// 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_VIDEO_DIRECTX_9_H_INCLUDED__ #define __C_VIDEO_DIRECTX_9_H_INCLUDED__ #include "IrrCompileConfig.h" #ifdef _IRR_COMPILE_WITH_DIRECT3D_9_ #ifdef _IRR_WINDOWS_ #define WIN32_LEAN_AND_MEAN #include #endif #include "CNullDriver.h" #include "SIrrCreationParameters.h" #include "IMaterialRendererServices.h" #if defined(__BORLANDC__) || defined (__BCPLUSPLUS__) #include "irrMath.h" // needed by borland for sqrtf define #endif #include #ifdef _IRR_COMPILE_WITH_CG_ #include "Cg/cg.h" #include "Cg/cgD3D9.h" #endif namespace irr { namespace video { struct SDepthSurface : public IReferenceCounted { SDepthSurface() : Surface(0) { #ifdef _DEBUG setDebugName("SDepthSurface"); #endif } virtual ~SDepthSurface() { if (Surface) Surface->Release(); } IDirect3DSurface9* Surface; core::dimension2du Size; }; class CD3D9Driver : public CNullDriver, IMaterialRendererServices { public: friend class CD3D9Texture; //! constructor CD3D9Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io); //! destructor virtual ~CD3D9Driver(); //! applications must call this method before performing any rendering. returns false if failed. virtual bool beginScene(bool backBuffer=true, bool zBuffer=true, SColor color=SColor(255,0,0,0), const SExposedVideoData& videoData=SExposedVideoData(), core::rect* sourceRect=0); //! applications must call this method after performing any rendering. returns false if failed. virtual bool endScene(); //! queries the features of the driver, returns true if feature is available virtual bool queryFeature(E_VIDEO_DRIVER_FEATURE feature) const; //! sets transformation virtual void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat); //! sets a material virtual void setMaterial(const SMaterial& material); //! sets a render target virtual bool setRenderTarget(video::ITexture* texture, bool clearBackBuffer=true, bool clearZBuffer=true, SColor color=video::SColor(0,0,0,0)); //! Sets multiple render targets virtual bool setRenderTarget(const core::array& texture, bool clearBackBuffer=true, bool clearZBuffer=true, SColor color=video::SColor(0,0,0,0)); //! sets a viewport virtual void setViewPort(const core::rect& area); //! gets the area of the current viewport virtual const core::rect& getViewPort() const; struct SHWBufferLink_d3d9 : public SHWBufferLink { SHWBufferLink_d3d9(const scene::IMeshBuffer *_MeshBuffer): SHWBufferLink(_MeshBuffer), vertexBuffer(0), indexBuffer(0), vertexBufferSize(0), indexBufferSize(0) {} IDirect3DVertexBuffer9* vertexBuffer; IDirect3DIndexBuffer9* indexBuffer; u32 vertexBufferSize; u32 indexBufferSize; }; bool updateVertexHardwareBuffer(SHWBufferLink_d3d9 *HWBuffer); bool updateIndexHardwareBuffer(SHWBufferLink_d3d9 *HWBuffer); //! updates hardware buffer if needed virtual bool updateHardwareBuffer(SHWBufferLink *HWBuffer); //! Create hardware buffer from mesh virtual SHWBufferLink *createHardwareBuffer(const scene::IMeshBuffer* mb); //! Delete hardware buffer (only some drivers can) virtual void deleteHardwareBuffer(SHWBufferLink *HWBuffer); //! Draw hardware buffer virtual void drawHardwareBuffer(SHWBufferLink *HWBuffer); //! Create occlusion query. /** Use node for identification and mesh for occlusion test. */ virtual void addOcclusionQuery(scene::ISceneNode* node, const scene::IMesh* mesh=0); //! Remove occlusion query. virtual void removeOcclusionQuery(scene::ISceneNode* node); //! Run occlusion query. Draws mesh stored in query. /** If the mesh shall not be rendered visible, use overrideMaterial to disable the color and depth buffer. */ virtual void runOcclusionQuery(scene::ISceneNode* node, bool visible=false); //! Update occlusion query. Retrieves results from GPU. /** If the query shall not block, set the flag to false. Update might not occur in this case, though */ virtual void updateOcclusionQuery(scene::ISceneNode* node, bool block=true); //! Return query result. /** Return value is the number of visible pixels/fragments. The value is a safe approximation, i.e. can be larger then the actual value of pixels. */ virtual u32 getOcclusionQueryResult(scene::ISceneNode* node) const; //! draws a vertex primitive list virtual void drawVertexPrimitiveList(const void* vertices, u32 vertexCount, const void* indexList, u32 primitiveCount, E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType); //! draws a vertex primitive list in 2d virtual void draw2DVertexPrimitiveList(const void* vertices, u32 vertexCount, const void* indexList, u32 primitiveCount, E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType); //! 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. virtual void draw2DImage(const video::ITexture* texture, const core::position2d& destPos, const core::rect& sourceRect, const core::rect* clipRect = 0, SColor color=SColor(255,255,255,255), bool useAlphaChannelOfTexture=false); //! Draws a part of the texture into the rectangle. virtual void draw2DImage(const video::ITexture* texture, const core::rect& destRect, const core::rect& sourceRect, const core::rect* clipRect = 0, const video::SColor* const colors=0, bool useAlphaChannelOfTexture=false); //! Draws a set of 2d images, using a color and the alpha channel of the texture. virtual void draw2DImageBatch(const video::ITexture* texture, const core::array >& positions, const core::array >& sourceRects, const core::rect* clipRect=0, SColor color=SColor(255,255,255,255), bool useAlphaChannelOfTexture=false); //!Draws an 2d rectangle with a gradient. virtual void draw2DRectangle(const core::rect& pos, SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown, const core::rect* clip); //! Draws a 2d line. virtual void draw2DLine(const core::position2d& start, const core::position2d& end, SColor color=SColor(255,255,255,255)); //! Draws a pixel. virtual void drawPixel(u32 x, u32 y, const SColor & color); //! Draws a 3d line. virtual void draw3DLine(const core::vector3df& start, const core::vector3df& end, SColor color = SColor(255,255,255,255)); //! initialises the Direct3D API bool initDriver(HWND hwnd, bool pureSoftware); //! \return Returns the name of the video driver. Example: In case of the DIRECT3D8 //! driver, it would return "Direct3D8.1". virtual const wchar_t* getName() const; //! deletes all dynamic lights there are virtual void deleteAllDynamicLights(); //! adds a dynamic light, returning an index to the light //! \param light: the light data to use to create the light //! \return An index to the light, or -1 if an error occurs virtual s32 addDynamicLight(const SLight& light); //! Turns a dynamic light on or off //! \param lightIndex: the index returned by addDynamicLight //! \param turnOn: true to turn the light on, false to turn it off virtual void turnLightOn(s32 lightIndex, bool turnOn); //! returns the maximal amount of dynamic lights the device can handle virtual u32 getMaximalDynamicLightAmount() const; //! Sets the dynamic ambient light color. The default color is //! (0,0,0,0) which means it is dark. //! \param color: New color of the ambient light. virtual void setAmbientLight(const SColorf& color); //! Draws a shadow volume into the stencil buffer. virtual void drawStencilShadowVolume(const core::array& triangles, bool zfail=true, u32 debugDataVisible=0); //! Fills the stencil shadow with color. virtual void drawStencilShadow(bool clearStencilBuffer=false, video::SColor leftUpEdge = video::SColor(0,0,0,0), video::SColor rightUpEdge = video::SColor(0,0,0,0), video::SColor leftDownEdge = video::SColor(0,0,0,0), video::SColor rightDownEdge = video::SColor(0,0,0,0)); //! Returns the maximum amount of primitives (mostly vertices) which //! the device is able to render with one drawIndexedTriangleList //! call. virtual u32 getMaximalPrimitiveCount() const; //! Enables or disables a texture creation flag. virtual void setTextureCreationFlag(E_TEXTURE_CREATION_FLAG flag, bool enabled); //! Sets the fog mode. virtual void setFog(SColor color, E_FOG_TYPE fogType, f32 start, f32 end, f32 density, bool pixelFog, bool rangeFog); //! Only used by the internal engine. Used to notify the driver that //! the window was resized. virtual void OnResize(const core::dimension2d& size); //! Can be called by an IMaterialRenderer to make its work easier. virtual void setBasicRenderStates(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates); //! Returns type of video driver virtual E_DRIVER_TYPE getDriverType() const; //! Returns the transformation set by setTransform virtual const core::matrix4& getTransform(E_TRANSFORMATION_STATE state) const; //! Sets a vertex shader constant. virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1); //! Sets a pixel shader constant. virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1); //! Sets a constant for the vertex shader based on a name. virtual bool setVertexShaderConstant(const c8* name, const f32* floats, int count); //! Bool interface for the above. virtual bool setVertexShaderConstant(const c8* name, const bool* bools, int count); //! Int interface for the above. virtual bool setVertexShaderConstant(const c8* name, const s32* ints, int count); //! Sets a constant for the pixel shader based on a name. virtual bool setPixelShaderConstant(const c8* name, const f32* floats, int count); //! Bool interface for the above. virtual bool setPixelShaderConstant(const c8* name, const bool* bools, int count); //! Int interface for the above. virtual bool setPixelShaderConstant(const c8* name, const s32* ints, int count); //! Returns a pointer to the IVideoDriver interface. (Implementation for //! IMaterialRendererServices) virtual IVideoDriver* getVideoDriver(); //! Creates a render target texture. virtual ITexture* addRenderTargetTexture(const core::dimension2d& size, const io::path& name, const ECOLOR_FORMAT format = ECF_UNKNOWN, const bool useStencil = false); //! Clears the ZBuffer. virtual void clearZBuffer(); //! Returns an image created from the last rendered frame. virtual IImage* createScreenShot(video::ECOLOR_FORMAT format=video::ECF_UNKNOWN, video::E_RENDER_TARGET target=video::ERT_FRAME_BUFFER); //! Set/unset a clipping plane. virtual bool setClipPlane(u32 index, const core::plane3df& plane, bool enable=false); //! Enable/disable a clipping plane. virtual void enableClipPlane(u32 index, bool enable); //! Returns the graphics card vendor name. virtual core::stringc getVendorInfo() {return VendorName;} //! Enable the 2d override material virtual void enableMaterial2D(bool enable=true); //! Check if the driver was recently reset. virtual bool checkDriverReset() {return DriverWasReset;} // removes the depth struct from the DepthSurface array void removeDepthSurface(SDepthSurface* depth); //! Get the current color format of the color buffer /** \return Color format of the color buffer. */ virtual ECOLOR_FORMAT getColorFormat() const; //! Returns the maximum texture size supported. virtual core::dimension2du getMaxTextureSize() const; //! Get the current color format of the color buffer /** \return Color format of the color buffer as D3D color value. */ D3DFORMAT getD3DColorFormat() const; //! Get D3D color format from Irrlicht color format. D3DFORMAT getD3DFormatFromColorFormat(ECOLOR_FORMAT format) const; //! Get Irrlicht color format from D3D color format. ECOLOR_FORMAT getColorFormatFromD3DFormat(D3DFORMAT format) const; //! Get Cg context #ifdef _IRR_COMPILE_WITH_CG_ const CGcontext& getCgContext(); #endif virtual void enableScissorTest(const core::rect& r); virtual void disableScissorTest(); private: //! enumeration for rendering modes such as 2d and 3d for minizing the switching of renderStates. enum E_RENDER_MODE { ERM_NONE = 0, // no render state has been set yet. ERM_2D, // 2d drawing rendermode ERM_3D, // 3d rendering mode ERM_STENCIL_FILL, // stencil fill mode ERM_SHADOW_VOLUME_ZFAIL, // stencil volume draw mode ERM_SHADOW_VOLUME_ZPASS // stencil volume draw mode }; //! sets right vertex shader void setVertexShader(video::E_VERTEX_TYPE newType); //! sets the needed renderstates bool setRenderStates3DMode(); //! sets the needed renderstates void setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel); //! sets the needed renderstates void setRenderStatesStencilFillMode(bool alpha); //! sets the needed renderstates void setRenderStatesStencilShadowMode(bool zfail, u32 debugDataVisible); //! sets the current Texture bool setActiveTexture(u32 stage, const video::ITexture* texture); //! resets the device bool reset(); //! returns a device dependent texture from a software surface (IImage) //! THIS METHOD HAS TO BE OVERRIDDEN BY DERIVED DRIVERS WITH OWN TEXTURES virtual video::ITexture* createDeviceDependentTexture(IImage* surface, const io::path& name, void* mipmapData=0); //! returns the current size of the screen or rendertarget virtual const core::dimension2d& getCurrentRenderTargetSize() const; //! Check if a proper depth buffer for the RTT is available, otherwise create it. void checkDepthBuffer(ITexture* tex); //! Adds a new material renderer to the VideoDriver, using pixel and/or //! vertex shaders to render geometry. s32 addShaderMaterial(const c8* vertexShaderProgram, const c8* pixelShaderProgram, IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial, s32 userData); //! Adds a new material renderer to the VideoDriver, based on a high level shading //! language. virtual s32 addHighLevelShaderMaterial( const c8* vertexShaderProgram, const c8* vertexShaderEntryPointName, E_VERTEX_SHADER_TYPE vsCompileTarget, const c8* pixelShaderProgram, const c8* pixelShaderEntryPointName, E_PIXEL_SHADER_TYPE psCompileTarget, const c8* geometryShaderProgram, const c8* geometryShaderEntryPointName = "main", E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0, 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 CurrentRendertargetSize; HWND WindowId; core::rect* SceneSourceRect; D3DCAPS9 Caps; SIrrlichtCreationParameters Params; E_VERTEX_TYPE LastVertexType; SColorf AmbientLight; core::stringc VendorName; u16 VendorID; core::array 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__