density)); if(!pixelFog) pID3DDevice->SetRenderState(D3DRS_RANGEFOGENABLE, rangeFog); } //! Draws a 3d line. void CD3D9Driver::draw3DLine(const core::vector3df& start, const core::vector3df& end, SColor color) { setVertexShader(EVT_STANDARD); setRenderStates3DMode(); video::S3DVertex v[2]; v[0].Color = color; v[1].Color = color; v[0].Pos = start; v[1].Pos = end; pID3DDevice->DrawPrimitiveUP(D3DPT_LINELIST, 1, v, sizeof(S3DVertex)); } //! resets the device bool CD3D9Driver::reset() { // reset HRESULT hr; os::Printer::log("Resetting D3D9 device.", ELL_INFORMATION); if (FAILED(hr = pID3DDevice->Reset(&present))) { if (hr == D3DERR_DEVICELOST) { DeviceLost = true; os::Printer::log("Resetting failed due to device lost.", ELL_WARNING); } else os::Printer::log("Resetting failed.", ELL_WARNING); return false; } DeviceLost = false; ResetRenderStates = true; LastVertexType = (E_VERTEX_TYPE)-1; for (u32 i=0; idrop(); CurrentTexture[i] = 0; } setVertexShader(EVT_STANDARD); setRenderStates3DMode(); setFog(FogColor, LinearFog, FogStart, FogEnd, FogDensity, PixelFog, RangeFog); setAmbientLight(AmbientLight); return true; } void CD3D9Driver::OnResize(const core::dimension2d& size) { if (!pID3DDevice) return; CNullDriver::OnResize(size); present.BackBufferWidth = size.Width; present.BackBufferHeight = size.Height; reset(); } //! Returns type of video driver E_DRIVER_TYPE CD3D9Driver::getDriverType() { return EDT_DIRECT3D9; } //! Returns the transformation set by setTransform const core::matrix4& CD3D9Driver::getTransform(E_TRANSFORMATION_STATE state) { return Matrices[state]; } //! Sets a vertex shader constant. void CD3D9Driver::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount) { if (data) pID3DDevice->SetVertexShaderConstantF(startRegister, data, constantAmount); } //! Sets a pixel shader constant. void CD3D9Driver::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount) { if (data) pID3DDevice->SetPixelShaderConstantF(startRegister, data, constantAmount); } //! Sets a constant for the vertex shader based on a name. bool CD3D9Driver::setVertexShaderConstant(const c8* name, const f32* floats, int count) { if (Material.MaterialType >= 0 && Material.MaterialType < (s32)MaterialRenderers.size()) { CD3D9MaterialRenderer* r = (CD3D9MaterialRenderer*)MaterialRenderers[Material.MaterialType].Renderer; return r->setVariable(true, name, floats, count); } return false; } //! Sets a constant for the pixel shader based on a name. bool CD3D9Driver::setPixelShaderConstant(const c8* name, const f32* floats, int count) { if (Material.MaterialType >= 0 && Material.MaterialType < (s32)MaterialRenderers.size()) { CD3D9MaterialRenderer* r = (CD3D9MaterialRenderer*)MaterialRenderers[Material.MaterialType].Renderer; return r->setVariable(false, name, floats, count); } return false; } //! Returns pointer to the IGPUProgrammingServices interface. IGPUProgrammingServices* CD3D9Driver::getGPUProgrammingServices() { return this; } //! Adds a new material renderer to the VideoDriver, using pixel and/or //! vertex shaders to render geometry. s32 CD3D9Driver::addShaderMaterial(const c8* vertexShaderProgram, const c8* pixelShaderProgram, IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial, s32 userData) { s32 nr = -1; CD3D9ShaderMaterialRenderer* r = new CD3D9ShaderMaterialRenderer( pID3DDevice, this, nr, vertexShaderProgram, pixelShaderProgram, callback, getMaterialRenderer(baseMaterial), userData); r->drop(); return nr; } //! Adds a new material renderer to the VideoDriver, based on a high level shading //! language. s32 CD3D9Driver::addHighLevelShaderMaterial( const c8* vertexShaderProgram, const c8* vertexShaderEntryPointName, E_VERTEX_SHADER_TYPE vsCompileTarget, const c8* pixelShaderProgram, const c8* pixelShaderEntryPointName, E_PIXEL_SHADER_TYPE psCompileTarget, IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial, s32 userData) { s32 nr = -1; CD3D9HLSLMaterialRenderer* hlsl = new CD3D9HLSLMaterialRenderer( pID3DDevice, this, nr, vertexShaderProgram, vertexShaderEntryPointName, vsCompileTarget, pixelShaderProgram, pixelShaderEntryPointName, psCompileTarget, callback, getMaterialRenderer(baseMaterial), userData); hlsl->drop(); return nr; } //! Returns a pointer to the IVideoDriver interface. (Implementation for //! IMaterialRendererServices) IVideoDriver* CD3D9Driver::getVideoDriver() { return this; } //! Creates a render target texture. ITexture* CD3D9Driver::createRenderTargetTexture(const core::dimension2d& size, const c8* name) { return new CD3D9Texture(this, size, name); } //! Clears the ZBuffer. void CD3D9Driver::clearZBuffer() { HRESULT hr = pID3DDevice->Clear( 0, NULL, D3DCLEAR_ZBUFFER, 0, 1.0, 0); if (FAILED(hr)) os::Printer::log("CD3D9Driver clearZBuffer() failed.", ELL_WARNING); } //! Returns an image created from the last rendered frame. IImage* CD3D9Driver::createScreenShot() { HRESULT hr; // query the screen dimensions of the current adapter D3DDISPLAYMODE displayMode; pID3DDevice->GetDisplayMode(0, &displayMode); // create the image surface to store the front buffer image [always A8R8G8B8] LPDIRECT3DSURFACE9 lpSurface; if (FAILED(hr = pID3DDevice->CreateOffscreenPlainSurface(displayMode.Width, displayMode.Height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &lpSurface, 0))) return 0; // read the front buffer into the image surface if (FAILED(hr = pID3DDevice->GetFrontBufferData(0, lpSurface))) { lpSurface->Release(); return 0; } RECT clientRect; { POINT clientPoint; clientPoint.x = 0; clientPoint.y = 0; ClientToScreen((HWND)getExposedVideoData().D3D8.HWnd, &clientPoint); clientRect.left = clientPoint.x; clientRect.top = clientPoint.y; clientRect.right = clientRect.left + ScreenSize.Width; clientRect.bottom = clientRect.top + ScreenSize.Height; } // lock our area of the surface D3DLOCKED_RECT lockedRect; if (FAILED(lpSurface->LockRect(&lockedRect, &clientRect, D3DLOCK_READONLY))) { lpSurface->Release(); return 0; } // this could throw, but we aren't going to worry about that case very much IImage* newImage = new CImage(ECF_A8R8G8B8, ScreenSize); // d3d pads the image, so we need to copy the correct number of bytes u32* pPixels = (u32*)newImage->lock(); if (pPixels) { u8 * sP = (u8 *)lockedRect.pBits; u32* dP = (u32*)pPixels; s32 y; for (y = 0; y < ScreenSize.Height; ++y) { memcpy(dP, sP, ScreenSize.Width * 4); sP += lockedRect.Pitch; dP += ScreenSize.Width; } newImage->unlock(); } // we can unlock and release the surface lpSurface->UnlockRect(); // release the image surface lpSurface->Release(); // return status of save operation to caller return newImage; } // returns the current size of the screen or rendertarget core::dimension2d CD3D9Driver::getCurrentRenderTargetSize() { if ( CurrentRendertargetSize.Width == 0 ) return ScreenSize; else return CurrentRendertargetSize; } // Set/unset a clipping plane. bool CD3D9Driver::setClipPlane(u32 index, const core::plane3df& plane, bool enable) { if (index >= MaxUserClipPlanes) return false; pID3DDevice->SetClipPlane(index, (const float*)&plane); enableClipPlane(index, enable); return true; } // Enable/disable a clipping plane. void CD3D9Driver::enableClipPlane(u32 index, bool enable) { if (index >= MaxUserClipPlanes) return; DWORD renderstate; pID3DDevice->GetRenderState(D3DRS_CLIPPLANEENABLE, &renderstate); if (enable) renderstate |= (1 << index); else renderstate &= ~(1 << index); pID3DDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, renderstate); } } // end namespace video } // end namespace irr #endif // _IRR_COMPILE_WITH_DIRECT3D_9_ namespace irr { namespace video { #ifdef _IRR_COMPILE_WITH_DIRECT3D_9_ //! creates a video driver IVideoDriver* createDirectX9Driver(const core::dimension2d& screenSize, HWND window, u32 bits, bool fullscreen, bool stencilbuffer, io::IFileSystem* io, bool pureSoftware, bool highPrecisionFPU, bool vsync, bool antiAlias) { CD3D9Driver* dx9 = new CD3D9Driver(screenSize, window, fullscreen, stencilbuffer, io, pureSoftware); if (!dx9->initDriver(screenSize, window, bits, fullscreen, pureSoftware, highPrecisionFPU, vsync, antiAlias)) { dx9->drop(); dx9 = 0; } return dx9; } #endif // _IRR_COMPILE_WITH_DIRECT3D_9_ } // end namespace video } // end namespace irr