Revert "Drop support for the DirectX9 renderer"
This reverts commit c11a7236c7
.
This commit is contained in:
parent
5a4020bcb8
commit
caf6a1b504
@ -190,6 +190,19 @@ source/Irrlicht/Irrlicht.cpp
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source/Irrlicht/irrXML.cpp
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source/Irrlicht/os.cpp
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source/Irrlicht/COpenGLNormalMapRenderer.cpp
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source/Irrlicht/CD3D9Driver.cpp
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source/Irrlicht/CD3D9Driver.h
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source/Irrlicht/CD3D9HLSLMaterialRenderer.cpp
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source/Irrlicht/CD3D9HLSLMaterialRenderer.h
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source/Irrlicht/CD3D9MaterialRenderer.h
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source/Irrlicht/CD3D9NormalMapRenderer.cpp
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source/Irrlicht/CD3D9NormalMapRenderer.h
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source/Irrlicht/CD3D9ParallaxMapRenderer.cpp
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source/Irrlicht/CD3D9ParallaxMapRenderer.h
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source/Irrlicht/CD3D9ShaderMaterialRenderer.cpp
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source/Irrlicht/CD3D9ShaderMaterialRenderer.h
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source/Irrlicht/CD3D9Texture.cpp
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source/Irrlicht/CD3D9Texture.h
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source/Irrlicht/CAnimatedMeshSceneNode.h
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source/Irrlicht/CAttributeImpl.h
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source/Irrlicht/CAttributes.h
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@ -12,6 +12,3 @@ The following changes have been made:
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- non-triangle VBO support
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- extension order mismatch
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- support for some RG texture formats
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Changes in 12/2023:
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- drop DirectX9-related code
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3653
lib/irrlicht/source/Irrlicht/CD3D9Driver.cpp
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3653
lib/irrlicht/source/Irrlicht/CD3D9Driver.cpp
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File diff suppressed because it is too large
Load Diff
499
lib/irrlicht/source/Irrlicht/CD3D9Driver.h
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499
lib/irrlicht/source/Irrlicht/CD3D9Driver.h
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@ -0,0 +1,499 @@
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// 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 __C_VIDEO_DIRECTX_9_H_INCLUDED__
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#define __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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#ifdef _IRR_COMPILE_WITH_CG_
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#include "Cg/cg.h"
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#include "Cg/cgD3D9.h"
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#endif
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namespace irr
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{
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namespace video
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{
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struct SDepthSurface : public IReferenceCounted
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{
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SDepthSurface() : Surface(0)
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{
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#ifdef _DEBUG
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setDebugName("SDepthSurface");
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#endif
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}
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virtual ~SDepthSurface()
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{
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if (Surface)
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Surface->Release();
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}
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IDirect3DSurface9* Surface;
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core::dimension2du Size;
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};
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class CD3D9Driver : public CNullDriver, IMaterialRendererServices
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{
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public:
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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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//! applications must call this method before performing any rendering. returns false if failed.
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virtual bool beginScene(bool backBuffer=true, bool zBuffer=true,
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SColor color=SColor(255,0,0,0),
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const SExposedVideoData& videoData=SExposedVideoData(),
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core::rect<s32>* sourceRect=0);
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//! applications must call this method after performing any rendering. returns false if failed.
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virtual bool endScene();
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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;
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//! sets transformation
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virtual void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat);
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//! sets a material
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virtual void setMaterial(const SMaterial& material);
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//! sets a render target
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virtual bool setRenderTarget(video::ITexture* texture,
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bool clearBackBuffer=true, bool clearZBuffer=true,
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SColor color=video::SColor(0,0,0,0));
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//! Sets multiple render targets
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virtual bool setRenderTarget(const core::array<video::IRenderTarget>& texture,
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bool clearBackBuffer=true, bool clearZBuffer=true,
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SColor color=video::SColor(0,0,0,0));
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//! sets a viewport
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virtual void setViewPort(const core::rect<s32>& area);
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//! gets the area of the current viewport
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virtual const core::rect<s32>& getViewPort() const;
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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);
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//! Create hardware buffer from mesh
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virtual SHWBufferLink *createHardwareBuffer(const scene::IMeshBuffer* mb);
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//! Delete hardware buffer (only some drivers can)
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virtual void deleteHardwareBuffer(SHWBufferLink *HWBuffer);
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//! Draw hardware buffer
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virtual void drawHardwareBuffer(SHWBufferLink *HWBuffer);
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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);
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//! Remove occlusion query.
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virtual void removeOcclusionQuery(scene::ISceneNode* node);
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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);
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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);
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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(scene::ISceneNode* node) const;
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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);
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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);
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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);
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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);
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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);
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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);
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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));
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//! Draws a pixel.
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virtual void drawPixel(u32 x, u32 y, const SColor & color);
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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));
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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;
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//! deletes all dynamic lights there are
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virtual void deleteAllDynamicLights();
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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);
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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);
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//! returns the maximal amount of dynamic lights the device can handle
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virtual u32 getMaximalDynamicLightAmount() const;
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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);
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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);
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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));
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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;
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//! Enables or disables a texture creation flag.
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virtual void setTextureCreationFlag(E_TEXTURE_CREATION_FLAG flag, bool enabled);
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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);
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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);
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//! Can be called by an IMaterialRenderer to make its work easier.
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virtual 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;
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//! Returns the transformation set by setTransform
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virtual const core::matrix4& getTransform(E_TRANSFORMATION_STATE state) const;
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//! Sets a vertex shader constant.
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virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1);
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//! Sets a pixel shader constant.
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virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1);
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//! Sets a constant for the vertex shader based on a name.
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virtual bool setVertexShaderConstant(const c8* name, const f32* floats, int count);
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//! Bool interface for the above.
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virtual bool setVertexShaderConstant(const c8* name, const bool* bools, int count);
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//! Int interface for the above.
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virtual bool setVertexShaderConstant(const c8* name, const s32* ints, int count);
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//! Sets a constant for the pixel shader based on a name.
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virtual bool setPixelShaderConstant(const c8* name, const f32* floats, int count);
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//! Bool interface for the above.
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virtual bool setPixelShaderConstant(const c8* name, const bool* bools, int count);
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//! Int interface for the above.
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virtual bool setPixelShaderConstant(const c8* name, const s32* ints, int count);
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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();
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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, const bool useStencil = false);
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//! Clears the ZBuffer.
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virtual void clearZBuffer();
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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);
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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);
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//! Enable/disable a clipping plane.
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virtual void enableClipPlane(u32 index, bool enable);
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//! Returns the graphics card vendor name.
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virtual core::stringc getVendorInfo() {return VendorName;}
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//! Enable the 2d override material
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virtual void enableMaterial2D(bool enable=true);
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//! Check if the driver was recently reset.
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virtual bool checkDriverReset() {return DriverWasReset;}
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// removes the depth struct from the DepthSurface array
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void removeDepthSurface(SDepthSurface* depth);
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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;
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//! Returns the maximum texture size supported.
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virtual core::dimension2du getMaxTextureSize() const;
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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 Cg context
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#ifdef _IRR_COMPILE_WITH_CG_
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const CGcontext& getCgContext();
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#endif
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virtual void enableScissorTest(const core::rect<s32>& r);
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virtual void disableScissorTest();
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private:
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//! enumeration for rendering modes such as 2d and 3d for minizing 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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//! returns a device dependent texture from a software surface (IImage)
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//! THIS METHOD HAS TO BE OVERRIDDEN BY DERIVED DRIVERS WITH OWN TEXTURES
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virtual video::ITexture* createDeviceDependentTexture(IImage* surface, const io::path& name, void* mipmapData=0);
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//! returns the current size of the screen or rendertarget
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virtual const core::dimension2d<u32>& getCurrentRenderTargetSize() const;
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//! Check if a proper depth buffer for the RTT is available, otherwise create it.
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void checkDepthBuffer(ITexture* tex);
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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);
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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,
|
||||
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
||||
u32 verticesOut = 0,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0,
|
||||
E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT);
|
||||
|
||||
void createMaterialRenderers();
|
||||
|
||||
void draw2D3DVertexPrimitiveList(const void* vertices,
|
||||
u32 vertexCount, const void* indexList, u32 primitiveCount,
|
||||
E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType,
|
||||
E_INDEX_TYPE iType, bool is3D);
|
||||
|
||||
D3DTEXTUREADDRESS getTextureWrapMode(const u8 clamp);
|
||||
|
||||
inline D3DCOLORVALUE colorToD3D(const SColor& col)
|
||||
{
|
||||
const f32 f = 1.0f / 255.0f;
|
||||
D3DCOLORVALUE v;
|
||||
v.r = col.getRed() * f;
|
||||
v.g = col.getGreen() * f;
|
||||
v.b = col.getBlue() * f;
|
||||
v.a = col.getAlpha() * f;
|
||||
return v;
|
||||
}
|
||||
|
||||
E_RENDER_MODE CurrentRenderMode;
|
||||
D3DPRESENT_PARAMETERS present;
|
||||
|
||||
SMaterial Material, LastMaterial;
|
||||
bool ResetRenderStates; // bool to make all renderstates be reseted if set.
|
||||
bool Transformation3DChanged;
|
||||
const ITexture* CurrentTexture[MATERIAL_MAX_TEXTURES];
|
||||
bool LastTextureMipMapsAvailable[MATERIAL_MAX_TEXTURES];
|
||||
core::matrix4 Matrices[ETS_COUNT]; // matrizes of the 3d mode we need to restore when we switch back from the 2d mode.
|
||||
|
||||
HINSTANCE D3DLibrary;
|
||||
IDirect3D9* pID3D;
|
||||
IDirect3DDevice9* pID3DDevice;
|
||||
|
||||
IDirect3DSurface9* PrevRenderTarget;
|
||||
core::dimension2d<u32> CurrentRendertargetSize;
|
||||
|
||||
HWND WindowId;
|
||||
core::rect<s32>* SceneSourceRect;
|
||||
|
||||
D3DCAPS9 Caps;
|
||||
|
||||
SIrrlichtCreationParameters Params;
|
||||
|
||||
E_VERTEX_TYPE LastVertexType;
|
||||
|
||||
SColorf AmbientLight;
|
||||
|
||||
core::stringc VendorName;
|
||||
u16 VendorID;
|
||||
|
||||
core::array<SDepthSurface*> DepthBuffers;
|
||||
|
||||
u32 MaxTextureUnits;
|
||||
u32 MaxUserClipPlanes;
|
||||
u32 MaxMRTs;
|
||||
u32 NumSetMRTs;
|
||||
f32 MaxLightDistance;
|
||||
s32 LastSetLight;
|
||||
|
||||
enum E_CACHE_2D_ATTRIBUTES
|
||||
{
|
||||
EC2D_ALPHA = 0x1,
|
||||
EC2D_TEXTURE = 0x2,
|
||||
EC2D_ALPHA_CHANNEL = 0x4
|
||||
};
|
||||
|
||||
ECOLOR_FORMAT ColorFormat;
|
||||
D3DFORMAT D3DColorFormat;
|
||||
bool DeviceLost;
|
||||
bool DriverWasReset;
|
||||
bool OcclusionQuerySupport;
|
||||
bool AlphaToCoverageSupport;
|
||||
|
||||
#ifdef _IRR_COMPILE_WITH_CG_
|
||||
CGcontext CgContext;
|
||||
#endif
|
||||
};
|
||||
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
|
||||
#endif // _IRR_COMPILE_WITH_DIRECT3D_9_
|
||||
#endif // __C_VIDEO_DIRECTX_9_H_INCLUDED__
|
||||
|
429
lib/irrlicht/source/Irrlicht/CD3D9HLSLMaterialRenderer.cpp
Normal file
429
lib/irrlicht/source/Irrlicht/CD3D9HLSLMaterialRenderer.cpp
Normal file
@ -0,0 +1,429 @@
|
||||
// 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"
|
||||
#define _IRR_D3D_NO_SHADER_DEBUGGING 1
|
||||
#ifdef _IRR_COMPILE_WITH_DIRECT3D_9_
|
||||
|
||||
#include "CD3D9HLSLMaterialRenderer.h"
|
||||
#include "IShaderConstantSetCallBack.h"
|
||||
#include "IVideoDriver.h"
|
||||
#include "os.h"
|
||||
#include "irrString.h"
|
||||
|
||||
#ifndef _IRR_D3D_NO_SHADER_DEBUGGING
|
||||
#include <stdio.h>
|
||||
#endif
|
||||
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
|
||||
|
||||
//! Public constructor
|
||||
CD3D9HLSLMaterialRenderer::CD3D9HLSLMaterialRenderer(IDirect3DDevice9* d3ddev,
|
||||
video::IVideoDriver* driver, s32& outMaterialTypeNr,
|
||||
const c8* vertexShaderProgram,
|
||||
const c8* vertexShaderEntryPointName,
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget,
|
||||
const c8* pixelShaderProgram,
|
||||
const c8* pixelShaderEntryPointName,
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget,
|
||||
IShaderConstantSetCallBack* callback,
|
||||
IMaterialRenderer* baseMaterial,
|
||||
s32 userData)
|
||||
: CD3D9ShaderMaterialRenderer(d3ddev, driver, callback, baseMaterial, userData),
|
||||
VSConstantsTable(0), PSConstantsTable(0)
|
||||
{
|
||||
|
||||
#ifdef _DEBUG
|
||||
setDebugName("CD3D9HLSLMaterialRenderer");
|
||||
#endif
|
||||
|
||||
outMaterialTypeNr = -1;
|
||||
|
||||
// now create shaders
|
||||
|
||||
if (vsCompileTarget < 0 || vsCompileTarget > EVST_COUNT)
|
||||
{
|
||||
os::Printer::log("Invalid HLSL vertex shader compilation target", ELL_ERROR);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!createHLSLVertexShader(vertexShaderProgram,
|
||||
vertexShaderEntryPointName, VERTEX_SHADER_TYPE_NAMES[vsCompileTarget]))
|
||||
return;
|
||||
|
||||
if (!createHLSLPixelShader(pixelShaderProgram,
|
||||
pixelShaderEntryPointName, PIXEL_SHADER_TYPE_NAMES[psCompileTarget]))
|
||||
return;
|
||||
|
||||
// register myself as new material
|
||||
outMaterialTypeNr = Driver->addMaterialRenderer(this);
|
||||
}
|
||||
|
||||
|
||||
//! Destructor
|
||||
CD3D9HLSLMaterialRenderer::~CD3D9HLSLMaterialRenderer()
|
||||
{
|
||||
if (VSConstantsTable)
|
||||
VSConstantsTable->Release();
|
||||
|
||||
if (PSConstantsTable)
|
||||
PSConstantsTable->Release();
|
||||
}
|
||||
|
||||
|
||||
bool CD3D9HLSLMaterialRenderer::createHLSLVertexShader(const char* vertexShaderProgram,
|
||||
const char* shaderEntryPointName,
|
||||
const char* shaderTargetName)
|
||||
{
|
||||
if (!vertexShaderProgram)
|
||||
return true;
|
||||
|
||||
LPD3DXBUFFER buffer = 0;
|
||||
LPD3DXBUFFER errors = 0;
|
||||
|
||||
#ifdef _IRR_D3D_NO_SHADER_DEBUGGING
|
||||
|
||||
// compile without debug info
|
||||
HRESULT h = stubD3DXCompileShader(
|
||||
vertexShaderProgram,
|
||||
strlen(vertexShaderProgram),
|
||||
0, // macros
|
||||
0, // no includes
|
||||
shaderEntryPointName,
|
||||
shaderTargetName,
|
||||
0, // no flags
|
||||
&buffer,
|
||||
&errors,
|
||||
&VSConstantsTable);
|
||||
|
||||
#else
|
||||
|
||||
// compile shader and emitt some debug informations to
|
||||
// make it possible to debug the shader in visual studio
|
||||
|
||||
static int irr_dbg_hlsl_file_nr = 0;
|
||||
++irr_dbg_hlsl_file_nr;
|
||||
char tmp[32];
|
||||
sprintf(tmp, "irr_d3d9_dbg_hlsl_%d.vsh", irr_dbg_hlsl_file_nr);
|
||||
|
||||
FILE* f = fopen(tmp, "wb");
|
||||
fwrite(vertexShaderProgram, strlen(vertexShaderProgram), 1, f);
|
||||
fflush(f);
|
||||
fclose(f);
|
||||
|
||||
HRESULT h = stubD3DXCompileShaderFromFile(
|
||||
tmp,
|
||||
0, // macros
|
||||
0, // no includes
|
||||
shaderEntryPointName,
|
||||
shaderTargetName,
|
||||
D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION,
|
||||
&buffer,
|
||||
&errors,
|
||||
&VSConstantsTable);
|
||||
|
||||
#endif
|
||||
|
||||
if (FAILED(h))
|
||||
{
|
||||
os::Printer::log("HLSL vertex shader compilation failed:", ELL_ERROR);
|
||||
if (errors)
|
||||
{
|
||||
os::Printer::log((c8*)errors->GetBufferPointer(), ELL_ERROR);
|
||||
errors->Release();
|
||||
if (buffer)
|
||||
buffer->Release();
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
if (errors)
|
||||
errors->Release();
|
||||
|
||||
if (buffer)
|
||||
{
|
||||
if (FAILED(pID3DDevice->CreateVertexShader((DWORD*)buffer->GetBufferPointer(),
|
||||
&VertexShader)))
|
||||
{
|
||||
os::Printer::log("Could not create hlsl vertex shader.", ELL_ERROR);
|
||||
buffer->Release();
|
||||
return false;
|
||||
}
|
||||
|
||||
buffer->Release();
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
bool CD3D9HLSLMaterialRenderer::createHLSLPixelShader(const char* pixelShaderProgram,
|
||||
const char* shaderEntryPointName,
|
||||
const char* shaderTargetName)
|
||||
{
|
||||
if (!pixelShaderProgram)
|
||||
return true;
|
||||
|
||||
LPD3DXBUFFER buffer = 0;
|
||||
LPD3DXBUFFER errors = 0;
|
||||
|
||||
DWORD flags = 0;
|
||||
|
||||
#ifdef D3DXSHADER_ENABLE_BACKWARDS_COMPATIBILITY
|
||||
if (Driver->queryFeature(video::EVDF_VERTEX_SHADER_2_0) || Driver->queryFeature(video::EVDF_VERTEX_SHADER_3_0))
|
||||
// this one's for newer DX SDKs which don't support ps_1_x anymore
|
||||
// instead they'll silently compile 1_x as 2_x when using this flag
|
||||
flags |= D3DXSHADER_ENABLE_BACKWARDS_COMPATIBILITY;
|
||||
#endif
|
||||
#if defined(_IRR_D3D_USE_LEGACY_HLSL_COMPILER) && defined(D3DXSHADER_USE_LEGACY_D3DX9_31_DLL)
|
||||
#ifdef D3DXSHADER_ENABLE_BACKWARDS_COMPATIBILITY
|
||||
else
|
||||
#endif
|
||||
flags |= D3DXSHADER_USE_LEGACY_D3DX9_31_DLL;
|
||||
#endif
|
||||
|
||||
#ifdef _IRR_D3D_NO_SHADER_DEBUGGING
|
||||
|
||||
// compile without debug info
|
||||
HRESULT h = stubD3DXCompileShader(
|
||||
pixelShaderProgram,
|
||||
strlen(pixelShaderProgram),
|
||||
0, // macros
|
||||
0, // no includes
|
||||
shaderEntryPointName,
|
||||
shaderTargetName,
|
||||
flags,
|
||||
&buffer,
|
||||
&errors,
|
||||
&PSConstantsTable);
|
||||
|
||||
#else
|
||||
|
||||
// compile shader and emitt some debug informations to
|
||||
// make it possible to debug the shader in visual studio
|
||||
|
||||
static int irr_dbg_hlsl_file_nr = 0;
|
||||
++irr_dbg_hlsl_file_nr;
|
||||
char tmp[32];
|
||||
sprintf(tmp, "irr_d3d9_dbg_hlsl_%d.psh", irr_dbg_hlsl_file_nr);
|
||||
|
||||
FILE* f = fopen(tmp, "wb");
|
||||
fwrite(pixelShaderProgram, strlen(pixelShaderProgram), 1, f);
|
||||
fflush(f);
|
||||
fclose(f);
|
||||
|
||||
HRESULT h = stubD3DXCompileShaderFromFile(
|
||||
tmp,
|
||||
0, // macros
|
||||
0, // no includes
|
||||
shaderEntryPointName,
|
||||
shaderTargetName,
|
||||
flags | D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION,
|
||||
&buffer,
|
||||
&errors,
|
||||
&PSConstantsTable);
|
||||
|
||||
#endif
|
||||
|
||||
if (FAILED(h))
|
||||
{
|
||||
os::Printer::log("HLSL pixel shader compilation failed:", ELL_ERROR);
|
||||
if (errors)
|
||||
{
|
||||
os::Printer::log((c8*)errors->GetBufferPointer(), ELL_ERROR);
|
||||
errors->Release();
|
||||
if (buffer)
|
||||
buffer->Release();
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
if (errors)
|
||||
errors->Release();
|
||||
|
||||
if (buffer)
|
||||
{
|
||||
if (FAILED(pID3DDevice->CreatePixelShader((DWORD*)buffer->GetBufferPointer(),
|
||||
&PixelShader)))
|
||||
{
|
||||
os::Printer::log("Could not create hlsl pixel shader.", ELL_ERROR);
|
||||
buffer->Release();
|
||||
return false;
|
||||
}
|
||||
|
||||
buffer->Release();
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
bool CD3D9HLSLMaterialRenderer::setVariable(bool vertexShader, const c8* name,
|
||||
const f32* floats, int count)
|
||||
{
|
||||
LPD3DXCONSTANTTABLE tbl = vertexShader ? VSConstantsTable : PSConstantsTable;
|
||||
if (!tbl)
|
||||
return false;
|
||||
|
||||
// currently we only support top level parameters.
|
||||
// Should be enough for the beginning. (TODO)
|
||||
|
||||
D3DXHANDLE hndl = tbl->GetConstantByName(NULL, name);
|
||||
if (!hndl)
|
||||
{
|
||||
core::stringc s = "HLSL Variable to set not found: '";
|
||||
s += name;
|
||||
s += "'. Available variables are:";
|
||||
os::Printer::log(s.c_str(), ELL_WARNING);
|
||||
printHLSLVariables(tbl);
|
||||
return false;
|
||||
}
|
||||
|
||||
D3DXCONSTANT_DESC Description;
|
||||
UINT ucount = 1;
|
||||
tbl->GetConstantDesc(hndl, &Description, &ucount);
|
||||
|
||||
if(Description.RegisterSet != D3DXRS_SAMPLER)
|
||||
{
|
||||
HRESULT hr = tbl->SetFloatArray(pID3DDevice, hndl, floats, count);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
os::Printer::log("Error setting float array for HLSL variable", ELL_WARNING);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
bool CD3D9HLSLMaterialRenderer::setVariable(bool vertexShader, const c8* name,
|
||||
const bool* bools, int count)
|
||||
{
|
||||
LPD3DXCONSTANTTABLE tbl = vertexShader ? VSConstantsTable : PSConstantsTable;
|
||||
if (!tbl)
|
||||
return false;
|
||||
|
||||
// currently we only support top level parameters.
|
||||
// Should be enough for the beginning. (TODO)
|
||||
|
||||
D3DXHANDLE hndl = tbl->GetConstantByName(NULL, name);
|
||||
if (!hndl)
|
||||
{
|
||||
core::stringc s = "HLSL Variable to set not found: '";
|
||||
s += name;
|
||||
s += "'. Available variables are:";
|
||||
os::Printer::log(s.c_str(), ELL_WARNING);
|
||||
printHLSLVariables(tbl);
|
||||
return false;
|
||||
}
|
||||
|
||||
D3DXCONSTANT_DESC Description;
|
||||
UINT ucount = 1;
|
||||
tbl->GetConstantDesc(hndl, &Description, &ucount);
|
||||
|
||||
if(Description.RegisterSet != D3DXRS_SAMPLER)
|
||||
{
|
||||
HRESULT hr = tbl->SetBoolArray(pID3DDevice, hndl, (BOOL*)bools, count);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
os::Printer::log("Error setting bool array for HLSL variable", ELL_WARNING);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
bool CD3D9HLSLMaterialRenderer::setVariable(bool vertexShader, const c8* name,
|
||||
const s32* ints, int count)
|
||||
{
|
||||
LPD3DXCONSTANTTABLE tbl = vertexShader ? VSConstantsTable : PSConstantsTable;
|
||||
if (!tbl)
|
||||
return false;
|
||||
|
||||
// currently we only support top level parameters.
|
||||
// Should be enough for the beginning. (TODO)
|
||||
|
||||
D3DXHANDLE hndl = tbl->GetConstantByName(NULL, name);
|
||||
if (!hndl)
|
||||
{
|
||||
core::stringc s = "HLSL Variable to set not found: '";
|
||||
s += name;
|
||||
s += "'. Available variables are:";
|
||||
os::Printer::log(s.c_str(), ELL_WARNING);
|
||||
printHLSLVariables(tbl);
|
||||
return false;
|
||||
}
|
||||
|
||||
D3DXCONSTANT_DESC Description;
|
||||
UINT ucount = 1;
|
||||
tbl->GetConstantDesc(hndl, &Description, &ucount);
|
||||
|
||||
if(Description.RegisterSet != D3DXRS_SAMPLER)
|
||||
{
|
||||
HRESULT hr = tbl->SetIntArray(pID3DDevice, hndl, ints, count);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
os::Printer::log("Error setting int array for HLSL variable", ELL_WARNING);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
bool CD3D9HLSLMaterialRenderer::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype)
|
||||
{
|
||||
if (VSConstantsTable)
|
||||
VSConstantsTable->SetDefaults(pID3DDevice);
|
||||
|
||||
return CD3D9ShaderMaterialRenderer::OnRender(service, vtxtype);
|
||||
}
|
||||
|
||||
|
||||
void CD3D9HLSLMaterialRenderer::printHLSLVariables(LPD3DXCONSTANTTABLE table)
|
||||
{
|
||||
// currently we only support top level parameters.
|
||||
// Should be enough for the beginning. (TODO)
|
||||
|
||||
// print out constant names
|
||||
D3DXCONSTANTTABLE_DESC tblDesc;
|
||||
HRESULT hr = table->GetDesc(&tblDesc);
|
||||
if (!FAILED(hr))
|
||||
{
|
||||
for (int i=0; i<(int)tblDesc.Constants; ++i)
|
||||
{
|
||||
D3DXCONSTANT_DESC d;
|
||||
UINT n = 1;
|
||||
D3DXHANDLE cHndl = table->GetConstant(NULL, i);
|
||||
if (!FAILED(table->GetConstantDesc(cHndl, &d, &n)))
|
||||
{
|
||||
core::stringc s = " '";
|
||||
s += d.Name;
|
||||
s += "' Registers:[begin:";
|
||||
s += (int)d.RegisterIndex;
|
||||
s += ", count:";
|
||||
s += (int)d.RegisterCount;
|
||||
s += "]";
|
||||
os::Printer::log(s.c_str());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
#endif // _IRR_COMPILE_WITH_DIRECT3D_9_
|
85
lib/irrlicht/source/Irrlicht/CD3D9HLSLMaterialRenderer.h
Normal file
85
lib/irrlicht/source/Irrlicht/CD3D9HLSLMaterialRenderer.h
Normal file
@ -0,0 +1,85 @@
|
||||
// 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 __C_D3D9_HLSL_MATERIAL_RENDERER_H_INCLUDED__
|
||||
#define __C_D3D9_HLSL_MATERIAL_RENDERER_H_INCLUDED__
|
||||
|
||||
#include "IrrCompileConfig.h"
|
||||
#ifdef _IRR_WINDOWS_
|
||||
|
||||
#ifdef _IRR_COMPILE_WITH_DIRECT3D_9_
|
||||
|
||||
#include "CD3D9ShaderMaterialRenderer.h"
|
||||
#include "IGPUProgrammingServices.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
|
||||
class IVideoDriver;
|
||||
class IShaderConstantSetCallBack;
|
||||
class IMaterialRenderer;
|
||||
|
||||
//! Class for using vertex and pixel shaders via HLSL with D3D9
|
||||
class CD3D9HLSLMaterialRenderer : public CD3D9ShaderMaterialRenderer
|
||||
{
|
||||
public:
|
||||
|
||||
//! Public constructor
|
||||
CD3D9HLSLMaterialRenderer(IDirect3DDevice9* d3ddev, video::IVideoDriver* driver,
|
||||
s32& outMaterialTypeNr,
|
||||
const c8* vertexShaderProgram,
|
||||
const c8* vertexShaderEntryPointName,
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget,
|
||||
const c8* pixelShaderProgram,
|
||||
const c8* pixelShaderEntryPointName,
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget,
|
||||
IShaderConstantSetCallBack* callback,
|
||||
IMaterialRenderer* baseMaterial,
|
||||
s32 userData);
|
||||
|
||||
//! Destructor
|
||||
~CD3D9HLSLMaterialRenderer();
|
||||
|
||||
//! 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);
|
||||
|
||||
//! Bool interface for the above.
|
||||
virtual bool setVariable(bool vertexShader, const c8* name, const bool* bools, int count);
|
||||
|
||||
//! Int interface for the above.
|
||||
virtual bool setVariable(bool vertexShader, const c8* name, const s32* ints, int count);
|
||||
|
||||
bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype);
|
||||
|
||||
protected:
|
||||
|
||||
bool createHLSLVertexShader(const char* vertexShaderProgram,
|
||||
const char* shaderEntryPointName,
|
||||
const char* shaderTargetName);
|
||||
|
||||
bool createHLSLPixelShader(const char* pixelShaderProgram,
|
||||
const char* shaderEntryPointName,
|
||||
const char* shaderTargetName);
|
||||
|
||||
void printHLSLVariables(LPD3DXCONSTANTTABLE table);
|
||||
|
||||
LPD3DXCONSTANTTABLE VSConstantsTable;
|
||||
LPD3DXCONSTANTTABLE PSConstantsTable;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
|
615
lib/irrlicht/source/Irrlicht/CD3D9MaterialRenderer.h
Normal file
615
lib/irrlicht/source/Irrlicht/CD3D9MaterialRenderer.h
Normal file
@ -0,0 +1,615 @@
|
||||
// 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 __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_
|
||||
#if defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
|
||||
#include "irrMath.h" // needed by borland for sqrtf define
|
||||
#endif
|
||||
#include <d3d9.h>
|
||||
|
||||
#include "IMaterialRenderer.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 material renderers
|
||||
class CD3D9MaterialRenderer : public IMaterialRenderer
|
||||
{
|
||||
public:
|
||||
|
||||
//! Constructor
|
||||
CD3D9MaterialRenderer(IDirect3DDevice9* d3ddev, video::IVideoDriver* driver)
|
||||
: pID3DDevice(d3ddev), Driver(driver)
|
||||
{
|
||||
}
|
||||
|
||||
//! 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;
|
||||
}
|
||||
|
||||
//! Bool interface for the above.
|
||||
virtual bool setVariable(bool vertexShader, const c8* name, const bool* bools, int count)
|
||||
{
|
||||
os::Printer::log("Invalid material to set variable in.");
|
||||
return false;
|
||||
}
|
||||
|
||||
//! Int interface for the above.
|
||||
virtual bool setVariable(bool vertexShader, const c8* name, const s32* ints, 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(const SMaterial& material, const SMaterial& lastMaterial,
|
||||
bool resetAllRenderstates, IMaterialRendererServices* services)
|
||||
{
|
||||
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->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
|
||||
}
|
||||
};
|
||||
|
||||
//! Generic Texture Blend
|
||||
class CD3D9MaterialRenderer_ONETEXTURE_BLEND : public CD3D9MaterialRenderer
|
||||
{
|
||||
public:
|
||||
|
||||
CD3D9MaterialRenderer_ONETEXTURE_BLEND(IDirect3DDevice9* p, video::IVideoDriver* d)
|
||||
: CD3D9MaterialRenderer(p, d) {}
|
||||
|
||||
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
|
||||
bool resetAllRenderstates, IMaterialRendererServices* services)
|
||||
{
|
||||
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
|
||||
|
||||
if (material.MaterialType != lastMaterial.MaterialType ||
|
||||
material.MaterialTypeParam != lastMaterial.MaterialTypeParam ||
|
||||
resetAllRenderstates)
|
||||
{
|
||||
|
||||
E_BLEND_FACTOR srcFact,dstFact;
|
||||
E_MODULATE_FUNC modulate;
|
||||
u32 alphaSource;
|
||||
unpack_textureBlendFunc ( srcFact, dstFact, modulate, alphaSource, material.MaterialTypeParam );
|
||||
|
||||
if (srcFact == EBF_SRC_COLOR && dstFact == EBF_ZERO)
|
||||
{
|
||||
pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
|
||||
}
|
||||
else
|
||||
{
|
||||
pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
|
||||
pID3DDevice->SetRenderState(D3DRS_SRCBLEND, getD3DBlend ( srcFact ) );
|
||||
pID3DDevice->SetRenderState(D3DRS_DESTBLEND, getD3DBlend ( dstFact ) );
|
||||
}
|
||||
|
||||
setTextureColorStage(pID3DDevice, 0,
|
||||
D3DTA_TEXTURE, getD3DModulate(modulate), D3DTA_DIFFUSE);
|
||||
|
||||
if ( textureBlendFunc_hasAlpha ( srcFact ) || textureBlendFunc_hasAlpha ( dstFact ) )
|
||||
{
|
||||
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);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
//! 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
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
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 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;
|
||||
}
|
||||
|
||||
bool transparent;
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
//! 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(const SMaterial& material, const SMaterial& lastMaterial,
|
||||
bool resetAllRenderstates, IMaterialRendererServices* services)
|
||||
{
|
||||
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);
|
||||
|
||||
pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
//! 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(const SMaterial& material, const SMaterial& lastMaterial,
|
||||
bool resetAllRenderstates, IMaterialRendererServices* services)
|
||||
{
|
||||
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->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
|
||||
pID3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
|
||||
pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCCOLOR);
|
||||
}
|
||||
}
|
||||
|
||||
//! 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
|
||||
{
|
||||
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(const SMaterial& material, const SMaterial& lastMaterial,
|
||||
bool resetAllRenderstates, IMaterialRendererServices* services)
|
||||
{
|
||||
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
|
||||
|
||||
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);
|
||||
pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
|
||||
pID3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
|
||||
pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
|
||||
}
|
||||
}
|
||||
|
||||
//! 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() const
|
||||
{
|
||||
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(const SMaterial& material, const SMaterial& lastMaterial,
|
||||
bool resetAllRenderstates, IMaterialRendererServices* services)
|
||||
{
|
||||
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
|
||||
|
||||
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_ALPHABLENDENABLE, TRUE);
|
||||
pID3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
|
||||
pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
|
||||
|
||||
pID3DDevice->SetRenderState(D3DRS_ALPHAREF, core::floor32(material.MaterialTypeParam * 255.f));
|
||||
pID3DDevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);
|
||||
pID3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE);
|
||||
}
|
||||
}
|
||||
|
||||
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() const
|
||||
{
|
||||
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(const SMaterial& material, const SMaterial& lastMaterial,
|
||||
bool resetAllRenderstates, IMaterialRendererServices* services)
|
||||
{
|
||||
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);
|
||||
|
||||
pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
|
||||
|
||||
// 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()
|
||||
{
|
||||
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() const
|
||||
{
|
||||
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, video::IVideoDriver* d)
|
||||
: CD3D9MaterialRenderer(p, d) {}
|
||||
|
||||
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
|
||||
bool resetAllRenderstates, IMaterialRendererServices* services)
|
||||
{
|
||||
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);
|
||||
|
||||
pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
|
||||
//! 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(const SMaterial& material, const SMaterial& lastMaterial,
|
||||
bool resetAllRenderstates, IMaterialRendererServices* services)
|
||||
{
|
||||
services->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
|
||||
|
||||
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
|
||||
{
|
||||
setTextureColorStage(pID3DDevice, 0,
|
||||
D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE);
|
||||