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c57da57edc
Wasn't ever used by anything and not that well defined anyway. So they all just passed it on to the drivers. And then sometimes the driver version was called and sometimes the IMaterialRendererServices version. So now everything just calls the driver - all places which need it have access to the driver anyway. Also made the driver version non-virtual for now. If someone actually really needs this for some reason I can add it back as virtual function directly in IVideoDriver. But I doubt it - the interface was hardly accessible until recently and originally only meant for internal stuff. GLES version still to do, but checked them earlier and they also just do nothing with it. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6486 dfc29bdd-3216-0410-991c-e03cc46cb475
511 lines
19 KiB
C++
511 lines
19 KiB
C++
// Copyright (C) 2002-2012 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 IRR_C_VIDEO_DIRECTX_9_H_INCLUDED
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#define IRR_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 "SIrrCreationParameters.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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class CD3D9CallBridge;
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class CD3D9RenderTarget;
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class CD3D9Texture;
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class CD3D9Driver : public CNullDriver, IMaterialRendererServices
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{
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public:
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friend class CD3D9CallBridge;
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friend class CD3D9RenderTarget;
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friend class CD3D9Texture;
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//! constructor
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CD3D9Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io);
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//! destructor
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virtual ~CD3D9Driver();
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virtual bool beginScene(u16 clearFlag, SColor clearColor = SColor(255,0,0,0), f32 clearDepth = 1.f, u8 clearStencil = 0,
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const SExposedVideoData& videoData = SExposedVideoData(), core::rect<s32>* sourceRect = 0) IRR_OVERRIDE;
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virtual bool endScene() IRR_OVERRIDE;
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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 IRR_OVERRIDE;
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//! sets transformation
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virtual void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat) IRR_OVERRIDE;
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//! sets a material
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virtual void setMaterial(const SMaterial& material) IRR_OVERRIDE;
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virtual bool setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SColor clearColor = SColor(255,0,0,0),
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f32 clearDepth = 1.f, u8 clearStencil = 0) IRR_OVERRIDE;
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//! sets a viewport
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virtual void setViewPort(const core::rect<s32>& area) IRR_OVERRIDE;
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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) IRR_OVERRIDE;
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//! Create hardware buffer from mesh
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virtual SHWBufferLink *createHardwareBuffer(const scene::IMeshBuffer* mb) IRR_OVERRIDE;
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//! Delete hardware buffer (only some drivers can)
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virtual void deleteHardwareBuffer(SHWBufferLink *HWBuffer) IRR_OVERRIDE;
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//! Draw hardware buffer
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virtual void drawHardwareBuffer(SHWBufferLink *HWBuffer) IRR_OVERRIDE;
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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 addOcclusionQuery(scene::ISceneNode* node,
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const scene::IMesh* mesh=0) IRR_OVERRIDE;
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//! Remove occlusion query.
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virtual void removeOcclusionQuery(scene::ISceneNode* node) IRR_OVERRIDE;
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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) IRR_OVERRIDE;
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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) IRR_OVERRIDE;
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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(const scene::ISceneNode* node) const IRR_OVERRIDE;
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//! Create render target.
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virtual IRenderTarget* addRenderTarget() IRR_OVERRIDE;
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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) IRR_OVERRIDE;
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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) IRR_OVERRIDE;
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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) IRR_OVERRIDE;
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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) IRR_OVERRIDE;
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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) IRR_OVERRIDE;
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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) IRR_OVERRIDE;
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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)) IRR_OVERRIDE;
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//! Draws a pixel.
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virtual void drawPixel(u32 x, u32 y, const SColor & color) IRR_OVERRIDE;
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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)) IRR_OVERRIDE;
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//! Draws a 3d box.
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virtual void draw3DBox( const core::aabbox3d<f32>& box, SColor color = SColor(255,255,255,255 ) ) IRR_OVERRIDE;
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//! initialises the Direct3D API
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bool initDriver(HWND hwnd, bool pureSoftware);
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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 IRR_OVERRIDE;
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//! deletes all dynamic lights there are
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virtual void deleteAllDynamicLights() IRR_OVERRIDE;
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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) IRR_OVERRIDE;
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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) IRR_OVERRIDE;
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//! returns the maximal amount of dynamic lights the device can handle
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virtual u32 getMaximalDynamicLightAmount() const IRR_OVERRIDE;
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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) IRR_OVERRIDE;
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//! Draws a shadow volume into the stencil buffer.
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virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail=true, u32 debugDataVisible=0) IRR_OVERRIDE;
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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)) IRR_OVERRIDE;
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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 IRR_OVERRIDE;
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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) IRR_OVERRIDE;
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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) IRR_OVERRIDE;
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//! Can be called by an IMaterialRenderer to make its work easier.
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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 IRR_OVERRIDE;
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//! Returns the transformation set by setTransform
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virtual const core::matrix4& getTransform(E_TRANSFORMATION_STATE state) const IRR_OVERRIDE;
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//! Get a vertex shader constant index.
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virtual s32 getVertexShaderConstantID(const c8* name) IRR_OVERRIDE;
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//! Get a pixel shader constant index.
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virtual s32 getPixelShaderConstantID(const c8* name) IRR_OVERRIDE;
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//! Sets a vertex shader constant.
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virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) IRR_OVERRIDE;
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//! Sets a pixel shader constant.
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virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) IRR_OVERRIDE;
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//! Sets a constant for the vertex shader based on an index.
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virtual bool setVertexShaderConstant(s32 index, const f32* floats, int count) IRR_OVERRIDE;
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//! Int interface for the above.
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virtual bool setVertexShaderConstant(s32 index, const s32* ints, int count) IRR_OVERRIDE;
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//! Uint interface for the above.
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virtual bool setVertexShaderConstant(s32 index, const u32* ints, int count) IRR_OVERRIDE;
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//! Sets a constant for the pixel shader based on an index.
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virtual bool setPixelShaderConstant(s32 index, const f32* floats, int count) IRR_OVERRIDE;
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//! Int interface for the above.
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virtual bool setPixelShaderConstant(s32 index, const s32* ints, int count) IRR_OVERRIDE;
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//! Uint interface for the above.
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virtual bool setPixelShaderConstant(s32 index, const u32* ints, int count) IRR_OVERRIDE;
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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() IRR_OVERRIDE;
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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) IRR_OVERRIDE;
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//! Creates a render target texture for a cubemap
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ITexture* addRenderTargetTextureCubemap(const irr::u32 sideLen,
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const io::path& name, const ECOLOR_FORMAT format) IRR_OVERRIDE;
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virtual void clearBuffers(u16 flag, SColor color = SColor(255,0,0,0), f32 depth = 1.f, u8 stencil = 0) IRR_OVERRIDE;
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//! Returns an image created from the last rendered frame.
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virtual IImage* createScreenShot(video::ECOLOR_FORMAT format=video::ECF_UNKNOWN, video::E_RENDER_TARGET target=video::ERT_FRAME_BUFFER) IRR_OVERRIDE;
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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) IRR_OVERRIDE;
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//! Enable/disable a clipping plane.
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virtual void enableClipPlane(u32 index, bool enable) IRR_OVERRIDE;
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//! Returns the graphics card vendor name.
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virtual core::stringc getVendorInfo() IRR_OVERRIDE {return VendorName;}
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//! Enable the 2d override material
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virtual void enableMaterial2D(bool enable=true) IRR_OVERRIDE;
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//! Check if the driver was recently reset.
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virtual bool checkDriverReset() IRR_OVERRIDE {return DriverWasReset;}
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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 IRR_OVERRIDE;
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//! Returns the maximum texture size supported.
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virtual core::dimension2du getMaxTextureSize() const IRR_OVERRIDE;
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//! Check if the driver supports creating textures with the given color format
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virtual bool queryTextureFormat(ECOLOR_FORMAT format) const IRR_OVERRIDE;
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//! Used by some SceneNodes to check if a material should be rendered in the transparent render pass
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virtual bool needsTransparentRenderPass(const irr::video::SMaterial& material) const IRR_OVERRIDE;
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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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//! Get D3D blending factor.
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u32 getD3DBlend(E_BLEND_FACTOR factor) const;
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//! Get D3D modulate.
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u32 getD3DModulate(E_MODULATE_FUNC func) const;
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//! Get bridge calls.
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CD3D9CallBridge* getBridgeCalls() const;
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private:
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//! enumeration for rendering modes such as 2d and 3d for minimizing 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, u32 debugDataVisible);
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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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//! Try to get back a lost device
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bool retrieveDevice(int numTries, int msSleepBetweenTries=100);
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virtual ITexture* createDeviceDependentTexture(const io::path& name, IImage* image) IRR_OVERRIDE;
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virtual ITexture* createDeviceDependentTextureCubemap(const io::path& name, const core::array<IImage*>& image) IRR_OVERRIDE;
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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) IRR_OVERRIDE;
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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) IRR_OVERRIDE;
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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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CD3D9CallBridge* BridgeCalls;
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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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const ITexture* CurrentTexture[MATERIAL_MAX_TEXTURES];
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bool LastTextureMipMapsAvailable[MATERIAL_MAX_TEXTURES];
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core::matrix4 Matrices[ETS_COUNT]; // matrices 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* BackBufferSurface;
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IDirect3DSurface9* DepthStencilSurface;
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core::array<bool> ActiveRenderTarget;
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HWND WindowId;
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core::rect<s32>* SceneSourceRect;
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D3DCAPS9 Caps;
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SIrrlichtCreationParameters Params;
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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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u32 MaxTextureUnits;
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u32 MaxFixedPipelineTextureUnits;
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u32 MaxUserClipPlanes;
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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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ECOLOR_FORMAT ColorFormat;
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D3DFORMAT D3DColorFormat;
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bool DeviceLost;
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bool DriverWasReset;
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bool OcclusionQuerySupport;
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bool AlphaToCoverageSupport;
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};
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//! This bridge between Irrlicht pseudo D3D9 calls
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//! and true D3D9 calls.
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class CD3D9CallBridge
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{
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public:
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CD3D9CallBridge(IDirect3DDevice9* p, CD3D9Driver* driver);
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// Reset to default state.
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void reset();
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// Blending calls.
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void setBlendOperation(DWORD mode);
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void setBlendFunc(DWORD source, DWORD destination);
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void setBlendFuncSeparate(DWORD sourceRGB, DWORD destinationRGB, DWORD sourceAlpha, DWORD destinationAlpha);
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|
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void setBlend(bool enable);
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private:
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IDirect3DDevice9* pID3DDevice;
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|
|
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DWORD BlendOperation;
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DWORD BlendSourceRGB;
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DWORD BlendDestinationRGB;
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DWORD BlendSourceAlpha;
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DWORD BlendDestinationAlpha;
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bool Blend;
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bool BlendSeparate;
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bool FeatureBlendSeparate;
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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 // IRR_C_VIDEO_DIRECTX_9_H_INCLUDED
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