BsD3D9RenderSystem.h 19 KB

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  1. #pragma once
  2. #include "BsD3D9Prerequisites.h"
  3. #include "BsRenderSystem.h"
  4. #include "BsRenderSystemCapabilities.h"
  5. #include "BsD3D9Mappings.h"
  6. namespace BansheeEngine
  7. {
  8. /**
  9. * @brief Implementation of a render system using DirectX 9. Provides abstracted
  10. * access to various low level DX9 methods.
  11. */
  12. class BS_D3D9_EXPORT D3D9RenderSystem : public RenderSystem
  13. {
  14. public:
  15. /**
  16. * @brief Constructs a new instance of the render system using the provided module instance.
  17. */
  18. D3D9RenderSystem(HINSTANCE hInstance);
  19. ~D3D9RenderSystem();
  20. /**
  21. * @copydoc RenderSystem::getName()
  22. */
  23. const String& getName() const;
  24. /**
  25. * @copydoc RenderSystem::getShadingLanguageName()
  26. */
  27. const String& getShadingLanguageName() const;
  28. /**
  29. * @copydoc RenderSystem::setRenderTarget()
  30. */
  31. void setRenderTarget(RenderTargetPtr target);
  32. /**
  33. * @copydoc RenderSystem::bindGpuProgram()
  34. */
  35. void bindGpuProgram(HGpuProgram prg);
  36. /**
  37. * @copydoc RenderSystem::unbindGpuProgram()
  38. */
  39. void unbindGpuProgram(GpuProgramType gptype);
  40. /**
  41. * @copydoc RenderSystem::bindGpuParams()
  42. */
  43. void bindGpuParams(GpuProgramType gptype, GpuParamsPtr params);
  44. /**
  45. * @copydoc RenderSystem::setVertexBuffers()
  46. */
  47. void setVertexBuffers(UINT32 index, VertexBufferPtr* buffers, UINT32 numBuffers);
  48. /**
  49. * @copydoc RenderSystem::setIndexBuffer()
  50. */
  51. void setIndexBuffer(const IndexBufferPtr& buffer);
  52. /**
  53. * @copydoc RenderSystem::setVertexDeclaration()
  54. */
  55. void setVertexDeclaration(VertexDeclarationPtr vertexDeclaration);
  56. /**
  57. * @copydoc RenderSystem::setDrawOperation()
  58. */
  59. void setDrawOperation(DrawOperationType op);
  60. /**
  61. * @copydoc RenderSystem::setTexture()
  62. */
  63. void setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &texPtr);
  64. /**
  65. * @copydoc RenderSystem::setLoadStoreTexture()
  66. */
  67. void setLoadStoreTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr& texPtr,
  68. const TextureSurface& surface);
  69. /**
  70. * @copydoc RenderSystem::setSamplerState()
  71. */
  72. void setSamplerState(GpuProgramType gptype, UINT16 unit, const SamplerStatePtr& state);
  73. /**
  74. * @copydoc RenderSystem::setBlendState()
  75. */
  76. void setBlendState(const BlendStatePtr& blendState);
  77. /**
  78. * @copydoc RenderSystem::setRasterizerState()
  79. */
  80. void setRasterizerState(const RasterizerStatePtr& rasterizerState);
  81. /**
  82. * @copydoc RenderSystem::setDepthStencilState()
  83. */
  84. void setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue);
  85. /**
  86. * @copydoc RenderSystem::setViewport()
  87. */
  88. void setViewport(Viewport vp);
  89. /**
  90. * @copydoc RenderSystem::beginFrame()
  91. */
  92. void beginFrame();
  93. /**
  94. * @copydoc RenderSystem::endFrame()
  95. */
  96. void endFrame();
  97. /**
  98. * @copydoc RenderSystem::draw()
  99. */
  100. void draw(UINT32 vertexOffset, UINT32 vertexCount);
  101. /**
  102. * @copydoc RenderSystem::drawIndexed()
  103. */
  104. void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount);
  105. /**
  106. * @copydoc RenderSystem::setScissorRect()
  107. */
  108. void setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom);
  109. /**
  110. * @copydoc RenderSystem::clearRenderTarget()
  111. */
  112. void clearRenderTarget(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0);
  113. /**
  114. * @copydoc RenderSystem::clearViewport()
  115. */
  116. void clearViewport(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0);
  117. /**
  118. * @copydoc RenderSystem::convertProjectionMatrix()
  119. */
  120. void convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest);
  121. /**
  122. * @copydoc RenderSystem::getHorizontalTexelOffset
  123. */
  124. float getHorizontalTexelOffset();
  125. /**
  126. * @copydoc RenderSystem::getVerticalTexelOffset
  127. */
  128. float getVerticalTexelOffset();
  129. /**
  130. * @copydoc RenderSystem::getMinimumDepthInputValue
  131. */
  132. float getMinimumDepthInputValue();
  133. /**
  134. * @copydoc RenderSystem::getMaximumDepthInputValue
  135. */
  136. float getMaximumDepthInputValue();
  137. /**
  138. * @copydoc RenderSystem::getColorVertexElementType
  139. */
  140. VertexElementType getColorVertexElementType() const;
  141. /************************************************************************/
  142. /* Internal use by DX9 RenderSystem only */
  143. /************************************************************************/
  144. /**
  145. * @brief Returns the resource manager instance.
  146. */
  147. static D3D9ResourceManager* getResourceManager();
  148. /**
  149. * @brief Returns the device manager instance.
  150. */
  151. static D3D9DeviceManager* getDeviceManager();
  152. /**
  153. * @brief Returns the internal DirectX 9 device object.
  154. */
  155. static IDirect3D9* getDirect3D9();
  156. /**
  157. * @brief Returns the number of devices that resources should be created on.
  158. */
  159. static UINT getResourceCreationDeviceCount();
  160. /**
  161. * @brief Returns DirectX 9 device used for resource creation at the specified index.
  162. */
  163. static IDirect3DDevice9* getResourceCreationDevice(UINT index);
  164. /**
  165. * @brief Returns the currently active DirectX 9 device.
  166. */
  167. static IDirect3DDevice9* getActiveD3D9Device();
  168. /**
  169. * @brief Converts engine multisample options into DirectX 9 specific ones.
  170. * Also test for multi-sample support on the device and returns nearest
  171. * supported type if requested type is not available.
  172. *
  173. * @param d3d9Device Device to check for multisampling.
  174. * @param multisampleCount Number of requested samples.
  175. * @param d3dPixelFormat Pixel format used by the render target.
  176. * @param fullscreen Are we testing multisampling for a full-screen render target.
  177. * @param outMultisampleType Output parameter containing DirectX type representing valid multisample type.
  178. * @param outMultisampleQuality Output parameter containing multisample quality.
  179. */
  180. void determineMultisampleSettings(IDirect3DDevice9* d3d9Device, UINT32 multisampleCount, D3DFORMAT d3dPixelFormat,
  181. bool fullScreen, D3DMULTISAMPLE_TYPE* outMultisampleType, DWORD* outMultisampleQuality) const;
  182. /**
  183. * @brief Register a newly open window with the render system.
  184. */
  185. void registerWindow(RenderWindowCore& renderWindow);
  186. private:
  187. friend class D3D9Texture;
  188. friend class D3D9RenderWindow;
  189. friend class D3D9Device;
  190. friend class D3D9TextureManager;
  191. friend class D3D9DeviceManager;
  192. friend class D3D9RenderWindowManager;
  193. /**
  194. * @copydoc RenderSystem::initialize_internal
  195. */
  196. void initialize_internal(AsyncOp& asyncOp);
  197. /**
  198. * @copydoc RenderSystem::destroy_internal
  199. */
  200. void destroy_internal();
  201. /**
  202. * @brief Returns a list of available drivers and their properties.
  203. */
  204. D3D9DriverList* getDirect3DDrivers() const;
  205. /**
  206. * @brief Sets DirectX 9 render state option.
  207. */
  208. HRESULT setRenderState(D3DRENDERSTATETYPE state, DWORD value);
  209. /**
  210. * @brief Sets DirectX 9 sampler state option for a sampler at the specified index.
  211. */
  212. HRESULT setSamplerState(DWORD sampler, D3DSAMPLERSTATETYPE type, DWORD value);
  213. /**
  214. * @brief Sets DirectX 9 texture state option for a texture unit at the specified index.
  215. */
  216. HRESULT setTextureStageState(DWORD stage, D3DTEXTURESTAGESTATETYPE type, DWORD value);
  217. /**
  218. * @brief Set a floating point render state option.
  219. */
  220. HRESULT setFloatRenderState(D3DRENDERSTATETYPE state, float value)
  221. {
  222. return setRenderState(state, *((LPDWORD)(&value)));
  223. }
  224. /**
  225. * @brief Returns currently active anisotropy level for the provided texture unit.
  226. */
  227. DWORD getCurrentAnisotropy(UINT32 unit);
  228. /**
  229. * @brief Updates active render system capabilities. Requires active render window to check
  230. * certain capabilities.
  231. *
  232. * @note Also performs an initialization step when called the first time.
  233. */
  234. RenderSystemCapabilities* updateRenderSystemCapabilities(D3D9RenderWindow* renderWindow);
  235. /**
  236. * @brief Updates render system capabilities with vertex shader related data.
  237. */
  238. void updateVertexShaderCaps(RenderSystemCapabilities* rsc) const;
  239. /**
  240. * @brief Updates render system capabilities with pixel shader related data.
  241. */
  242. void updatePixelShaderCaps(RenderSystemCapabilities* rsc) const;
  243. /**
  244. * @copydoc RenderSystem::setClipPlanesImpl
  245. */
  246. void setClipPlanesImpl(const PlaneList& clipPlanes);
  247. /**
  248. * @brief Converts a HRESULT error number into an error description.
  249. */
  250. String getErrorDescription(long errorNumber) const;
  251. /**
  252. * @brief Sets a clip plane with the specified index.
  253. */
  254. void setClipPlane(UINT16 index, float A, float B, float C, float D);
  255. /**
  256. * @brief Enables or disables a clip plane at the specified index.
  257. */
  258. void enableClipPlane(UINT16 index, bool enable);
  259. /**
  260. * @brief Returns current module instance.
  261. */
  262. HINSTANCE getInstanceHandle() const { return mhInstance; }
  263. /**
  264. * @brief Returns the D3D9 specific mode used for drawing, depending on the
  265. * currently set draw operation.
  266. */
  267. D3DPRIMITIVETYPE getD3D9PrimitiveType() const;
  268. /************************************************************************/
  269. /* Sampler states */
  270. /************************************************************************/
  271. /**
  272. * @brief Sets the texture addressing mode for a texture unit. This determines
  273. * how are UV address values outside of [0, 1] range handled when sampling
  274. * from texture.
  275. */
  276. void setTextureAddressingMode(UINT16 stage, const UVWAddressingMode& uvw);
  277. /**
  278. * @brief Allows you to specify how is the texture bound to the specified texture unit filtered.
  279. * Different filter types are used for different situations like magnifying or minifying a texture.
  280. */
  281. void setTextureFiltering(UINT16 unit, FilterType ftype, FilterOptions filter);
  282. /**
  283. * @brief Sets anisotropy value for the specified texture unit.
  284. */
  285. void setTextureAnisotropy(UINT16 unit, unsigned int maxAnisotropy);
  286. /**
  287. * @brief Sets the texture border color for a texture unit. Border color
  288. * determines color returned by the texture sampler when border addressing mode
  289. * is used and texture address is outside of [0, 1] range.
  290. */
  291. void setTextureBorderColor(UINT16 stage, const Color& color);
  292. /**
  293. * @brief Sets the mipmap bias value for a given texture unit. Bias allows
  294. * you to adjust the mipmap selection calculation. Negative values force a
  295. * larger mipmap to be used, and positive values smaller. Units are in values
  296. * of mip levels, so -1 means use a mipmap one level higher than default.
  297. */
  298. void setTextureMipmapBias(UINT16 unit, float bias);
  299. /************************************************************************/
  300. /* Blend states */
  301. /************************************************************************/
  302. /**
  303. * @brief Sets up blending mode that allows you to combine new pixels with pixels already in the render target.
  304. * Final pixel value = (renderTargetPixel * sourceFactor) op (pixel * destFactor).
  305. */
  306. void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendOperation op);
  307. /**
  308. * @brief Sets up blending mode that allows you to combine new pixels with pixels already in the render target.
  309. * Allows you to set up separate blend operations for alpha values.
  310. *
  311. * Final pixel value = (renderTargetPixel * sourceFactor) op (pixel * destFactor). (And the same for alpha)
  312. */
  313. void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendFactor sourceFactorAlpha,
  314. BlendFactor destFactorAlpha, BlendOperation op, BlendOperation alphaOp);
  315. /**
  316. * @brief Sets alpha test that allows you to reject pixels that fail the comparison function
  317. * versus the provided reference value.
  318. */
  319. void setAlphaTest(CompareFunction func, unsigned char value);
  320. /**
  321. * @brief Enable alpha to coverage. Alpha to coverage allows you to perform blending without needing
  322. * to worry about order of rendering like regular blending does. It requires multi-sampling to
  323. * be active in order to work, and you need to supply an alpha texture that determines object transparency.
  324. */
  325. void setAlphaToCoverage(bool enabled);
  326. /**
  327. * @brief Enables or disables writing to certain color channels of the render target.
  328. */
  329. void setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha);
  330. /************************************************************************/
  331. /* Rasterizer states */
  332. /************************************************************************/
  333. /**
  334. * @brief Sets vertex winding order. Normally you would use this to cull back facing
  335. * polygons.
  336. */
  337. void setCullingMode(CullingMode mode);
  338. /**
  339. * @brief Sets the polygon rasterization mode. Determines how are polygons interpreted.
  340. */
  341. void setPolygonMode(PolygonMode level);
  342. /**
  343. * @brief Sets a depth bias that will offset the depth values of new pixels by the specified amount.
  344. * Final depth bias value is a combination of the constant depth bias and slope depth bias.
  345. * Slope depth bias has more effect the higher the slope of the rendered polygon.
  346. *
  347. * @note This is useful if you want to avoid z fighting for objects at the same or similar depth.
  348. */
  349. void setDepthBias(float constantBias, float slopeScaleBias);
  350. /**
  351. * @brief Scissor test allows you to mask off rendering in all but a given rectangular area
  352. * identified by the rectangle set by setScissorRect().
  353. */
  354. void setScissorTestEnable(bool enable);
  355. /**
  356. * @brief Only applies when rendering to a multisample render target.
  357. * If disabled all of the samples will be taken from the center of the pixel,
  358. * effectively making the image aliased. Default value is true where samples are
  359. * picked randomly within the pixel.
  360. */
  361. void setMultisampleAntialiasEnable(bool enable);
  362. /**
  363. * @brief Only applies when rendering to a non-multisample render target.
  364. * If enabled, lines will be antialiased. Default state is disabled.
  365. */
  366. void setAntialiasedLineEnable(bool enable);
  367. /************************************************************************/
  368. /* Depth stencil state */
  369. /************************************************************************/
  370. /**
  371. * @brief Should new pixels perform depth testing using the set depth comparison function before
  372. * being written.
  373. */
  374. void setDepthBufferCheckEnabled(bool enabled = true);
  375. /**
  376. * @brief Should new pixels write to the depth buffer.
  377. */
  378. void setDepthBufferWriteEnabled(bool enabled = true);
  379. /**
  380. * @brief Sets comparison function used for depth testing. Determines how are new and existing
  381. * pixel values compared - if comparison function returns true the new pixel is written.
  382. */
  383. void setDepthBufferFunction(CompareFunction func = CMPF_LESS_EQUAL);
  384. /**
  385. * @brief Turns stencil tests on or off. By default this is disabled.
  386. * Stencil testing allow you to mask out a part of the rendered image by using
  387. * various stencil operations provided.
  388. */
  389. void setStencilCheckEnabled(bool enabled);
  390. /**
  391. * @brief Allows you to set stencil operations that are performed when stencil test passes or fails.
  392. *
  393. * @param stencilFailOp Operation executed when stencil test fails.
  394. * @param depthFailOp Operation executed when stencil test succeeds but depth test fails.
  395. * @param passOp Operation executed when stencil test succeeds and depth test succeeds.
  396. * @param front Should the stencil operations be applied to front or back facing polygons.
  397. */
  398. void setStencilBufferOperations(StencilOperation stencilFailOp = SOP_KEEP,
  399. StencilOperation depthFailOp = SOP_KEEP, StencilOperation passOp = SOP_KEEP,
  400. bool ccw = true);
  401. /**
  402. * @brief Sets a stencil buffer comparison function. The result of this will cause one of 3 actions
  403. * depending on whether the test fails, succeeds but with the depth buffer check still failing,
  404. * or succeeds with the depth buffer check passing too.
  405. *
  406. * @param func Comparison function that determines whether a stencil test fails or passes. Reference value
  407. * gets compared to the value already in the buffer using this function.
  408. * @param ccw If set to true, the stencil operations will be applied to counterclockwise
  409. * faces. Otherwise they will be applied to clockwise faces.
  410. */
  411. void setStencilBufferFunc(CompareFunction func = CMPF_ALWAYS_PASS, bool ccw = true);
  412. /**
  413. * @brief The bitmask applied to both the stencil value and the reference value
  414. * before comparison.
  415. */
  416. void setStencilBufferReadMask(UINT32 mask = 0xFFFFFFFF);
  417. /**
  418. * @brief The bitmask applied to the stencil value before writing it to the stencil buffer.
  419. */
  420. void setStencilBufferWriteMask(UINT32 mask = 0xFFFFFFFF);
  421. /**
  422. * @brief Sets a reference values used for stencil buffer comparisons.
  423. * Actual comparison function and stencil operations are set by setting the DepthStencilState.
  424. */
  425. void setStencilRefValue(UINT32 refValue);
  426. /**
  427. * @brief Clears an area of the currently active render target.
  428. *
  429. * @param buffers Combination of one or more elements of FrameBufferType
  430. * denoting which buffers are to be cleared.
  431. * @param color (optional) The color to clear the color buffer with, if enabled.
  432. * @param depth (optional) The value to initialize the depth buffer with, if enabled.
  433. * @param stencil (optional) The value to initialize the stencil buffer with, if enabled.
  434. * @param clearArea (optional) Area in pixels to clear.
  435. */
  436. void clearArea(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0, const Rect2I& clearArea = Rect2I::EMPTY);
  437. /**
  438. * @brief Triggered when device has been lost.
  439. */
  440. void notifyOnDeviceLost(D3D9Device* device);
  441. /**
  442. * @brief Triggered when device is being reset.
  443. */
  444. void notifyOnDeviceReset(D3D9Device* device);
  445. private:
  446. /**
  447. * @brief Holds texture unit settings.
  448. */
  449. struct sD3DTextureStageDesc
  450. {
  451. D3D9Mappings::D3DTexType texType;
  452. size_t coordIndex;
  453. IDirect3DBaseTexture9 *pTex;
  454. IDirect3DBaseTexture9 *pVertexTex;
  455. };
  456. static D3D9RenderSystem* msD3D9RenderSystem;
  457. IDirect3D9* mpD3D;
  458. D3D9HLSLProgramFactory* mHLSLProgramFactory;
  459. D3D9ResourceManager* mResourceManager;
  460. D3D9DeviceManager* mDeviceManager;
  461. mutable D3D9DriverList* mDriverList;
  462. D3D9Driver* mActiveD3DDriver;
  463. UINT32 mNumTexStages;
  464. sD3DTextureStageDesc* mTexStageDesc;
  465. bool mIsFrameInProgress;
  466. bool mRestoreFrameOnReset;
  467. HINSTANCE mhInstance;
  468. UINT32 mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight;
  469. RECT mScissorRect;
  470. DrawOperationType mCurrentDrawOperation;
  471. };
  472. }