BsD3D9RenderSystem.h 18 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::setSamplerState()
  62. */
  63. void setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &texPtr);
  64. /**
  65. * @copydoc RenderSystem::setSamplerState()
  66. */
  67. void setSamplerState(GpuProgramType gptype, UINT16 unit, const SamplerStatePtr& state);
  68. /**
  69. * @copydoc RenderSystem::setBlendState()
  70. */
  71. void setBlendState(const BlendStatePtr& blendState);
  72. /**
  73. * @copydoc RenderSystem::setRasterizerState()
  74. */
  75. void setRasterizerState(const RasterizerStatePtr& rasterizerState);
  76. /**
  77. * @copydoc RenderSystem::setDepthStencilState()
  78. */
  79. void setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue);
  80. /**
  81. * @copydoc RenderSystem::setViewport()
  82. */
  83. void setViewport(Viewport vp);
  84. /**
  85. * @copydoc RenderSystem::beginFrame()
  86. */
  87. void beginFrame();
  88. /**
  89. * @copydoc RenderSystem::endFrame()
  90. */
  91. void endFrame();
  92. /**
  93. * @copydoc RenderSystem::draw()
  94. */
  95. void draw(UINT32 vertexOffset, UINT32 vertexCount);
  96. /**
  97. * @copydoc RenderSystem::drawIndexed()
  98. */
  99. void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount);
  100. /**
  101. * @copydoc RenderSystem::setScissorRect()
  102. */
  103. void setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom);
  104. /**
  105. * @copydoc RenderSystem::clearRenderTarget()
  106. */
  107. void clearRenderTarget(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0);
  108. /**
  109. * @copydoc RenderSystem::clearViewport()
  110. */
  111. void clearViewport(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0);
  112. /**
  113. * @copydoc RenderSystem::convertProjectionMatrix()
  114. */
  115. void convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest, bool forGpuProgram = false);
  116. /**
  117. * @copydoc RenderSystem::getHorizontalTexelOffset
  118. */
  119. float getHorizontalTexelOffset();
  120. /**
  121. * @copydoc RenderSystem::getVerticalTexelOffset
  122. */
  123. float getVerticalTexelOffset();
  124. /**
  125. * @copydoc RenderSystem::getMinimumDepthInputValue
  126. */
  127. float getMinimumDepthInputValue();
  128. /**
  129. * @copydoc RenderSystem::getMaximumDepthInputValue
  130. */
  131. float getMaximumDepthInputValue();
  132. /**
  133. * @copydoc RenderSystem::getColorVertexElementType
  134. */
  135. VertexElementType getColorVertexElementType() const;
  136. /************************************************************************/
  137. /* Internal use by DX9 RenderSystem only */
  138. /************************************************************************/
  139. /**
  140. * @brief Returns the resource manager instance.
  141. */
  142. static D3D9ResourceManager* getResourceManager();
  143. /**
  144. * @brief Returns the device manager instance.
  145. */
  146. static D3D9DeviceManager* getDeviceManager();
  147. /**
  148. * @brief Returns the internal DirectX 9 device object.
  149. */
  150. static IDirect3D9* getDirect3D9();
  151. /**
  152. * @brief Returns the number of devices that resources should be created on.
  153. */
  154. static UINT getResourceCreationDeviceCount();
  155. /**
  156. * @brief Returns DirectX 9 device used for resource creation at the specified index.
  157. */
  158. static IDirect3DDevice9* getResourceCreationDevice(UINT index);
  159. /**
  160. * @brief Returns the currently active DirectX 9 device.
  161. */
  162. static IDirect3DDevice9* getActiveD3D9Device();
  163. /**
  164. * @brief Converts engine multisample options into DirectX 9 specific ones.
  165. * Also test for multi-sample support on the device and returns nearest
  166. * supported type if requested type is not available.
  167. *
  168. * @param d3d9Device Device to check for multisampling.
  169. * @param multisampleCount Number of requested samples.
  170. * @param multisampleHint String describing an optional hint to which multisample method to use.
  171. * @param d3dPixelFormat Pixel format used by the render target.
  172. * @param fullscreen Are we testing multisampling for a full-screen render target.
  173. * @param outMultisampleType Output parameter containing DirectX type representing valid multisample type.
  174. * @param outMultisampleQuality Output parameter containing multisample quality.
  175. */
  176. void determineMultisampleSettings(IDirect3DDevice9* d3d9Device, UINT32 multisampleCount, const String& multisampleHint, D3DFORMAT d3dPixelFormat,
  177. bool fullScreen, D3DMULTISAMPLE_TYPE* outMultisampleType, DWORD* outMultisampleQuality) const;
  178. /**
  179. * @brief Register a newly open window with the render system.
  180. */
  181. void registerWindow(RenderWindowCore& renderWindow);
  182. private:
  183. friend class D3D9Texture;
  184. friend class D3D9RenderWindow;
  185. friend class D3D9Device;
  186. friend class D3D9TextureManager;
  187. friend class D3D9DeviceManager;
  188. friend class D3D9RenderWindowManager;
  189. /**
  190. * @copydoc RenderSystem::initialize_internal
  191. */
  192. void initialize_internal(AsyncOp& asyncOp);
  193. /**
  194. * @copydoc RenderSystem::destroy_internal
  195. */
  196. void destroy_internal();
  197. /**
  198. * @brief Returns a list of available drivers and their properties.
  199. */
  200. D3D9DriverList* getDirect3DDrivers() const;
  201. /**
  202. * @brief Sets DirectX 9 render state option.
  203. */
  204. HRESULT setRenderState(D3DRENDERSTATETYPE state, DWORD value);
  205. /**
  206. * @brief Sets DirectX 9 sampler state option for a sampler at the specified index.
  207. */
  208. HRESULT setSamplerState(DWORD sampler, D3DSAMPLERSTATETYPE type, DWORD value);
  209. /**
  210. * @brief Sets DirectX 9 texture state option for a texture unit at the specified index.
  211. */
  212. HRESULT setTextureStageState(DWORD stage, D3DTEXTURESTAGESTATETYPE type, DWORD value);
  213. /**
  214. * @brief Set a floating point render state option.
  215. */
  216. HRESULT setFloatRenderState(D3DRENDERSTATETYPE state, float value)
  217. {
  218. return setRenderState(state, *((LPDWORD)(&value)));
  219. }
  220. /**
  221. * @brief Returns currently active anisotropy level for the provided texture unit.
  222. */
  223. DWORD getCurrentAnisotropy(UINT32 unit);
  224. /**
  225. * @brief Updates active render system capabilities. Requires active render window to check
  226. * certain capabilities.
  227. *
  228. * @note Also performs an initialization step when called the first time.
  229. */
  230. RenderSystemCapabilities* updateRenderSystemCapabilities(D3D9RenderWindow* renderWindow);
  231. /**
  232. * @brief Updates render system capabilities with vertex shader related data.
  233. */
  234. void updateVertexShaderCaps(RenderSystemCapabilities* rsc) const;
  235. /**
  236. * @brief Updates render system capabilities with pixel shader related data.
  237. */
  238. void updatePixelShaderCaps(RenderSystemCapabilities* rsc) const;
  239. /**
  240. * @copydoc RenderSystem::setClipPlanesImpl
  241. */
  242. void setClipPlanesImpl(const PlaneList& clipPlanes);
  243. /**
  244. * @brief Converts a HRESULT error number into an error description.
  245. */
  246. String getErrorDescription(long errorNumber) const;
  247. /**
  248. * @brief Sets a clip plane with the specified index.
  249. */
  250. void setClipPlane(UINT16 index, float A, float B, float C, float D);
  251. /**
  252. * @brief Enables or disables a clip plane at the specified index.
  253. */
  254. void enableClipPlane(UINT16 index, bool enable);
  255. /**
  256. * @brief Returns current module instance.
  257. */
  258. HINSTANCE getInstanceHandle() const { return mhInstance; }
  259. /**
  260. * @brief Returns the D3D9 specific mode used for drawing, depending on the
  261. * currently set draw operation.
  262. */
  263. D3DPRIMITIVETYPE getD3D9PrimitiveType() const;
  264. /************************************************************************/
  265. /* Sampler states */
  266. /************************************************************************/
  267. /**
  268. * @brief Sets the texture addressing mode for a texture unit. This determines
  269. * how are UV address values outside of [0, 1] range handled when sampling
  270. * from texture.
  271. */
  272. void setTextureAddressingMode(UINT16 stage, const UVWAddressingMode& uvw);
  273. /**
  274. * @brief Allows you to specify how is the texture bound to the specified texture unit filtered.
  275. * Different filter types are used for different situations like magnifying or minifying a texture.
  276. */
  277. void setTextureFiltering(UINT16 unit, FilterType ftype, FilterOptions filter);
  278. /**
  279. * @brief Sets anisotropy value for the specified texture unit.
  280. */
  281. void setTextureAnisotropy(UINT16 unit, unsigned int maxAnisotropy);
  282. /**
  283. * @brief Sets the texture border color for a texture unit. Border color
  284. * determines color returned by the texture sampler when border addressing mode
  285. * is used and texture address is outside of [0, 1] range.
  286. */
  287. void setTextureBorderColor(UINT16 stage, const Color& color);
  288. /**
  289. * @brief Sets the mipmap bias value for a given texture unit. Bias allows
  290. * you to adjust the mipmap selection calculation. Negative values force a
  291. * larger mipmap to be used, and positive values smaller. Units are in values
  292. * of mip levels, so -1 means use a mipmap one level higher than default.
  293. */
  294. void setTextureMipmapBias(UINT16 unit, float bias);
  295. /************************************************************************/
  296. /* Blend states */
  297. /************************************************************************/
  298. /**
  299. * @brief Sets up blending mode that allows you to combine new pixels with pixels already in the render target.
  300. * Final pixel value = (renderTargetPixel * sourceFactor) op (pixel * destFactor).
  301. */
  302. void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendOperation op);
  303. /**
  304. * @brief Sets up blending mode that allows you to combine new pixels with pixels already in the render target.
  305. * Allows you to set up separate blend operations for alpha values.
  306. *
  307. * Final pixel value = (renderTargetPixel * sourceFactor) op (pixel * destFactor). (And the same for alpha)
  308. */
  309. void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendFactor sourceFactorAlpha,
  310. BlendFactor destFactorAlpha, BlendOperation op, BlendOperation alphaOp);
  311. /**
  312. * @brief Sets alpha test that allows you to reject pixels that fail the comparison function
  313. * versus the provided reference value.
  314. */
  315. void setAlphaTest(CompareFunction func, unsigned char value);
  316. /**
  317. * @brief Enable alpha to coverage. Alpha to coverage allows you to perform blending without needing
  318. * to worry about order of rendering like regular blending does. It requires multi-sampling to
  319. * be active in order to work, and you need to supply an alpha texture that determines object transparency.
  320. */
  321. void setAlphaToCoverage(bool enabled);
  322. /**
  323. * @brief Enables or disables writing to certain color channels of the render target.
  324. */
  325. void setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha);
  326. /************************************************************************/
  327. /* Rasterizer states */
  328. /************************************************************************/
  329. /**
  330. * @brief Sets vertex winding order. Normally you would use this to cull back facing
  331. * polygons.
  332. */
  333. void setCullingMode(CullingMode mode);
  334. /**
  335. * @brief Sets the polygon rasterization mode. Determines how are polygons interpreted.
  336. */
  337. void setPolygonMode(PolygonMode level);
  338. /**
  339. * @brief Sets a depth bias that will offset the depth values of new pixels by the specified amount.
  340. * Final depth bias value is a combination of the constant depth bias and slope depth bias.
  341. * Slope depth bias has more effect the higher the slope of the rendered polygon.
  342. *
  343. * @note This is useful if you want to avoid z fighting for objects at the same or similar depth.
  344. */
  345. void setDepthBias(float constantBias, float slopeScaleBias);
  346. /**
  347. * @brief Scissor test allows you to mask off rendering in all but a given rectangular area
  348. * identified by the rectangle set by setScissorRect().
  349. */
  350. void setScissorTestEnable(bool enable);
  351. /**
  352. * @brief Only applies when rendering to a multisample render target.
  353. * If disabled all of the samples will be taken from the center of the pixel,
  354. * effectively making the image aliased. Default value is true where samples are
  355. * picked randomly within the pixel.
  356. */
  357. void setMultisampleAntialiasEnable(bool enable);
  358. /**
  359. * @brief Only applies when rendering to a non-multisample render target.
  360. * If enabled, lines will be antialiased. Default state is disabled.
  361. */
  362. void setAntialiasedLineEnable(bool enable);
  363. /************************************************************************/
  364. /* Depth stencil state */
  365. /************************************************************************/
  366. /**
  367. * @brief Should new pixels perform depth testing using the set depth comparison function before
  368. * being written.
  369. */
  370. void setDepthBufferCheckEnabled(bool enabled = true);
  371. /**
  372. * @brief Should new pixels write to the depth buffer.
  373. */
  374. void setDepthBufferWriteEnabled(bool enabled = true);
  375. /**
  376. * @brief Sets comparison function used for depth testing. Determines how are new and existing
  377. * pixel values compared - if comparison function returns true the new pixel is written.
  378. */
  379. void setDepthBufferFunction(CompareFunction func = CMPF_LESS_EQUAL);
  380. /**
  381. * @brief Turns stencil tests on or off. By default this is disabled.
  382. * Stencil testing allow you to mask out a part of the rendered image by using
  383. * various stencil operations provided.
  384. */
  385. void setStencilCheckEnabled(bool enabled);
  386. /**
  387. * @brief Allows you to set stencil operations that are performed when stencil test passes or fails.
  388. *
  389. * @param stencilFailOp Operation executed when stencil test fails.
  390. * @param depthFailOp Operation executed when stencil test succeeds but depth test fails.
  391. * @param passOp Operation executed when stencil test succeeds and depth test succeeds.
  392. * @param front Should the stencil operations be applied to front or back facing polygons.
  393. */
  394. void setStencilBufferOperations(StencilOperation stencilFailOp = SOP_KEEP,
  395. StencilOperation depthFailOp = SOP_KEEP, StencilOperation passOp = SOP_KEEP,
  396. bool ccw = true);
  397. /**
  398. * @brief Sets a stencil buffer comparison function. The result of this will cause one of 3 actions
  399. * depending on whether the test fails, succeeds but with the depth buffer check still failing,
  400. * or succeeds with the depth buffer check passing too.
  401. *
  402. * @param func Comparison function that determines whether a stencil test fails or passes. Reference value
  403. * gets compared to the value already in the buffer using this function.
  404. * @param ccw If set to true, the stencil operations will be applied to counterclockwise
  405. * faces. Otherwise they will be applied to clockwise faces.
  406. */
  407. void setStencilBufferFunc(CompareFunction func = CMPF_ALWAYS_PASS, bool ccw = true);
  408. /**
  409. * @brief The bitmask applied to both the stencil value and the reference value
  410. * before comparison.
  411. */
  412. void setStencilBufferReadMask(UINT32 mask = 0xFFFFFFFF);
  413. /**
  414. * @brief The bitmask applied to the stencil value before writing it to the stencil buffer.
  415. */
  416. void setStencilBufferWriteMask(UINT32 mask = 0xFFFFFFFF);
  417. /**
  418. * @brief Sets a reference values used for stencil buffer comparisons.
  419. * Actual comparison function and stencil operations are set by setting the DepthStencilState.
  420. */
  421. void setStencilRefValue(UINT32 refValue);
  422. /**
  423. * @brief Clears an area of the currently active render target.
  424. *
  425. * @param buffers Combination of one or more elements of FrameBufferType
  426. * denoting which buffers are to be cleared.
  427. * @param color (optional) The color to clear the color buffer with, if enabled.
  428. * @param depth (optional) The value to initialize the depth buffer with, if enabled.
  429. * @param stencil (optional) The value to initialize the stencil buffer with, if enabled.
  430. * @param clearArea (optional) Area in pixels to clear.
  431. */
  432. void clearArea(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0, const Rect2I& clearArea = Rect2I::EMPTY);
  433. /**
  434. * @brief Triggered when device has been lost.
  435. */
  436. void notifyOnDeviceLost(D3D9Device* device);
  437. /**
  438. * @brief Triggered when device is being reset.
  439. */
  440. void notifyOnDeviceReset(D3D9Device* device);
  441. private:
  442. /**
  443. * @brief Holds texture unit settings.
  444. */
  445. struct sD3DTextureStageDesc
  446. {
  447. D3D9Mappings::D3DTexType texType;
  448. size_t coordIndex;
  449. IDirect3DBaseTexture9 *pTex;
  450. IDirect3DBaseTexture9 *pVertexTex;
  451. };
  452. static D3D9RenderSystem* msD3D9RenderSystem;
  453. IDirect3D9* mpD3D;
  454. D3D9HLSLProgramFactory* mHLSLProgramFactory;
  455. D3D9ResourceManager* mResourceManager;
  456. D3D9DeviceManager* mDeviceManager;
  457. mutable D3D9DriverList* mDriverList;
  458. D3D9Driver* mActiveD3DDriver;
  459. UINT32 mNumTexStages;
  460. sD3DTextureStageDesc* mTexStageDesc;
  461. bool mIsFrameInProgress;
  462. bool mRestoreFrameOnReset;
  463. HINSTANCE mhInstance;
  464. UINT32 mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight;
  465. RECT mScissorRect;
  466. DrawOperationType mCurrentDrawOperation;
  467. };
  468. }