From 7028cbe09c688437910a25623098762bf0fa592d Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 28 Mar 2016 22:28:34 +1000 Subject: Move Irrlicht to src/others. --- .../source/Irrlicht/CD3D9HLSLMaterialRenderer.cpp | 428 +++++++++++++++++++++ 1 file changed, 428 insertions(+) create mode 100644 src/others/irrlicht-1.8.1/source/Irrlicht/CD3D9HLSLMaterialRenderer.cpp (limited to 'src/others/irrlicht-1.8.1/source/Irrlicht/CD3D9HLSLMaterialRenderer.cpp') diff --git a/src/others/irrlicht-1.8.1/source/Irrlicht/CD3D9HLSLMaterialRenderer.cpp b/src/others/irrlicht-1.8.1/source/Irrlicht/CD3D9HLSLMaterialRenderer.cpp new file mode 100644 index 0000000..131bdf5 --- /dev/null +++ b/src/others/irrlicht-1.8.1/source/Irrlicht/CD3D9HLSLMaterialRenderer.cpp @@ -0,0 +1,428 @@ +// Copyright (C) 2002-2012 Nikolaus Gebhardt +// This file is part of the "Irrlicht Engine". +// For conditions of distribution and use, see copyright notice in irrlicht.h + +#include "IrrCompileConfig.h" +#ifdef _IRR_COMPILE_WITH_DIRECT3D_9_ + +#include "CD3D9HLSLMaterialRenderer.h" +#include "IShaderConstantSetCallBack.h" +#include "IVideoDriver.h" +#include "os.h" +#include "irrString.h" + +#ifndef _IRR_D3D_NO_SHADER_DEBUGGING +#include +#endif + + +namespace irr +{ +namespace video +{ + + +//! Public constructor +CD3D9HLSLMaterialRenderer::CD3D9HLSLMaterialRenderer(IDirect3DDevice9* d3ddev, + video::IVideoDriver* driver, s32& outMaterialTypeNr, + const c8* vertexShaderProgram, + const c8* vertexShaderEntryPointName, + E_VERTEX_SHADER_TYPE vsCompileTarget, + const c8* pixelShaderProgram, + const c8* pixelShaderEntryPointName, + E_PIXEL_SHADER_TYPE psCompileTarget, + IShaderConstantSetCallBack* callback, + IMaterialRenderer* baseMaterial, + s32 userData) + : CD3D9ShaderMaterialRenderer(d3ddev, driver, callback, baseMaterial, userData), + VSConstantsTable(0), PSConstantsTable(0) +{ + + #ifdef _DEBUG + setDebugName("CD3D9HLSLMaterialRenderer"); + #endif + + outMaterialTypeNr = -1; + + // now create shaders + + if (vsCompileTarget < 0 || vsCompileTarget > EVST_COUNT) + { + os::Printer::log("Invalid HLSL vertex shader compilation target", ELL_ERROR); + return; + } + + if (!createHLSLVertexShader(vertexShaderProgram, + vertexShaderEntryPointName, VERTEX_SHADER_TYPE_NAMES[vsCompileTarget])) + return; + + if (!createHLSLPixelShader(pixelShaderProgram, + pixelShaderEntryPointName, PIXEL_SHADER_TYPE_NAMES[psCompileTarget])) + return; + + // register myself as new material + outMaterialTypeNr = Driver->addMaterialRenderer(this); +} + + +//! Destructor +CD3D9HLSLMaterialRenderer::~CD3D9HLSLMaterialRenderer() +{ + if (VSConstantsTable) + VSConstantsTable->Release(); + + if (PSConstantsTable) + PSConstantsTable->Release(); +} + + +bool CD3D9HLSLMaterialRenderer::createHLSLVertexShader(const char* vertexShaderProgram, + const char* shaderEntryPointName, + const char* shaderTargetName) +{ + if (!vertexShaderProgram) + return true; + + LPD3DXBUFFER buffer = 0; + LPD3DXBUFFER errors = 0; + +#ifdef _IRR_D3D_NO_SHADER_DEBUGGING + + // compile without debug info + HRESULT h = stubD3DXCompileShader( + vertexShaderProgram, + strlen(vertexShaderProgram), + 0, // macros + 0, // no includes + shaderEntryPointName, + shaderTargetName, + 0, // no flags + &buffer, + &errors, + &VSConstantsTable); + +#else + + // compile shader and emitt some debug informations to + // make it possible to debug the shader in visual studio + + static int irr_dbg_hlsl_file_nr = 0; + ++irr_dbg_hlsl_file_nr; + char tmp[32]; + sprintf(tmp, "irr_d3d9_dbg_hlsl_%d.vsh", irr_dbg_hlsl_file_nr); + + FILE* f = fopen(tmp, "wb"); + fwrite(vertexShaderProgram, strlen(vertexShaderProgram), 1, f); + fflush(f); + fclose(f); + + HRESULT h = stubD3DXCompileShaderFromFile( + tmp, + 0, // macros + 0, // no includes + shaderEntryPointName, + shaderTargetName, + D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION, + &buffer, + &errors, + &VSConstantsTable); + +#endif + + if (FAILED(h)) + { + os::Printer::log("HLSL vertex shader compilation failed:", ELL_ERROR); + if (errors) + { + os::Printer::log((c8*)errors->GetBufferPointer(), ELL_ERROR); + errors->Release(); + if (buffer) + buffer->Release(); + } + return false; + } + + if (errors) + errors->Release(); + + if (buffer) + { + if (FAILED(pID3DDevice->CreateVertexShader((DWORD*)buffer->GetBufferPointer(), + &VertexShader))) + { + os::Printer::log("Could not create hlsl vertex shader.", ELL_ERROR); + buffer->Release(); + return false; + } + + buffer->Release(); + return true; + } + + return false; +} + + +bool CD3D9HLSLMaterialRenderer::createHLSLPixelShader(const char* pixelShaderProgram, + const char* shaderEntryPointName, + const char* shaderTargetName) +{ + if (!pixelShaderProgram) + return true; + + LPD3DXBUFFER buffer = 0; + LPD3DXBUFFER errors = 0; + + DWORD flags = 0; + +#ifdef D3DXSHADER_ENABLE_BACKWARDS_COMPATIBILITY + if (Driver->queryFeature(video::EVDF_VERTEX_SHADER_2_0) || Driver->queryFeature(video::EVDF_VERTEX_SHADER_3_0)) + // this one's for newer DX SDKs which don't support ps_1_x anymore + // instead they'll silently compile 1_x as 2_x when using this flag + flags |= D3DXSHADER_ENABLE_BACKWARDS_COMPATIBILITY; +#endif +#if defined(_IRR_D3D_USE_LEGACY_HLSL_COMPILER) && defined(D3DXSHADER_USE_LEGACY_D3DX9_31_DLL) +#ifdef D3DXSHADER_ENABLE_BACKWARDS_COMPATIBILITY + else +#endif + flags |= D3DXSHADER_USE_LEGACY_D3DX9_31_DLL; +#endif + +#ifdef _IRR_D3D_NO_SHADER_DEBUGGING + + // compile without debug info + HRESULT h = stubD3DXCompileShader( + pixelShaderProgram, + strlen(pixelShaderProgram), + 0, // macros + 0, // no includes + shaderEntryPointName, + shaderTargetName, + flags, + &buffer, + &errors, + &PSConstantsTable); + +#else + + // compile shader and emitt some debug informations to + // make it possible to debug the shader in visual studio + + static int irr_dbg_hlsl_file_nr = 0; + ++irr_dbg_hlsl_file_nr; + char tmp[32]; + sprintf(tmp, "irr_d3d9_dbg_hlsl_%d.psh", irr_dbg_hlsl_file_nr); + + FILE* f = fopen(tmp, "wb"); + fwrite(pixelShaderProgram, strlen(pixelShaderProgram), 1, f); + fflush(f); + fclose(f); + + HRESULT h = stubD3DXCompileShaderFromFile( + tmp, + 0, // macros + 0, // no includes + shaderEntryPointName, + shaderTargetName, + flags | D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION, + &buffer, + &errors, + &PSConstantsTable); + +#endif + + if (FAILED(h)) + { + os::Printer::log("HLSL pixel shader compilation failed:", ELL_ERROR); + if (errors) + { + os::Printer::log((c8*)errors->GetBufferPointer(), ELL_ERROR); + errors->Release(); + if (buffer) + buffer->Release(); + } + return false; + } + + if (errors) + errors->Release(); + + if (buffer) + { + if (FAILED(pID3DDevice->CreatePixelShader((DWORD*)buffer->GetBufferPointer(), + &PixelShader))) + { + os::Printer::log("Could not create hlsl pixel shader.", ELL_ERROR); + buffer->Release(); + return false; + } + + buffer->Release(); + return true; + } + + return false; +} + + +bool CD3D9HLSLMaterialRenderer::setVariable(bool vertexShader, const c8* name, + const f32* floats, int count) +{ + LPD3DXCONSTANTTABLE tbl = vertexShader ? VSConstantsTable : PSConstantsTable; + if (!tbl) + return false; + + // currently we only support top level parameters. + // Should be enough for the beginning. (TODO) + + D3DXHANDLE hndl = tbl->GetConstantByName(NULL, name); + if (!hndl) + { + core::stringc s = "HLSL Variable to set not found: '"; + s += name; + s += "'. Available variables are:"; + os::Printer::log(s.c_str(), ELL_WARNING); + printHLSLVariables(tbl); + return false; + } + + D3DXCONSTANT_DESC Description; + UINT ucount = 1; + tbl->GetConstantDesc(hndl, &Description, &ucount); + + if(Description.RegisterSet != D3DXRS_SAMPLER) + { + HRESULT hr = tbl->SetFloatArray(pID3DDevice, hndl, floats, count); + if (FAILED(hr)) + { + os::Printer::log("Error setting float array for HLSL variable", ELL_WARNING); + return false; + } + } + + return true; +} + + +bool CD3D9HLSLMaterialRenderer::setVariable(bool vertexShader, const c8* name, + const bool* bools, int count) +{ + LPD3DXCONSTANTTABLE tbl = vertexShader ? VSConstantsTable : PSConstantsTable; + if (!tbl) + return false; + + // currently we only support top level parameters. + // Should be enough for the beginning. (TODO) + + D3DXHANDLE hndl = tbl->GetConstantByName(NULL, name); + if (!hndl) + { + core::stringc s = "HLSL Variable to set not found: '"; + s += name; + s += "'. Available variables are:"; + os::Printer::log(s.c_str(), ELL_WARNING); + printHLSLVariables(tbl); + return false; + } + + D3DXCONSTANT_DESC Description; + UINT ucount = 1; + tbl->GetConstantDesc(hndl, &Description, &ucount); + + if(Description.RegisterSet != D3DXRS_SAMPLER) + { + HRESULT hr = tbl->SetBoolArray(pID3DDevice, hndl, (BOOL*)bools, count); + if (FAILED(hr)) + { + os::Printer::log("Error setting bool array for HLSL variable", ELL_WARNING); + return false; + } + } + + return true; +} + + +bool CD3D9HLSLMaterialRenderer::setVariable(bool vertexShader, const c8* name, + const s32* ints, int count) +{ + LPD3DXCONSTANTTABLE tbl = vertexShader ? VSConstantsTable : PSConstantsTable; + if (!tbl) + return false; + + // currently we only support top level parameters. + // Should be enough for the beginning. (TODO) + + D3DXHANDLE hndl = tbl->GetConstantByName(NULL, name); + if (!hndl) + { + core::stringc s = "HLSL Variable to set not found: '"; + s += name; + s += "'. Available variables are:"; + os::Printer::log(s.c_str(), ELL_WARNING); + printHLSLVariables(tbl); + return false; + } + + D3DXCONSTANT_DESC Description; + UINT ucount = 1; + tbl->GetConstantDesc(hndl, &Description, &ucount); + + if(Description.RegisterSet != D3DXRS_SAMPLER) + { + HRESULT hr = tbl->SetIntArray(pID3DDevice, hndl, ints, count); + if (FAILED(hr)) + { + os::Printer::log("Error setting int array for HLSL variable", ELL_WARNING); + return false; + } + } + + return true; +} + + +bool CD3D9HLSLMaterialRenderer::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) +{ + if (VSConstantsTable) + VSConstantsTable->SetDefaults(pID3DDevice); + + return CD3D9ShaderMaterialRenderer::OnRender(service, vtxtype); +} + + +void CD3D9HLSLMaterialRenderer::printHLSLVariables(LPD3DXCONSTANTTABLE table) +{ + // currently we only support top level parameters. + // Should be enough for the beginning. (TODO) + + // print out constant names + D3DXCONSTANTTABLE_DESC tblDesc; + HRESULT hr = table->GetDesc(&tblDesc); + if (!FAILED(hr)) + { + for (int i=0; i<(int)tblDesc.Constants; ++i) + { + D3DXCONSTANT_DESC d; + UINT n = 1; + D3DXHANDLE cHndl = table->GetConstant(NULL, i); + if (!FAILED(table->GetConstantDesc(cHndl, &d, &n))) + { + core::stringc s = " '"; + s += d.Name; + s += "' Registers:[begin:"; + s += (int)d.RegisterIndex; + s += ", count:"; + s += (int)d.RegisterCount; + s += "]"; + os::Printer::log(s.c_str()); + } + } + } +} + + +} // end namespace video +} // end namespace irr + +#endif // _IRR_COMPILE_WITH_DIRECT3D_9_ -- cgit v1.1