CD3D9HLSLMaterialRenderer now implementing IMaterialRendererServices itself
Basically now the same as GLSL material renderer already worked. Before it was using IMaterialRendererServices from CD3D9Driver, but there had been several problems with that: - The d3d9 driver called functions through the CD3D9MaterialRenderer interface, but CD3D9HLSLMaterialRenderer is not (or maybe no longer?) derived from that class. Reason it still worked was accidental luck - the same functions had been in the same order and due to casts the compiler wasn't noticing it was calling the functions of an unrelated class. - It was making calls to set shader constants depend on the currently set material in the driver. Which was not necessary and just prevents we can use the IMaterialRendererServices interface without setting the material first (how I found the bug). Still some problems left for now: - There's 2 ways to call shader constants. One seems to be only used by hi-level shaders which links constants to the shader. The the other only by low-level shaders which uses global (shader independent) registers. So maybe this should be 2 interfaces? But not certain, glsl material renderer seems to prevent setting the global registers, but maybe those could be used additionally? I've still allowed it for now in HLSL, just in case it had it's uses. - setBasicRenderStates probably should not be in IMaterialRendererServices. I'm not seeing any case where this isn't just passed on to the driver. And all classes using it have access to the driver unless I missed one. So probably can just avoid that additional indirection and kick that out of the IMaterialRendererServices interface. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6464 dfc29bdd-3216-0410-991c-e03cc46cb475
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@@ -8,6 +8,7 @@
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#include "CD3D9HLSLMaterialRenderer.h"
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#include "IShaderConstantSetCallBack.h"
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#include "IVideoDriver.h"
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#include "CD3D9Driver.h"
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#include "os.h"
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#include "irrString.h"
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@@ -24,7 +25,7 @@ namespace video
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//! Public constructor
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CD3D9HLSLMaterialRenderer::CD3D9HLSLMaterialRenderer(IDirect3DDevice9* d3ddev,
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video::IVideoDriver* driver, s32& outMaterialTypeNr,
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video::CD3D9Driver* driver, s32& outMaterialTypeNr,
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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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@@ -274,6 +275,69 @@ bool CD3D9HLSLMaterialRenderer::createHLSLPixelShader(const char* pixelShaderPro
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return false;
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}
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void CD3D9HLSLMaterialRenderer::setBasicRenderStates(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates)
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{
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Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
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}
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s32 CD3D9HLSLMaterialRenderer::getVertexShaderConstantID(const c8* name)
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{
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return getVariableID(true, name);
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}
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s32 CD3D9HLSLMaterialRenderer::getPixelShaderConstantID(const c8* name)
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{
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return getVariableID(false, name);
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}
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void CD3D9HLSLMaterialRenderer::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
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{
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// TODO: Not sure if setting constants which are not bound to the shader in hlsl
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// I mainly kept this here so it works same as in Irrlicht 1.8 and it probably won't hurt
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Driver->setVertexShaderConstant(data, startRegister, constantAmount);
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}
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void CD3D9HLSLMaterialRenderer::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
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{
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// TODO: Not sure if setting constants which are not bound to the shader in hlsl
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// I mainly kept this here so it works same as in Irrlicht 1.8 and it probably won't hurt
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static_cast<CD3D9Driver*>(Driver)->setPixelShaderConstant(data, startRegister, constantAmount);
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}
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bool CD3D9HLSLMaterialRenderer::setVertexShaderConstant(s32 index, const f32* floats, int count)
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{
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return setVariable(true, index, floats, count);
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}
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bool CD3D9HLSLMaterialRenderer::setVertexShaderConstant(s32 index, const s32* ints, int count)
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{
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return setVariable(true, index, ints, count);
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}
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bool CD3D9HLSLMaterialRenderer::setVertexShaderConstant(s32 index, const u32* ints, int count)
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{
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return setVariable(true, index, ints, count);
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}
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bool CD3D9HLSLMaterialRenderer::setPixelShaderConstant(s32 index, const f32* floats, int count)
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{
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return setVariable(false, index, floats, count);
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}
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bool CD3D9HLSLMaterialRenderer::setPixelShaderConstant(s32 index, const s32* ints, int count)
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{
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return setVariable(false, index, ints, count);
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}
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bool CD3D9HLSLMaterialRenderer::setPixelShaderConstant(s32 index, const u32* ints, int count)
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{
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return setVariable(false, index, ints, count);
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}
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IVideoDriver* CD3D9HLSLMaterialRenderer::getVideoDriver()
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{
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return Driver;
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}
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s32 CD3D9HLSLMaterialRenderer::getVariableID(bool vertexShader, const c8* name)
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{
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@@ -305,7 +369,6 @@ s32 CD3D9HLSLMaterialRenderer::getVariableID(bool vertexShader, const c8* name)
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return -1;
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}
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bool CD3D9HLSLMaterialRenderer::setVariable(bool vertexShader, s32 index,
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const f32* floats, int count)
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{
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@@ -383,7 +446,7 @@ bool CD3D9HLSLMaterialRenderer::OnRender(IMaterialRendererServices* service, E_V
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if (VSConstantsTable)
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VSConstantsTable->SetDefaults(pID3DDevice);
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return CD3D9ShaderMaterialRenderer::OnRender(service, vtxtype);
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return CD3D9ShaderMaterialRenderer::OnRender(this, vtxtype);
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}
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