D3D9Graphics.cpp 73 KB

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  1. //
  2. // Copyright (c) 2008-2013 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "Precompiled.h"
  23. #include "AnimatedModel.h"
  24. #include "Animation.h"
  25. #include "AnimationController.h"
  26. #include "Camera.h"
  27. #include "Context.h"
  28. #include "CustomGeometry.h"
  29. #include "DebugRenderer.h"
  30. #include "DecalSet.h"
  31. #include "Graphics.h"
  32. #include "GraphicsEvents.h"
  33. #include "GraphicsImpl.h"
  34. #include "IndexBuffer.h"
  35. #include "Log.h"
  36. #include "Material.h"
  37. #include "Octree.h"
  38. #include "ParticleEmitter.h"
  39. #include "ProcessUtils.h"
  40. #include "Profiler.h"
  41. #include "Shader.h"
  42. #include "ShaderVariation.h"
  43. #include "Skybox.h"
  44. #include "StringUtils.h"
  45. #include "Technique.h"
  46. #include "Terrain.h"
  47. #include "TerrainPatch.h"
  48. #include "Texture2D.h"
  49. #include "TextureCube.h"
  50. #include "VertexBuffer.h"
  51. #include "VertexDeclaration.h"
  52. #include "Zone.h"
  53. #include "DebugNew.h"
  54. #ifdef _MSC_VER
  55. #pragma warning(disable:4355)
  56. #endif
  57. namespace Urho3D
  58. {
  59. extern "C" HWND WIN_GetWindowHandle(SDL_Window* window);
  60. static const D3DCMPFUNC d3dCmpFunc[] =
  61. {
  62. D3DCMP_ALWAYS,
  63. D3DCMP_EQUAL,
  64. D3DCMP_NOTEQUAL,
  65. D3DCMP_LESS,
  66. D3DCMP_LESSEQUAL,
  67. D3DCMP_GREATER,
  68. D3DCMP_GREATEREQUAL
  69. };
  70. static const D3DTEXTUREFILTERTYPE d3dMinMagFilter[] =
  71. {
  72. D3DTEXF_POINT,
  73. D3DTEXF_LINEAR,
  74. D3DTEXF_LINEAR,
  75. D3DTEXF_ANISOTROPIC
  76. };
  77. static const D3DTEXTUREFILTERTYPE d3dMipFilter[] =
  78. {
  79. D3DTEXF_POINT,
  80. D3DTEXF_POINT,
  81. D3DTEXF_LINEAR,
  82. D3DTEXF_ANISOTROPIC
  83. };
  84. static const D3DTEXTUREADDRESS d3dAddressMode[] =
  85. {
  86. D3DTADDRESS_WRAP,
  87. D3DTADDRESS_MIRROR,
  88. D3DTADDRESS_CLAMP,
  89. D3DTADDRESS_BORDER
  90. };
  91. static const DWORD d3dBlendEnable[] =
  92. {
  93. FALSE,
  94. TRUE,
  95. TRUE,
  96. TRUE,
  97. TRUE,
  98. TRUE,
  99. TRUE
  100. };
  101. static const D3DBLEND d3dSrcBlend[] =
  102. {
  103. D3DBLEND_ONE,
  104. D3DBLEND_ONE,
  105. D3DBLEND_DESTCOLOR,
  106. D3DBLEND_SRCALPHA,
  107. D3DBLEND_SRCALPHA,
  108. D3DBLEND_ONE,
  109. D3DBLEND_INVDESTALPHA,
  110. };
  111. static const D3DBLEND d3dDestBlend[] =
  112. {
  113. D3DBLEND_ZERO,
  114. D3DBLEND_ONE,
  115. D3DBLEND_ZERO,
  116. D3DBLEND_INVSRCALPHA,
  117. D3DBLEND_ONE,
  118. D3DBLEND_INVSRCALPHA,
  119. D3DBLEND_DESTALPHA
  120. };
  121. static const D3DCULL d3dCullMode[] =
  122. {
  123. D3DCULL_NONE,
  124. D3DCULL_CCW,
  125. D3DCULL_CW
  126. };
  127. static const D3DFILLMODE d3dFillMode[] =
  128. {
  129. D3DFILL_SOLID,
  130. D3DFILL_WIREFRAME,
  131. D3DFILL_POINT
  132. };
  133. static const D3DSTENCILOP d3dStencilOp[] =
  134. {
  135. D3DSTENCILOP_KEEP,
  136. D3DSTENCILOP_ZERO,
  137. D3DSTENCILOP_REPLACE,
  138. D3DSTENCILOP_INCR,
  139. D3DSTENCILOP_DECR
  140. };
  141. static unsigned GetD3DColor(const Color& color)
  142. {
  143. unsigned r = (unsigned)(Clamp(color.r_ * 255.0f, 0.0f, 255.0f));
  144. unsigned g = (unsigned)(Clamp(color.g_ * 255.0f, 0.0f, 255.0f));
  145. unsigned b = (unsigned)(Clamp(color.b_ * 255.0f, 0.0f, 255.0f));
  146. unsigned a = (unsigned)(Clamp(color.a_ * 255.0f, 0.0f, 255.0f));
  147. return (((a) & 0xff) << 24) | (((r) & 0xff) << 16) | (((g) & 0xff) << 8) | ((b) & 0xff);
  148. }
  149. static unsigned depthStencilFormat = D3DFMT_D24S8;
  150. Graphics::Graphics(Context* context) :
  151. Object(context),
  152. impl_(new GraphicsImpl()),
  153. externalWindow_(0),
  154. width_(0),
  155. height_(0),
  156. multiSample_(1),
  157. windowPosX_(0),
  158. windowPosY_(0),
  159. fullscreen_(false),
  160. resizable_(false),
  161. vsync_(false),
  162. tripleBuffer_(false),
  163. sRGB_(false),
  164. deviceLost_(false),
  165. lightPrepassSupport_(false),
  166. deferredSupport_(false),
  167. hardwareShadowSupport_(false),
  168. streamOffsetSupport_(false),
  169. sRGBSupport_(false),
  170. sRGBWriteSupport_(false),
  171. hasSM3_(false),
  172. forceSM2_(false),
  173. numPrimitives_(0),
  174. numBatches_(0),
  175. maxScratchBufferRequest_(0),
  176. defaultTextureFilterMode_(FILTER_BILINEAR)
  177. {
  178. SetTextureUnitMappings();
  179. // Initialize SDL now. Graphics should be the first SDL-using subsystem to be created
  180. SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK | SDL_INIT_NOPARACHUTE);
  181. // Register Graphics library object factories
  182. RegisterGraphicsLibrary(context_);
  183. }
  184. Graphics::~Graphics()
  185. {
  186. // Release all GPU objects that still exist
  187. for (Vector<GPUObject*>::Iterator i = gpuObjects_.Begin(); i != gpuObjects_.End(); ++i)
  188. (*i)->Release();
  189. gpuObjects_.Clear();
  190. vertexDeclarations_.Clear();
  191. if (impl_->defaultColorSurface_)
  192. {
  193. impl_->defaultColorSurface_->Release();
  194. impl_->defaultColorSurface_ = 0;
  195. }
  196. if (impl_->defaultDepthStencilSurface_)
  197. {
  198. impl_->defaultDepthStencilSurface_->Release();
  199. impl_->defaultDepthStencilSurface_ = 0;
  200. }
  201. if (impl_->device_)
  202. {
  203. impl_->device_->Release();
  204. impl_->device_ = 0;
  205. }
  206. if (impl_->interface_)
  207. {
  208. impl_->interface_->Release();
  209. impl_->interface_ = 0;
  210. }
  211. if (impl_->window_)
  212. {
  213. SDL_ShowCursor(SDL_TRUE);
  214. SDL_DestroyWindow(impl_->window_);
  215. impl_->window_ = 0;
  216. }
  217. delete impl_;
  218. impl_ = 0;
  219. // Shut down SDL now. Graphics should be the last SDL-using subsystem to be destroyed
  220. SDL_Quit();
  221. }
  222. void Graphics::SetExternalWindow(void* window)
  223. {
  224. if (!impl_->window_)
  225. externalWindow_ = window;
  226. else
  227. LOGERROR("Window already opened, can not set external window");
  228. }
  229. void Graphics::SetWindowTitle(const String& windowTitle)
  230. {
  231. windowTitle_ = windowTitle;
  232. if (impl_->window_)
  233. SDL_SetWindowTitle(impl_->window_, windowTitle_.CString());
  234. }
  235. bool Graphics::SetMode(int width, int height, bool fullscreen, bool resizable, bool vsync, bool tripleBuffer, int multiSample)
  236. {
  237. PROFILE(SetScreenMode);
  238. // Find out the full screen mode display format (match desktop color depth)
  239. SDL_DisplayMode mode;
  240. SDL_GetDesktopDisplayMode(0, &mode);
  241. D3DFORMAT fullscreenFormat = SDL_BITSPERPIXEL(mode.format) == 16 ? D3DFMT_R5G6B5 : D3DFMT_X8R8G8B8;
  242. // If zero dimensions in windowed mode, set default. If zero in fullscreen, use desktop mode
  243. if (!width || !height)
  244. {
  245. if (!fullscreen)
  246. {
  247. width = 1024;
  248. height = 768;
  249. }
  250. else
  251. {
  252. width = mode.w;
  253. height = mode.h;
  254. }
  255. }
  256. // Fullscreen can not be resizable
  257. if (fullscreen)
  258. resizable = false;
  259. multiSample = Clamp(multiSample, 1, (int)D3DMULTISAMPLE_16_SAMPLES);
  260. // If nothing changes, do not reset the device
  261. if (width == width_ && height == height_ && fullscreen == fullscreen_ && resizable == resizable_ &&
  262. vsync == vsync_ && tripleBuffer == tripleBuffer_ && multiSample == multiSample_)
  263. return true;
  264. if (!impl_->window_)
  265. {
  266. if (!OpenWindow(width, height, resizable))
  267. return false;
  268. }
  269. if (!impl_->interface_)
  270. {
  271. if (!CreateInterface())
  272. return false;
  273. CheckFeatureSupport();
  274. }
  275. // Note: GetMultiSample() will not reflect the actual hardware multisample mode, but rather what the caller wanted.
  276. multiSample_ = multiSample;
  277. // Check fullscreen mode validity. If not valid, revert to windowed
  278. if (fullscreen)
  279. {
  280. PODVector<IntVector2> resolutions = GetResolutions();
  281. fullscreen = false;
  282. for (unsigned i = 0; i < resolutions.Size(); ++i)
  283. {
  284. if (width == resolutions[i].x_ && height == resolutions[i].y_)
  285. {
  286. fullscreen = true;
  287. break;
  288. }
  289. }
  290. }
  291. // Fall back to non-multisampled if unsupported multisampling mode
  292. if (multiSample > 1)
  293. {
  294. if (FAILED(impl_->interface_->CheckDeviceMultiSampleType(impl_->adapter_, impl_->deviceType_, fullscreenFormat, FALSE,
  295. (D3DMULTISAMPLE_TYPE)multiSample, NULL)))
  296. multiSample = 1;
  297. }
  298. AdjustWindow(width, height, fullscreen);
  299. if (fullscreen)
  300. {
  301. impl_->presentParams_.BackBufferFormat = fullscreenFormat;
  302. impl_->presentParams_.Windowed = false;
  303. }
  304. else
  305. {
  306. impl_->presentParams_.BackBufferFormat = D3DFMT_UNKNOWN;
  307. impl_->presentParams_.Windowed = true;
  308. }
  309. impl_->presentParams_.BackBufferWidth = width;
  310. impl_->presentParams_.BackBufferHeight = height;
  311. impl_->presentParams_.BackBufferCount = tripleBuffer ? 2 : 1;
  312. impl_->presentParams_.MultiSampleType = multiSample > 1 ? (D3DMULTISAMPLE_TYPE)multiSample : D3DMULTISAMPLE_NONE;
  313. impl_->presentParams_.MultiSampleQuality = 0;
  314. impl_->presentParams_.SwapEffect = D3DSWAPEFFECT_DISCARD;
  315. impl_->presentParams_.hDeviceWindow = WIN_GetWindowHandle(impl_->window_);
  316. impl_->presentParams_.EnableAutoDepthStencil = TRUE;
  317. impl_->presentParams_.AutoDepthStencilFormat = D3DFMT_D24S8;
  318. impl_->presentParams_.Flags = D3DPRESENT_LINEAR_CONTENT;
  319. impl_->presentParams_.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
  320. if (vsync)
  321. impl_->presentParams_.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
  322. else
  323. impl_->presentParams_.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
  324. width_ = width;
  325. height_ = height;
  326. fullscreen_ = fullscreen;
  327. resizable_ = resizable;
  328. vsync_ = vsync;
  329. tripleBuffer_ = tripleBuffer;
  330. if (!impl_->device_)
  331. {
  332. unsigned adapter = D3DADAPTER_DEFAULT;
  333. unsigned deviceType = D3DDEVTYPE_HAL;
  334. // Check for PerfHUD adapter
  335. for (unsigned i=0; i < impl_->interface_->GetAdapterCount(); ++i)
  336. {
  337. D3DADAPTER_IDENTIFIER9 identifier;
  338. impl_->interface_->GetAdapterIdentifier(i, 0, &identifier);
  339. if (strstr(identifier.Description, "PerfHUD") != 0)
  340. {
  341. adapter = i;
  342. deviceType = D3DDEVTYPE_REF;
  343. break;
  344. }
  345. }
  346. impl_->interface_->GetAdapterIdentifier(adapter, 0, &impl_->adapterIdentifier_);
  347. if (!CreateDevice(adapter, deviceType))
  348. return false;
  349. }
  350. else
  351. ResetDevice();
  352. // Clear the initial window contents to black
  353. impl_->device_->BeginScene();
  354. Clear(CLEAR_COLOR);
  355. impl_->device_->EndScene();
  356. impl_->device_->Present(0, 0, 0, 0);
  357. #ifdef ENABLE_LOGGING
  358. String msg;
  359. msg.AppendWithFormat("Set screen mode %dx%d %s", width_, height_, (fullscreen_ ? "fullscreen" : "windowed"));
  360. if (resizable_)
  361. msg.Append(" resizable");
  362. if (multiSample > 1)
  363. msg.AppendWithFormat(" multisample %d", multiSample);
  364. LOGINFO(msg);
  365. #endif
  366. using namespace ScreenMode;
  367. VariantMap eventData;
  368. eventData[P_WIDTH] = width_;
  369. eventData[P_HEIGHT] = height_;
  370. eventData[P_FULLSCREEN] = fullscreen_;
  371. eventData[P_RESIZABLE] = resizable_;
  372. SendEvent(E_SCREENMODE, eventData);
  373. return true;
  374. }
  375. bool Graphics::SetMode(int width, int height)
  376. {
  377. return SetMode(width, height, fullscreen_, resizable_, vsync_, tripleBuffer_, multiSample_);
  378. }
  379. void Graphics::SetSRGB(bool enable)
  380. {
  381. sRGB_ = enable && sRGBWriteSupport_;
  382. }
  383. bool Graphics::ToggleFullscreen()
  384. {
  385. return SetMode(width_, height_, !fullscreen_, resizable_, vsync_, tripleBuffer_, multiSample_);
  386. }
  387. void Graphics::Close()
  388. {
  389. if (impl_->window_)
  390. {
  391. SDL_ShowCursor(SDL_TRUE);
  392. SDL_DestroyWindow(impl_->window_);
  393. impl_->window_ = 0;
  394. }
  395. }
  396. bool Graphics::TakeScreenShot(Image& destImage)
  397. {
  398. PROFILE(TakeScreenShot);
  399. if (!impl_->device_)
  400. return false;
  401. D3DSURFACE_DESC surfaceDesc;
  402. impl_->defaultColorSurface_->GetDesc(&surfaceDesc);
  403. // If possible, get the backbuffer data, because it is a lot faster.
  404. // However, if we are multisampled, need to use the front buffer
  405. bool useBackBuffer = true;
  406. if (impl_->presentParams_.MultiSampleType)
  407. {
  408. useBackBuffer = false;
  409. surfaceDesc.Format = D3DFMT_A8R8G8B8;
  410. }
  411. IDirect3DSurface9* surface = 0;
  412. impl_->device_->CreateOffscreenPlainSurface(width_, height_, surfaceDesc.Format, D3DPOOL_SYSTEMMEM, &surface, 0);
  413. if (!surface)
  414. return false;
  415. if (useBackBuffer)
  416. impl_->device_->GetRenderTargetData(impl_->defaultColorSurface_, surface);
  417. else
  418. impl_->device_->GetFrontBufferData(0, surface);
  419. D3DLOCKED_RECT lockedRect;
  420. lockedRect.pBits = 0;
  421. surface->LockRect(&lockedRect, 0, D3DLOCK_NOSYSLOCK | D3DLOCK_READONLY);
  422. if (!lockedRect.pBits)
  423. {
  424. surface->Release();
  425. return false;
  426. }
  427. destImage.SetSize(width_, height_, 3);
  428. unsigned char* destData = destImage.GetData();
  429. if (surfaceDesc.Format == D3DFMT_R5G6B5)
  430. {
  431. for (int y = 0; y < height_; ++y)
  432. {
  433. unsigned short* src = (unsigned short*)((unsigned char*)lockedRect.pBits + y * lockedRect.Pitch);
  434. unsigned char* dest = destData + y * width_ * 3;
  435. for (int x = 0; x < width_; ++x)
  436. {
  437. unsigned short rgb = *src++;
  438. int b = rgb & 31;
  439. int g = (rgb >> 5) & 63;
  440. int r = (rgb >> 11);
  441. *dest++ = (int)(r * 255.0f / 31.0f);
  442. *dest++ = (int)(g * 255.0f / 63.0f);
  443. *dest++ = (int)(b * 255.0f / 31.0f);
  444. }
  445. }
  446. }
  447. else
  448. {
  449. for (int y = 0; y < height_; ++y)
  450. {
  451. unsigned char* src = (unsigned char*)lockedRect.pBits + y * lockedRect.Pitch;
  452. unsigned char* dest = destData + y * width_ * 3;
  453. for (int x = 0; x < width_; ++x)
  454. {
  455. *dest++ = src[2];
  456. *dest++ = src[1];
  457. *dest++ = src[0];
  458. src += 4;
  459. }
  460. }
  461. }
  462. surface->UnlockRect();
  463. surface->Release();
  464. return true;
  465. }
  466. bool Graphics::BeginFrame()
  467. {
  468. if (!IsInitialized())
  469. return false;
  470. // If using an external window, check it for size changes, and reset screen mode if necessary
  471. if (externalWindow_)
  472. {
  473. int width, height;
  474. SDL_GetWindowSize(impl_->window_, &width, &height);
  475. if (width != width_ || height != height_)
  476. SetMode(width, height);
  477. }
  478. // Check for lost device before rendering
  479. HRESULT hr = impl_->device_->TestCooperativeLevel();
  480. if (hr != D3D_OK)
  481. {
  482. PROFILE(DeviceLost);
  483. deviceLost_ = true;
  484. // The device can not be reset yet, sleep and try again eventually
  485. if (hr == D3DERR_DEVICELOST)
  486. {
  487. Sleep(20);
  488. return false;
  489. }
  490. // The device is lost, but ready to be reset. Reset device but do not render on this frame yet
  491. if (hr == D3DERR_DEVICENOTRESET)
  492. {
  493. ResetDevice();
  494. return false;
  495. }
  496. }
  497. impl_->device_->BeginScene();
  498. // Set default rendertarget and depth buffer
  499. ResetRenderTargets();
  500. // Cleanup textures from previous frame
  501. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  502. SetTexture(i, 0);
  503. // Cleanup stream frequencies from previous frame
  504. ResetStreamFrequencies();
  505. numPrimitives_ = 0;
  506. numBatches_ = 0;
  507. SendEvent(E_BEGINRENDERING);
  508. return true;
  509. }
  510. void Graphics::EndFrame()
  511. {
  512. if (!IsInitialized())
  513. return;
  514. PROFILE(Present);
  515. SendEvent(E_ENDRENDERING);
  516. impl_->device_->EndScene();
  517. impl_->device_->Present(0, 0, 0, 0);
  518. // Clean up too large scratch buffers
  519. CleanupScratchBuffers();
  520. }
  521. void Graphics::Clear(unsigned flags, const Color& color, float depth, unsigned stencil)
  522. {
  523. DWORD d3dFlags = 0;
  524. if (flags & CLEAR_COLOR)
  525. d3dFlags |= D3DCLEAR_TARGET;
  526. if (flags & CLEAR_DEPTH)
  527. d3dFlags |= D3DCLEAR_ZBUFFER;
  528. if (flags & CLEAR_STENCIL)
  529. d3dFlags |= D3DCLEAR_STENCIL;
  530. impl_->device_->Clear(0, 0, d3dFlags, GetD3DColor(color), depth, stencil);
  531. }
  532. bool Graphics::ResolveToTexture(Texture2D* destination, const IntRect& viewport)
  533. {
  534. if (!destination || !destination->GetRenderSurface() || destination->GetWidth() != width_ ||
  535. destination->GetHeight() != height_)
  536. return false;
  537. PROFILE(ResolveToTexture);
  538. IntRect vpCopy = viewport;
  539. if (vpCopy.right_ <= vpCopy.left_)
  540. vpCopy.right_ = vpCopy.left_ + 1;
  541. if (vpCopy.bottom_ <= vpCopy.top_)
  542. vpCopy.bottom_ = vpCopy.top_ + 1;
  543. RECT rect;
  544. rect.left = Clamp(vpCopy.left_, 0, width_);
  545. rect.top = Clamp(vpCopy.top_, 0, height_);
  546. rect.right = Clamp(vpCopy.right_, 0, width_);
  547. rect.bottom = Clamp(vpCopy.bottom_, 0, height_);
  548. return SUCCEEDED(impl_->device_->StretchRect(impl_->defaultColorSurface_, &rect,
  549. (IDirect3DSurface9*)destination->GetRenderSurface()->GetSurface(), &rect, D3DTEXF_NONE));
  550. }
  551. void Graphics::Draw(PrimitiveType type, unsigned vertexStart, unsigned vertexCount)
  552. {
  553. if (!vertexCount)
  554. return;
  555. ResetStreamFrequencies();
  556. unsigned primitiveCount = 0;
  557. switch (type)
  558. {
  559. case TRIANGLE_LIST:
  560. primitiveCount = vertexCount / 3;
  561. impl_->device_->DrawPrimitive(D3DPT_TRIANGLELIST, vertexStart, primitiveCount);
  562. break;
  563. case LINE_LIST:
  564. primitiveCount = vertexCount / 2;
  565. impl_->device_->DrawPrimitive(D3DPT_LINELIST, vertexStart, primitiveCount);
  566. break;
  567. }
  568. numPrimitives_ += primitiveCount;
  569. ++numBatches_;
  570. }
  571. void Graphics::Draw(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned minVertex, unsigned vertexCount)
  572. {
  573. if (!indexCount)
  574. return;
  575. ResetStreamFrequencies();
  576. unsigned primitiveCount = 0;
  577. switch (type)
  578. {
  579. case TRIANGLE_LIST:
  580. primitiveCount = indexCount / 3;
  581. impl_->device_->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, minVertex, vertexCount, indexStart, primitiveCount);
  582. break;
  583. case LINE_LIST:
  584. primitiveCount = indexCount / 2;
  585. impl_->device_->DrawIndexedPrimitive(D3DPT_LINELIST, 0, minVertex, vertexCount, indexStart, primitiveCount);
  586. break;
  587. }
  588. numPrimitives_ += primitiveCount;
  589. ++numBatches_;
  590. }
  591. void Graphics::DrawInstanced(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned minVertex, unsigned vertexCount,
  592. unsigned instanceCount)
  593. {
  594. if (!indexCount || !instanceCount)
  595. return;
  596. for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
  597. {
  598. VertexBuffer* buffer = vertexBuffers_[i];
  599. if (buffer)
  600. {
  601. if (buffer->GetElementMask() & MASK_INSTANCEMATRIX1)
  602. SetStreamFrequency(i, D3DSTREAMSOURCE_INSTANCEDATA | 1);
  603. else
  604. SetStreamFrequency(i, D3DSTREAMSOURCE_INDEXEDDATA | instanceCount);
  605. }
  606. }
  607. unsigned primitiveCount = 0;
  608. switch (type)
  609. {
  610. case TRIANGLE_LIST:
  611. primitiveCount = indexCount / 3;
  612. impl_->device_->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, minVertex, vertexCount, indexStart, primitiveCount);
  613. break;
  614. case LINE_LIST:
  615. primitiveCount = indexCount / 2;
  616. impl_->device_->DrawIndexedPrimitive(D3DPT_LINELIST, 0, minVertex, vertexCount, indexStart, primitiveCount);
  617. break;
  618. }
  619. numPrimitives_ += instanceCount * primitiveCount;
  620. ++numBatches_;
  621. }
  622. void Graphics::SetVertexBuffer(VertexBuffer* buffer)
  623. {
  624. Vector<VertexBuffer*> vertexBuffers(1);
  625. PODVector<unsigned> elementMasks(1);
  626. vertexBuffers[0] = buffer;
  627. elementMasks[0] = MASK_DEFAULT;
  628. SetVertexBuffers(vertexBuffers, elementMasks);
  629. }
  630. bool Graphics::SetVertexBuffers(const Vector<VertexBuffer*>& buffers, const PODVector<unsigned>&
  631. elementMasks, unsigned instanceOffset)
  632. {
  633. if (buffers.Size() > MAX_VERTEX_STREAMS)
  634. {
  635. LOGERROR("Too many vertex buffers");
  636. return false;
  637. }
  638. if (buffers.Size() != elementMasks.Size())
  639. {
  640. LOGERROR("Amount of element masks and vertex buffers does not match");
  641. return false;
  642. }
  643. // Build vertex declaration hash code out of the buffers & masks
  644. unsigned long long hash = 0;
  645. for (unsigned i = 0; i < buffers.Size(); ++i)
  646. {
  647. if (!buffers[i])
  648. continue;
  649. hash |= buffers[i]->GetBufferHash(i, elementMasks[i]);
  650. }
  651. if (hash)
  652. {
  653. // If no previous vertex declaration for that hash, create new
  654. if (!vertexDeclarations_.Contains(hash))
  655. {
  656. SharedPtr<VertexDeclaration> newDeclaration(new VertexDeclaration(this, buffers, elementMasks));
  657. if (!newDeclaration->GetDeclaration())
  658. {
  659. LOGERROR("Failed to create vertex declaration");
  660. return false;
  661. }
  662. vertexDeclarations_[hash] = newDeclaration;
  663. }
  664. VertexDeclaration* declaration = vertexDeclarations_[hash];
  665. if (declaration != vertexDeclaration_)
  666. {
  667. impl_->device_->SetVertexDeclaration(declaration->GetDeclaration());
  668. vertexDeclaration_ = declaration;
  669. }
  670. }
  671. for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
  672. {
  673. VertexBuffer* buffer = 0;
  674. unsigned offset = 0;
  675. if (i < buffers.Size())
  676. {
  677. buffer = buffers[i];
  678. if (buffer && buffer->GetElementMask() & MASK_INSTANCEMATRIX1)
  679. offset = instanceOffset * buffer->GetVertexSize();
  680. }
  681. if (buffer != vertexBuffers_[i] || offset != streamOffsets_[i])
  682. {
  683. if (buffer)
  684. impl_->device_->SetStreamSource(i, (IDirect3DVertexBuffer9*)buffer->GetGPUObject(), offset, buffer->GetVertexSize());
  685. else
  686. impl_->device_->SetStreamSource(i, 0, 0, 0);
  687. vertexBuffers_[i] = buffer;
  688. streamOffsets_[i] = offset;
  689. }
  690. }
  691. return true;
  692. }
  693. bool Graphics::SetVertexBuffers(const Vector<SharedPtr<VertexBuffer> >& buffers, const PODVector<unsigned>&
  694. elementMasks, unsigned instanceOffset)
  695. {
  696. if (buffers.Size() > MAX_VERTEX_STREAMS)
  697. {
  698. LOGERROR("Too many vertex buffers");
  699. return false;
  700. }
  701. if (buffers.Size() != elementMasks.Size())
  702. {
  703. LOGERROR("Amount of element masks and vertex buffers does not match");
  704. return false;
  705. }
  706. unsigned long long hash = 0;
  707. for (unsigned i = 0; i < buffers.Size(); ++i)
  708. {
  709. if (!buffers[i])
  710. continue;
  711. hash |= buffers[i]->GetBufferHash(i, elementMasks[i]);
  712. }
  713. if (hash)
  714. {
  715. if (!vertexDeclarations_.Contains(hash))
  716. {
  717. SharedPtr<VertexDeclaration> newDeclaration(new VertexDeclaration(this, buffers, elementMasks));
  718. if (!newDeclaration->GetDeclaration())
  719. {
  720. LOGERROR("Failed to create vertex declaration");
  721. return false;
  722. }
  723. vertexDeclarations_[hash] = newDeclaration;
  724. }
  725. VertexDeclaration* declaration = vertexDeclarations_[hash];
  726. if (declaration != vertexDeclaration_)
  727. {
  728. impl_->device_->SetVertexDeclaration(declaration->GetDeclaration());
  729. vertexDeclaration_ = declaration;
  730. }
  731. }
  732. for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
  733. {
  734. VertexBuffer* buffer = 0;
  735. unsigned offset = 0;
  736. if (i < buffers.Size())
  737. {
  738. buffer = buffers[i];
  739. if (buffer && buffer->GetElementMask() & MASK_INSTANCEMATRIX1)
  740. offset = instanceOffset * buffer->GetVertexSize();
  741. }
  742. if (buffer != vertexBuffers_[i] || offset != streamOffsets_[i])
  743. {
  744. if (buffer)
  745. impl_->device_->SetStreamSource(i, (IDirect3DVertexBuffer9*)buffer->GetGPUObject(), offset, buffer->GetVertexSize());
  746. else
  747. impl_->device_->SetStreamSource(i, 0, 0, 0);
  748. vertexBuffers_[i] = buffer;
  749. streamOffsets_[i] = offset;
  750. }
  751. }
  752. return true;
  753. }
  754. void Graphics::SetIndexBuffer(IndexBuffer* buffer)
  755. {
  756. if (buffer != indexBuffer_)
  757. {
  758. if (buffer)
  759. impl_->device_->SetIndices((IDirect3DIndexBuffer9*)buffer->GetGPUObject());
  760. else
  761. impl_->device_->SetIndices(0);
  762. indexBuffer_ = buffer;
  763. }
  764. }
  765. void Graphics::SetShaders(ShaderVariation* vs, ShaderVariation* ps)
  766. {
  767. if (vs == vertexShader_ && ps == pixelShader_)
  768. return;
  769. ClearParameterSources();
  770. if (vs != vertexShader_)
  771. {
  772. // Clear all previous vertex shader register mappings
  773. for (HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Begin(); i != shaderParameters_.End(); ++i)
  774. {
  775. if (i->second_.type_ == VS)
  776. i->second_.register_ = M_MAX_UNSIGNED;
  777. }
  778. // Create the shader now if not yet created. If already attempted, do not retry
  779. if (vs && !vs->IsCreated())
  780. {
  781. if (!vs->IsFailed())
  782. {
  783. PROFILE(CreateVertexShader);
  784. bool success = vs->Create();
  785. if (success)
  786. LOGDEBUG("Created vertex shader " + vs->GetName());
  787. else
  788. {
  789. LOGERROR("Failed to create vertex shader " + vs->GetName());
  790. vs = 0;
  791. }
  792. }
  793. else
  794. vs = 0;
  795. }
  796. if (vs && vs->GetShaderType() == VS)
  797. {
  798. impl_->device_->SetVertexShader((IDirect3DVertexShader9*)vs->GetGPUObject());
  799. // Update the parameter-to-register mappings
  800. const HashMap<StringHash, ShaderParameter>& parameters = vs->GetParameters();
  801. for (HashMap<StringHash, ShaderParameter>::ConstIterator i = parameters.Begin(); i != parameters.End(); ++i)
  802. shaderParameters_[i->first_].register_ = i->second_.register_;
  803. }
  804. else
  805. {
  806. impl_->device_->SetVertexShader(0);
  807. vs = 0;
  808. }
  809. vertexShader_ = vs;
  810. }
  811. if (ps != pixelShader_)
  812. {
  813. for (HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Begin(); i != shaderParameters_.End(); ++i)
  814. {
  815. if (i->second_.type_ == PS)
  816. i->second_.register_ = M_MAX_UNSIGNED;
  817. }
  818. if (ps && !ps->IsCreated())
  819. {
  820. if (!ps->IsFailed())
  821. {
  822. PROFILE(CreatePixelShader);
  823. bool success = ps->Create();
  824. if (success)
  825. LOGDEBUG("Created pixel shader " + ps->GetName());
  826. else
  827. {
  828. LOGERROR("Failed to create pixel shader " + ps->GetName());
  829. ps = 0;
  830. }
  831. }
  832. else
  833. ps = 0;
  834. }
  835. if (ps && ps->GetShaderType() == PS)
  836. {
  837. impl_->device_->SetPixelShader((IDirect3DPixelShader9*)ps->GetGPUObject());
  838. const HashMap<StringHash, ShaderParameter>& parameters = ps->GetParameters();
  839. for (HashMap<StringHash, ShaderParameter>::ConstIterator i = parameters.Begin(); i != parameters.End(); ++i)
  840. shaderParameters_[i->first_].register_ = i->second_.register_;
  841. }
  842. else
  843. {
  844. impl_->device_->SetPixelShader(0);
  845. ps = 0;
  846. }
  847. pixelShader_ = ps;
  848. }
  849. }
  850. void Graphics::SetShaderParameter(StringHash param, const float* data, unsigned count)
  851. {
  852. HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Find(param);
  853. if (i == shaderParameters_.End() || i->second_.register_ >= MAX_CONSTANT_REGISTERS)
  854. return;
  855. if (i->second_.type_ == VS)
  856. impl_->device_->SetVertexShaderConstantF(i->second_.register_, data, count / 4);
  857. else
  858. impl_->device_->SetPixelShaderConstantF(i->second_.register_, data, count / 4);
  859. }
  860. void Graphics::SetShaderParameter(StringHash param, float value)
  861. {
  862. HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Find(param);
  863. if (i == shaderParameters_.End() || i->second_.register_ >= MAX_CONSTANT_REGISTERS)
  864. return;
  865. float data[4];
  866. data[0] = value;
  867. data[1] = 0.0f;
  868. data[2] = 0.0f;
  869. data[3] = 0.0f;
  870. if (i->second_.type_ == VS)
  871. impl_->device_->SetVertexShaderConstantF(i->second_.register_, &data[0], 1);
  872. else
  873. impl_->device_->SetPixelShaderConstantF(i->second_.register_, &data[0], 1);
  874. }
  875. void Graphics::SetShaderParameter(StringHash param, const Color& color)
  876. {
  877. HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Find(param);
  878. if (i == shaderParameters_.End() || i->second_.register_ >= MAX_CONSTANT_REGISTERS)
  879. return;
  880. if (i->second_.type_ == VS)
  881. impl_->device_->SetVertexShaderConstantF(i->second_.register_, color.Data(), 1);
  882. else
  883. impl_->device_->SetPixelShaderConstantF(i->second_.register_, color.Data(), 1);
  884. }
  885. void Graphics::SetShaderParameter(StringHash param, const Vector2& vector)
  886. {
  887. HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Find(param);
  888. if (i == shaderParameters_.End() || i->second_.register_ >= MAX_CONSTANT_REGISTERS)
  889. return;
  890. float data[4];
  891. data[0] = vector.x_;
  892. data[1] = vector.y_;
  893. data[2] = 0.0f;
  894. data[3] = 0.0f;
  895. if (i->second_.type_ == VS)
  896. impl_->device_->SetVertexShaderConstantF(i->second_.register_, &data[0], 1);
  897. else
  898. impl_->device_->SetPixelShaderConstantF(i->second_.register_, &data[0], 1);
  899. }
  900. void Graphics::SetShaderParameter(StringHash param, const Matrix3& matrix)
  901. {
  902. HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Find(param);
  903. if (i == shaderParameters_.End() || i->second_.register_ >= MAX_CONSTANT_REGISTERS)
  904. return;
  905. float data[12];
  906. data[0] = matrix.m00_;
  907. data[1] = matrix.m01_;
  908. data[2] = matrix.m02_;
  909. data[3] = 0.0f;
  910. data[4] = matrix.m10_;
  911. data[5] = matrix.m11_;
  912. data[6] = matrix.m12_;
  913. data[7] = 0.0f;
  914. data[8] = matrix.m20_;
  915. data[9] = matrix.m21_;
  916. data[10] = matrix.m22_;
  917. data[11] = 0.0f;
  918. if (i->second_.type_ == VS)
  919. impl_->device_->SetVertexShaderConstantF(i->second_.register_, &data[0], 3);
  920. else
  921. impl_->device_->SetPixelShaderConstantF(i->second_.register_, &data[0], 3);
  922. }
  923. void Graphics::SetShaderParameter(StringHash param, const Vector3& vector)
  924. {
  925. HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Find(param);
  926. if (i == shaderParameters_.End() || i->second_.register_ >= MAX_CONSTANT_REGISTERS)
  927. return;
  928. float data[4];
  929. data[0] = vector.x_;
  930. data[1] = vector.y_;
  931. data[2] = vector.z_;
  932. data[3] = 0.0f;
  933. if (i->second_.type_ == VS)
  934. impl_->device_->SetVertexShaderConstantF(i->second_.register_, &data[0], 1);
  935. else
  936. impl_->device_->SetPixelShaderConstantF(i->second_.register_, &data[0], 1);
  937. }
  938. void Graphics::SetShaderParameter(StringHash param, const Matrix4& matrix)
  939. {
  940. HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Find(param);
  941. if (i == shaderParameters_.End() || i->second_.register_ >= MAX_CONSTANT_REGISTERS)
  942. return;
  943. if (i->second_.type_ == VS)
  944. impl_->device_->SetVertexShaderConstantF(i->second_.register_, matrix.Data(), 4);
  945. else
  946. impl_->device_->SetPixelShaderConstantF(i->second_.register_, matrix.Data(), 4);
  947. }
  948. void Graphics::SetShaderParameter(StringHash param, const Vector4& vector)
  949. {
  950. HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Find(param);
  951. if (i == shaderParameters_.End() || i->second_.register_ >= MAX_CONSTANT_REGISTERS)
  952. return;
  953. if (i->second_.type_ == VS)
  954. impl_->device_->SetVertexShaderConstantF(i->second_.register_, vector.Data(), 1);
  955. else
  956. impl_->device_->SetPixelShaderConstantF(i->second_.register_, vector.Data(), 1);
  957. }
  958. void Graphics::SetShaderParameter(StringHash param, const Matrix3x4& matrix)
  959. {
  960. HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Find(param);
  961. if (i == shaderParameters_.End() || i->second_.register_ >= MAX_CONSTANT_REGISTERS)
  962. return;
  963. if (i->second_.type_ == VS)
  964. impl_->device_->SetVertexShaderConstantF(i->second_.register_, matrix.Data(), 3);
  965. else
  966. impl_->device_->SetPixelShaderConstantF(i->second_.register_, matrix.Data(), 3);
  967. }
  968. void Graphics::SetShaderParameter(StringHash param, const Variant& value)
  969. {
  970. switch (value.GetType())
  971. {
  972. case VAR_FLOAT:
  973. SetShaderParameter(param, value.GetFloat());
  974. break;
  975. case VAR_VECTOR2:
  976. SetShaderParameter(param, value.GetVector2());
  977. break;
  978. case VAR_VECTOR3:
  979. SetShaderParameter(param, value.GetVector3());
  980. break;
  981. case VAR_VECTOR4:
  982. SetShaderParameter(param, value.GetVector4());
  983. break;
  984. default:
  985. // Unsupported parameter type, do nothing
  986. break;
  987. }
  988. }
  989. void Graphics::RegisterShaderParameter(StringHash param, const ShaderParameter& definition)
  990. {
  991. HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Find(param);
  992. if (i == shaderParameters_.End())
  993. {
  994. // Define new parameter
  995. i = shaderParameters_.Insert(MakePair(param, definition));
  996. i->second_.register_ = M_MAX_UNSIGNED;
  997. // Rehash the parameters to ensure minimum load factor and fast queries
  998. shaderParameters_.Rehash(NextPowerOfTwo(shaderParameters_.Size()));
  999. }
  1000. else
  1001. {
  1002. // Existing parameter: check that there is no conflict
  1003. if (i->second_.type_ != definition.type_)
  1004. LOGWARNING("Shader type mismatch on shader parameter " + String(param));
  1005. // The same parameter is possibly defined with different sizes in different shaders. Use the highest size
  1006. if (i->second_.regCount_ < definition.regCount_)
  1007. i->second_.regCount_ = definition.regCount_;
  1008. }
  1009. }
  1010. bool Graphics::NeedParameterUpdate(ShaderParameterGroup group, const void* source)
  1011. {
  1012. if ((unsigned)(size_t)shaderParameterSources_[group] == M_MAX_UNSIGNED || shaderParameterSources_[group] != source)
  1013. {
  1014. shaderParameterSources_[group] = source;
  1015. return true;
  1016. }
  1017. else
  1018. return false;
  1019. }
  1020. bool Graphics::HasShaderParameter(ShaderType type, StringHash param)
  1021. {
  1022. if (type == VS)
  1023. return vertexShader_ && vertexShader_->HasParameter(param);
  1024. else
  1025. return pixelShader_ && pixelShader_->HasParameter(param);
  1026. }
  1027. bool Graphics::HasTextureUnit(TextureUnit unit)
  1028. {
  1029. return pixelShader_ && pixelShader_->HasTextureUnit(unit);
  1030. }
  1031. void Graphics::ClearParameterSource(ShaderParameterGroup group)
  1032. {
  1033. shaderParameterSources_[group] = (const void*)M_MAX_UNSIGNED;
  1034. }
  1035. void Graphics::ClearParameterSources()
  1036. {
  1037. for (unsigned i = 0; i < MAX_SHADER_PARAMETER_GROUPS; ++i)
  1038. shaderParameterSources_[i] = (const void*)M_MAX_UNSIGNED;
  1039. }
  1040. void Graphics::ClearTransformSources()
  1041. {
  1042. shaderParameterSources_[SP_CAMERA] = (const void*)M_MAX_UNSIGNED;
  1043. shaderParameterSources_[SP_OBJECTTRANSFORM] = (const void*)M_MAX_UNSIGNED;
  1044. }
  1045. void Graphics::SetTexture(unsigned index, Texture* texture)
  1046. {
  1047. if (index >= MAX_TEXTURE_UNITS)
  1048. return;
  1049. // Check if texture is currently bound as a rendertarget. In that case, use its backup texture, or blank if not defined
  1050. if (texture)
  1051. {
  1052. if (texture == viewTexture_ || (renderTargets_[0] && renderTargets_[0]->GetParentTexture() == texture))
  1053. texture = texture->GetBackupTexture();
  1054. }
  1055. if (texture != textures_[index])
  1056. {
  1057. if (texture)
  1058. impl_->device_->SetTexture(index, (IDirect3DBaseTexture9*)texture->GetGPUObject());
  1059. else
  1060. impl_->device_->SetTexture(index, 0);
  1061. textures_[index] = texture;
  1062. }
  1063. if (texture)
  1064. {
  1065. TextureFilterMode filterMode = texture->GetFilterMode();
  1066. if (filterMode == FILTER_DEFAULT)
  1067. filterMode = defaultTextureFilterMode_;
  1068. D3DTEXTUREFILTERTYPE minMag, mip;
  1069. minMag = d3dMinMagFilter[filterMode];
  1070. if (minMag != impl_->minMagFilters_[index])
  1071. {
  1072. impl_->device_->SetSamplerState(index, D3DSAMP_MAGFILTER, minMag);
  1073. impl_->device_->SetSamplerState(index, D3DSAMP_MINFILTER, minMag);
  1074. impl_->minMagFilters_[index] = minMag;
  1075. }
  1076. mip = d3dMipFilter[filterMode];
  1077. if (mip != impl_->mipFilters_[index])
  1078. {
  1079. impl_->device_->SetSamplerState(index, D3DSAMP_MIPFILTER, mip);
  1080. impl_->mipFilters_[index] = mip;
  1081. }
  1082. D3DTEXTUREADDRESS u, v;
  1083. u = d3dAddressMode[texture->GetAddressMode(COORD_U)];
  1084. if (u != impl_->uAddressModes_[index])
  1085. {
  1086. impl_->device_->SetSamplerState(index, D3DSAMP_ADDRESSU, u);
  1087. impl_->uAddressModes_[index] = u;
  1088. }
  1089. v = d3dAddressMode[texture->GetAddressMode(COORD_V)];
  1090. if (v != impl_->vAddressModes_[index])
  1091. {
  1092. impl_->device_->SetSamplerState(index, D3DSAMP_ADDRESSV, v);
  1093. impl_->vAddressModes_[index] = v;
  1094. }
  1095. if (texture->GetType() == TextureCube::GetTypeStatic())
  1096. {
  1097. D3DTEXTUREADDRESS w = d3dAddressMode[texture->GetAddressMode(COORD_W)];
  1098. if (w != impl_->wAddressModes_[index])
  1099. {
  1100. impl_->device_->SetSamplerState(index, D3DSAMP_ADDRESSW, w);
  1101. impl_->wAddressModes_[index] = w;
  1102. }
  1103. }
  1104. if (u == D3DTADDRESS_BORDER || v == D3DTADDRESS_BORDER)
  1105. {
  1106. const Color& borderColor = texture->GetBorderColor();
  1107. if (borderColor != impl_->borderColors_[index])
  1108. {
  1109. impl_->device_->SetSamplerState(index, D3DSAMP_BORDERCOLOR, GetD3DColor(borderColor));
  1110. impl_->borderColors_[index] = borderColor;
  1111. }
  1112. }
  1113. if (sRGBSupport_)
  1114. {
  1115. bool sRGB = texture->GetSRGB();
  1116. if (sRGB != impl_->sRGBModes_[index])
  1117. {
  1118. impl_->device_->SetSamplerState(index, D3DSAMP_SRGBTEXTURE, sRGB ? TRUE : FALSE);
  1119. impl_->sRGBModes_[index] = sRGB;
  1120. }
  1121. }
  1122. }
  1123. }
  1124. void Graphics::SetDefaultTextureFilterMode(TextureFilterMode mode)
  1125. {
  1126. defaultTextureFilterMode_ = mode;
  1127. }
  1128. void Graphics::ResetRenderTargets()
  1129. {
  1130. for (unsigned i = 0; i < MAX_RENDERTARGETS; ++i)
  1131. SetRenderTarget(i, (RenderSurface*)0);
  1132. SetDepthStencil((RenderSurface*)0);
  1133. SetViewport(IntRect(0, 0, width_, height_));
  1134. }
  1135. void Graphics::ResetRenderTarget(unsigned index)
  1136. {
  1137. SetRenderTarget(index, (RenderSurface*)0);
  1138. }
  1139. void Graphics::ResetDepthStencil()
  1140. {
  1141. SetDepthStencil((RenderSurface*)0);
  1142. }
  1143. void Graphics::SetRenderTarget(unsigned index, RenderSurface* renderTarget)
  1144. {
  1145. if (index >= MAX_RENDERTARGETS)
  1146. return;
  1147. IDirect3DSurface9* newColorSurface = 0;
  1148. if (renderTarget)
  1149. {
  1150. if (renderTarget->GetUsage() != TEXTURE_RENDERTARGET)
  1151. return;
  1152. newColorSurface = (IDirect3DSurface9*)renderTarget->GetSurface();
  1153. }
  1154. else
  1155. {
  1156. if (!index)
  1157. newColorSurface = impl_->defaultColorSurface_;
  1158. }
  1159. renderTargets_[index] = renderTarget;
  1160. if (newColorSurface != impl_->colorSurfaces_[index])
  1161. {
  1162. impl_->device_->SetRenderTarget(index, newColorSurface);
  1163. impl_->colorSurfaces_[index] = newColorSurface;
  1164. // Setting the first rendertarget causes viewport to be reset
  1165. if (!index)
  1166. {
  1167. IntVector2 rtSize = GetRenderTargetDimensions();
  1168. viewport_ = IntRect(0, 0, rtSize.x_, rtSize.y_);
  1169. }
  1170. }
  1171. // If the rendertarget is also bound as a texture, replace with backup texture or null
  1172. if (renderTarget)
  1173. {
  1174. Texture* parentTexture = renderTarget->GetParentTexture();
  1175. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  1176. {
  1177. if (textures_[i] == parentTexture)
  1178. SetTexture(i, textures_[i]->GetBackupTexture());
  1179. }
  1180. }
  1181. // First rendertarget controls sRGB write mode
  1182. if (!index && sRGBWriteSupport_)
  1183. {
  1184. bool sRGBWrite = renderTarget ? renderTarget->GetParentTexture()->GetSRGB() : sRGB_;
  1185. if (sRGBWrite != impl_->sRGBWrite_)
  1186. {
  1187. impl_->device_->SetRenderState(D3DRS_SRGBWRITEENABLE, sRGBWrite ? TRUE : FALSE);
  1188. impl_->sRGBWrite_ = sRGBWrite;
  1189. }
  1190. }
  1191. }
  1192. void Graphics::SetRenderTarget(unsigned index, Texture2D* texture)
  1193. {
  1194. RenderSurface* renderTarget = 0;
  1195. if (texture)
  1196. renderTarget = texture->GetRenderSurface();
  1197. SetRenderTarget(index, renderTarget);
  1198. }
  1199. void Graphics::SetDepthStencil(RenderSurface* depthStencil)
  1200. {
  1201. IDirect3DSurface9* newDepthStencilSurface = 0;
  1202. if (depthStencil && depthStencil->GetUsage() == TEXTURE_DEPTHSTENCIL)
  1203. {
  1204. newDepthStencilSurface = (IDirect3DSurface9*)depthStencil->GetSurface();
  1205. depthStencil_ = depthStencil;
  1206. }
  1207. if (!newDepthStencilSurface)
  1208. {
  1209. newDepthStencilSurface = impl_->defaultDepthStencilSurface_;
  1210. depthStencil_ = 0;
  1211. }
  1212. if (newDepthStencilSurface != impl_->depthStencilSurface_)
  1213. {
  1214. impl_->device_->SetDepthStencilSurface(newDepthStencilSurface);
  1215. impl_->depthStencilSurface_ = newDepthStencilSurface;
  1216. }
  1217. }
  1218. void Graphics::SetDepthStencil(Texture2D* texture)
  1219. {
  1220. RenderSurface* depthStencil = 0;
  1221. if (texture)
  1222. depthStencil = texture->GetRenderSurface();
  1223. SetDepthStencil(depthStencil);
  1224. }
  1225. void Graphics::SetViewTexture(Texture* texture)
  1226. {
  1227. viewTexture_ = texture;
  1228. if (viewTexture_)
  1229. {
  1230. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  1231. {
  1232. if (textures_[i] == viewTexture_)
  1233. SetTexture(i, textures_[i]->GetBackupTexture());
  1234. }
  1235. }
  1236. }
  1237. void Graphics::SetViewport(const IntRect& rect)
  1238. {
  1239. IntVector2 size = GetRenderTargetDimensions();
  1240. IntRect rectCopy = rect;
  1241. if (rectCopy.right_ <= rectCopy.left_)
  1242. rectCopy.right_ = rectCopy.left_ + 1;
  1243. if (rectCopy.bottom_ <= rectCopy.top_)
  1244. rectCopy.bottom_ = rectCopy.top_ + 1;
  1245. rectCopy.left_ = Clamp(rectCopy.left_, 0, size.x_);
  1246. rectCopy.top_ = Clamp(rectCopy.top_, 0, size.y_);
  1247. rectCopy.right_ = Clamp(rectCopy.right_, 0, size.x_);
  1248. rectCopy.bottom_ = Clamp(rectCopy.bottom_, 0, size.y_);
  1249. D3DVIEWPORT9 vp;
  1250. vp.MinZ = 0.0f;
  1251. vp.MaxZ = 1.0f;
  1252. vp.X = rectCopy.left_;
  1253. vp.Y = rectCopy.top_;
  1254. vp.Width = rectCopy.Width();
  1255. vp.Height = rectCopy.Height();
  1256. impl_->device_->SetViewport(&vp);
  1257. viewport_ = rectCopy;
  1258. // Disable scissor test, needs to be re-enabled by the user
  1259. SetScissorTest(false);
  1260. }
  1261. void Graphics::SetTextureAnisotropy(unsigned level)
  1262. {
  1263. if (level < 1)
  1264. level = 1;
  1265. if (level != textureAnisotropy_)
  1266. {
  1267. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  1268. impl_->device_->SetSamplerState(i, D3DSAMP_MAXANISOTROPY, level);
  1269. textureAnisotropy_ = level;
  1270. }
  1271. }
  1272. void Graphics::SetBlendMode(BlendMode mode)
  1273. {
  1274. if (mode != blendMode_)
  1275. {
  1276. if (d3dBlendEnable[mode] != impl_->blendEnable_)
  1277. {
  1278. impl_->device_->SetRenderState(D3DRS_ALPHABLENDENABLE, d3dBlendEnable[mode]);
  1279. impl_->blendEnable_ = d3dBlendEnable[mode];
  1280. }
  1281. if (impl_->blendEnable_)
  1282. {
  1283. if (d3dSrcBlend[mode] != impl_->srcBlend_)
  1284. {
  1285. impl_->device_->SetRenderState(D3DRS_SRCBLEND, d3dSrcBlend[mode]);
  1286. impl_->srcBlend_ = d3dSrcBlend[mode];
  1287. }
  1288. if (d3dDestBlend[mode] != impl_->destBlend_)
  1289. {
  1290. impl_->device_->SetRenderState(D3DRS_DESTBLEND, d3dDestBlend[mode]);
  1291. impl_->destBlend_ = d3dDestBlend[mode];
  1292. }
  1293. }
  1294. blendMode_ = mode;
  1295. }
  1296. }
  1297. void Graphics::SetColorWrite(bool enable)
  1298. {
  1299. if (enable != colorWrite_)
  1300. {
  1301. impl_->device_->SetRenderState(D3DRS_COLORWRITEENABLE, enable ? D3DCOLORWRITEENABLE_RED |
  1302. D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_ALPHA : 0);
  1303. colorWrite_ = enable;
  1304. }
  1305. }
  1306. void Graphics::SetCullMode(CullMode mode)
  1307. {
  1308. if (mode != cullMode_)
  1309. {
  1310. impl_->device_->SetRenderState(D3DRS_CULLMODE, d3dCullMode[mode]);
  1311. cullMode_ = mode;
  1312. }
  1313. }
  1314. void Graphics::SetDepthBias(float constantBias, float slopeScaledBias)
  1315. {
  1316. if (constantBias != constantDepthBias_)
  1317. {
  1318. impl_->device_->SetRenderState(D3DRS_DEPTHBIAS, *((DWORD*)&constantBias));
  1319. constantDepthBias_ = constantBias;
  1320. }
  1321. if (slopeScaledBias != slopeScaledDepthBias_)
  1322. {
  1323. impl_->device_->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *((DWORD*)&slopeScaledBias));
  1324. slopeScaledDepthBias_ = slopeScaledBias;
  1325. }
  1326. }
  1327. void Graphics::SetDepthTest(CompareMode mode)
  1328. {
  1329. if (mode != depthTestMode_)
  1330. {
  1331. impl_->device_->SetRenderState(D3DRS_ZFUNC, d3dCmpFunc[mode]);
  1332. depthTestMode_ = mode;
  1333. }
  1334. }
  1335. void Graphics::SetDepthWrite(bool enable)
  1336. {
  1337. if (enable != depthWrite_)
  1338. {
  1339. impl_->device_->SetRenderState(D3DRS_ZWRITEENABLE, enable ? TRUE : FALSE);
  1340. depthWrite_ = enable;
  1341. }
  1342. }
  1343. void Graphics::SetFillMode(FillMode mode)
  1344. {
  1345. if (mode != fillMode_)
  1346. {
  1347. impl_->device_->SetRenderState(D3DRS_FILLMODE, d3dFillMode[mode]);
  1348. fillMode_ = mode;
  1349. }
  1350. }
  1351. void Graphics::SetScissorTest(bool enable, const Rect& rect, bool borderInclusive)
  1352. {
  1353. // During some light rendering loops, a full rect is toggled on/off repeatedly.
  1354. // Disable scissor in that case to reduce state changes
  1355. if (rect.min_.x_ <= 0.0f && rect.min_.y_ <= 0.0f && rect.max_.x_ >= 1.0f && rect.max_.y_ >= 1.0f)
  1356. enable = false;
  1357. if (enable)
  1358. {
  1359. IntVector2 rtSize(GetRenderTargetDimensions());
  1360. IntVector2 viewSize(viewport_.Size());
  1361. IntVector2 viewPos(viewport_.left_, viewport_.top_);
  1362. IntRect intRect;
  1363. int expand = borderInclusive ? 1 : 0;
  1364. intRect.left_ = Clamp((int)((rect.min_.x_ + 1.0f) * 0.5f * viewSize.x_) + viewPos.x_, 0, rtSize.x_ - 1);
  1365. intRect.top_ = Clamp((int)((-rect.max_.y_ + 1.0f) * 0.5f * viewSize.y_) + viewPos.y_, 0, rtSize.y_ - 1);
  1366. intRect.right_ = Clamp((int)((rect.max_.x_ + 1.0f) * 0.5f * viewSize.x_) + viewPos.x_ + expand, 0, rtSize.x_);
  1367. intRect.bottom_ = Clamp((int)((-rect.min_.y_ + 1.0f) * 0.5f * viewSize.y_) + viewPos.y_ + expand, 0, rtSize.y_);
  1368. if (intRect.right_ == intRect.left_)
  1369. intRect.right_++;
  1370. if (intRect.bottom_ == intRect.top_)
  1371. intRect.bottom_++;
  1372. if (intRect.right_ < intRect.left_ || intRect.bottom_ < intRect.top_)
  1373. enable = false;
  1374. if (enable && scissorRect_ != intRect)
  1375. {
  1376. RECT d3dRect;
  1377. d3dRect.left = intRect.left_;
  1378. d3dRect.top = intRect.top_;
  1379. d3dRect.right = intRect.right_;
  1380. d3dRect.bottom = intRect.bottom_;
  1381. impl_->device_->SetScissorRect(&d3dRect);
  1382. scissorRect_ = intRect;
  1383. }
  1384. }
  1385. else
  1386. scissorRect_ = IntRect::ZERO;
  1387. if (enable != scissorTest_)
  1388. {
  1389. impl_->device_->SetRenderState(D3DRS_SCISSORTESTENABLE, enable ? TRUE : FALSE);
  1390. scissorTest_ = enable;
  1391. }
  1392. }
  1393. void Graphics::SetScissorTest(bool enable, const IntRect& rect)
  1394. {
  1395. IntVector2 rtSize(GetRenderTargetDimensions());
  1396. IntVector2 viewSize(viewport_.Size());
  1397. IntVector2 viewPos(viewport_.left_, viewport_.top_);
  1398. if (enable)
  1399. {
  1400. IntRect intRect;
  1401. intRect.left_ = Clamp(rect.left_ + viewPos.x_, 0, rtSize.x_ - 1);
  1402. intRect.top_ = Clamp(rect.top_ + viewPos.y_, 0, rtSize.y_ - 1);
  1403. intRect.right_ = Clamp(rect.right_ + viewPos.x_, 0, rtSize.x_);
  1404. intRect.bottom_ = Clamp(rect.bottom_ + viewPos.y_, 0, rtSize.y_);
  1405. if (intRect.right_ == intRect.left_)
  1406. intRect.right_++;
  1407. if (intRect.bottom_ == intRect.top_)
  1408. intRect.bottom_++;
  1409. if (intRect.right_ < intRect.left_ || intRect.bottom_ < intRect.top_)
  1410. enable = false;
  1411. if (enable && scissorRect_ != intRect)
  1412. {
  1413. RECT d3dRect;
  1414. d3dRect.left = intRect.left_;
  1415. d3dRect.top = intRect.top_;
  1416. d3dRect.right = intRect.right_;
  1417. d3dRect.bottom = intRect.bottom_;
  1418. impl_->device_->SetScissorRect(&d3dRect);
  1419. scissorRect_ = intRect;
  1420. }
  1421. }
  1422. else
  1423. scissorRect_ = IntRect::ZERO;
  1424. if (enable != scissorTest_)
  1425. {
  1426. impl_->device_->SetRenderState(D3DRS_SCISSORTESTENABLE, enable ? TRUE : FALSE);
  1427. scissorTest_ = enable;
  1428. }
  1429. }
  1430. void Graphics::SetStencilTest(bool enable, CompareMode mode, StencilOp pass, StencilOp fail, StencilOp zFail, unsigned stencilRef, unsigned compareMask, unsigned writeMask)
  1431. {
  1432. if (enable != stencilTest_)
  1433. {
  1434. impl_->device_->SetRenderState(D3DRS_STENCILENABLE, enable ? TRUE : FALSE);
  1435. stencilTest_ = enable;
  1436. }
  1437. if (enable)
  1438. {
  1439. if (mode != stencilTestMode_)
  1440. {
  1441. impl_->device_->SetRenderState(D3DRS_STENCILFUNC, d3dCmpFunc[mode]);
  1442. stencilTestMode_ = mode;
  1443. }
  1444. if (pass != stencilPass_)
  1445. {
  1446. impl_->device_->SetRenderState(D3DRS_STENCILPASS, d3dStencilOp[pass]);
  1447. stencilPass_ = pass;
  1448. }
  1449. if (fail != stencilFail_)
  1450. {
  1451. impl_->device_->SetRenderState(D3DRS_STENCILFAIL, d3dStencilOp[fail]);
  1452. stencilFail_ = fail;
  1453. }
  1454. if (zFail != stencilZFail_)
  1455. {
  1456. impl_->device_->SetRenderState(D3DRS_STENCILZFAIL, d3dStencilOp[zFail]);
  1457. stencilZFail_ = zFail;
  1458. }
  1459. if (stencilRef != stencilRef_)
  1460. {
  1461. impl_->device_->SetRenderState(D3DRS_STENCILREF, stencilRef);
  1462. stencilRef_ = stencilRef;
  1463. }
  1464. if (compareMask != stencilCompareMask_)
  1465. {
  1466. impl_->device_->SetRenderState(D3DRS_STENCILMASK, compareMask);
  1467. stencilCompareMask_ = compareMask;
  1468. }
  1469. if (writeMask != stencilWriteMask_)
  1470. {
  1471. impl_->device_->SetRenderState(D3DRS_STENCILWRITEMASK, writeMask);
  1472. stencilWriteMask_ = writeMask;
  1473. }
  1474. }
  1475. }
  1476. void Graphics::SetStreamFrequency(unsigned index, unsigned frequency)
  1477. {
  1478. if (index < MAX_VERTEX_STREAMS && streamFrequencies_[index] != frequency)
  1479. {
  1480. impl_->device_->SetStreamSourceFreq(index, frequency);
  1481. streamFrequencies_[index] = frequency;
  1482. }
  1483. }
  1484. void Graphics::ResetStreamFrequencies()
  1485. {
  1486. for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
  1487. {
  1488. if (streamFrequencies_[i] != 1)
  1489. {
  1490. impl_->device_->SetStreamSourceFreq(i, 1);
  1491. streamFrequencies_[i] = 1;
  1492. }
  1493. }
  1494. }
  1495. void Graphics::SetForceSM2(bool enable)
  1496. {
  1497. if (!IsInitialized())
  1498. forceSM2_ = enable;
  1499. else
  1500. LOGERROR("Force Shader Model 2 can not be changed after setting the initial screen mode");
  1501. }
  1502. bool Graphics::IsInitialized() const
  1503. {
  1504. return impl_->window_ != 0 && impl_->GetDevice() != 0;
  1505. }
  1506. PODVector<IntVector2> Graphics::GetResolutions() const
  1507. {
  1508. PODVector<IntVector2> ret;
  1509. unsigned numModes = SDL_GetNumDisplayModes(0);
  1510. for (unsigned i = 0; i < numModes; ++i)
  1511. {
  1512. SDL_DisplayMode mode;
  1513. SDL_GetDisplayMode(0, i, &mode);
  1514. int width = mode.w;
  1515. int height = mode.h;
  1516. // Store mode if unique
  1517. bool unique = true;
  1518. for (unsigned j = 0; j < ret.Size(); ++j)
  1519. {
  1520. if (ret[j].x_ == width && ret[j].y_ == height)
  1521. {
  1522. unique = false;
  1523. break;
  1524. }
  1525. }
  1526. if (unique)
  1527. ret.Push(IntVector2(width, height));
  1528. }
  1529. return ret;
  1530. }
  1531. PODVector<int> Graphics::GetMultiSampleLevels() const
  1532. {
  1533. PODVector<int> ret;
  1534. // No multisampling always supported
  1535. ret.Push(1);
  1536. if (!impl_->interface_)
  1537. return ret;
  1538. SDL_DisplayMode mode;
  1539. SDL_GetDesktopDisplayMode(0, &mode);
  1540. D3DFORMAT fullscreenFormat = SDL_BITSPERPIXEL(mode.format) == 16 ? D3DFMT_R5G6B5 : D3DFMT_X8R8G8B8;
  1541. for (unsigned i = (int)D3DMULTISAMPLE_2_SAMPLES; i < (int)D3DMULTISAMPLE_16_SAMPLES; ++i)
  1542. {
  1543. if (SUCCEEDED(impl_->interface_->CheckDeviceMultiSampleType(impl_->adapter_, impl_->deviceType_, fullscreenFormat, FALSE,
  1544. (D3DMULTISAMPLE_TYPE)i, NULL)))
  1545. ret.Push(i);
  1546. }
  1547. return ret;
  1548. }
  1549. unsigned Graphics::GetFormat(CompressedFormat format) const
  1550. {
  1551. switch (format)
  1552. {
  1553. case CF_DXT1:
  1554. return D3DFMT_DXT1;
  1555. case CF_DXT3:
  1556. return D3DFMT_DXT3;
  1557. case CF_DXT5:
  1558. return D3DFMT_DXT5;
  1559. }
  1560. return 0;
  1561. }
  1562. VertexBuffer* Graphics::GetVertexBuffer(unsigned index) const
  1563. {
  1564. return index < MAX_VERTEX_STREAMS ? vertexBuffers_[index] : 0;
  1565. }
  1566. TextureUnit Graphics::GetTextureUnit(const String& name)
  1567. {
  1568. HashMap<String, TextureUnit>::Iterator i = textureUnits_.Find(name);
  1569. if (i != textureUnits_.End())
  1570. return i->second_;
  1571. else
  1572. return MAX_TEXTURE_UNITS;
  1573. }
  1574. Texture* Graphics::GetTexture(unsigned index) const
  1575. {
  1576. return index < MAX_TEXTURE_UNITS ? textures_[index] : 0;
  1577. }
  1578. RenderSurface* Graphics::GetRenderTarget(unsigned index) const
  1579. {
  1580. return index < MAX_RENDERTARGETS ? renderTargets_[index] : 0;
  1581. }
  1582. unsigned Graphics::GetStreamFrequency(unsigned index) const
  1583. {
  1584. return index < MAX_VERTEX_STREAMS ? streamFrequencies_[index] : 0;
  1585. }
  1586. IntVector2 Graphics::GetRenderTargetDimensions() const
  1587. {
  1588. int width, height;
  1589. if (renderTargets_[0])
  1590. {
  1591. width = renderTargets_[0]->GetWidth();
  1592. height = renderTargets_[0]->GetHeight();
  1593. }
  1594. else
  1595. {
  1596. width = width_;
  1597. height = height_;
  1598. }
  1599. return IntVector2(width, height);
  1600. }
  1601. void Graphics::WindowResized()
  1602. {
  1603. if (!impl_->device_ || !impl_->window_)
  1604. return;
  1605. int newWidth, newHeight;
  1606. SDL_GetWindowSize(impl_->window_, &newWidth, &newHeight);
  1607. if (newWidth == width_ && newHeight == height_)
  1608. return;
  1609. width_ = newWidth;
  1610. height_ = newHeight;
  1611. impl_->presentParams_.BackBufferWidth = width_;
  1612. impl_->presentParams_.BackBufferHeight = height_;
  1613. ResetDevice();
  1614. // Reset rendertargets and viewport for the new screen size
  1615. ResetRenderTargets();
  1616. LOGDEBUG(ToString("Window was resized to %dx%d", width_, height_));
  1617. using namespace ScreenMode;
  1618. VariantMap eventData;
  1619. eventData[P_WIDTH] = width_;
  1620. eventData[P_HEIGHT] = height_;
  1621. eventData[P_FULLSCREEN] = fullscreen_;
  1622. eventData[P_RESIZABLE] = resizable_;
  1623. SendEvent(E_SCREENMODE, eventData);
  1624. }
  1625. void Graphics::AddGPUObject(GPUObject* object)
  1626. {
  1627. gpuObjects_.Push(object);
  1628. }
  1629. void Graphics::RemoveGPUObject(GPUObject* object)
  1630. {
  1631. gpuObjects_.Remove(object);
  1632. }
  1633. void* Graphics::ReserveScratchBuffer(unsigned size)
  1634. {
  1635. if (!size)
  1636. return 0;
  1637. if (size > maxScratchBufferRequest_)
  1638. maxScratchBufferRequest_ = size;
  1639. // First check for a free buffer that is large enough
  1640. for (Vector<ScratchBuffer>::Iterator i = scratchBuffers_.Begin(); i != scratchBuffers_.End(); ++i)
  1641. {
  1642. if (!i->reserved_ && i->size_ >= size)
  1643. {
  1644. i->reserved_ = true;
  1645. return i->data_.Get();
  1646. }
  1647. }
  1648. // Then check if a free buffer can be resized
  1649. for (Vector<ScratchBuffer>::Iterator i = scratchBuffers_.Begin(); i != scratchBuffers_.End(); ++i)
  1650. {
  1651. if (!i->reserved_)
  1652. {
  1653. i->data_ = new unsigned char[size];
  1654. i->size_ = size;
  1655. i->reserved_ = true;
  1656. LOGDEBUG("Resized scratch buffer to size " + String(size));
  1657. return i->data_.Get();
  1658. }
  1659. }
  1660. // Finally allocate a new buffer
  1661. ScratchBuffer newBuffer;
  1662. newBuffer.data_ = new unsigned char[size];
  1663. newBuffer.size_ = size;
  1664. newBuffer.reserved_ = true;
  1665. scratchBuffers_.Push(newBuffer);
  1666. return newBuffer.data_.Get();
  1667. LOGDEBUG("Allocated scratch buffer with size " + String(size));
  1668. }
  1669. void Graphics::FreeScratchBuffer(void* buffer)
  1670. {
  1671. if (!buffer)
  1672. return;
  1673. for (Vector<ScratchBuffer>::Iterator i = scratchBuffers_.Begin(); i != scratchBuffers_.End(); ++i)
  1674. {
  1675. if (i->reserved_ && i->data_.Get() == buffer)
  1676. {
  1677. i->reserved_ = false;
  1678. return;
  1679. }
  1680. }
  1681. LOGWARNING("Reserved scratch buffer " + ToStringHex((unsigned)(size_t)buffer) + " not found");
  1682. }
  1683. void Graphics::CleanupScratchBuffers()
  1684. {
  1685. for (Vector<ScratchBuffer>::Iterator i = scratchBuffers_.Begin(); i != scratchBuffers_.End(); ++i)
  1686. {
  1687. if (!i->reserved_ && i->size_ > maxScratchBufferRequest_ * 2)
  1688. {
  1689. i->data_ = maxScratchBufferRequest_ > 0 ? new unsigned char[maxScratchBufferRequest_] : 0;
  1690. i->size_ = maxScratchBufferRequest_;
  1691. LOGDEBUG("Resized scratch buffer to size " + String(maxScratchBufferRequest_));
  1692. }
  1693. }
  1694. maxScratchBufferRequest_ = 0;
  1695. }
  1696. unsigned Graphics::GetAlphaFormat()
  1697. {
  1698. return D3DFMT_A8;
  1699. }
  1700. unsigned Graphics::GetLuminanceFormat()
  1701. {
  1702. return D3DFMT_L8;
  1703. }
  1704. unsigned Graphics::GetLuminanceAlphaFormat()
  1705. {
  1706. return D3DFMT_A8L8;
  1707. }
  1708. unsigned Graphics::GetRGBFormat()
  1709. {
  1710. return D3DFMT_X8R8G8B8;
  1711. }
  1712. unsigned Graphics::GetRGBAFormat()
  1713. {
  1714. return D3DFMT_A8R8G8B8;
  1715. }
  1716. unsigned Graphics::GetRGBA16Format()
  1717. {
  1718. return D3DFMT_A16B16G16R16;
  1719. }
  1720. unsigned Graphics::GetRGBAFloat16Format()
  1721. {
  1722. return D3DFMT_A16B16G16R16F;
  1723. }
  1724. unsigned Graphics::GetRGBAFloat32Format()
  1725. {
  1726. return D3DFMT_A32B32G32R32F;
  1727. }
  1728. unsigned Graphics::GetRG16Format()
  1729. {
  1730. return D3DFMT_G16R16;
  1731. }
  1732. unsigned Graphics::GetRGFloat16Format()
  1733. {
  1734. return D3DFMT_G16R16F;
  1735. }
  1736. unsigned Graphics::GetRGFloat32Format()
  1737. {
  1738. return D3DFMT_G32R32F;
  1739. }
  1740. unsigned Graphics::GetFloat16Format()
  1741. {
  1742. return D3DFMT_R16F;
  1743. }
  1744. unsigned Graphics::GetFloat32Format()
  1745. {
  1746. return D3DFMT_R32F;
  1747. }
  1748. unsigned Graphics::GetLinearDepthFormat()
  1749. {
  1750. return D3DFMT_R32F;
  1751. }
  1752. unsigned Graphics::GetDepthStencilFormat()
  1753. {
  1754. return depthStencilFormat;
  1755. }
  1756. unsigned Graphics::GetFormat(const String& formatName)
  1757. {
  1758. String nameLower = formatName.ToLower().Trimmed();
  1759. if (nameLower == "a")
  1760. return GetAlphaFormat();
  1761. if (nameLower == "l")
  1762. return GetLuminanceFormat();
  1763. if (nameLower == "la")
  1764. return GetLuminanceAlphaFormat();
  1765. if (nameLower == "rgb")
  1766. return GetRGBFormat();
  1767. if (nameLower == "rgba")
  1768. return GetRGBAFormat();
  1769. if (nameLower == "rgba16")
  1770. return GetRGBA16Format();
  1771. if (nameLower == "rgba16f")
  1772. return GetRGBAFloat16Format();
  1773. if (nameLower == "rgba32f")
  1774. return GetRGBAFloat32Format();
  1775. if (nameLower == "rg16")
  1776. return GetRG16Format();
  1777. if (nameLower == "rg16f")
  1778. return GetRGFloat16Format();
  1779. if (nameLower == "rg32f")
  1780. return GetRGFloat32Format();
  1781. if (nameLower == "r16f")
  1782. return GetFloat16Format();
  1783. if (nameLower == "r32f" || nameLower == "float")
  1784. return GetFloat32Format();
  1785. if (nameLower == "lineardepth" || nameLower == "depth")
  1786. return GetLinearDepthFormat();
  1787. if (nameLower == "d24s8")
  1788. return GetDepthStencilFormat();
  1789. return GetRGBFormat();
  1790. }
  1791. bool Graphics::OpenWindow(int width, int height, bool resizable)
  1792. {
  1793. if (!externalWindow_)
  1794. impl_->window_ = SDL_CreateWindow(windowTitle_.CString(), SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, width, height, resizable ? SDL_WINDOW_RESIZABLE : 0);
  1795. else
  1796. impl_->window_ = SDL_CreateWindowFrom(externalWindow_, 0);
  1797. if (!impl_->window_)
  1798. {
  1799. LOGERROR("Could not create window");
  1800. return false;
  1801. }
  1802. return true;
  1803. }
  1804. void Graphics::AdjustWindow(int& newWidth, int& newHeight, bool& newFullscreen)
  1805. {
  1806. if (!externalWindow_)
  1807. {
  1808. SDL_SetWindowSize(impl_->window_, newWidth, newHeight);
  1809. SDL_SetWindowFullscreen(impl_->window_, newFullscreen ? SDL_TRUE : SDL_FALSE);
  1810. }
  1811. else
  1812. {
  1813. // If external window, must ask its dimensions instead of trying to set them
  1814. SDL_GetWindowSize(impl_->window_, &newWidth, &newHeight);
  1815. newFullscreen = false;
  1816. }
  1817. }
  1818. bool Graphics::CreateInterface()
  1819. {
  1820. impl_->interface_ = Direct3DCreate9(D3D_SDK_VERSION);
  1821. if (!impl_->interface_)
  1822. {
  1823. LOGERROR("Could not create Direct3D9 interface");
  1824. return false;
  1825. }
  1826. if (FAILED(impl_->interface_->GetDeviceCaps(impl_->adapter_, impl_->deviceType_, &impl_->deviceCaps_)))
  1827. {
  1828. LOGERROR("Could not get Direct3D capabilities");
  1829. return false;
  1830. }
  1831. if (FAILED(impl_->interface_->GetAdapterIdentifier(impl_->adapter_, 0, &impl_->adapterIdentifier_)))
  1832. {
  1833. LOGERROR("Could not get Direct3D adapter identifier");
  1834. return false;
  1835. }
  1836. if (impl_->deviceCaps_.PixelShaderVersion < D3DPS_VERSION(2, 0))
  1837. {
  1838. LOGERROR("Shader model 2.0 display adapter is required");
  1839. return false;
  1840. }
  1841. return true;
  1842. }
  1843. bool Graphics::CreateDevice(unsigned adapter, unsigned deviceType)
  1844. {
  1845. DWORD behaviorFlags = 0;
  1846. if (impl_->deviceCaps_.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT)
  1847. {
  1848. behaviorFlags |= D3DCREATE_HARDWARE_VERTEXPROCESSING;
  1849. if (impl_->deviceCaps_.DevCaps & D3DDEVCAPS_PUREDEVICE)
  1850. behaviorFlags |= D3DCREATE_PUREDEVICE;
  1851. }
  1852. else
  1853. behaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
  1854. if (FAILED(impl_->interface_->CreateDevice(
  1855. adapter,
  1856. (D3DDEVTYPE)deviceType,
  1857. WIN_GetWindowHandle(impl_->window_),
  1858. behaviorFlags,
  1859. &impl_->presentParams_,
  1860. &impl_->device_)))
  1861. {
  1862. LOGERROR("Could not create Direct3D9 device");
  1863. return false;
  1864. }
  1865. impl_->adapter_ = adapter;
  1866. impl_->deviceType_ = (D3DDEVTYPE)deviceType;
  1867. OnDeviceReset();
  1868. LOGINFO("Created Direct3D9 device");
  1869. return true;
  1870. }
  1871. void Graphics::CheckFeatureSupport()
  1872. {
  1873. // Reset features first
  1874. lightPrepassSupport_ = false;
  1875. deferredSupport_ = false;
  1876. hardwareShadowSupport_ = false;
  1877. streamOffsetSupport_ = false;
  1878. hasSM3_ = false;
  1879. depthStencilFormat = D3DFMT_D24S8;
  1880. // Check hardware shadow map support: prefer NVIDIA style hardware depth compared shadow maps if available
  1881. shadowMapFormat_ = D3DFMT_D16;
  1882. if (impl_->CheckFormatSupport((D3DFORMAT)shadowMapFormat_, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE))
  1883. {
  1884. hardwareShadowSupport_ = true;
  1885. // Check for hires depth support
  1886. hiresShadowMapFormat_ = D3DFMT_D24X8;
  1887. if (!impl_->CheckFormatSupport((D3DFORMAT)hiresShadowMapFormat_, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE))
  1888. hiresShadowMapFormat_ = 0;
  1889. }
  1890. else
  1891. {
  1892. // ATI DF16 format needs manual depth compare in the shader
  1893. shadowMapFormat_ = MAKEFOURCC('D', 'F', '1', '6');
  1894. if (impl_->CheckFormatSupport((D3DFORMAT)shadowMapFormat_, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE))
  1895. {
  1896. // Check for hires depth support
  1897. hiresShadowMapFormat_ = MAKEFOURCC('D', 'F', '2', '4');
  1898. if (!impl_->CheckFormatSupport((D3DFORMAT)hiresShadowMapFormat_, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE))
  1899. hiresShadowMapFormat_ = 0;
  1900. }
  1901. else
  1902. {
  1903. // No shadow map support
  1904. shadowMapFormat_ = 0;
  1905. hiresShadowMapFormat_ = 0;
  1906. }
  1907. }
  1908. // Check for Intel 4 Series with an old driver, enable manual shadow map compare in that case
  1909. if (shadowMapFormat_ == D3DFMT_D16)
  1910. {
  1911. if (impl_->adapterIdentifier_.VendorId == 0x8086 && impl_->adapterIdentifier_.DeviceId == 0x2a42 &&
  1912. impl_->adapterIdentifier_.DriverVersion.QuadPart <= 0x0007000f000a05d0ULL)
  1913. hardwareShadowSupport_ = false;
  1914. }
  1915. // Check for dummy color rendertarget format used with hardware shadow maps
  1916. dummyColorFormat_ = D3DFMT_A8R8G8B8;
  1917. D3DFORMAT nullFormat = (D3DFORMAT)MAKEFOURCC('N', 'U', 'L', 'L');
  1918. if (impl_->CheckFormatSupport(nullFormat, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE))
  1919. dummyColorFormat_ = nullFormat;
  1920. else if (impl_->CheckFormatSupport(D3DFMT_R16F, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE))
  1921. dummyColorFormat_ = D3DFMT_R16F;
  1922. else if (impl_->CheckFormatSupport(D3DFMT_R5G6B5, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE))
  1923. dummyColorFormat_ = D3DFMT_R5G6B5;
  1924. else if (impl_->CheckFormatSupport(D3DFMT_A4R4G4B4, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE))
  1925. dummyColorFormat_ = D3DFMT_A4R4G4B4;
  1926. // Check for Shader Model 3
  1927. if (!forceSM2_)
  1928. {
  1929. if (impl_->deviceCaps_.VertexShaderVersion >= D3DVS_VERSION(3, 0) && impl_->deviceCaps_.PixelShaderVersion >=
  1930. D3DPS_VERSION(3, 0))
  1931. hasSM3_ = true;
  1932. }
  1933. // Check for light prepass and deferred rendering support
  1934. if (impl_->deviceCaps_.NumSimultaneousRTs >= 2 && impl_->CheckFormatSupport(D3DFMT_R32F, D3DUSAGE_RENDERTARGET,
  1935. D3DRTYPE_TEXTURE))
  1936. {
  1937. lightPrepassSupport_ = true;
  1938. if (impl_->deviceCaps_.NumSimultaneousRTs >= 4)
  1939. deferredSupport_ = true;
  1940. }
  1941. // Check for stream offset (needed for instancing)
  1942. if (impl_->deviceCaps_.DevCaps2 & D3DDEVCAPS2_STREAMOFFSET)
  1943. streamOffsetSupport_ = true;
  1944. // Check for sRGB read & write
  1945. /// \todo Should be checked for each texture format separately
  1946. sRGBSupport_ = impl_->CheckFormatSupport(D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_SRGBREAD, D3DRTYPE_TEXTURE);
  1947. sRGBWriteSupport_ = impl_->CheckFormatSupport(D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_SRGBWRITE, D3DRTYPE_TEXTURE);
  1948. SendEvent(E_GRAPHICSFEATURES);
  1949. }
  1950. void Graphics::ResetDevice()
  1951. {
  1952. OnDeviceLost();
  1953. if (SUCCEEDED(impl_->device_->Reset(&impl_->presentParams_)))
  1954. {
  1955. deviceLost_ = false;
  1956. OnDeviceReset();
  1957. }
  1958. }
  1959. void Graphics::OnDeviceLost()
  1960. {
  1961. LOGINFO("Device lost");
  1962. if (impl_->defaultColorSurface_)
  1963. {
  1964. impl_->defaultColorSurface_->Release();
  1965. impl_->defaultColorSurface_ = 0;
  1966. }
  1967. if (impl_->defaultDepthStencilSurface_)
  1968. {
  1969. impl_->defaultDepthStencilSurface_->Release();
  1970. impl_->defaultDepthStencilSurface_ = 0;
  1971. }
  1972. for (unsigned i = 0; i < gpuObjects_.Size(); ++i)
  1973. gpuObjects_[i]->OnDeviceLost();
  1974. }
  1975. void Graphics::OnDeviceReset()
  1976. {
  1977. for (unsigned i = 0; i < gpuObjects_.Size(); ++i)
  1978. gpuObjects_[i]->OnDeviceReset();
  1979. // Get default surfaces
  1980. impl_->device_->GetRenderTarget(0, &impl_->defaultColorSurface_);
  1981. impl_->device_->GetDepthStencilSurface(&impl_->defaultDepthStencilSurface_);
  1982. ResetCachedState();
  1983. }
  1984. void Graphics::ResetCachedState()
  1985. {
  1986. for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
  1987. {
  1988. vertexBuffers_[i] = 0;
  1989. streamOffsets_[i] = 0;
  1990. }
  1991. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  1992. {
  1993. textures_[i] = 0;
  1994. impl_->minMagFilters_[i] = D3DTEXF_POINT;
  1995. impl_->mipFilters_[i] = D3DTEXF_NONE;
  1996. impl_->uAddressModes_[i] = D3DTADDRESS_WRAP;
  1997. impl_->vAddressModes_[i] = D3DTADDRESS_WRAP;
  1998. impl_->wAddressModes_[i] = D3DTADDRESS_WRAP;
  1999. impl_->borderColors_[i] = Color(0.0f, 0.0f, 0.0f, 0.0f);
  2000. impl_->sRGBModes_[i] = false;
  2001. }
  2002. for (unsigned i = 0; i < MAX_RENDERTARGETS; ++i)
  2003. {
  2004. renderTargets_[i] = 0;
  2005. impl_->colorSurfaces_[i] = 0;
  2006. }
  2007. depthStencil_ = 0;
  2008. impl_->depthStencilSurface_ = 0;
  2009. viewTexture_ = 0;
  2010. viewport_ = IntRect(0, 0, width_, height_);
  2011. impl_->sRGBWrite_ = false;
  2012. for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
  2013. streamFrequencies_[i] = 1;
  2014. indexBuffer_ = 0;
  2015. vertexDeclaration_ = 0;
  2016. vertexShader_ = 0;
  2017. pixelShader_ = 0;
  2018. blendMode_ = BLEND_REPLACE;
  2019. textureAnisotropy_ = 1;
  2020. colorWrite_ = true;
  2021. cullMode_ = CULL_CCW;
  2022. constantDepthBias_ = 0.0f;
  2023. slopeScaledDepthBias_ = 0.0f;
  2024. depthTestMode_ = CMP_LESSEQUAL;
  2025. depthWrite_ = true;
  2026. fillMode_ = FILL_SOLID;
  2027. scissorTest_ = false;
  2028. scissorRect_ = IntRect::ZERO;
  2029. stencilTest_ = false;
  2030. stencilTestMode_ = CMP_ALWAYS;
  2031. stencilPass_ = OP_KEEP;
  2032. stencilFail_ = OP_KEEP;
  2033. stencilZFail_ = OP_KEEP;
  2034. stencilRef_ = 0;
  2035. stencilCompareMask_ = M_MAX_UNSIGNED;
  2036. stencilWriteMask_ = M_MAX_UNSIGNED;
  2037. impl_->blendEnable_ = FALSE;
  2038. impl_->srcBlend_ = D3DBLEND_ONE;
  2039. impl_->destBlend_ = D3DBLEND_ZERO;
  2040. }
  2041. void Graphics::SetTextureUnitMappings()
  2042. {
  2043. textureUnits_["DiffMap"] = TU_DIFFUSE;
  2044. textureUnits_["DiffCubeMap"] = TU_DIFFUSE;
  2045. textureUnits_["NormalMap"] = TU_NORMAL;
  2046. textureUnits_["SpecMap"] = TU_SPECULAR;
  2047. textureUnits_["EmissiveMap"] = TU_EMISSIVE;
  2048. textureUnits_["EnvMap"] = TU_ENVIRONMENT;
  2049. textureUnits_["EnvCubeMap"] = TU_ENVIRONMENT;
  2050. textureUnits_["LightRampMap"] = TU_LIGHTRAMP;
  2051. textureUnits_["LightSpotMap"] = TU_LIGHTSHAPE;
  2052. textureUnits_["LightCubeMap"] = TU_LIGHTSHAPE;
  2053. textureUnits_["ShadowMap"] = TU_SHADOWMAP;
  2054. textureUnits_["FaceSelectCubeMap"] = TU_FACESELECT;
  2055. textureUnits_["IndirectionCubeMap"] = TU_INDIRECTION;
  2056. }
  2057. void RegisterGraphicsLibrary(Context* context)
  2058. {
  2059. Animation::RegisterObject(context);
  2060. Material::RegisterObject(context);
  2061. Model::RegisterObject(context);
  2062. Shader::RegisterObject(context);
  2063. Technique::RegisterObject(context);
  2064. Texture2D::RegisterObject(context);
  2065. TextureCube::RegisterObject(context);
  2066. Camera::RegisterObject(context);
  2067. Drawable::RegisterObject(context);
  2068. Light::RegisterObject(context);
  2069. StaticModel::RegisterObject(context);
  2070. Skybox::RegisterObject(context);
  2071. AnimatedModel::RegisterObject(context);
  2072. AnimationController::RegisterObject(context);
  2073. BillboardSet::RegisterObject(context);
  2074. ParticleEmitter::RegisterObject(context);
  2075. CustomGeometry::RegisterObject(context);
  2076. DecalSet::RegisterObject(context);
  2077. Terrain::RegisterObject(context);
  2078. TerrainPatch::RegisterObject(context);
  2079. DebugRenderer::RegisterObject(context);
  2080. Octree::RegisterObject(context);
  2081. Zone::RegisterObject(context);
  2082. }
  2083. }