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// Copyright (C) 2002-2011 Nikolaus Gebhardt

// This file is part of the "Irrlicht Engine".

// For conditions of distribution and use, see copyright notice in irrlicht.h


#ifndef __C_VIDEO_DIRECTX_9_H_INCLUDED__
#define __C_VIDEO_DIRECTX_9_H_INCLUDED__

#include "IrrCompileConfig.h"

#ifdef _IRR_COMPILE_WITH_DIRECT3D_9_

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

#include "CNullDriver.h"
#include "IMaterialRendererServices.h"
#if defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
#include "irrMath.h"    // needed by borland for sqrtf define

#endif
#include <d3d9.h>

namespace irr
{
namespace video
{
	struct SDepthSurface : public IReferenceCounted
	{
		SDepthSurface() : Surface(0)
		{
			#ifdef _DEBUG
			setDebugName("SDepthSurface");
			#endif
		}
		virtual ~SDepthSurface()
		{
			if (Surface)
				Surface->Release();
		}

		IDirect3DSurface9* Surface;
		core::dimension2du Size;
	};

	class CD3D9Driver : public CNullDriver, IMaterialRendererServices
	{
	public:

		friend class CD3D9Texture;

		//! constructor

		CD3D9Driver(const core::dimension2d<u32>& screenSize, HWND window, bool fullscreen,
			bool stencibuffer, io::IFileSystem* io, bool pureSoftware=false);

		//! destructor

		virtual ~CD3D9Driver();

		//! applications must call this method before performing any rendering. returns false if failed.

		virtual bool beginScene(bool backBuffer=true, bool zBuffer=true,
				SColor color=SColor(255,0,0,0),
				const SExposedVideoData& videoData=SExposedVideoData(),
				core::rect<s32>* sourceRect=0);

		//! applications must call this method after performing any rendering. returns false if failed.

		virtual bool endScene();

		//! queries the features of the driver, returns true if feature is available

		virtual bool queryFeature(E_VIDEO_DRIVER_FEATURE feature) const;

		//! sets transformation

		virtual void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat);

		//! sets a material

		virtual void setMaterial(const SMaterial& material);

		//! sets a render target

		virtual bool setRenderTarget(video::ITexture* texture,
			bool clearBackBuffer=true, bool clearZBuffer=true,
			SColor color=video::SColor(0,0,0,0));

		//! Sets multiple render targets

		virtual bool setRenderTarget(const core::array<video::IRenderTarget>& texture,
			bool clearBackBuffer=true, bool clearZBuffer=true,
			SColor color=video::SColor(0,0,0,0));

		//! sets a viewport

		virtual void setViewPort(const core::rect<s32>& area);

		//! gets the area of the current viewport

		virtual const core::rect<s32>& getViewPort() const;

		struct SHWBufferLink_d3d9 : public SHWBufferLink
		{
			SHWBufferLink_d3d9(const scene::IMeshBuffer *_MeshBuffer):
				SHWBufferLink(_MeshBuffer),
					vertexBuffer(0), indexBuffer(0),
					vertexBufferSize(0), indexBufferSize(0) {}

			IDirect3DVertexBuffer9* vertexBuffer;
			IDirect3DIndexBuffer9* indexBuffer;

			u32 vertexBufferSize;
            u32 indexBufferSize;
 		};

		bool updateVertexHardwareBuffer(SHWBufferLink_d3d9 *HWBuffer);
		bool updateIndexHardwareBuffer(SHWBufferLink_d3d9 *HWBuffer);

		//! updates hardware buffer if needed

		virtual bool updateHardwareBuffer(SHWBufferLink *HWBuffer);

		//! Create hardware buffer from mesh

		virtual SHWBufferLink *createHardwareBuffer(const scene::IMeshBuffer* mb);

		//! Delete hardware buffer (only some drivers can)

		virtual void deleteHardwareBuffer(SHWBufferLink *HWBuffer);

		//! Draw hardware buffer

		virtual void drawHardwareBuffer(SHWBufferLink *HWBuffer);

		//! Create occlusion query.

		/** Use node for identification and mesh for occlusion test. */
		virtual void createOcclusionQuery(scene::ISceneNode* node,
				const scene::IMesh* mesh=0);

		//! Remove occlusion query.

		virtual void removeOcclusionQuery(scene::ISceneNode* node);

		//! Run occlusion query. Draws mesh stored in query.

		/** If the mesh shall not be rendered visible, use
		overrideMaterial to disable the color and depth buffer. */
		virtual void runOcclusionQuery(scene::ISceneNode* node, bool visible=false);

		//! Update occlusion query. Retrieves results from GPU.

		/** If the query shall not block, set the flag to false.
		Update might not occur in this case, though */
		virtual void updateOcclusionQuery(scene::ISceneNode* node, bool block=true);

		//! Return query result.

		/** Return value is the number of visible pixels/fragments.
		The value is a safe approximation, i.e. can be larger then the
		actual value of pixels. */
		virtual u32 getOcclusionQueryResult(scene::ISceneNode* node) const;

		//! draws a vertex primitive list

		virtual void drawVertexPrimitiveList(const void* vertices, u32 vertexCount,
				const void* indexList, u32 primitiveCount,
				E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType,
				E_INDEX_TYPE iType);

		//! draws a vertex primitive list in 2d

		virtual void draw2DVertexPrimitiveList(const void* vertices, u32 vertexCount,
				const void* indexList, u32 primitiveCount,
				E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType,
				E_INDEX_TYPE iType);

		//! draws an 2d image, using a color (if color is other then Color(255,255,255,255)) and the alpha channel of the texture if wanted.

		virtual void draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos,
			const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
			SColor color=SColor(255,255,255,255), bool useAlphaChannelOfTexture=false);

		//! Draws a part of the texture into the rectangle.

		virtual void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
			const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
			const video::SColor* const colors=0, bool useAlphaChannelOfTexture=false);

		//! Draws a set of 2d images, using a color and the alpha channel of the texture.

		virtual void draw2DImageBatch(const video::ITexture* texture,
				const core::array<core::position2d<s32> >& positions,
				const core::array<core::rect<s32> >& sourceRects,
				const core::rect<s32>* clipRect=0,
				SColor color=SColor(255,255,255,255),
				bool useAlphaChannelOfTexture=false);

		//!Draws an 2d rectangle with a gradient.

		virtual void draw2DRectangle(const core::rect<s32>& pos,
			SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,
			const core::rect<s32>* clip);

		//! Draws a 2d line.

		virtual void draw2DLine(const core::position2d<s32>& start,
					const core::position2d<s32>& end,
					SColor color=SColor(255,255,255,255));

		//! Draws a pixel.

		virtual void drawPixel(u32 x, u32 y, const SColor & color);

		//! Draws a 3d line.

		virtual void draw3DLine(const core::vector3df& start,
			const core::vector3df& end, SColor color = SColor(255,255,255,255));

		//! initialises the Direct3D API

		bool initDriver(const core::dimension2d<u32>& screenSize, HWND hwnd,
				u32 bits, bool fullScreen, bool pureSoftware,
				bool highPrecisionFPU, bool vsync, u8 antiAlias, u32 displayAdapter);

		//! \return Returns the name of the video driver. Example: In case of the DIRECT3D8

		//! driver, it would return "Direct3D8.1".

		virtual const wchar_t* getName() const;

		//! deletes all dynamic lights there are

		virtual void deleteAllDynamicLights();

		//! adds a dynamic light, returning an index to the light

		//! \param light: the light data to use to create the light

		//! \return An index to the light, or -1 if an error occurs

		virtual s32 addDynamicLight(const SLight& light);

		//! Turns a dynamic light on or off

		//! \param lightIndex: the index returned by addDynamicLight

		//! \param turnOn: true to turn the light on, false to turn it off

		virtual void turnLightOn(s32 lightIndex, bool turnOn);

		//! returns the maximal amount of dynamic lights the device can handle

		virtual u32 getMaximalDynamicLightAmount() const;

		//! Sets the dynamic ambient light color. The default color is

		//! (0,0,0,0) which means it is dark.

		//! \param color: New color of the ambient light.

		virtual void setAmbientLight(const SColorf& color);

		//! Draws a shadow volume into the stencil buffer.

		virtual void drawStencilShadowVolume(const core::vector3df* triangles, s32 count, bool zfail);

		//! Fills the stencil shadow with color.

		virtual void drawStencilShadow(bool clearStencilBuffer=false,
			video::SColor leftUpEdge = video::SColor(0,0,0,0),
			video::SColor rightUpEdge = video::SColor(0,0,0,0),
			video::SColor leftDownEdge = video::SColor(0,0,0,0),
			video::SColor rightDownEdge = video::SColor(0,0,0,0));

		//! Returns the maximum amount of primitives (mostly vertices) which

		//! the device is able to render with one drawIndexedTriangleList

		//! call.

		virtual u32 getMaximalPrimitiveCount() const;

		//! Enables or disables a texture creation flag.

		virtual void setTextureCreationFlag(E_TEXTURE_CREATION_FLAG flag, bool enabled);

		//! Sets the fog mode.

		virtual void setFog(SColor color, E_FOG_TYPE fogType, f32 start,
			f32 end, f32 density, bool pixelFog, bool rangeFog);

		//! Only used by the internal engine. Used to notify the driver that

		//! the window was resized.

		virtual void OnResize(const core::dimension2d<u32>& size);

		//! Can be called by an IMaterialRenderer to make its work easier.

		virtual void setBasicRenderStates(const SMaterial& material, const SMaterial& lastMaterial,
			bool resetAllRenderstates);

		//! Returns type of video driver

		virtual E_DRIVER_TYPE getDriverType() const;

		//! Returns the transformation set by setTransform

		virtual const core::matrix4& getTransform(E_TRANSFORMATION_STATE state) const;

		//! Sets a vertex shader constant.

		virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1);

		//! Sets a pixel shader constant.

		virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1);

		//! Sets a constant for the vertex shader based on a name.

		virtual bool setVertexShaderConstant(const c8* name, const f32* floats, int count);

		//! Sets a constant for the pixel shader based on a name.

		virtual bool setPixelShaderConstant(const c8* name, const f32* floats, 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();

		//! Set/unset a clipping plane.

		virtual bool setClipPlane(u32 index, const core::plane3df& plane, bool enable=false);

		//! Enable/disable a clipping plane.

		virtual void enableClipPlane(u32 index, bool enable);

		//! Returns the graphics card vendor name.

		virtual core::stringc getVendorInfo() {return VendorName;}

		//! Enable the 2d override material

		virtual void enableMaterial2D(bool enable=true);

		//! Check if the driver was recently reset.

		virtual bool checkDriverReset() {return DriverWasReset;}

		// removes the depth struct from the DepthSurface array

		void removeDepthSurface(SDepthSurface* depth);

		//! Get the current color format of the color buffer

		/** \return Color format of the color buffer. */
		virtual ECOLOR_FORMAT getColorFormat() const;

		//! Returns the maximum texture size supported.

		virtual core::dimension2du getMaxTextureSize() const;

		//! Get the current color format of the color buffer

		/** \return Color format of the color buffer as D3D color value. */
		D3DFORMAT getD3DColorFormat() const;

		//! Get D3D color format from Irrlicht color format.

		D3DFORMAT getD3DFormatFromColorFormat(ECOLOR_FORMAT format) const;

		//! Get Irrlicht color format from D3D color format.

		ECOLOR_FORMAT getColorFormatFromD3DFormat(D3DFORMAT format) const;

	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);

		//! sets the current Texture

		bool setActiveTexture(u32 stage, const video::ITexture* texture);

		//! resets the device

		bool reset();

		//! returns a device dependent texture from a software surface (IImage)

		//! THIS METHOD HAS TO BE OVERRIDDEN BY DERIVED DRIVERS WITH OWN TEXTURES

		virtual video::ITexture* createDeviceDependentTexture(IImage* surface, const io::path& name, void* mipmapData=0);

		//! returns the current size of the screen or rendertarget

		virtual const core::dimension2d<u32>& getCurrentRenderTargetSize() const;

		//! Check if a proper depth buffer for the RTT is available, otherwise create it.

		void checkDepthBuffer(ITexture* tex);

		//! Adds a new material renderer to the VideoDriver, using pixel and/or

		//! vertex shaders to render geometry.

		s32 addShaderMaterial(const c8* vertexShaderProgram, const c8* pixelShaderProgram,
			IShaderConstantSetCallBack* callback,
			E_MATERIAL_TYPE baseMaterial, s32 userData);

		//! Adds a new material renderer to the VideoDriver, based on a high level shading

		//! language.

		virtual s32 addHighLevelShaderMaterial(
			const c8* vertexShaderProgram,
			const c8* vertexShaderEntryPointName,
			E_VERTEX_SHADER_TYPE vsCompileTarget,
			const c8* pixelShaderProgram,
			const c8* pixelShaderEntryPointName,
			E_PIXEL_SHADER_TYPE psCompileTarget,
			const c8* geometryShaderProgram,
			const c8* geometryShaderEntryPointName = "main",
			E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
			scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
			scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
			u32 verticesOut = 0,
			IShaderConstantSetCallBack* callback = 0,
			E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
			s32 userData=0);

		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;
		bool StencilBuffer;
		u8 AntiAliasing;
		const ITexture* CurrentTexture[MATERIAL_MAX_TEXTURES];
		bool LastTextureMipMapsAvailable[MATERIAL_MAX_TEXTURES];
		core::matrix4 Matrices[ETS_COUNT]; // matrizes of the 3d mode we need to restore when we switch back from the 2d mode.


		HINSTANCE D3DLibrary;
		IDirect3D9* pID3D;
		IDirect3DDevice9* pID3DDevice;

		IDirect3DSurface9* PrevRenderTarget;
		core::dimension2d<u32> CurrentRendertargetSize;
		core::dimension2d<u32> CurrentDepthBufferSize;

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

		D3DCAPS9 Caps;

		E_VERTEX_TYPE LastVertexType;

		SColorf AmbientLight;

		core::stringc VendorName;
		u16 VendorID;

		core::array<SDepthSurface*> DepthBuffers;

		u32 MaxTextureUnits;
		u32 MaxUserClipPlanes;
		u32 MaxMRTs;
		u32 NumSetMRTs;
		f32 MaxLightDistance;
		s32 LastSetLight;

		enum E_CACHE_2D_ATTRIBUTES
		{
			EC2D_ALPHA = 0x1,
			EC2D_TEXTURE = 0x2,
			EC2D_ALPHA_CHANNEL = 0x4
		};

		u32 Cached2DModeSignature;

		ECOLOR_FORMAT ColorFormat;
		D3DFORMAT D3DColorFormat;
		bool DeviceLost;
		bool Fullscreen;
		bool DriverWasReset;
		bool OcclusionQuerySupport;
		bool AlphaToCoverageSupport;

		u32 DisplayAdapter;
	};


} // end namespace video

} // end namespace irr



#endif // _IRR_COMPILE_WITH_DIRECT3D_9_

#endif // __C_VIDEO_DIRECTX_9_H_INCLUDED__


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