974deca5e1
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@11846 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2456 lines
76 KiB
C++
2456 lines
76 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "IrrCompileConfig.h"
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#define _IRR_DONT_DO_MEMORY_DEBUGGING_HERE
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#include "CD3D8Driver.h"
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#ifdef _IRR_COMPILE_WITH_DIRECT3D_8_
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#include "os.h"
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#include "S3DVertex.h"
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#include "CD3D8Texture.h"
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#include "CD3D8MaterialRenderer.h"
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#include "CD3D8ShaderMaterialRenderer.h"
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#include "CD3D8NormalMapRenderer.h"
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#include "CD3D8ParallaxMapRenderer.h"
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#include "SIrrCreationParameters.h"
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namespace irr
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{
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namespace video
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{
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//! constructor
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CD3D8Driver::CD3D8Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io)
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: CNullDriver(io, params.WindowSize), CurrentRenderMode(ERM_NONE),
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ResetRenderStates(true), Transformation3DChanged(false),
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D3DLibrary(0), pID3D(0), pID3DDevice(0), PrevRenderTarget(0),
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WindowId(0), SceneSourceRect(0),
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LastVertexType((video::E_VERTEX_TYPE)-1),
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MaxTextureUnits(0), MaxUserClipPlanes(0),
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MaxLightDistance(0), LastSetLight(-1), DeviceLost(false),
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DriverWasReset(true), Params(params)
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{
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#ifdef _DEBUG
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setDebugName("CD3D8Driver");
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#endif
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printVersion();
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for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
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CurrentTexture[i] = 0;
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MaxLightDistance=sqrtf(FLT_MAX);
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// create sphere map matrix
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SphereMapMatrixD3D8._11 = 0.5f; SphereMapMatrixD3D8._12 = 0.0f;
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SphereMapMatrixD3D8._13 = 0.0f; SphereMapMatrixD3D8._14 = 0.0f;
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SphereMapMatrixD3D8._21 = 0.0f; SphereMapMatrixD3D8._22 =-0.5f;
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SphereMapMatrixD3D8._23 = 0.0f; SphereMapMatrixD3D8._24 = 0.0f;
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SphereMapMatrixD3D8._31 = 0.0f; SphereMapMatrixD3D8._32 = 0.0f;
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SphereMapMatrixD3D8._33 = 1.0f; SphereMapMatrixD3D8._34 = 0.0f;
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SphereMapMatrixD3D8._41 = 0.5f; SphereMapMatrixD3D8._42 = 0.5f;
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SphereMapMatrixD3D8._43 = 0.0f; SphereMapMatrixD3D8._44 = 1.0f;
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UnitMatrixD3D8 = *(D3DMATRIX*)((void*)core::IdentityMatrix.pointer());
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// init direct 3d is done in the factory function
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}
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//! destructor
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CD3D8Driver::~CD3D8Driver()
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{
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deleteMaterialRenders();
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// drop d3d8
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if (pID3DDevice)
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pID3DDevice->Release();
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if (pID3D)
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pID3D->Release();
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}
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void CD3D8Driver::createMaterialRenderers()
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{
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// create D3D8 material renderers
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addAndDropMaterialRenderer(new CD3D8MaterialRenderer_SOLID(pID3DDevice, this));
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addAndDropMaterialRenderer(new CD3D8MaterialRenderer_SOLID_2_LAYER(pID3DDevice, this));
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// add the same renderer for all lightmap types
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CD3D8MaterialRenderer_LIGHTMAP* lmr = new CD3D8MaterialRenderer_LIGHTMAP(pID3DDevice, this);
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addMaterialRenderer(lmr); // for EMT_LIGHTMAP:
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addMaterialRenderer(lmr); // for EMT_LIGHTMAP_ADD:
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addMaterialRenderer(lmr); // for EMT_LIGHTMAP_M2:
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addMaterialRenderer(lmr); // for EMT_LIGHTMAP_M4:
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addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING:
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addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING_M2:
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addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING_M4:
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lmr->drop();
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// add remaining material renderers
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addAndDropMaterialRenderer(new CD3D8MaterialRenderer_DETAIL_MAP(pID3DDevice, this));
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addAndDropMaterialRenderer(new CD3D8MaterialRenderer_SPHERE_MAP(pID3DDevice, this));
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addAndDropMaterialRenderer(new CD3D8MaterialRenderer_REFLECTION_2_LAYER(pID3DDevice, this));
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addAndDropMaterialRenderer(new CD3D8MaterialRenderer_TRANSPARENT_ADD_COLOR(pID3DDevice, this));
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addAndDropMaterialRenderer(new CD3D8MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL(pID3DDevice, this));
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addAndDropMaterialRenderer(new CD3D8MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL_REF(pID3DDevice, this));
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addAndDropMaterialRenderer(new CD3D8MaterialRenderer_TRANSPARENT_VERTEX_ALPHA(pID3DDevice, this));
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addAndDropMaterialRenderer(new CD3D8MaterialRenderer_TRANSPARENT_REFLECTION_2_LAYER(pID3DDevice, this));
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// add normal map renderers
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s32 tmp = 0;
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video::IMaterialRenderer* renderer = 0;
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renderer = new CD3D8NormalMapRenderer(pID3DDevice, this, tmp,
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MaterialRenderers[EMT_SOLID].Renderer);
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renderer->drop();
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renderer = new CD3D8NormalMapRenderer(pID3DDevice, this, tmp,
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MaterialRenderers[EMT_TRANSPARENT_ADD_COLOR].Renderer);
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renderer->drop();
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renderer = new CD3D8NormalMapRenderer(pID3DDevice, this, tmp,
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MaterialRenderers[EMT_TRANSPARENT_VERTEX_ALPHA].Renderer);
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renderer->drop();
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// add parallax map renderers
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renderer = new CD3D8ParallaxMapRenderer(pID3DDevice, this, tmp,
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MaterialRenderers[EMT_SOLID].Renderer);
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renderer->drop();
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renderer = new CD3D8ParallaxMapRenderer(pID3DDevice, this, tmp,
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MaterialRenderers[EMT_TRANSPARENT_ADD_COLOR].Renderer);
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renderer->drop();
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renderer = new CD3D8ParallaxMapRenderer(pID3DDevice, this, tmp,
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MaterialRenderers[EMT_TRANSPARENT_VERTEX_ALPHA].Renderer);
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renderer->drop();
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// add basic 1 texture blending
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addAndDropMaterialRenderer(new CD3D8MaterialRenderer_ONETEXTURE_BLEND(pID3DDevice, this));
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}
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//! initialises the Direct3D API
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bool CD3D8Driver::initDriver(HWND hwnd, bool pureSoftware)
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{
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HRESULT hr;
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typedef IDirect3D8 * (__stdcall *D3DCREATETYPE)(UINT);
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#if defined( _IRR_XBOX_PLATFORM_)
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D3DCREATETYPE d3dCreate = (D3DCREATETYPE) &Direct3DCreate8;
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#else
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D3DLibrary = LoadLibrary( __TEXT("d3d8.dll") );
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if (!D3DLibrary)
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{
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os::Printer::log("Error, could not load d3d8.dll.", ELL_ERROR);
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return false;
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}
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D3DCREATETYPE d3dCreate = (D3DCREATETYPE) GetProcAddress(D3DLibrary, "Direct3DCreate8");
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if (!d3dCreate)
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{
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os::Printer::log("Error, could not get proc adress of Direct3DCreate8.", ELL_ERROR);
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return false;
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}
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#endif
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//just like pID3D = Direct3DCreate8(D3D_SDK_VERSION);
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pID3D = (*d3dCreate)(D3D_SDK_VERSION);
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if (!pID3D)
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{
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os::Printer::log("Error initializing D3D.", ELL_ERROR);
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return false;
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}
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// print device information
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D3DADAPTER_IDENTIFIER8 dai;
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if (!FAILED(pID3D->GetAdapterIdentifier(Params.DisplayAdapter, D3DENUM_NO_WHQL_LEVEL, &dai)))
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{
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char tmp[512];
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s32 Product = HIWORD(dai.DriverVersion.HighPart);
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s32 Version = LOWORD(dai.DriverVersion.HighPart);
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s32 SubVersion = HIWORD(dai.DriverVersion.LowPart);
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s32 Build = LOWORD(dai.DriverVersion.LowPart);
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sprintf(tmp, "%s %s %d.%d.%d.%d", dai.Description, dai.Driver, Product, Version,
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SubVersion, Build);
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os::Printer::log(tmp, ELL_INFORMATION);
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}
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D3DDISPLAYMODE d3ddm;
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hr = pID3D->GetAdapterDisplayMode(Params.DisplayAdapter, &d3ddm);
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if (FAILED(hr))
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{
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os::Printer::log("Error: Could not get Adapter Display mode.", ELL_ERROR);
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return false;
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}
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ZeroMemory(&present, sizeof(present));
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present.SwapEffect = D3DSWAPEFFECT_DISCARD;
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present.Windowed = TRUE;
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present.BackBufferFormat = d3ddm.Format;
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present.EnableAutoDepthStencil = TRUE;
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if (Params.Fullscreen)
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{
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present.SwapEffect = D3DSWAPEFFECT_FLIP;
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present.Windowed = FALSE;
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present.BackBufferWidth = Params.WindowSize.Width;
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present.BackBufferHeight = Params.WindowSize.Height;
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present.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
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if (Params.Vsync)
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present.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_ONE;
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else
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present.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
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if (Params.Bits == 32)
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present.BackBufferFormat = D3DFMT_X8R8G8B8;
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else
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present.BackBufferFormat = D3DFMT_R5G6B5;
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}
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D3DDEVTYPE devtype = D3DDEVTYPE_HAL;
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#ifndef _IRR_D3D_NO_SHADER_DEBUGGING
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devtype = D3DDEVTYPE_REF;
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#endif
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// enable anti alias if possible and whished
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if (Params.AntiAlias > 0)
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{
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if(Params.AntiAlias > 16)
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Params.AntiAlias = 16;
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while(Params.AntiAlias > 0)
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{
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if(!FAILED(pID3D->CheckDeviceMultiSampleType(Params.DisplayAdapter,
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devtype , present.BackBufferFormat, !Params.Fullscreen,
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(D3DMULTISAMPLE_TYPE)Params.AntiAlias)))
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{
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present.MultiSampleType = (D3DMULTISAMPLE_TYPE)Params.AntiAlias;
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present.SwapEffect = D3DSWAPEFFECT_DISCARD;
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break;
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}
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--Params.AntiAlias;
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}
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if(Params.AntiAlias==0)
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os::Printer::log("Anti aliasing disabled because hardware/driver lacks necessary caps.", ELL_WARNING);
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}
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// check stencil buffer compatibility
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if (Params.Stencilbuffer)
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{
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present.AutoDepthStencilFormat = D3DFMT_D24S8;
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if(FAILED(pID3D->CheckDeviceFormat(Params.DisplayAdapter, devtype,
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present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL,
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D3DRTYPE_SURFACE, present.AutoDepthStencilFormat)))
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{
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#if !defined( _IRR_XBOX_PLATFORM_)
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present.AutoDepthStencilFormat = D3DFMT_D24X4S4;
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if(FAILED(pID3D->CheckDeviceFormat(Params.DisplayAdapter, devtype,
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present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL,
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D3DRTYPE_SURFACE, present.AutoDepthStencilFormat)))
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{
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present.AutoDepthStencilFormat = D3DFMT_D15S1;
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if(FAILED(pID3D->CheckDeviceFormat(Params.DisplayAdapter, devtype,
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present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL,
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D3DRTYPE_SURFACE, present.AutoDepthStencilFormat)))
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{
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os::Printer::log("Device does not support stencilbuffer, disabling stencil buffer.", ELL_WARNING);
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Params.Stencilbuffer = false;
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}
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}
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#endif
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}
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else
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if(FAILED(pID3D->CheckDepthStencilMatch(Params.DisplayAdapter, devtype,
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present.BackBufferFormat, present.BackBufferFormat, present.AutoDepthStencilFormat)))
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{
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os::Printer::log("Depth-stencil format is not compatible with display format, disabling stencil buffer.", ELL_WARNING);
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Params.Stencilbuffer = false;
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}
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}
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// do not use else here to cope with flag change in previous block
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if (!Params.Stencilbuffer)
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{
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#if !defined( _IRR_XBOX_PLATFORM_)
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present.AutoDepthStencilFormat = D3DFMT_D32;
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if(FAILED(pID3D->CheckDeviceFormat(Params.DisplayAdapter, devtype,
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present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL,
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D3DRTYPE_SURFACE, present.AutoDepthStencilFormat)))
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{
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present.AutoDepthStencilFormat = D3DFMT_D24X8;
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if(FAILED(pID3D->CheckDeviceFormat(Params.DisplayAdapter, devtype,
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present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL,
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D3DRTYPE_SURFACE, present.AutoDepthStencilFormat)))
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{
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present.AutoDepthStencilFormat = D3DFMT_D16;
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if(FAILED(pID3D->CheckDeviceFormat(Params.DisplayAdapter, devtype,
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present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL,
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D3DRTYPE_SURFACE, present.AutoDepthStencilFormat)))
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{
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os::Printer::log("Device does not support required depth buffer.", ELL_WARNING);
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return false;
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}
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}
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}
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#else
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present.AutoDepthStencilFormat = D3DFMT_D16;
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if(FAILED(pID3D->CheckDeviceFormat(Params.DisplayAdapter, devtype,
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present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL,
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D3DRTYPE_SURFACE, present.AutoDepthStencilFormat)))
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{
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os::Printer::log("Device does not support required depth buffer.", ELL_WARNING);
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return false;
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}
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#endif
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}
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// create device
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#if defined( _IRR_XBOX_PLATFORM_)
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DWORD fpuPrecision = 0;
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#else
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DWORD fpuPrecision = Params.HighPrecisionFPU ? D3DCREATE_FPU_PRESERVE : 0;
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DWORD multithreaded = Params.DriverMultithreaded ? D3DCREATE_MULTITHREADED : 0;
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#endif
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if (pureSoftware)
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{
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hr = pID3D->CreateDevice(Params.DisplayAdapter, D3DDEVTYPE_REF, hwnd,
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fpuPrecision | multithreaded | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present, &pID3DDevice);
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if (FAILED(hr))
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os::Printer::log("Was not able to create Direct3D8 software device.", ELL_ERROR);
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}
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else
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{
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hr = pID3D->CreateDevice(Params.DisplayAdapter, devtype, hwnd,
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fpuPrecision | multithreaded | D3DCREATE_HARDWARE_VERTEXPROCESSING, &present, &pID3DDevice);
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if(FAILED(hr))
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hr = pID3D->CreateDevice(Params.DisplayAdapter, devtype, hwnd,
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fpuPrecision | multithreaded | D3DCREATE_MIXED_VERTEXPROCESSING , &present, &pID3DDevice);
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if(FAILED(hr))
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hr = pID3D->CreateDevice(Params.DisplayAdapter, devtype, hwnd,
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fpuPrecision | multithreaded | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present, &pID3DDevice);
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if (FAILED(hr))
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os::Printer::log("Was not able to create Direct3D8 device.", ELL_ERROR);
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}
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if (!pID3DDevice)
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{
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os::Printer::log("Was not able to create Direct3D8 device.", ELL_ERROR);
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return false;
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}
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// get caps
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pID3DDevice->GetDeviceCaps(&Caps);
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if (Params.Stencilbuffer &&
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(!(Caps.StencilCaps & D3DSTENCILCAPS_DECRSAT) ||
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!(Caps.StencilCaps & D3DSTENCILCAPS_INCRSAT) ||
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!(Caps.StencilCaps & D3DSTENCILCAPS_KEEP)))
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{
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os::Printer::log("Device not able to use stencil buffer, disabling stencil buffer.", ELL_WARNING);
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Params.Stencilbuffer = false;
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}
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// set default vertex shader
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setVertexShader(EVT_STANDARD);
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// enable antialiasing
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if (Params.AntiAlias>0)
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pID3DDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
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// set fog mode
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setFog(FogColor, FogType, FogStart, FogEnd, FogDensity, PixelFog, RangeFog);
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// set exposed data
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ExposedData.D3D8.D3D8 = pID3D;
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ExposedData.D3D8.D3DDev8 = pID3DDevice;
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ExposedData.D3D8.HWnd = hwnd;
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ResetRenderStates = true;
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// create materials
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createMaterialRenderers();
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MaxTextureUnits = core::min_((u32)Caps.MaxSimultaneousTextures, MATERIAL_MAX_TEXTURES);
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MaxUserClipPlanes = (u32)Caps.MaxUserClipPlanes;
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DriverAttributes->setAttribute("MaxTextures", (s32)MaxTextureUnits);
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DriverAttributes->setAttribute("MaxSupportedTextures", (s32)Caps.MaxSimultaneousTextures);
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DriverAttributes->setAttribute("MaxLights", (s32)Caps.MaxActiveLights);
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DriverAttributes->setAttribute("MaxAnisotropy", (s32)Caps.MaxAnisotropy);
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DriverAttributes->setAttribute("MaxUserClipPlanes", (s32)Caps.MaxUserClipPlanes);
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DriverAttributes->setAttribute("MaxIndices", (s32)Caps.MaxVertexIndex);
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DriverAttributes->setAttribute("MaxTextureSize", (s32)core::min_(Caps.MaxTextureHeight,Caps.MaxTextureWidth));
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DriverAttributes->setAttribute("MaxTextureLODBias", 16.f);
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DriverAttributes->setAttribute("Version", 800);
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DriverAttributes->setAttribute("ShaderLanguageVersion", (s32)Caps.VertexShaderVersion*100);
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DriverAttributes->setAttribute("AntiAlias", Params.AntiAlias);
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// set the renderstates
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setRenderStates3DMode();
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// so far so good.
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return true;
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}
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//! applications must call this method before performing any rendering. returns false if failed.
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bool CD3D8Driver::beginScene(bool backBuffer, bool zBuffer, SColor color,
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const SExposedVideoData& videoData, core::rect<s32>* sourceRect)
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{
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CNullDriver::beginScene(backBuffer, zBuffer, color, videoData, sourceRect);
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WindowId = (HWND)videoData.D3D8.HWnd;
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SceneSourceRect = sourceRect;
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if (!pID3DDevice)
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return false;
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HRESULT hr;
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if (DeviceLost)
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{
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#ifndef _IRR_XBOX_PLATFORM_
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if(FAILED(hr = pID3DDevice->TestCooperativeLevel()))
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{
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if (hr == D3DERR_DEVICELOST)
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{
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Sleep(100);
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hr = pID3DDevice->TestCooperativeLevel();
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if (hr == D3DERR_DEVICELOST)
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return false;
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}
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if ((hr == D3DERR_DEVICENOTRESET) && !reset())
|
|
return false;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
DWORD flags = 0;
|
|
|
|
if (backBuffer)
|
|
flags |= D3DCLEAR_TARGET;
|
|
|
|
if (zBuffer)
|
|
flags |= D3DCLEAR_ZBUFFER;
|
|
|
|
if (Params.Stencilbuffer)
|
|
flags |= D3DCLEAR_STENCIL;
|
|
|
|
if (flags)
|
|
{
|
|
hr = pID3DDevice->Clear( 0, NULL, flags, color.color, 1.0, 0);
|
|
if (FAILED(hr))
|
|
os::Printer::log("Direct3D8 clear failed.", ELL_WARNING);
|
|
}
|
|
|
|
hr = pID3DDevice->BeginScene();
|
|
if (FAILED(hr))
|
|
{
|
|
os::Printer::log("Direct3D8 begin scene failed.", ELL_WARNING);
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//! applications must call this method after performing any rendering. returns false if failed.
|
|
bool CD3D8Driver::endScene()
|
|
{
|
|
CNullDriver::endScene();
|
|
DriverWasReset=false;
|
|
|
|
HRESULT hr = pID3DDevice->EndScene();
|
|
if (FAILED(hr))
|
|
{
|
|
os::Printer::log("DIRECT3D8 end scene failed.", ELL_WARNING);
|
|
return false;
|
|
}
|
|
|
|
RECT* srcRct = 0;
|
|
RECT sourceRectData;
|
|
if ( SceneSourceRect)
|
|
{
|
|
srcRct = &sourceRectData;
|
|
sourceRectData.left = SceneSourceRect->UpperLeftCorner.X;
|
|
sourceRectData.top = SceneSourceRect->UpperLeftCorner.Y;
|
|
sourceRectData.right = SceneSourceRect->LowerRightCorner.X;
|
|
sourceRectData.bottom = SceneSourceRect->LowerRightCorner.Y;
|
|
}
|
|
|
|
hr = pID3DDevice->Present(srcRct, NULL, WindowId, NULL);
|
|
|
|
if (SUCCEEDED(hr))
|
|
return true;
|
|
|
|
if (hr == D3DERR_DEVICELOST)
|
|
{
|
|
DeviceLost = true;
|
|
os::Printer::log("DIRECT3D8 device lost.", ELL_WARNING);
|
|
}
|
|
else
|
|
os::Printer::log("DIRECT3D8 present failed.", ELL_WARNING);
|
|
return false;
|
|
}
|
|
|
|
|
|
//! resets the device
|
|
bool CD3D8Driver::reset()
|
|
{
|
|
u32 i;
|
|
os::Printer::log("Resetting D3D8 device.", ELL_INFORMATION);
|
|
|
|
for (i=0; i<Textures.size(); ++i)
|
|
{
|
|
if (Textures[i].Surface->isRenderTarget())
|
|
{
|
|
IDirect3DTexture8* tex = ((CD3D8Texture*)(Textures[i].Surface))->getDX8Texture();
|
|
if (tex)
|
|
tex->Release();
|
|
}
|
|
}
|
|
DriverWasReset=true;
|
|
|
|
HRESULT hr = pID3DDevice->Reset(&present);
|
|
|
|
for (i=0; i<Textures.size(); ++i)
|
|
{
|
|
if (Textures[i].Surface->isRenderTarget())
|
|
((CD3D8Texture*)(Textures[i].Surface))->createRenderTarget();
|
|
}
|
|
|
|
if (FAILED(hr))
|
|
{
|
|
if (hr == D3DERR_DEVICELOST)
|
|
{
|
|
DeviceLost = true;
|
|
os::Printer::log("Resetting failed due to device lost.", ELL_WARNING);
|
|
}
|
|
else
|
|
os::Printer::log("Resetting failed.", ELL_WARNING);
|
|
return false;
|
|
}
|
|
|
|
DeviceLost = false;
|
|
ResetRenderStates = true;
|
|
LastVertexType = (E_VERTEX_TYPE)-1;
|
|
|
|
for (i=0; i<MATERIAL_MAX_TEXTURES; ++i)
|
|
CurrentTexture[i] = 0;
|
|
|
|
setVertexShader(EVT_STANDARD);
|
|
setRenderStates3DMode();
|
|
setFog(FogColor, FogType, FogStart, FogEnd, FogDensity, PixelFog, RangeFog);
|
|
setAmbientLight(AmbientLight);
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//! queries the features of the driver, returns true if feature is available
|
|
bool CD3D8Driver::queryFeature(E_VIDEO_DRIVER_FEATURE feature) const
|
|
{
|
|
if (!FeatureEnabled[feature])
|
|
return false;
|
|
|
|
switch (feature)
|
|
{
|
|
case EVDF_RENDER_TO_TARGET:
|
|
case EVDF_MULTITEXTURE:
|
|
case EVDF_BILINEAR_FILTER:
|
|
return true;
|
|
case EVDF_HARDWARE_TL:
|
|
return (Caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) != 0;
|
|
case EVDF_MIP_MAP:
|
|
return (Caps.TextureCaps & D3DPTEXTURECAPS_MIPMAP) != 0;
|
|
case EVDF_STENCIL_BUFFER:
|
|
return Params.Stencilbuffer && Caps.StencilCaps;
|
|
case EVDF_VERTEX_SHADER_1_1:
|
|
return Caps.VertexShaderVersion >= D3DVS_VERSION(1,1);
|
|
case EVDF_VERTEX_SHADER_2_0:
|
|
return Caps.VertexShaderVersion >= D3DVS_VERSION(2,0);
|
|
case EVDF_VERTEX_SHADER_3_0:
|
|
return Caps.VertexShaderVersion >= D3DVS_VERSION(3,0);
|
|
case EVDF_PIXEL_SHADER_1_1:
|
|
return Caps.PixelShaderVersion >= D3DPS_VERSION(1,1);
|
|
case EVDF_PIXEL_SHADER_1_2:
|
|
return Caps.PixelShaderVersion >= D3DPS_VERSION(1,2);
|
|
case EVDF_PIXEL_SHADER_1_3:
|
|
return Caps.PixelShaderVersion >= D3DPS_VERSION(1,3);
|
|
case EVDF_PIXEL_SHADER_1_4:
|
|
return Caps.PixelShaderVersion >= D3DPS_VERSION(1,4);
|
|
case EVDF_PIXEL_SHADER_2_0:
|
|
return Caps.PixelShaderVersion >= D3DPS_VERSION(2,0);
|
|
case EVDF_PIXEL_SHADER_3_0:
|
|
return Caps.PixelShaderVersion >= D3DPS_VERSION(3,0);
|
|
case EVDF_TEXTURE_NSQUARE:
|
|
return (Caps.TextureCaps & D3DPTEXTURECAPS_SQUAREONLY) == 0;
|
|
case EVDF_TEXTURE_NPOT:
|
|
return (Caps.TextureCaps & D3DPTEXTURECAPS_POW2) == 0;
|
|
case EVDF_COLOR_MASK:
|
|
return (Caps.PrimitiveMiscCaps & D3DPMISCCAPS_COLORWRITEENABLE) != 0;
|
|
case EVDF_BLEND_OPERATIONS:
|
|
case EVDF_TEXTURE_MATRIX:
|
|
return true;
|
|
default:
|
|
return false;
|
|
};
|
|
}
|
|
|
|
|
|
//! sets transformation
|
|
void CD3D8Driver::setTransform(E_TRANSFORMATION_STATE state,
|
|
const core::matrix4& mat)
|
|
{
|
|
switch(state)
|
|
{
|
|
case ETS_VIEW:
|
|
pID3DDevice->SetTransform(D3DTS_VIEW, (D3DMATRIX*)((void*)mat.pointer()));
|
|
Transformation3DChanged = true;
|
|
break;
|
|
case ETS_WORLD:
|
|
pID3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)((void*)mat.pointer()));
|
|
Transformation3DChanged = true;
|
|
break;
|
|
case ETS_PROJECTION:
|
|
pID3DDevice->SetTransform( D3DTS_PROJECTION, (D3DMATRIX*)((void*)mat.pointer()));
|
|
Transformation3DChanged = true;
|
|
break;
|
|
case ETS_COUNT:
|
|
return;
|
|
default:
|
|
if (state-ETS_TEXTURE_0 < MATERIAL_MAX_TEXTURES)
|
|
{
|
|
pID3DDevice->SetTextureStageState( state - ETS_TEXTURE_0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 );
|
|
pID3DDevice->SetTransform((D3DTRANSFORMSTATETYPE)(D3DTS_TEXTURE0+ ( state - ETS_TEXTURE_0 )),
|
|
(D3DMATRIX*)((void*)mat.pointer()));
|
|
}
|
|
break;
|
|
}
|
|
|
|
Matrices[state] = mat;
|
|
}
|
|
|
|
|
|
//! sets the current Texture
|
|
bool CD3D8Driver::setActiveTexture(u32 stage, const video::ITexture* texture)
|
|
{
|
|
if (CurrentTexture[stage] == texture)
|
|
return true;
|
|
|
|
if (texture && (texture->getDriverType() != EDT_DIRECT3D8))
|
|
{
|
|
os::Printer::log("Fatal Error: Tried to set a texture not owned by this driver.", ELL_ERROR);
|
|
return false;
|
|
}
|
|
|
|
CurrentTexture[stage] = texture;
|
|
|
|
if (!texture)
|
|
{
|
|
pID3DDevice->SetTexture(stage, 0);
|
|
pID3DDevice->SetTextureStageState( stage, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE );
|
|
}
|
|
else
|
|
{
|
|
pID3DDevice->SetTexture(stage, ((const CD3D8Texture*)texture)->getDX8Texture());
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
//! sets a material
|
|
void CD3D8Driver::setMaterial(const SMaterial& material)
|
|
{
|
|
Material = material;
|
|
OverrideMaterial.apply(Material);
|
|
|
|
for (u32 i=0; i<MaxTextureUnits; ++i)
|
|
{
|
|
setActiveTexture(i, Material.getTexture(i));
|
|
setTransform((E_TRANSFORMATION_STATE) ( ETS_TEXTURE_0 + i ),
|
|
material.getTextureMatrix(i));
|
|
}
|
|
}
|
|
|
|
|
|
//! returns a device dependent texture from a software surface (IImage)
|
|
video::ITexture* CD3D8Driver::createDeviceDependentTexture(IImage* surface,const io::path& name, void* mipmapData)
|
|
{
|
|
return new CD3D8Texture(surface, this, TextureCreationFlags, name, mipmapData);
|
|
}
|
|
|
|
|
|
//! Enables or disables a texture creation flag.
|
|
void CD3D8Driver::setTextureCreationFlag(E_TEXTURE_CREATION_FLAG flag,
|
|
bool enabled)
|
|
{
|
|
if (flag == video::ETCF_CREATE_MIP_MAPS && !queryFeature(EVDF_MIP_MAP))
|
|
enabled = false;
|
|
|
|
CNullDriver::setTextureCreationFlag(flag, enabled);
|
|
}
|
|
|
|
|
|
//! sets a render target
|
|
bool CD3D8Driver::setRenderTarget(video::ITexture* texture,
|
|
bool clearBackBuffer, bool clearZBuffer, SColor color)
|
|
{
|
|
// check for right driver type
|
|
|
|
if (texture && texture->getDriverType() != EDT_DIRECT3D8)
|
|
{
|
|
os::Printer::log("Fatal Error: Tried to set a texture not owned by this driver.", ELL_ERROR);
|
|
return false;
|
|
}
|
|
|
|
// check for valid render target
|
|
|
|
CD3D8Texture* tex = (CD3D8Texture*)texture;
|
|
|
|
if (texture && !tex->isRenderTarget())
|
|
{
|
|
os::Printer::log("Fatal Error: Tried to set a non render target texture as render target.", ELL_ERROR);
|
|
return false;
|
|
}
|
|
|
|
if (texture && (tex->getSize().Width > ScreenSize.Width ||
|
|
tex->getSize().Height > ScreenSize.Height ))
|
|
{
|
|
os::Printer::log("Error: Tried to set a render target texture which is bigger than the screen.", ELL_ERROR);
|
|
return false;
|
|
}
|
|
|
|
// check if we should set the previous RT back
|
|
|
|
bool ret = true;
|
|
|
|
if (tex == 0)
|
|
{
|
|
if (PrevRenderTarget)
|
|
{
|
|
IDirect3DSurface8* dss = 0;
|
|
pID3DDevice->GetDepthStencilSurface(&dss);
|
|
|
|
if (FAILED(pID3DDevice->SetRenderTarget(PrevRenderTarget, dss)))
|
|
{
|
|
os::Printer::log("Error: Could not set back to previous render target.", ELL_ERROR);
|
|
ret = false;
|
|
}
|
|
|
|
if (dss)
|
|
dss->Release();
|
|
|
|
CurrentRendertargetSize = core::dimension2d<u32>(0,0);
|
|
PrevRenderTarget->Release();
|
|
PrevRenderTarget = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// we want to set a new target. so do this.
|
|
|
|
// store previous target
|
|
|
|
if (!PrevRenderTarget && (FAILED(pID3DDevice->GetRenderTarget(&PrevRenderTarget))))
|
|
{
|
|
os::Printer::log("Could not get previous render target.", ELL_ERROR);
|
|
return false;
|
|
}
|
|
|
|
// set new render target
|
|
|
|
IDirect3DSurface8* dss = 0;
|
|
pID3DDevice->GetDepthStencilSurface(&dss);
|
|
|
|
if (FAILED(pID3DDevice->SetRenderTarget(tex->getRenderTargetSurface(), dss)))
|
|
{
|
|
os::Printer::log("Error: Could not set render target.", ELL_ERROR);
|
|
ret = false;
|
|
}
|
|
|
|
if (dss)
|
|
dss->Release();
|
|
|
|
CurrentRendertargetSize = tex->getSize();
|
|
}
|
|
Transformation3DChanged = true;
|
|
|
|
if (clearBackBuffer || clearZBuffer)
|
|
{
|
|
DWORD flags = 0;
|
|
|
|
if (clearBackBuffer)
|
|
flags |= D3DCLEAR_TARGET;
|
|
|
|
if (clearZBuffer)
|
|
flags |= D3DCLEAR_ZBUFFER;
|
|
|
|
pID3DDevice->Clear(0, NULL, flags, color.color, 1.0f, 0);
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
|
|
//! Creates a render target texture.
|
|
ITexture* CD3D8Driver::addRenderTargetTexture(
|
|
const core::dimension2d<u32>& size, const io::path& name,
|
|
const ECOLOR_FORMAT format)
|
|
{
|
|
CD3D8Texture* tex = new CD3D8Texture(this, size, name);
|
|
if (tex)
|
|
{
|
|
if (!tex->Texture)
|
|
{
|
|
tex->drop();
|
|
return 0;
|
|
}
|
|
addTexture(tex);
|
|
tex->drop();
|
|
}
|
|
return tex;
|
|
}
|
|
|
|
|
|
//! sets a viewport
|
|
void CD3D8Driver::setViewPort(const core::rect<s32>& area)
|
|
{
|
|
core::rect<s32> vp(area);
|
|
core::rect<s32> rendert(0,0, ScreenSize.Width, ScreenSize.Height);
|
|
vp.clipAgainst(rendert);
|
|
|
|
D3DVIEWPORT8 viewPort;
|
|
viewPort.X = vp.UpperLeftCorner.X;
|
|
viewPort.Y = vp.UpperLeftCorner.Y;
|
|
viewPort.Width = vp.getWidth();
|
|
viewPort.Height = vp.getHeight();
|
|
viewPort.MinZ = 0.0f;
|
|
viewPort.MaxZ = 1.0f;
|
|
|
|
HRESULT hr = D3DERR_INVALIDCALL;
|
|
if (vp.getHeight()>0 && vp.getWidth()>0)
|
|
hr = pID3DDevice->SetViewport(&viewPort);
|
|
|
|
if (FAILED(hr))
|
|
os::Printer::log("Failed setting the viewport.", ELL_WARNING);
|
|
|
|
ViewPort = vp;
|
|
}
|
|
|
|
|
|
//! gets the area of the current viewport
|
|
const core::rect<s32>& CD3D8Driver::getViewPort() const
|
|
{
|
|
return ViewPort;
|
|
}
|
|
|
|
|
|
//! draws a vertex primitive list
|
|
void CD3D8Driver::drawVertexPrimitiveList(const void* vertices,
|
|
u32 vertexCount, const void* indexList, u32 primitiveCount,
|
|
E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType,
|
|
E_INDEX_TYPE iType)
|
|
{
|
|
if (!checkPrimitiveCount(primitiveCount))
|
|
return;
|
|
|
|
CNullDriver::drawVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType,iType);
|
|
|
|
if (!vertexCount || !primitiveCount)
|
|
return;
|
|
|
|
draw2D3DVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount,
|
|
vType, pType, iType, true);
|
|
}
|
|
|
|
|
|
//! draws a vertex primitive list in 2d
|
|
void CD3D8Driver::draw2DVertexPrimitiveList(const void* vertices,
|
|
u32 vertexCount, const void* indexList, u32 primitiveCount,
|
|
E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType,
|
|
E_INDEX_TYPE iType)
|
|
{
|
|
if (!checkPrimitiveCount(primitiveCount))
|
|
return;
|
|
|
|
CNullDriver::draw2DVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType,iType);
|
|
|
|
if (!vertexCount || !primitiveCount)
|
|
return;
|
|
|
|
draw2D3DVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount,
|
|
vType, pType, iType, false);
|
|
}
|
|
|
|
|
|
void CD3D8Driver::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)
|
|
{
|
|
setVertexShader(vType);
|
|
|
|
const u32 stride = getVertexPitchFromType(vType);
|
|
|
|
D3DFORMAT indexType=D3DFMT_UNKNOWN;
|
|
switch (iType)
|
|
{
|
|
case (EIT_16BIT):
|
|
{
|
|
indexType=D3DFMT_INDEX16;
|
|
break;
|
|
}
|
|
case (EIT_32BIT):
|
|
{
|
|
indexType=D3DFMT_INDEX32;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (is3D)
|
|
{
|
|
if (!setRenderStates3DMode())
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if (Material.MaterialType==EMT_ONETEXTURE_BLEND)
|
|
{
|
|
E_BLEND_FACTOR srcFact;
|
|
E_BLEND_FACTOR dstFact;
|
|
E_MODULATE_FUNC modulo;
|
|
u32 alphaSource;
|
|
unpack_textureBlendFunc ( srcFact, dstFact, modulo, alphaSource, Material.MaterialTypeParam);
|
|
setRenderStates2DMode(alphaSource&video::EAS_VERTEX_COLOR, (Material.getTexture(0) != 0), (alphaSource&video::EAS_TEXTURE) != 0);
|
|
}
|
|
else
|
|
setRenderStates2DMode(Material.MaterialType==EMT_TRANSPARENT_VERTEX_ALPHA, (Material.getTexture(0) != 0), Material.MaterialType==EMT_TRANSPARENT_ALPHA_CHANNEL);
|
|
}
|
|
|
|
switch (pType)
|
|
{
|
|
case scene::EPT_POINT_SPRITES:
|
|
case scene::EPT_POINTS:
|
|
{
|
|
f32 tmp=Material.Thickness/getScreenSize().Height;
|
|
if (pType==scene::EPT_POINT_SPRITES)
|
|
pID3DDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
|
|
pID3DDevice->SetRenderState(D3DRS_POINTSCALEENABLE, TRUE);
|
|
pID3DDevice->SetRenderState(D3DRS_POINTSIZE, *(DWORD*)(&tmp));
|
|
tmp=1.0f;
|
|
pID3DDevice->SetRenderState(D3DRS_POINTSCALE_A, *(DWORD*)(&tmp));
|
|
pID3DDevice->SetRenderState(D3DRS_POINTSCALE_B, *(DWORD*)(&tmp));
|
|
pID3DDevice->SetRenderState(D3DRS_POINTSIZE_MIN, *(DWORD*)(&tmp));
|
|
tmp=0.0f;
|
|
pID3DDevice->SetRenderState(D3DRS_POINTSCALE_C, *(DWORD*)(&tmp));
|
|
pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_POINTLIST, 0, vertexCount,
|
|
primitiveCount, indexList, indexType, vertices, stride);
|
|
pID3DDevice->SetRenderState(D3DRS_POINTSCALEENABLE, FALSE);
|
|
if (pType==scene::EPT_POINT_SPRITES)
|
|
pID3DDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, FALSE);
|
|
}
|
|
break;
|
|
case scene::EPT_LINE_STRIP:
|
|
pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_LINESTRIP, 0, vertexCount,
|
|
primitiveCount, indexList, indexType, vertices, stride);
|
|
break;
|
|
case scene::EPT_LINE_LOOP:
|
|
{
|
|
pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_LINESTRIP, 0, vertexCount,
|
|
primitiveCount - 1, indexList, indexType, vertices, stride);
|
|
u16 tmpIndices[] = {primitiveCount - 1, 0};
|
|
pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_LINELIST, 0, vertexCount,
|
|
1, tmpIndices, indexType, vertices, stride);
|
|
}
|
|
break;
|
|
case scene::EPT_LINES:
|
|
pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_LINELIST, 0, vertexCount,
|
|
primitiveCount, indexList, indexType, vertices, stride);
|
|
break;
|
|
case scene::EPT_TRIANGLE_STRIP:
|
|
pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLESTRIP, 0, vertexCount,
|
|
primitiveCount, indexList, indexType, vertices, stride);
|
|
break;
|
|
case scene::EPT_TRIANGLE_FAN:
|
|
pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLEFAN, 0, vertexCount,
|
|
primitiveCount, indexList, indexType, vertices, stride);
|
|
break;
|
|
case scene::EPT_TRIANGLES:
|
|
pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, vertexCount,
|
|
primitiveCount, indexList, indexType, vertices, stride);
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
//! 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.
|
|
void CD3D8Driver::draw2DImage(const video::ITexture* texture,
|
|
const core::position2d<s32>& pos,
|
|
const core::rect<s32>& sourceRect,
|
|
const core::rect<s32>* clipRect, SColor color,
|
|
bool useAlphaChannelOfTexture)
|
|
{
|
|
if (!texture)
|
|
return;
|
|
|
|
if (!sourceRect.isValid())
|
|
return;
|
|
|
|
if (!setActiveTexture(0, texture))
|
|
return;
|
|
|
|
core::position2d<s32> targetPos = pos;
|
|
core::position2d<s32> sourcePos = sourceRect.UpperLeftCorner;
|
|
// This needs to be signed as it may go negative.
|
|
core::dimension2d<s32> sourceSize(sourceRect.getSize());
|
|
const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
|
|
|
|
if (clipRect)
|
|
{
|
|
if (targetPos.X < clipRect->UpperLeftCorner.X)
|
|
{
|
|
sourceSize.Width += targetPos.X - clipRect->UpperLeftCorner.X;
|
|
if (sourceSize.Width <= 0)
|
|
return;
|
|
|
|
sourcePos.X -= targetPos.X - clipRect->UpperLeftCorner.X;
|
|
targetPos.X = clipRect->UpperLeftCorner.X;
|
|
}
|
|
|
|
if (targetPos.X + (s32)sourceSize.Width > clipRect->LowerRightCorner.X)
|
|
{
|
|
sourceSize.Width -= (targetPos.X + sourceSize.Width) - clipRect->LowerRightCorner.X;
|
|
if (sourceSize.Width <= 0)
|
|
return;
|
|
}
|
|
|
|
if (targetPos.Y < clipRect->UpperLeftCorner.Y)
|
|
{
|
|
sourceSize.Height += targetPos.Y - clipRect->UpperLeftCorner.Y;
|
|
if (sourceSize.Height <= 0)
|
|
return;
|
|
|
|
sourcePos.Y -= targetPos.Y - clipRect->UpperLeftCorner.Y;
|
|
targetPos.Y = clipRect->UpperLeftCorner.Y;
|
|
}
|
|
|
|
if (targetPos.Y + (s32)sourceSize.Height > clipRect->LowerRightCorner.Y)
|
|
{
|
|
sourceSize.Height -= (targetPos.Y + sourceSize.Height) - clipRect->LowerRightCorner.Y;
|
|
if (sourceSize.Height <= 0)
|
|
return;
|
|
}
|
|
}
|
|
|
|
// clip these coordinates
|
|
|
|
if (targetPos.X<0)
|
|
{
|
|
sourceSize.Width += targetPos.X;
|
|
if (sourceSize.Width <= 0)
|
|
return;
|
|
|
|
sourcePos.X -= targetPos.X;
|
|
targetPos.X = 0;
|
|
}
|
|
|
|
if (targetPos.X + sourceSize.Width > (s32)renderTargetSize.Width)
|
|
{
|
|
sourceSize.Width -= (targetPos.X + sourceSize.Width) - renderTargetSize.Width;
|
|
if (sourceSize.Width <= 0)
|
|
return;
|
|
}
|
|
|
|
if (targetPos.Y<0)
|
|
{
|
|
sourceSize.Height += targetPos.Y;
|
|
if (sourceSize.Height <= 0)
|
|
return;
|
|
|
|
sourcePos.Y -= targetPos.Y;
|
|
targetPos.Y = 0;
|
|
}
|
|
|
|
if (targetPos.Y + sourceSize.Height > (s32)renderTargetSize.Height)
|
|
{
|
|
sourceSize.Height -= (targetPos.Y + sourceSize.Height) - renderTargetSize.Height;
|
|
if (sourceSize.Height <= 0)
|
|
return;
|
|
}
|
|
|
|
// ok, we've clipped everything.
|
|
// now draw it.
|
|
|
|
core::rect<f32> tcoords;
|
|
tcoords.UpperLeftCorner.X = (f32)sourcePos.X / texture->getOriginalSize().Width ;
|
|
tcoords.UpperLeftCorner.Y = (f32)sourcePos.Y / texture->getOriginalSize().Height;
|
|
tcoords.LowerRightCorner.X = tcoords.UpperLeftCorner.X + (f32)sourceSize.Width / texture->getOriginalSize().Width;
|
|
tcoords.LowerRightCorner.Y = tcoords.UpperLeftCorner.Y + (f32)sourceSize.Height / texture->getOriginalSize().Height;
|
|
|
|
const core::rect<s32> poss(targetPos, sourceSize);
|
|
|
|
setRenderStates2DMode(color.getAlpha()<255, true, useAlphaChannelOfTexture);
|
|
|
|
S3DVertex vtx[4];
|
|
vtx[0] = S3DVertex((f32)poss.UpperLeftCorner.X,
|
|
(f32)poss.UpperLeftCorner.Y, 0.0f,
|
|
0.0f, 0.0f, 0.0f, color,
|
|
tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
|
|
vtx[1] = S3DVertex((f32)poss.LowerRightCorner.X,
|
|
(f32)poss.UpperLeftCorner.Y, 0.0f,
|
|
0.0f, 0.0f, 0.0f, color,
|
|
tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
|
|
vtx[2] = S3DVertex((f32)poss.LowerRightCorner.X,
|
|
(f32)poss.LowerRightCorner.Y, 0.0f,
|
|
0.0f, 0.0f, 0.0f, color,
|
|
tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
|
|
vtx[3] = S3DVertex((f32)poss.UpperLeftCorner.X,
|
|
(f32)poss.LowerRightCorner.Y, 0.0f,
|
|
0.0f, 0.0f, 0.0f, color,
|
|
tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
|
|
|
|
const s16 indices[6] = {0,1,2,0,2,3};
|
|
|
|
setVertexShader(EVT_STANDARD);
|
|
|
|
pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, 4, 2, &indices[0],
|
|
D3DFMT_INDEX16, &vtx[0], sizeof(S3DVertex));
|
|
}
|
|
|
|
|
|
void CD3D8Driver::draw2DImage(const video::ITexture* texture,
|
|
const core::rect<s32>& destRect,
|
|
const core::rect<s32>& sourceRect,
|
|
const core::rect<s32>* clipRect,
|
|
const video::SColor* const colors,
|
|
bool useAlphaChannelOfTexture)
|
|
{
|
|
if(!texture)
|
|
return;
|
|
|
|
const core::dimension2d<u32>& ss = texture->getOriginalSize();
|
|
core::rect<f32> tcoords;
|
|
tcoords.UpperLeftCorner.X = (f32)sourceRect.UpperLeftCorner.X / (f32)ss.Width;
|
|
tcoords.UpperLeftCorner.Y = (f32)sourceRect.UpperLeftCorner.Y / (f32)ss.Height;
|
|
tcoords.LowerRightCorner.X = (f32)sourceRect.LowerRightCorner.X / (f32)ss.Width;
|
|
tcoords.LowerRightCorner.Y = (f32)sourceRect.LowerRightCorner.Y / (f32)ss.Height;
|
|
|
|
core::rect<s32> clippedRect(destRect);
|
|
if (clipRect)
|
|
{
|
|
clippedRect.clipAgainst(*clipRect);
|
|
|
|
//tcoords must be clipped by the same factors
|
|
const f32 tcWidth = tcoords.getWidth();
|
|
const f32 tcHeight = tcoords.getHeight();
|
|
|
|
const f32 invDestRectWidth = 1.f / (f32)(destRect.getWidth());
|
|
f32 scale = (f32)(clippedRect.UpperLeftCorner.X - destRect.UpperLeftCorner.X) * invDestRectWidth;
|
|
tcoords.UpperLeftCorner.X += scale * tcWidth;
|
|
scale = (f32)(destRect.LowerRightCorner.X - clippedRect.LowerRightCorner.X) * invDestRectWidth;
|
|
tcoords.LowerRightCorner.X -= scale * tcWidth;
|
|
|
|
const f32 invDestRectHeight = 1.f / (f32)(destRect.getHeight());
|
|
scale = (f32)(clippedRect.UpperLeftCorner.Y - destRect.UpperLeftCorner.Y) * invDestRectHeight;
|
|
tcoords.UpperLeftCorner.Y += scale * tcHeight;
|
|
scale = (f32)(destRect.LowerRightCorner.Y - clippedRect.LowerRightCorner.Y) * invDestRectHeight;
|
|
tcoords.LowerRightCorner.Y -= scale * tcHeight;
|
|
}
|
|
|
|
const video::SColor temp[4] =
|
|
{
|
|
0xFFFFFFFF,
|
|
0xFFFFFFFF,
|
|
0xFFFFFFFF,
|
|
0xFFFFFFFF
|
|
};
|
|
|
|
const video::SColor* const useColor = colors ? colors : temp;
|
|
|
|
S3DVertex vtx[4]; // clock wise
|
|
vtx[0] = S3DVertex((f32)clippedRect.UpperLeftCorner.X, (f32)clippedRect.UpperLeftCorner.Y, 0.0f,
|
|
0.0f, 0.0f, 0.0f, useColor[0],
|
|
tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
|
|
vtx[1] = S3DVertex((f32)clippedRect.LowerRightCorner.X, (f32)clippedRect.UpperLeftCorner.Y, 0.0f,
|
|
0.0f, 0.0f, 0.0f, useColor[3],
|
|
tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
|
|
vtx[2] = S3DVertex((f32)clippedRect.LowerRightCorner.X, (f32)clippedRect.LowerRightCorner.Y, 0.0f,
|
|
0.0f, 0.0f, 0.0f, useColor[2],
|
|
tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
|
|
vtx[3] = S3DVertex((f32)clippedRect.UpperLeftCorner.X, (f32)clippedRect.LowerRightCorner.Y, 0.0f,
|
|
0.0f, 0.0f, 0.0f, useColor[1],
|
|
tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
|
|
|
|
const s16 indices[6] = {0,1,2,0,2,3};
|
|
|
|
setRenderStates2DMode(useColor[0].getAlpha()<255 || useColor[1].getAlpha()<255 ||
|
|
useColor[2].getAlpha()<255 || useColor[3].getAlpha()<255,
|
|
true, useAlphaChannelOfTexture);
|
|
|
|
setActiveTexture(0, texture);
|
|
|
|
setVertexShader(EVT_STANDARD);
|
|
|
|
pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, 4, 2, &indices[0],
|
|
D3DFMT_INDEX16, &vtx[0], sizeof(S3DVertex));
|
|
}
|
|
|
|
|
|
//!Draws an 2d rectangle with a gradient.
|
|
void CD3D8Driver::draw2DRectangle(const core::rect<s32>& position,
|
|
SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown,
|
|
SColor colorRightDown, const core::rect<s32>* clip)
|
|
{
|
|
core::rect<s32> pos(position);
|
|
|
|
if (clip)
|
|
pos.clipAgainst(*clip);
|
|
|
|
if (!pos.isValid())
|
|
return;
|
|
|
|
S3DVertex vtx[4];
|
|
vtx[0] = S3DVertex((f32)pos.UpperLeftCorner.X, (f32)pos.UpperLeftCorner.Y, 0.0f,
|
|
0.0f, 0.0f, 0.0f, colorLeftUp, 0.0f, 0.0f);
|
|
vtx[1] = S3DVertex((f32)pos.LowerRightCorner.X, (f32)pos.UpperLeftCorner.Y, 0.0f,
|
|
0.0f, 0.0f, 0.0f, colorRightUp, 0.0f, 1.0f);
|
|
vtx[2] = S3DVertex((f32)pos.LowerRightCorner.X, (f32)pos.LowerRightCorner.Y, 0.0f,
|
|
0.0f, 0.0f, 0.0f, colorRightDown, 1.0f, 0.0f);
|
|
vtx[3] = S3DVertex((f32)pos.UpperLeftCorner.X, (f32)pos.LowerRightCorner.Y, 0.0f,
|
|
0.0f, 0.0f, 0.0f, colorLeftDown, 1.0f, 1.0f);
|
|
|
|
const s16 indices[6] = {0,1,2,0,2,3};
|
|
|
|
setRenderStates2DMode(
|
|
colorLeftUp.getAlpha() < 255 ||
|
|
colorRightUp.getAlpha() < 255 ||
|
|
colorLeftDown.getAlpha() < 255 ||
|
|
colorRightDown.getAlpha() < 255, false, false);
|
|
|
|
setActiveTexture(0,0);
|
|
|
|
setVertexShader(EVT_STANDARD);
|
|
|
|
pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, 4, 2, &indices[0],
|
|
D3DFMT_INDEX16, &vtx[0], sizeof(S3DVertex));
|
|
}
|
|
|
|
|
|
//! Draws a 2d line.
|
|
void CD3D8Driver::draw2DLine(const core::position2d<s32>& start,
|
|
const core::position2d<s32>& end,
|
|
SColor color)
|
|
{
|
|
if (start==end)
|
|
drawPixel(start.X, start.Y, color);
|
|
else
|
|
{
|
|
// thanks to Vash TheStampede who sent in his implementation
|
|
S3DVertex vtx[2];
|
|
vtx[0] = S3DVertex((f32)start.X+0.375f, (f32)start.Y+0.375f, 0.0f,
|
|
0.0f, 0.0f, 0.0f, // normal
|
|
color, 0.0f, 0.0f); // texture
|
|
|
|
vtx[1] = S3DVertex((f32)end.X+0.375f, (f32)end.Y+0.375f, 0.0f,
|
|
0.0f, 0.0f, 0.0f,
|
|
color, 0.0f, 0.0f);
|
|
|
|
setRenderStates2DMode(color.getAlpha() < 255, false, false);
|
|
setActiveTexture(0,0);
|
|
|
|
setVertexShader(EVT_STANDARD);
|
|
|
|
pID3DDevice->DrawPrimitiveUP(D3DPT_LINELIST, 1, &vtx[0], sizeof(S3DVertex));
|
|
}
|
|
}
|
|
|
|
|
|
//! Draws a pixel
|
|
void CD3D8Driver::drawPixel(u32 x, u32 y, const SColor & color)
|
|
{
|
|
const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
|
|
if (x > (u32)renderTargetSize.Width || y > (u32)renderTargetSize.Height)
|
|
return;
|
|
|
|
setRenderStates2DMode(color.getAlpha() < 255, false, false);
|
|
setActiveTexture(0,0);
|
|
|
|
setVertexShader(EVT_STANDARD);
|
|
|
|
S3DVertex vertex((f32)x+0.375f, (f32)y+0.375f, 0.f, 0.f, 0.f, 0.f, color, 0.f, 0.f);
|
|
|
|
pID3DDevice->DrawPrimitiveUP(D3DPT_POINTLIST, 1, &vertex, sizeof(vertex));
|
|
}
|
|
|
|
|
|
//! sets right vertex shader
|
|
void CD3D8Driver::setVertexShader(E_VERTEX_TYPE newType)
|
|
{
|
|
// Because we don't know if a vertex shader was set in a material instead of a
|
|
// fvf, this call cannot be prevented in D3D8.
|
|
//if (newType != LastVertexType)
|
|
{
|
|
LastVertexType = newType;
|
|
HRESULT hr = 0;
|
|
|
|
switch(newType)
|
|
{
|
|
case EVT_STANDARD:
|
|
hr = pID3DDevice->SetVertexShader(D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_TEX1);
|
|
break;
|
|
case EVT_2TCOORDS:
|
|
hr = pID3DDevice->SetVertexShader(D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_TEX2);
|
|
break;
|
|
case EVT_TANGENTS:
|
|
hr = pID3DDevice->SetVertexShader(D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_TEX3 |
|
|
D3DFVF_TEXCOORDSIZE2(0) | // real texture coord
|
|
D3DFVF_TEXCOORDSIZE3(1) | // misuse texture coord 2 for tangent
|
|
D3DFVF_TEXCOORDSIZE3(2) // misuse texture coord 3 for binormal
|
|
);
|
|
break;
|
|
}
|
|
|
|
if (FAILED(hr))
|
|
{
|
|
os::Printer::log("Could not set vertex Shader.", ELL_ERROR);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//! sets the needed renderstates
|
|
bool CD3D8Driver::setRenderStates3DMode()
|
|
{
|
|
if (!pID3DDevice)
|
|
return false;
|
|
|
|
if (CurrentRenderMode != ERM_3D)
|
|
{
|
|
// switch back the matrices
|
|
pID3DDevice->SetTransform(D3DTS_VIEW, (D3DMATRIX*)((void*)&Matrices[ETS_VIEW]));
|
|
pID3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)((void*)&Matrices[ETS_WORLD]));
|
|
pID3DDevice->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)((void*)&Matrices[ETS_PROJECTION]));
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
|
|
|
|
ResetRenderStates = true;
|
|
}
|
|
|
|
if (ResetRenderStates || LastMaterial != Material)
|
|
{
|
|
// unset old material
|
|
|
|
if (CurrentRenderMode == ERM_3D &&
|
|
LastMaterial.MaterialType != Material.MaterialType &&
|
|
LastMaterial.MaterialType >= 0 && LastMaterial.MaterialType < (s32)MaterialRenderers.size())
|
|
MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();
|
|
|
|
// set new material.
|
|
|
|
if (Material.MaterialType >= 0 && Material.MaterialType < (s32)MaterialRenderers.size())
|
|
MaterialRenderers[Material.MaterialType].Renderer->OnSetMaterial(
|
|
Material, LastMaterial, ResetRenderStates, this);
|
|
}
|
|
|
|
bool shaderOK = true;
|
|
|
|
if (Material.MaterialType >= 0 && Material.MaterialType < (s32)MaterialRenderers.size())
|
|
shaderOK = MaterialRenderers[Material.MaterialType].Renderer->OnRender(this, LastVertexType);
|
|
|
|
LastMaterial = Material;
|
|
|
|
ResetRenderStates = false;
|
|
|
|
CurrentRenderMode = ERM_3D;
|
|
|
|
return shaderOK;
|
|
}
|
|
|
|
|
|
//! Map Irrlicht texture wrap mode to native values
|
|
D3DTEXTUREADDRESS CD3D8Driver::getTextureWrapMode(const u8 clamp)
|
|
{
|
|
switch (clamp)
|
|
{
|
|
case ETC_REPEAT:
|
|
if (Caps.TextureAddressCaps & D3DPTADDRESSCAPS_WRAP)
|
|
return D3DTADDRESS_WRAP;
|
|
case ETC_CLAMP:
|
|
case ETC_CLAMP_TO_EDGE:
|
|
if (Caps.TextureAddressCaps & D3DPTADDRESSCAPS_CLAMP)
|
|
return D3DTADDRESS_CLAMP;
|
|
case ETC_MIRROR:
|
|
if (Caps.TextureAddressCaps & D3DPTADDRESSCAPS_MIRROR)
|
|
return D3DTADDRESS_MIRROR;
|
|
case ETC_CLAMP_TO_BORDER:
|
|
if (Caps.TextureAddressCaps & D3DPTADDRESSCAPS_BORDER)
|
|
return D3DTADDRESS_BORDER;
|
|
else
|
|
return D3DTADDRESS_CLAMP;
|
|
case ETC_MIRROR_CLAMP:
|
|
case ETC_MIRROR_CLAMP_TO_EDGE:
|
|
case ETC_MIRROR_CLAMP_TO_BORDER:
|
|
if (Caps.TextureAddressCaps & D3DPTADDRESSCAPS_MIRRORONCE)
|
|
return D3DTADDRESS_MIRRORONCE;
|
|
else
|
|
return D3DTADDRESS_CLAMP;
|
|
default:
|
|
return D3DTADDRESS_WRAP;
|
|
}
|
|
}
|
|
|
|
|
|
//! Can be called by an IMaterialRenderer to make its work easier.
|
|
void CD3D8Driver::setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial,
|
|
bool resetAllRenderstates)
|
|
{
|
|
if (resetAllRenderstates ||
|
|
lastmaterial.AmbientColor != material.AmbientColor ||
|
|
lastmaterial.DiffuseColor != material.DiffuseColor ||
|
|
lastmaterial.SpecularColor != material.SpecularColor ||
|
|
lastmaterial.EmissiveColor != material.EmissiveColor ||
|
|
lastmaterial.Shininess != material.Shininess)
|
|
{
|
|
D3DMATERIAL8 mat;
|
|
mat.Diffuse = colorToD3D(material.DiffuseColor);
|
|
mat.Ambient = colorToD3D(material.AmbientColor);
|
|
mat.Specular = colorToD3D(material.SpecularColor);
|
|
mat.Emissive = colorToD3D(material.EmissiveColor);
|
|
mat.Power = material.Shininess;
|
|
pID3DDevice->SetMaterial(&mat);
|
|
}
|
|
|
|
if (lastmaterial.ColorMaterial != material.ColorMaterial)
|
|
{
|
|
pID3DDevice->SetRenderState(D3DRS_COLORVERTEX, (material.ColorMaterial != ECM_NONE));
|
|
pID3DDevice->SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE,
|
|
((material.ColorMaterial == ECM_DIFFUSE)||
|
|
(material.ColorMaterial == ECM_DIFFUSE_AND_AMBIENT))?D3DMCS_COLOR1:D3DMCS_MATERIAL);
|
|
pID3DDevice->SetRenderState(D3DRS_AMBIENTMATERIALSOURCE,
|
|
((material.ColorMaterial == ECM_AMBIENT)||
|
|
(material.ColorMaterial == ECM_DIFFUSE_AND_AMBIENT))?D3DMCS_COLOR1:D3DMCS_MATERIAL);
|
|
pID3DDevice->SetRenderState(D3DRS_EMISSIVEMATERIALSOURCE,
|
|
(material.ColorMaterial == ECM_EMISSIVE)?D3DMCS_COLOR1:D3DMCS_MATERIAL);
|
|
pID3DDevice->SetRenderState(D3DRS_SPECULARMATERIALSOURCE,
|
|
(material.ColorMaterial == ECM_SPECULAR)?D3DMCS_COLOR1:D3DMCS_MATERIAL);
|
|
}
|
|
|
|
// fillmode
|
|
if (resetAllRenderstates || lastmaterial.Wireframe != material.Wireframe || lastmaterial.PointCloud != material.PointCloud)
|
|
{
|
|
if (material.Wireframe)
|
|
pID3DDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
|
|
else
|
|
if (material.PointCloud)
|
|
pID3DDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_POINT);
|
|
else
|
|
pID3DDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
|
|
}
|
|
|
|
// shademode
|
|
if (resetAllRenderstates || lastmaterial.GouraudShading != material.GouraudShading)
|
|
{
|
|
if (material.GouraudShading)
|
|
pID3DDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
|
|
else
|
|
pID3DDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT);
|
|
}
|
|
|
|
// lighting
|
|
if (resetAllRenderstates || lastmaterial.Lighting != material.Lighting)
|
|
{
|
|
if (material.Lighting)
|
|
pID3DDevice->SetRenderState(D3DRS_LIGHTING, TRUE);
|
|
else
|
|
pID3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
|
|
}
|
|
|
|
// zbuffer
|
|
if (resetAllRenderstates || lastmaterial.ZBuffer != material.ZBuffer)
|
|
{
|
|
switch (material.ZBuffer)
|
|
{
|
|
case ECFN_NEVER:
|
|
pID3DDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
|
|
break;
|
|
case ECFN_LESSEQUAL:
|
|
pID3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
|
|
pID3DDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
|
|
break;
|
|
case ECFN_EQUAL:
|
|
pID3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
|
|
pID3DDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_EQUAL);
|
|
break;
|
|
case ECFN_LESS:
|
|
pID3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
|
|
pID3DDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESS);
|
|
break;
|
|
case ECFN_NOTEQUAL:
|
|
pID3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
|
|
pID3DDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_NOTEQUAL);
|
|
break;
|
|
case ECFN_GREATEREQUAL:
|
|
pID3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
|
|
pID3DDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_GREATEREQUAL);
|
|
break;
|
|
case ECFN_GREATER:
|
|
pID3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
|
|
pID3DDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_GREATER);
|
|
break;
|
|
case ECFN_ALWAYS:
|
|
pID3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
|
|
pID3DDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// zwrite
|
|
// if (resetAllRenderstates || lastmaterial.ZWriteEnable != material.ZWriteEnable)
|
|
{
|
|
if (material.ZWriteEnable && (AllowZWriteOnTransparent || !material.isTransparent()))
|
|
pID3DDevice->SetRenderState( D3DRS_ZWRITEENABLE, TRUE);
|
|
else
|
|
pID3DDevice->SetRenderState( D3DRS_ZWRITEENABLE, FALSE);
|
|
}
|
|
|
|
// back face culling
|
|
if (resetAllRenderstates || (lastmaterial.FrontfaceCulling != material.FrontfaceCulling) || (lastmaterial.BackfaceCulling != material.BackfaceCulling))
|
|
{
|
|
// if (material.FrontfaceCulling && material.BackfaceCulling)
|
|
// pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW|D3DCULL_CCW);
|
|
// else
|
|
if (material.FrontfaceCulling)
|
|
pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
|
|
else
|
|
if (material.BackfaceCulling)
|
|
pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
|
|
else
|
|
pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
|
|
}
|
|
|
|
// fog
|
|
if (resetAllRenderstates || lastmaterial.FogEnable != material.FogEnable)
|
|
{
|
|
pID3DDevice->SetRenderState(D3DRS_FOGENABLE, material.FogEnable);
|
|
}
|
|
|
|
// specular highlights
|
|
if (resetAllRenderstates || !core::equals(lastmaterial.Shininess, material.Shininess))
|
|
{
|
|
bool enable = (material.Shininess!=0);
|
|
pID3DDevice->SetRenderState(D3DRS_SPECULARENABLE, enable);
|
|
pID3DDevice->SetRenderState(D3DRS_NORMALIZENORMALS, enable);
|
|
pID3DDevice->SetRenderState(D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL);
|
|
}
|
|
|
|
// normalization
|
|
if (resetAllRenderstates || lastmaterial.NormalizeNormals != material.NormalizeNormals)
|
|
{
|
|
pID3DDevice->SetRenderState(D3DRS_NORMALIZENORMALS, material.NormalizeNormals);
|
|
}
|
|
|
|
// Color Mask
|
|
if (queryFeature(EVDF_COLOR_MASK) &&
|
|
(resetAllRenderstates || lastmaterial.ColorMask != material.ColorMask))
|
|
{
|
|
const DWORD flag =
|
|
((material.ColorMask & ECP_RED)?D3DCOLORWRITEENABLE_RED:0) |
|
|
((material.ColorMask & ECP_GREEN)?D3DCOLORWRITEENABLE_GREEN:0) |
|
|
((material.ColorMask & ECP_BLUE)?D3DCOLORWRITEENABLE_BLUE:0) |
|
|
((material.ColorMask & ECP_ALPHA)?D3DCOLORWRITEENABLE_ALPHA:0);
|
|
pID3DDevice->SetRenderState(D3DRS_COLORWRITEENABLE, flag);
|
|
}
|
|
|
|
if (queryFeature(EVDF_BLEND_OPERATIONS) &&
|
|
(resetAllRenderstates|| lastmaterial.BlendOperation != material.BlendOperation))
|
|
{
|
|
if (material.BlendOperation==EBO_NONE)
|
|
pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
|
|
else
|
|
{
|
|
pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
|
|
switch (material.BlendOperation)
|
|
{
|
|
case EBO_MAX:
|
|
case EBO_MAX_FACTOR:
|
|
case EBO_MAX_ALPHA:
|
|
pID3DDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_MAX);
|
|
break;
|
|
case EBO_MIN:
|
|
case EBO_MIN_FACTOR:
|
|
case EBO_MIN_ALPHA:
|
|
pID3DDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_MIN);
|
|
break;
|
|
case EBO_SUBTRACT:
|
|
pID3DDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
|
|
break;
|
|
case EBO_REVSUBTRACT:
|
|
pID3DDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_REVSUBTRACT);
|
|
break;
|
|
default:
|
|
pID3DDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Polygon offset
|
|
if (queryFeature(EVDF_POLYGON_OFFSET) && (resetAllRenderstates ||
|
|
lastmaterial.PolygonOffsetDirection != material.PolygonOffsetDirection ||
|
|
lastmaterial.PolygonOffsetFactor != material.PolygonOffsetFactor))
|
|
{
|
|
pID3DDevice->SetRenderState(D3DRS_ZBIAS, material.PolygonOffsetFactor);
|
|
}
|
|
|
|
// thickness
|
|
if (resetAllRenderstates || lastmaterial.Thickness != material.Thickness)
|
|
{
|
|
pID3DDevice->SetRenderState(D3DRS_POINTSIZE, *((DWORD*)&material.Thickness));
|
|
}
|
|
|
|
// texture address mode
|
|
for (u32 st=0; st<MaxTextureUnits; ++st)
|
|
{
|
|
if (resetAllRenderstates || lastmaterial.TextureLayer[st].LODBias != material.TextureLayer[st].LODBias)
|
|
{
|
|
const float tmp = material.TextureLayer[st].LODBias * 0.125f;
|
|
pID3DDevice->SetTextureStageState(st, D3DTSS_MIPMAPLODBIAS, *(DWORD*)(&tmp));
|
|
}
|
|
|
|
if (resetAllRenderstates || lastmaterial.TextureLayer[st].TextureWrapU != material.TextureLayer[st].TextureWrapU)
|
|
pID3DDevice->SetTextureStageState(st, D3DTSS_ADDRESSU, getTextureWrapMode(material.TextureLayer[st].TextureWrapU));
|
|
// If separate UV not supported reuse U for V
|
|
if (!(Caps.TextureAddressCaps & D3DPTADDRESSCAPS_INDEPENDENTUV))
|
|
pID3DDevice->SetTextureStageState(st, D3DTSS_ADDRESSV, getTextureWrapMode(material.TextureLayer[st].TextureWrapU));
|
|
else if (resetAllRenderstates || lastmaterial.TextureLayer[st].TextureWrapV != material.TextureLayer[st].TextureWrapV)
|
|
pID3DDevice->SetTextureStageState(st, D3DTSS_ADDRESSV, getTextureWrapMode(material.TextureLayer[st].TextureWrapV));
|
|
|
|
// Bilinear and/or trilinear
|
|
if (resetAllRenderstates ||
|
|
lastmaterial.TextureLayer[st].BilinearFilter != material.TextureLayer[st].BilinearFilter ||
|
|
lastmaterial.TextureLayer[st].TrilinearFilter != material.TextureLayer[st].TrilinearFilter ||
|
|
lastmaterial.TextureLayer[st].AnisotropicFilter != material.TextureLayer[st].AnisotropicFilter ||
|
|
lastmaterial.UseMipMaps != material.UseMipMaps)
|
|
{
|
|
if (material.TextureLayer[st].BilinearFilter || material.TextureLayer[st].TrilinearFilter || material.TextureLayer[st].AnisotropicFilter>1)
|
|
{
|
|
const D3DTEXTUREFILTERTYPE tftMag = ((Caps.TextureFilterCaps & D3DPTFILTERCAPS_MAGFANISOTROPIC) &&
|
|
material.TextureLayer[st].AnisotropicFilter) ? D3DTEXF_ANISOTROPIC : D3DTEXF_LINEAR;
|
|
const D3DTEXTUREFILTERTYPE tftMin = ((Caps.TextureFilterCaps & D3DPTFILTERCAPS_MINFANISOTROPIC) &&
|
|
material.TextureLayer[st].AnisotropicFilter) ? D3DTEXF_ANISOTROPIC : D3DTEXF_LINEAR;
|
|
const D3DTEXTUREFILTERTYPE tftMip = material.UseMipMaps? (material.TextureLayer[st].TrilinearFilter ? D3DTEXF_LINEAR : D3DTEXF_POINT) : D3DTEXF_NONE;
|
|
|
|
if (tftMag==D3DTEXF_ANISOTROPIC || tftMin == D3DTEXF_ANISOTROPIC)
|
|
pID3DDevice->SetTextureStageState(st, D3DTSS_MAXANISOTROPY, core::min_((DWORD)material.TextureLayer[st].AnisotropicFilter, Caps.MaxAnisotropy));
|
|
pID3DDevice->SetTextureStageState(st, D3DTSS_MAGFILTER, tftMag);
|
|
pID3DDevice->SetTextureStageState(st, D3DTSS_MINFILTER, tftMin);
|
|
pID3DDevice->SetTextureStageState(st, D3DTSS_MIPFILTER, tftMip);
|
|
}
|
|
else
|
|
{
|
|
pID3DDevice->SetTextureStageState(st, D3DTSS_MINFILTER, D3DTEXF_POINT);
|
|
pID3DDevice->SetTextureStageState(st, D3DTSS_MIPFILTER, D3DTEXF_NONE);
|
|
pID3DDevice->SetTextureStageState(st, D3DTSS_MAGFILTER, D3DTEXF_POINT);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//! sets the needed renderstates
|
|
void CD3D8Driver::setRenderStatesStencilShadowMode(bool zfail, u32 debugDataVisible)
|
|
{
|
|
if ((CurrentRenderMode != ERM_SHADOW_VOLUME_ZFAIL &&
|
|
CurrentRenderMode != ERM_SHADOW_VOLUME_ZPASS) ||
|
|
Transformation3DChanged)
|
|
{
|
|
// unset last 3d material
|
|
if (CurrentRenderMode == ERM_3D &&
|
|
static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())
|
|
{
|
|
MaterialRenderers[Material.MaterialType].Renderer->OnUnsetMaterial();
|
|
ResetRenderStates = true;
|
|
}
|
|
// switch back the matrices
|
|
pID3DDevice->SetTransform(D3DTS_VIEW, (D3DMATRIX*)((void*)&Matrices[ETS_VIEW]));
|
|
pID3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)((void*)&Matrices[ETS_WORLD]));
|
|
pID3DDevice->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)((void*)&Matrices[ETS_PROJECTION]));
|
|
|
|
Transformation3DChanged = false;
|
|
|
|
setActiveTexture(0,0);
|
|
setActiveTexture(1,0);
|
|
setActiveTexture(2,0);
|
|
setActiveTexture(3,0);
|
|
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_DISABLE);
|
|
|
|
pID3DDevice->SetVertexShader(D3DFVF_XYZ);
|
|
LastVertexType = (video::E_VERTEX_TYPE)(-1);
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
|
|
pID3DDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
|
|
pID3DDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT);
|
|
//pID3DDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
|
|
//pID3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
|
|
pID3DDevice->SetRenderState(D3DRS_STENCILREF, 0x0);
|
|
pID3DDevice->SetRenderState(D3DRS_STENCILMASK, 0xffffffff);
|
|
pID3DDevice->SetRenderState(D3DRS_STENCILWRITEMASK, 0xffffffff);
|
|
if (!(debugDataVisible & (scene::EDS_SKELETON|scene::EDS_MESH_WIRE_OVERLAY)))
|
|
pID3DDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
|
|
if ((debugDataVisible & scene::EDS_MESH_WIRE_OVERLAY))
|
|
pID3DDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
|
|
}
|
|
|
|
if (CurrentRenderMode != ERM_SHADOW_VOLUME_ZPASS && !zfail)
|
|
{
|
|
// USE THE ZPASS METHOD
|
|
pID3DDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
|
|
pID3DDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
|
|
pID3DDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_INCR);
|
|
}
|
|
else
|
|
if (CurrentRenderMode != ERM_SHADOW_VOLUME_ZFAIL && zfail)
|
|
{
|
|
// USE THE ZFAIL METHOD
|
|
pID3DDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
|
|
pID3DDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_INCR);
|
|
pID3DDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
|
|
}
|
|
|
|
CurrentRenderMode = zfail ? ERM_SHADOW_VOLUME_ZFAIL : ERM_SHADOW_VOLUME_ZPASS;
|
|
}
|
|
|
|
|
|
//! sets the needed renderstates
|
|
void CD3D8Driver::setRenderStatesStencilFillMode(bool alpha)
|
|
{
|
|
if (CurrentRenderMode != ERM_STENCIL_FILL || Transformation3DChanged)
|
|
{
|
|
pID3DDevice->SetTransform(D3DTS_VIEW, &UnitMatrixD3D8);
|
|
pID3DDevice->SetTransform(D3DTS_WORLD, &UnitMatrixD3D8);
|
|
pID3DDevice->SetTransform(D3DTS_PROJECTION, &UnitMatrixD3D8);
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
|
|
pID3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
|
|
pID3DDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
|
|
|
|
pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
|
|
pID3DDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
|
|
pID3DDevice->SetTextureStageState(2, D3DTSS_COLOROP, D3DTOP_DISABLE);
|
|
pID3DDevice->SetTextureStageState(2, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
|
|
pID3DDevice->SetTextureStageState(3, D3DTSS_COLOROP, D3DTOP_DISABLE);
|
|
pID3DDevice->SetTextureStageState(3, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_STENCILREF, 0x1 );
|
|
pID3DDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_LESSEQUAL);
|
|
//pID3DDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_GREATEREQUAL);
|
|
pID3DDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_KEEP );
|
|
pID3DDevice->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP );
|
|
pID3DDevice->SetRenderState( D3DRS_STENCILMASK, 0xffffffff );
|
|
pID3DDevice->SetRenderState( D3DRS_STENCILWRITEMASK, 0xffffffff );
|
|
|
|
pID3DDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW);
|
|
|
|
Transformation3DChanged = false;
|
|
|
|
if (alpha)
|
|
{
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE );
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE );
|
|
pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
|
|
pID3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
|
|
pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
|
|
}
|
|
else
|
|
{
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE );
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
|
|
pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
|
|
}
|
|
}
|
|
|
|
CurrentRenderMode = ERM_STENCIL_FILL;
|
|
}
|
|
|
|
|
|
//! sets the needed renderstates
|
|
void CD3D8Driver::setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel)
|
|
{
|
|
if (!pID3DDevice)
|
|
return;
|
|
|
|
if (CurrentRenderMode != ERM_2D || Transformation3DChanged)
|
|
{
|
|
// unset last 3d material
|
|
if (CurrentRenderMode == ERM_3D)
|
|
{
|
|
if (static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size())
|
|
MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();
|
|
}
|
|
if (!OverrideMaterial2DEnabled)
|
|
{
|
|
setBasicRenderStates(InitMaterial2D, LastMaterial, true);
|
|
LastMaterial=InitMaterial2D;
|
|
|
|
// fix everything that is wrongly set by SMaterial default
|
|
pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
|
|
pID3DDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
|
|
pID3DDevice->SetTextureStageState(2, D3DTSS_COLOROP, D3DTOP_DISABLE);
|
|
pID3DDevice->SetTextureStageState(2, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
|
|
pID3DDevice->SetTextureStageState(3, D3DTSS_COLOROP, D3DTOP_DISABLE);
|
|
pID3DDevice->SetTextureStageState(3, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
|
|
|
|
pID3DDevice->SetRenderState( D3DRS_STENCILENABLE, FALSE );
|
|
|
|
}
|
|
pID3DDevice->SetTransform(D3DTS_WORLD, &UnitMatrixD3D8);
|
|
core::matrix4 m;
|
|
m.setTranslation(core::vector3df(-0.5f,-0.5f,0));
|
|
pID3DDevice->SetTransform(D3DTS_VIEW, (D3DMATRIX*)((void*)m.pointer()));
|
|
|
|
const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
|
|
m.buildProjectionMatrixOrthoLH(f32(renderTargetSize.Width), f32(-(s32)(renderTargetSize.Height)), -1.0, 1.0);
|
|
m.setTranslation(core::vector3df(-1,1,0));
|
|
pID3DDevice->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)((void*)m.pointer()));
|
|
|
|
Transformation3DChanged = false;
|
|
}
|
|
if (OverrideMaterial2DEnabled)
|
|
{
|
|
OverrideMaterial2D.Lighting=false;
|
|
setBasicRenderStates(OverrideMaterial2D, LastMaterial, false);
|
|
LastMaterial = OverrideMaterial2D;
|
|
}
|
|
|
|
// no alphaChannel without texture
|
|
alphaChannel &= texture;
|
|
|
|
if (alpha || alphaChannel)
|
|
{
|
|
pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
|
|
pID3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
|
|
pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
|
|
}
|
|
else
|
|
pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
|
|
if (texture)
|
|
{
|
|
setTransform(ETS_TEXTURE_0, core::IdentityMatrix);
|
|
// Due to the transformation change, the previous line would call a reset each frame
|
|
// but we can safely reset the variable as it was false before
|
|
Transformation3DChanged=false;
|
|
}
|
|
if (alphaChannel)
|
|
{
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
|
|
|
if (alpha)
|
|
{
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
|
|
}
|
|
else
|
|
{
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
|
|
if (alpha)
|
|
{
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG2);
|
|
}
|
|
else
|
|
{
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
|
|
}
|
|
}
|
|
|
|
CurrentRenderMode = ERM_2D;
|
|
}
|
|
|
|
|
|
//! deletes all dynamic lights there are
|
|
void CD3D8Driver::deleteAllDynamicLights()
|
|
{
|
|
for (s32 i=0; i<LastSetLight+1; ++i)
|
|
pID3DDevice->LightEnable(i, false);
|
|
|
|
LastSetLight = -1;
|
|
|
|
CNullDriver::deleteAllDynamicLights();
|
|
}
|
|
|
|
|
|
//! adds a dynamic light
|
|
s32 CD3D8Driver::addDynamicLight(const SLight& dl)
|
|
{
|
|
CNullDriver::addDynamicLight(dl);
|
|
|
|
D3DLIGHT8 light;
|
|
|
|
switch (dl.Type)
|
|
{
|
|
case ELT_POINT:
|
|
light.Type = D3DLIGHT_POINT;
|
|
break;
|
|
case ELT_SPOT:
|
|
light.Type = D3DLIGHT_SPOT;
|
|
break;
|
|
case ELT_DIRECTIONAL:
|
|
light.Type = D3DLIGHT_DIRECTIONAL;
|
|
break;
|
|
}
|
|
|
|
light.Position = *(D3DVECTOR*)((void*)(&dl.Position));
|
|
light.Direction = *(D3DVECTOR*)((void*)(&dl.Direction));
|
|
|
|
light.Range = core::min_(dl.Radius, MaxLightDistance);
|
|
light.Falloff = dl.Falloff;
|
|
|
|
light.Diffuse = *(D3DCOLORVALUE*)((void*)(&dl.DiffuseColor));
|
|
light.Specular = *(D3DCOLORVALUE*)((void*)(&dl.SpecularColor));
|
|
light.Ambient = *(D3DCOLORVALUE*)((void*)(&dl.AmbientColor));
|
|
|
|
light.Attenuation0 = dl.Attenuation.X;
|
|
light.Attenuation1 = dl.Attenuation.Y;
|
|
light.Attenuation2 = dl.Attenuation.Z;
|
|
|
|
light.Theta = dl.InnerCone * 2.0f * core::DEGTORAD;
|
|
light.Phi = dl.OuterCone * 2.0f * core::DEGTORAD;
|
|
|
|
++LastSetLight;
|
|
|
|
if(D3D_OK == pID3DDevice->SetLight(LastSetLight, &light))
|
|
{
|
|
// I don't care if this succeeds
|
|
(void)pID3DDevice->LightEnable(LastSetLight, true);
|
|
return LastSetLight;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
|
|
void CD3D8Driver::turnLightOn(s32 lightIndex, bool turnOn)
|
|
{
|
|
if(lightIndex < 0 || lightIndex > LastSetLight)
|
|
return;
|
|
|
|
(void)pID3DDevice->LightEnable(lightIndex, turnOn);
|
|
}
|
|
|
|
|
|
//! returns the maximal amount of dynamic lights the device can handle
|
|
u32 CD3D8Driver::getMaximalDynamicLightAmount() const
|
|
{
|
|
return Caps.MaxActiveLights;
|
|
}
|
|
|
|
|
|
//! 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.
|
|
void CD3D8Driver::setAmbientLight(const SColorf& color)
|
|
{
|
|
if (!pID3DDevice)
|
|
return;
|
|
|
|
AmbientLight = color;
|
|
D3DCOLOR col = color.toSColor().color;
|
|
pID3DDevice->SetRenderState(D3DRS_AMBIENT, col);
|
|
}
|
|
|
|
|
|
//! \return Returns the name of the video driver. Example: In case of the DIRECT3D8
|
|
//! driver, it would return "Direct3D8.1".
|
|
const wchar_t* CD3D8Driver::getName() const
|
|
{
|
|
return L"Direct3D 8.1";
|
|
}
|
|
|
|
|
|
//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
|
|
//! this: First, draw all geometry. Then use this method, to draw the shadow
|
|
//! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow.
|
|
void CD3D8Driver::drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible)
|
|
{
|
|
const u32 count = triangles.size();
|
|
if (!Params.Stencilbuffer || !count)
|
|
return;
|
|
|
|
setRenderStatesStencilShadowMode(zfail, debugDataVisible);
|
|
|
|
if (!zfail)
|
|
{
|
|
// ZPASS Method
|
|
|
|
// Draw front-side of shadow volume in stencil only
|
|
pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW );
|
|
pID3DDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_INCRSAT);
|
|
pID3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, count / 3, triangles.const_pointer(), sizeof(core::vector3df));
|
|
|
|
// Now reverse cull order so front sides of shadow volume are written.
|
|
pID3DDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CW );
|
|
pID3DDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_DECRSAT);
|
|
pID3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, count / 3, triangles.const_pointer(), sizeof(core::vector3df));
|
|
}
|
|
else
|
|
{
|
|
// ZFAIL Method
|
|
|
|
// Draw front-side of shadow volume in stencil only
|
|
pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW );
|
|
pID3DDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_INCRSAT );
|
|
pID3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, count / 3, triangles.const_pointer(), sizeof(core::vector3df));
|
|
|
|
// Now reverse cull order so front sides of shadow volume are written.
|
|
pID3DDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
|
|
pID3DDevice->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_DECRSAT );
|
|
pID3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, count / 3, triangles.const_pointer(), sizeof(core::vector3df));
|
|
}
|
|
}
|
|
|
|
|
|
//! Fills the stencil shadow with color. After the shadow volume has been drawn
|
|
//! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this
|
|
//! to draw the color of the shadow.
|
|
void CD3D8Driver::drawStencilShadow(bool clearStencilBuffer, video::SColor leftUpEdge,
|
|
video::SColor rightUpEdge, video::SColor leftDownEdge, video::SColor rightDownEdge)
|
|
{
|
|
if (!Params.Stencilbuffer)
|
|
return;
|
|
|
|
S3DVertex vtx[4];
|
|
vtx[0] = S3DVertex(1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, leftUpEdge, 0.0f, 0.0f);
|
|
vtx[1] = S3DVertex(1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, rightUpEdge, 0.0f, 1.0f);
|
|
vtx[2] = S3DVertex(-1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, leftDownEdge, 1.0f, 0.0f);
|
|
vtx[3] = S3DVertex(-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, rightDownEdge, 1.0f, 1.0f);
|
|
|
|
const s16 indices[6] = {0,1,2,1,3,2};
|
|
|
|
setRenderStatesStencilFillMode(
|
|
leftUpEdge.getAlpha() < 255 ||
|
|
rightUpEdge.getAlpha() < 255 ||
|
|
leftDownEdge.getAlpha() < 255 ||
|
|
rightDownEdge.getAlpha() < 255);
|
|
|
|
setActiveTexture(0,0);
|
|
|
|
setVertexShader(EVT_STANDARD);
|
|
|
|
pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, 4, 2, &indices[0],
|
|
D3DFMT_INDEX16, &vtx[0], sizeof(S3DVertex));
|
|
|
|
if (clearStencilBuffer)
|
|
pID3DDevice->Clear(0, NULL, D3DCLEAR_STENCIL,0, 1.0, 0);
|
|
}
|
|
|
|
|
|
//! Returns the maximum amount of primitives (mostly vertices) which
|
|
//! the device is able to render with one drawIndexedTriangleList
|
|
//! call.
|
|
u32 CD3D8Driver::getMaximalPrimitiveCount() const
|
|
{
|
|
return Caps.MaxPrimitiveCount;
|
|
}
|
|
|
|
|
|
//! Sets the fog mode.
|
|
void CD3D8Driver::setFog(SColor color, E_FOG_TYPE fogType, f32 start,
|
|
f32 end, f32 density, bool pixelFog, bool rangeFog)
|
|
{
|
|
CNullDriver::setFog(color, fogType, start, end, density, pixelFog, rangeFog);
|
|
|
|
if (!pID3DDevice)
|
|
return;
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_FOGCOLOR, color.color);
|
|
|
|
pID3DDevice->SetRenderState(
|
|
#if defined( _IRR_XBOX_PLATFORM_)
|
|
D3DRS_FOGTABLEMODE,
|
|
#else
|
|
pixelFog ? D3DRS_FOGTABLEMODE : D3DRS_FOGVERTEXMODE,
|
|
#endif
|
|
(fogType==EFT_FOG_LINEAR)? D3DFOG_LINEAR : (fogType==EFT_FOG_EXP)?D3DFOG_EXP:D3DFOG_EXP2);
|
|
|
|
if (fogType==EFT_FOG_LINEAR)
|
|
{
|
|
pID3DDevice->SetRenderState(D3DRS_FOGSTART, *(DWORD*)(&start));
|
|
pID3DDevice->SetRenderState(D3DRS_FOGEND, *(DWORD*)(&end));
|
|
}
|
|
else
|
|
pID3DDevice->SetRenderState(D3DRS_FOGDENSITY, *(DWORD*)(&density));
|
|
|
|
if(!pixelFog)
|
|
pID3DDevice->SetRenderState(D3DRS_RANGEFOGENABLE, rangeFog);
|
|
}
|
|
|
|
|
|
//! Draws a 3d line.
|
|
void CD3D8Driver::draw3DLine(const core::vector3df& start,
|
|
const core::vector3df& end, SColor color)
|
|
{
|
|
setVertexShader(EVT_STANDARD);
|
|
setRenderStates3DMode();
|
|
video::S3DVertex v[2];
|
|
v[0].Color = color;
|
|
v[1].Color = color;
|
|
v[0].Pos = start;
|
|
v[1].Pos = end;
|
|
|
|
pID3DDevice->DrawPrimitiveUP(D3DPT_LINELIST, 1, v, sizeof(S3DVertex));
|
|
}
|
|
|
|
|
|
void CD3D8Driver::OnResize(const core::dimension2d<u32>& size)
|
|
{
|
|
if (!pID3DDevice)
|
|
return;
|
|
|
|
CNullDriver::OnResize(size);
|
|
reset();
|
|
}
|
|
|
|
|
|
//! Returns type of video driver
|
|
E_DRIVER_TYPE CD3D8Driver::getDriverType() const
|
|
{
|
|
return EDT_DIRECT3D8;
|
|
}
|
|
|
|
|
|
//! Returns the transformation set by setTransform
|
|
const core::matrix4& CD3D8Driver::getTransform(E_TRANSFORMATION_STATE state) const
|
|
{
|
|
return Matrices[state];
|
|
}
|
|
|
|
|
|
//! Sets a vertex shader constant.
|
|
void CD3D8Driver::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
|
|
{
|
|
if (data)
|
|
pID3DDevice->SetVertexShaderConstant(startRegister, data, constantAmount);
|
|
}
|
|
|
|
|
|
//! Sets a pixel shader constant.
|
|
void CD3D8Driver::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
|
|
{
|
|
if (data)
|
|
pID3DDevice->SetPixelShaderConstant(startRegister, data, constantAmount);
|
|
}
|
|
|
|
|
|
//! Sets a constant for the vertex shader based on a name.
|
|
bool CD3D8Driver::setVertexShaderConstant(const c8* name, const f32* floats, int count)
|
|
{
|
|
os::Printer::log("Cannot set constant, no HLSL supported in D3D8");
|
|
return false;
|
|
}
|
|
|
|
|
|
//! Bool interface for the above.
|
|
bool CD3D8Driver::setVertexShaderConstant(const c8* name, const bool* bools, int count)
|
|
{
|
|
os::Printer::log("Cannot set constant, no HLSL supported in D3D8");
|
|
return false;
|
|
}
|
|
|
|
|
|
//! Int interface for the above.
|
|
bool CD3D8Driver::setVertexShaderConstant(const c8* name, const s32* ints, int count)
|
|
{
|
|
os::Printer::log("Cannot set constant, no HLSL supported in D3D8");
|
|
return false;
|
|
}
|
|
|
|
|
|
//! Sets a constant for the pixel shader based on a name.
|
|
bool CD3D8Driver::setPixelShaderConstant(const c8* name, const f32* floats, int count)
|
|
{
|
|
os::Printer::log("Cannot set constant, no HLSL supported in D3D8");
|
|
return false;
|
|
}
|
|
|
|
|
|
//! Bool interface for the above.
|
|
bool CD3D8Driver::setPixelShaderConstant(const c8* name, const bool* bools, int count)
|
|
{
|
|
os::Printer::log("Cannot set constant, no HLSL supported in D3D8");
|
|
return false;
|
|
}
|
|
|
|
|
|
//! Int interface for the above.
|
|
bool CD3D8Driver::setPixelShaderConstant(const c8* name, const s32* ints, int count)
|
|
{
|
|
os::Printer::log("Cannot set constant, no HLSL supported in D3D8");
|
|
return false;
|
|
}
|
|
|
|
|
|
//! Adds a new material renderer to the VideoDriver, using pixel and/or
|
|
//! vertex shaders to render geometry.
|
|
s32 CD3D8Driver::addShaderMaterial(const c8* vertexShaderProgram,
|
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const c8* pixelShaderProgram,
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IShaderConstantSetCallBack* callback,
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E_MATERIAL_TYPE baseMaterial, s32 userData)
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{
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s32 nr = -1;
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CD3D8ShaderMaterialRenderer* r = new CD3D8ShaderMaterialRenderer(
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pID3DDevice, this, nr, vertexShaderProgram, pixelShaderProgram,
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callback, getMaterialRenderer(baseMaterial), userData);
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r->drop();
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return nr;
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}
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//! Returns a pointer to the IVideoDriver interface. (Implementation for
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//! IMaterialRendererServices)
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IVideoDriver* CD3D8Driver::getVideoDriver()
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{
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return this;
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}
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//! Clears the ZBuffer.
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void CD3D8Driver::clearZBuffer()
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{
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const HRESULT hr = pID3DDevice->Clear( 0, NULL, D3DCLEAR_ZBUFFER, 0, 1.0, 0);
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if (FAILED(hr))
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os::Printer::log("CD3D8Driver clearZBuffer() failed.", ELL_WARNING);
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}
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//! Returns an image created from the last rendered frame.
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IImage* CD3D8Driver::createScreenShot(video::ECOLOR_FORMAT format, video::E_RENDER_TARGET target)
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{
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#if defined( _IRR_XBOX_PLATFORM_)
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return 0;
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#else
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if (target != video::ERT_FRAME_BUFFER)
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return 0;
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// query the screen dimensions of the current adapter
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D3DDISPLAYMODE displayMode;
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pID3DDevice->GetDisplayMode(&displayMode);
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if (format==video::ECF_UNKNOWN)
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format=video::ECF_A8R8G8B8;
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// create the image surface to store the front buffer image [always A8R8G8B8]
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HRESULT hr;
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LPDIRECT3DSURFACE8 lpSurface;
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if (FAILED(hr = pID3DDevice->CreateImageSurface(displayMode.Width, displayMode.Height, D3DFMT_A8R8G8B8, &lpSurface)))
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return 0;
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// read the front buffer into the image surface
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if (FAILED(hr = pID3DDevice->GetFrontBuffer(lpSurface)))
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{
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lpSurface->Release();
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return 0;
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}
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RECT clientRect;
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{
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POINT clientPoint;
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clientPoint.x = 0;
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clientPoint.y = 0;
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ClientToScreen( (HWND)getExposedVideoData().D3D8.HWnd, &clientPoint );
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clientRect.left = clientPoint.x;
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clientRect.top = clientPoint.y;
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clientRect.right = clientRect.left + ScreenSize.Width;
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clientRect.bottom = clientRect.top + ScreenSize.Height;
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// window can be off-screen partly, we can't take screenshots from that
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clientRect.left = core::max_(clientRect.left, 0l);
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clientRect.top = core::max_(clientRect.top, 0l);
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clientRect.right = core::min_(clientRect.right, (long)displayMode.Width);
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clientRect.bottom = core::min_(clientRect.bottom, (long)displayMode.Height );
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}
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// lock our area of the surface
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D3DLOCKED_RECT lockedRect;
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if (FAILED(lpSurface->LockRect(&lockedRect, &clientRect, D3DLOCK_READONLY)))
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{
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lpSurface->Release();
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return 0;
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}
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irr::core::dimension2d<u32> shotSize;
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shotSize.Width = core::min_( ScreenSize.Width, (u32)(clientRect.right-clientRect.left) );
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shotSize.Height = core::min_( ScreenSize.Height, (u32)(clientRect.bottom-clientRect.top) );
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// this could throw, but we aren't going to worry about that case very much
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IImage* newImage = createImage(format, shotSize);
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if (newImage)
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{
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// d3d pads the image, so we need to copy the correct number of bytes
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u32* dP = (u32*)newImage->lock();
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u8 * sP = (u8 *)lockedRect.pBits;
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// If the display mode format doesn't promise anything about the Alpha value
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// and it appears that it's not presenting 255, then we should manually
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// set each pixel alpha value to 255.
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if(D3DFMT_X8R8G8B8 == displayMode.Format && (0xFF000000 != (*dP & 0xFF000000)))
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{
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for (u32 y = 0; y < shotSize.Height; ++y)
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{
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for(u32 x = 0; x < shotSize.Width; ++x)
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{
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newImage->setPixel(x,y,*((u32*)sP) | 0xFF000000);
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sP += 4;
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}
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sP += lockedRect.Pitch - (4 * shotSize.Width);
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}
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}
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else
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{
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for (u32 y = 0; y < shotSize.Height; ++y)
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{
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convertColor(sP, video::ECF_A8R8G8B8, shotSize.Width, dP, format);
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sP += lockedRect.Pitch;
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dP += shotSize.Width;
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}
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}
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newImage->unlock();
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}
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// we can unlock and release the surface
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lpSurface->UnlockRect();
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// release the image surface
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lpSurface->Release();
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// return status of save operation to caller
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return newImage;
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#endif
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}
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|
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// returns the current size of the screen or rendertarget
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const core::dimension2d<u32>& CD3D8Driver::getCurrentRenderTargetSize() const
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{
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if ( CurrentRendertargetSize.Width == 0 )
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return ScreenSize;
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else
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return CurrentRendertargetSize;
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}
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|
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// Set/unset a clipping plane.
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bool CD3D8Driver::setClipPlane(u32 index, const core::plane3df& plane, bool enable)
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{
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#if defined( _IRR_XBOX_PLATFORM_)
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return false;
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#else
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if (index >= MaxUserClipPlanes)
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return false;
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pID3DDevice->SetClipPlane(index, (const float*)&plane);
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enableClipPlane(index, enable);
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return true;
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#endif
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}
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|
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// Enable/disable a clipping plane.
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void CD3D8Driver::enableClipPlane(u32 index, bool enable)
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{
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#if defined( _IRR_XBOX_PLATFORM_)
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return;
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#else
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if (index >= MaxUserClipPlanes)
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return;
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DWORD renderstate;
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pID3DDevice->GetRenderState(D3DRS_CLIPPLANEENABLE, &renderstate);
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if (enable)
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renderstate |= (1 << index);
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else
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renderstate &= ~(1 << index);
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pID3DDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, renderstate);
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#endif
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}
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|
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core::dimension2du CD3D8Driver::getMaxTextureSize() const
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{
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return core::dimension2du(Caps.MaxTextureWidth, Caps.MaxTextureHeight);
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}
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|
|
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} // end namespace video
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} // end namespace irr
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#endif // _IRR_COMPILE_WITH_DIRECT3D_8_
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|
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namespace irr
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|
{
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namespace video
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|
{
|
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|
|
#ifdef _IRR_COMPILE_WITH_DIRECT3D_8_
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//! creates a video driver
|
|
IVideoDriver* createDirectX8Driver(const SIrrlichtCreationParameters& params,
|
|
io::IFileSystem* io, HWND window)
|
|
{
|
|
const bool pureSoftware = false;
|
|
CD3D8Driver* dx8 = new CD3D8Driver(params, io);
|
|
|
|
if (!dx8->initDriver(window, pureSoftware))
|
|
{
|
|
dx8->drop();
|
|
dx8 = 0;
|
|
}
|
|
|
|
return dx8;
|
|
}
|
|
#endif // _IRR_COMPILE_WITH_DIRECT3D_8_
|
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|
|
} // end namespace video
|
|
} // end namespace irr
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