#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"
#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;
CD3D9Driver(const core::dimension2d<u32>& screenSize, HWND window, bool fullscreen,
bool stencibuffer, io::IFileSystem* io, bool pureSoftware=false);
virtual ~CD3D9Driver();
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);
virtual bool endScene();
virtual bool queryFeature(E_VIDEO_DRIVER_FEATURE feature) const;
virtual void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat);
virtual void setMaterial(const SMaterial& material);
virtual bool setRenderTarget(video::ITexture* texture,
bool clearBackBuffer=true, bool clearZBuffer=true,
SColor color=video::SColor(0,0,0,0));
virtual bool setRenderTarget(const core::array<video::IRenderTarget>& texture,
bool clearBackBuffer=true, bool clearZBuffer=true,
SColor color=video::SColor(0,0,0,0));
virtual void setViewPort(const core::rect<s32>& area);
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);
virtual bool updateHardwareBuffer(SHWBufferLink *HWBuffer);
virtual SHWBufferLink *createHardwareBuffer(const scene::IMeshBuffer* mb);
virtual void deleteHardwareBuffer(SHWBufferLink *HWBuffer);
virtual void drawHardwareBuffer(SHWBufferLink *HWBuffer);
virtual void createOcclusionQuery(scene::ISceneNode* node,
const scene::IMesh* mesh=0);
virtual void removeOcclusionQuery(scene::ISceneNode* node);
virtual void runOcclusionQuery(scene::ISceneNode* node, bool visible=false);
virtual void updateOcclusionQuery(scene::ISceneNode* node, bool block=true);
virtual u32 getOcclusionQueryResult(scene::ISceneNode* node) const;
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);
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);
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);
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);
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);
virtual void draw2DRectangle(const core::rect<s32>& pos,
SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,
const core::rect<s32>* clip);
virtual void draw2DLine(const core::position2d<s32>& start,
const core::position2d<s32>& end,
SColor color=SColor(255,255,255,255));
virtual void drawPixel(u32 x, u32 y, const SColor & color);
virtual void draw3DLine(const core::vector3df& start,
const core::vector3df& end, SColor color = SColor(255,255,255,255));
bool initDriver(const core::dimension2d<u32>& screenSize, HWND hwnd,
u32 bits, bool fullScreen, bool pureSoftware,
bool highPrecisionFPU, bool vsync, u8 antiAlias, u32 displayAdapter);
virtual const wchar_t* getName() const;
virtual void deleteAllDynamicLights();
virtual s32 addDynamicLight(const SLight& light);
virtual void turnLightOn(s32 lightIndex, bool turnOn);
virtual u32 getMaximalDynamicLightAmount() const;
virtual void setAmbientLight(const SColorf& color);
virtual void drawStencilShadowVolume(const core::vector3df* triangles, s32 count, bool zfail);
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));
virtual u32 getMaximalPrimitiveCount() const;
virtual void setTextureCreationFlag(E_TEXTURE_CREATION_FLAG flag, bool enabled);
virtual void setFog(SColor color, E_FOG_TYPE fogType, f32 start,
f32 end, f32 density, bool pixelFog, bool rangeFog);
virtual void OnResize(const core::dimension2d<u32>& size);
virtual void setBasicRenderStates(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates);
virtual E_DRIVER_TYPE getDriverType() const;
virtual const core::matrix4& getTransform(E_TRANSFORMATION_STATE state) const;
virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1);
virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1);
virtual bool setVertexShaderConstant(const c8* name, const f32* floats, int count);
virtual bool setPixelShaderConstant(const c8* name, const f32* floats, int count);
virtual IVideoDriver* getVideoDriver();
virtual ITexture* addRenderTargetTexture(const core::dimension2d<u32>& size,
const io::path& name, const ECOLOR_FORMAT format = ECF_UNKNOWN);
virtual void clearZBuffer();
virtual IImage* createScreenShot();
virtual bool setClipPlane(u32 index, const core::plane3df& plane, bool enable=false);
virtual void enableClipPlane(u32 index, bool enable);
virtual core::stringc getVendorInfo() {return VendorName;}
virtual void enableMaterial2D(bool enable=true);
virtual bool checkDriverReset() {return DriverWasReset;}
void removeDepthSurface(SDepthSurface* depth);
virtual ECOLOR_FORMAT getColorFormat() const;
virtual core::dimension2du getMaxTextureSize() const;
D3DFORMAT getD3DColorFormat() const;
D3DFORMAT getD3DFormatFromColorFormat(ECOLOR_FORMAT format) const;
ECOLOR_FORMAT getColorFormatFromD3DFormat(D3DFORMAT format) const;
private:
enum E_RENDER_MODE
{
ERM_NONE = 0,
ERM_2D,
ERM_3D,
ERM_STENCIL_FILL,
ERM_SHADOW_VOLUME_ZFAIL,
ERM_SHADOW_VOLUME_ZPASS
};
void setVertexShader(video::E_VERTEX_TYPE newType);
bool setRenderStates3DMode();
void setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel);
void setRenderStatesStencilFillMode(bool alpha);
void setRenderStatesStencilShadowMode(bool zfail);
bool setActiveTexture(u32 stage, const video::ITexture* texture);
bool reset();
virtual video::ITexture* createDeviceDependentTexture(IImage* surface, const io::path& name, void* mipmapData=0);
virtual const core::dimension2d<u32>& getCurrentRenderTargetSize() const;
void checkDepthBuffer(ITexture* tex);
s32 addShaderMaterial(const c8* vertexShaderProgram, const c8* pixelShaderProgram,
IShaderConstantSetCallBack* callback,
E_MATERIAL_TYPE baseMaterial, s32 userData);
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 Transformation3DChanged;
bool StencilBuffer;
u8 AntiAliasing;
const ITexture* CurrentTexture[MATERIAL_MAX_TEXTURES];
bool LastTextureMipMapsAvailable[MATERIAL_MAX_TEXTURES];
core::matrix4 Matrices[ETS_COUNT];
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;
};
}
}
#endif
#endif