// 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" #define _IRR_DONT_DO_MEMORY_DEBUGGING_HERE #include "CD3D8Driver.h" #ifdef _IRR_COMPILE_WITH_DIRECT3D_8_ #include "os.h" #include "S3DVertex.h" #include "CD3D8Texture.h" #include "CD3D8MaterialRenderer.h" #include "CD3D8ShaderMaterialRenderer.h" #include "CD3D8NormalMapRenderer.h" #include "CD3D8ParallaxMapRenderer.h" #include "SIrrCreationParameters.h" namespace irr { namespace video { //! constructor CD3D8Driver::CD3D8Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io) : CNullDriver(io, params.WindowSize), CurrentRenderMode(ERM_NONE), ResetRenderStates(true), Transformation3DChanged(false), D3DLibrary(0), pID3D(0), pID3DDevice(0), PrevRenderTarget(0), WindowId(0), SceneSourceRect(0), LastVertexType((video::E_VERTEX_TYPE)-1), MaxTextureUnits(0), MaxUserClipPlanes(0), MaxLightDistance(0), LastSetLight(-1), DeviceLost(false), DriverWasReset(true), Params(params) { #ifdef _DEBUG setDebugName("CD3D8Driver"); #endif printVersion(); for (u32 i=0; iRelease(); if (pID3D) pID3D->Release(); } void CD3D8Driver::createMaterialRenderers() { // create D3D8 material renderers addAndDropMaterialRenderer(new CD3D8MaterialRenderer_SOLID(pID3DDevice, this)); addAndDropMaterialRenderer(new CD3D8MaterialRenderer_SOLID_2_LAYER(pID3DDevice, this)); // add the same renderer for all lightmap types CD3D8MaterialRenderer_LIGHTMAP* lmr = new CD3D8MaterialRenderer_LIGHTMAP(pID3DDevice, this); addMaterialRenderer(lmr); // for EMT_LIGHTMAP: addMaterialRenderer(lmr); // for EMT_LIGHTMAP_ADD: addMaterialRenderer(lmr); // for EMT_LIGHTMAP_M2: addMaterialRenderer(lmr); // for EMT_LIGHTMAP_M4: addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING: addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING_M2: addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING_M4: lmr->drop(); // add remaining material renderers addAndDropMaterialRenderer(new CD3D8MaterialRenderer_DETAIL_MAP(pID3DDevice, this)); addAndDropMaterialRenderer(new CD3D8MaterialRenderer_SPHERE_MAP(pID3DDevice, this)); addAndDropMaterialRenderer(new CD3D8MaterialRenderer_REFLECTION_2_LAYER(pID3DDevice, this)); addAndDropMaterialRenderer(new CD3D8MaterialRenderer_TRANSPARENT_ADD_COLOR(pID3DDevice, this)); addAndDropMaterialRenderer(new CD3D8MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL(pID3DDevice, this)); addAndDropMaterialRenderer(new CD3D8MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL_REF(pID3DDevice, this)); addAndDropMaterialRenderer(new CD3D8MaterialRenderer_TRANSPARENT_VERTEX_ALPHA(pID3DDevice, this)); addAndDropMaterialRenderer(new CD3D8MaterialRenderer_TRANSPARENT_REFLECTION_2_LAYER(pID3DDevice, this)); // add normal map renderers s32 tmp = 0; video::IMaterialRenderer* renderer = 0; renderer = new CD3D8NormalMapRenderer(pID3DDevice, this, tmp, MaterialRenderers[EMT_SOLID].Renderer); renderer->drop(); renderer = new CD3D8NormalMapRenderer(pID3DDevice, this, tmp, MaterialRenderers[EMT_TRANSPARENT_ADD_COLOR].Renderer); renderer->drop(); renderer = new CD3D8NormalMapRenderer(pID3DDevice, this, tmp, MaterialRenderers[EMT_TRANSPARENT_VERTEX_ALPHA].Renderer); renderer->drop(); // add parallax map renderers renderer = new CD3D8ParallaxMapRenderer(pID3DDevice, this, tmp, MaterialRenderers[EMT_SOLID].Renderer); renderer->drop(); renderer = new CD3D8ParallaxMapRenderer(pID3DDevice, this, tmp, MaterialRenderers[EMT_TRANSPARENT_ADD_COLOR].Renderer); renderer->drop(); renderer = new CD3D8ParallaxMapRenderer(pID3DDevice, this, tmp, MaterialRenderers[EMT_TRANSPARENT_VERTEX_ALPHA].Renderer); renderer->drop(); // add basic 1 texture blending addAndDropMaterialRenderer(new CD3D8MaterialRenderer_ONETEXTURE_BLEND(pID3DDevice, this)); } //! initialises the Direct3D API bool CD3D8Driver::initDriver(HWND hwnd, bool pureSoftware) { HRESULT hr; typedef IDirect3D8 * (__stdcall *D3DCREATETYPE)(UINT); #if defined( _IRR_XBOX_PLATFORM_) D3DCREATETYPE d3dCreate = (D3DCREATETYPE) &Direct3DCreate8; #else D3DLibrary = LoadLibrary( __TEXT("d3d8.dll") ); if (!D3DLibrary) { os::Printer::log("Error, could not load d3d8.dll.", ELL_ERROR); return false; } D3DCREATETYPE d3dCreate = (D3DCREATETYPE) GetProcAddress(D3DLibrary, "Direct3DCreate8"); if (!d3dCreate) { os::Printer::log("Error, could not get proc adress of Direct3DCreate8.", ELL_ERROR); return false; } #endif //just like pID3D = Direct3DCreate8(D3D_SDK_VERSION); pID3D = (*d3dCreate)(D3D_SDK_VERSION); if (!pID3D) { os::Printer::log("Error initializing D3D.", ELL_ERROR); return false; } // print device information D3DADAPTER_IDENTIFIER8 dai; if (!FAILED(pID3D->GetAdapterIdentifier(Params.DisplayAdapter, D3DENUM_NO_WHQL_LEVEL, &dai))) { char tmp[512]; s32 Product = HIWORD(dai.DriverVersion.HighPart); s32 Version = LOWORD(dai.DriverVersion.HighPart); s32 SubVersion = HIWORD(dai.DriverVersion.LowPart); s32 Build = LOWORD(dai.DriverVersion.LowPart); sprintf(tmp, "%s %s %d.%d.%d.%d", dai.Description, dai.Driver, Product, Version, SubVersion, Build); os::Printer::log(tmp, ELL_INFORMATION); } D3DDISPLAYMODE d3ddm; hr = pID3D->GetAdapterDisplayMode(Params.DisplayAdapter, &d3ddm); if (FAILED(hr)) { os::Printer::log("Error: Could not get Adapter Display mode.", ELL_ERROR); return false; } ZeroMemory(&present, sizeof(present)); present.SwapEffect = D3DSWAPEFFECT_DISCARD; present.Windowed = TRUE; present.BackBufferFormat = d3ddm.Format; present.EnableAutoDepthStencil = TRUE; if (Params.Fullscreen) { present.SwapEffect = D3DSWAPEFFECT_FLIP; present.Windowed = FALSE; present.BackBufferWidth = Params.WindowSize.Width; present.BackBufferHeight = Params.WindowSize.Height; present.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT; if (Params.Vsync) present.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_ONE; else present.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; if (Params.Bits == 32) present.BackBufferFormat = D3DFMT_X8R8G8B8; else present.BackBufferFormat = D3DFMT_R5G6B5; } D3DDEVTYPE devtype = D3DDEVTYPE_HAL; #ifndef _IRR_D3D_NO_SHADER_DEBUGGING devtype = D3DDEVTYPE_REF; #endif // enable anti alias if possible and whished if (Params.AntiAlias > 0) { if(Params.AntiAlias > 16) Params.AntiAlias = 16; while(Params.AntiAlias > 0) { if(!FAILED(pID3D->CheckDeviceMultiSampleType(Params.DisplayAdapter, devtype , present.BackBufferFormat, !Params.Fullscreen, (D3DMULTISAMPLE_TYPE)Params.AntiAlias))) { present.MultiSampleType = (D3DMULTISAMPLE_TYPE)Params.AntiAlias; present.SwapEffect = D3DSWAPEFFECT_DISCARD; break; } --Params.AntiAlias; } if(Params.AntiAlias==0) os::Printer::log("Anti aliasing disabled because hardware/driver lacks necessary caps.", ELL_WARNING); } // check stencil buffer compatibility if (Params.Stencilbuffer) { present.AutoDepthStencilFormat = D3DFMT_D24S8; if(FAILED(pID3D->CheckDeviceFormat(Params.DisplayAdapter, devtype, present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, present.AutoDepthStencilFormat))) { #if !defined( _IRR_XBOX_PLATFORM_) present.AutoDepthStencilFormat = D3DFMT_D24X4S4; if(FAILED(pID3D->CheckDeviceFormat(Params.DisplayAdapter, devtype, present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, present.AutoDepthStencilFormat))) { present.AutoDepthStencilFormat = D3DFMT_D15S1; if(FAILED(pID3D->CheckDeviceFormat(Params.DisplayAdapter, devtype, present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, present.AutoDepthStencilFormat))) { os::Printer::log("Device does not support stencilbuffer, disabling stencil buffer.", ELL_WARNING); Params.Stencilbuffer = false; } } #endif } else if(FAILED(pID3D->CheckDepthStencilMatch(Params.DisplayAdapter, devtype, present.BackBufferFormat, present.BackBufferFormat, present.AutoDepthStencilFormat))) { os::Printer::log("Depth-stencil format is not compatible with display format, disabling stencil buffer.", ELL_WARNING); Params.Stencilbuffer = false; } } // do not use else here to cope with flag change in previous block if (!Params.Stencilbuffer) { #if !defined( _IRR_XBOX_PLATFORM_) present.AutoDepthStencilFormat = D3DFMT_D32; if(FAILED(pID3D->CheckDeviceFormat(Params.DisplayAdapter, devtype, present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, present.AutoDepthStencilFormat))) { present.AutoDepthStencilFormat = D3DFMT_D24X8; if(FAILED(pID3D->CheckDeviceFormat(Params.DisplayAdapter, devtype, present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, present.AutoDepthStencilFormat))) { present.AutoDepthStencilFormat = D3DFMT_D16; if(FAILED(pID3D->CheckDeviceFormat(Params.DisplayAdapter, devtype, present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, present.AutoDepthStencilFormat))) { os::Printer::log("Device does not support required depth buffer.", ELL_WARNING); return false; } } } #else present.AutoDepthStencilFormat = D3DFMT_D16; if(FAILED(pID3D->CheckDeviceFormat(Params.DisplayAdapter, devtype, present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, present.AutoDepthStencilFormat))) { os::Printer::log("Device does not support required depth buffer.", ELL_WARNING); return false; } #endif } // create device #if defined( _IRR_XBOX_PLATFORM_) DWORD fpuPrecision = 0; #else DWORD fpuPrecision = Params.HighPrecisionFPU ? D3DCREATE_FPU_PRESERVE : 0; DWORD multithreaded = Params.DriverMultithreaded ? D3DCREATE_MULTITHREADED : 0; #endif if (pureSoftware) { hr = pID3D->CreateDevice(Params.DisplayAdapter, D3DDEVTYPE_REF, hwnd, fpuPrecision | multithreaded | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present, &pID3DDevice); if (FAILED(hr)) os::Printer::log("Was not able to create Direct3D8 software device.", ELL_ERROR); } else { hr = pID3D->CreateDevice(Params.DisplayAdapter, devtype, hwnd, fpuPrecision | multithreaded | D3DCREATE_HARDWARE_VERTEXPROCESSING, &present, &pID3DDevice); if(FAILED(hr)) hr = pID3D->CreateDevice(Params.DisplayAdapter, devtype, hwnd, fpuPrecision | multithreaded | D3DCREATE_MIXED_VERTEXPROCESSING , &present, &pID3DDevice); if(FAILED(hr)) hr = pID3D->CreateDevice(Params.DisplayAdapter, devtype, hwnd, fpuPrecision | multithreaded | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present, &pID3DDevice); if (FAILED(hr)) os::Printer::log("Was not able to create Direct3D8 device.", ELL_ERROR); } if (!pID3DDevice) { os::Printer::log("Was not able to create Direct3D8 device.", ELL_ERROR); return false; } // get caps pID3DDevice->GetDeviceCaps(&Caps); if (Params.Stencilbuffer && (!(Caps.StencilCaps & D3DSTENCILCAPS_DECRSAT) || !(Caps.StencilCaps & D3DSTENCILCAPS_INCRSAT) || !(Caps.StencilCaps & D3DSTENCILCAPS_KEEP))) { os::Printer::log("Device not able to use stencil buffer, disabling stencil buffer.", ELL_WARNING); Params.Stencilbuffer = false; } // set default vertex shader setVertexShader(EVT_STANDARD); // enable antialiasing if (Params.AntiAlias>0) pID3DDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE); // set fog mode setFog(FogColor, FogType, FogStart, FogEnd, FogDensity, PixelFog, RangeFog); // set exposed data ExposedData.D3D8.D3D8 = pID3D; ExposedData.D3D8.D3DDev8 = pID3DDevice; ExposedData.D3D8.HWnd = hwnd; ResetRenderStates = true; // create materials createMaterialRenderers(); MaxTextureUnits = core::min_((u32)Caps.MaxSimultaneousTextures, MATERIAL_MAX_TEXTURES); MaxUserClipPlanes = (u32)Caps.MaxUserClipPlanes; DriverAttributes->setAttribute("MaxTextures", (s32)MaxTextureUnits); DriverAttributes->setAttribute("MaxSupportedTextures", (s32)Caps.MaxSimultaneousTextures); DriverAttributes->setAttribute("MaxLights", (s32)Caps.MaxActiveLights); DriverAttributes->setAttribute("MaxAnisotropy", (s32)Caps.MaxAnisotropy); DriverAttributes->setAttribute("MaxUserClipPlanes", (s32)Caps.MaxUserClipPlanes); DriverAttributes->setAttribute("MaxIndices", (s32)Caps.MaxVertexIndex); DriverAttributes->setAttribute("MaxTextureSize", (s32)core::min_(Caps.MaxTextureHeight,Caps.MaxTextureWidth)); DriverAttributes->setAttribute("MaxTextureLODBias", 16.f); DriverAttributes->setAttribute("Version", 800); DriverAttributes->setAttribute("ShaderLanguageVersion", (s32)Caps.VertexShaderVersion*100); DriverAttributes->setAttribute("AntiAlias", Params.AntiAlias); // set the renderstates setRenderStates3DMode(); // so far so good. return true; } //! applications must call this method before performing any rendering. returns false if failed. bool CD3D8Driver::beginScene(bool backBuffer, bool zBuffer, SColor color, const SExposedVideoData& videoData, core::rect* sourceRect) { CNullDriver::beginScene(backBuffer, zBuffer, color, videoData, sourceRect); WindowId = (HWND)videoData.D3D8.HWnd; SceneSourceRect = sourceRect; if (!pID3DDevice) return false; HRESULT hr; if (DeviceLost) { #ifndef _IRR_XBOX_PLATFORM_ if(FAILED(hr = pID3DDevice->TestCooperativeLevel())) { if (hr == D3DERR_DEVICELOST) { Sleep(100); hr = pID3DDevice->TestCooperativeLevel(); if (hr == D3DERR_DEVICELOST) return false; } 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; iisRenderTarget()) { IDirect3DTexture8* tex = ((CD3D8Texture*)(Textures[i].Surface))->getDX8Texture(); if (tex) tex->Release(); } } DriverWasReset=true; HRESULT hr = pID3DDevice->Reset(&present); for (i=0; iisRenderTarget()) ((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= 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; igetDriverType() != 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(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& 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& area) { core::rect vp(area); core::rect 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& 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& pos, const core::rect& sourceRect, const core::rect* clipRect, SColor color, bool useAlphaChannelOfTexture) { if (!texture) return; if (!sourceRect.isValid()) return; if (!setActiveTexture(0, texture)) return; core::position2d targetPos = pos; core::position2d sourcePos = sourceRect.UpperLeftCorner; // This needs to be signed as it may go negative. core::dimension2d sourceSize(sourceRect.getSize()); const core::dimension2d& 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 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 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& destRect, const core::rect& sourceRect, const core::rect* clipRect, const video::SColor* const colors, bool useAlphaChannelOfTexture) { if(!texture) return; const core::dimension2d& ss = texture->getOriginalSize(); core::rect 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 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& position, SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown, const core::rect* clip) { core::rect 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& start, const core::position2d& 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& 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; stSetTextureStageState(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(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(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& 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; iLightEnable(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& 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& 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, const c8* pixelShaderProgram, IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial, s32 userData) { s32 nr = -1; CD3D8ShaderMaterialRenderer* r = new CD3D8ShaderMaterialRenderer( pID3DDevice, this, nr, vertexShaderProgram, pixelShaderProgram, callback, getMaterialRenderer(baseMaterial), userData); r->drop(); return nr; } //! Returns a pointer to the IVideoDriver interface. (Implementation for //! IMaterialRendererServices) IVideoDriver* CD3D8Driver::getVideoDriver() { return this; } //! Clears the ZBuffer. void CD3D8Driver::clearZBuffer() { const HRESULT hr = pID3DDevice->Clear( 0, NULL, D3DCLEAR_ZBUFFER, 0, 1.0, 0); if (FAILED(hr)) os::Printer::log("CD3D8Driver clearZBuffer() failed.", ELL_WARNING); } //! Returns an image created from the last rendered frame. IImage* CD3D8Driver::createScreenShot(video::ECOLOR_FORMAT format, video::E_RENDER_TARGET target) { #if defined( _IRR_XBOX_PLATFORM_) return 0; #else if (target != video::ERT_FRAME_BUFFER) return 0; // query the screen dimensions of the current adapter D3DDISPLAYMODE displayMode; pID3DDevice->GetDisplayMode(&displayMode); if (format==video::ECF_UNKNOWN) format=video::ECF_A8R8G8B8; // create the image surface to store the front buffer image [always A8R8G8B8] HRESULT hr; LPDIRECT3DSURFACE8 lpSurface; if (FAILED(hr = pID3DDevice->CreateImageSurface(displayMode.Width, displayMode.Height, D3DFMT_A8R8G8B8, &lpSurface))) return 0; // read the front buffer into the image surface if (FAILED(hr = pID3DDevice->GetFrontBuffer(lpSurface))) { lpSurface->Release(); return 0; } RECT clientRect; { POINT clientPoint; clientPoint.x = 0; clientPoint.y = 0; ClientToScreen( (HWND)getExposedVideoData().D3D8.HWnd, &clientPoint ); clientRect.left = clientPoint.x; clientRect.top = clientPoint.y; clientRect.right = clientRect.left + ScreenSize.Width; clientRect.bottom = clientRect.top + ScreenSize.Height; // window can be off-screen partly, we can't take screenshots from that clientRect.left = core::max_(clientRect.left, 0l); clientRect.top = core::max_(clientRect.top, 0l); clientRect.right = core::min_(clientRect.right, (long)displayMode.Width); clientRect.bottom = core::min_(clientRect.bottom, (long)displayMode.Height ); } // lock our area of the surface D3DLOCKED_RECT lockedRect; if (FAILED(lpSurface->LockRect(&lockedRect, &clientRect, D3DLOCK_READONLY))) { lpSurface->Release(); return 0; } irr::core::dimension2d shotSize; shotSize.Width = core::min_( ScreenSize.Width, (u32)(clientRect.right-clientRect.left) ); shotSize.Height = core::min_( ScreenSize.Height, (u32)(clientRect.bottom-clientRect.top) ); // this could throw, but we aren't going to worry about that case very much IImage* newImage = createImage(format, shotSize); if (newImage) { // d3d pads the image, so we need to copy the correct number of bytes u32* dP = (u32*)newImage->lock(); u8 * sP = (u8 *)lockedRect.pBits; // If the display mode format doesn't promise anything about the Alpha value // and it appears that it's not presenting 255, then we should manually // set each pixel alpha value to 255. if(D3DFMT_X8R8G8B8 == displayMode.Format && (0xFF000000 != (*dP & 0xFF000000))) { for (u32 y = 0; y < shotSize.Height; ++y) { for(u32 x = 0; x < shotSize.Width; ++x) { newImage->setPixel(x,y,*((u32*)sP) | 0xFF000000); sP += 4; } sP += lockedRect.Pitch - (4 * shotSize.Width); } } else { for (u32 y = 0; y < shotSize.Height; ++y) { convertColor(sP, video::ECF_A8R8G8B8, shotSize.Width, dP, format); sP += lockedRect.Pitch; dP += shotSize.Width; } } newImage->unlock(); } // we can unlock and release the surface lpSurface->UnlockRect(); // release the image surface lpSurface->Release(); // return status of save operation to caller return newImage; #endif } // returns the current size of the screen or rendertarget const core::dimension2d& CD3D8Driver::getCurrentRenderTargetSize() const { if ( CurrentRendertargetSize.Width == 0 ) return ScreenSize; else return CurrentRendertargetSize; } // Set/unset a clipping plane. bool CD3D8Driver::setClipPlane(u32 index, const core::plane3df& plane, bool enable) { #if defined( _IRR_XBOX_PLATFORM_) return false; #else if (index >= MaxUserClipPlanes) return false; pID3DDevice->SetClipPlane(index, (const float*)&plane); enableClipPlane(index, enable); return true; #endif } // Enable/disable a clipping plane. void CD3D8Driver::enableClipPlane(u32 index, bool enable) { #if defined( _IRR_XBOX_PLATFORM_) return; #else if (index >= MaxUserClipPlanes) return; DWORD renderstate; pID3DDevice->GetRenderState(D3DRS_CLIPPLANEENABLE, &renderstate); if (enable) renderstate |= (1 << index); else renderstate &= ~(1 << index); pID3DDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, renderstate); #endif } core::dimension2du CD3D8Driver::getMaxTextureSize() const { return core::dimension2du(Caps.MaxTextureWidth, Caps.MaxTextureHeight); } } // end namespace video } // end namespace irr #endif // _IRR_COMPILE_WITH_DIRECT3D_8_ namespace irr { namespace video { #ifdef _IRR_COMPILE_WITH_DIRECT3D_8_ //! 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_ } // end namespace video } // end namespace irr