478 lines
17 KiB
C++
478 lines
17 KiB
C++
// Copyright (C) 2002-2009 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __C_VIDEO_DIRECTX_9_H_INCLUDED__
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#define __C_VIDEO_DIRECTX_9_H_INCLUDED__
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#include "IrrCompileConfig.h"
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#ifdef _IRR_COMPILE_WITH_DIRECT3D_9_
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#ifdef _IRR_WINDOWS_
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#endif
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#include "CNullDriver.h"
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#include "IMaterialRendererServices.h"
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#if defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
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#include "irrMath.h" // needed by borland for sqrtf define
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#endif
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#include <d3d9.h>
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namespace irr
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{
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namespace video
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{
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struct SDepthSurface : public IReferenceCounted
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{
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SDepthSurface() : Surface(0)
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{
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#ifdef _DEBUG
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setDebugName("SDepthSurface");
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#endif
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}
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virtual ~SDepthSurface()
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{
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if (Surface)
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Surface->Release();
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}
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IDirect3DSurface9* Surface;
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core::dimension2du Size;
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};
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class CD3D9Driver : public CNullDriver, IMaterialRendererServices
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{
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public:
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friend class CD3D9Texture;
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//! constructor
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CD3D9Driver(const core::dimension2d<u32>& screenSize, HWND window, bool fullscreen,
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bool stencibuffer, io::IFileSystem* io, bool pureSoftware=false);
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//! destructor
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virtual ~CD3D9Driver();
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//! applications must call this method before performing any rendering. returns false if failed.
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virtual bool beginScene(bool backBuffer=true, bool zBuffer=true,
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SColor color=SColor(255,0,0,0),
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const SExposedVideoData& videoData=SExposedVideoData(),
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core::rect<s32>* sourceRect=0);
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//! applications must call this method after performing any rendering. returns false if failed.
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virtual bool endScene();
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//! queries the features of the driver, returns true if feature is available
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virtual bool queryFeature(E_VIDEO_DRIVER_FEATURE feature) const;
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//! sets transformation
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virtual void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat);
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//! sets a material
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virtual void setMaterial(const SMaterial& material);
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//! sets a render target
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virtual bool setRenderTarget(video::ITexture* texture,
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bool clearBackBuffer=true, bool clearZBuffer=true,
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SColor color=video::SColor(0,0,0,0));
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//! Sets multiple render targets
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virtual bool setRenderTarget(const core::array<video::IRenderTarget>& texture,
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bool clearBackBuffer=true, bool clearZBuffer=true,
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SColor color=video::SColor(0,0,0,0));
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//! sets a viewport
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virtual void setViewPort(const core::rect<s32>& area);
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//! gets the area of the current viewport
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virtual const core::rect<s32>& getViewPort() const;
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struct SHWBufferLink_d3d9 : public SHWBufferLink
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{
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SHWBufferLink_d3d9(const scene::IMeshBuffer *_MeshBuffer):
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SHWBufferLink(_MeshBuffer),
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vertexBuffer(0), indexBuffer(0),
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vertexBufferSize(0), indexBufferSize(0) {}
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IDirect3DVertexBuffer9* vertexBuffer;
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IDirect3DIndexBuffer9* indexBuffer;
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u32 vertexBufferSize;
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u32 indexBufferSize;
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};
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bool updateVertexHardwareBuffer(SHWBufferLink_d3d9 *HWBuffer);
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bool updateIndexHardwareBuffer(SHWBufferLink_d3d9 *HWBuffer);
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//! updates hardware buffer if needed
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virtual bool updateHardwareBuffer(SHWBufferLink *HWBuffer);
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//! Create hardware buffer from mesh
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virtual SHWBufferLink *createHardwareBuffer(const scene::IMeshBuffer* mb);
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//! Delete hardware buffer (only some drivers can)
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virtual void deleteHardwareBuffer(SHWBufferLink *HWBuffer);
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//! Draw hardware buffer
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virtual void drawHardwareBuffer(SHWBufferLink *HWBuffer);
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//! Create occlusion query.
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/** Use node for identification and mesh for occlusion test. */
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virtual void createOcclusionQuery(scene::ISceneNode* node,
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const scene::IMesh* mesh=0);
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//! Remove occlusion query.
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virtual void removeOcclusionQuery(scene::ISceneNode* node);
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//! Run occlusion query. Draws mesh stored in query.
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/** If the mesh shall not be rendered visible, use
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overrideMaterial to disable the color and depth buffer. */
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virtual void runOcclusionQuery(scene::ISceneNode* node, bool visible=false);
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//! Update occlusion query. Retrieves results from GPU.
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/** If the query shall not block, set the flag to false.
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Update might not occur in this case, though */
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virtual void updateOcclusionQuery(scene::ISceneNode* node, bool block=true);
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//! Return query result.
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/** Return value is the number of visible pixels/fragments.
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The value is a safe approximation, i.e. can be larger then the
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actual value of pixels. */
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virtual u32 getOcclusionQueryResult(scene::ISceneNode* node) const;
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//! draws a vertex primitive list
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virtual void drawVertexPrimitiveList(const void* vertices, u32 vertexCount,
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const void* indexList, u32 primitiveCount,
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E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType,
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E_INDEX_TYPE iType);
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//! draws a vertex primitive list in 2d
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virtual void draw2DVertexPrimitiveList(const void* vertices, u32 vertexCount,
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const void* indexList, u32 primitiveCount,
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E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType,
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E_INDEX_TYPE iType);
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//! draws an 2d image, using a color (if color is other then Color(255,255,255,255)) and the alpha channel of the texture if wanted.
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virtual void draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos,
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const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
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SColor color=SColor(255,255,255,255), bool useAlphaChannelOfTexture=false);
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//! Draws a part of the texture into the rectangle.
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virtual void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
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const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
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const video::SColor* const colors=0, bool useAlphaChannelOfTexture=false);
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//! Draws a set of 2d images, using a color and the alpha channel of the texture.
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virtual void draw2DImageBatch(const video::ITexture* texture,
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const core::array<core::position2d<s32> >& positions,
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const core::array<core::rect<s32> >& sourceRects,
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const core::rect<s32>* clipRect=0,
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SColor color=SColor(255,255,255,255),
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bool useAlphaChannelOfTexture=false);
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//!Draws an 2d rectangle with a gradient.
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virtual void draw2DRectangle(const core::rect<s32>& pos,
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SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,
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const core::rect<s32>* clip);
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//! Draws a 2d line.
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virtual void draw2DLine(const core::position2d<s32>& start,
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const core::position2d<s32>& end,
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SColor color=SColor(255,255,255,255));
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//! Draws a pixel.
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virtual void drawPixel(u32 x, u32 y, const SColor & color);
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//! Draws a 3d line.
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virtual void draw3DLine(const core::vector3df& start,
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const core::vector3df& end, SColor color = SColor(255,255,255,255));
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//! initialises the Direct3D API
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bool initDriver(const core::dimension2d<u32>& screenSize, HWND hwnd,
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u32 bits, bool fullScreen, bool pureSoftware,
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bool highPrecisionFPU, bool vsync, u8 antiAlias, u32 displayAdapter);
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//! \return Returns the name of the video driver. Example: In case of the DIRECT3D8
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//! driver, it would return "Direct3D8.1".
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virtual const wchar_t* getName() const;
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//! deletes all dynamic lights there are
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virtual void deleteAllDynamicLights();
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//! adds a dynamic light, returning an index to the light
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//! \param light: the light data to use to create the light
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//! \return An index to the light, or -1 if an error occurs
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virtual s32 addDynamicLight(const SLight& light);
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//! Turns a dynamic light on or off
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//! \param lightIndex: the index returned by addDynamicLight
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//! \param turnOn: true to turn the light on, false to turn it off
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virtual void turnLightOn(s32 lightIndex, bool turnOn);
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//! returns the maximal amount of dynamic lights the device can handle
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virtual u32 getMaximalDynamicLightAmount() const;
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//! Sets the dynamic ambient light color. The default color is
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//! (0,0,0,0) which means it is dark.
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//! \param color: New color of the ambient light.
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virtual void setAmbientLight(const SColorf& color);
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//! Draws a shadow volume into the stencil buffer.
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virtual void drawStencilShadowVolume(const core::vector3df* triangles, s32 count, bool zfail);
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//! Fills the stencil shadow with color.
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virtual void drawStencilShadow(bool clearStencilBuffer=false,
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video::SColor leftUpEdge = video::SColor(0,0,0,0),
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video::SColor rightUpEdge = video::SColor(0,0,0,0),
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video::SColor leftDownEdge = video::SColor(0,0,0,0),
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video::SColor rightDownEdge = video::SColor(0,0,0,0));
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//! Returns the maximum amount of primitives (mostly vertices) which
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//! the device is able to render with one drawIndexedTriangleList
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//! call.
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virtual u32 getMaximalPrimitiveCount() const;
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//! Enables or disables a texture creation flag.
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virtual void setTextureCreationFlag(E_TEXTURE_CREATION_FLAG flag, bool enabled);
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//! Sets the fog mode.
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virtual void setFog(SColor color, E_FOG_TYPE fogType, f32 start,
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f32 end, f32 density, bool pixelFog, bool rangeFog);
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//! Only used by the internal engine. Used to notify the driver that
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//! the window was resized.
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virtual void OnResize(const core::dimension2d<u32>& size);
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//! Can be called by an IMaterialRenderer to make its work easier.
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virtual void setBasicRenderStates(const SMaterial& material, const SMaterial& lastMaterial,
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bool resetAllRenderstates);
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//! Returns type of video driver
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virtual E_DRIVER_TYPE getDriverType() const;
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//! Returns the transformation set by setTransform
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virtual const core::matrix4& getTransform(E_TRANSFORMATION_STATE state) const;
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//! Sets a vertex shader constant.
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virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1);
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//! Sets a pixel shader constant.
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virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1);
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//! Sets a constant for the vertex shader based on a name.
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virtual bool setVertexShaderConstant(const c8* name, const f32* floats, int count);
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//! Sets a constant for the pixel shader based on a name.
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virtual bool setPixelShaderConstant(const c8* name, const f32* floats, int count);
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//! Returns a pointer to the IVideoDriver interface. (Implementation for
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//! IMaterialRendererServices)
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virtual IVideoDriver* getVideoDriver();
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//! Creates a render target texture.
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virtual ITexture* addRenderTargetTexture(const core::dimension2d<u32>& size,
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const io::path& name, const ECOLOR_FORMAT format = ECF_UNKNOWN);
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//! Clears the ZBuffer.
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virtual void clearZBuffer();
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//! Returns an image created from the last rendered frame.
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virtual IImage* createScreenShot();
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//! Set/unset a clipping plane.
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virtual bool setClipPlane(u32 index, const core::plane3df& plane, bool enable=false);
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//! Enable/disable a clipping plane.
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virtual void enableClipPlane(u32 index, bool enable);
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//! Returns the graphics card vendor name.
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virtual core::stringc getVendorInfo() {return VendorName;}
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//! Enable the 2d override material
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virtual void enableMaterial2D(bool enable=true);
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//! Check if the driver was recently reset.
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virtual bool checkDriverReset() {return DriverWasReset;}
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// removes the depth struct from the DepthSurface array
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void removeDepthSurface(SDepthSurface* depth);
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//! Get the current color format of the color buffer
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/** \return Color format of the color buffer. */
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virtual ECOLOR_FORMAT getColorFormat() const;
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//! Returns the maximum texture size supported.
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virtual core::dimension2du getMaxTextureSize() const;
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//! Get the current color format of the color buffer
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/** \return Color format of the color buffer as D3D color value. */
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D3DFORMAT getD3DColorFormat() const;
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//! Get D3D color format from Irrlicht color format.
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D3DFORMAT getD3DFormatFromColorFormat(ECOLOR_FORMAT format) const;
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//! Get Irrlicht color format from D3D color format.
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ECOLOR_FORMAT getColorFormatFromD3DFormat(D3DFORMAT format) const;
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private:
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//! enumeration for rendering modes such as 2d and 3d for minizing the switching of renderStates.
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enum E_RENDER_MODE
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{
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ERM_NONE = 0, // no render state has been set yet.
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ERM_2D, // 2d drawing rendermode
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ERM_3D, // 3d rendering mode
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ERM_STENCIL_FILL, // stencil fill mode
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ERM_SHADOW_VOLUME_ZFAIL, // stencil volume draw mode
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ERM_SHADOW_VOLUME_ZPASS // stencil volume draw mode
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};
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//! sets right vertex shader
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void setVertexShader(video::E_VERTEX_TYPE newType);
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//! sets the needed renderstates
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bool setRenderStates3DMode();
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//! sets the needed renderstates
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void setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel);
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//! sets the needed renderstates
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void setRenderStatesStencilFillMode(bool alpha);
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//! sets the needed renderstates
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void setRenderStatesStencilShadowMode(bool zfail);
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//! sets the current Texture
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bool setActiveTexture(u32 stage, const video::ITexture* texture);
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//! resets the device
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bool reset();
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//! returns a device dependent texture from a software surface (IImage)
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//! THIS METHOD HAS TO BE OVERRIDDEN BY DERIVED DRIVERS WITH OWN TEXTURES
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virtual video::ITexture* createDeviceDependentTexture(IImage* surface, const io::path& name, void* mipmapData=0);
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//! returns the current size of the screen or rendertarget
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virtual const core::dimension2d<u32>& getCurrentRenderTargetSize() const;
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//! Check if a proper depth buffer for the RTT is available, otherwise create it.
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void checkDepthBuffer(ITexture* tex);
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//! Adds a new material renderer to the VideoDriver, using pixel and/or
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//! vertex shaders to render geometry.
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s32 addShaderMaterial(const c8* vertexShaderProgram, const c8* pixelShaderProgram,
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IShaderConstantSetCallBack* callback,
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E_MATERIAL_TYPE baseMaterial, s32 userData);
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//! Adds a new material renderer to the VideoDriver, based on a high level shading
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//! language.
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virtual s32 addHighLevelShaderMaterial(
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const c8* vertexShaderProgram,
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const c8* vertexShaderEntryPointName,
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E_VERTEX_SHADER_TYPE vsCompileTarget,
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const c8* pixelShaderProgram,
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const c8* pixelShaderEntryPointName,
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E_PIXEL_SHADER_TYPE psCompileTarget,
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const c8* geometryShaderProgram,
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const c8* geometryShaderEntryPointName = "main",
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E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
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scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
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scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
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u32 verticesOut = 0,
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IShaderConstantSetCallBack* callback = 0,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData=0);
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void createMaterialRenderers();
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void draw2D3DVertexPrimitiveList(const void* vertices,
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u32 vertexCount, const void* indexList, u32 primitiveCount,
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E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType,
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E_INDEX_TYPE iType, bool is3D);
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D3DTEXTUREADDRESS getTextureWrapMode(const u8 clamp);
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inline D3DCOLORVALUE colorToD3D(const SColor& col)
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{
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const f32 f = 1.0f / 255.0f;
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D3DCOLORVALUE v;
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v.r = col.getRed() * f;
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v.g = col.getGreen() * f;
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v.b = col.getBlue() * f;
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v.a = col.getAlpha() * f;
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return v;
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}
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E_RENDER_MODE CurrentRenderMode;
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D3DPRESENT_PARAMETERS present;
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SMaterial Material, LastMaterial;
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bool ResetRenderStates; // bool to make all renderstates be reseted if set.
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bool Transformation3DChanged;
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bool StencilBuffer;
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u8 AntiAliasing;
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const ITexture* CurrentTexture[MATERIAL_MAX_TEXTURES];
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bool LastTextureMipMapsAvailable[MATERIAL_MAX_TEXTURES];
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core::matrix4 Matrices[ETS_COUNT]; // matrizes of the 3d mode we need to restore when we switch back from the 2d mode.
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HINSTANCE D3DLibrary;
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IDirect3D9* pID3D;
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IDirect3DDevice9* pID3DDevice;
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IDirect3DSurface9* PrevRenderTarget;
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core::dimension2d<u32> CurrentRendertargetSize;
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core::dimension2d<u32> CurrentDepthBufferSize;
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HWND WindowId;
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core::rect<s32>* SceneSourceRect;
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D3DCAPS9 Caps;
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E_VERTEX_TYPE LastVertexType;
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SColorf AmbientLight;
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core::stringc VendorName;
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u16 VendorID;
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core::array<SDepthSurface*> DepthBuffers;
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u32 MaxTextureUnits;
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u32 MaxUserClipPlanes;
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u32 MaxMRTs;
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u32 NumSetMRTs;
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f32 MaxLightDistance;
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s32 LastSetLight;
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enum E_CACHE_2D_ATTRIBUTES
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{
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EC2D_ALPHA = 0x1,
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EC2D_TEXTURE = 0x2,
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EC2D_ALPHA_CHANNEL = 0x4
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};
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u32 Cached2DModeSignature;
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ECOLOR_FORMAT ColorFormat;
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D3DFORMAT D3DColorFormat;
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bool DeviceLost;
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bool Fullscreen;
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bool DriverWasReset;
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bool OcclusionQuerySupport;
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bool AlphaToCoverageSupport;
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u32 DisplayAdapter;
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};
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} // end namespace video
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} // end namespace irr
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#endif // _IRR_COMPILE_WITH_DIRECT3D_9_
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#endif // __C_VIDEO_DIRECTX_9_H_INCLUDED__
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