BsD3D9RenderAPI.h 20 KB

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  1. #pragma once
  2. #include "BsD3D9Prerequisites.h"
  3. #include "BsRenderAPI.h"
  4. #include "BsRenderAPICapabilities.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 D3D9RenderAPI : public RenderAPICore
  13. {
  14. public:
  15. /**
  16. * @brief Constructs a new instance of the render system using the provided module instance.
  17. */
  18. D3D9RenderAPI(HINSTANCE hInstance);
  19. ~D3D9RenderAPI();
  20. /**
  21. * @copydoc RenderAPICore::getName()
  22. */
  23. const StringID& getName() const override;
  24. /**
  25. * @copydoc RenderAPICore::getShadingLanguageName()
  26. */
  27. const String& getShadingLanguageName() const override;
  28. /**
  29. * @copydoc RenderAPICore::setRenderTarget()
  30. */
  31. void setRenderTarget(const SPtr<RenderTargetCore>& target) override;
  32. /**
  33. * @copydoc RenderAPICore::bindGpuProgram()
  34. */
  35. void bindGpuProgram(const SPtr<GpuProgramCore>& prg) override;
  36. /**
  37. * @copydoc RenderAPICore::unbindGpuProgram()
  38. */
  39. void unbindGpuProgram(GpuProgramType gptype) override;
  40. /**
  41. * @copydoc RenderAPICore::setConstantBuffers()
  42. */
  43. void setConstantBuffers(GpuProgramType gptype, const SPtr<GpuParamsCore>& params) override;
  44. /**
  45. * @copydoc RenderAPICore::setVertexBuffers()
  46. */
  47. void setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers) override;
  48. /**
  49. * @copydoc RenderAPICore::setIndexBuffer()
  50. */
  51. void setIndexBuffer(const SPtr<IndexBufferCore>& buffer) override;
  52. /**
  53. * @copydoc RenderAPICore::setVertexDeclaration()
  54. */
  55. void setVertexDeclaration(const SPtr<VertexDeclarationCore>& vertexDeclaration) override;
  56. /**
  57. * @copydoc RenderAPICore::setDrawOperation()
  58. */
  59. void setDrawOperation(DrawOperationType op) override;
  60. /**
  61. * @copydoc RenderAPICore::setTexture()
  62. */
  63. void setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& texPtr) override;
  64. /**
  65. * @copydoc RenderAPICore::setLoadStoreTexture()
  66. */
  67. void setLoadStoreTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& texPtr,
  68. const TextureSurface& surface) override;
  69. /**
  70. * @copydoc RenderAPICore::setSamplerState()
  71. */
  72. void setSamplerState(GpuProgramType gptype, UINT16 unit, const SPtr<SamplerStateCore>& state) override;
  73. /**
  74. * @copydoc RenderAPICore::setBlendState()
  75. */
  76. void setBlendState(const SPtr<BlendStateCore>& blendState) override;
  77. /**
  78. * @copydoc RenderAPICore::setRasterizerState()
  79. */
  80. void setRasterizerState(const SPtr<RasterizerStateCore>& rasterizerState) override;
  81. /**
  82. * @copydoc RenderAPICore::setDepthStencilState()
  83. */
  84. void setDepthStencilState(const SPtr<DepthStencilStateCore>& depthStencilState, UINT32 stencilRefValue) override;
  85. /**
  86. * @copydoc RenderAPICore::setViewport()
  87. */
  88. void setViewport(const Rect2& vp) override;
  89. /**
  90. * @copydoc RenderAPICore::beginFrame()
  91. */
  92. void beginFrame() override;
  93. /**
  94. * @copydoc RenderAPICore::endFrame()
  95. */
  96. void endFrame() override;
  97. /**
  98. * @copydoc RenderAPICore::draw()
  99. */
  100. void draw(UINT32 vertexOffset, UINT32 vertexCount) override;
  101. /**
  102. * @copydoc RenderAPICore::drawIndexed()
  103. */
  104. void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount) override;
  105. /**
  106. * @copydoc RenderAPICore::setScissorRect()
  107. */
  108. void setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom) override;
  109. /**
  110. * @copydoc RenderAPICore::clearRenderTarget()
  111. */
  112. void clearRenderTarget(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0) override;
  113. /**
  114. * @copydoc RenderAPICore::clearViewport()
  115. */
  116. void clearViewport(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0) override;
  117. /**
  118. * @copydoc RenderAPICore::convertProjectionMatrix()
  119. */
  120. void convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest) override;
  121. /**
  122. * @copydoc RenderAPICore::getHorizontalTexelOffset
  123. */
  124. float getHorizontalTexelOffset() override;
  125. /**
  126. * @copydoc RenderAPICore::getVerticalTexelOffset
  127. */
  128. float getVerticalTexelOffset() override;
  129. /**
  130. * @copydoc RenderAPICore::getMinimumDepthInputValue
  131. */
  132. float getMinimumDepthInputValue() override;
  133. /**
  134. * @copydoc RenderAPICore::getMaximumDepthInputValue
  135. */
  136. float getMaximumDepthInputValue() override;
  137. /**
  138. * @copydoc RenderAPICore::getColorVertexElementType
  139. */
  140. VertexElementType getColorVertexElementType() const override;
  141. /**
  142. * @copydoc RenderAPICore::getColorVertexElementType
  143. */
  144. bool getVertexColorFlipRequired() const override { return true; }
  145. /**
  146. * @copydoc RenderAPICore::generateParamBlockDesc()
  147. */
  148. GpuParamBlockDesc generateParamBlockDesc(const String& name, Vector<GpuParamDataDesc>& params) override;
  149. /************************************************************************/
  150. /* Internal use by DX9 RenderAPI only */
  151. /************************************************************************/
  152. /**
  153. * @brief Returns the resource manager instance.
  154. */
  155. static D3D9ResourceManager* getResourceManager();
  156. /**
  157. * @brief Returns the device manager instance.
  158. */
  159. static D3D9DeviceManager* getDeviceManager();
  160. /**
  161. * @brief Returns the internal DirectX 9 device object.
  162. */
  163. static IDirect3D9* getDirect3D9();
  164. /**
  165. * @brief Returns the number of devices that resources should be created on.
  166. */
  167. static UINT getResourceCreationDeviceCount();
  168. /**
  169. * @brief Returns DirectX 9 device used for resource creation at the specified index.
  170. */
  171. static IDirect3DDevice9* getResourceCreationDevice(UINT index);
  172. /**
  173. * @brief Returns the currently active DirectX 9 device.
  174. */
  175. static IDirect3DDevice9* getActiveD3D9Device();
  176. /**
  177. * @brief Converts engine multisample options into DirectX 9 specific ones.
  178. * Also test for multi-sample support on the device and returns nearest
  179. * supported type if requested type is not available.
  180. *
  181. * @param d3d9Device Device to check for multisampling.
  182. * @param multisampleCount Number of requested samples.
  183. * @param d3dPixelFormat Pixel format used by the render target.
  184. * @param fullscreen Are we testing multisampling for a full-screen render target.
  185. * @param outMultisampleType Output parameter containing DirectX type representing valid multisample type.
  186. * @param outMultisampleQuality Output parameter containing multisample quality.
  187. */
  188. void determineMultisampleSettings(IDirect3DDevice9* d3d9Device, UINT32 multisampleCount, D3DFORMAT d3dPixelFormat,
  189. bool fullScreen, D3DMULTISAMPLE_TYPE* outMultisampleType, DWORD* outMultisampleQuality) const;
  190. /**
  191. * @brief Register a newly open window with the render system.
  192. */
  193. void registerWindow(RenderWindowCore& renderWindow);
  194. private:
  195. friend class D3D9Texture;
  196. friend class D3D9RenderWindow;
  197. friend class D3D9Device;
  198. friend class D3D9TextureManager;
  199. friend class D3D9TextureCoreManager;
  200. friend class D3D9DeviceManager;
  201. friend class D3D9RenderWindowManager;
  202. friend class D3D9RenderWindowCoreManager;
  203. /**
  204. * @copydoc RenderAPICore::initializePrepare
  205. */
  206. void initializePrepare() override;
  207. /**
  208. * @copydoc RenderAPICore::initializeFinalize
  209. */
  210. void initializeFinalize(const SPtr<RenderWindowCore>& primaryWindow) override;
  211. /**
  212. * @copydoc RenderAPICore::destroy_internal
  213. */
  214. void destroyCore() override;
  215. /**
  216. * @brief Returns a list of available drivers and their properties.
  217. */
  218. D3D9DriverList* getDirect3DDrivers() const;
  219. /**
  220. * @brief Sets DirectX 9 render state option.
  221. */
  222. HRESULT setRenderState(D3DRENDERSTATETYPE state, DWORD value);
  223. /**
  224. * @brief Sets DirectX 9 sampler state option for a sampler at the specified index.
  225. */
  226. HRESULT setSamplerState(DWORD sampler, D3DSAMPLERSTATETYPE type, DWORD value);
  227. /**
  228. * @brief Sets DirectX 9 texture state option for a texture unit at the specified index.
  229. */
  230. HRESULT setTextureStageState(DWORD stage, D3DTEXTURESTAGESTATETYPE type, DWORD value);
  231. /**
  232. * @brief Set a floating point render state option.
  233. */
  234. HRESULT setFloatRenderState(D3DRENDERSTATETYPE state, float value)
  235. {
  236. return setRenderState(state, *((LPDWORD)(&value)));
  237. }
  238. /**
  239. * @brief Returns currently active anisotropy level for the provided texture unit.
  240. */
  241. DWORD getCurrentAnisotropy(UINT32 unit);
  242. /**
  243. * @brief Updates active render system capabilities. Requires active render window to check
  244. * certain capabilities.
  245. *
  246. * @note Also performs an initialization step when called the first time.
  247. */
  248. RenderAPICapabilities* updateRenderSystemCapabilities(D3D9RenderWindowCore* renderWindow);
  249. /**
  250. * @brief Updates render system capabilities with vertex shader related data.
  251. */
  252. void updateVertexShaderCaps(RenderAPICapabilities* rsc) const;
  253. /**
  254. * @brief Updates render system capabilities with pixel shader related data.
  255. */
  256. void updatePixelShaderCaps(RenderAPICapabilities* rsc) const;
  257. /**
  258. * @copydoc RenderAPICore::setClipPlanesImpl
  259. */
  260. void setClipPlanesImpl(const PlaneList& clipPlanes) override;
  261. /**
  262. * @brief Converts a HRESULT error number into an error description.
  263. */
  264. String getErrorDescription(long errorNumber) const;
  265. /**
  266. * @brief Sets a clip plane with the specified index.
  267. */
  268. void setClipPlane(UINT16 index, float A, float B, float C, float D);
  269. /**
  270. * @brief Enables or disables a clip plane at the specified index.
  271. */
  272. void enableClipPlane(UINT16 index, bool enable);
  273. /**
  274. * @brief Returns current module instance.
  275. */
  276. HINSTANCE getInstanceHandle() const { return mhInstance; }
  277. /**
  278. * @brief Returns the D3D9 specific mode used for drawing, depending on the
  279. * currently set draw operation.
  280. */
  281. D3DPRIMITIVETYPE getD3D9PrimitiveType() const;
  282. /************************************************************************/
  283. /* Sampler states */
  284. /************************************************************************/
  285. /**
  286. * @brief Sets the texture addressing mode for a texture unit. This determines
  287. * how are UV address values outside of [0, 1] range handled when sampling
  288. * from texture.
  289. */
  290. void setTextureAddressingMode(UINT16 stage, const UVWAddressingMode& uvw);
  291. /**
  292. * @brief Allows you to specify how is the texture bound to the specified texture unit filtered.
  293. * Different filter types are used for different situations like magnifying or minifying a texture.
  294. */
  295. void setTextureFiltering(UINT16 unit, FilterType ftype, FilterOptions filter);
  296. /**
  297. * @brief Sets anisotropy value for the specified texture unit.
  298. */
  299. void setTextureAnisotropy(UINT16 unit, unsigned int maxAnisotropy);
  300. /**
  301. * @brief Sets the texture border color for a texture unit. Border color
  302. * determines color returned by the texture sampler when border addressing mode
  303. * is used and texture address is outside of [0, 1] range.
  304. */
  305. void setTextureBorderColor(UINT16 stage, const Color& color);
  306. /**
  307. * @brief Sets the mipmap bias value for a given texture unit. Bias allows
  308. * you to adjust the mipmap selection calculation. Negative values force a
  309. * larger mipmap to be used, and positive values smaller. Units are in values
  310. * of mip levels, so -1 means use a mipmap one level higher than default.
  311. */
  312. void setTextureMipmapBias(UINT16 unit, float bias);
  313. /************************************************************************/
  314. /* Blend states */
  315. /************************************************************************/
  316. /**
  317. * @brief Sets up blending mode that allows you to combine new pixels with pixels already in the render target.
  318. * Final pixel value = (renderTargetPixel * sourceFactor) op (pixel * destFactor).
  319. */
  320. void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendOperation op);
  321. /**
  322. * @brief Sets up blending mode that allows you to combine new pixels with pixels already in the render target.
  323. * Allows you to set up separate blend operations for alpha values.
  324. *
  325. * Final pixel value = (renderTargetPixel * sourceFactor) op (pixel * destFactor). (And the same for alpha)
  326. */
  327. void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendFactor sourceFactorAlpha,
  328. BlendFactor destFactorAlpha, BlendOperation op, BlendOperation alphaOp);
  329. /**
  330. * @brief Sets alpha test that allows you to reject pixels that fail the comparison function
  331. * versus the provided reference value.
  332. */
  333. void setAlphaTest(CompareFunction func, unsigned char value);
  334. /**
  335. * @brief Enable alpha to coverage. Alpha to coverage allows you to perform blending without needing
  336. * to worry about order of rendering like regular blending does. It requires multi-sampling to
  337. * be active in order to work, and you need to supply an alpha texture that determines object transparency.
  338. */
  339. void setAlphaToCoverage(bool enabled);
  340. /**
  341. * @brief Enables or disables writing to certain color channels of the render target.
  342. */
  343. void setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha);
  344. /************************************************************************/
  345. /* Rasterizer states */
  346. /************************************************************************/
  347. /**
  348. * @brief Sets vertex winding order. Normally you would use this to cull back facing
  349. * polygons.
  350. */
  351. void setCullingMode(CullingMode mode);
  352. /**
  353. * @brief Sets the polygon rasterization mode. Determines how are polygons interpreted.
  354. */
  355. void setPolygonMode(PolygonMode level);
  356. /**
  357. * @brief Sets a depth bias that will offset the depth values of new pixels by the specified amount.
  358. * Final depth bias value is a combination of the constant depth bias and slope depth bias.
  359. * Slope depth bias has more effect the higher the slope of the rendered polygon.
  360. *
  361. * @note This is useful if you want to avoid z fighting for objects at the same or similar depth.
  362. */
  363. void setDepthBias(float constantBias, float slopeScaleBias);
  364. /**
  365. * @brief Scissor test allows you to mask off rendering in all but a given rectangular area
  366. * identified by the rectangle set by setScissorRect().
  367. */
  368. void setScissorTestEnable(bool enable);
  369. /**
  370. * @brief Only applies when rendering to a multisample render target.
  371. * If disabled all of the samples will be taken from the center of the pixel,
  372. * effectively making the image aliased. Default value is true where samples are
  373. * picked randomly within the pixel.
  374. */
  375. void setMultisampleAntialiasEnable(bool enable);
  376. /**
  377. * @brief Only applies when rendering to a non-multisample render target.
  378. * If enabled, lines will be antialiased. Default state is disabled.
  379. */
  380. void setAntialiasedLineEnable(bool enable);
  381. /************************************************************************/
  382. /* Depth stencil state */
  383. /************************************************************************/
  384. /**
  385. * @brief Should new pixels perform depth testing using the set depth comparison function before
  386. * being written.
  387. */
  388. void setDepthBufferCheckEnabled(bool enabled = true);
  389. /**
  390. * @brief Should new pixels write to the depth buffer.
  391. */
  392. void setDepthBufferWriteEnabled(bool enabled = true);
  393. /**
  394. * @brief Sets comparison function used for depth testing. Determines how are new and existing
  395. * pixel values compared - if comparison function returns true the new pixel is written.
  396. */
  397. void setDepthBufferFunction(CompareFunction func = CMPF_LESS_EQUAL);
  398. /**
  399. * @brief Turns stencil tests on or off. By default this is disabled.
  400. * Stencil testing allow you to mask out a part of the rendered image by using
  401. * various stencil operations provided.
  402. */
  403. void setStencilCheckEnabled(bool enabled);
  404. /**
  405. * @brief Allows you to set stencil operations that are performed when stencil test passes or fails.
  406. *
  407. * @param stencilFailOp Operation executed when stencil test fails.
  408. * @param depthFailOp Operation executed when stencil test succeeds but depth test fails.
  409. * @param passOp Operation executed when stencil test succeeds and depth test succeeds.
  410. * @param front Should the stencil operations be applied to front or back facing polygons.
  411. */
  412. void setStencilBufferOperations(StencilOperation stencilFailOp = SOP_KEEP,
  413. StencilOperation depthFailOp = SOP_KEEP, StencilOperation passOp = SOP_KEEP,
  414. bool ccw = true);
  415. /**
  416. * @brief Sets a stencil buffer comparison function. The result of this will cause one of 3 actions
  417. * depending on whether the test fails, succeeds but with the depth buffer check still failing,
  418. * or succeeds with the depth buffer check passing too.
  419. *
  420. * @param func Comparison function that determines whether a stencil test fails or passes. Reference value
  421. * gets compared to the value already in the buffer using this function.
  422. * @param ccw If set to true, the stencil operations will be applied to counterclockwise
  423. * faces. Otherwise they will be applied to clockwise faces.
  424. */
  425. void setStencilBufferFunc(CompareFunction func = CMPF_ALWAYS_PASS, bool ccw = true);
  426. /**
  427. * @brief The bitmask applied to both the stencil value and the reference value
  428. * before comparison.
  429. */
  430. void setStencilBufferReadMask(UINT32 mask = 0xFFFFFFFF);
  431. /**
  432. * @brief The bitmask applied to the stencil value before writing it to the stencil buffer.
  433. */
  434. void setStencilBufferWriteMask(UINT32 mask = 0xFFFFFFFF);
  435. /**
  436. * @brief Sets a reference values used for stencil buffer comparisons.
  437. * Actual comparison function and stencil operations are set by setting the DepthStencilState.
  438. */
  439. void setStencilRefValue(UINT32 refValue);
  440. /**
  441. * @brief Clears an area of the currently active render target.
  442. *
  443. * @param buffers Combination of one or more elements of FrameBufferType
  444. * denoting which buffers are to be cleared.
  445. * @param color (optional) The color to clear the color buffer with, if enabled.
  446. * @param depth (optional) The value to initialize the depth buffer with, if enabled.
  447. * @param stencil (optional) The value to initialize the stencil buffer with, if enabled.
  448. * @param clearArea (optional) Area in pixels to clear.
  449. */
  450. void clearArea(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0, const Rect2I& clearArea = Rect2I::EMPTY);
  451. /**
  452. * @brief Recalculates actual viewport dimensions based on currently
  453. * set viewport normalized dimensions and render target and applies
  454. * them for further rendering.
  455. */
  456. void applyViewport();
  457. /**
  458. * @brief Triggered when device has been lost.
  459. */
  460. void notifyOnDeviceLost(D3D9Device* device);
  461. /**
  462. * @brief Triggered when device is being reset.
  463. */
  464. void notifyOnDeviceReset(D3D9Device* device);
  465. private:
  466. /**
  467. * @brief Holds texture unit settings.
  468. */
  469. struct sD3DTextureStageDesc
  470. {
  471. D3D9Mappings::D3DTexType texType;
  472. size_t coordIndex;
  473. IDirect3DBaseTexture9 *pTex;
  474. IDirect3DBaseTexture9 *pVertexTex;
  475. };
  476. static D3D9RenderAPI* msD3D9RenderSystem;
  477. IDirect3D9* mpD3D;
  478. D3D9HLSLProgramFactory* mHLSLProgramFactory;
  479. D3D9ResourceManager* mResourceManager;
  480. D3D9DeviceManager* mDeviceManager;
  481. mutable D3D9DriverList* mDriverList;
  482. D3D9Driver* mActiveD3DDriver;
  483. UINT32 mNumTexStages;
  484. sD3DTextureStageDesc* mTexStageDesc;
  485. bool mIsFrameInProgress;
  486. bool mRestoreFrameOnReset;
  487. HINSTANCE mhInstance;
  488. Rect2 mViewportNorm;
  489. UINT32 mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight;
  490. RECT mScissorRect;
  491. DrawOperationType mCurrentDrawOperation;
  492. };
  493. }