irrlicht/source/Irrlicht/CD3D9MaterialRenderer.h

614 lines
22 KiB
C++

// 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_D3D9_MATERIAL_RENDERER_H_INCLUDED__
#define __C_D3D9_MATERIAL_RENDERER_H_INCLUDED__
#include "IrrCompileConfig.h"
#ifdef _IRR_WINDOWS_
#ifdef _IRR_COMPILE_WITH_DIRECT3D_9_
#include <d3d9.h>
#include "IMaterialRenderer.h"
namespace irr
{
namespace video
{
D3DMATRIX UnitMatrixD3D9;
D3DMATRIX SphereMapMatrixD3D9;
//! Base class for all internal D3D9 material renderers
class CD3D9MaterialRenderer : public IMaterialRenderer
{
public:
//! Constructor
CD3D9MaterialRenderer(IDirect3DDevice9* d3ddev, video::IVideoDriver* driver)
: pID3DDevice(d3ddev), Driver(driver)
{
}
~CD3D9MaterialRenderer()
{
}
//! sets a variable in the shader.
//! \param vertexShader: True if this should be set in the vertex shader, false if
//! in the pixel shader.
//! \param name: Name of the variable
//! \param floats: Pointer to array of floats
//! \param count: Amount of floats in array.
virtual bool setVariable(bool vertexShader, const c8* name, const f32* floats, int count)
{
os::Printer::log("Invalid material to set variable in.");
return false;
}
protected:
IDirect3DDevice9* pID3DDevice;
video::IVideoDriver* Driver;
};
//! Solid material renderer
class CD3D9MaterialRenderer_SOLID : public CD3D9MaterialRenderer
{
public:
CD3D9MaterialRenderer_SOLID(IDirect3DDevice9* p, video::IVideoDriver* d)
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services)
{
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
{
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->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
}
};
//! Generic Texture Blend
class CD3D9MaterialRenderer_ONETEXTURE_BLEND : public CD3D9MaterialRenderer
{
public:
CD3D9MaterialRenderer_ONETEXTURE_BLEND(IDirect3DDevice9* p, video::IVideoDriver* d)
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services)
{
if (material.MaterialType != lastMaterial.MaterialType ||
material.MaterialTypeParam != lastMaterial.MaterialTypeParam ||
resetAllRenderstates)
{
E_BLEND_FACTOR srcFact,dstFact;
E_MODULATE_FUNC modulate;
unpack_texureBlendFunc ( srcFact, dstFact, modulate, material.MaterialTypeParam );
pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
pID3DDevice->SetRenderState(D3DRS_SRCBLEND, getD3DBlend ( srcFact ) );
pID3DDevice->SetRenderState(D3DRS_DESTBLEND, getD3DBlend ( dstFact ) );
pID3DDevice->SetTextureStageState (0, D3DTSS_COLOROP, getD3DModulate ( modulate ) );
pID3DDevice->SetTextureStageState (0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
pID3DDevice->SetTextureStageState (0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
if ( getTexelAlpha ( srcFact ) + getTexelAlpha ( dstFact ) )
{
pID3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
pID3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
}
else
{
pID3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
}
pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
}
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
}
private:
u32 getD3DBlend ( E_BLEND_FACTOR factor ) const
{
u32 r = 0;
switch ( factor )
{
case EBF_ZERO: r = D3DBLEND_ZERO; break;
case EBF_ONE: r = D3DBLEND_ONE; break;
case EBF_DST_COLOR: r = D3DBLEND_DESTCOLOR; break;
case EBF_ONE_MINUS_DST_COLOR: r = D3DBLEND_INVDESTCOLOR; break;
case EBF_SRC_COLOR: r = D3DBLEND_SRCCOLOR; break;
case EBF_ONE_MINUS_SRC_COLOR: r = D3DBLEND_INVSRCCOLOR; break;
case EBF_SRC_ALPHA: r = D3DBLEND_SRCALPHA; break;
case EBF_ONE_MINUS_SRC_ALPHA: r = D3DBLEND_INVSRCALPHA; break;
case EBF_DST_ALPHA: r = D3DBLEND_DESTALPHA; break;
case EBF_ONE_MINUS_DST_ALPHA: r = D3DBLEND_INVDESTALPHA; break;
case EBF_SRC_ALPHA_SATURATE: r = D3DBLEND_SRCALPHASAT; break;
}
return r;
}
u32 getTexelAlpha ( E_BLEND_FACTOR factor ) const
{
u32 r = 0;
switch ( factor )
{
case EBF_SRC_ALPHA: r = 1; break;
case EBF_ONE_MINUS_SRC_ALPHA: r = 1; break;
case EBF_DST_ALPHA: r = 1; break;
case EBF_ONE_MINUS_DST_ALPHA: r = 1; break;
case EBF_SRC_ALPHA_SATURATE: r = 1; break;
}
return r;
}
u32 getD3DModulate ( E_MODULATE_FUNC func ) const
{
u32 r = D3DTOP_MODULATE;
switch ( func )
{
case EMFN_MODULATE_1X: r = D3DTOP_MODULATE; break;
case EMFN_MODULATE_2X: r = D3DTOP_MODULATE2X; break;
case EMFN_MODULATE_4X: r = D3DTOP_MODULATE4X; break;
}
return r;
}
};
//! Solid 2 layer material renderer
class CD3D9MaterialRenderer_SOLID_2_LAYER : public CD3D9MaterialRenderer
{
public:
CD3D9MaterialRenderer_SOLID_2_LAYER(IDirect3DDevice9* p, video::IVideoDriver* d)
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services)
{
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
{
pID3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
pID3DDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 0);
pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_BLENDDIFFUSEALPHA);
pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
}
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
}
};
//! Transparent add color material renderer
class CD3D9MaterialRenderer_TRANSPARENT_ADD_COLOR : public CD3D9MaterialRenderer
{
public:
CD3D9MaterialRenderer_TRANSPARENT_ADD_COLOR(IDirect3DDevice9* p, video::IVideoDriver* d)
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services)
{
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
{
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->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
pID3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCCOLOR);
}
material.ZWriteEnable = false;
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
}
//! Returns if the material is transparent. The scene management needs to know this
//! for being able to sort the materials by opaque and transparent.
virtual bool isTransparent()
{
return true;
}
};
//! Transparent vertex alpha material renderer
class CD3D9MaterialRenderer_TRANSPARENT_VERTEX_ALPHA : public CD3D9MaterialRenderer
{
public:
CD3D9MaterialRenderer_TRANSPARENT_VERTEX_ALPHA(IDirect3DDevice9* p, video::IVideoDriver* d)
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services)
{
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
{
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->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
pID3DDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
pID3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
}
material.ZWriteEnable = false;
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
}
//! Returns if the material is transparent. The scene managment needs to know this
//! for being able to sort the materials by opaque and transparent.
virtual bool isTransparent()
{
return true;
}
};
//! Transparent alpha channel material renderer
class CD3D9MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL : public CD3D9MaterialRenderer
{
public:
CD3D9MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL(IDirect3DDevice9* p, video::IVideoDriver* d)
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services)
{
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates
|| material.MaterialTypeParam != lastMaterial.MaterialTypeParam )
{
pID3DDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
pID3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
pID3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_CURRENT );
pID3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
pID3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
pID3DDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
pID3DDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
pID3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
s32 refValue = core::floor32(material.MaterialTypeParam * 255.f);
if ( !refValue )
refValue = 127; // default value
pID3DDevice->SetRenderState(D3DRS_ALPHAREF, refValue);
pID3DDevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);
pID3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE);
}
//material.ZWriteEnable = false;
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
}
virtual void OnUnsetMaterial()
{
pID3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
}
//! Returns if the material is transparent. The scene managment needs to know this
//! for being able to sort the materials by opaque and transparent.
virtual bool isTransparent()
{
return true;
}
};
//! Transparent alpha channel material renderer
class CD3D9MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL_REF : public CD3D9MaterialRenderer
{
public:
CD3D9MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL_REF(IDirect3DDevice9* p, video::IVideoDriver* d)
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services)
{
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
{
pID3DDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
pID3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
pID3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_CURRENT );
pID3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
pID3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
pID3DDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
pID3DDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
s32 refValue = core::floor32(material.MaterialTypeParam * 255);
if ( !refValue )
refValue = 127; // default value
pID3DDevice->SetRenderState(D3DRS_ALPHAREF,refValue);
pID3DDevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);
pID3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE);
}
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
}
virtual void OnUnsetMaterial()
{
pID3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
}
//! Returns if the material is transparent. The scene managment needs to know this
//! for being able to sort the materials by opaque and transparent.
virtual bool isTransparent()
{
return false; // this material is not really transparent because it does no blending.
}
};
//! material renderer for all kinds of linghtmaps
class CD3D9MaterialRenderer_LIGHTMAP : public CD3D9MaterialRenderer
{
public:
CD3D9MaterialRenderer_LIGHTMAP(IDirect3DDevice9* p, video::IVideoDriver* d)
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services)
{
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
{
if (material.MaterialType >= EMT_LIGHTMAP_LIGHTING)
{
// with lighting
pID3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
}
else
{
pID3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
}
pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
pID3DDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 1);
if (material.MaterialType == EMT_LIGHTMAP_ADD)
pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_ADD);
else
if (material.MaterialType == EMT_LIGHTMAP_M4)
pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE4X);
else
if (material.MaterialType == EMT_LIGHTMAP_M2)
pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE2X);
else
pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE);
pID3DDevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
pID3DDevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT);
pID3DDevice->SetTextureStageState (1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
}
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
}
};
//! material renderer for detail maps
class CD3D9MaterialRenderer_DETAIL_MAP : public CD3D9MaterialRenderer
{
public:
CD3D9MaterialRenderer_DETAIL_MAP(IDirect3DDevice9* p, video::IVideoDriver* d)
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services)
{
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
{
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->SetTextureStageState (1, D3DTSS_COLOROP, D3DTOP_ADDSIGNED);
pID3DDevice->SetTextureStageState (1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
pID3DDevice->SetTextureStageState (1, D3DTSS_COLORARG2, D3DTA_CURRENT);
pID3DDevice->SetTextureStageState (1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
pID3DDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 1);
pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
}
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
}
};
//! sphere map material renderer
class CD3D9MaterialRenderer_SPHERE_MAP : public CD3D9MaterialRenderer
{
public:
CD3D9MaterialRenderer_SPHERE_MAP(IDirect3DDevice9* p, video::IVideoDriver* d)
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services)
{
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
{
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->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
pID3DDevice->SetTransform( D3DTS_TEXTURE0, &SphereMapMatrixD3D9 );
pID3DDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 );
pID3DDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACENORMAL );
}
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
}
virtual void OnUnsetMaterial()
{
pID3DDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE );
pID3DDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0);
pID3DDevice->SetTransform( D3DTS_TEXTURE0, &UnitMatrixD3D9 );
}
};
//! reflection 2 layer material renderer
class CD3D9MaterialRenderer_REFLECTION_2_LAYER : public CD3D9MaterialRenderer
{
public:
CD3D9MaterialRenderer_REFLECTION_2_LAYER(IDirect3DDevice9* p, video::IVideoDriver* d)
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services)
{
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
{
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->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE);
pID3DDevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
pID3DDevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT);
pID3DDevice->SetTransform( D3DTS_TEXTURE1, &SphereMapMatrixD3D9 );
pID3DDevice->SetTextureStageState( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 );
pID3DDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR);
pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
}
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
}
virtual void OnUnsetMaterial()
{
pID3DDevice->SetTextureStageState( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE );
pID3DDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 1);
pID3DDevice->SetTransform( D3DTS_TEXTURE1, &UnitMatrixD3D9 );
}
};
//! reflection 2 layer material renderer
class CD3D9MaterialRenderer_TRANSPARENT_REFLECTION_2_LAYER : public CD3D9MaterialRenderer
{
public:
CD3D9MaterialRenderer_TRANSPARENT_REFLECTION_2_LAYER(IDirect3DDevice9* p, video::IVideoDriver* d)
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services)
{
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
{
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->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE);
pID3DDevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
pID3DDevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT);
pID3DDevice->SetTransform( D3DTS_TEXTURE1, &SphereMapMatrixD3D9 );
pID3DDevice->SetTextureStageState( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 );
pID3DDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR);
pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
pID3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
}
material.ZWriteEnable = false;
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
}
virtual void OnUnsetMaterial()
{
pID3DDevice->SetTextureStageState( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE );
pID3DDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 1);
pID3DDevice->SetTransform( D3DTS_TEXTURE1, &UnitMatrixD3D9 );
}
//! Returns if the material is transparent. The scene managment needs to know this
//! for being able to sort the materials by opaque and transparent.
virtual bool isTransparent()
{
return true;
}
};
} // end namespace video
} // end namespace irr
#endif
#endif
#endif