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(const SPtr<RenderTargetCore>& 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, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers);
  48. /**
  49. * @copydoc RenderSystem::setIndexBuffer()
  50. */
  51. void setIndexBuffer(const SPtr<IndexBufferCore>& 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 SPtr<TextureCore>& texPtr);
  64. /**
  65. * @copydoc RenderSystem::setLoadStoreTexture()
  66. */
  67. void setLoadStoreTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& 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(const Rect2& 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. * @copydoc RenderSystem::getColorVertexElementType
  143. */
  144. bool getVertexColorFlipRequired() const { return true; }
  145. /************************************************************************/
  146. /* Internal use by DX9 RenderSystem only */
  147. /************************************************************************/
  148. /**
  149. * @brief Returns the resource manager instance.
  150. */
  151. static D3D9ResourceManager* getResourceManager();
  152. /**
  153. * @brief Returns the device manager instance.
  154. */
  155. static D3D9DeviceManager* getDeviceManager();
  156. /**
  157. * @brief Returns the internal DirectX 9 device object.
  158. */
  159. static IDirect3D9* getDirect3D9();
  160. /**
  161. * @brief Returns the number of devices that resources should be created on.
  162. */
  163. static UINT getResourceCreationDeviceCount();
  164. /**
  165. * @brief Returns DirectX 9 device used for resource creation at the specified index.
  166. */
  167. static IDirect3DDevice9* getResourceCreationDevice(UINT index);
  168. /**
  169. * @brief Returns the currently active DirectX 9 device.
  170. */
  171. static IDirect3DDevice9* getActiveD3D9Device();
  172. /**
  173. * @brief Converts engine multisample options into DirectX 9 specific ones.
  174. * Also test for multi-sample support on the device and returns nearest
  175. * supported type if requested type is not available.
  176. *
  177. * @param d3d9Device Device to check for multisampling.
  178. * @param multisampleCount Number of requested samples.
  179. * @param d3dPixelFormat Pixel format used by the render target.
  180. * @param fullscreen Are we testing multisampling for a full-screen render target.
  181. * @param outMultisampleType Output parameter containing DirectX type representing valid multisample type.
  182. * @param outMultisampleQuality Output parameter containing multisample quality.
  183. */
  184. void determineMultisampleSettings(IDirect3DDevice9* d3d9Device, UINT32 multisampleCount, D3DFORMAT d3dPixelFormat,
  185. bool fullScreen, D3DMULTISAMPLE_TYPE* outMultisampleType, DWORD* outMultisampleQuality) const;
  186. /**
  187. * @brief Register a newly open window with the render system.
  188. */
  189. void registerWindow(RenderWindowCore& renderWindow);
  190. private:
  191. friend class D3D9Texture;
  192. friend class D3D9RenderWindow;
  193. friend class D3D9Device;
  194. friend class D3D9TextureManager;
  195. friend class D3D9TextureCoreManager;
  196. friend class D3D9DeviceManager;
  197. friend class D3D9RenderWindowManager;
  198. friend class D3D9RenderWindowCoreManager;
  199. /**
  200. * @copydoc RenderSystem::initializePrepare
  201. */
  202. void initializePrepare();
  203. /**
  204. * @copydoc RenderSystem::initializeFinalize
  205. */
  206. void initializeFinalize(const SPtr<RenderWindowCore>& primaryWindow);
  207. /**
  208. * @copydoc RenderSystem::destroy_internal
  209. */
  210. void destroy_internal();
  211. /**
  212. * @brief Returns a list of available drivers and their properties.
  213. */
  214. D3D9DriverList* getDirect3DDrivers() const;
  215. /**
  216. * @brief Sets DirectX 9 render state option.
  217. */
  218. HRESULT setRenderState(D3DRENDERSTATETYPE state, DWORD value);
  219. /**
  220. * @brief Sets DirectX 9 sampler state option for a sampler at the specified index.
  221. */
  222. HRESULT setSamplerState(DWORD sampler, D3DSAMPLERSTATETYPE type, DWORD value);
  223. /**
  224. * @brief Sets DirectX 9 texture state option for a texture unit at the specified index.
  225. */
  226. HRESULT setTextureStageState(DWORD stage, D3DTEXTURESTAGESTATETYPE type, DWORD value);
  227. /**
  228. * @brief Set a floating point render state option.
  229. */
  230. HRESULT setFloatRenderState(D3DRENDERSTATETYPE state, float value)
  231. {
  232. return setRenderState(state, *((LPDWORD)(&value)));
  233. }
  234. /**
  235. * @brief Returns currently active anisotropy level for the provided texture unit.
  236. */
  237. DWORD getCurrentAnisotropy(UINT32 unit);
  238. /**
  239. * @brief Updates active render system capabilities. Requires active render window to check
  240. * certain capabilities.
  241. *
  242. * @note Also performs an initialization step when called the first time.
  243. */
  244. RenderSystemCapabilities* updateRenderSystemCapabilities(D3D9RenderWindowCore* renderWindow);
  245. /**
  246. * @brief Updates render system capabilities with vertex shader related data.
  247. */
  248. void updateVertexShaderCaps(RenderSystemCapabilities* rsc) const;
  249. /**
  250. * @brief Updates render system capabilities with pixel shader related data.
  251. */
  252. void updatePixelShaderCaps(RenderSystemCapabilities* rsc) const;
  253. /**
  254. * @copydoc RenderSystem::setClipPlanesImpl
  255. */
  256. void setClipPlanesImpl(const PlaneList& clipPlanes);
  257. /**
  258. * @brief Converts a HRESULT error number into an error description.
  259. */
  260. String getErrorDescription(long errorNumber) const;
  261. /**
  262. * @brief Sets a clip plane with the specified index.
  263. */
  264. void setClipPlane(UINT16 index, float A, float B, float C, float D);
  265. /**
  266. * @brief Enables or disables a clip plane at the specified index.
  267. */
  268. void enableClipPlane(UINT16 index, bool enable);
  269. /**
  270. * @brief Returns current module instance.
  271. */
  272. HINSTANCE getInstanceHandle() const { return mhInstance; }
  273. /**
  274. * @brief Returns the D3D9 specific mode used for drawing, depending on the
  275. * currently set draw operation.
  276. */
  277. D3DPRIMITIVETYPE getD3D9PrimitiveType() const;
  278. /************************************************************************/
  279. /* Sampler states */
  280. /************************************************************************/
  281. /**
  282. * @brief Sets the texture addressing mode for a texture unit. This determines
  283. * how are UV address values outside of [0, 1] range handled when sampling
  284. * from texture.
  285. */
  286. void setTextureAddressingMode(UINT16 stage, const UVWAddressingMode& uvw);
  287. /**
  288. * @brief Allows you to specify how is the texture bound to the specified texture unit filtered.
  289. * Different filter types are used for different situations like magnifying or minifying a texture.
  290. */
  291. void setTextureFiltering(UINT16 unit, FilterType ftype, FilterOptions filter);
  292. /**
  293. * @brief Sets anisotropy value for the specified texture unit.
  294. */
  295. void setTextureAnisotropy(UINT16 unit, unsigned int maxAnisotropy);
  296. /**
  297. * @brief Sets the texture border color for a texture unit. Border color
  298. * determines color returned by the texture sampler when border addressing mode
  299. * is used and texture address is outside of [0, 1] range.
  300. */
  301. void setTextureBorderColor(UINT16 stage, const Color& color);
  302. /**
  303. * @brief Sets the mipmap bias value for a given texture unit. Bias allows
  304. * you to adjust the mipmap selection calculation. Negative values force a
  305. * larger mipmap to be used, and positive values smaller. Units are in values
  306. * of mip levels, so -1 means use a mipmap one level higher than default.
  307. */
  308. void setTextureMipmapBias(UINT16 unit, float bias);
  309. /************************************************************************/
  310. /* Blend states */
  311. /************************************************************************/
  312. /**
  313. * @brief Sets up blending mode that allows you to combine new pixels with pixels already in the render target.
  314. * Final pixel value = (renderTargetPixel * sourceFactor) op (pixel * destFactor).
  315. */
  316. void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendOperation op);
  317. /**
  318. * @brief Sets up blending mode that allows you to combine new pixels with pixels already in the render target.
  319. * Allows you to set up separate blend operations for alpha values.
  320. *
  321. * Final pixel value = (renderTargetPixel * sourceFactor) op (pixel * destFactor). (And the same for alpha)
  322. */
  323. void setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendFactor sourceFactorAlpha,
  324. BlendFactor destFactorAlpha, BlendOperation op, BlendOperation alphaOp);
  325. /**
  326. * @brief Sets alpha test that allows you to reject pixels that fail the comparison function
  327. * versus the provided reference value.
  328. */
  329. void setAlphaTest(CompareFunction func, unsigned char value);
  330. /**
  331. * @brief Enable alpha to coverage. Alpha to coverage allows you to perform blending without needing
  332. * to worry about order of rendering like regular blending does. It requires multi-sampling to
  333. * be active in order to work, and you need to supply an alpha texture that determines object transparency.
  334. */
  335. void setAlphaToCoverage(bool enabled);
  336. /**
  337. * @brief Enables or disables writing to certain color channels of the render target.
  338. */
  339. void setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha);
  340. /************************************************************************/
  341. /* Rasterizer states */
  342. /************************************************************************/
  343. /**
  344. * @brief Sets vertex winding order. Normally you would use this to cull back facing
  345. * polygons.
  346. */
  347. void setCullingMode(CullingMode mode);
  348. /**
  349. * @brief Sets the polygon rasterization mode. Determines how are polygons interpreted.
  350. */
  351. void setPolygonMode(PolygonMode level);
  352. /**
  353. * @brief Sets a depth bias that will offset the depth values of new pixels by the specified amount.
  354. * Final depth bias value is a combination of the constant depth bias and slope depth bias.
  355. * Slope depth bias has more effect the higher the slope of the rendered polygon.
  356. *
  357. * @note This is useful if you want to avoid z fighting for objects at the same or similar depth.
  358. */
  359. void setDepthBias(float constantBias, float slopeScaleBias);
  360. /**
  361. * @brief Scissor test allows you to mask off rendering in all but a given rectangular area
  362. * identified by the rectangle set by setScissorRect().
  363. */
  364. void setScissorTestEnable(bool enable);
  365. /**
  366. * @brief Only applies when rendering to a multisample render target.
  367. * If disabled all of the samples will be taken from the center of the pixel,
  368. * effectively making the image aliased. Default value is true where samples are
  369. * picked randomly within the pixel.
  370. */
  371. void setMultisampleAntialiasEnable(bool enable);
  372. /**
  373. * @brief Only applies when rendering to a non-multisample render target.
  374. * If enabled, lines will be antialiased. Default state is disabled.
  375. */
  376. void setAntialiasedLineEnable(bool enable);
  377. /************************************************************************/
  378. /* Depth stencil state */
  379. /************************************************************************/
  380. /**
  381. * @brief Should new pixels perform depth testing using the set depth comparison function before
  382. * being written.
  383. */
  384. void setDepthBufferCheckEnabled(bool enabled = true);
  385. /**
  386. * @brief Should new pixels write to the depth buffer.
  387. */
  388. void setDepthBufferWriteEnabled(bool enabled = true);
  389. /**
  390. * @brief Sets comparison function used for depth testing. Determines how are new and existing
  391. * pixel values compared - if comparison function returns true the new pixel is written.
  392. */
  393. void setDepthBufferFunction(CompareFunction func = CMPF_LESS_EQUAL);
  394. /**
  395. * @brief Turns stencil tests on or off. By default this is disabled.
  396. * Stencil testing allow you to mask out a part of the rendered image by using
  397. * various stencil operations provided.
  398. */
  399. void setStencilCheckEnabled(bool enabled);
  400. /**
  401. * @brief Allows you to set stencil operations that are performed when stencil test passes or fails.
  402. *
  403. * @param stencilFailOp Operation executed when stencil test fails.
  404. * @param depthFailOp Operation executed when stencil test succeeds but depth test fails.
  405. * @param passOp Operation executed when stencil test succeeds and depth test succeeds.
  406. * @param front Should the stencil operations be applied to front or back facing polygons.
  407. */
  408. void setStencilBufferOperations(StencilOperation stencilFailOp = SOP_KEEP,
  409. StencilOperation depthFailOp = SOP_KEEP, StencilOperation passOp = SOP_KEEP,
  410. bool ccw = true);
  411. /**
  412. * @brief Sets a stencil buffer comparison function. The result of this will cause one of 3 actions
  413. * depending on whether the test fails, succeeds but with the depth buffer check still failing,
  414. * or succeeds with the depth buffer check passing too.
  415. *
  416. * @param func Comparison function that determines whether a stencil test fails or passes. Reference value
  417. * gets compared to the value already in the buffer using this function.
  418. * @param ccw If set to true, the stencil operations will be applied to counterclockwise
  419. * faces. Otherwise they will be applied to clockwise faces.
  420. */
  421. void setStencilBufferFunc(CompareFunction func = CMPF_ALWAYS_PASS, bool ccw = true);
  422. /**
  423. * @brief The bitmask applied to both the stencil value and the reference value
  424. * before comparison.
  425. */
  426. void setStencilBufferReadMask(UINT32 mask = 0xFFFFFFFF);
  427. /**
  428. * @brief The bitmask applied to the stencil value before writing it to the stencil buffer.
  429. */
  430. void setStencilBufferWriteMask(UINT32 mask = 0xFFFFFFFF);
  431. /**
  432. * @brief Sets a reference values used for stencil buffer comparisons.
  433. * Actual comparison function and stencil operations are set by setting the DepthStencilState.
  434. */
  435. void setStencilRefValue(UINT32 refValue);
  436. /**
  437. * @brief Clears an area of the currently active render target.
  438. *
  439. * @param buffers Combination of one or more elements of FrameBufferType
  440. * denoting which buffers are to be cleared.
  441. * @param color (optional) The color to clear the color buffer with, if enabled.
  442. * @param depth (optional) The value to initialize the depth buffer with, if enabled.
  443. * @param stencil (optional) The value to initialize the stencil buffer with, if enabled.
  444. * @param clearArea (optional) Area in pixels to clear.
  445. */
  446. void clearArea(UINT32 buffers, const Color& color = Color::Black, float depth = 1.0f, UINT16 stencil = 0, const Rect2I& clearArea = Rect2I::EMPTY);
  447. /**
  448. * @brief Recalculates actual viewport dimensions based on currently
  449. * set viewport normalized dimensions and render target and applies
  450. * them for further rendering.
  451. */
  452. void applyViewport();
  453. /**
  454. * @brief Triggered when device has been lost.
  455. */
  456. void notifyOnDeviceLost(D3D9Device* device);
  457. /**
  458. * @brief Triggered when device is being reset.
  459. */
  460. void notifyOnDeviceReset(D3D9Device* device);
  461. private:
  462. /**
  463. * @brief Holds texture unit settings.
  464. */
  465. struct sD3DTextureStageDesc
  466. {
  467. D3D9Mappings::D3DTexType texType;
  468. size_t coordIndex;
  469. IDirect3DBaseTexture9 *pTex;
  470. IDirect3DBaseTexture9 *pVertexTex;
  471. };
  472. static D3D9RenderSystem* msD3D9RenderSystem;
  473. IDirect3D9* mpD3D;
  474. D3D9HLSLProgramFactory* mHLSLProgramFactory;
  475. D3D9ResourceManager* mResourceManager;
  476. D3D9DeviceManager* mDeviceManager;
  477. mutable D3D9DriverList* mDriverList;
  478. D3D9Driver* mActiveD3DDriver;
  479. UINT32 mNumTexStages;
  480. sD3DTextureStageDesc* mTexStageDesc;
  481. bool mIsFrameInProgress;
  482. bool mRestoreFrameOnReset;
  483. HINSTANCE mhInstance;
  484. Rect2 mViewportNorm;
  485. UINT32 mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight;
  486. RECT mScissorRect;
  487. DrawOperationType mCurrentDrawOperation;
  488. };
  489. }