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// Copyright (C) 2002-2011 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#define _IRR_DONT_DO_MEMORY_DEBUGGING_HERE
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#include "CD3D9Driver.h"
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#ifdef _IRR_COMPILE_WITH_DIRECT3D_9_
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#include "S3DVertex.h"
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#include "CD3D9Texture.h"
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#include "CD3D9MaterialRenderer.h"
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#include "CD3D9ShaderMaterialRenderer.h"
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#include "CD3D9NormalMapRenderer.h"
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#include "CD3D9ParallaxMapRenderer.h"
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#include "CD3D9HLSLMaterialRenderer.h"
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#include "SIrrCreationParameters.h"
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inline DWORD F2DW( FLOAT f ) { return *((DWORD*)&f); }
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CD3D9Driver::CD3D9Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io)
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: CNullDriver(io, params.WindowSize), CurrentRenderMode(ERM_NONE),
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ResetRenderStates(true), Transformation3DChanged(false),
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D3DLibrary(0), pID3D(0), pID3DDevice(0), PrevRenderTarget(0),
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WindowId(0), SceneSourceRect(0),
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LastVertexType((video::E_VERTEX_TYPE)-1), VendorID(0),
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MaxTextureUnits(0), MaxUserClipPlanes(0), MaxMRTs(1), NumSetMRTs(1),
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MaxLightDistance(0.f), LastSetLight(-1),
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ColorFormat(ECF_A8R8G8B8), DeviceLost(false),
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DriverWasReset(true), OcclusionQuerySupport(false),
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AlphaToCoverageSupport(false), Params(params)
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setDebugName("CD3D9Driver");
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for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
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CurrentTexture[i] = 0;
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LastTextureMipMapsAvailable[i] = false;
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MaxLightDistance = sqrtf(FLT_MAX);
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// create sphere map matrix
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SphereMapMatrixD3D9._11 = 0.5f; SphereMapMatrixD3D9._12 = 0.0f;
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SphereMapMatrixD3D9._13 = 0.0f; SphereMapMatrixD3D9._14 = 0.0f;
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SphereMapMatrixD3D9._21 = 0.0f; SphereMapMatrixD3D9._22 =-0.5f;
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SphereMapMatrixD3D9._23 = 0.0f; SphereMapMatrixD3D9._24 = 0.0f;
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SphereMapMatrixD3D9._31 = 0.0f; SphereMapMatrixD3D9._32 = 0.0f;
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SphereMapMatrixD3D9._33 = 1.0f; SphereMapMatrixD3D9._34 = 0.0f;
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SphereMapMatrixD3D9._41 = 0.5f; SphereMapMatrixD3D9._42 = 0.5f;
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SphereMapMatrixD3D9._43 = 0.0f; SphereMapMatrixD3D9._44 = 1.0f;
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UnitMatrixD3D9 = *(D3DMATRIX*)((void*)mat.pointer());
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// init direct 3d is done in the factory function
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CD3D9Driver::~CD3D9Driver()
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deleteMaterialRenders();
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removeAllOcclusionQueries();
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removeAllHardwareBuffers();
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for (u32 i=0; i<DepthBuffers.size(); ++i)
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DepthBuffers[i]->drop();
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pID3DDevice->Release();
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void CD3D9Driver::createMaterialRenderers()
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// create D3D9 material renderers
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addAndDropMaterialRenderer(new CD3D9MaterialRenderer_SOLID(pID3DDevice, this));
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addAndDropMaterialRenderer(new CD3D9MaterialRenderer_SOLID_2_LAYER(pID3DDevice, this));
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// add the same renderer for all lightmap types
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CD3D9MaterialRenderer_LIGHTMAP* lmr = new CD3D9MaterialRenderer_LIGHTMAP(pID3DDevice, this);
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addMaterialRenderer(lmr); // for EMT_LIGHTMAP:
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addMaterialRenderer(lmr); // for EMT_LIGHTMAP_ADD:
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addMaterialRenderer(lmr); // for EMT_LIGHTMAP_M2:
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addMaterialRenderer(lmr); // for EMT_LIGHTMAP_M4:
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addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING:
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addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING_M2:
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addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING_M4:
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// add remaining fixed function pipeline material renderers
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addAndDropMaterialRenderer(new CD3D9MaterialRenderer_DETAIL_MAP(pID3DDevice, this));
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addAndDropMaterialRenderer(new CD3D9MaterialRenderer_SPHERE_MAP(pID3DDevice, this));
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addAndDropMaterialRenderer(new CD3D9MaterialRenderer_REFLECTION_2_LAYER(pID3DDevice, this));
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addAndDropMaterialRenderer(new CD3D9MaterialRenderer_TRANSPARENT_ADD_COLOR(pID3DDevice, this));
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addAndDropMaterialRenderer(new CD3D9MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL(pID3DDevice, this));
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addAndDropMaterialRenderer(new CD3D9MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL_REF(pID3DDevice, this));
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addAndDropMaterialRenderer(new CD3D9MaterialRenderer_TRANSPARENT_VERTEX_ALPHA(pID3DDevice, this));
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addAndDropMaterialRenderer(new CD3D9MaterialRenderer_TRANSPARENT_REFLECTION_2_LAYER(pID3DDevice, this));
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// add normal map renderers
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video::IMaterialRenderer* renderer = 0;
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renderer = new CD3D9NormalMapRenderer(pID3DDevice, this, tmp,
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MaterialRenderers[EMT_SOLID].Renderer);
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renderer = new CD3D9NormalMapRenderer(pID3DDevice, this, tmp,
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MaterialRenderers[EMT_TRANSPARENT_ADD_COLOR].Renderer);
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renderer = new CD3D9NormalMapRenderer(pID3DDevice, this, tmp,
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MaterialRenderers[EMT_TRANSPARENT_VERTEX_ALPHA].Renderer);
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// add parallax map renderers
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renderer = new CD3D9ParallaxMapRenderer(pID3DDevice, this, tmp,
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MaterialRenderers[EMT_SOLID].Renderer);
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renderer = new CD3D9ParallaxMapRenderer(pID3DDevice, this, tmp,
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MaterialRenderers[EMT_TRANSPARENT_ADD_COLOR].Renderer);
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renderer = new CD3D9ParallaxMapRenderer(pID3DDevice, this, tmp,
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MaterialRenderers[EMT_TRANSPARENT_VERTEX_ALPHA].Renderer);
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// add basic 1 texture blending
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addAndDropMaterialRenderer(new CD3D9MaterialRenderer_ONETEXTURE_BLEND(pID3DDevice, this));
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//! initialises the Direct3D API
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bool CD3D9Driver::initDriver(HWND hwnd, bool pureSoftware)
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D3DLibrary = LoadLibrary( __TEXT("d3d9.dll") );
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os::Printer::log("Error, could not load d3d9.dll.", ELL_ERROR);
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typedef IDirect3D9 * (__stdcall *D3DCREATETYPE)(UINT);
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D3DCREATETYPE d3dCreate = (D3DCREATETYPE) GetProcAddress(D3DLibrary, "Direct3DCreate9");
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os::Printer::log("Error, could not get proc adress of Direct3DCreate9.", ELL_ERROR);
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//just like pID3D = Direct3DCreate9(D3D_SDK_VERSION);
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pID3D = (*d3dCreate)(D3D_SDK_VERSION);
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os::Printer::log("Error initializing D3D.", ELL_ERROR);
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// print device information
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D3DADAPTER_IDENTIFIER9 dai;
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if (!FAILED(pID3D->GetAdapterIdentifier(Params.DisplayAdapter, 0, &dai)))
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s32 Product = HIWORD(dai.DriverVersion.HighPart);
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s32 Version = LOWORD(dai.DriverVersion.HighPart);
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s32 SubVersion = HIWORD(dai.DriverVersion.LowPart);
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s32 Build = LOWORD(dai.DriverVersion.LowPart);
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sprintf(tmp, "%s %s %d.%d.%d.%d", dai.Description, dai.Driver, Product, Version,
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os::Printer::log(tmp, ELL_INFORMATION);
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// Assign vendor name based on vendor id.
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VendorID= static_cast<u16>(dai.VendorId);
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case 0x1002 : VendorName = "ATI Technologies Inc."; break;
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case 0x10DE : VendorName = "NVIDIA Corporation"; break;
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case 0x102B : VendorName = "Matrox Electronic Systems Ltd."; break;
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case 0x121A : VendorName = "3dfx Interactive Inc"; break;
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case 0x5333 : VendorName = "S3 Graphics Co., Ltd."; break;
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case 0x8086 : VendorName = "Intel Corporation"; break;
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default: VendorName = "Unknown VendorId: ";VendorName += (u32)dai.VendorId; break;
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D3DDISPLAYMODE d3ddm;
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if (FAILED(pID3D->GetAdapterDisplayMode(Params.DisplayAdapter, &d3ddm)))
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os::Printer::log("Error: Could not get Adapter Display mode.", ELL_ERROR);
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ZeroMemory(&present, sizeof(present));
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present.BackBufferCount = 1;
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present.EnableAutoDepthStencil = TRUE;
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present.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
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present.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
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if (Params.Fullscreen)
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present.BackBufferWidth = Params.WindowSize.Width;
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present.BackBufferHeight = Params.WindowSize.Height;
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// request 32bit mode if user specified 32 bit, added by Thomas Stuefe
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if (Params.Bits == 32)
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present.BackBufferFormat = D3DFMT_X8R8G8B8;
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present.BackBufferFormat = D3DFMT_R5G6B5;
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present.SwapEffect = D3DSWAPEFFECT_FLIP;
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present.Windowed = FALSE;
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present.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
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present.BackBufferFormat = d3ddm.Format;
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present.SwapEffect = D3DSWAPEFFECT_DISCARD;
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present.Windowed = TRUE;
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UINT adapter = Params.DisplayAdapter;
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D3DDEVTYPE devtype = D3DDEVTYPE_HAL;
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#ifndef _IRR_D3D_NO_SHADER_DEBUGGING
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devtype = D3DDEVTYPE_REF;
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#elif defined(_IRR_USE_NVIDIA_PERFHUD_)
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for (UINT adapter_i = 0; adapter_i < pID3D->GetAdapterCount(); ++adapter_i)
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D3DADAPTER_IDENTIFIER9 identifier;
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pID3D->GetAdapterIdentifier(adapter_i,0,&identifier);
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if (strstr(identifier.Description,"PerfHUD") != 0)
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devtype = D3DDEVTYPE_REF;
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// enable anti alias if possible and desired
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if (Params.AntiAlias > 0)
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if (Params.AntiAlias > 32)
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Params.AntiAlias = 32;
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DWORD qualityLevels = 0;
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while(Params.AntiAlias > 0)
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if(SUCCEEDED(pID3D->CheckDeviceMultiSampleType(adapter,
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devtype, present.BackBufferFormat, !Params.Fullscreen,
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(D3DMULTISAMPLE_TYPE)Params.AntiAlias, &qualityLevels)))
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present.MultiSampleType = (D3DMULTISAMPLE_TYPE)Params.AntiAlias;
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present.MultiSampleQuality = qualityLevels-1;
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present.SwapEffect = D3DSWAPEFFECT_DISCARD;
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if (Params.AntiAlias==0)
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os::Printer::log("Anti aliasing disabled because hardware/driver lacks necessary caps.", ELL_WARNING);
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// check stencil buffer compatibility
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if (Params.Stencilbuffer)
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present.AutoDepthStencilFormat = D3DFMT_D24S8;
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if(FAILED(pID3D->CheckDeviceFormat(adapter, devtype,
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present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL,
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D3DRTYPE_SURFACE, present.AutoDepthStencilFormat)))
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present.AutoDepthStencilFormat = D3DFMT_D24X4S4;
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if(FAILED(pID3D->CheckDeviceFormat(adapter, devtype,
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present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL,
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D3DRTYPE_SURFACE, present.AutoDepthStencilFormat)))
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present.AutoDepthStencilFormat = D3DFMT_D15S1;
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if(FAILED(pID3D->CheckDeviceFormat(adapter, devtype,
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present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL,
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D3DRTYPE_SURFACE, present.AutoDepthStencilFormat)))
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os::Printer::log("Device does not support stencilbuffer, disabling stencil buffer.", ELL_WARNING);
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Params.Stencilbuffer = false;
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if(FAILED(pID3D->CheckDepthStencilMatch(adapter, devtype,
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present.BackBufferFormat, present.BackBufferFormat, present.AutoDepthStencilFormat)))
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os::Printer::log("Depth-stencil format is not compatible with display format, disabling stencil buffer.", ELL_WARNING);
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Params.Stencilbuffer = false;
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// do not use else here to cope with flag change in previous block
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if (!Params.Stencilbuffer)
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present.AutoDepthStencilFormat = D3DFMT_D32;
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if(FAILED(pID3D->CheckDeviceFormat(adapter, devtype,
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present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL,
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D3DRTYPE_SURFACE, present.AutoDepthStencilFormat)))
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present.AutoDepthStencilFormat = D3DFMT_D24X8;
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if(FAILED(pID3D->CheckDeviceFormat(adapter, devtype,
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present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL,
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D3DRTYPE_SURFACE, present.AutoDepthStencilFormat)))
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present.AutoDepthStencilFormat = D3DFMT_D16;
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if(FAILED(pID3D->CheckDeviceFormat(adapter, devtype,
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present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL,
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D3DRTYPE_SURFACE, present.AutoDepthStencilFormat)))
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os::Printer::log("Device does not support required depth buffer.", ELL_WARNING);
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DWORD fpuPrecision = Params.HighPrecisionFPU ? D3DCREATE_FPU_PRESERVE : 0;
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if (FAILED(pID3D->CreateDevice(Params.DisplayAdapter, D3DDEVTYPE_REF, hwnd,
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fpuPrecision | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present, &pID3DDevice)))
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os::Printer::log("Was not able to create Direct3D9 software device.", ELL_ERROR);
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HRESULT hr = pID3D->CreateDevice(adapter, devtype, hwnd,
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fpuPrecision | D3DCREATE_HARDWARE_VERTEXPROCESSING, &present, &pID3DDevice);
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hr = pID3D->CreateDevice(adapter, devtype, hwnd,
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fpuPrecision | D3DCREATE_MIXED_VERTEXPROCESSING , &present, &pID3DDevice);
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hr = pID3D->CreateDevice(adapter, devtype, hwnd,
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fpuPrecision | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present, &pID3DDevice);
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os::Printer::log("Was not able to create Direct3D9 device.", ELL_ERROR);
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os::Printer::log("Was not able to create DIRECT3D9 device.", ELL_ERROR);
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pID3DDevice->GetDeviceCaps(&Caps);
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os::Printer::log("Currently available Video Memory (kB)", core::stringc(pID3DDevice->GetAvailableTextureMem()/1024).c_str());
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// disable stencilbuffer if necessary
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if (Params.Stencilbuffer &&
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(!(Caps.StencilCaps & D3DSTENCILCAPS_DECRSAT) ||
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!(Caps.StencilCaps & D3DSTENCILCAPS_INCRSAT) ||
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!(Caps.StencilCaps & D3DSTENCILCAPS_KEEP)))
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os::Printer::log("Device not able to use stencil buffer, disabling stencil buffer.", ELL_WARNING);
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Params.Stencilbuffer = false;
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// set default vertex shader
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setVertexShader(EVT_STANDARD);
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setFog(FogColor, FogType, FogStart, FogEnd, FogDensity, PixelFog, RangeFog);
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ExposedData.D3D9.D3D9 = pID3D;
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ExposedData.D3D9.D3DDev9 = pID3DDevice;
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ExposedData.D3D9.HWnd = hwnd;
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ResetRenderStates = true;
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createMaterialRenderers();
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MaxTextureUnits = core::min_((u32)Caps.MaxSimultaneousTextures, MATERIAL_MAX_TEXTURES);
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MaxUserClipPlanes = (u32)Caps.MaxUserClipPlanes;
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MaxMRTs = (s32)Caps.NumSimultaneousRTs;
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OcclusionQuerySupport=(pID3DDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, NULL) == S_OK);
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if (VendorID==0x10DE)//NVidia
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AlphaToCoverageSupport = (pID3D->CheckDeviceFormat(adapter, D3DDEVTYPE_HAL,
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D3DFMT_X8R8G8B8, 0,D3DRTYPE_SURFACE,
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(D3DFORMAT)MAKEFOURCC('A', 'T', 'O', 'C')) == S_OK);
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else if (VendorID==0x1002)//ATI
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AlphaToCoverageSupport = true; // TODO: Check unknown
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AlphaToCoverageSupport = (pID3D->CheckDeviceFormat(adapter, D3DDEVTYPE_HAL,
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D3DFMT_X8R8G8B8, 0,D3DRTYPE_SURFACE,
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(D3DFORMAT)MAKEFOURCC('A','2','M','1')) == S_OK);
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DriverAttributes->setAttribute("MaxTextures", (s32)MaxTextureUnits);
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DriverAttributes->setAttribute("MaxSupportedTextures", (s32)Caps.MaxSimultaneousTextures);
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DriverAttributes->setAttribute("MaxLights", (s32)Caps.MaxActiveLights);
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DriverAttributes->setAttribute("MaxAnisotropy", (s32)Caps.MaxAnisotropy);
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DriverAttributes->setAttribute("MaxUserClipPlanes", (s32)Caps.MaxUserClipPlanes);
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DriverAttributes->setAttribute("MaxMultipleRenderTargets", (s32)Caps.NumSimultaneousRTs);
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DriverAttributes->setAttribute("MaxIndices", (s32)Caps.MaxVertexIndex);
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DriverAttributes->setAttribute("MaxTextureSize", (s32)core::min_(Caps.MaxTextureHeight,Caps.MaxTextureWidth));
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DriverAttributes->setAttribute("MaxTextureLODBias", 16);
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DriverAttributes->setAttribute("Version", 901);
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DriverAttributes->setAttribute("ShaderLanguageVersion", (s32)(((0x00ff00 & Caps.VertexShaderVersion)>>8)*100 + (Caps.VertexShaderVersion&0xff)));
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DriverAttributes->setAttribute("AntiAlias", Params.AntiAlias);
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// set the renderstates
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setRenderStates3DMode();
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// store the screen's depth buffer
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DepthBuffers.push_back(new SDepthSurface());
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if (SUCCEEDED(pID3DDevice->GetDepthStencilSurface(&(DepthBuffers[0]->Surface))))
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D3DSURFACE_DESC desc;
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DepthBuffers[0]->Surface->GetDesc(&desc);
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DepthBuffers[0]->Size.set(desc.Width, desc.Height);
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os::Printer::log("Was not able to get main depth buffer.", ELL_ERROR);
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D3DColorFormat = D3DFMT_A8R8G8B8;
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IDirect3DSurface9* bb=0;
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if (SUCCEEDED(pID3DDevice->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &bb)))
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D3DSURFACE_DESC desc;
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D3DColorFormat = desc.Format;
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if (D3DColorFormat == D3DFMT_X8R8G8B8)
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D3DColorFormat = D3DFMT_A8R8G8B8;
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ColorFormat = getColorFormatFromD3DFormat(D3DColorFormat);
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//! applications must call this method before performing any rendering. returns false if failed.
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bool CD3D9Driver::beginScene(bool backBuffer, bool zBuffer, SColor color,
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const SExposedVideoData& videoData, core::rect<s32>* sourceRect)
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CNullDriver::beginScene(backBuffer, zBuffer, color, videoData, sourceRect);
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WindowId = (HWND)videoData.D3D9.HWnd;
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SceneSourceRect = sourceRect;
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if (FAILED(hr = pID3DDevice->TestCooperativeLevel()))
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if (hr == D3DERR_DEVICELOST)
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hr = pID3DDevice->TestCooperativeLevel();
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if (hr == D3DERR_DEVICELOST)
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if ((hr == D3DERR_DEVICENOTRESET) && !reset())
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flags |= D3DCLEAR_TARGET;
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flags |= D3DCLEAR_ZBUFFER;
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if (Params.Stencilbuffer)
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flags |= D3DCLEAR_STENCIL;
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hr = pID3DDevice->Clear( 0, NULL, flags, color.color, 1.0, 0);
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os::Printer::log("DIRECT3D9 clear failed.", ELL_WARNING);
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hr = pID3DDevice->BeginScene();
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os::Printer::log("DIRECT3D9 begin scene failed.", ELL_WARNING);
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//! applications must call this method after performing any rendering. returns false if failed.
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bool CD3D9Driver::endScene()
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CNullDriver::endScene();
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DriverWasReset=false;
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HRESULT hr = pID3DDevice->EndScene();
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os::Printer::log("DIRECT3D9 end scene failed.", ELL_WARNING);
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if ( SceneSourceRect )
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srcRct = &sourceRectData;
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sourceRectData.left = SceneSourceRect->UpperLeftCorner.X;
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sourceRectData.top = SceneSourceRect->UpperLeftCorner.Y;
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sourceRectData.right = SceneSourceRect->LowerRightCorner.X;
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sourceRectData.bottom = SceneSourceRect->LowerRightCorner.Y;
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IDirect3DSwapChain9* swChain;
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hr = pID3DDevice->GetSwapChain(0, &swChain);
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DWORD flags = (Params.HandleSRGB && (Caps.Caps3&D3DCAPS3_LINEAR_TO_SRGB_PRESENTATION))?D3DPRESENT_LINEAR_CONTENT:0;
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hr = swChain->Present(srcRct, NULL, WindowId, NULL, flags);
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if (hr == D3DERR_DEVICELOST)
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os::Printer::log("Present failed", "DIRECT3D9 device lost.", ELL_WARNING);
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#ifdef D3DERR_DEVICEREMOVED
587
else if (hr == D3DERR_DEVICEREMOVED)
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os::Printer::log("Present failed", "Device removed.", ELL_WARNING);
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else if (hr == D3DERR_INVALIDCALL)
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os::Printer::log("Present failed", "Invalid Call", ELL_WARNING);
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os::Printer::log("DIRECT3D9 present failed.", ELL_WARNING);
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//! queries the features of the driver, returns true if feature is available
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bool CD3D9Driver::queryFeature(E_VIDEO_DRIVER_FEATURE feature) const
605
if (!FeatureEnabled[feature])
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case EVDF_MULTITEXTURE:
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case EVDF_BILINEAR_FILTER:
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case EVDF_RENDER_TO_TARGET:
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return Caps.NumSimultaneousRTs > 0;
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case EVDF_HARDWARE_TL:
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return (Caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) != 0;
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return (Caps.TextureCaps & D3DPTEXTURECAPS_MIPMAP) != 0;
619
case EVDF_MIP_MAP_AUTO_UPDATE:
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// always return false because a lot of drivers claim they do
621
// this but actually don't do this at all.
622
return false; //(Caps.Caps2 & D3DCAPS2_CANAUTOGENMIPMAP) != 0;
623
case EVDF_STENCIL_BUFFER:
624
return Params.Stencilbuffer && Caps.StencilCaps;
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case EVDF_VERTEX_SHADER_1_1:
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return Caps.VertexShaderVersion >= D3DVS_VERSION(1,1);
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case EVDF_VERTEX_SHADER_2_0:
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return Caps.VertexShaderVersion >= D3DVS_VERSION(2,0);
629
case EVDF_VERTEX_SHADER_3_0:
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return Caps.VertexShaderVersion >= D3DVS_VERSION(3,0);
631
case EVDF_PIXEL_SHADER_1_1:
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return Caps.PixelShaderVersion >= D3DPS_VERSION(1,1);
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case EVDF_PIXEL_SHADER_1_2:
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return Caps.PixelShaderVersion >= D3DPS_VERSION(1,2);
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case EVDF_PIXEL_SHADER_1_3:
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return Caps.PixelShaderVersion >= D3DPS_VERSION(1,3);
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case EVDF_PIXEL_SHADER_1_4:
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return Caps.PixelShaderVersion >= D3DPS_VERSION(1,4);
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case EVDF_PIXEL_SHADER_2_0:
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return Caps.PixelShaderVersion >= D3DPS_VERSION(2,0);
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case EVDF_PIXEL_SHADER_3_0:
642
return Caps.PixelShaderVersion >= D3DPS_VERSION(3,0);
644
return Caps.VertexShaderVersion >= D3DVS_VERSION(1,1);
645
case EVDF_TEXTURE_NSQUARE:
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return (Caps.TextureCaps & D3DPTEXTURECAPS_SQUAREONLY) == 0;
647
case EVDF_TEXTURE_NPOT:
648
return (Caps.TextureCaps & D3DPTEXTURECAPS_POW2) == 0;
649
case EVDF_COLOR_MASK:
650
return (Caps.PrimitiveMiscCaps & D3DPMISCCAPS_COLORWRITEENABLE) != 0;
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case EVDF_MULTIPLE_RENDER_TARGETS:
652
return Caps.NumSimultaneousRTs > 1;
653
case EVDF_MRT_COLOR_MASK:
654
return (Caps.PrimitiveMiscCaps & D3DPMISCCAPS_INDEPENDENTWRITEMASKS) != 0;
656
return (Caps.PrimitiveMiscCaps & D3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING) != 0;
657
case EVDF_OCCLUSION_QUERY:
658
return OcclusionQuerySupport;
659
case EVDF_POLYGON_OFFSET:
660
return (Caps.RasterCaps & (D3DPRASTERCAPS_DEPTHBIAS|D3DPRASTERCAPS_SLOPESCALEDEPTHBIAS)) != 0;
661
case EVDF_BLEND_OPERATIONS:
662
case EVDF_TEXTURE_MATRIX:
670
//! sets transformation
671
void CD3D9Driver::setTransform(E_TRANSFORMATION_STATE state,
672
const core::matrix4& mat)
674
Transformation3DChanged = true;
679
pID3DDevice->SetTransform(D3DTS_VIEW, (D3DMATRIX*)((void*)mat.pointer()));
682
pID3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)((void*)mat.pointer()));
685
pID3DDevice->SetTransform( D3DTS_PROJECTION, (D3DMATRIX*)((void*)mat.pointer()));
690
if (state-ETS_TEXTURE_0 < MATERIAL_MAX_TEXTURES)
692
if (mat.isIdentity())
693
pID3DDevice->SetTextureStageState( state - ETS_TEXTURE_0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE );
696
pID3DDevice->SetTextureStageState( state - ETS_TEXTURE_0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 );
697
pID3DDevice->SetTransform((D3DTRANSFORMSTATETYPE)(D3DTS_TEXTURE0+ ( state - ETS_TEXTURE_0 )),
698
(D3DMATRIX*)((void*)mat.pointer()));
704
Matrices[state] = mat;
708
//! sets the current Texture
709
bool CD3D9Driver::setActiveTexture(u32 stage, const video::ITexture* texture)
711
if (CurrentTexture[stage] == texture)
714
if (texture && texture->getDriverType() != EDT_DIRECT3D9)
716
os::Printer::log("Fatal Error: Tried to set a texture not owned by this driver.", ELL_ERROR);
720
CurrentTexture[stage] = texture;
724
pID3DDevice->SetTexture(stage, 0);
725
pID3DDevice->SetTextureStageState( stage, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE );
729
pID3DDevice->SetTexture(stage, ((const CD3D9Texture*)texture)->getDX9Texture());
736
void CD3D9Driver::setMaterial(const SMaterial& material)
739
OverrideMaterial.apply(Material);
741
for (u32 i=0; i<MaxTextureUnits; ++i)
743
setActiveTexture(i, Material.getTexture(i));
744
setTransform((E_TRANSFORMATION_STATE) ( ETS_TEXTURE_0 + i ),
745
material.getTextureMatrix(i));
750
//! returns a device dependent texture from a software surface (IImage)
751
video::ITexture* CD3D9Driver::createDeviceDependentTexture(IImage* surface,const io::path& name, void* mipmapData)
753
return new CD3D9Texture(surface, this, TextureCreationFlags, name, mipmapData);
757
//! Enables or disables a texture creation flag.
758
void CD3D9Driver::setTextureCreationFlag(E_TEXTURE_CREATION_FLAG flag,
761
if (flag == video::ETCF_CREATE_MIP_MAPS && !queryFeature(EVDF_MIP_MAP))
764
CNullDriver::setTextureCreationFlag(flag, enabled);
768
//! sets a render target
769
bool CD3D9Driver::setRenderTarget(video::ITexture* texture,
770
bool clearBackBuffer, bool clearZBuffer, SColor color)
772
// check for right driver type
774
if (texture && texture->getDriverType() != EDT_DIRECT3D9)
776
os::Printer::log("Fatal Error: Tried to set a texture not owned by this driver.", ELL_ERROR);
780
// check for valid render target
782
if (texture && !texture->isRenderTarget())
784
os::Printer::log("Fatal Error: Tried to set a non render target texture as render target.", ELL_ERROR);
788
CD3D9Texture* tex = static_cast<CD3D9Texture*>(texture);
790
// check if we should set the previous RT back
794
for(u32 i = 1; i < NumSetMRTs; i++)
796
// First texture handled elsewhere
797
pID3DDevice->SetRenderTarget(i, NULL);
801
if (PrevRenderTarget)
803
if (FAILED(pID3DDevice->SetRenderTarget(0, PrevRenderTarget)))
805
os::Printer::log("Error: Could not set back to previous render target.", ELL_ERROR);
808
if (FAILED(pID3DDevice->SetDepthStencilSurface(DepthBuffers[0]->Surface)))
810
os::Printer::log("Error: Could not set main depth buffer.", ELL_ERROR);
813
CurrentRendertargetSize = core::dimension2d<u32>(0,0);
814
PrevRenderTarget->Release();
815
PrevRenderTarget = 0;
820
// we want to set a new target. so do this.
822
// store previous target
824
if (!PrevRenderTarget)
826
if (FAILED(pID3DDevice->GetRenderTarget(0, &PrevRenderTarget)))
828
os::Printer::log("Could not get previous render target.", ELL_ERROR);
833
// set new render target
835
if (FAILED(pID3DDevice->SetRenderTarget(0, tex->getRenderTargetSurface())))
837
os::Printer::log("Error: Could not set render target.", ELL_ERROR);
840
CurrentRendertargetSize = tex->getSize();
842
if (FAILED(pID3DDevice->SetDepthStencilSurface(tex->DepthSurface->Surface)))
844
os::Printer::log("Error: Could not set new depth buffer.", ELL_ERROR);
847
Transformation3DChanged=true;
849
if (clearBackBuffer || clearZBuffer)
854
flags |= D3DCLEAR_TARGET;
857
flags |= D3DCLEAR_ZBUFFER;
859
pID3DDevice->Clear(0, NULL, flags, color.color, 1.0f, 0);
866
//! Sets multiple render targets
867
bool CD3D9Driver::setRenderTarget(const core::array<video::IRenderTarget>& targets,
868
bool clearBackBuffer, bool clearZBuffer, SColor color)
870
if (targets.size()==0)
871
return setRenderTarget(0, clearBackBuffer, clearZBuffer, color);
873
u32 maxMultipleRTTs = core::min_(MaxMRTs, targets.size());
875
for (u32 i = 0; i < maxMultipleRTTs; ++i)
877
if (targets[i].TargetType != ERT_RENDER_TEXTURE || !targets[i].RenderTexture)
880
os::Printer::log("Missing texture for MRT.", ELL_WARNING);
884
// check for right driver type
886
if (targets[i].RenderTexture->getDriverType() != EDT_DIRECT3D9)
889
os::Printer::log("Tried to set a texture not owned by this driver.", ELL_WARNING);
893
// check for valid render target
895
if (!targets[i].RenderTexture->isRenderTarget())
898
os::Printer::log("Tried to set a non render target texture as render target.", ELL_WARNING);
902
// check for valid size
904
if (targets[0].RenderTexture->getSize() != targets[i].RenderTexture->getSize())
907
os::Printer::log("Render target texture has wrong size.", ELL_WARNING);
911
if (maxMultipleRTTs==0)
913
os::Printer::log("Fatal Error: No valid MRT found.", ELL_ERROR);
917
CD3D9Texture* tex = static_cast<CD3D9Texture*>(targets[0].RenderTexture);
919
// check if we should set the previous RT back
923
// we want to set a new target. so do this.
924
// store previous target
926
if (!PrevRenderTarget)
928
if (FAILED(pID3DDevice->GetRenderTarget(0, &PrevRenderTarget)))
930
os::Printer::log("Could not get previous render target.", ELL_ERROR);
935
// set new render target
937
// In d3d9 we have at most 4 MRTs, so the following is enough
938
D3DRENDERSTATETYPE colorWrite[4]={D3DRS_COLORWRITEENABLE, D3DRS_COLORWRITEENABLE1, D3DRS_COLORWRITEENABLE2, D3DRS_COLORWRITEENABLE3};
939
for (u32 i = 0; i < maxMultipleRTTs; ++i)
941
if (FAILED(pID3DDevice->SetRenderTarget(i, static_cast<CD3D9Texture*>(targets[i].RenderTexture)->getRenderTargetSurface())))
943
os::Printer::log("Error: Could not set render target.", ELL_ERROR);
946
if (i<4 && (i==0 || queryFeature(EVDF_MRT_COLOR_MASK)))
949
((targets[i].ColorMask & ECP_RED)?D3DCOLORWRITEENABLE_RED:0) |
950
((targets[i].ColorMask & ECP_GREEN)?D3DCOLORWRITEENABLE_GREEN:0) |
951
((targets[i].ColorMask & ECP_BLUE)?D3DCOLORWRITEENABLE_BLUE:0) |
952
((targets[i].ColorMask & ECP_ALPHA)?D3DCOLORWRITEENABLE_ALPHA:0);
953
pID3DDevice->SetRenderState(colorWrite[i], flag);
956
for(u32 i = maxMultipleRTTs; i < NumSetMRTs; i++)
958
pID3DDevice->SetRenderTarget(i, NULL);
960
NumSetMRTs=maxMultipleRTTs;
962
CurrentRendertargetSize = tex->getSize();
964
if (FAILED(pID3DDevice->SetDepthStencilSurface(tex->DepthSurface->Surface)))
966
os::Printer::log("Error: Could not set new depth buffer.", ELL_ERROR);
969
if (clearBackBuffer || clearZBuffer)
974
flags |= D3DCLEAR_TARGET;
977
flags |= D3DCLEAR_ZBUFFER;
979
pID3DDevice->Clear(0, NULL, flags, color.color, 1.0f, 0);
987
void CD3D9Driver::setViewPort(const core::rect<s32>& area)
989
core::rect<s32> vp = area;
990
core::rect<s32> rendert(0,0, getCurrentRenderTargetSize().Width, getCurrentRenderTargetSize().Height);
991
vp.clipAgainst(rendert);
992
if (vp.getHeight()>0 && vp.getWidth()>0)
994
D3DVIEWPORT9 viewPort;
995
viewPort.X = vp.UpperLeftCorner.X;
996
viewPort.Y = vp.UpperLeftCorner.Y;
997
viewPort.Width = vp.getWidth();
998
viewPort.Height = vp.getHeight();
999
viewPort.MinZ = 0.0f;
1000
viewPort.MaxZ = 1.0f;
1002
HRESULT hr = pID3DDevice->SetViewport(&viewPort);
1004
os::Printer::log("Failed setting the viewport.", ELL_WARNING);
1011
//! gets the area of the current viewport
1012
const core::rect<s32>& CD3D9Driver::getViewPort() const
1018
bool CD3D9Driver::updateVertexHardwareBuffer(SHWBufferLink_d3d9 *hwBuffer)
1023
const scene::IMeshBuffer* mb = hwBuffer->MeshBuffer;
1024
const void* vertices=mb->getVertices();
1025
const u32 vertexCount=mb->getVertexCount();
1026
const E_VERTEX_TYPE vType=mb->getVertexType();
1027
const u32 vertexSize = getVertexPitchFromType(vType);
1028
const u32 bufSize = vertexSize * vertexCount;
1030
if (!hwBuffer->vertexBuffer || (bufSize > hwBuffer->vertexBufferSize))
1032
if (hwBuffer->vertexBuffer)
1034
hwBuffer->vertexBuffer->Release();
1035
hwBuffer->vertexBuffer=0;
1039
// Get the vertex sizes and cvf
1043
FVF = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_TEX1;
1046
FVF = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_TEX2;
1049
FVF = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_TEX3;
1055
DWORD flags = D3DUSAGE_WRITEONLY; // SIO2: Default to D3DUSAGE_WRITEONLY
1056
if(hwBuffer->Mapped_Vertex != scene::EHM_STATIC)
1057
flags |= D3DUSAGE_DYNAMIC;
1059
if (FAILED(pID3DDevice->CreateVertexBuffer(bufSize, flags, FVF, D3DPOOL_DEFAULT, &hwBuffer->vertexBuffer, NULL)))
1061
hwBuffer->vertexBufferSize = bufSize;
1063
flags = 0; // SIO2: Reset flags before Lock
1064
if(hwBuffer->Mapped_Vertex != scene::EHM_STATIC)
1065
flags = D3DLOCK_DISCARD;
1067
void* lockedBuffer = 0;
1068
hwBuffer->vertexBuffer->Lock(0, bufSize, (void**)&lockedBuffer, flags);
1069
memcpy(lockedBuffer, vertices, bufSize);
1070
hwBuffer->vertexBuffer->Unlock();
1074
void* lockedBuffer = 0;
1075
hwBuffer->vertexBuffer->Lock(0, bufSize, (void**)&lockedBuffer, D3DLOCK_DISCARD);
1076
memcpy(lockedBuffer, vertices, bufSize);
1077
hwBuffer->vertexBuffer->Unlock();
1084
bool CD3D9Driver::updateIndexHardwareBuffer(SHWBufferLink_d3d9 *hwBuffer)
1089
const scene::IMeshBuffer* mb = hwBuffer->MeshBuffer;
1090
const u16* indices=mb->getIndices();
1091
const u32 indexCount=mb->getIndexCount();
1093
D3DFORMAT indexType=D3DFMT_UNKNOWN;
1094
switch (mb->getIndexType())
1098
indexType=D3DFMT_INDEX16;
1104
indexType=D3DFMT_INDEX32;
1110
const u32 bufSize = indexSize * indexCount;
1111
if (!hwBuffer->indexBuffer || (bufSize > hwBuffer->indexBufferSize))
1113
if (hwBuffer->indexBuffer)
1115
hwBuffer->indexBuffer->Release();
1116
hwBuffer->indexBuffer=0;
1119
DWORD flags = D3DUSAGE_WRITEONLY; // SIO2: Default to D3DUSAGE_WRITEONLY
1120
if (hwBuffer->Mapped_Index != scene::EHM_STATIC)
1121
flags |= D3DUSAGE_DYNAMIC; // SIO2: Add DYNAMIC flag for dynamic buffer data
1123
if (FAILED(pID3DDevice->CreateIndexBuffer(bufSize, flags, indexType, D3DPOOL_DEFAULT, &hwBuffer->indexBuffer, NULL)))
1126
flags = 0; // SIO2: Reset flags before Lock
1127
if (hwBuffer->Mapped_Index != scene::EHM_STATIC)
1128
flags = D3DLOCK_DISCARD;
1130
void* lockedBuffer = 0;
1131
if (FAILED(hwBuffer->indexBuffer->Lock( 0, 0, (void**)&lockedBuffer, flags)))
1134
memcpy(lockedBuffer, indices, bufSize);
1135
hwBuffer->indexBuffer->Unlock();
1137
hwBuffer->indexBufferSize = bufSize;
1141
void* lockedBuffer = 0;
1142
if( SUCCEEDED(hwBuffer->indexBuffer->Lock( 0, 0, (void**)&lockedBuffer, D3DLOCK_DISCARD)))
1144
memcpy(lockedBuffer, indices, bufSize);
1145
hwBuffer->indexBuffer->Unlock();
1153
//! updates hardware buffer if needed
1154
bool CD3D9Driver::updateHardwareBuffer(SHWBufferLink *hwBuffer)
1159
if (hwBuffer->Mapped_Vertex!=scene::EHM_NEVER)
1161
if (hwBuffer->ChangedID_Vertex != hwBuffer->MeshBuffer->getChangedID_Vertex()
1162
|| !((SHWBufferLink_d3d9*)hwBuffer)->vertexBuffer)
1164
hwBuffer->ChangedID_Vertex = hwBuffer->MeshBuffer->getChangedID_Vertex();
1166
if (!updateVertexHardwareBuffer((SHWBufferLink_d3d9*)hwBuffer))
1171
if (hwBuffer->Mapped_Index!=scene::EHM_NEVER)
1173
if (hwBuffer->ChangedID_Index != hwBuffer->MeshBuffer->getChangedID_Index()
1174
|| !((SHWBufferLink_d3d9*)hwBuffer)->indexBuffer)
1176
hwBuffer->ChangedID_Index = hwBuffer->MeshBuffer->getChangedID_Index();
1178
if (!updateIndexHardwareBuffer((SHWBufferLink_d3d9*)hwBuffer))
1187
//! Create hardware buffer from meshbuffer
1188
CD3D9Driver::SHWBufferLink *CD3D9Driver::createHardwareBuffer(const scene::IMeshBuffer* mb)
1190
if (!mb || (mb->getHardwareMappingHint_Index()==scene::EHM_NEVER && mb->getHardwareMappingHint_Vertex()==scene::EHM_NEVER))
1193
SHWBufferLink_d3d9 *hwBuffer=new SHWBufferLink_d3d9(mb);
1196
HWBufferMap.insert(hwBuffer->MeshBuffer, hwBuffer);
1198
hwBuffer->ChangedID_Vertex=hwBuffer->MeshBuffer->getChangedID_Vertex();
1199
hwBuffer->ChangedID_Index=hwBuffer->MeshBuffer->getChangedID_Index();
1200
hwBuffer->Mapped_Vertex=mb->getHardwareMappingHint_Vertex();
1201
hwBuffer->Mapped_Index=mb->getHardwareMappingHint_Index();
1202
hwBuffer->LastUsed=0;
1203
hwBuffer->vertexBuffer=0;
1204
hwBuffer->indexBuffer=0;
1205
hwBuffer->vertexBufferSize=0;
1206
hwBuffer->indexBufferSize=0;
1208
if (!updateHardwareBuffer(hwBuffer))
1210
deleteHardwareBuffer(hwBuffer);
1218
void CD3D9Driver::deleteHardwareBuffer(SHWBufferLink *_HWBuffer)
1223
SHWBufferLink_d3d9 *HWBuffer=(SHWBufferLink_d3d9*)_HWBuffer;
1224
if (HWBuffer->indexBuffer)
1226
HWBuffer->indexBuffer->Release();
1227
HWBuffer->indexBuffer = 0;
1230
if (HWBuffer->vertexBuffer)
1232
HWBuffer->vertexBuffer->Release();
1233
HWBuffer->vertexBuffer = 0;
1236
CNullDriver::deleteHardwareBuffer(_HWBuffer);
1240
//! Draw hardware buffer
1241
void CD3D9Driver::drawHardwareBuffer(SHWBufferLink *_HWBuffer)
1246
SHWBufferLink_d3d9 *HWBuffer=(SHWBufferLink_d3d9*)_HWBuffer;
1248
updateHardwareBuffer(HWBuffer); //check if update is needed
1250
HWBuffer->LastUsed=0;//reset count
1252
const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;
1253
const E_VERTEX_TYPE vType = mb->getVertexType();
1254
const u32 stride = getVertexPitchFromType(vType);
1255
if (HWBuffer->vertexBuffer)
1256
pID3DDevice->SetStreamSource(0, HWBuffer->vertexBuffer, 0, stride);
1257
if (HWBuffer->indexBuffer)
1258
pID3DDevice->SetIndices(HWBuffer->indexBuffer);
1260
drawVertexPrimitiveList(0, mb->getVertexCount(), 0, mb->getIndexCount()/3, mb->getVertexType(), scene::EPT_TRIANGLES, mb->getIndexType());
1262
if (HWBuffer->vertexBuffer)
1263
pID3DDevice->SetStreamSource(0, 0, 0, 0);
1264
if (HWBuffer->indexBuffer)
1265
pID3DDevice->SetIndices(0);
1269
//! Create occlusion query.
1270
/** Use node for identification and mesh for occlusion test. */
1271
void CD3D9Driver::addOcclusionQuery(scene::ISceneNode* node,
1272
const scene::IMesh* mesh)
1274
if (!queryFeature(EVDF_OCCLUSION_QUERY))
1276
CNullDriver::addOcclusionQuery(node, mesh);
1277
const s32 index = OcclusionQueries.linear_search(SOccQuery(node));
1278
if ((index != -1) && (OcclusionQueries[index].PID == 0))
1279
pID3DDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, reinterpret_cast<IDirect3DQuery9**>(&OcclusionQueries[index].PID));
1283
//! Remove occlusion query.
1284
void CD3D9Driver::removeOcclusionQuery(scene::ISceneNode* node)
1286
const s32 index = OcclusionQueries.linear_search(SOccQuery(node));
1289
if (OcclusionQueries[index].PID != 0)
1290
reinterpret_cast<IDirect3DQuery9*>(OcclusionQueries[index].PID)->Release();
1291
CNullDriver::removeOcclusionQuery(node);
1296
//! Run occlusion query. Draws mesh stored in query.
1297
/** If the mesh shall not be rendered visible, use
1298
overrideMaterial to disable the color and depth buffer. */
1299
void CD3D9Driver::runOcclusionQuery(scene::ISceneNode* node, bool visible)
1304
const s32 index = OcclusionQueries.linear_search(SOccQuery(node));
1307
if (OcclusionQueries[index].PID)
1308
reinterpret_cast<IDirect3DQuery9*>(OcclusionQueries[index].PID)->Issue(D3DISSUE_BEGIN);
1309
CNullDriver::runOcclusionQuery(node,visible);
1310
if (OcclusionQueries[index].PID)
1311
reinterpret_cast<IDirect3DQuery9*>(OcclusionQueries[index].PID)->Issue(D3DISSUE_END);
1316
//! Update occlusion query. Retrieves results from GPU.
1317
/** If the query shall not block, set the flag to false.
1318
Update might not occur in this case, though */
1319
void CD3D9Driver::updateOcclusionQuery(scene::ISceneNode* node, bool block)
1321
const s32 index = OcclusionQueries.linear_search(SOccQuery(node));
1325
if (OcclusionQueries[index].Run==u32(~0))
1327
bool available = block?true:false;
1330
available=(reinterpret_cast<IDirect3DQuery9*>(OcclusionQueries[index].PID)->GetData(&tmp, sizeof(DWORD), 0)==S_OK);
1335
HRESULT hr = reinterpret_cast<IDirect3DQuery9*>(OcclusionQueries[index].PID)->GetData(&tmp, sizeof(DWORD), D3DGETDATA_FLUSH);
1336
available = (hr == S_OK);
1339
} while (!available);
1342
OcclusionQueries[index].Result = tmp;
1347
//! Return query result.
1348
/** Return value is the number of visible pixels/fragments.
1349
The value is a safe approximation, i.e. can be larger than the
1350
actual value of pixels. */
1351
u32 CD3D9Driver::getOcclusionQueryResult(scene::ISceneNode* node) const
1353
const s32 index = OcclusionQueries.linear_search(SOccQuery(node));
1355
return OcclusionQueries[index].Result;
1361
//! draws a vertex primitive list
1362
void CD3D9Driver::drawVertexPrimitiveList(const void* vertices,
1363
u32 vertexCount, const void* indexList, u32 primitiveCount,
1364
E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType,
1367
if (!checkPrimitiveCount(primitiveCount))
1370
CNullDriver::drawVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType,iType);
1372
if (!vertexCount || !primitiveCount)
1375
draw2D3DVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount,
1376
vType, pType, iType, true);
1380
//! draws a vertex primitive list
1381
void CD3D9Driver::draw2DVertexPrimitiveList(const void* vertices,
1382
u32 vertexCount, const void* indexList, u32 primitiveCount,
1383
E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType,
1386
if (!checkPrimitiveCount(primitiveCount))
1389
CNullDriver::draw2DVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType,iType);
1391
if (!vertexCount || !primitiveCount)
1394
draw2D3DVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount,
1395
vType, pType, iType, false);
1399
void CD3D9Driver::draw2D3DVertexPrimitiveList(const void* vertices,
1400
u32 vertexCount, const void* indexList, u32 primitiveCount,
1401
E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType,
1402
E_INDEX_TYPE iType, bool is3D)
1404
setVertexShader(vType);
1406
const u32 stride = getVertexPitchFromType(vType);
1408
D3DFORMAT indexType=D3DFMT_UNKNOWN;
1413
indexType=D3DFMT_INDEX16;
1418
indexType=D3DFMT_INDEX32;
1425
if (!setRenderStates3DMode())
1430
if (Material.MaterialType==EMT_ONETEXTURE_BLEND)
1432
E_BLEND_FACTOR srcFact;
1433
E_BLEND_FACTOR dstFact;
1434
E_MODULATE_FUNC modulo;
1436
unpack_texureBlendFunc ( srcFact, dstFact, modulo, alphaSource, Material.MaterialTypeParam);
1437
setRenderStates2DMode(alphaSource&video::EAS_VERTEX_COLOR, (Material.getTexture(0) != 0), (alphaSource&video::EAS_TEXTURE) != 0);
1440
setRenderStates2DMode(Material.MaterialType==EMT_TRANSPARENT_VERTEX_ALPHA, (Material.getTexture(0) != 0), Material.MaterialType==EMT_TRANSPARENT_ALPHA_CHANNEL);
1445
case scene::EPT_POINT_SPRITES:
1446
case scene::EPT_POINTS:
1448
f32 tmp=Material.Thickness/getScreenSize().Height;
1449
if (pType==scene::EPT_POINT_SPRITES)
1450
pID3DDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
1451
pID3DDevice->SetRenderState(D3DRS_POINTSCALEENABLE, TRUE);
1452
pID3DDevice->SetRenderState(D3DRS_POINTSIZE, F2DW(tmp));
1454
pID3DDevice->SetRenderState(D3DRS_POINTSCALE_A, F2DW(tmp));
1455
pID3DDevice->SetRenderState(D3DRS_POINTSCALE_B, F2DW(tmp));
1456
pID3DDevice->SetRenderState(D3DRS_POINTSIZE_MIN, F2DW(tmp));
1458
pID3DDevice->SetRenderState(D3DRS_POINTSCALE_C, F2DW(tmp));
1462
pID3DDevice->DrawIndexedPrimitive(D3DPT_POINTLIST, 0, 0, vertexCount, 0, primitiveCount);
1466
pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_POINTLIST, 0, vertexCount,
1467
primitiveCount, indexList, indexType, vertices, stride);
1470
pID3DDevice->SetRenderState(D3DRS_POINTSCALEENABLE, FALSE);
1471
if (pType==scene::EPT_POINT_SPRITES)
1472
pID3DDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, FALSE);
1475
case scene::EPT_LINE_STRIP:
1477
pID3DDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, 0, 0, vertexCount, 0, primitiveCount);
1479
pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_LINESTRIP, 0, vertexCount,
1480
primitiveCount, indexList, indexType, vertices, stride);
1482
case scene::EPT_LINE_LOOP:
1485
// TODO: Implement proper hardware support for this primitive type.
1486
// (No looping occurs currently because this would require a way to
1487
// draw the hardware buffer with a custom set of indices. We may even
1488
// need to create a new mini index buffer specifically for this
1490
pID3DDevice->DrawIndexedPrimitive(D3DPT_LINELIST, 0, 0, vertexCount, 0, primitiveCount);
1494
pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_LINESTRIP, 0, vertexCount,
1495
primitiveCount - 1, indexList, indexType, vertices, stride);
1497
u16 tmpIndices[] = {primitiveCount - 1, 0};
1499
pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_LINELIST, 0, vertexCount,
1500
1, tmpIndices, indexType, vertices, stride);
1503
case scene::EPT_LINES:
1505
pID3DDevice->DrawIndexedPrimitive(D3DPT_LINELIST, 0, 0, vertexCount, 0, primitiveCount);
1507
pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_LINELIST, 0, vertexCount,
1508
primitiveCount, indexList, indexType, vertices, stride);
1510
case scene::EPT_TRIANGLE_STRIP:
1512
pID3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLESTRIP, 0, 0, vertexCount, 0, primitiveCount);
1514
pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLESTRIP, 0, vertexCount, primitiveCount,
1515
indexList, indexType, vertices, stride);
1517
case scene::EPT_TRIANGLE_FAN:
1519
pID3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLEFAN, 0, 0, vertexCount, 0, primitiveCount);
1521
pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLEFAN, 0, vertexCount, primitiveCount,
1522
indexList, indexType, vertices, stride);
1524
case scene::EPT_TRIANGLES:
1527
pID3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, vertexCount, 0, primitiveCount);
1531
pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, vertexCount,
1532
primitiveCount, indexList, indexType, vertices, stride);
1539
void CD3D9Driver::draw2DImage(const video::ITexture* texture,
1540
const core::rect<s32>& destRect,
1541
const core::rect<s32>& sourceRect,
1542
const core::rect<s32>* clipRect,
1543
const video::SColor* const colors,
1544
bool useAlphaChannelOfTexture)
1549
const core::dimension2d<u32>& ss = texture->getOriginalSize();
1550
core::rect<f32> tcoords;
1551
tcoords.UpperLeftCorner.X = (f32)sourceRect.UpperLeftCorner.X / (f32)ss.Width;
1552
tcoords.UpperLeftCorner.Y = (f32)sourceRect.UpperLeftCorner.Y / (f32)ss.Height;
1553
tcoords.LowerRightCorner.X = (f32)sourceRect.LowerRightCorner.X / (f32)ss.Width;
1554
tcoords.LowerRightCorner.Y = (f32)sourceRect.LowerRightCorner.Y / (f32)ss.Height;
1556
const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
1558
const video::SColor temp[4] =
1566
const video::SColor* const useColor = colors ? colors : temp;
1568
S3DVertex vtx[4]; // clock wise
1569
vtx[0] = S3DVertex((f32)destRect.UpperLeftCorner.X, (f32)destRect.UpperLeftCorner.Y, 0.0f,
1570
0.0f, 0.0f, 0.0f, useColor[0],
1571
tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
1572
vtx[1] = S3DVertex((f32)destRect.LowerRightCorner.X, (f32)destRect.UpperLeftCorner.Y, 0.0f,
1573
0.0f, 0.0f, 0.0f, useColor[3],
1574
tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
1575
vtx[2] = S3DVertex((f32)destRect.LowerRightCorner.X, (f32)destRect.LowerRightCorner.Y, 0.0f,
1576
0.0f, 0.0f, 0.0f, useColor[2],
1577
tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
1578
vtx[3] = S3DVertex((f32)destRect.UpperLeftCorner.X, (f32)destRect.LowerRightCorner.Y, 0.0f,
1579
0.0f, 0.0f, 0.0f, useColor[1],
1580
tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
1582
s16 indices[6] = {0,1,2,0,2,3};
1584
setActiveTexture(0, const_cast<video::ITexture*>(texture));
1586
setRenderStates2DMode(useColor[0].getAlpha()<255 || useColor[1].getAlpha()<255 ||
1587
useColor[2].getAlpha()<255 || useColor[3].getAlpha()<255,
1588
true, useAlphaChannelOfTexture);
1590
setVertexShader(EVT_STANDARD);
1594
pID3DDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
1596
scissor.left = clipRect->UpperLeftCorner.X;
1597
scissor.top = clipRect->UpperLeftCorner.Y;
1598
scissor.right = clipRect->LowerRightCorner.X;
1599
scissor.bottom = clipRect->LowerRightCorner.Y;
1600
pID3DDevice->SetScissorRect(&scissor);
1603
pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, 4, 2, &indices[0],
1604
D3DFMT_INDEX16,&vtx[0], sizeof(S3DVertex));
1607
pID3DDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
1611
void CD3D9Driver::draw2DImageBatch(const video::ITexture* texture,
1612
const core::array<core::position2d<s32> >& positions,
1613
const core::array<core::rect<s32> >& sourceRects,
1614
const core::rect<s32>* clipRect,
1616
bool useAlphaChannelOfTexture)
1621
if (!setActiveTexture(0, const_cast<video::ITexture*>(texture)))
1624
setRenderStates2DMode(color.getAlpha()<255, true, useAlphaChannelOfTexture);
1626
const irr::u32 drawCount = core::min_<u32>(positions.size(), sourceRects.size());
1628
core::array<S3DVertex> vtx(drawCount * 4);
1629
core::array<u16> indices(drawCount * 6);
1631
for(u32 i = 0;i < drawCount;i++)
1633
core::position2d<s32> targetPos = positions[i];
1634
core::position2d<s32> sourcePos = sourceRects[i].UpperLeftCorner;
1635
// This needs to be signed as it may go negative.
1636
core::dimension2d<s32> sourceSize(sourceRects[i].getSize());
1640
if (targetPos.X < clipRect->UpperLeftCorner.X)
1642
sourceSize.Width += targetPos.X - clipRect->UpperLeftCorner.X;
1643
if (sourceSize.Width <= 0)
1646
sourcePos.X -= targetPos.X - clipRect->UpperLeftCorner.X;
1647
targetPos.X = clipRect->UpperLeftCorner.X;
1650
if (targetPos.X + (s32)sourceSize.Width > clipRect->LowerRightCorner.X)
1652
sourceSize.Width -= (targetPos.X + sourceSize.Width) - clipRect->LowerRightCorner.X;
1653
if (sourceSize.Width <= 0)
1657
if (targetPos.Y < clipRect->UpperLeftCorner.Y)
1659
sourceSize.Height += targetPos.Y - clipRect->UpperLeftCorner.Y;
1660
if (sourceSize.Height <= 0)
1663
sourcePos.Y -= targetPos.Y - clipRect->UpperLeftCorner.Y;
1664
targetPos.Y = clipRect->UpperLeftCorner.Y;
1667
if (targetPos.Y + (s32)sourceSize.Height > clipRect->LowerRightCorner.Y)
1669
sourceSize.Height -= (targetPos.Y + sourceSize.Height) - clipRect->LowerRightCorner.Y;
1670
if (sourceSize.Height <= 0)
1675
// clip these coordinates
1679
sourceSize.Width += targetPos.X;
1680
if (sourceSize.Width <= 0)
1683
sourcePos.X -= targetPos.X;
1687
const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
1689
if (targetPos.X + sourceSize.Width > (s32)renderTargetSize.Width)
1691
sourceSize.Width -= (targetPos.X + sourceSize.Width) - renderTargetSize.Width;
1692
if (sourceSize.Width <= 0)
1698
sourceSize.Height += targetPos.Y;
1699
if (sourceSize.Height <= 0)
1702
sourcePos.Y -= targetPos.Y;
1706
if (targetPos.Y + sourceSize.Height > (s32)renderTargetSize.Height)
1708
sourceSize.Height -= (targetPos.Y + sourceSize.Height) - renderTargetSize.Height;
1709
if (sourceSize.Height <= 0)
1713
// ok, we've clipped everything.
1716
core::rect<f32> tcoords;
1717
tcoords.UpperLeftCorner.X = (((f32)sourcePos.X)) / texture->getOriginalSize().Width ;
1718
tcoords.UpperLeftCorner.Y = (((f32)sourcePos.Y)) / texture->getOriginalSize().Height;
1719
tcoords.LowerRightCorner.X = tcoords.UpperLeftCorner.X + ((f32)(sourceSize.Width) / texture->getOriginalSize().Width);
1720
tcoords.LowerRightCorner.Y = tcoords.UpperLeftCorner.Y + ((f32)(sourceSize.Height) / texture->getOriginalSize().Height);
1722
const core::rect<s32> poss(targetPos, sourceSize);
1724
vtx.push_back(S3DVertex((f32)poss.UpperLeftCorner.X, (f32)poss.UpperLeftCorner.Y, 0.0f,
1725
0.0f, 0.0f, 0.0f, color,
1726
tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y));
1727
vtx.push_back(S3DVertex((f32)poss.LowerRightCorner.X, (f32)poss.UpperLeftCorner.Y, 0.0f,
1728
0.0f, 0.0f, 0.0f, color,
1729
tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y));
1730
vtx.push_back(S3DVertex((f32)poss.LowerRightCorner.X, (f32)poss.LowerRightCorner.Y, 0.0f,
1731
0.0f, 0.0f, 0.0f, color,
1732
tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y));
1733
vtx.push_back(S3DVertex((f32)poss.UpperLeftCorner.X, (f32)poss.LowerRightCorner.Y, 0.0f,
1734
0.0f, 0.0f, 0.0f, color,
1735
tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y));
1737
const u32 curPos = vtx.size()-4;
1738
indices.push_back(0+curPos);
1739
indices.push_back(1+curPos);
1740
indices.push_back(2+curPos);
1742
indices.push_back(0+curPos);
1743
indices.push_back(2+curPos);
1744
indices.push_back(3+curPos);
1749
setVertexShader(EVT_STANDARD);
1751
pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, vtx.size(), indices.size() / 3, indices.pointer(),
1752
D3DFMT_INDEX16,vtx.pointer(), sizeof(S3DVertex));
1757
//! draws a 2d image, using a color and the alpha channel of the texture if
1758
//! desired. The image is drawn at pos and clipped against clipRect (if != 0).
1759
void CD3D9Driver::draw2DImage(const video::ITexture* texture,
1760
const core::position2d<s32>& pos,
1761
const core::rect<s32>& sourceRect,
1762
const core::rect<s32>* clipRect, SColor color,
1763
bool useAlphaChannelOfTexture)
1768
if (!sourceRect.isValid())
1771
if (!setActiveTexture(0, const_cast<video::ITexture*>(texture)))
1774
core::position2d<s32> targetPos = pos;
1775
core::position2d<s32> sourcePos = sourceRect.UpperLeftCorner;
1776
// This needs to be signed as it may go negative.
1777
core::dimension2d<s32> sourceSize(sourceRect.getSize());
1781
if (targetPos.X < clipRect->UpperLeftCorner.X)
1783
sourceSize.Width += targetPos.X - clipRect->UpperLeftCorner.X;
1784
if (sourceSize.Width <= 0)
1787
sourcePos.X -= targetPos.X - clipRect->UpperLeftCorner.X;
1788
targetPos.X = clipRect->UpperLeftCorner.X;
1791
if (targetPos.X + (s32)sourceSize.Width > clipRect->LowerRightCorner.X)
1793
sourceSize.Width -= (targetPos.X + sourceSize.Width) - clipRect->LowerRightCorner.X;
1794
if (sourceSize.Width <= 0)
1798
if (targetPos.Y < clipRect->UpperLeftCorner.Y)
1800
sourceSize.Height += targetPos.Y - clipRect->UpperLeftCorner.Y;
1801
if (sourceSize.Height <= 0)
1804
sourcePos.Y -= targetPos.Y - clipRect->UpperLeftCorner.Y;
1805
targetPos.Y = clipRect->UpperLeftCorner.Y;
1808
if (targetPos.Y + (s32)sourceSize.Height > clipRect->LowerRightCorner.Y)
1810
sourceSize.Height -= (targetPos.Y + sourceSize.Height) - clipRect->LowerRightCorner.Y;
1811
if (sourceSize.Height <= 0)
1816
// clip these coordinates
1820
sourceSize.Width += targetPos.X;
1821
if (sourceSize.Width <= 0)
1824
sourcePos.X -= targetPos.X;
1828
const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
1830
if (targetPos.X + sourceSize.Width > (s32)renderTargetSize.Width)
1832
sourceSize.Width -= (targetPos.X + sourceSize.Width) - renderTargetSize.Width;
1833
if (sourceSize.Width <= 0)
1839
sourceSize.Height += targetPos.Y;
1840
if (sourceSize.Height <= 0)
1843
sourcePos.Y -= targetPos.Y;
1847
if (targetPos.Y + sourceSize.Height > (s32)renderTargetSize.Height)
1849
sourceSize.Height -= (targetPos.Y + sourceSize.Height) - renderTargetSize.Height;
1850
if (sourceSize.Height <= 0)
1854
// ok, we've clipped everything.
1857
core::rect<f32> tcoords;
1858
tcoords.UpperLeftCorner.X = (((f32)sourcePos.X)) / texture->getOriginalSize().Width ;
1859
tcoords.UpperLeftCorner.Y = (((f32)sourcePos.Y)) / texture->getOriginalSize().Height;
1860
tcoords.LowerRightCorner.X = tcoords.UpperLeftCorner.X + ((f32)(sourceSize.Width) / texture->getOriginalSize().Width);
1861
tcoords.LowerRightCorner.Y = tcoords.UpperLeftCorner.Y + ((f32)(sourceSize.Height) / texture->getOriginalSize().Height);
1863
const core::rect<s32> poss(targetPos, sourceSize);
1865
setRenderStates2DMode(color.getAlpha()<255, true, useAlphaChannelOfTexture);
1868
vtx[0] = S3DVertex((f32)poss.UpperLeftCorner.X, (f32)poss.UpperLeftCorner.Y, 0.0f,
1869
0.0f, 0.0f, 0.0f, color,
1870
tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
1871
vtx[1] = S3DVertex((f32)poss.LowerRightCorner.X, (f32)poss.UpperLeftCorner.Y, 0.0f,
1872
0.0f, 0.0f, 0.0f, color,
1873
tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
1874
vtx[2] = S3DVertex((f32)poss.LowerRightCorner.X, (f32)poss.LowerRightCorner.Y, 0.0f,
1875
0.0f, 0.0f, 0.0f, color,
1876
tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
1877
vtx[3] = S3DVertex((f32)poss.UpperLeftCorner.X, (f32)poss.LowerRightCorner.Y, 0.0f,
1878
0.0f, 0.0f, 0.0f, color,
1879
tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
1881
s16 indices[6] = {0,1,2,0,2,3};
1883
setVertexShader(EVT_STANDARD);
1885
pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, 4, 2, &indices[0],
1886
D3DFMT_INDEX16,&vtx[0], sizeof(S3DVertex));
1890
//!Draws a 2d rectangle with a gradient.
1891
void CD3D9Driver::draw2DRectangle(const core::rect<s32>& position,
1892
SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,
1893
const core::rect<s32>* clip)
1895
core::rect<s32> pos(position);
1898
pos.clipAgainst(*clip);
1904
vtx[0] = S3DVertex((f32)pos.UpperLeftCorner.X, (f32)pos.UpperLeftCorner.Y, 0.0f,
1905
0.0f, 0.0f, 0.0f, colorLeftUp, 0.0f, 0.0f);
1906
vtx[1] = S3DVertex((f32)pos.LowerRightCorner.X, (f32)pos.UpperLeftCorner.Y, 0.0f,
1907
0.0f, 0.0f, 0.0f, colorRightUp, 0.0f, 1.0f);
1908
vtx[2] = S3DVertex((f32)pos.LowerRightCorner.X, (f32)pos.LowerRightCorner.Y, 0.0f,
1909
0.0f, 0.0f, 0.0f, colorRightDown, 1.0f, 0.0f);
1910
vtx[3] = S3DVertex((f32)pos.UpperLeftCorner.X, (f32)pos.LowerRightCorner.Y, 0.0f,
1911
0.0f, 0.0f, 0.0f, colorLeftDown, 1.0f, 1.0f);
1913
s16 indices[6] = {0,1,2,0,2,3};
1915
setRenderStates2DMode(
1916
colorLeftUp.getAlpha() < 255 ||
1917
colorRightUp.getAlpha() < 255 ||
1918
colorLeftDown.getAlpha() < 255 ||
1919
colorRightDown.getAlpha() < 255, false, false);
1921
setActiveTexture(0,0);
1923
setVertexShader(EVT_STANDARD);
1925
pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, 4, 2, &indices[0],
1926
D3DFMT_INDEX16, &vtx[0], sizeof(S3DVertex));
1930
//! Draws a 2d line.
1931
void CD3D9Driver::draw2DLine(const core::position2d<s32>& start,
1932
const core::position2d<s32>& end,
1935
// thanks to Vash TheStampede who sent in his implementation
1937
vtx[0] = S3DVertex((f32)start.X, (f32)start.Y, 0.0f,
1938
0.0f, 0.0f, 0.0f, // normal
1939
color, 0.0f, 0.0f); // texture
1941
vtx[1] = S3DVertex((f32)end.X, (f32)end.Y, 0.0f,
1945
setRenderStates2DMode(color.getAlpha() < 255, false, false);
1946
setActiveTexture(0,0);
1948
setVertexShader(EVT_STANDARD);
1950
pID3DDevice->DrawPrimitiveUP(D3DPT_LINELIST, 1,
1951
&vtx[0], sizeof(S3DVertex) );
1956
void CD3D9Driver::drawPixel(u32 x, u32 y, const SColor & color)
1958
const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
1959
if(x > (u32)renderTargetSize.Width || y > (u32)renderTargetSize.Height)
1962
setRenderStates2DMode(color.getAlpha() < 255, false, false);
1963
setActiveTexture(0,0);
1965
setVertexShader(EVT_STANDARD);
1967
S3DVertex vertex((f32)x, (f32)y, 0.f, 0.f, 0.f, 0.f, color, 0.f, 0.f);
1969
pID3DDevice->DrawPrimitiveUP(D3DPT_POINTLIST, 1, &vertex, sizeof(vertex));
1973
//! sets right vertex shader
1974
void CD3D9Driver::setVertexShader(E_VERTEX_TYPE newType)
1976
if (newType != LastVertexType)
1978
LastVertexType = newType;
1984
hr = pID3DDevice->SetFVF(D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_TEX1);
1987
hr = pID3DDevice->SetFVF(D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_TEX2);
1990
hr = pID3DDevice->SetFVF(D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_TEX3 |
1991
D3DFVF_TEXCOORDSIZE2(0) | // real texture coord
1992
D3DFVF_TEXCOORDSIZE3(1) | // misuse texture coord 2 for tangent
1993
D3DFVF_TEXCOORDSIZE3(2) // misuse texture coord 3 for binormal
2000
os::Printer::log("Could not set vertex Shader.", ELL_ERROR);
2007
//! sets the needed renderstates
2008
bool CD3D9Driver::setRenderStates3DMode()
2013
if (CurrentRenderMode != ERM_3D)
2015
// switch back the matrices
2016
pID3DDevice->SetTransform(D3DTS_VIEW, (D3DMATRIX*)((void*)&Matrices[ETS_VIEW]));
2017
pID3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)((void*)&Matrices[ETS_WORLD]));
2018
pID3DDevice->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)((void*)&Matrices[ETS_PROJECTION]));
2020
pID3DDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
2021
pID3DDevice->SetRenderState(D3DRS_CLIPPING, TRUE);
2023
ResetRenderStates = true;
2026
if (ResetRenderStates || LastMaterial != Material)
2028
// unset old material
2030
if (CurrentRenderMode == ERM_3D &&
2031
LastMaterial.MaterialType != Material.MaterialType &&
2032
LastMaterial.MaterialType >= 0 && LastMaterial.MaterialType < (s32)MaterialRenderers.size())
2033
MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();
2035
// set new material.
2037
if (Material.MaterialType >= 0 && Material.MaterialType < (s32)MaterialRenderers.size())
2038
MaterialRenderers[Material.MaterialType].Renderer->OnSetMaterial(
2039
Material, LastMaterial, ResetRenderStates, this);
2042
bool shaderOK = true;
2043
if (Material.MaterialType >= 0 && Material.MaterialType < (s32)MaterialRenderers.size())
2044
shaderOK = MaterialRenderers[Material.MaterialType].Renderer->OnRender(this, LastVertexType);
2046
LastMaterial = Material;
2048
ResetRenderStates = false;
2050
CurrentRenderMode = ERM_3D;
2056
//! Map Irrlicht texture wrap mode to native values
2057
D3DTEXTUREADDRESS CD3D9Driver::getTextureWrapMode(const u8 clamp)
2062
if (Caps.TextureAddressCaps & D3DPTADDRESSCAPS_WRAP)
2063
return D3DTADDRESS_WRAP;
2065
case ETC_CLAMP_TO_EDGE:
2066
if (Caps.TextureAddressCaps & D3DPTADDRESSCAPS_CLAMP)
2067
return D3DTADDRESS_CLAMP;
2069
if (Caps.TextureAddressCaps & D3DPTADDRESSCAPS_MIRROR)
2070
return D3DTADDRESS_MIRROR;
2071
case ETC_CLAMP_TO_BORDER:
2072
if (Caps.TextureAddressCaps & D3DPTADDRESSCAPS_BORDER)
2073
return D3DTADDRESS_BORDER;
2075
return D3DTADDRESS_CLAMP;
2076
case ETC_MIRROR_CLAMP:
2077
case ETC_MIRROR_CLAMP_TO_EDGE:
2078
case ETC_MIRROR_CLAMP_TO_BORDER:
2079
if (Caps.TextureAddressCaps & D3DPTADDRESSCAPS_MIRRORONCE)
2080
return D3DTADDRESS_MIRRORONCE;
2082
return D3DTADDRESS_CLAMP;
2084
return D3DTADDRESS_WRAP;
2089
//! Can be called by an IMaterialRenderer to make its work easier.
2090
void CD3D9Driver::setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial,
2091
bool resetAllRenderstates)
2093
// This needs only to be updated onresets
2094
if (Params.HandleSRGB && resetAllRenderstates)
2095
pID3DDevice->SetRenderState(D3DRS_SRGBWRITEENABLE, TRUE);
2097
if (resetAllRenderstates ||
2098
lastmaterial.AmbientColor != material.AmbientColor ||
2099
lastmaterial.DiffuseColor != material.DiffuseColor ||
2100
lastmaterial.SpecularColor != material.SpecularColor ||
2101
lastmaterial.EmissiveColor != material.EmissiveColor ||
2102
lastmaterial.Shininess != material.Shininess)
2105
mat.Diffuse = colorToD3D(material.DiffuseColor);
2106
mat.Ambient = colorToD3D(material.AmbientColor);
2107
mat.Specular = colorToD3D(material.SpecularColor);
2108
mat.Emissive = colorToD3D(material.EmissiveColor);
2109
mat.Power = material.Shininess;
2110
pID3DDevice->SetMaterial(&mat);
2113
if (lastmaterial.ColorMaterial != material.ColorMaterial)
2115
pID3DDevice->SetRenderState(D3DRS_COLORVERTEX, (material.ColorMaterial != ECM_NONE));
2116
pID3DDevice->SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE,
2117
((material.ColorMaterial == ECM_DIFFUSE)||
2118
(material.ColorMaterial == ECM_DIFFUSE_AND_AMBIENT))?D3DMCS_COLOR1:D3DMCS_MATERIAL);
2119
pID3DDevice->SetRenderState(D3DRS_AMBIENTMATERIALSOURCE,
2120
((material.ColorMaterial == ECM_AMBIENT)||
2121
(material.ColorMaterial == ECM_DIFFUSE_AND_AMBIENT))?D3DMCS_COLOR1:D3DMCS_MATERIAL);
2122
pID3DDevice->SetRenderState(D3DRS_EMISSIVEMATERIALSOURCE,
2123
(material.ColorMaterial == ECM_EMISSIVE)?D3DMCS_COLOR1:D3DMCS_MATERIAL);
2124
pID3DDevice->SetRenderState(D3DRS_SPECULARMATERIALSOURCE,
2125
(material.ColorMaterial == ECM_SPECULAR)?D3DMCS_COLOR1:D3DMCS_MATERIAL);
2129
if (resetAllRenderstates || lastmaterial.Wireframe != material.Wireframe || lastmaterial.PointCloud != material.PointCloud)
2131
if (material.Wireframe)
2132
pID3DDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
2134
if (material.PointCloud)
2135
pID3DDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_POINT);
2137
pID3DDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
2142
if (resetAllRenderstates || lastmaterial.GouraudShading != material.GouraudShading)
2144
if (material.GouraudShading)
2145
pID3DDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
2147
pID3DDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT);
2152
if (resetAllRenderstates || lastmaterial.Lighting != material.Lighting)
2154
if (material.Lighting)
2155
pID3DDevice->SetRenderState(D3DRS_LIGHTING, TRUE);
2157
pID3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
2162
if (resetAllRenderstates || lastmaterial.ZBuffer != material.ZBuffer)
2164
switch (material.ZBuffer)
2167
pID3DDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
2169
case ECFN_LESSEQUAL:
2170
pID3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
2171
pID3DDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
2174
pID3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
2175
pID3DDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_EQUAL);
2178
pID3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
2179
pID3DDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESS);
2182
pID3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
2183
pID3DDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_NOTEQUAL);
2185
case ECFN_GREATEREQUAL:
2186
pID3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
2187
pID3DDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_GREATEREQUAL);
2190
pID3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
2191
pID3DDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_GREATER);
2194
pID3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
2195
pID3DDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
2201
// if (resetAllRenderstates || (lastmaterial.ZWriteEnable != material.ZWriteEnable))
2203
if ( material.ZWriteEnable && (AllowZWriteOnTransparent || !material.isTransparent()))
2204
pID3DDevice->SetRenderState( D3DRS_ZWRITEENABLE, TRUE);
2206
pID3DDevice->SetRenderState( D3DRS_ZWRITEENABLE, FALSE);
2209
// back face culling
2211
if (resetAllRenderstates || (lastmaterial.FrontfaceCulling != material.FrontfaceCulling) || (lastmaterial.BackfaceCulling != material.BackfaceCulling))
2213
// if (material.FrontfaceCulling && material.BackfaceCulling)
2214
// pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW|D3DCULL_CCW);
2216
if (material.FrontfaceCulling)
2217
pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
2219
if (material.BackfaceCulling)
2220
pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
2222
pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
2226
if (resetAllRenderstates || lastmaterial.FogEnable != material.FogEnable)
2228
pID3DDevice->SetRenderState(D3DRS_FOGENABLE, material.FogEnable);
2231
// specular highlights
2232
if (resetAllRenderstates || !core::equals(lastmaterial.Shininess,material.Shininess))
2234
const bool enable = (material.Shininess!=0.0f);
2235
pID3DDevice->SetRenderState(D3DRS_SPECULARENABLE, enable);
2236
pID3DDevice->SetRenderState(D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL);
2240
if (resetAllRenderstates || lastmaterial.NormalizeNormals != material.NormalizeNormals)
2242
pID3DDevice->SetRenderState(D3DRS_NORMALIZENORMALS, material.NormalizeNormals);
2246
if (queryFeature(EVDF_COLOR_MASK) &&
2247
(resetAllRenderstates || lastmaterial.ColorMask != material.ColorMask))
2250
((material.ColorMask & ECP_RED)?D3DCOLORWRITEENABLE_RED:0) |
2251
((material.ColorMask & ECP_GREEN)?D3DCOLORWRITEENABLE_GREEN:0) |
2252
((material.ColorMask & ECP_BLUE)?D3DCOLORWRITEENABLE_BLUE:0) |
2253
((material.ColorMask & ECP_ALPHA)?D3DCOLORWRITEENABLE_ALPHA:0);
2254
pID3DDevice->SetRenderState(D3DRS_COLORWRITEENABLE, flag);
2257
if (queryFeature(EVDF_BLEND_OPERATIONS) &&
2258
(resetAllRenderstates|| lastmaterial.BlendOperation != material.BlendOperation))
2260
if (material.BlendOperation==EBO_NONE)
2261
pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
2264
pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
2265
switch (material.BlendOperation)
2268
pID3DDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
2270
case EBO_REVSUBTRACT:
2271
pID3DDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_REVSUBTRACT);
2274
case EBO_MIN_FACTOR:
2276
pID3DDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_MIN);
2279
case EBO_MAX_FACTOR:
2281
pID3DDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_MAX);
2284
pID3DDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
2291
if (queryFeature(EVDF_POLYGON_OFFSET) && (resetAllRenderstates ||
2292
lastmaterial.PolygonOffsetDirection != material.PolygonOffsetDirection ||
2293
lastmaterial.PolygonOffsetFactor != material.PolygonOffsetFactor))
2295
if (material.PolygonOffsetFactor)
2297
if (material.PolygonOffsetDirection==EPO_BACK)
2299
pID3DDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, F2DW(1.f));
2300
pID3DDevice->SetRenderState(D3DRS_DEPTHBIAS, F2DW((FLOAT)material.PolygonOffsetFactor));
2304
pID3DDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, F2DW(-1.f));
2305
pID3DDevice->SetRenderState(D3DRS_DEPTHBIAS, F2DW((FLOAT)-material.PolygonOffsetFactor));
2310
pID3DDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
2311
pID3DDevice->SetRenderState(D3DRS_DEPTHBIAS, 0);
2316
if (resetAllRenderstates || lastmaterial.AntiAliasing != material.AntiAliasing)
2318
if (AlphaToCoverageSupport && (material.AntiAliasing & EAAM_ALPHA_TO_COVERAGE))
2320
if (VendorID==0x10DE)//NVidia
2321
pID3DDevice->SetRenderState(D3DRS_ADAPTIVETESS_Y, MAKEFOURCC('A','T','O','C'));
2322
// SSAA could give better results on NVidia cards
2323
else if (VendorID==0x1002)//ATI
2324
pID3DDevice->SetRenderState(D3DRS_POINTSIZE, MAKEFOURCC('A','2','M','1'));
2326
else if (AlphaToCoverageSupport && (lastmaterial.AntiAliasing & EAAM_ALPHA_TO_COVERAGE))
2328
if (VendorID==0x10DE)
2329
pID3DDevice->SetRenderState(D3DRS_ADAPTIVETESS_Y, D3DFMT_UNKNOWN);
2330
else if (VendorID==0x1002)
2331
pID3DDevice->SetRenderState(D3DRS_POINTSIZE, MAKEFOURCC('A','2','M','0'));
2334
// enable antialiasing
2335
if (Params.AntiAlias)
2337
if (material.AntiAliasing & (EAAM_SIMPLE|EAAM_QUALITY))
2338
pID3DDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
2339
else if (lastmaterial.AntiAliasing & (EAAM_SIMPLE|EAAM_QUALITY))
2340
pID3DDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, FALSE);
2341
if (material.AntiAliasing & (EAAM_LINE_SMOOTH))
2342
pID3DDevice->SetRenderState(D3DRS_ANTIALIASEDLINEENABLE, TRUE);
2343
else if (lastmaterial.AntiAliasing & (EAAM_LINE_SMOOTH))
2344
pID3DDevice->SetRenderState(D3DRS_ANTIALIASEDLINEENABLE, FALSE);
2349
if (resetAllRenderstates || lastmaterial.Thickness != material.Thickness)
2351
pID3DDevice->SetRenderState(D3DRS_POINTSIZE, F2DW(material.Thickness));
2354
// texture address mode
2355
for (u32 st=0; st<MaxTextureUnits; ++st)
2357
if (resetAllRenderstates && Params.HandleSRGB)
2358
pID3DDevice->SetSamplerState(st, D3DSAMP_SRGBTEXTURE, TRUE);
2360
if (resetAllRenderstates || lastmaterial.TextureLayer[st].LODBias != material.TextureLayer[st].LODBias)
2362
const float tmp = material.TextureLayer[st].LODBias * 0.125f;
2363
pID3DDevice->SetSamplerState(st, D3DSAMP_MIPMAPLODBIAS, F2DW(tmp));
2366
if (resetAllRenderstates || lastmaterial.TextureLayer[st].TextureWrapU != material.TextureLayer[st].TextureWrapU)
2367
pID3DDevice->SetSamplerState(st, D3DSAMP_ADDRESSU, getTextureWrapMode(material.TextureLayer[st].TextureWrapU));
2368
// If separate UV not supported reuse U for V
2369
if (!(Caps.TextureAddressCaps & D3DPTADDRESSCAPS_INDEPENDENTUV))
2370
pID3DDevice->SetSamplerState(st, D3DSAMP_ADDRESSV, getTextureWrapMode(material.TextureLayer[st].TextureWrapU));
2371
else if (resetAllRenderstates || lastmaterial.TextureLayer[st].TextureWrapV != material.TextureLayer[st].TextureWrapV)
2372
pID3DDevice->SetSamplerState(st, D3DSAMP_ADDRESSV, getTextureWrapMode(material.TextureLayer[st].TextureWrapV));
2374
// Bilinear, trilinear, and anisotropic filter
2375
if (resetAllRenderstates ||
2376
lastmaterial.TextureLayer[st].BilinearFilter != material.TextureLayer[st].BilinearFilter ||
2377
lastmaterial.TextureLayer[st].TrilinearFilter != material.TextureLayer[st].TrilinearFilter ||
2378
lastmaterial.TextureLayer[st].AnisotropicFilter != material.TextureLayer[st].AnisotropicFilter ||
2379
lastmaterial.UseMipMaps != material.UseMipMaps)
2381
if (material.TextureLayer[st].BilinearFilter || material.TextureLayer[st].TrilinearFilter || material.TextureLayer[st].AnisotropicFilter)
2383
D3DTEXTUREFILTERTYPE tftMag = ((Caps.TextureFilterCaps & D3DPTFILTERCAPS_MAGFANISOTROPIC) &&
2384
material.TextureLayer[st].AnisotropicFilter) ? D3DTEXF_ANISOTROPIC : D3DTEXF_LINEAR;
2385
D3DTEXTUREFILTERTYPE tftMin = ((Caps.TextureFilterCaps & D3DPTFILTERCAPS_MINFANISOTROPIC) &&
2386
material.TextureLayer[st].AnisotropicFilter) ? D3DTEXF_ANISOTROPIC : D3DTEXF_LINEAR;
2387
D3DTEXTUREFILTERTYPE tftMip = material.UseMipMaps? (material.TextureLayer[st].TrilinearFilter ? D3DTEXF_LINEAR : D3DTEXF_POINT) : D3DTEXF_NONE;
2389
if (tftMag==D3DTEXF_ANISOTROPIC || tftMin == D3DTEXF_ANISOTROPIC)
2390
pID3DDevice->SetSamplerState(st, D3DSAMP_MAXANISOTROPY, core::min_((DWORD)material.TextureLayer[st].AnisotropicFilter, Caps.MaxAnisotropy));
2391
pID3DDevice->SetSamplerState(st, D3DSAMP_MAGFILTER, tftMag);
2392
pID3DDevice->SetSamplerState(st, D3DSAMP_MINFILTER, tftMin);
2393
pID3DDevice->SetSamplerState(st, D3DSAMP_MIPFILTER, tftMip);
2397
pID3DDevice->SetSamplerState(st, D3DSAMP_MINFILTER, D3DTEXF_POINT);
2398
pID3DDevice->SetSamplerState(st, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
2399
pID3DDevice->SetSamplerState(st, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
2406
//! sets the needed renderstates
2407
void CD3D9Driver::setRenderStatesStencilShadowMode(bool zfail)
2409
if ((CurrentRenderMode != ERM_SHADOW_VOLUME_ZFAIL &&
2410
CurrentRenderMode != ERM_SHADOW_VOLUME_ZPASS) ||
2411
Transformation3DChanged)
2413
// switch back the matrices
2414
pID3DDevice->SetTransform(D3DTS_VIEW, (D3DMATRIX*)((void*)&Matrices[ETS_VIEW]));
2415
pID3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)((void*)&Matrices[ETS_WORLD]));
2416
pID3DDevice->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)((void*)&Matrices[ETS_PROJECTION]));
2418
Transformation3DChanged = false;
2420
setActiveTexture(0,0);
2421
setActiveTexture(1,0);
2422
setActiveTexture(2,0);
2423
setActiveTexture(3,0);
2425
pID3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_DISABLE);
2427
pID3DDevice->SetFVF(D3DFVF_XYZ);
2428
LastVertexType = (video::E_VERTEX_TYPE)(-1);
2430
pID3DDevice->SetRenderState( D3DRS_ZWRITEENABLE, FALSE );
2431
pID3DDevice->SetRenderState( D3DRS_STENCILENABLE, TRUE );
2432
pID3DDevice->SetRenderState( D3DRS_SHADEMODE, D3DSHADE_FLAT);
2434
// unset last 3d material
2435
if (CurrentRenderMode == ERM_3D &&
2436
Material.MaterialType >= 0 && Material.MaterialType < (s32)MaterialRenderers.size())
2437
MaterialRenderers[Material.MaterialType].Renderer->OnUnsetMaterial();
2439
//pID3DDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
2440
//pID3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
2443
if (CurrentRenderMode != ERM_SHADOW_VOLUME_ZPASS && !zfail)
2445
// USE THE ZPASS METHOD
2447
pID3DDevice->SetRenderState( D3DRS_STENCILFUNC, D3DCMP_ALWAYS );
2448
pID3DDevice->SetRenderState( D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP );
2449
pID3DDevice->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP );
2450
pID3DDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_INCR );
2452
pID3DDevice->SetRenderState( D3DRS_STENCILREF, 0x0 );
2453
pID3DDevice->SetRenderState( D3DRS_STENCILMASK, 0xffffffff );
2454
pID3DDevice->SetRenderState( D3DRS_STENCILWRITEMASK, 0xffffffff );
2456
pID3DDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE);
2457
pID3DDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ZERO );
2458
pID3DDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
2461
if (CurrentRenderMode != ERM_SHADOW_VOLUME_ZFAIL && zfail)
2463
// USE THE ZFAIL METHOD
2465
pID3DDevice->SetRenderState( D3DRS_STENCILFUNC, D3DCMP_ALWAYS );
2466
pID3DDevice->SetRenderState( D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP );
2467
pID3DDevice->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_INCR );
2468
pID3DDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_KEEP );
2470
pID3DDevice->SetRenderState( D3DRS_STENCILREF, 0x0 );
2471
pID3DDevice->SetRenderState( D3DRS_STENCILMASK, 0xffffffff );
2472
pID3DDevice->SetRenderState( D3DRS_STENCILWRITEMASK, 0xffffffff );
2474
pID3DDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
2475
pID3DDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ZERO );
2476
pID3DDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
2479
CurrentRenderMode = zfail ? ERM_SHADOW_VOLUME_ZFAIL : ERM_SHADOW_VOLUME_ZPASS;
2483
//! sets the needed renderstates
2484
void CD3D9Driver::setRenderStatesStencilFillMode(bool alpha)
2486
if (CurrentRenderMode != ERM_STENCIL_FILL || Transformation3DChanged)
2489
pID3DDevice->SetTransform(D3DTS_VIEW, &UnitMatrixD3D9);
2490
pID3DDevice->SetTransform(D3DTS_WORLD, &UnitMatrixD3D9);
2491
pID3DDevice->SetTransform(D3DTS_PROJECTION, &UnitMatrixD3D9);
2493
pID3DDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
2494
pID3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
2495
pID3DDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
2497
pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
2499
pID3DDevice->SetRenderState(D3DRS_STENCILREF, 0x1);
2500
pID3DDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_LESSEQUAL);
2501
//pID3DDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_GREATEREQUAL);
2502
pID3DDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP );
2503
pID3DDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP );
2504
pID3DDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_KEEP );
2505
pID3DDevice->SetRenderState(D3DRS_STENCILMASK, 0xffffffff );
2506
pID3DDevice->SetRenderState(D3DRS_STENCILWRITEMASK, 0xffffffff );
2508
pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
2510
Transformation3DChanged = false;
2512
pID3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
2513
pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
2514
pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
2515
pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
2516
pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE);
2519
pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
2520
pID3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
2521
pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
2525
pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
2529
CurrentRenderMode = ERM_STENCIL_FILL;
2533
//! Enable the 2d override material
2534
void CD3D9Driver::enableMaterial2D(bool enable)
2537
CurrentRenderMode = ERM_NONE;
2538
CNullDriver::enableMaterial2D(enable);
2542
//! sets the needed renderstates
2543
void CD3D9Driver::setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel)
2548
if (CurrentRenderMode != ERM_2D || Transformation3DChanged)
2550
// unset last 3d material
2551
if (CurrentRenderMode == ERM_3D)
2553
if (static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size())
2554
MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();
2556
if (!OverrideMaterial2DEnabled)
2558
setBasicRenderStates(InitMaterial2D, LastMaterial, true);
2559
LastMaterial=InitMaterial2D;
2561
// fix everything that is wrongly set by InitMaterial2D default
2562
pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
2564
pID3DDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
2566
pID3DDevice->SetTransform(D3DTS_WORLD, &UnitMatrixD3D9);
2569
m.setTranslation(core::vector3df(-0.5f,-0.5f,0));
2570
pID3DDevice->SetTransform(D3DTS_VIEW, (D3DMATRIX*)((void*)m.pointer()));
2572
const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
2573
m.buildProjectionMatrixOrthoLH(f32(renderTargetSize.Width), f32(-(s32)(renderTargetSize.Height)), -1.0, 1.0);
2574
m.setTranslation(core::vector3df(-1,1,0));
2575
pID3DDevice->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)((void*)m.pointer()));
2577
pID3DDevice->SetRenderState(D3DRS_CLIPPING, FALSE);
2579
Transformation3DChanged = false;
2581
if (OverrideMaterial2DEnabled)
2583
OverrideMaterial2D.Lighting=false;
2584
setBasicRenderStates(OverrideMaterial2D, LastMaterial, false);
2585
LastMaterial = OverrideMaterial2D;
2588
// no alphaChannel without texture
2589
alphaChannel &= texture;
2591
if (alpha || alphaChannel)
2593
pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
2594
pID3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
2595
pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
2598
pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
2599
pID3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
2600
pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
2601
pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
2604
setTransform(ETS_TEXTURE_0, core::IdentityMatrix);
2605
// Due to the transformation change, the previous line would call a reset each frame
2606
// but we can safely reset the variable as it was false before
2607
Transformation3DChanged=false;
2611
pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
2615
pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
2616
pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
2620
pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
2625
pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
2628
pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG2);
2632
pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
2633
pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
2637
CurrentRenderMode = ERM_2D;
2641
//! deletes all dynamic lights there are
2642
void CD3D9Driver::deleteAllDynamicLights()
2644
for (s32 i=0; i<LastSetLight+1; ++i)
2645
pID3DDevice->LightEnable(i, false);
2649
CNullDriver::deleteAllDynamicLights();
2653
//! adds a dynamic light
2654
s32 CD3D9Driver::addDynamicLight(const SLight& dl)
2656
CNullDriver::addDynamicLight(dl);
2663
light.Type = D3DLIGHT_POINT;
2666
light.Type = D3DLIGHT_SPOT;
2668
case ELT_DIRECTIONAL:
2669
light.Type = D3DLIGHT_DIRECTIONAL;
2673
light.Position = *(D3DVECTOR*)((void*)(&dl.Position));
2674
light.Direction = *(D3DVECTOR*)((void*)(&dl.Direction));
2676
light.Range = core::min_(dl.Radius, MaxLightDistance);
2677
light.Falloff = dl.Falloff;
2679
light.Diffuse = *(D3DCOLORVALUE*)((void*)(&dl.DiffuseColor));
2680
light.Specular = *(D3DCOLORVALUE*)((void*)(&dl.SpecularColor));
2681
light.Ambient = *(D3DCOLORVALUE*)((void*)(&dl.AmbientColor));
2683
light.Attenuation0 = dl.Attenuation.X;
2684
light.Attenuation1 = dl.Attenuation.Y;
2685
light.Attenuation2 = dl.Attenuation.Z;
2687
light.Theta = dl.InnerCone * 2.0f * core::DEGTORAD;
2688
light.Phi = dl.OuterCone * 2.0f * core::DEGTORAD;
2692
if(D3D_OK == pID3DDevice->SetLight(LastSetLight, &light))
2694
// I don't care if this succeeds
2695
(void)pID3DDevice->LightEnable(LastSetLight, true);
2696
return LastSetLight;
2702
//! Turns a dynamic light on or off
2703
//! \param lightIndex: the index returned by addDynamicLight
2704
//! \param turnOn: true to turn the light on, false to turn it off
2705
void CD3D9Driver::turnLightOn(s32 lightIndex, bool turnOn)
2707
if(lightIndex < 0 || lightIndex > LastSetLight)
2710
(void)pID3DDevice->LightEnable(lightIndex, turnOn);
2714
//! returns the maximal amount of dynamic lights the device can handle
2715
u32 CD3D9Driver::getMaximalDynamicLightAmount() const
2717
return Caps.MaxActiveLights;
2721
//! Sets the dynamic ambient light color. The default color is
2722
//! (0,0,0,0) which means it is dark.
2723
//! \param color: New color of the ambient light.
2724
void CD3D9Driver::setAmbientLight(const SColorf& color)
2729
AmbientLight = color;
2730
D3DCOLOR col = color.toSColor().color;
2731
pID3DDevice->SetRenderState(D3DRS_AMBIENT, col);
2735
//! \return Returns the name of the video driver. Example: In case of the DIRECT3D9
2736
//! driver, it would return "Direct3D9.0".
2737
const wchar_t* CD3D9Driver::getName() const
2739
return L"Direct3D 9.0";
2743
//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
2744
//! this: Frist, draw all geometry. Then use this method, to draw the shadow
2745
//! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow.
2746
void CD3D9Driver::drawStencilShadowVolume(const core::vector3df* triangles, s32 count, bool zfail)
2748
if (!Params.Stencilbuffer || !count)
2751
setRenderStatesStencilShadowMode(zfail);
2757
// Draw front-side of shadow volume in stencil/z only
2758
pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
2759
pID3DDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_INCR);
2760
pID3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, count / 3, triangles, sizeof(core::vector3df));
2762
// Now reverse cull order so front sides of shadow volume are written.
2763
pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
2764
pID3DDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_DECR);
2765
pID3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, count / 3, triangles, sizeof(core::vector3df));
2771
// Draw front-side of shadow volume in stencil/z only
2772
pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
2773
pID3DDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_INCR);
2774
pID3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, count / 3, triangles, sizeof(core::vector3df));
2776
// Now reverse cull order so front sides of shadow volume are written.
2777
pID3DDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW);
2778
pID3DDevice->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_DECR);
2779
pID3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, count / 3, triangles, sizeof(core::vector3df));
2784
//! Fills the stencil shadow with color. After the shadow volume has been drawn
2785
//! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this
2786
//! to draw the color of the shadow.
2787
void CD3D9Driver::drawStencilShadow(bool clearStencilBuffer, video::SColor leftUpEdge,
2788
video::SColor rightUpEdge, video::SColor leftDownEdge, video::SColor rightDownEdge)
2790
if (!Params.Stencilbuffer)
2794
vtx[0] = S3DVertex(1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, leftUpEdge, 0.0f, 0.0f);
2795
vtx[1] = S3DVertex(1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, rightUpEdge, 0.0f, 1.0f);
2796
vtx[2] = S3DVertex(-1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, leftDownEdge, 1.0f, 0.0f);
2797
vtx[3] = S3DVertex(-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, rightDownEdge, 1.0f, 1.0f);
2799
s16 indices[6] = {0,1,2,1,3,2};
2801
setRenderStatesStencilFillMode(
2802
leftUpEdge.getAlpha() < 255 ||
2803
rightUpEdge.getAlpha() < 255 ||
2804
leftDownEdge.getAlpha() < 255 ||
2805
rightDownEdge.getAlpha() < 255);
2807
setActiveTexture(0,0);
2809
setVertexShader(EVT_STANDARD);
2811
pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, 4, 2, &indices[0],
2812
D3DFMT_INDEX16, &vtx[0], sizeof(S3DVertex));
2814
if (clearStencilBuffer)
2815
pID3DDevice->Clear( 0, NULL, D3DCLEAR_STENCIL,0, 1.0, 0);
2819
//! Returns the maximum amount of primitives (mostly vertices) which
2820
//! the device is able to render with one drawIndexedTriangleList
2822
u32 CD3D9Driver::getMaximalPrimitiveCount() const
2824
return Caps.MaxPrimitiveCount;
2828
//! Sets the fog mode.
2829
void CD3D9Driver::setFog(SColor color, E_FOG_TYPE fogType, f32 start,
2830
f32 end, f32 density, bool pixelFog, bool rangeFog)
2832
CNullDriver::setFog(color, fogType, start, end, density, pixelFog, rangeFog);
2837
pID3DDevice->SetRenderState(D3DRS_FOGCOLOR, color.color);
2839
pID3DDevice->SetRenderState(
2840
pixelFog ? D3DRS_FOGTABLEMODE : D3DRS_FOGVERTEXMODE,
2841
(fogType==EFT_FOG_LINEAR)? D3DFOG_LINEAR : (fogType==EFT_FOG_EXP)?D3DFOG_EXP:D3DFOG_EXP2);
2843
if (fogType==EFT_FOG_LINEAR)
2845
pID3DDevice->SetRenderState(D3DRS_FOGSTART, F2DW(start));
2846
pID3DDevice->SetRenderState(D3DRS_FOGEND, F2DW(end));
2849
pID3DDevice->SetRenderState(D3DRS_FOGDENSITY, F2DW(density));
2852
pID3DDevice->SetRenderState(D3DRS_RANGEFOGENABLE, rangeFog);
2856
//! Draws a 3d line.
2857
void CD3D9Driver::draw3DLine(const core::vector3df& start,
2858
const core::vector3df& end, SColor color)
2860
setVertexShader(EVT_STANDARD);
2861
setRenderStates3DMode();
2862
video::S3DVertex v[2];
2868
pID3DDevice->DrawPrimitiveUP(D3DPT_LINELIST, 1, v, sizeof(S3DVertex));
2872
//! resets the device
2873
bool CD3D9Driver::reset()
2876
os::Printer::log("Resetting D3D9 device.", ELL_INFORMATION);
2878
for (i=0; i<Textures.size(); ++i)
2880
if (Textures[i].Surface->isRenderTarget())
2882
IDirect3DBaseTexture9* tex = ((CD3D9Texture*)(Textures[i].Surface))->getDX9Texture();
2887
for (i=0; i<DepthBuffers.size(); ++i)
2889
if (DepthBuffers[i]->Surface)
2890
DepthBuffers[i]->Surface->Release();
2892
for (i=0; i<OcclusionQueries.size(); ++i)
2894
if (OcclusionQueries[i].PID)
2896
reinterpret_cast<IDirect3DQuery9*>(OcclusionQueries[i].PID)->Release();
2897
OcclusionQueries[i].PID=0;
2900
// this does not require a restore in the reset method, it's updated
2901
// automatically in the next render cycle.
2902
removeAllHardwareBuffers();
2904
DriverWasReset=true;
2906
HRESULT hr = pID3DDevice->Reset(&present);
2909
for (i=0; i<Textures.size(); ++i)
2911
if (Textures[i].Surface->isRenderTarget())
2912
((CD3D9Texture*)(Textures[i].Surface))->createRenderTarget();
2915
// restore screen depthbuffer
2916
pID3DDevice->GetDepthStencilSurface(&(DepthBuffers[0]->Surface));
2917
D3DSURFACE_DESC desc;
2918
// restore other depth buffers
2919
// depth format is taken from main depth buffer
2920
DepthBuffers[0]->Surface->GetDesc(&desc);
2921
// multisampling is taken from rendertarget
2922
D3DSURFACE_DESC desc2;
2923
for (i=1; i<DepthBuffers.size(); ++i)
2925
for (u32 j=0; j<Textures.size(); ++j)
2927
// all textures sharing this depth buffer must have the same setting
2928
// so take first one
2929
if (((CD3D9Texture*)(Textures[j].Surface))->DepthSurface==DepthBuffers[i])
2931
((CD3D9Texture*)(Textures[j].Surface))->Texture->GetLevelDesc(0,&desc2);
2936
pID3DDevice->CreateDepthStencilSurface(DepthBuffers[i]->Size.Width,
2937
DepthBuffers[i]->Size.Height,
2939
desc2.MultiSampleType,
2940
desc2.MultiSampleQuality,
2942
&(DepthBuffers[i]->Surface),
2945
for (i=0; i<OcclusionQueries.size(); ++i)
2947
pID3DDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, reinterpret_cast<IDirect3DQuery9**>(&OcclusionQueries[i].PID));
2952
if (hr == D3DERR_DEVICELOST)
2955
os::Printer::log("Resetting failed due to device lost.", ELL_WARNING);
2957
#ifdef D3DERR_DEVICEREMOVED
2958
else if (hr == D3DERR_DEVICEREMOVED)
2960
os::Printer::log("Resetting failed due to device removed.", ELL_WARNING);
2963
else if (hr == D3DERR_DRIVERINTERNALERROR)
2965
os::Printer::log("Resetting failed due to internal error.", ELL_WARNING);
2967
else if (hr == D3DERR_OUTOFVIDEOMEMORY)
2969
os::Printer::log("Resetting failed due to out of memory.", ELL_WARNING);
2971
else if (hr == D3DERR_DEVICENOTRESET)
2973
os::Printer::log("Resetting failed due to not reset.", ELL_WARNING);
2975
else if (hr == D3DERR_INVALIDCALL)
2977
os::Printer::log("Resetting failed due to invalid call", "You need to release some more surfaces.", ELL_WARNING);
2981
os::Printer::log("Resetting failed due to unknown reason.", core::stringc((int)hr).c_str(), ELL_WARNING);
2987
ResetRenderStates = true;
2988
LastVertexType = (E_VERTEX_TYPE)-1;
2990
for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
2991
CurrentTexture[i] = 0;
2993
setVertexShader(EVT_STANDARD);
2994
setRenderStates3DMode();
2995
setFog(FogColor, FogType, FogStart, FogEnd, FogDensity, PixelFog, RangeFog);
2996
setAmbientLight(AmbientLight);
3002
void CD3D9Driver::OnResize(const core::dimension2d<u32>& size)
3007
CNullDriver::OnResize(size);
3008
present.BackBufferWidth = size.Width;
3009
present.BackBufferHeight = size.Height;
3015
//! Returns type of video driver
3016
E_DRIVER_TYPE CD3D9Driver::getDriverType() const
3018
return EDT_DIRECT3D9;
3022
//! Returns the transformation set by setTransform
3023
const core::matrix4& CD3D9Driver::getTransform(E_TRANSFORMATION_STATE state) const
3025
return Matrices[state];
3029
//! Sets a vertex shader constant.
3030
void CD3D9Driver::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
3033
pID3DDevice->SetVertexShaderConstantF(startRegister, data, constantAmount);
3037
//! Sets a pixel shader constant.
3038
void CD3D9Driver::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
3041
pID3DDevice->SetPixelShaderConstantF(startRegister, data, constantAmount);
3045
//! Sets a constant for the vertex shader based on a name.
3046
bool CD3D9Driver::setVertexShaderConstant(const c8* name, const f32* floats, int count)
3048
if (Material.MaterialType >= 0 && Material.MaterialType < (s32)MaterialRenderers.size())
3050
CD3D9MaterialRenderer* r = (CD3D9MaterialRenderer*)MaterialRenderers[Material.MaterialType].Renderer;
3051
return r->setVariable(true, name, floats, count);
3058
//! Sets a constant for the pixel shader based on a name.
3059
bool CD3D9Driver::setPixelShaderConstant(const c8* name, const f32* floats, int count)
3061
if (Material.MaterialType >= 0 && Material.MaterialType < (s32)MaterialRenderers.size())
3063
CD3D9MaterialRenderer* r = (CD3D9MaterialRenderer*)MaterialRenderers[Material.MaterialType].Renderer;
3064
return r->setVariable(false, name, floats, count);
3071
//! Adds a new material renderer to the VideoDriver, using pixel and/or
3072
//! vertex shaders to render geometry.
3073
s32 CD3D9Driver::addShaderMaterial(const c8* vertexShaderProgram,
3074
const c8* pixelShaderProgram,
3075
IShaderConstantSetCallBack* callback,
3076
E_MATERIAL_TYPE baseMaterial, s32 userData)
3079
CD3D9ShaderMaterialRenderer* r = new CD3D9ShaderMaterialRenderer(
3080
pID3DDevice, this, nr, vertexShaderProgram, pixelShaderProgram,
3081
callback, getMaterialRenderer(baseMaterial), userData);
3088
//! Adds a new material renderer to the VideoDriver, based on a high level shading
3090
s32 CD3D9Driver::addHighLevelShaderMaterial(
3091
const c8* vertexShaderProgram,
3092
const c8* vertexShaderEntryPointName,
3093
E_VERTEX_SHADER_TYPE vsCompileTarget,
3094
const c8* pixelShaderProgram,
3095
const c8* pixelShaderEntryPointName,
3096
E_PIXEL_SHADER_TYPE psCompileTarget,
3097
const c8* geometryShaderProgram,
3098
const c8* geometryShaderEntryPointName,
3099
E_GEOMETRY_SHADER_TYPE gsCompileTarget,
3100
scene::E_PRIMITIVE_TYPE inType, scene::E_PRIMITIVE_TYPE outType,
3102
IShaderConstantSetCallBack* callback,
3103
E_MATERIAL_TYPE baseMaterial, s32 userData)
3107
CD3D9HLSLMaterialRenderer* hlsl = new CD3D9HLSLMaterialRenderer(
3108
pID3DDevice, this, nr,
3109
vertexShaderProgram,
3110
vertexShaderEntryPointName,
3113
pixelShaderEntryPointName,
3116
getMaterialRenderer(baseMaterial),
3124
//! Returns a pointer to the IVideoDriver interface. (Implementation for
3125
//! IMaterialRendererServices)
3126
IVideoDriver* CD3D9Driver::getVideoDriver()
3132
//! Creates a render target texture.
3133
ITexture* CD3D9Driver::addRenderTargetTexture(const core::dimension2d<u32>& size,
3134
const io::path& name,
3135
const ECOLOR_FORMAT format)
3137
CD3D9Texture* tex = new CD3D9Texture(this, size, name, format);
3145
checkDepthBuffer(tex);
3153
//! Clears the ZBuffer.
3154
void CD3D9Driver::clearZBuffer()
3156
HRESULT hr = pID3DDevice->Clear( 0, NULL, D3DCLEAR_ZBUFFER, 0, 1.0, 0);
3159
os::Printer::log("CD3D9Driver clearZBuffer() failed.", ELL_WARNING);
3163
//! Returns an image created from the last rendered frame.
3164
IImage* CD3D9Driver::createScreenShot(video::ECOLOR_FORMAT format, video::E_RENDER_TARGET target)
3166
if (target != video::ERT_FRAME_BUFFER)
3169
// query the screen dimensions of the current adapter
3170
D3DDISPLAYMODE displayMode;
3171
pID3DDevice->GetDisplayMode(0, &displayMode);
3173
if (format==video::ECF_UNKNOWN)
3174
format=video::ECF_A8R8G8B8;
3176
// create the image surface to store the front buffer image [always A8R8G8B8]
3178
LPDIRECT3DSURFACE9 lpSurface;
3179
if (FAILED(hr = pID3DDevice->CreateOffscreenPlainSurface(displayMode.Width, displayMode.Height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &lpSurface, 0)))
3182
// read the front buffer into the image surface
3183
if (FAILED(hr = pID3DDevice->GetFrontBufferData(0, lpSurface)))
3185
lpSurface->Release();
3195
ClientToScreen((HWND)getExposedVideoData().D3D9.HWnd, &clientPoint);
3197
clientRect.left = clientPoint.x;
3198
clientRect.top = clientPoint.y;
3199
clientRect.right = clientRect.left + ScreenSize.Width;
3200
clientRect.bottom = clientRect.top + ScreenSize.Height;
3202
// window can be off-screen partly, we can't take screenshots from that
3203
clientRect.left = core::max_(clientRect.left, 0l);
3204
clientRect.top = core::max_(clientRect.top, 0l);
3205
clientRect.right = core::min_(clientRect.right, (long)displayMode.Width);
3206
clientRect.bottom = core::min_(clientRect.bottom, (long)displayMode.Height );
3209
// lock our area of the surface
3210
D3DLOCKED_RECT lockedRect;
3211
if (FAILED(lpSurface->LockRect(&lockedRect, &clientRect, D3DLOCK_READONLY)))
3213
lpSurface->Release();
3217
irr::core::dimension2d<u32> shotSize;
3218
shotSize.Width = core::min_( ScreenSize.Width, (u32)(clientRect.right-clientRect.left) );
3219
shotSize.Height = core::min_( ScreenSize.Height, (u32)(clientRect.bottom-clientRect.top) );
3221
// this could throw, but we aren't going to worry about that case very much
3222
IImage* newImage = createImage(format, shotSize);
3226
// d3d pads the image, so we need to copy the correct number of bytes
3227
u32* dP = (u32*)newImage->lock();
3228
u8 * sP = (u8 *)lockedRect.pBits;
3230
// If the display mode format doesn't promise anything about the Alpha value
3231
// and it appears that it's not presenting 255, then we should manually
3232
// set each pixel alpha value to 255.
3233
if (D3DFMT_X8R8G8B8 == displayMode.Format && (0xFF000000 != (*dP & 0xFF000000)))
3235
for (u32 y = 0; y < shotSize.Height; ++y)
3237
for (u32 x = 0; x < shotSize.Width; ++x)
3239
newImage->setPixel(x,y,*((u32*)sP) | 0xFF000000);
3243
sP += lockedRect.Pitch - (4 * shotSize.Width);
3248
for (u32 y = 0; y < shotSize.Height; ++y)
3250
convertColor(sP, video::ECF_A8R8G8B8, shotSize.Width, dP, format);
3251
sP += lockedRect.Pitch;
3252
dP += shotSize.Width;
3259
// we can unlock and release the surface
3260
lpSurface->UnlockRect();
3262
// release the image surface
3263
lpSurface->Release();
3265
// return status of save operation to caller
3270
//! returns color format
3271
ECOLOR_FORMAT CD3D9Driver::getColorFormat() const
3277
//! returns color format
3278
D3DFORMAT CD3D9Driver::getD3DColorFormat() const
3280
return D3DColorFormat;
3284
// returns the current size of the screen or rendertarget
3285
const core::dimension2d<u32>& CD3D9Driver::getCurrentRenderTargetSize() const
3287
if ( CurrentRendertargetSize.Width == 0 )
3290
return CurrentRendertargetSize;
3294
// Set/unset a clipping plane.
3295
bool CD3D9Driver::setClipPlane(u32 index, const core::plane3df& plane, bool enable)
3297
if (index >= MaxUserClipPlanes)
3300
pID3DDevice->SetClipPlane(index, (const float*)&plane);
3301
enableClipPlane(index, enable);
3306
// Enable/disable a clipping plane.
3307
void CD3D9Driver::enableClipPlane(u32 index, bool enable)
3309
if (index >= MaxUserClipPlanes)
3312
pID3DDevice->GetRenderState(D3DRS_CLIPPLANEENABLE, &renderstate);
3314
renderstate |= (1 << index);
3316
renderstate &= ~(1 << index);
3317
pID3DDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, renderstate);
3321
D3DFORMAT CD3D9Driver::getD3DFormatFromColorFormat(ECOLOR_FORMAT format) const
3326
return D3DFMT_A1R5G5B5;
3328
return D3DFMT_R5G6B5;
3330
return D3DFMT_R8G8B8;
3332
return D3DFMT_A8R8G8B8;
3334
// Floating Point formats. Thanks to Patryk "Nadro" Nadrowski.
3338
return D3DFMT_G16R16F;
3339
case ECF_A16B16G16R16F:
3340
return D3DFMT_A16B16G16R16F;
3344
return D3DFMT_G32R32F;
3345
case ECF_A32B32G32R32F:
3346
return D3DFMT_A32B32G32R32F;
3348
return D3DFMT_UNKNOWN;
3352
ECOLOR_FORMAT CD3D9Driver::getColorFormatFromD3DFormat(D3DFORMAT format) const
3356
case D3DFMT_X1R5G5B5:
3357
case D3DFMT_A1R5G5B5:
3358
return ECF_A1R5G5B5;
3359
case D3DFMT_A8B8G8R8:
3360
case D3DFMT_A8R8G8B8:
3361
case D3DFMT_X8R8G8B8:
3362
return ECF_A8R8G8B8;
3368
// Floating Point formats. Thanks to Patryk "Nadro" Nadrowski.
3371
case D3DFMT_G16R16F:
3373
case D3DFMT_A16B16G16R16F:
3374
return ECF_A16B16G16R16F;
3377
case D3DFMT_G32R32F:
3379
case D3DFMT_A32B32G32R32F:
3380
return ECF_A32B32G32R32F;
3382
return (ECOLOR_FORMAT)0;
3387
void CD3D9Driver::checkDepthBuffer(ITexture* tex)
3391
const core::dimension2du optSize = tex->getSize().getOptimalSize(
3392
!queryFeature(EVDF_TEXTURE_NPOT),
3393
!queryFeature(EVDF_TEXTURE_NSQUARE), true);
3394
SDepthSurface* depth=0;
3395
core::dimension2du destSize(0x7fffffff, 0x7fffffff);
3396
for (u32 i=0; i<DepthBuffers.size(); ++i)
3398
if ((DepthBuffers[i]->Size.Width>=optSize.Width) &&
3399
(DepthBuffers[i]->Size.Height>=optSize.Height))
3401
if ((DepthBuffers[i]->Size.Width<destSize.Width) &&
3402
(DepthBuffers[i]->Size.Height<destSize.Height))
3404
depth = DepthBuffers[i];
3405
destSize=DepthBuffers[i]->Size;
3411
D3DSURFACE_DESC desc;
3412
DepthBuffers[0]->Surface->GetDesc(&desc);
3413
// the multisampling needs to match the RTT
3414
D3DSURFACE_DESC desc2;
3415
((CD3D9Texture*)tex)->Texture->GetLevelDesc(0,&desc2);
3416
DepthBuffers.push_back(new SDepthSurface());
3417
HRESULT hr=pID3DDevice->CreateDepthStencilSurface(optSize.Width,
3420
desc2.MultiSampleType,
3421
desc2.MultiSampleQuality,
3423
&(DepthBuffers.getLast()->Surface),
3427
depth=DepthBuffers.getLast();
3428
depth->Surface->GetDesc(&desc);
3429
depth->Size.set(desc.Width, desc.Height);
3433
if (hr == D3DERR_OUTOFVIDEOMEMORY)
3434
os::Printer::log("Could not create DepthBuffer","out of video memory",ELL_ERROR);
3435
else if( hr == E_OUTOFMEMORY )
3436
os::Printer::log("Could not create DepthBuffer","out of memory",ELL_ERROR);
3440
sprintf(buffer,"Could not create DepthBuffer of %ix%i",optSize.Width,optSize.Height);
3441
os::Printer::log(buffer,ELL_ERROR);
3443
DepthBuffers.erase(DepthBuffers.size()-1);
3449
static_cast<CD3D9Texture*>(tex)->DepthSurface=depth;
3453
void CD3D9Driver::removeDepthSurface(SDepthSurface* depth)
3455
for (u32 i=0; i<DepthBuffers.size(); ++i)
3457
if (DepthBuffers[i]==depth)
3459
DepthBuffers.erase(i);
3466
core::dimension2du CD3D9Driver::getMaxTextureSize() const
3468
return core::dimension2du(Caps.MaxTextureWidth, Caps.MaxTextureHeight);
3472
} // end namespace video
3473
} // end namespace irr
3475
#endif // _IRR_COMPILE_WITH_DIRECT3D_9_
3484
#ifdef _IRR_COMPILE_WITH_DIRECT3D_9_
3485
//! creates a video driver
3486
IVideoDriver* createDirectX9Driver(const SIrrlichtCreationParameters& params,
3487
io::IFileSystem* io, HWND window)
3489
const bool pureSoftware = false;
3490
CD3D9Driver* dx9 = new CD3D9Driver(params, io);
3491
if (!dx9->initDriver(window, pureSoftware))
3499
#endif // _IRR_COMPILE_WITH_DIRECT3D_9_
3501
} // end namespace video
3502
} // end namespace irr