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