aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/src/others/irrlicht-1.8.1/source/Irrlicht/CD3D8Driver.h
blob: e9428a9ff896936e900d4447b0ef38127052cf01 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
// 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_8_H_INCLUDED__
#define __C_VIDEO_DIRECTX_8_H_INCLUDED__

#include "IrrCompileConfig.h"

#ifdef _IRR_COMPILE_WITH_DIRECT3D_8_

#ifdef _IRR_WINDOWS_
	#define WIN32_LEAN_AND_MEAN
	#include <windows.h>
#endif

#include "SIrrCreationParameters.h"
// always included for static createDriver function
#include "CNullDriver.h"
#include "IMaterialRendererServices.h"

#include <d3d8.h>

namespace irr
{
namespace video
{
	class CD3D8Driver : public CNullDriver, IMaterialRendererServices
	{
		friend class CD3D8Texture;

	public:

		//! constructor
		CD3D8Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io);

		//! destructor
		virtual ~CD3D8Driver();

		//! 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 a viewport
		virtual void setViewPort(const core::rect<s32>& area);

		//! gets the area of the current viewport
		virtual const core::rect<s32>& getViewPort() 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 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 = 0);

		//! 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. To draw a stencil shadow, do
		//! this: Frist, draw all geometry. Then use this method, to draw the shadow
		//! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow.
		virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail=true, u32 debugDataVisible=0);

		//! 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.
		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);

		//! 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;

		//! Can be called by an IMaterialRenderer to make its work easier.
		virtual void setBasicRenderStates(const SMaterial& material, const SMaterial& lastMaterial,
			bool resetAllRenderstates);

		//! 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);

		//! 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.
		//! There are at least 6 clipping planes available for the user to set at will.
		//! \param index: The plane index. Must be between 0 and MaxUserClipPlanes.
		//! \param plane: The plane itself.
		//! \param enable: If true, enable the clipping plane else disable it.
		virtual bool setClipPlane(u32 index, const core::plane3df& plane, bool enable=false);

		//! Enable/disable a clipping plane.
		//! There are at least 6 clipping planes available for the user to set at will.
		//! \param index: The plane index. Must be between 0 and MaxUserClipPlanes.
		//! \param enable: If true, enable the clipping plane else disable it.
		virtual void enableClipPlane(u32 index, bool enable);

		//! Returns the maximum texture size supported.
		virtual core::dimension2du getMaxTextureSize() const;

		virtual bool checkDriverReset() {return DriverWasReset;}
	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;

		//! 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);

		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];
		core::matrix4 Matrices[ETS_COUNT]; // matrices of the 3d mode we need to restore when we switch back from the 2d mode.

		HINSTANCE D3DLibrary;
		IDirect3D8* pID3D;
		IDirect3DDevice8* pID3DDevice;

		IDirect3DSurface8* PrevRenderTarget;
		core::dimension2d<u32> CurrentRendertargetSize;

		HWND WindowId;
		core::rect<s32>* SceneSourceRect;

		D3DCAPS8 Caps;

		E_VERTEX_TYPE LastVertexType;

		D3DMATRIX UnitMatrix;

		u32 MaxTextureUnits;
		u32 MaxUserClipPlanes;
		f32 MaxLightDistance;
		s32 LastSetLight;
		bool DeviceLost;
		bool DriverWasReset;

		SColorf AmbientLight;

		SIrrlichtCreationParameters Params;
	};

} // end namespace video
} // end namespace irr

#endif // _IRR_COMPILE_WITH_DIRECT3D_8_

#endif // __C_VIDEO_DIRECTX_8_H_INCLUDED__