irrlicht/source/Irrlicht/CD3D9MaterialRenderer.h
cutealien 621bad3111 Merging r6426 through r6466 from trunk to ogl-es branch
Note: Updated IShaderConstantSetCallBack not yet supported by ogl-es drivers


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6467 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-04-22 21:50:32 +00:00

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18 KiB
C++

// 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
#ifndef IRR_C_D3D9_MATERIAL_RENDERER_H_INCLUDED
#define IRR_C_D3D9_MATERIAL_RENDERER_H_INCLUDED
#include "IrrCompileConfig.h"
#ifdef _IRR_WINDOWS_
#ifdef _IRR_COMPILE_WITH_DIRECT3D_9_
#if defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
#include "irrMath.h" // needed by borland for sqrtf define
#endif
#include <d3d9.h>
#include "IMaterialRenderer.h"
#include "CD3D9Driver.h"
namespace irr
{
namespace video
{
namespace
{
D3DMATRIX UnitMatrixD3D9;
D3DMATRIX SphereMapMatrixD3D9;
inline void setTextureColorStage(IDirect3DDevice9* dev, DWORD i,
DWORD arg1, DWORD op, DWORD arg2)
{
dev->SetTextureStageState(i, D3DTSS_COLOROP, op);
dev->SetTextureStageState(i, D3DTSS_COLORARG1, arg1);
dev->SetTextureStageState(i, D3DTSS_COLORARG2, arg2);
}
inline void setTextureColorStage(IDirect3DDevice9* dev, DWORD i, DWORD arg1)
{
dev->SetTextureStageState(i, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
dev->SetTextureStageState(i, D3DTSS_COLORARG1, arg1);
}
inline void setTextureAlphaStage(IDirect3DDevice9* dev, DWORD i,
DWORD arg1, DWORD op, DWORD arg2)
{
dev->SetTextureStageState(i, D3DTSS_ALPHAOP, op);
dev->SetTextureStageState(i, D3DTSS_ALPHAARG1, arg1);
dev->SetTextureStageState(i, D3DTSS_ALPHAARG2, arg2);
}
inline void setTextureAlphaStage(IDirect3DDevice9* dev, DWORD i, DWORD arg1)
{
dev->SetTextureStageState(i, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
dev->SetTextureStageState(i, D3DTSS_ALPHAARG1, arg1);
}
} // anonymous namespace
//! Base class for all internal D3D9 fixed function material renderers
class CD3D9MaterialRenderer : public IMaterialRenderer
{
public:
//! Constructor
CD3D9MaterialRenderer(IDirect3DDevice9* d3ddev, CD3D9Driver* driver)
: pID3DDevice(d3ddev), Driver(driver)
{
}
protected:
IDirect3DDevice9* pID3DDevice;
CD3D9Driver* Driver;
};
//! Solid material renderer
class CD3D9MaterialRenderer_SOLID : public CD3D9MaterialRenderer
{
public:
CD3D9MaterialRenderer_SOLID(IDirect3DDevice9* p, CD3D9Driver* d)
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) IRR_OVERRIDE
{
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
{
setTextureColorStage(pID3DDevice, 0,
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
}
pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
}
};
//! Generic Texture Blend
class CD3D9MaterialRenderer_ONETEXTURE_BLEND : public CD3D9MaterialRenderer
{
public:
CD3D9MaterialRenderer_ONETEXTURE_BLEND(IDirect3DDevice9* p, CD3D9Driver* d)
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) IRR_OVERRIDE
{
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
// if (material.MaterialType != lastMaterial.MaterialType ||
// material.MaterialTypeParam != lastMaterial.MaterialTypeParam ||
// resetAllRenderstates)
{
E_BLEND_FACTOR srcRGBFact,dstRGBFact,srcAlphaFact,dstAlphaFact;
E_MODULATE_FUNC modulate;
u32 alphaSource;
unpack_textureBlendFuncSeparate(srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, modulate, alphaSource, material.MaterialTypeParam);
Driver->getBridgeCalls()->setBlend(true);
Driver->getBridgeCalls()->setBlendFuncSeparate(Driver->getD3DBlend(srcRGBFact), Driver->getD3DBlend(dstRGBFact),
Driver->getD3DBlend(srcAlphaFact), Driver->getD3DBlend(dstAlphaFact));
setTextureColorStage(pID3DDevice, 0,
D3DTA_TEXTURE, Driver->getD3DModulate(modulate), D3DTA_DIFFUSE);
if (textureBlendFunc_hasAlpha(srcRGBFact) || textureBlendFunc_hasAlpha(dstRGBFact) ||
textureBlendFunc_hasAlpha(srcAlphaFact) || textureBlendFunc_hasAlpha(dstAlphaFact))
{
if (alphaSource==EAS_VERTEX_COLOR)
{
setTextureAlphaStage(pID3DDevice, 0, D3DTA_DIFFUSE);
}
else if (alphaSource==EAS_TEXTURE)
{
setTextureAlphaStage(pID3DDevice, 0, D3DTA_TEXTURE);
}
else
{
setTextureAlphaStage(pID3DDevice, 0,
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
}
}
pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
}
}
virtual void OnUnsetMaterial() IRR_OVERRIDE
{
Driver->getBridgeCalls()->setBlend(false);
}
//! Returns if the material is transparent.
/** The scene management needs to know this for being able to sort the
materials by opaque and transparent.
The return value could be optimized, but we'd need to know the
MaterialTypeParam for it. */
virtual bool isTransparent() const IRR_OVERRIDE
{
return true;
}
};
//! Solid 2 layer material renderer
class CD3D9MaterialRenderer_SOLID_2_LAYER : public CD3D9MaterialRenderer
{
public:
CD3D9MaterialRenderer_SOLID_2_LAYER(IDirect3DDevice9* p, CD3D9Driver* d)
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) IRR_OVERRIDE
{
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
{
setTextureColorStage(pID3DDevice, 0, D3DTA_TEXTURE);
pID3DDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 0);
pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_BLENDDIFFUSEALPHA);
}
}
};
//! Transparent add color material renderer
class CD3D9MaterialRenderer_TRANSPARENT_ADD_COLOR : public CD3D9MaterialRenderer
{
public:
CD3D9MaterialRenderer_TRANSPARENT_ADD_COLOR(IDirect3DDevice9* p, CD3D9Driver* d)
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) IRR_OVERRIDE
{
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
Driver->getBridgeCalls()->setBlend(true);
Driver->getBridgeCalls()->setBlendFunc(D3DBLEND_ONE, D3DBLEND_INVSRCCOLOR);
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
{
setTextureColorStage(pID3DDevice, 0,
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
}
}
virtual void OnUnsetMaterial() IRR_OVERRIDE
{
Driver->getBridgeCalls()->setBlend(false);
}
//! 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() const IRR_OVERRIDE
{
return true;
}
};
//! Transparent vertex alpha material renderer
class CD3D9MaterialRenderer_TRANSPARENT_VERTEX_ALPHA : public CD3D9MaterialRenderer
{
public:
CD3D9MaterialRenderer_TRANSPARENT_VERTEX_ALPHA(IDirect3DDevice9* p, CD3D9Driver* d)
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) IRR_OVERRIDE
{
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
Driver->getBridgeCalls()->setBlend(true);
Driver->getBridgeCalls()->setBlendFunc(D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA);
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
{
setTextureColorStage(pID3DDevice, 0,
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
setTextureAlphaStage(pID3DDevice, 0, D3DTA_DIFFUSE);
pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
}
}
virtual void OnUnsetMaterial() IRR_OVERRIDE
{
Driver->getBridgeCalls()->setBlend(false);
}
//! 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() const IRR_OVERRIDE
{
return true;
}
};
//! Transparent alpha channel material renderer
class CD3D9MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL : public CD3D9MaterialRenderer
{
public:
CD3D9MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL(IDirect3DDevice9* p, CD3D9Driver* d)
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) IRR_OVERRIDE
{
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
Driver->getBridgeCalls()->setBlend(true);
Driver->getBridgeCalls()->setBlendFunc(D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA);
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates
|| material.MaterialTypeParam != lastMaterial.MaterialTypeParam )
{
setTextureColorStage(pID3DDevice, 0,
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT);
setTextureAlphaStage(pID3DDevice, 0, D3DTA_TEXTURE);
pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
pID3DDevice->SetRenderState(D3DRS_ALPHAREF, core::floor32(material.MaterialTypeParam * 255.f));
pID3DDevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);
pID3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE);
}
}
virtual void OnUnsetMaterial() IRR_OVERRIDE
{
pID3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
Driver->getBridgeCalls()->setBlend(false);
}
//! 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() const IRR_OVERRIDE
{
return true;
}
};
//! Transparent alpha channel material renderer
class CD3D9MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL_REF : public CD3D9MaterialRenderer
{
public:
CD3D9MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL_REF(IDirect3DDevice9* p, CD3D9Driver* d)
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) IRR_OVERRIDE
{
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
{
setTextureColorStage(pID3DDevice, 0,
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT);
setTextureAlphaStage(pID3DDevice, 0, D3DTA_TEXTURE);
pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
// 127 is required by EMT_TRANSPARENT_ALPHA_CHANNEL_REF
pID3DDevice->SetRenderState(D3DRS_ALPHAREF, 127);
pID3DDevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);
pID3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE);
}
}
virtual void OnUnsetMaterial() IRR_OVERRIDE
{
pID3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
}
//! 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() const IRR_OVERRIDE
{
return false; // this material is not really transparent because it does no blending.
}
};
//! material renderer for all kinds of lightmaps
class CD3D9MaterialRenderer_LIGHTMAP : public CD3D9MaterialRenderer
{
public:
CD3D9MaterialRenderer_LIGHTMAP(IDirect3DDevice9* p, CD3D9Driver* d)
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) IRR_OVERRIDE
{
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
{
if (material.MaterialType >= EMT_LIGHTMAP_LIGHTING)
{
// with lighting
setTextureColorStage(pID3DDevice, 0,
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
}
else
{
setTextureColorStage(pID3DDevice, 0, D3DTA_TEXTURE);
}
pID3DDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 1);
setTextureColorStage(pID3DDevice, 1,
D3DTA_TEXTURE,
(material.MaterialType == EMT_LIGHTMAP_ADD)?
D3DTOP_ADD:
(material.MaterialType == EMT_LIGHTMAP_M4 || material.MaterialType == EMT_LIGHTMAP_LIGHTING_M4)?
D3DTOP_MODULATE4X:
(material.MaterialType == EMT_LIGHTMAP_M2 || material.MaterialType == EMT_LIGHTMAP_LIGHTING_M2)?
D3DTOP_MODULATE2X:
D3DTOP_MODULATE,
D3DTA_CURRENT);
}
}
};
//! material renderer for detail maps
class CD3D9MaterialRenderer_DETAIL_MAP : public CD3D9MaterialRenderer
{
public:
CD3D9MaterialRenderer_DETAIL_MAP(IDirect3DDevice9* p, CD3D9Driver* d)
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) IRR_OVERRIDE
{
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
{
setTextureColorStage(pID3DDevice, 0,
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
setTextureColorStage(pID3DDevice, 1,
D3DTA_TEXTURE, D3DTOP_ADDSIGNED, D3DTA_CURRENT);
pID3DDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 1);
}
}
};
//! sphere map material renderer
class CD3D9MaterialRenderer_SPHERE_MAP : public CD3D9MaterialRenderer
{
public:
CD3D9MaterialRenderer_SPHERE_MAP(IDirect3DDevice9* p, CD3D9Driver* d)
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) IRR_OVERRIDE
{
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
{
setTextureColorStage(pID3DDevice, 0,
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
pID3DDevice->SetTransform( D3DTS_TEXTURE0, &SphereMapMatrixD3D9 );
pID3DDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 );
pID3DDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACENORMAL );
}
}
virtual void OnUnsetMaterial() IRR_OVERRIDE
{
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, CD3D9Driver* d)
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) IRR_OVERRIDE
{
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
{
setTextureColorStage(pID3DDevice, 0,
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
setTextureColorStage(pID3DDevice, 1,
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT);
pID3DDevice->SetTransform( D3DTS_TEXTURE1, &SphereMapMatrixD3D9 );
pID3DDevice->SetTextureStageState( 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 );
pID3DDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR);
}
}
virtual void OnUnsetMaterial() IRR_OVERRIDE
{
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, CD3D9Driver* d)
: CD3D9MaterialRenderer(p, d) {}
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) IRR_OVERRIDE
{
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
Driver->getBridgeCalls()->setBlend(true);
Driver->getBridgeCalls()->setBlendFunc(D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA);
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
{
setTextureColorStage(pID3DDevice, 0,
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
setTextureAlphaStage(pID3DDevice, 0, D3DTA_DIFFUSE);
setTextureColorStage(pID3DDevice, 1,
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_CURRENT);
setTextureAlphaStage(pID3DDevice, 1, D3DTA_CURRENT);
pID3DDevice->SetTransform(D3DTS_TEXTURE1, &SphereMapMatrixD3D9 );
pID3DDevice->SetTextureStageState(1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 );
pID3DDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR);
}
}
virtual void OnUnsetMaterial() IRR_OVERRIDE
{
pID3DDevice->SetTextureStageState(1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
pID3DDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 1);
pID3DDevice->SetTransform(D3DTS_TEXTURE1, &UnitMatrixD3D9);
Driver->getBridgeCalls()->setBlend(false);
}
//! 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() const IRR_OVERRIDE
{
return true;
}
};
} // end namespace video
} // end namespace irr
#endif
#endif
#endif