// Copyright (C) 2002-2012 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #include "IrrCompileConfig.h" #ifdef _IRR_COMPILE_WITH_DIRECT3D_9_ #include "CD3D9ShaderMaterialRenderer.h" #include "IShaderConstantSetCallBack.h" #include "IMaterialRendererServices.h" #include "IVideoDriver.h" #include "os.h" #include "irrString.h" #ifndef _IRR_D3D_NO_SHADER_DEBUGGING #include #endif namespace irr { namespace video { //! Public constructor CD3D9ShaderMaterialRenderer::CD3D9ShaderMaterialRenderer(IDirect3DDevice9* d3ddev, video::IVideoDriver* driver, s32& outMaterialTypeNr, const c8* vertexShaderProgram, const c8* pixelShaderProgram, IShaderConstantSetCallBack* callback, IMaterialRenderer* baseMaterial, s32 userData) : pID3DDevice(d3ddev), Driver(driver), CallBack(callback), BaseMaterial(baseMaterial), VertexShader(0), OldVertexShader(0), PixelShader(0), UserData(userData) { #ifdef _DEBUG setDebugName("CD3D9ShaderMaterialRenderer"); #endif if (BaseMaterial) BaseMaterial->grab(); if (CallBack) CallBack->grab(); init(outMaterialTypeNr, vertexShaderProgram, pixelShaderProgram); } //! constructor only for use by derived classes who want to //! create a fall back material for example. CD3D9ShaderMaterialRenderer::CD3D9ShaderMaterialRenderer(IDirect3DDevice9* d3ddev, video::IVideoDriver* driver, IShaderConstantSetCallBack* callback, IMaterialRenderer* baseMaterial, s32 userData) : pID3DDevice(d3ddev), Driver(driver), CallBack(callback), BaseMaterial(baseMaterial), VertexShader(0), OldVertexShader(0), PixelShader(0), UserData(userData) { #ifdef _DEBUG setDebugName("CD3D9ShaderMaterialRenderer"); #endif if (BaseMaterial) BaseMaterial->grab(); if (CallBack) CallBack->grab(); } void CD3D9ShaderMaterialRenderer::init(s32& outMaterialTypeNr, const c8* vertexShaderProgram, const c8* pixelShaderProgram) { outMaterialTypeNr = -1; // create vertex shader if (!createVertexShader(vertexShaderProgram)) return; // create pixel shader if (!createPixelShader(pixelShaderProgram)) return; // register myself as new material outMaterialTypeNr = Driver->addMaterialRenderer(this); } //! Destructor CD3D9ShaderMaterialRenderer::~CD3D9ShaderMaterialRenderer() { if (CallBack) CallBack->drop(); if (VertexShader) VertexShader->Release(); if (PixelShader) PixelShader->Release(); if (BaseMaterial) BaseMaterial->drop(); } bool CD3D9ShaderMaterialRenderer::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) { // call callback to set shader constants if (CallBack && (VertexShader || PixelShader)) CallBack->OnSetConstants(service, UserData); return true; } void CD3D9ShaderMaterialRenderer::OnSetMaterial(const video::SMaterial& material, const video::SMaterial& lastMaterial, bool resetAllRenderstates, video::IMaterialRendererServices* services) { if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates) { if (VertexShader) { // save old vertex shader pID3DDevice->GetVertexShader(&OldVertexShader); // set new vertex shader if (FAILED(pID3DDevice->SetVertexShader(VertexShader))) os::Printer::log("Could not set vertex shader.", ELL_WARNING); } // set new pixel shader if (PixelShader) { if (FAILED(pID3DDevice->SetPixelShader(PixelShader))) os::Printer::log("Could not set pixel shader.", ELL_WARNING); } } services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates); if (BaseMaterial) BaseMaterial->OnSetMaterial(material, lastMaterial, resetAllRenderstates, services); if (CallBack) CallBack->OnSetMaterial(material); } void CD3D9ShaderMaterialRenderer::OnUnsetMaterial() { if (VertexShader) pID3DDevice->SetVertexShader(OldVertexShader); if (PixelShader) pID3DDevice->SetPixelShader(0); if (BaseMaterial) BaseMaterial->OnUnsetMaterial(); } //! Returns if the material is transparent. The scene management needs to know this //! for being able to sort the materials by opaque and transparent. bool CD3D9ShaderMaterialRenderer::isTransparent() const { return BaseMaterial ? BaseMaterial->isTransparent() : false; } bool CD3D9ShaderMaterialRenderer::createPixelShader(const c8* pxsh) { if (!pxsh) return true; // compile shader LPD3DXBUFFER code = 0; LPD3DXBUFFER errors = 0; #ifdef _IRR_D3D_NO_SHADER_DEBUGGING // compile shader without debug info stubD3DXAssembleShader(pxsh, (UINT)strlen(pxsh), 0, 0, 0, &code, &errors); #else // compile shader and emit some debug information to // make it possible to debug the shader in visual studio static int irr_dbg_file_nr = 0; ++irr_dbg_file_nr; char tmp[32]; sprintf(tmp, "irr_d3d9_dbg_shader_%d.psh", irr_dbg_file_nr); FILE* f = fopen(tmp, "wb"); fwrite(pxsh, strlen(pxsh), 1, f); fflush(f); fclose(f); stubD3DXAssembleShaderFromFile(tmp, 0, 0, D3DXSHADER_DEBUG, &code, &errors); #endif if (errors) { // print out compilation errors. os::Printer::log("Pixel shader compilation failed:", ELL_ERROR); os::Printer::log((c8*)errors->GetBufferPointer(), ELL_ERROR); if (code) code->Release(); errors->Release(); return false; } if (FAILED(pID3DDevice->CreatePixelShader((DWORD*)code->GetBufferPointer(), &PixelShader))) { os::Printer::log("Could not create pixel shader.", ELL_ERROR); code->Release(); return false; } code->Release(); return true; } bool CD3D9ShaderMaterialRenderer::createVertexShader(const char* vtxsh) { if (!vtxsh) return true; // compile shader LPD3DXBUFFER code = 0; LPD3DXBUFFER errors = 0; #ifdef _IRR_D3D_NO_SHADER_DEBUGGING // compile shader without debug info stubD3DXAssembleShader(vtxsh, (UINT)strlen(vtxsh), 0, 0, 0, &code, &errors); #else // compile shader and emit some debug information to // make it possible to debug the shader in visual studio static int irr_dbg_file_nr = 0; ++irr_dbg_file_nr; char tmp[32]; sprintf(tmp, "irr_d3d9_dbg_shader_%d.vsh", irr_dbg_file_nr); FILE* f = fopen(tmp, "wb"); fwrite(vtxsh, strlen(vtxsh), 1, f); fflush(f); fclose(f); stubD3DXAssembleShaderFromFile(tmp, 0, 0, D3DXSHADER_DEBUG, &code, &errors); #endif if (errors) { // print out compilation errors. os::Printer::log("Vertex shader compilation failed:", ELL_ERROR); os::Printer::log((c8*)errors->GetBufferPointer(), ELL_ERROR); if (code) code->Release(); errors->Release(); return false; } if (!code || FAILED(pID3DDevice->CreateVertexShader((DWORD*)code->GetBufferPointer(), &VertexShader))) { os::Printer::log("Could not create vertex shader.", ELL_ERROR); if (code) code->Release(); return false; } code->Release(); return true; } HRESULT CD3D9ShaderMaterialRenderer::stubD3DXAssembleShader(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs) { // Because Irrlicht needs to be able to start up even without installed d3d dlls, it // needs to load external d3d dlls manually. examples for the dlls are: // SDK dll name D3DX_SDK_VERSION // Summer 2004: no dll 22 // February 2005: d3dx9_24.dll 24 // April 2005: d3dx9_25.dll 25 // June 2005: d3dx9_26.dll 26 // August 2005: d3dx9_27.dll 27 // October 2005, // December 2005: d3dx9_28.dll 28 #if ( D3DX_SDK_VERSION < 24 ) // directly link functions, old d3d sdks didn't try to load external dlls // when linking to the d3dx9.lib #ifdef _MSC_VER #pragma comment (lib, "d3dx9.lib") #endif // invoke static linked function return D3DXAssembleShader(pSrcData, SrcDataLen, pDefines, pInclude, Flags, ppShader, ppErrorMsgs); #else { // try to load shader functions from the dll and print error if failed. // D3DXAssembleShader signature typedef HRESULT (WINAPI *AssembleShaderFunction)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs); static bool LoadFailed = false; static AssembleShaderFunction pFn = 0; if (!pFn && !LoadFailed) { // try to load dll io::path strDllName = "d3dx9_"; strDllName += (int)D3DX_SDK_VERSION; strDllName += ".dll"; HMODULE hMod = LoadLibrary(strDllName.c_str()); if (hMod) pFn = (AssembleShaderFunction)GetProcAddress(hMod, "D3DXAssembleShader"); if (!pFn) { LoadFailed = true; os::Printer::log("Could not load shader function D3DXAssembleShader from dll, shaders disabled", strDllName.c_str(), ELL_ERROR); } } if (pFn) { // call already loaded function return (*pFn)(pSrcData, SrcDataLen, pDefines, pInclude, Flags, ppShader, ppErrorMsgs); } } #endif // D3DX_SDK_VERSION < 24 return 0; } HRESULT CD3D9ShaderMaterialRenderer::stubD3DXAssembleShaderFromFile(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs) { // wondering what I'm doing here? // see comment in CD3D9ShaderMaterialRenderer::stubD3DXAssembleShader() #if ( D3DX_SDK_VERSION < 24 ) // directly link functions, old d3d sdks didn't try to load external dlls // when linking to the d3dx9.lib #ifdef _MSC_VER #pragma comment (lib, "d3dx9.lib") #endif // invoke static linked function return D3DXAssembleShaderFromFileA(pSrcFile, pDefines, pInclude, Flags, ppShader, ppErrorMsgs); #else { // try to load shader functions from the dll and print error if failed. // D3DXAssembleShaderFromFileA signature typedef HRESULT (WINAPI *AssembleShaderFromFileFunction)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs); static bool LoadFailed = false; static AssembleShaderFromFileFunction pFn = 0; if (!pFn && !LoadFailed) { // try to load dll io::path strDllName = "d3dx9_"; strDllName += (int)D3DX_SDK_VERSION; strDllName += ".dll"; HMODULE hMod = LoadLibrary(strDllName.c_str()); if (hMod) pFn = (AssembleShaderFromFileFunction)GetProcAddress(hMod, "D3DXAssembleShaderFromFileA"); if (!pFn) { LoadFailed = true; os::Printer::log("Could not load shader function D3DXAssembleShaderFromFileA from dll, shaders disabled", strDllName.c_str(), ELL_ERROR); } } if (pFn) { // call already loaded function return (*pFn)(pSrcFile, pDefines, pInclude, Flags, ppShader, ppErrorMsgs); } } #endif // D3DX_SDK_VERSION < 24 return 0; } HRESULT CD3D9ShaderMaterialRenderer::stubD3DXCompileShader(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable) { // wondering what I'm doing here? // see comment in CD3D9ShaderMaterialRenderer::stubD3DXAssembleShader() #if ( D3DX_SDK_VERSION < 24 ) // directly link functions, old d3d sdks didn't try to load external dlls // when linking to the d3dx9.lib #ifdef _MSC_VER #pragma comment (lib, "d3dx9.lib") #endif // invoke static linked function return D3DXCompileShader(pSrcData, SrcDataLen, pDefines, pInclude, pFunctionName, pProfile, Flags, ppShader, ppErrorMsgs, ppConstantTable); #else { // try to load shader functions from the dll and print error if failed. // D3DXCompileShader typedef HRESULT (WINAPI *D3DXCompileShaderFunction)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable); static bool LoadFailed = false; static D3DXCompileShaderFunction pFn = 0; if (!pFn && !LoadFailed) { // try to load dll io::path strDllName = "d3dx9_"; strDllName += (int)D3DX_SDK_VERSION; strDllName += ".dll"; HMODULE hMod = LoadLibrary(strDllName.c_str()); if (hMod) pFn = (D3DXCompileShaderFunction)GetProcAddress(hMod, "D3DXCompileShader"); if (!pFn) { LoadFailed = true; os::Printer::log("Could not load shader function D3DXCompileShader from dll, shaders disabled", strDllName.c_str(), ELL_ERROR); } } if (pFn) { // call already loaded function return (*pFn)(pSrcData, SrcDataLen, pDefines, pInclude, pFunctionName, pProfile, Flags, ppShader, ppErrorMsgs, ppConstantTable); } } #endif // D3DX_SDK_VERSION < 24 return 0; } HRESULT CD3D9ShaderMaterialRenderer::stubD3DXCompileShaderFromFile(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable) { // wondering what I'm doing here? // see comment in CD3D9ShaderMaterialRenderer::stubD3DXAssembleShader() #if ( D3DX_SDK_VERSION < 24 ) // directly link functions, old d3d sdks didn't try to load external dlls // when linking to the d3dx9.lib #ifdef _MSC_VER #pragma comment (lib, "d3dx9.lib") #endif // invoke static linked function return D3DXCompileShaderFromFileA(pSrcFile, pDefines, pInclude, pFunctionName, pProfile, Flags, ppShader, ppErrorMsgs, ppConstantTable); #else { // try to load shader functions from the dll and print error if failed. // D3DXCompileShaderFromFileA typedef HRESULT (WINAPI *D3DXCompileShaderFromFileFunction)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable); static bool LoadFailed = false; static D3DXCompileShaderFromFileFunction pFn = 0; if (!pFn && !LoadFailed) { // try to load dll io::path strDllName = "d3dx9_"; strDllName += (int)D3DX_SDK_VERSION; strDllName += ".dll"; HMODULE hMod = LoadLibrary(strDllName.c_str()); if (hMod) pFn = (D3DXCompileShaderFromFileFunction)GetProcAddress(hMod, "D3DXCompileShaderFromFileA"); if (!pFn) { LoadFailed = true; os::Printer::log("Could not load shader function D3DXCompileShaderFromFileA from dll, shaders disabled", strDllName.c_str(), ELL_ERROR); } } if (pFn) { // call already loaded function return (*pFn)(pSrcFile, pDefines, pInclude, pFunctionName, pProfile, Flags, ppShader, ppErrorMsgs, ppConstantTable); } } #endif // D3DX_SDK_VERSION < 24 return 0; } } // end namespace video } // end namespace irr #endif // _IRR_COMPILE_WITH_DIRECT3D_9_