stk-code_catmod/lib/irrlicht/source/Irrlicht/CD3D9Driver.h
2023-12-18 10:35:58 +08:00

500 lines
18 KiB
C++

// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_VIDEO_DIRECTX_9_H_INCLUDED__
#define __C_VIDEO_DIRECTX_9_H_INCLUDED__
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_DIRECT3D_9_
#ifdef _IRR_WINDOWS_
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#endif
#include "CNullDriver.h"
#include "SIrrCreationParameters.h"
#include "IMaterialRendererServices.h"
#if defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
#include "irrMath.h" // needed by borland for sqrtf define
#endif
#include <d3d9.h>
#ifdef _IRR_COMPILE_WITH_CG_
#include "Cg/cg.h"
#include "Cg/cgD3D9.h"
#endif
namespace irr
{
namespace video
{
struct SDepthSurface : public IReferenceCounted
{
SDepthSurface() : Surface(0)
{
#ifdef _DEBUG
setDebugName("SDepthSurface");
#endif
}
virtual ~SDepthSurface()
{
if (Surface)
Surface->Release();
}
IDirect3DSurface9* Surface;
core::dimension2du Size;
};
class CD3D9Driver : public CNullDriver, IMaterialRendererServices
{
public:
friend class CD3D9Texture;
//! constructor
CD3D9Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io);
//! destructor
virtual ~CD3D9Driver();
//! applications must call this method before performing any rendering. returns false if failed.
virtual bool beginScene(bool backBuffer=true, bool zBuffer=true,
SColor color=SColor(255,0,0,0),
const SExposedVideoData& videoData=SExposedVideoData(),
core::rect<s32>* sourceRect=0);
//! applications must call this method after performing any rendering. returns false if failed.
virtual bool endScene();
//! queries the features of the driver, returns true if feature is available
virtual bool queryFeature(E_VIDEO_DRIVER_FEATURE feature) const;
//! sets transformation
virtual void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat);
//! sets a material
virtual void setMaterial(const SMaterial& material);
//! sets a render target
virtual bool setRenderTarget(video::ITexture* texture,
bool clearBackBuffer=true, bool clearZBuffer=true,
SColor color=video::SColor(0,0,0,0));
//! Sets multiple render targets
virtual bool setRenderTarget(const core::array<video::IRenderTarget>& texture,
bool clearBackBuffer=true, bool clearZBuffer=true,
SColor color=video::SColor(0,0,0,0));
//! sets a viewport
virtual void setViewPort(const core::rect<s32>& area);
//! gets the area of the current viewport
virtual const core::rect<s32>& getViewPort() const;
struct SHWBufferLink_d3d9 : public SHWBufferLink
{
SHWBufferLink_d3d9(const scene::IMeshBuffer *_MeshBuffer):
SHWBufferLink(_MeshBuffer),
vertexBuffer(0), indexBuffer(0),
vertexBufferSize(0), indexBufferSize(0) {}
IDirect3DVertexBuffer9* vertexBuffer;
IDirect3DIndexBuffer9* indexBuffer;
u32 vertexBufferSize;
u32 indexBufferSize;
};
bool updateVertexHardwareBuffer(SHWBufferLink_d3d9 *HWBuffer);
bool updateIndexHardwareBuffer(SHWBufferLink_d3d9 *HWBuffer);
//! updates hardware buffer if needed
virtual bool updateHardwareBuffer(SHWBufferLink *HWBuffer);
//! Create hardware buffer from mesh
virtual SHWBufferLink *createHardwareBuffer(const scene::IMeshBuffer* mb);
//! Delete hardware buffer (only some drivers can)
virtual void deleteHardwareBuffer(SHWBufferLink *HWBuffer);
//! Draw hardware buffer
virtual void drawHardwareBuffer(SHWBufferLink *HWBuffer);
//! Create occlusion query.
/** Use node for identification and mesh for occlusion test. */
virtual void addOcclusionQuery(scene::ISceneNode* node,
const scene::IMesh* mesh=0);
//! Remove occlusion query.
virtual void removeOcclusionQuery(scene::ISceneNode* node);
//! Run occlusion query. Draws mesh stored in query.
/** If the mesh shall not be rendered visible, use
overrideMaterial to disable the color and depth buffer. */
virtual void runOcclusionQuery(scene::ISceneNode* node, bool visible=false);
//! Update occlusion query. Retrieves results from GPU.
/** If the query shall not block, set the flag to false.
Update might not occur in this case, though */
virtual void updateOcclusionQuery(scene::ISceneNode* node, bool block=true);
//! Return query result.
/** Return value is the number of visible pixels/fragments.
The value is a safe approximation, i.e. can be larger then the
actual value of pixels. */
virtual u32 getOcclusionQueryResult(scene::ISceneNode* node) const;
//! draws a vertex primitive list
virtual void drawVertexPrimitiveList(const void* vertices, u32 vertexCount,
const void* indexList, u32 primitiveCount,
E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType,
E_INDEX_TYPE iType);
//! draws a vertex primitive list in 2d
virtual void draw2DVertexPrimitiveList(const void* vertices, u32 vertexCount,
const void* indexList, u32 primitiveCount,
E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType,
E_INDEX_TYPE iType);
//! draws an 2d image, using a color (if color is other then Color(255,255,255,255)) and the alpha channel of the texture if wanted.
virtual void draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos,
const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
SColor color=SColor(255,255,255,255), bool useAlphaChannelOfTexture=false);
//! Draws a part of the texture into the rectangle.
virtual void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
const video::SColor* const colors=0, bool useAlphaChannelOfTexture=false);
//! Draws a set of 2d images, using a color and the alpha channel of the texture.
virtual void draw2DImageBatch(const video::ITexture* texture,
const core::array<core::position2d<s32> >& positions,
const core::array<core::rect<s32> >& sourceRects,
const core::rect<s32>* clipRect=0,
SColor color=SColor(255,255,255,255),
bool useAlphaChannelOfTexture=false);
//!Draws an 2d rectangle with a gradient.
virtual void draw2DRectangle(const core::rect<s32>& pos,
SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,
const core::rect<s32>* clip);
//! Draws a 2d line.
virtual void draw2DLine(const core::position2d<s32>& start,
const core::position2d<s32>& end,
SColor color=SColor(255,255,255,255));
//! Draws a pixel.
virtual void drawPixel(u32 x, u32 y, const SColor & color);
//! Draws a 3d line.
virtual void draw3DLine(const core::vector3df& start,
const core::vector3df& end, SColor color = SColor(255,255,255,255));
//! initialises the Direct3D API
bool initDriver(HWND hwnd, bool pureSoftware);
//! \return Returns the name of the video driver. Example: In case of the DIRECT3D8
//! driver, it would return "Direct3D8.1".
virtual const wchar_t* getName() const;
//! deletes all dynamic lights there are
virtual void deleteAllDynamicLights();
//! adds a dynamic light, returning an index to the light
//! \param light: the light data to use to create the light
//! \return An index to the light, or -1 if an error occurs
virtual s32 addDynamicLight(const SLight& light);
//! Turns a dynamic light on or off
//! \param lightIndex: the index returned by addDynamicLight
//! \param turnOn: true to turn the light on, false to turn it off
virtual void turnLightOn(s32 lightIndex, bool turnOn);
//! returns the maximal amount of dynamic lights the device can handle
virtual u32 getMaximalDynamicLightAmount() const;
//! Sets the dynamic ambient light color. The default color is
//! (0,0,0,0) which means it is dark.
//! \param color: New color of the ambient light.
virtual void setAmbientLight(const SColorf& color);
//! Draws a shadow volume into the stencil buffer.
virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail=true, u32 debugDataVisible=0);
//! Fills the stencil shadow with color.
virtual void drawStencilShadow(bool clearStencilBuffer=false,
video::SColor leftUpEdge = video::SColor(0,0,0,0),
video::SColor rightUpEdge = video::SColor(0,0,0,0),
video::SColor leftDownEdge = video::SColor(0,0,0,0),
video::SColor rightDownEdge = video::SColor(0,0,0,0));
//! Returns the maximum amount of primitives (mostly vertices) which
//! the device is able to render with one drawIndexedTriangleList
//! call.
virtual u32 getMaximalPrimitiveCount() const;
//! Enables or disables a texture creation flag.
virtual void setTextureCreationFlag(E_TEXTURE_CREATION_FLAG flag, bool enabled);
//! Sets the fog mode.
virtual void setFog(SColor color, E_FOG_TYPE fogType, f32 start,
f32 end, f32 density, bool pixelFog, bool rangeFog);
//! Only used by the internal engine. Used to notify the driver that
//! the window was resized.
virtual void OnResize(const core::dimension2d<u32>& size);
//! Can be called by an IMaterialRenderer to make its work easier.
virtual void setBasicRenderStates(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates);
//! Returns type of video driver
virtual E_DRIVER_TYPE getDriverType() const;
//! Returns the transformation set by setTransform
virtual const core::matrix4& getTransform(E_TRANSFORMATION_STATE state) const;
//! Sets a vertex shader constant.
virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1);
//! Sets a pixel shader constant.
virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1);
//! Sets a constant for the vertex shader based on a name.
virtual bool setVertexShaderConstant(const c8* name, const f32* floats, int count);
//! Bool interface for the above.
virtual bool setVertexShaderConstant(const c8* name, const bool* bools, int count);
//! Int interface for the above.
virtual bool setVertexShaderConstant(const c8* name, const s32* ints, int count);
//! Sets a constant for the pixel shader based on a name.
virtual bool setPixelShaderConstant(const c8* name, const f32* floats, int count);
//! Bool interface for the above.
virtual bool setPixelShaderConstant(const c8* name, const bool* bools, int count);
//! Int interface for the above.
virtual bool setPixelShaderConstant(const c8* name, const s32* ints, int count);
//! Returns a pointer to the IVideoDriver interface. (Implementation for
//! IMaterialRendererServices)
virtual IVideoDriver* getVideoDriver();
//! Creates a render target texture.
virtual ITexture* addRenderTargetTexture(const core::dimension2d<u32>& size,
const io::path& name, const ECOLOR_FORMAT format = ECF_UNKNOWN, const bool useStencil = false);
//! Clears the ZBuffer.
virtual void clearZBuffer();
//! Returns an image created from the last rendered frame.
virtual IImage* createScreenShot(video::ECOLOR_FORMAT format=video::ECF_UNKNOWN, video::E_RENDER_TARGET target=video::ERT_FRAME_BUFFER);
//! Set/unset a clipping plane.
virtual bool setClipPlane(u32 index, const core::plane3df& plane, bool enable=false);
//! Enable/disable a clipping plane.
virtual void enableClipPlane(u32 index, bool enable);
//! Returns the graphics card vendor name.
virtual core::stringc getVendorInfo() {return VendorName;}
//! Enable the 2d override material
virtual void enableMaterial2D(bool enable=true);
//! Check if the driver was recently reset.
virtual bool checkDriverReset() {return DriverWasReset;}
// removes the depth struct from the DepthSurface array
void removeDepthSurface(SDepthSurface* depth);
//! Get the current color format of the color buffer
/** \return Color format of the color buffer. */
virtual ECOLOR_FORMAT getColorFormat() const;
//! Returns the maximum texture size supported.
virtual core::dimension2du getMaxTextureSize() const;
//! Get the current color format of the color buffer
/** \return Color format of the color buffer as D3D color value. */
D3DFORMAT getD3DColorFormat() const;
//! Get D3D color format from Irrlicht color format.
D3DFORMAT getD3DFormatFromColorFormat(ECOLOR_FORMAT format) const;
//! Get Irrlicht color format from D3D color format.
ECOLOR_FORMAT getColorFormatFromD3DFormat(D3DFORMAT format) const;
//! Get Cg context
#ifdef _IRR_COMPILE_WITH_CG_
const CGcontext& getCgContext();
#endif
virtual void enableScissorTest(const core::rect<s32>& r);
virtual void disableScissorTest();
private:
//! enumeration for rendering modes such as 2d and 3d for minizing the switching of renderStates.
enum E_RENDER_MODE
{
ERM_NONE = 0, // no render state has been set yet.
ERM_2D, // 2d drawing rendermode
ERM_3D, // 3d rendering mode
ERM_STENCIL_FILL, // stencil fill mode
ERM_SHADOW_VOLUME_ZFAIL, // stencil volume draw mode
ERM_SHADOW_VOLUME_ZPASS // stencil volume draw mode
};
//! sets right vertex shader
void setVertexShader(video::E_VERTEX_TYPE newType);
//! sets the needed renderstates
bool setRenderStates3DMode();
//! sets the needed renderstates
void setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel);
//! sets the needed renderstates
void setRenderStatesStencilFillMode(bool alpha);
//! sets the needed renderstates
void setRenderStatesStencilShadowMode(bool zfail, u32 debugDataVisible);
//! sets the current Texture
bool setActiveTexture(u32 stage, const video::ITexture* texture);
//! resets the device
bool reset();
//! returns a device dependent texture from a software surface (IImage)
//! THIS METHOD HAS TO BE OVERRIDDEN BY DERIVED DRIVERS WITH OWN TEXTURES
virtual video::ITexture* createDeviceDependentTexture(IImage* surface, const io::path& name, void* mipmapData=0);
//! returns the current size of the screen or rendertarget
virtual const core::dimension2d<u32>& getCurrentRenderTargetSize() const;
//! Check if a proper depth buffer for the RTT is available, otherwise create it.
void checkDepthBuffer(ITexture* tex);
//! Adds a new material renderer to the VideoDriver, using pixel and/or
//! vertex shaders to render geometry.
s32 addShaderMaterial(const c8* vertexShaderProgram, const c8* pixelShaderProgram,
IShaderConstantSetCallBack* callback,
E_MATERIAL_TYPE baseMaterial, s32 userData);
//! Adds a new material renderer to the VideoDriver, based on a high level shading
//! language.
virtual s32 addHighLevelShaderMaterial(
const c8* vertexShaderProgram,
const c8* vertexShaderEntryPointName,
E_VERTEX_SHADER_TYPE vsCompileTarget,
const c8* pixelShaderProgram,
const c8* pixelShaderEntryPointName,
E_PIXEL_SHADER_TYPE psCompileTarget,
const c8* geometryShaderProgram,
const c8* geometryShaderEntryPointName = "main",
E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
u32 verticesOut = 0,
IShaderConstantSetCallBack* callback = 0,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
s32 userData = 0,
E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT);
void createMaterialRenderers();
void draw2D3DVertexPrimitiveList(const void* vertices,
u32 vertexCount, const void* indexList, u32 primitiveCount,
E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType,
E_INDEX_TYPE iType, bool is3D);
D3DTEXTUREADDRESS getTextureWrapMode(const u8 clamp);
inline D3DCOLORVALUE colorToD3D(const SColor& col)
{
const f32 f = 1.0f / 255.0f;
D3DCOLORVALUE v;
v.r = col.getRed() * f;
v.g = col.getGreen() * f;
v.b = col.getBlue() * f;
v.a = col.getAlpha() * f;
return v;
}
E_RENDER_MODE CurrentRenderMode;
D3DPRESENT_PARAMETERS present;
SMaterial Material, LastMaterial;
bool ResetRenderStates; // bool to make all renderstates be reseted if set.
bool Transformation3DChanged;
const ITexture* CurrentTexture[MATERIAL_MAX_TEXTURES];
bool LastTextureMipMapsAvailable[MATERIAL_MAX_TEXTURES];
core::matrix4 Matrices[ETS_COUNT]; // matrizes of the 3d mode we need to restore when we switch back from the 2d mode.
HINSTANCE D3DLibrary;
IDirect3D9* pID3D;
IDirect3DDevice9* pID3DDevice;
IDirect3DSurface9* PrevRenderTarget;
core::dimension2d<u32> CurrentRendertargetSize;
HWND WindowId;
core::rect<s32>* SceneSourceRect;
D3DCAPS9 Caps;
SIrrlichtCreationParameters Params;
E_VERTEX_TYPE LastVertexType;
SColorf AmbientLight;
core::stringc VendorName;
u16 VendorID;
core::array<SDepthSurface*> DepthBuffers;
u32 MaxTextureUnits;
u32 MaxUserClipPlanes;
u32 MaxMRTs;
u32 NumSetMRTs;
f32 MaxLightDistance;
s32 LastSetLight;
enum E_CACHE_2D_ATTRIBUTES
{
EC2D_ALPHA = 0x1,
EC2D_TEXTURE = 0x2,
EC2D_ALPHA_CHANNEL = 0x4
};
ECOLOR_FORMAT ColorFormat;
D3DFORMAT D3DColorFormat;
bool DeviceLost;
bool DriverWasReset;
bool OcclusionQuerySupport;
bool AlphaToCoverageSupport;
#ifdef _IRR_COMPILE_WITH_CG_
CGcontext CgContext;
#endif
};
} // end namespace video
} // end namespace irr
#endif // _IRR_COMPILE_WITH_DIRECT3D_9_
#endif // __C_VIDEO_DIRECTX_9_H_INCLUDED__