stk-code_catmod/lib/irrlicht/source/Irrlicht/CD3D9CgMaterialRenderer.cpp
hikerstk 974deca5e1 Added our own irrlicht version - not used atm.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@11846 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2012-11-01 02:00:02 +00:00

223 lines
6.3 KiB
C++

// Copyright (C) 2012-2012 Patryk Nadrowski
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "IrrCompileConfig.h"
#if defined(_IRR_COMPILE_WITH_DIRECT3D_9_) && defined(_IRR_COMPILE_WITH_CG_)
#include "CD3D9CgMaterialRenderer.h"
#include "CD3D9Driver.h"
#include "CD3D9Texture.h"
namespace irr
{
namespace video
{
CD3D9CgUniformSampler2D::CD3D9CgUniformSampler2D(const CGparameter& parameter, bool global) : CCgUniform(parameter, global)
{
Type = CG_SAMPLER2D;
}
void CD3D9CgUniformSampler2D::update(const void* data, const SMaterial& material) const
{
s32* Data = (s32*)data;
s32 LayerID = *Data;
if (material.TextureLayer[LayerID].Texture)
{
IDirect3DBaseTexture9* Texture = reinterpret_cast<irr::video::CD3D9Texture*>(material.TextureLayer[LayerID].Texture)->getDX9Texture();
cgD3D9SetTextureParameter(Parameter, Texture);
}
}
CD3D9CgMaterialRenderer::CD3D9CgMaterialRenderer(CD3D9Driver* driver, s32& materialType,
const c8* vertexProgram, const c8* vertexEntry, E_VERTEX_SHADER_TYPE vertexProfile,
const c8* fragmentProgram, const c8* fragmentEntry, E_PIXEL_SHADER_TYPE fragmentProfile,
const c8* geometryProgram, const c8* geometryEntry, E_GEOMETRY_SHADER_TYPE geometryProfile,
scene::E_PRIMITIVE_TYPE inType, scene::E_PRIMITIVE_TYPE outType, u32 vertices,
IShaderConstantSetCallBack* callback, IMaterialRenderer* baseMaterial, s32 userData) :
Driver(driver), CCgMaterialRenderer(callback, baseMaterial, userData)
{
#ifdef _DEBUG
setDebugName("CD3D9CgMaterialRenderer");
#endif
init(materialType, vertexProgram, vertexEntry, vertexProfile, fragmentProgram, fragmentEntry, fragmentProfile,
geometryProgram, geometryEntry, geometryProfile, inType, outType, vertices);
}
CD3D9CgMaterialRenderer::~CD3D9CgMaterialRenderer()
{
if (VertexProgram)
{
cgD3D9UnloadProgram(VertexProgram);
cgDestroyProgram(VertexProgram);
}
if (FragmentProgram)
{
cgD3D9UnloadProgram(FragmentProgram);
cgDestroyProgram(FragmentProgram);
}
/*if (GeometryProgram)
{
cgD3D9UnloadProgram(GeometryProgram);
cgDestroyProgram(GeometryProgram);
}*/
}
void CD3D9CgMaterialRenderer::OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates, IMaterialRendererServices* services)
{
Material = material;
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
{
if (VertexProgram)
cgD3D9BindProgram(VertexProgram);
if (FragmentProgram)
cgD3D9BindProgram(FragmentProgram);
/*if (GeometryProgram)
cgD3D9BindProgram(GeometryProgram);*/
if (BaseMaterial)
BaseMaterial->OnSetMaterial(material, material, true, this);
}
if (CallBack)
CallBack->OnSetMaterial(material);
Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
}
bool CD3D9CgMaterialRenderer::OnRender(IMaterialRendererServices* services, E_VERTEX_TYPE vtxtype)
{
if (CallBack && (VertexProgram || FragmentProgram || GeometryProgram))
CallBack->OnSetConstants(this, UserData);
return true;
}
void CD3D9CgMaterialRenderer::OnUnsetMaterial()
{
if (VertexProgram)
cgD3D9UnbindProgram(VertexProgram);
if (FragmentProgram)
cgD3D9UnbindProgram(FragmentProgram);
/*if (GeometryProgram)
cgD3D9UnbindProgram(GeometryProgram);*/
if (BaseMaterial)
BaseMaterial->OnUnsetMaterial();
Material = IdentityMaterial;;
}
void CD3D9CgMaterialRenderer::setBasicRenderStates(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates)
{
Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
}
IVideoDriver* CD3D9CgMaterialRenderer::getVideoDriver()
{
return Driver;
}
void CD3D9CgMaterialRenderer::init(s32& materialType,
const c8* vertexProgram, const c8* vertexEntry, E_VERTEX_SHADER_TYPE vertexProfile,
const c8* fragmentProgram, const c8* fragmentEntry, E_PIXEL_SHADER_TYPE fragmentProfile,
const c8* geometryProgram, const c8* geometryEntry, E_GEOMETRY_SHADER_TYPE geometryProfile,
scene::E_PRIMITIVE_TYPE inType, scene::E_PRIMITIVE_TYPE outType, u32 vertices)
{
bool Status = true;
CGerror Error = CG_NO_ERROR;
materialType = -1;
// TODO: add profile selection
if (vertexProgram)
{
VertexProfile = cgD3D9GetLatestVertexProfile();
if (VertexProfile)
VertexProgram = cgCreateProgram(Driver->getCgContext(), CG_SOURCE, vertexProgram, VertexProfile, vertexEntry, 0);
if (!VertexProgram)
{
Error = cgGetError();
os::Printer::log("Cg vertex program failed to compile:", ELL_ERROR);
os::Printer::log(cgGetLastListing(Driver->getCgContext()), ELL_ERROR);
Status = false;
}
else
cgD3D9LoadProgram(VertexProgram, 0, 0);
}
if (fragmentProgram)
{
FragmentProfile = cgD3D9GetLatestPixelProfile();
if (FragmentProfile)
FragmentProgram = cgCreateProgram(Driver->getCgContext(), CG_SOURCE, fragmentProgram, FragmentProfile, fragmentEntry, 0);
if (!FragmentProgram)
{
Error = cgGetError();
os::Printer::log("Cg fragment program failed to compile:", ELL_ERROR);
os::Printer::log(cgGetLastListing(Driver->getCgContext()), ELL_ERROR);
Status = false;
}
else
cgD3D9LoadProgram(FragmentProgram, 0, 0);
}
/*if (geometryProgram)
{
GeometryProfile = cgD3D9GetLatestGeometryProfile();
if (GeometryProfile)
GeometryProgram = cgCreateProgram(Driver->getCgContext(), CG_SOURCE, geometryProgram, GeometryProfile, geometryEntry, 0);
if (!GeometryProgram)
{
Error = cgGetError();
os::Printer::log("Cg geometry program failed to compile:", ELL_ERROR);
os::Printer::log(cgGetLastListing(Driver->getCgContext()), ELL_ERROR);
Status = false;
}
else
cgD3D9LoadProgram(GeometryProgram, 0, 0);
}*/
getUniformList();
// create D3D9 specifics sampler uniforms.
for(unsigned int i = 0; i < UniformInfo.size(); ++i)
{
if (UniformInfo[i]->getType() == CG_SAMPLER2D)
{
bool IsGlobal = true;
if (UniformInfo[i]->getSpace() == CG_PROGRAM)
IsGlobal = false;
CCgUniform* Uniform = new CD3D9CgUniformSampler2D(UniformInfo[i]->getParameter(), IsGlobal);
delete UniformInfo[i];
UniformInfo[i] = Uniform;
}
}
if (Status)
materialType = Driver->addMaterialRenderer(this);
}
}
}
#endif