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D3D9Graphics.cpp 72 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 numInstances = 0;
  150. static unsigned depthStencilFormat = D3DFMT_D24S8;
  151. OBJECTTYPESTATIC(Graphics);
  152. Graphics::Graphics(Context* context) :
  153. Object(context),
  154. impl_(new GraphicsImpl()),
  155. externalWindow_(0),
  156. width_(0),
  157. height_(0),
  158. multiSample_(1),
  159. windowPosX_(0),
  160. windowPosY_(0),
  161. fullscreen_(false),
  162. resizable_(false),
  163. vsync_(false),
  164. tripleBuffer_(false),
  165. sRGB_(false),
  166. deviceLost_(false),
  167. lightPrepassSupport_(false),
  168. deferredSupport_(false),
  169. hardwareShadowSupport_(false),
  170. streamOffsetSupport_(false),
  171. sRGBSupport_(false),
  172. sRGBWriteSupport_(false),
  173. hasSM3_(false),
  174. forceSM2_(false),
  175. numPrimitives_(0),
  176. numBatches_(0),
  177. maxScratchBufferRequest_(0),
  178. defaultTextureFilterMode_(FILTER_BILINEAR)
  179. {
  180. SetTextureUnitMappings();
  181. // If first instance in this process, initialize SDL under static mutex. Note that Graphics subsystem will also be in charge
  182. // of shutting down SDL as a whole, so it should be the last SDL-using subsystem (Audio and Input also use SDL) alive
  183. {
  184. MutexLock lock(GetStaticMutex());
  185. if (!numInstances)
  186. SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK | SDL_INIT_NOPARACHUTE);
  187. ++numInstances;
  188. }
  189. // Register Graphics library object factories
  190. RegisterGraphicsLibrary(context_);
  191. }
  192. Graphics::~Graphics()
  193. {
  194. // Release all GPU objects that still exist
  195. for (Vector<GPUObject*>::Iterator i = gpuObjects_.Begin(); i != gpuObjects_.End(); ++i)
  196. (*i)->Release();
  197. gpuObjects_.Clear();
  198. vertexDeclarations_.Clear();
  199. if (impl_->defaultColorSurface_)
  200. {
  201. impl_->defaultColorSurface_->Release();
  202. impl_->defaultColorSurface_ = 0;
  203. }
  204. if (impl_->defaultDepthStencilSurface_)
  205. {
  206. impl_->defaultDepthStencilSurface_->Release();
  207. impl_->defaultDepthStencilSurface_ = 0;
  208. }
  209. if (impl_->device_)
  210. {
  211. impl_->device_->Release();
  212. impl_->device_ = 0;
  213. }
  214. if (impl_->interface_)
  215. {
  216. impl_->interface_->Release();
  217. impl_->interface_ = 0;
  218. }
  219. if (impl_->window_)
  220. {
  221. MutexLock lock(GetStaticMutex());
  222. SDL_ShowCursor(SDL_TRUE);
  223. SDL_DestroyWindow(impl_->window_);
  224. impl_->window_ = 0;
  225. }
  226. delete impl_;
  227. impl_ = 0;
  228. // If last instance in this process, shut down SDL under static mutex
  229. {
  230. MutexLock lock(GetStaticMutex());
  231. --numInstances;
  232. if (!numInstances)
  233. SDL_Quit();
  234. }
  235. }
  236. void Graphics::SetExternalWindow(void* window)
  237. {
  238. if (!impl_->window_)
  239. externalWindow_ = window;
  240. else
  241. LOGERROR("Window already opened, can not set external window");
  242. }
  243. void Graphics::SetWindowTitle(const String& windowTitle)
  244. {
  245. windowTitle_ = windowTitle;
  246. if (impl_->window_)
  247. SDL_SetWindowTitle(impl_->window_, windowTitle_.CString());
  248. }
  249. bool Graphics::SetMode(int width, int height, bool fullscreen, bool resizable, bool vsync, bool tripleBuffer, int multiSample)
  250. {
  251. PROFILE(SetScreenMode);
  252. // Find out the full screen mode display format (match desktop color depth)
  253. SDL_DisplayMode mode;
  254. SDL_GetDesktopDisplayMode(0, &mode);
  255. D3DFORMAT fullscreenFormat = SDL_BITSPERPIXEL(mode.format) == 16 ? D3DFMT_R5G6B5 : D3DFMT_X8R8G8B8;
  256. // If zero dimensions in windowed mode, set default. If zero in fullscreen, use desktop mode
  257. if (!width || !height)
  258. {
  259. if (!fullscreen)
  260. {
  261. width = 1024;
  262. height = 768;
  263. }
  264. else
  265. {
  266. width = mode.w;
  267. height = mode.h;
  268. }
  269. }
  270. // Fullscreen can not be resizable
  271. if (fullscreen)
  272. resizable = false;
  273. multiSample = Clamp(multiSample, 1, (int)D3DMULTISAMPLE_16_SAMPLES);
  274. // If nothing changes, do not reset the device
  275. if (width == width_ && height == height_ && fullscreen == fullscreen_ && resizable == resizable_ &&
  276. vsync == vsync_ && tripleBuffer == tripleBuffer_ && multiSample == multiSample_)
  277. return true;
  278. if (!impl_->window_)
  279. {
  280. if (!OpenWindow(width, height, resizable))
  281. return false;
  282. }
  283. if (!impl_->interface_)
  284. {
  285. if (!CreateInterface())
  286. return false;
  287. CheckFeatureSupport();
  288. }
  289. // Note: GetMultiSample() will not reflect the actual hardware multisample mode, but rather what the caller wanted.
  290. multiSample_ = multiSample;
  291. // Check fullscreen mode validity. If not valid, revert to windowed
  292. if (fullscreen)
  293. {
  294. PODVector<IntVector2> resolutions = GetResolutions();
  295. fullscreen = false;
  296. for (unsigned i = 0; i < resolutions.Size(); ++i)
  297. {
  298. if (width == resolutions[i].x_ && height == resolutions[i].y_)
  299. {
  300. fullscreen = true;
  301. break;
  302. }
  303. }
  304. }
  305. // Fall back to non-multisampled if unsupported multisampling mode
  306. if (multiSample > 1)
  307. {
  308. if (FAILED(impl_->interface_->CheckDeviceMultiSampleType(impl_->adapter_, impl_->deviceType_, fullscreenFormat, FALSE,
  309. (D3DMULTISAMPLE_TYPE)multiSample, NULL)))
  310. multiSample = 1;
  311. }
  312. AdjustWindow(width, height, fullscreen);
  313. if (fullscreen)
  314. {
  315. impl_->presentParams_.BackBufferFormat = fullscreenFormat;
  316. impl_->presentParams_.Windowed = false;
  317. }
  318. else
  319. {
  320. impl_->presentParams_.BackBufferFormat = D3DFMT_UNKNOWN;
  321. impl_->presentParams_.Windowed = true;
  322. }
  323. impl_->presentParams_.BackBufferWidth = width;
  324. impl_->presentParams_.BackBufferHeight = height;
  325. impl_->presentParams_.BackBufferCount = tripleBuffer ? 2 : 1;
  326. impl_->presentParams_.MultiSampleType = multiSample > 1 ? (D3DMULTISAMPLE_TYPE)multiSample : D3DMULTISAMPLE_NONE;
  327. impl_->presentParams_.MultiSampleQuality = 0;
  328. impl_->presentParams_.SwapEffect = D3DSWAPEFFECT_DISCARD;
  329. impl_->presentParams_.hDeviceWindow = WIN_GetWindowHandle(impl_->window_);
  330. impl_->presentParams_.EnableAutoDepthStencil = TRUE;
  331. impl_->presentParams_.AutoDepthStencilFormat = D3DFMT_D24S8;
  332. impl_->presentParams_.Flags = D3DPRESENT_LINEAR_CONTENT;
  333. impl_->presentParams_.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
  334. if (vsync)
  335. impl_->presentParams_.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
  336. else
  337. impl_->presentParams_.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
  338. width_ = width;
  339. height_ = height;
  340. fullscreen_ = fullscreen;
  341. resizable_ = resizable;
  342. vsync_ = vsync;
  343. tripleBuffer_ = tripleBuffer;
  344. if (!impl_->device_)
  345. {
  346. unsigned adapter = D3DADAPTER_DEFAULT;
  347. unsigned deviceType = D3DDEVTYPE_HAL;
  348. // Check for PerfHUD adapter
  349. for (unsigned i=0; i < impl_->interface_->GetAdapterCount(); ++i)
  350. {
  351. D3DADAPTER_IDENTIFIER9 identifier;
  352. impl_->interface_->GetAdapterIdentifier(i, 0, &identifier);
  353. if (strstr(identifier.Description, "PerfHUD") != 0)
  354. {
  355. adapter = i;
  356. deviceType = D3DDEVTYPE_REF;
  357. break;
  358. }
  359. }
  360. impl_->interface_->GetAdapterIdentifier(adapter, 0, &impl_->adapterIdentifier_);
  361. if (!CreateDevice(adapter, deviceType))
  362. return false;
  363. }
  364. else
  365. ResetDevice();
  366. // Clear the initial window contents to black
  367. impl_->device_->BeginScene();
  368. Clear(CLEAR_COLOR);
  369. impl_->device_->EndScene();
  370. impl_->device_->Present(0, 0, 0, 0);
  371. #ifdef ENABLE_LOGGING
  372. String msg;
  373. msg.AppendWithFormat("Set screen mode %dx%d %s", width_, height_, (fullscreen_ ? "fullscreen" : "windowed"));
  374. if (resizable_)
  375. msg.Append(" resizable");
  376. if (multiSample > 1)
  377. msg.AppendWithFormat(" multisample %d", multiSample);
  378. LOGINFO(msg);
  379. #endif
  380. using namespace ScreenMode;
  381. VariantMap eventData;
  382. eventData[P_WIDTH] = width_;
  383. eventData[P_HEIGHT] = height_;
  384. eventData[P_FULLSCREEN] = fullscreen_;
  385. eventData[P_RESIZABLE] = resizable_;
  386. SendEvent(E_SCREENMODE, eventData);
  387. return true;
  388. }
  389. bool Graphics::SetMode(int width, int height)
  390. {
  391. return SetMode(width, height, fullscreen_, resizable_, vsync_, tripleBuffer_, multiSample_);
  392. }
  393. void Graphics::SetSRGB(bool enable)
  394. {
  395. sRGB_ = enable && sRGBWriteSupport_;
  396. }
  397. bool Graphics::ToggleFullscreen()
  398. {
  399. return SetMode(width_, height_, !fullscreen_, resizable_, vsync_, tripleBuffer_, multiSample_);
  400. }
  401. void Graphics::Close()
  402. {
  403. if (impl_->window_)
  404. {
  405. MutexLock lock(GetStaticMutex());
  406. SDL_ShowCursor(SDL_TRUE);
  407. SDL_DestroyWindow(impl_->window_);
  408. impl_->window_ = 0;
  409. }
  410. }
  411. bool Graphics::TakeScreenShot(Image& destImage)
  412. {
  413. PROFILE(TakeScreenShot);
  414. if (!impl_->device_)
  415. return false;
  416. D3DSURFACE_DESC surfaceDesc;
  417. impl_->defaultColorSurface_->GetDesc(&surfaceDesc);
  418. // If possible, get the backbuffer data, because it is a lot faster.
  419. // However, if we are multisampled, need to use the front buffer
  420. bool useBackBuffer = true;
  421. if (impl_->presentParams_.MultiSampleType)
  422. {
  423. useBackBuffer = false;
  424. surfaceDesc.Format = D3DFMT_A8R8G8B8;
  425. }
  426. IDirect3DSurface9* surface = 0;
  427. impl_->device_->CreateOffscreenPlainSurface(width_, height_, surfaceDesc.Format, D3DPOOL_SYSTEMMEM, &surface, 0);
  428. if (!surface)
  429. return false;
  430. if (useBackBuffer)
  431. impl_->device_->GetRenderTargetData(impl_->defaultColorSurface_, surface);
  432. else
  433. impl_->device_->GetFrontBufferData(0, surface);
  434. D3DLOCKED_RECT lockedRect;
  435. lockedRect.pBits = 0;
  436. surface->LockRect(&lockedRect, 0, D3DLOCK_NOSYSLOCK | D3DLOCK_READONLY);
  437. if (!lockedRect.pBits)
  438. {
  439. surface->Release();
  440. return false;
  441. }
  442. destImage.SetSize(width_, height_, 3);
  443. unsigned char* destData = destImage.GetData();
  444. if (surfaceDesc.Format == D3DFMT_R5G6B5)
  445. {
  446. for (int y = 0; y < height_; ++y)
  447. {
  448. unsigned short* src = (unsigned short*)((unsigned char*)lockedRect.pBits + y * lockedRect.Pitch);
  449. unsigned char* dest = destData + y * width_ * 3;
  450. for (int x = 0; x < width_; ++x)
  451. {
  452. unsigned short rgb = *src++;
  453. int b = rgb & 31;
  454. int g = (rgb >> 5) & 63;
  455. int r = (rgb >> 11);
  456. *dest++ = (int)(r * 255.0f / 31.0f);
  457. *dest++ = (int)(g * 255.0f / 63.0f);
  458. *dest++ = (int)(b * 255.0f / 31.0f);
  459. }
  460. }
  461. }
  462. else
  463. {
  464. for (int y = 0; y < height_; ++y)
  465. {
  466. unsigned char* src = (unsigned char*)lockedRect.pBits + y * lockedRect.Pitch;
  467. unsigned char* dest = destData + y * width_ * 3;
  468. for (int x = 0; x < width_; ++x)
  469. {
  470. *dest++ = src[2];
  471. *dest++ = src[1];
  472. *dest++ = src[0];
  473. src += 4;
  474. }
  475. }
  476. }
  477. surface->UnlockRect();
  478. surface->Release();
  479. return true;
  480. }
  481. bool Graphics::BeginFrame()
  482. {
  483. if (!IsInitialized())
  484. return false;
  485. // If using an external window, check it for size changes, and reset screen mode if necessary
  486. if (externalWindow_)
  487. {
  488. int width, height;
  489. SDL_GetWindowSize(impl_->window_, &width, &height);
  490. if (width != width_ || height != height_)
  491. SetMode(width, height);
  492. }
  493. // Check for lost device before rendering
  494. HRESULT hr = impl_->device_->TestCooperativeLevel();
  495. if (hr != D3D_OK)
  496. {
  497. PROFILE(DeviceLost);
  498. deviceLost_ = true;
  499. // The device can not be reset yet, sleep and try again eventually
  500. if (hr == D3DERR_DEVICELOST)
  501. {
  502. Sleep(20);
  503. return false;
  504. }
  505. // The device is lost, but ready to be reset. Reset device but do not render on this frame yet
  506. if (hr == D3DERR_DEVICENOTRESET)
  507. {
  508. ResetDevice();
  509. return false;
  510. }
  511. }
  512. impl_->device_->BeginScene();
  513. // Set default rendertarget and depth buffer
  514. ResetRenderTargets();
  515. // Cleanup textures from previous frame
  516. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  517. SetTexture(i, 0);
  518. // Cleanup stream frequencies from previous frame
  519. ResetStreamFrequencies();
  520. numPrimitives_ = 0;
  521. numBatches_ = 0;
  522. SendEvent(E_BEGINRENDERING);
  523. return true;
  524. }
  525. void Graphics::EndFrame()
  526. {
  527. if (!IsInitialized())
  528. return;
  529. PROFILE(Present);
  530. SendEvent(E_ENDRENDERING);
  531. impl_->device_->EndScene();
  532. impl_->device_->Present(0, 0, 0, 0);
  533. // Clean up too large scratch buffers
  534. CleanupScratchBuffers();
  535. }
  536. void Graphics::Clear(unsigned flags, const Color& color, float depth, unsigned stencil)
  537. {
  538. DWORD d3dFlags = 0;
  539. if (flags & CLEAR_COLOR)
  540. d3dFlags |= D3DCLEAR_TARGET;
  541. if (flags & CLEAR_DEPTH)
  542. d3dFlags |= D3DCLEAR_ZBUFFER;
  543. if (flags & CLEAR_STENCIL)
  544. d3dFlags |= D3DCLEAR_STENCIL;
  545. impl_->device_->Clear(0, 0, d3dFlags, GetD3DColor(color), depth, stencil);
  546. }
  547. bool Graphics::ResolveToTexture(Texture2D* destination, const IntRect& viewport)
  548. {
  549. if (!destination || !destination->GetRenderSurface() || destination->GetWidth() != width_ ||
  550. destination->GetHeight() != height_)
  551. return false;
  552. PROFILE(ResolveToTexture);
  553. IntRect vpCopy = viewport;
  554. if (vpCopy.right_ <= vpCopy.left_)
  555. vpCopy.right_ = vpCopy.left_ + 1;
  556. if (vpCopy.bottom_ <= vpCopy.top_)
  557. vpCopy.bottom_ = vpCopy.top_ + 1;
  558. RECT rect;
  559. rect.left = Clamp(vpCopy.left_, 0, width_);
  560. rect.top = Clamp(vpCopy.top_, 0, height_);
  561. rect.right = Clamp(vpCopy.right_, 0, width_);
  562. rect.bottom = Clamp(vpCopy.bottom_, 0, height_);
  563. return SUCCEEDED(impl_->device_->StretchRect(impl_->defaultColorSurface_, &rect,
  564. (IDirect3DSurface9*)destination->GetRenderSurface()->GetSurface(), &rect, D3DTEXF_NONE));
  565. }
  566. void Graphics::Draw(PrimitiveType type, unsigned vertexStart, unsigned vertexCount)
  567. {
  568. if (!vertexCount)
  569. return;
  570. ResetStreamFrequencies();
  571. unsigned primitiveCount = 0;
  572. switch (type)
  573. {
  574. case TRIANGLE_LIST:
  575. primitiveCount = vertexCount / 3;
  576. impl_->device_->DrawPrimitive(D3DPT_TRIANGLELIST, vertexStart, primitiveCount);
  577. break;
  578. case LINE_LIST:
  579. primitiveCount = vertexCount / 2;
  580. impl_->device_->DrawPrimitive(D3DPT_LINELIST, vertexStart, primitiveCount);
  581. break;
  582. }
  583. numPrimitives_ += primitiveCount;
  584. ++numBatches_;
  585. }
  586. void Graphics::Draw(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned minVertex, unsigned vertexCount)
  587. {
  588. if (!indexCount)
  589. return;
  590. ResetStreamFrequencies();
  591. unsigned primitiveCount = 0;
  592. switch (type)
  593. {
  594. case TRIANGLE_LIST:
  595. primitiveCount = indexCount / 3;
  596. impl_->device_->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, minVertex, vertexCount, indexStart, primitiveCount);
  597. break;
  598. case LINE_LIST:
  599. primitiveCount = indexCount / 2;
  600. impl_->device_->DrawIndexedPrimitive(D3DPT_LINELIST, 0, minVertex, vertexCount, indexStart, primitiveCount);
  601. break;
  602. }
  603. numPrimitives_ += primitiveCount;
  604. ++numBatches_;
  605. }
  606. void Graphics::DrawInstanced(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned minVertex, unsigned vertexCount,
  607. unsigned instanceCount)
  608. {
  609. if (!indexCount || !instanceCount)
  610. return;
  611. for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
  612. {
  613. VertexBuffer* buffer = vertexBuffers_[i];
  614. if (buffer)
  615. {
  616. if (buffer->GetElementMask() & MASK_INSTANCEMATRIX1)
  617. SetStreamFrequency(i, D3DSTREAMSOURCE_INSTANCEDATA | 1);
  618. else
  619. SetStreamFrequency(i, D3DSTREAMSOURCE_INDEXEDDATA | instanceCount);
  620. }
  621. }
  622. unsigned primitiveCount = 0;
  623. switch (type)
  624. {
  625. case TRIANGLE_LIST:
  626. primitiveCount = indexCount / 3;
  627. impl_->device_->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, minVertex, vertexCount, indexStart, primitiveCount);
  628. break;
  629. case LINE_LIST:
  630. primitiveCount = indexCount / 2;
  631. impl_->device_->DrawIndexedPrimitive(D3DPT_LINELIST, 0, minVertex, vertexCount, indexStart, primitiveCount);
  632. break;
  633. }
  634. numPrimitives_ += instanceCount * primitiveCount;
  635. ++numBatches_;
  636. }
  637. void Graphics::SetVertexBuffer(VertexBuffer* buffer)
  638. {
  639. Vector<VertexBuffer*> vertexBuffers(1);
  640. PODVector<unsigned> elementMasks(1);
  641. vertexBuffers[0] = buffer;
  642. elementMasks[0] = MASK_DEFAULT;
  643. SetVertexBuffers(vertexBuffers, elementMasks);
  644. }
  645. bool Graphics::SetVertexBuffers(const Vector<VertexBuffer*>& buffers, const PODVector<unsigned>&
  646. elementMasks, unsigned instanceOffset)
  647. {
  648. if (buffers.Size() > MAX_VERTEX_STREAMS)
  649. {
  650. LOGERROR("Too many vertex buffers");
  651. return false;
  652. }
  653. if (buffers.Size() != elementMasks.Size())
  654. {
  655. LOGERROR("Amount of element masks and vertex buffers does not match");
  656. return false;
  657. }
  658. // Build vertex declaration hash code out of the buffers & masks
  659. unsigned long long hash = 0;
  660. for (unsigned i = 0; i < buffers.Size(); ++i)
  661. {
  662. if (!buffers[i])
  663. continue;
  664. hash |= buffers[i]->GetBufferHash(i, elementMasks[i]);
  665. }
  666. if (hash)
  667. {
  668. // If no previous vertex declaration for that hash, create new
  669. if (!vertexDeclarations_.Contains(hash))
  670. {
  671. SharedPtr<VertexDeclaration> newDeclaration(new VertexDeclaration(this, buffers, elementMasks));
  672. if (!newDeclaration->GetDeclaration())
  673. {
  674. LOGERROR("Failed to create vertex declaration");
  675. return false;
  676. }
  677. vertexDeclarations_[hash] = newDeclaration;
  678. }
  679. VertexDeclaration* declaration = vertexDeclarations_[hash];
  680. if (declaration != vertexDeclaration_)
  681. {
  682. impl_->device_->SetVertexDeclaration(declaration->GetDeclaration());
  683. vertexDeclaration_ = declaration;
  684. }
  685. }
  686. for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
  687. {
  688. VertexBuffer* buffer = 0;
  689. unsigned offset = 0;
  690. if (i < buffers.Size())
  691. {
  692. buffer = buffers[i];
  693. if (buffer && buffer->GetElementMask() & MASK_INSTANCEMATRIX1)
  694. offset = instanceOffset * buffer->GetVertexSize();
  695. }
  696. if (buffer != vertexBuffers_[i] || offset != streamOffsets_[i])
  697. {
  698. if (buffer)
  699. impl_->device_->SetStreamSource(i, (IDirect3DVertexBuffer9*)buffer->GetGPUObject(), offset, buffer->GetVertexSize());
  700. else
  701. impl_->device_->SetStreamSource(i, 0, 0, 0);
  702. vertexBuffers_[i] = buffer;
  703. streamOffsets_[i] = offset;
  704. }
  705. }
  706. return true;
  707. }
  708. bool Graphics::SetVertexBuffers(const Vector<SharedPtr<VertexBuffer> >& buffers, const PODVector<unsigned>&
  709. elementMasks, unsigned instanceOffset)
  710. {
  711. if (buffers.Size() > MAX_VERTEX_STREAMS)
  712. {
  713. LOGERROR("Too many vertex buffers");
  714. return false;
  715. }
  716. if (buffers.Size() != elementMasks.Size())
  717. {
  718. LOGERROR("Amount of element masks and vertex buffers does not match");
  719. return false;
  720. }
  721. unsigned long long hash = 0;
  722. for (unsigned i = 0; i < buffers.Size(); ++i)
  723. {
  724. if (!buffers[i])
  725. continue;
  726. hash |= buffers[i]->GetBufferHash(i, elementMasks[i]);
  727. }
  728. if (hash)
  729. {
  730. if (!vertexDeclarations_.Contains(hash))
  731. {
  732. SharedPtr<VertexDeclaration> newDeclaration(new VertexDeclaration(this, buffers, elementMasks));
  733. if (!newDeclaration->GetDeclaration())
  734. {
  735. LOGERROR("Failed to create vertex declaration");
  736. return false;
  737. }
  738. vertexDeclarations_[hash] = newDeclaration;
  739. }
  740. VertexDeclaration* declaration = vertexDeclarations_[hash];
  741. if (declaration != vertexDeclaration_)
  742. {
  743. impl_->device_->SetVertexDeclaration(declaration->GetDeclaration());
  744. vertexDeclaration_ = declaration;
  745. }
  746. }
  747. for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
  748. {
  749. VertexBuffer* buffer = 0;
  750. unsigned offset = 0;
  751. if (i < buffers.Size())
  752. {
  753. buffer = buffers[i];
  754. if (buffer && buffer->GetElementMask() & MASK_INSTANCEMATRIX1)
  755. offset = instanceOffset * buffer->GetVertexSize();
  756. }
  757. if (buffer != vertexBuffers_[i] || offset != streamOffsets_[i])
  758. {
  759. if (buffer)
  760. impl_->device_->SetStreamSource(i, (IDirect3DVertexBuffer9*)buffer->GetGPUObject(), offset, buffer->GetVertexSize());
  761. else
  762. impl_->device_->SetStreamSource(i, 0, 0, 0);
  763. vertexBuffers_[i] = buffer;
  764. streamOffsets_[i] = offset;
  765. }
  766. }
  767. return true;
  768. }
  769. void Graphics::SetIndexBuffer(IndexBuffer* buffer)
  770. {
  771. if (buffer != indexBuffer_)
  772. {
  773. if (buffer)
  774. impl_->device_->SetIndices((IDirect3DIndexBuffer9*)buffer->GetGPUObject());
  775. else
  776. impl_->device_->SetIndices(0);
  777. indexBuffer_ = buffer;
  778. }
  779. }
  780. void Graphics::SetShaders(ShaderVariation* vs, ShaderVariation* ps)
  781. {
  782. if (vs == vertexShader_ && ps == pixelShader_)
  783. return;
  784. ClearParameterSources();
  785. if (vs != vertexShader_)
  786. {
  787. // Clear all previous vertex shader register mappings
  788. for (HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Begin(); i != shaderParameters_.End(); ++i)
  789. {
  790. if (i->second_.type_ == VS)
  791. i->second_.register_ = M_MAX_UNSIGNED;
  792. }
  793. // Create the shader now if not yet created. If already attempted, do not retry
  794. if (vs && !vs->IsCreated())
  795. {
  796. if (!vs->IsFailed())
  797. {
  798. PROFILE(CreateVertexShader);
  799. bool success = vs->Create();
  800. if (success)
  801. LOGDEBUG("Created vertex shader " + vs->GetName());
  802. else
  803. {
  804. LOGERROR("Failed to create vertex shader " + vs->GetName());
  805. vs = 0;
  806. }
  807. }
  808. else
  809. vs = 0;
  810. }
  811. if (vs && vs->GetShaderType() == VS)
  812. {
  813. impl_->device_->SetVertexShader((IDirect3DVertexShader9*)vs->GetGPUObject());
  814. // Update the parameter-to-register mappings
  815. const HashMap<StringHash, ShaderParameter>& parameters = vs->GetParameters();
  816. for (HashMap<StringHash, ShaderParameter>::ConstIterator i = parameters.Begin(); i != parameters.End(); ++i)
  817. shaderParameters_[i->first_].register_ = i->second_.register_;
  818. }
  819. else
  820. {
  821. impl_->device_->SetVertexShader(0);
  822. vs = 0;
  823. }
  824. vertexShader_ = vs;
  825. }
  826. if (ps != pixelShader_)
  827. {
  828. for (HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Begin(); i != shaderParameters_.End(); ++i)
  829. {
  830. if (i->second_.type_ == PS)
  831. i->second_.register_ = M_MAX_UNSIGNED;
  832. }
  833. if (ps && !ps->IsCreated())
  834. {
  835. if (!ps->IsFailed())
  836. {
  837. PROFILE(CreatePixelShader);
  838. bool success = ps->Create();
  839. if (success)
  840. LOGDEBUG("Created pixel shader " + ps->GetName());
  841. else
  842. {
  843. LOGERROR("Failed to create pixel shader " + ps->GetName());
  844. ps = 0;
  845. }
  846. }
  847. else
  848. ps = 0;
  849. }
  850. if (ps && ps->GetShaderType() == PS)
  851. {
  852. impl_->device_->SetPixelShader((IDirect3DPixelShader9*)ps->GetGPUObject());
  853. const HashMap<StringHash, ShaderParameter>& parameters = ps->GetParameters();
  854. for (HashMap<StringHash, ShaderParameter>::ConstIterator i = parameters.Begin(); i != parameters.End(); ++i)
  855. shaderParameters_[i->first_].register_ = i->second_.register_;
  856. }
  857. else
  858. {
  859. impl_->device_->SetPixelShader(0);
  860. ps = 0;
  861. }
  862. pixelShader_ = ps;
  863. }
  864. }
  865. void Graphics::SetShaderParameter(StringHash param, const float* data, unsigned count)
  866. {
  867. HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Find(param);
  868. if (i == shaderParameters_.End() || i->second_.register_ >= MAX_CONSTANT_REGISTERS)
  869. return;
  870. if (i->second_.type_ == VS)
  871. impl_->device_->SetVertexShaderConstantF(i->second_.register_, data, count / 4);
  872. else
  873. impl_->device_->SetPixelShaderConstantF(i->second_.register_, data, count / 4);
  874. }
  875. void Graphics::SetShaderParameter(StringHash param, float value)
  876. {
  877. HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Find(param);
  878. if (i == shaderParameters_.End() || i->second_.register_ >= MAX_CONSTANT_REGISTERS)
  879. return;
  880. float data[4];
  881. data[0] = value;
  882. data[1] = 0.0f;
  883. data[2] = 0.0f;
  884. data[3] = 0.0f;
  885. if (i->second_.type_ == VS)
  886. impl_->device_->SetVertexShaderConstantF(i->second_.register_, &data[0], 1);
  887. else
  888. impl_->device_->SetPixelShaderConstantF(i->second_.register_, &data[0], 1);
  889. }
  890. void Graphics::SetShaderParameter(StringHash param, const Color& color)
  891. {
  892. HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Find(param);
  893. if (i == shaderParameters_.End() || i->second_.register_ >= MAX_CONSTANT_REGISTERS)
  894. return;
  895. if (i->second_.type_ == VS)
  896. impl_->device_->SetVertexShaderConstantF(i->second_.register_, color.Data(), 1);
  897. else
  898. impl_->device_->SetPixelShaderConstantF(i->second_.register_, color.Data(), 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::RegisterShaderParameter(StringHash param, const ShaderParameter& definition)
  969. {
  970. HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Find(param);
  971. if (i == shaderParameters_.End())
  972. {
  973. // Define new parameter
  974. i = shaderParameters_.Insert(MakePair(param, definition));
  975. i->second_.register_ = M_MAX_UNSIGNED;
  976. // Rehash the parameters to ensure minimum load factor and fast queries
  977. shaderParameters_.Rehash(NextPowerOfTwo(shaderParameters_.Size()));
  978. }
  979. else
  980. {
  981. // Existing parameter: check that there is no conflict
  982. if (i->second_.type_ != definition.type_)
  983. LOGWARNING("Shader type mismatch on shader parameter " + String(param));
  984. // The same parameter is possibly defined with different sizes in different shaders. Use the highest size
  985. if (i->second_.regCount_ < definition.regCount_)
  986. i->second_.regCount_ = definition.regCount_;
  987. }
  988. }
  989. bool Graphics::NeedParameterUpdate(ShaderParameterGroup group, const void* source)
  990. {
  991. if ((unsigned)(size_t)shaderParameterSources_[group] == M_MAX_UNSIGNED || shaderParameterSources_[group] != source)
  992. {
  993. shaderParameterSources_[group] = source;
  994. return true;
  995. }
  996. else
  997. return false;
  998. }
  999. bool Graphics::HasShaderParameter(ShaderType type, StringHash param)
  1000. {
  1001. if (type == VS)
  1002. return vertexShader_ && vertexShader_->HasParameter(param);
  1003. else
  1004. return pixelShader_ && pixelShader_->HasParameter(param);
  1005. }
  1006. bool Graphics::HasTextureUnit(TextureUnit unit)
  1007. {
  1008. return pixelShader_ && pixelShader_->HasTextureUnit(unit);
  1009. }
  1010. void Graphics::ClearParameterSource(ShaderParameterGroup group)
  1011. {
  1012. shaderParameterSources_[group] = (const void*)M_MAX_UNSIGNED;
  1013. }
  1014. void Graphics::ClearParameterSources()
  1015. {
  1016. for (unsigned i = 0; i < MAX_SHADER_PARAMETER_GROUPS; ++i)
  1017. shaderParameterSources_[i] = (const void*)M_MAX_UNSIGNED;
  1018. }
  1019. void Graphics::ClearTransformSources()
  1020. {
  1021. shaderParameterSources_[SP_CAMERA] = (const void*)M_MAX_UNSIGNED;
  1022. shaderParameterSources_[SP_OBJECTTRANSFORM] = (const void*)M_MAX_UNSIGNED;
  1023. }
  1024. void Graphics::SetTexture(unsigned index, Texture* texture)
  1025. {
  1026. if (index >= MAX_TEXTURE_UNITS)
  1027. return;
  1028. // Check if texture is currently bound as a rendertarget. In that case, use its backup texture, or blank if not defined
  1029. if (texture)
  1030. {
  1031. if (texture == viewTexture_ || (renderTargets_[0] && renderTargets_[0]->GetParentTexture() == texture))
  1032. texture = texture->GetBackupTexture();
  1033. }
  1034. if (texture != textures_[index])
  1035. {
  1036. if (texture)
  1037. impl_->device_->SetTexture(index, (IDirect3DBaseTexture9*)texture->GetGPUObject());
  1038. else
  1039. impl_->device_->SetTexture(index, 0);
  1040. textures_[index] = texture;
  1041. }
  1042. if (texture)
  1043. {
  1044. TextureFilterMode filterMode = texture->GetFilterMode();
  1045. if (filterMode == FILTER_DEFAULT)
  1046. filterMode = defaultTextureFilterMode_;
  1047. D3DTEXTUREFILTERTYPE minMag, mip;
  1048. minMag = d3dMinMagFilter[filterMode];
  1049. if (minMag != impl_->minMagFilters_[index])
  1050. {
  1051. impl_->device_->SetSamplerState(index, D3DSAMP_MAGFILTER, minMag);
  1052. impl_->device_->SetSamplerState(index, D3DSAMP_MINFILTER, minMag);
  1053. impl_->minMagFilters_[index] = minMag;
  1054. }
  1055. mip = d3dMipFilter[filterMode];
  1056. if (mip != impl_->mipFilters_[index])
  1057. {
  1058. impl_->device_->SetSamplerState(index, D3DSAMP_MIPFILTER, mip);
  1059. impl_->mipFilters_[index] = mip;
  1060. }
  1061. D3DTEXTUREADDRESS u, v;
  1062. u = d3dAddressMode[texture->GetAddressMode(COORD_U)];
  1063. if (u != impl_->uAddressModes_[index])
  1064. {
  1065. impl_->device_->SetSamplerState(index, D3DSAMP_ADDRESSU, u);
  1066. impl_->uAddressModes_[index] = u;
  1067. }
  1068. v = d3dAddressMode[texture->GetAddressMode(COORD_V)];
  1069. if (v != impl_->vAddressModes_[index])
  1070. {
  1071. impl_->device_->SetSamplerState(index, D3DSAMP_ADDRESSV, v);
  1072. impl_->vAddressModes_[index] = v;
  1073. }
  1074. if (texture->GetType() == TextureCube::GetTypeStatic())
  1075. {
  1076. D3DTEXTUREADDRESS w = d3dAddressMode[texture->GetAddressMode(COORD_W)];
  1077. if (w != impl_->wAddressModes_[index])
  1078. {
  1079. impl_->device_->SetSamplerState(index, D3DSAMP_ADDRESSW, w);
  1080. impl_->wAddressModes_[index] = w;
  1081. }
  1082. }
  1083. if (u == D3DTADDRESS_BORDER || v == D3DTADDRESS_BORDER)
  1084. {
  1085. const Color& borderColor = texture->GetBorderColor();
  1086. if (borderColor != impl_->borderColors_[index])
  1087. {
  1088. impl_->device_->SetSamplerState(index, D3DSAMP_BORDERCOLOR, GetD3DColor(borderColor));
  1089. impl_->borderColors_[index] = borderColor;
  1090. }
  1091. }
  1092. if (sRGBSupport_)
  1093. {
  1094. bool sRGB = texture->GetSRGB();
  1095. if (sRGB != impl_->sRGBModes_[index])
  1096. {
  1097. impl_->device_->SetSamplerState(index, D3DSAMP_SRGBTEXTURE, sRGB ? TRUE : FALSE);
  1098. impl_->sRGBModes_[index] = sRGB;
  1099. }
  1100. }
  1101. }
  1102. }
  1103. void Graphics::SetDefaultTextureFilterMode(TextureFilterMode mode)
  1104. {
  1105. defaultTextureFilterMode_ = mode;
  1106. }
  1107. void Graphics::ResetRenderTargets()
  1108. {
  1109. for (unsigned i = 0; i < MAX_RENDERTARGETS; ++i)
  1110. SetRenderTarget(i, (RenderSurface*)0);
  1111. SetDepthStencil((RenderSurface*)0);
  1112. SetViewport(IntRect(0, 0, width_, height_));
  1113. }
  1114. void Graphics::ResetRenderTarget(unsigned index)
  1115. {
  1116. SetRenderTarget(index, (RenderSurface*)0);
  1117. }
  1118. void Graphics::ResetDepthStencil()
  1119. {
  1120. SetDepthStencil((RenderSurface*)0);
  1121. }
  1122. void Graphics::SetRenderTarget(unsigned index, RenderSurface* renderTarget)
  1123. {
  1124. if (index >= MAX_RENDERTARGETS)
  1125. return;
  1126. IDirect3DSurface9* newColorSurface = 0;
  1127. if (renderTarget)
  1128. {
  1129. if (renderTarget->GetUsage() != TEXTURE_RENDERTARGET)
  1130. return;
  1131. newColorSurface = (IDirect3DSurface9*)renderTarget->GetSurface();
  1132. }
  1133. else
  1134. {
  1135. if (!index)
  1136. newColorSurface = impl_->defaultColorSurface_;
  1137. }
  1138. renderTargets_[index] = renderTarget;
  1139. if (newColorSurface != impl_->colorSurfaces_[index])
  1140. {
  1141. impl_->device_->SetRenderTarget(index, newColorSurface);
  1142. impl_->colorSurfaces_[index] = newColorSurface;
  1143. // Setting the first rendertarget causes viewport to be reset
  1144. if (!index)
  1145. {
  1146. IntVector2 rtSize = GetRenderTargetDimensions();
  1147. viewport_ = IntRect(0, 0, rtSize.x_, rtSize.y_);
  1148. }
  1149. }
  1150. // If the rendertarget is also bound as a texture, replace with backup texture or null
  1151. if (renderTarget)
  1152. {
  1153. Texture* parentTexture = renderTarget->GetParentTexture();
  1154. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  1155. {
  1156. if (textures_[i] == parentTexture)
  1157. SetTexture(i, textures_[i]->GetBackupTexture());
  1158. }
  1159. }
  1160. // First rendertarget controls sRGB write mode
  1161. if (!index && sRGBWriteSupport_)
  1162. {
  1163. bool sRGBWrite = renderTarget ? renderTarget->GetParentTexture()->GetSRGB() : sRGB_;
  1164. if (sRGBWrite != impl_->sRGBWrite_)
  1165. {
  1166. impl_->device_->SetRenderState(D3DRS_SRGBWRITEENABLE, sRGBWrite ? TRUE : FALSE);
  1167. impl_->sRGBWrite_ = sRGBWrite;
  1168. }
  1169. }
  1170. }
  1171. void Graphics::SetRenderTarget(unsigned index, Texture2D* texture)
  1172. {
  1173. RenderSurface* renderTarget = 0;
  1174. if (texture)
  1175. renderTarget = texture->GetRenderSurface();
  1176. SetRenderTarget(index, renderTarget);
  1177. }
  1178. void Graphics::SetDepthStencil(RenderSurface* depthStencil)
  1179. {
  1180. IDirect3DSurface9* newDepthStencilSurface = 0;
  1181. if (depthStencil && depthStencil->GetUsage() == TEXTURE_DEPTHSTENCIL)
  1182. {
  1183. newDepthStencilSurface = (IDirect3DSurface9*)depthStencil->GetSurface();
  1184. depthStencil_ = depthStencil;
  1185. }
  1186. if (!newDepthStencilSurface)
  1187. {
  1188. newDepthStencilSurface = impl_->defaultDepthStencilSurface_;
  1189. depthStencil_ = 0;
  1190. }
  1191. if (newDepthStencilSurface != impl_->depthStencilSurface_)
  1192. {
  1193. impl_->device_->SetDepthStencilSurface(newDepthStencilSurface);
  1194. impl_->depthStencilSurface_ = newDepthStencilSurface;
  1195. }
  1196. }
  1197. void Graphics::SetDepthStencil(Texture2D* texture)
  1198. {
  1199. RenderSurface* depthStencil = 0;
  1200. if (texture)
  1201. depthStencil = texture->GetRenderSurface();
  1202. SetDepthStencil(depthStencil);
  1203. }
  1204. void Graphics::SetViewTexture(Texture* texture)
  1205. {
  1206. viewTexture_ = texture;
  1207. if (viewTexture_)
  1208. {
  1209. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  1210. {
  1211. if (textures_[i] == viewTexture_)
  1212. SetTexture(i, textures_[i]->GetBackupTexture());
  1213. }
  1214. }
  1215. }
  1216. void Graphics::SetViewport(const IntRect& rect)
  1217. {
  1218. IntVector2 size = GetRenderTargetDimensions();
  1219. IntRect rectCopy = rect;
  1220. if (rectCopy.right_ <= rectCopy.left_)
  1221. rectCopy.right_ = rectCopy.left_ + 1;
  1222. if (rectCopy.bottom_ <= rectCopy.top_)
  1223. rectCopy.bottom_ = rectCopy.top_ + 1;
  1224. rectCopy.left_ = Clamp(rectCopy.left_, 0, size.x_);
  1225. rectCopy.top_ = Clamp(rectCopy.top_, 0, size.y_);
  1226. rectCopy.right_ = Clamp(rectCopy.right_, 0, size.x_);
  1227. rectCopy.bottom_ = Clamp(rectCopy.bottom_, 0, size.y_);
  1228. D3DVIEWPORT9 vp;
  1229. vp.MinZ = 0.0f;
  1230. vp.MaxZ = 1.0f;
  1231. vp.X = rectCopy.left_;
  1232. vp.Y = rectCopy.top_;
  1233. vp.Width = rectCopy.Width();
  1234. vp.Height = rectCopy.Height();
  1235. impl_->device_->SetViewport(&vp);
  1236. viewport_ = rectCopy;
  1237. // Disable scissor test, needs to be re-enabled by the user
  1238. SetScissorTest(false);
  1239. }
  1240. void Graphics::SetTextureAnisotropy(unsigned level)
  1241. {
  1242. if (level < 1)
  1243. level = 1;
  1244. if (level != textureAnisotropy_)
  1245. {
  1246. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  1247. impl_->device_->SetSamplerState(i, D3DSAMP_MAXANISOTROPY, level);
  1248. textureAnisotropy_ = level;
  1249. }
  1250. }
  1251. void Graphics::SetBlendMode(BlendMode mode)
  1252. {
  1253. if (mode != blendMode_)
  1254. {
  1255. if (d3dBlendEnable[mode] != impl_->blendEnable_)
  1256. {
  1257. impl_->device_->SetRenderState(D3DRS_ALPHABLENDENABLE, d3dBlendEnable[mode]);
  1258. impl_->blendEnable_ = d3dBlendEnable[mode];
  1259. }
  1260. if (impl_->blendEnable_)
  1261. {
  1262. if (d3dSrcBlend[mode] != impl_->srcBlend_)
  1263. {
  1264. impl_->device_->SetRenderState(D3DRS_SRCBLEND, d3dSrcBlend[mode]);
  1265. impl_->srcBlend_ = d3dSrcBlend[mode];
  1266. }
  1267. if (d3dDestBlend[mode] != impl_->destBlend_)
  1268. {
  1269. impl_->device_->SetRenderState(D3DRS_DESTBLEND, d3dDestBlend[mode]);
  1270. impl_->destBlend_ = d3dDestBlend[mode];
  1271. }
  1272. }
  1273. blendMode_ = mode;
  1274. }
  1275. }
  1276. void Graphics::SetColorWrite(bool enable)
  1277. {
  1278. if (enable != colorWrite_)
  1279. {
  1280. impl_->device_->SetRenderState(D3DRS_COLORWRITEENABLE, enable ? D3DCOLORWRITEENABLE_RED |
  1281. D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_ALPHA : 0);
  1282. colorWrite_ = enable;
  1283. }
  1284. }
  1285. void Graphics::SetCullMode(CullMode mode)
  1286. {
  1287. if (mode != cullMode_)
  1288. {
  1289. impl_->device_->SetRenderState(D3DRS_CULLMODE, d3dCullMode[mode]);
  1290. cullMode_ = mode;
  1291. }
  1292. }
  1293. void Graphics::SetDepthBias(float constantBias, float slopeScaledBias)
  1294. {
  1295. if (constantBias != constantDepthBias_)
  1296. {
  1297. impl_->device_->SetRenderState(D3DRS_DEPTHBIAS, *((DWORD*)&constantBias));
  1298. constantDepthBias_ = constantBias;
  1299. }
  1300. if (slopeScaledBias != slopeScaledDepthBias_)
  1301. {
  1302. impl_->device_->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *((DWORD*)&slopeScaledBias));
  1303. slopeScaledDepthBias_ = slopeScaledBias;
  1304. }
  1305. }
  1306. void Graphics::SetDepthTest(CompareMode mode)
  1307. {
  1308. if (mode != depthTestMode_)
  1309. {
  1310. impl_->device_->SetRenderState(D3DRS_ZFUNC, d3dCmpFunc[mode]);
  1311. depthTestMode_ = mode;
  1312. }
  1313. }
  1314. void Graphics::SetDepthWrite(bool enable)
  1315. {
  1316. if (enable != depthWrite_)
  1317. {
  1318. impl_->device_->SetRenderState(D3DRS_ZWRITEENABLE, enable ? TRUE : FALSE);
  1319. depthWrite_ = enable;
  1320. }
  1321. }
  1322. void Graphics::SetFillMode(FillMode mode)
  1323. {
  1324. if (mode != fillMode_)
  1325. {
  1326. impl_->device_->SetRenderState(D3DRS_FILLMODE, d3dFillMode[mode]);
  1327. fillMode_ = mode;
  1328. }
  1329. }
  1330. void Graphics::SetScissorTest(bool enable, const Rect& rect, bool borderInclusive)
  1331. {
  1332. // During some light rendering loops, a full rect is toggled on/off repeatedly.
  1333. // Disable scissor in that case to reduce state changes
  1334. if (rect.min_.x_ <= 0.0f && rect.min_.y_ <= 0.0f && rect.max_.x_ >= 1.0f && rect.max_.y_ >= 1.0f)
  1335. enable = false;
  1336. if (enable)
  1337. {
  1338. IntVector2 rtSize(GetRenderTargetDimensions());
  1339. IntVector2 viewSize(viewport_.Size());
  1340. IntVector2 viewPos(viewport_.left_, viewport_.top_);
  1341. IntRect intRect;
  1342. int expand = borderInclusive ? 1 : 0;
  1343. intRect.left_ = Clamp((int)((rect.min_.x_ + 1.0f) * 0.5f * viewSize.x_) + viewPos.x_, 0, rtSize.x_ - 1);
  1344. intRect.top_ = Clamp((int)((-rect.max_.y_ + 1.0f) * 0.5f * viewSize.y_) + viewPos.y_, 0, rtSize.y_ - 1);
  1345. intRect.right_ = Clamp((int)((rect.max_.x_ + 1.0f) * 0.5f * viewSize.x_) + viewPos.x_ + expand, 0, rtSize.x_);
  1346. intRect.bottom_ = Clamp((int)((-rect.min_.y_ + 1.0f) * 0.5f * viewSize.y_) + viewPos.y_ + expand, 0, rtSize.y_);
  1347. if (intRect.right_ == intRect.left_)
  1348. intRect.right_++;
  1349. if (intRect.bottom_ == intRect.top_)
  1350. intRect.bottom_++;
  1351. if (intRect.right_ < intRect.left_ || intRect.bottom_ < intRect.top_)
  1352. enable = false;
  1353. if (enable && scissorRect_ != intRect)
  1354. {
  1355. RECT d3dRect;
  1356. d3dRect.left = intRect.left_;
  1357. d3dRect.top = intRect.top_;
  1358. d3dRect.right = intRect.right_;
  1359. d3dRect.bottom = intRect.bottom_;
  1360. impl_->device_->SetScissorRect(&d3dRect);
  1361. scissorRect_ = intRect;
  1362. }
  1363. }
  1364. else
  1365. scissorRect_ = IntRect::ZERO;
  1366. if (enable != scissorTest_)
  1367. {
  1368. impl_->device_->SetRenderState(D3DRS_SCISSORTESTENABLE, enable ? TRUE : FALSE);
  1369. scissorTest_ = enable;
  1370. }
  1371. }
  1372. void Graphics::SetScissorTest(bool enable, const IntRect& rect)
  1373. {
  1374. IntVector2 rtSize(GetRenderTargetDimensions());
  1375. IntVector2 viewSize(viewport_.Size());
  1376. IntVector2 viewPos(viewport_.left_, viewport_.top_);
  1377. if (enable)
  1378. {
  1379. IntRect intRect;
  1380. intRect.left_ = Clamp(rect.left_ + viewPos.x_, 0, rtSize.x_ - 1);
  1381. intRect.top_ = Clamp(rect.top_ + viewPos.y_, 0, rtSize.y_ - 1);
  1382. intRect.right_ = Clamp(rect.right_ + viewPos.x_, 0, rtSize.x_);
  1383. intRect.bottom_ = Clamp(rect.bottom_ + viewPos.y_, 0, rtSize.y_);
  1384. if (intRect.right_ == intRect.left_)
  1385. intRect.right_++;
  1386. if (intRect.bottom_ == intRect.top_)
  1387. intRect.bottom_++;
  1388. if (intRect.right_ < intRect.left_ || intRect.bottom_ < intRect.top_)
  1389. enable = false;
  1390. if (enable && scissorRect_ != intRect)
  1391. {
  1392. RECT d3dRect;
  1393. d3dRect.left = intRect.left_;
  1394. d3dRect.top = intRect.top_;
  1395. d3dRect.right = intRect.right_;
  1396. d3dRect.bottom = intRect.bottom_;
  1397. impl_->device_->SetScissorRect(&d3dRect);
  1398. scissorRect_ = intRect;
  1399. }
  1400. }
  1401. else
  1402. scissorRect_ = IntRect::ZERO;
  1403. if (enable != scissorTest_)
  1404. {
  1405. impl_->device_->SetRenderState(D3DRS_SCISSORTESTENABLE, enable ? TRUE : FALSE);
  1406. scissorTest_ = enable;
  1407. }
  1408. }
  1409. void Graphics::SetStencilTest(bool enable, CompareMode mode, StencilOp pass, StencilOp fail, StencilOp zFail, unsigned stencilRef, unsigned compareMask, unsigned writeMask)
  1410. {
  1411. if (enable != stencilTest_)
  1412. {
  1413. impl_->device_->SetRenderState(D3DRS_STENCILENABLE, enable ? TRUE : FALSE);
  1414. stencilTest_ = enable;
  1415. }
  1416. if (enable)
  1417. {
  1418. if (mode != stencilTestMode_)
  1419. {
  1420. impl_->device_->SetRenderState(D3DRS_STENCILFUNC, d3dCmpFunc[mode]);
  1421. stencilTestMode_ = mode;
  1422. }
  1423. if (pass != stencilPass_)
  1424. {
  1425. impl_->device_->SetRenderState(D3DRS_STENCILPASS, d3dStencilOp[pass]);
  1426. stencilPass_ = pass;
  1427. }
  1428. if (fail != stencilFail_)
  1429. {
  1430. impl_->device_->SetRenderState(D3DRS_STENCILFAIL, d3dStencilOp[fail]);
  1431. stencilFail_ = fail;
  1432. }
  1433. if (zFail != stencilZFail_)
  1434. {
  1435. impl_->device_->SetRenderState(D3DRS_STENCILZFAIL, d3dStencilOp[zFail]);
  1436. stencilZFail_ = zFail;
  1437. }
  1438. if (stencilRef != stencilRef_)
  1439. {
  1440. impl_->device_->SetRenderState(D3DRS_STENCILREF, stencilRef);
  1441. stencilRef_ = stencilRef;
  1442. }
  1443. if (compareMask != stencilCompareMask_)
  1444. {
  1445. impl_->device_->SetRenderState(D3DRS_STENCILMASK, compareMask);
  1446. stencilCompareMask_ = compareMask;
  1447. }
  1448. if (writeMask != stencilWriteMask_)
  1449. {
  1450. impl_->device_->SetRenderState(D3DRS_STENCILWRITEMASK, writeMask);
  1451. stencilWriteMask_ = writeMask;
  1452. }
  1453. }
  1454. }
  1455. void Graphics::SetStreamFrequency(unsigned index, unsigned frequency)
  1456. {
  1457. if (index < MAX_VERTEX_STREAMS && streamFrequencies_[index] != frequency)
  1458. {
  1459. impl_->device_->SetStreamSourceFreq(index, frequency);
  1460. streamFrequencies_[index] = frequency;
  1461. }
  1462. }
  1463. void Graphics::ResetStreamFrequencies()
  1464. {
  1465. for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
  1466. {
  1467. if (streamFrequencies_[i] != 1)
  1468. {
  1469. impl_->device_->SetStreamSourceFreq(i, 1);
  1470. streamFrequencies_[i] = 1;
  1471. }
  1472. }
  1473. }
  1474. void Graphics::SetForceSM2(bool enable)
  1475. {
  1476. if (!IsInitialized())
  1477. forceSM2_ = enable;
  1478. else
  1479. LOGERROR("Force Shader Model 2 can not be changed after setting the initial screen mode");
  1480. }
  1481. bool Graphics::IsInitialized() const
  1482. {
  1483. return impl_->window_ != 0 && impl_->GetDevice() != 0;
  1484. }
  1485. PODVector<IntVector2> Graphics::GetResolutions() const
  1486. {
  1487. PODVector<IntVector2> ret;
  1488. unsigned numModes = SDL_GetNumDisplayModes(0);
  1489. for (unsigned i = 0; i < numModes; ++i)
  1490. {
  1491. SDL_DisplayMode mode;
  1492. SDL_GetDisplayMode(0, i, &mode);
  1493. int width = mode.w;
  1494. int height = mode.h;
  1495. // Store mode if unique
  1496. bool unique = true;
  1497. for (unsigned j = 0; j < ret.Size(); ++j)
  1498. {
  1499. if (ret[j].x_ == width && ret[j].y_ == height)
  1500. {
  1501. unique = false;
  1502. break;
  1503. }
  1504. }
  1505. if (unique)
  1506. ret.Push(IntVector2(width, height));
  1507. }
  1508. return ret;
  1509. }
  1510. PODVector<int> Graphics::GetMultiSampleLevels() const
  1511. {
  1512. PODVector<int> ret;
  1513. // No multisampling always supported
  1514. ret.Push(1);
  1515. if (!impl_->interface_)
  1516. return ret;
  1517. SDL_DisplayMode mode;
  1518. SDL_GetDesktopDisplayMode(0, &mode);
  1519. D3DFORMAT fullscreenFormat = SDL_BITSPERPIXEL(mode.format) == 16 ? D3DFMT_R5G6B5 : D3DFMT_X8R8G8B8;
  1520. for (unsigned i = (int)D3DMULTISAMPLE_2_SAMPLES; i < (int)D3DMULTISAMPLE_16_SAMPLES; ++i)
  1521. {
  1522. if (SUCCEEDED(impl_->interface_->CheckDeviceMultiSampleType(impl_->adapter_, impl_->deviceType_, fullscreenFormat, FALSE,
  1523. (D3DMULTISAMPLE_TYPE)i, NULL)))
  1524. ret.Push(i);
  1525. }
  1526. return ret;
  1527. }
  1528. unsigned Graphics::GetFormat(CompressedFormat format) const
  1529. {
  1530. switch (format)
  1531. {
  1532. case CF_DXT1:
  1533. return D3DFMT_DXT1;
  1534. case CF_DXT3:
  1535. return D3DFMT_DXT3;
  1536. case CF_DXT5:
  1537. return D3DFMT_DXT5;
  1538. }
  1539. return 0;
  1540. }
  1541. VertexBuffer* Graphics::GetVertexBuffer(unsigned index) const
  1542. {
  1543. return index < MAX_VERTEX_STREAMS ? vertexBuffers_[index] : 0;
  1544. }
  1545. TextureUnit Graphics::GetTextureUnit(const String& name)
  1546. {
  1547. HashMap<String, TextureUnit>::Iterator i = textureUnits_.Find(name);
  1548. if (i != textureUnits_.End())
  1549. return i->second_;
  1550. else
  1551. return MAX_TEXTURE_UNITS;
  1552. }
  1553. Texture* Graphics::GetTexture(unsigned index) const
  1554. {
  1555. return index < MAX_TEXTURE_UNITS ? textures_[index] : 0;
  1556. }
  1557. RenderSurface* Graphics::GetRenderTarget(unsigned index) const
  1558. {
  1559. return index < MAX_RENDERTARGETS ? renderTargets_[index] : 0;
  1560. }
  1561. unsigned Graphics::GetStreamFrequency(unsigned index) const
  1562. {
  1563. return index < MAX_VERTEX_STREAMS ? streamFrequencies_[index] : 0;
  1564. }
  1565. IntVector2 Graphics::GetRenderTargetDimensions() const
  1566. {
  1567. int width, height;
  1568. if (renderTargets_[0])
  1569. {
  1570. width = renderTargets_[0]->GetWidth();
  1571. height = renderTargets_[0]->GetHeight();
  1572. }
  1573. else
  1574. {
  1575. width = width_;
  1576. height = height_;
  1577. }
  1578. return IntVector2(width, height);
  1579. }
  1580. void Graphics::WindowResized(int width, int height)
  1581. {
  1582. if (!impl_->device_ || (width == width_ && height == height_))
  1583. return;
  1584. width_ = width;
  1585. height_ = height;
  1586. impl_->presentParams_.BackBufferWidth = width;
  1587. impl_->presentParams_.BackBufferHeight = height;
  1588. ResetDevice();
  1589. // Reset rendertargets and viewport for the new screen size
  1590. ResetRenderTargets();
  1591. LOGDEBUG(ToString("Window was resized to %dx%d", width_, height_));
  1592. using namespace ScreenMode;
  1593. VariantMap eventData;
  1594. eventData[P_WIDTH] = width_;
  1595. eventData[P_HEIGHT] = height_;
  1596. eventData[P_FULLSCREEN] = fullscreen_;
  1597. eventData[P_RESIZABLE] = resizable_;
  1598. SendEvent(E_SCREENMODE, eventData);
  1599. }
  1600. void Graphics::AddGPUObject(GPUObject* object)
  1601. {
  1602. gpuObjects_.Push(object);
  1603. }
  1604. void Graphics::RemoveGPUObject(GPUObject* object)
  1605. {
  1606. gpuObjects_.Remove(object);
  1607. }
  1608. void* Graphics::ReserveScratchBuffer(unsigned size)
  1609. {
  1610. if (!size)
  1611. return 0;
  1612. if (size > maxScratchBufferRequest_)
  1613. maxScratchBufferRequest_ = size;
  1614. // First check for a free buffer that is large enough
  1615. for (Vector<ScratchBuffer>::Iterator i = scratchBuffers_.Begin(); i != scratchBuffers_.End(); ++i)
  1616. {
  1617. if (!i->reserved_ && i->size_ >= size)
  1618. {
  1619. i->reserved_ = true;
  1620. return i->data_.Get();
  1621. }
  1622. }
  1623. // Then check if a free buffer can be resized
  1624. for (Vector<ScratchBuffer>::Iterator i = scratchBuffers_.Begin(); i != scratchBuffers_.End(); ++i)
  1625. {
  1626. if (!i->reserved_)
  1627. {
  1628. i->data_ = new unsigned char[size];
  1629. i->size_ = size;
  1630. i->reserved_ = true;
  1631. LOGDEBUG("Resized scratch buffer to size " + String(size));
  1632. return i->data_.Get();
  1633. }
  1634. }
  1635. // Finally allocate a new buffer
  1636. ScratchBuffer newBuffer;
  1637. newBuffer.data_ = new unsigned char[size];
  1638. newBuffer.size_ = size;
  1639. newBuffer.reserved_ = true;
  1640. scratchBuffers_.Push(newBuffer);
  1641. return newBuffer.data_.Get();
  1642. LOGDEBUG("Allocated scratch buffer with size " + String(size));
  1643. }
  1644. void Graphics::FreeScratchBuffer(void* buffer)
  1645. {
  1646. if (!buffer)
  1647. return;
  1648. for (Vector<ScratchBuffer>::Iterator i = scratchBuffers_.Begin(); i != scratchBuffers_.End(); ++i)
  1649. {
  1650. if (i->reserved_ && i->data_.Get() == buffer)
  1651. {
  1652. i->reserved_ = false;
  1653. return;
  1654. }
  1655. }
  1656. LOGWARNING("Reserved scratch buffer " + ToStringHex((unsigned)(size_t)buffer) + " not found");
  1657. }
  1658. void Graphics::CleanupScratchBuffers()
  1659. {
  1660. for (Vector<ScratchBuffer>::Iterator i = scratchBuffers_.Begin(); i != scratchBuffers_.End(); ++i)
  1661. {
  1662. if (!i->reserved_ && i->size_ > maxScratchBufferRequest_ * 2)
  1663. {
  1664. i->data_ = maxScratchBufferRequest_ > 0 ? new unsigned char[maxScratchBufferRequest_] : 0;
  1665. i->size_ = maxScratchBufferRequest_;
  1666. LOGDEBUG("Resized scratch buffer to size " + String(maxScratchBufferRequest_));
  1667. }
  1668. }
  1669. maxScratchBufferRequest_ = 0;
  1670. }
  1671. unsigned Graphics::GetAlphaFormat()
  1672. {
  1673. return D3DFMT_A8;
  1674. }
  1675. unsigned Graphics::GetLuminanceFormat()
  1676. {
  1677. return D3DFMT_L8;
  1678. }
  1679. unsigned Graphics::GetLuminanceAlphaFormat()
  1680. {
  1681. return D3DFMT_A8L8;
  1682. }
  1683. unsigned Graphics::GetRGBFormat()
  1684. {
  1685. return D3DFMT_X8R8G8B8;
  1686. }
  1687. unsigned Graphics::GetRGBAFormat()
  1688. {
  1689. return D3DFMT_A8R8G8B8;
  1690. }
  1691. unsigned Graphics::GetRGBA16Format()
  1692. {
  1693. return D3DFMT_A16B16G16R16;
  1694. }
  1695. unsigned Graphics::GetRGBAFloat16Format()
  1696. {
  1697. return D3DFMT_A16B16G16R16F;
  1698. }
  1699. unsigned Graphics::GetRGBAFloat32Format()
  1700. {
  1701. return D3DFMT_A32B32G32R32F;
  1702. }
  1703. unsigned Graphics::GetRG16Format()
  1704. {
  1705. return D3DFMT_G16R16;
  1706. }
  1707. unsigned Graphics::GetRGFloat16Format()
  1708. {
  1709. return D3DFMT_G16R16F;
  1710. }
  1711. unsigned Graphics::GetRGFloat32Format()
  1712. {
  1713. return D3DFMT_G32R32F;
  1714. }
  1715. unsigned Graphics::GetFloat16Format()
  1716. {
  1717. return D3DFMT_R16F;
  1718. }
  1719. unsigned Graphics::GetFloat32Format()
  1720. {
  1721. return D3DFMT_R32F;
  1722. }
  1723. unsigned Graphics::GetLinearDepthFormat()
  1724. {
  1725. return D3DFMT_R32F;
  1726. }
  1727. unsigned Graphics::GetDepthStencilFormat()
  1728. {
  1729. return depthStencilFormat;
  1730. }
  1731. unsigned Graphics::GetFormat(const String& formatName)
  1732. {
  1733. String nameLower = formatName.ToLower().Trimmed();
  1734. if (nameLower == "a")
  1735. return GetAlphaFormat();
  1736. if (nameLower == "l")
  1737. return GetLuminanceFormat();
  1738. if (nameLower == "la")
  1739. return GetLuminanceAlphaFormat();
  1740. if (nameLower == "rgb")
  1741. return GetRGBFormat();
  1742. if (nameLower == "rgba")
  1743. return GetRGBAFormat();
  1744. if (nameLower == "rgba16")
  1745. return GetRGBA16Format();
  1746. if (nameLower == "rgba16f")
  1747. return GetRGBAFloat16Format();
  1748. if (nameLower == "rgba32f")
  1749. return GetRGBAFloat32Format();
  1750. if (nameLower == "rg16")
  1751. return GetRG16Format();
  1752. if (nameLower == "rg16f")
  1753. return GetRGFloat16Format();
  1754. if (nameLower == "rg32f")
  1755. return GetRGFloat32Format();
  1756. if (nameLower == "r16f")
  1757. return GetFloat16Format();
  1758. if (nameLower == "r32f" || nameLower == "float")
  1759. return GetFloat32Format();
  1760. if (nameLower == "lineardepth" || nameLower == "depth")
  1761. return GetLinearDepthFormat();
  1762. if (nameLower == "d24s8")
  1763. return GetDepthStencilFormat();
  1764. return GetRGBFormat();
  1765. }
  1766. bool Graphics::OpenWindow(int width, int height, bool resizable)
  1767. {
  1768. if (!externalWindow_)
  1769. impl_->window_ = SDL_CreateWindow(windowTitle_.CString(), SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, width, height, resizable ? SDL_WINDOW_RESIZABLE : 0);
  1770. else
  1771. impl_->window_ = SDL_CreateWindowFrom(externalWindow_, 0);
  1772. if (!impl_->window_)
  1773. {
  1774. LOGERROR("Could not create window");
  1775. return false;
  1776. }
  1777. return true;
  1778. }
  1779. void Graphics::AdjustWindow(int& newWidth, int& newHeight, bool& newFullscreen)
  1780. {
  1781. if (!externalWindow_)
  1782. {
  1783. SDL_SetWindowSize(impl_->window_, newWidth, newHeight);
  1784. SDL_SetWindowFullscreen(impl_->window_, newFullscreen ? SDL_TRUE : SDL_FALSE);
  1785. }
  1786. else
  1787. {
  1788. // If external window, must ask its dimensions instead of trying to set them
  1789. SDL_GetWindowSize(impl_->window_, &newWidth, &newHeight);
  1790. newFullscreen = false;
  1791. }
  1792. }
  1793. bool Graphics::CreateInterface()
  1794. {
  1795. impl_->interface_ = Direct3DCreate9(D3D9b_SDK_VERSION);
  1796. if (!impl_->interface_)
  1797. {
  1798. LOGERROR("Could not create Direct3D9 interface");
  1799. return false;
  1800. }
  1801. if (FAILED(impl_->interface_->GetDeviceCaps(impl_->adapter_, impl_->deviceType_, &impl_->deviceCaps_)))
  1802. {
  1803. LOGERROR("Could not get Direct3D capabilities");
  1804. return false;
  1805. }
  1806. if (FAILED(impl_->interface_->GetAdapterIdentifier(impl_->adapter_, 0, &impl_->adapterIdentifier_)))
  1807. {
  1808. LOGERROR("Could not get Direct3D adapter identifier");
  1809. return false;
  1810. }
  1811. if (impl_->deviceCaps_.PixelShaderVersion < D3DPS_VERSION(2, 0))
  1812. {
  1813. LOGERROR("Shader model 2.0 display adapter is required");
  1814. return false;
  1815. }
  1816. return true;
  1817. }
  1818. bool Graphics::CreateDevice(unsigned adapter, unsigned deviceType)
  1819. {
  1820. DWORD behaviorFlags = 0;
  1821. if (impl_->deviceCaps_.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT)
  1822. {
  1823. behaviorFlags |= D3DCREATE_HARDWARE_VERTEXPROCESSING;
  1824. if (impl_->deviceCaps_.DevCaps & D3DDEVCAPS_PUREDEVICE)
  1825. behaviorFlags |= D3DCREATE_PUREDEVICE;
  1826. }
  1827. else
  1828. behaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
  1829. if (FAILED(impl_->interface_->CreateDevice(
  1830. adapter,
  1831. (D3DDEVTYPE)deviceType,
  1832. WIN_GetWindowHandle(impl_->window_),
  1833. behaviorFlags,
  1834. &impl_->presentParams_,
  1835. &impl_->device_)))
  1836. {
  1837. LOGERROR("Could not create Direct3D9 device");
  1838. return false;
  1839. }
  1840. impl_->adapter_ = adapter;
  1841. impl_->deviceType_ = (D3DDEVTYPE)deviceType;
  1842. OnDeviceReset();
  1843. LOGINFO("Created Direct3D9 device");
  1844. return true;
  1845. }
  1846. void Graphics::CheckFeatureSupport()
  1847. {
  1848. // Reset features first
  1849. lightPrepassSupport_ = false;
  1850. deferredSupport_ = false;
  1851. hardwareShadowSupport_ = false;
  1852. streamOffsetSupport_ = false;
  1853. hasSM3_ = false;
  1854. depthStencilFormat = D3DFMT_D24S8;
  1855. // Check hardware shadow map support: prefer NVIDIA style hardware depth compared shadow maps if available
  1856. shadowMapFormat_ = D3DFMT_D16;
  1857. if (impl_->CheckFormatSupport((D3DFORMAT)shadowMapFormat_, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE))
  1858. {
  1859. hardwareShadowSupport_ = true;
  1860. // Check for hires depth support
  1861. hiresShadowMapFormat_ = D3DFMT_D24X8;
  1862. if (!impl_->CheckFormatSupport((D3DFORMAT)hiresShadowMapFormat_, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE))
  1863. hiresShadowMapFormat_ = 0;
  1864. }
  1865. else
  1866. {
  1867. // ATI DF16 format needs manual depth compare in the shader
  1868. shadowMapFormat_ = MAKEFOURCC('D', 'F', '1', '6');
  1869. if (impl_->CheckFormatSupport((D3DFORMAT)shadowMapFormat_, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE))
  1870. {
  1871. // Check for hires depth support
  1872. hiresShadowMapFormat_ = MAKEFOURCC('D', 'F', '2', '4');
  1873. if (!impl_->CheckFormatSupport((D3DFORMAT)hiresShadowMapFormat_, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE))
  1874. hiresShadowMapFormat_ = 0;
  1875. }
  1876. else
  1877. {
  1878. // No shadow map support
  1879. shadowMapFormat_ = 0;
  1880. hiresShadowMapFormat_ = 0;
  1881. }
  1882. }
  1883. // Check for Intel 4 Series with an old driver, enable manual shadow map compare in that case
  1884. if (shadowMapFormat_ == D3DFMT_D16)
  1885. {
  1886. if (impl_->adapterIdentifier_.VendorId == 0x8086 && impl_->adapterIdentifier_.DeviceId == 0x2a42 &&
  1887. impl_->adapterIdentifier_.DriverVersion.QuadPart <= 0x0007000f000a05d0ULL)
  1888. hardwareShadowSupport_ = false;
  1889. }
  1890. // Check for dummy color rendertarget format used with hardware shadow maps
  1891. dummyColorFormat_ = D3DFMT_A8R8G8B8;
  1892. D3DFORMAT nullFormat = (D3DFORMAT)MAKEFOURCC('N', 'U', 'L', 'L');
  1893. if (impl_->CheckFormatSupport(nullFormat, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE))
  1894. dummyColorFormat_ = nullFormat;
  1895. else if (impl_->CheckFormatSupport(D3DFMT_R16F, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE))
  1896. dummyColorFormat_ = D3DFMT_R16F;
  1897. else if (impl_->CheckFormatSupport(D3DFMT_R5G6B5, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE))
  1898. dummyColorFormat_ = D3DFMT_R5G6B5;
  1899. else if (impl_->CheckFormatSupport(D3DFMT_A4R4G4B4, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE))
  1900. dummyColorFormat_ = D3DFMT_A4R4G4B4;
  1901. // Check for Shader Model 3
  1902. if (!forceSM2_)
  1903. {
  1904. if (impl_->deviceCaps_.VertexShaderVersion >= D3DVS_VERSION(3, 0) && impl_->deviceCaps_.PixelShaderVersion >=
  1905. D3DPS_VERSION(3, 0))
  1906. hasSM3_ = true;
  1907. }
  1908. // Check for light prepass and deferred rendering support
  1909. if (impl_->deviceCaps_.NumSimultaneousRTs >= 2 && impl_->CheckFormatSupport(D3DFMT_R32F, D3DUSAGE_RENDERTARGET,
  1910. D3DRTYPE_TEXTURE))
  1911. {
  1912. lightPrepassSupport_ = true;
  1913. if (impl_->deviceCaps_.NumSimultaneousRTs >= 4)
  1914. deferredSupport_ = true;
  1915. }
  1916. // Check for stream offset (needed for instancing)
  1917. if (impl_->deviceCaps_.DevCaps2 & D3DDEVCAPS2_STREAMOFFSET)
  1918. streamOffsetSupport_ = true;
  1919. // Check for sRGB read & write
  1920. /// \todo Should be checked for each texture format separately
  1921. sRGBSupport_ = impl_->CheckFormatSupport(D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_SRGBREAD, D3DRTYPE_TEXTURE);
  1922. sRGBWriteSupport_ = impl_->CheckFormatSupport(D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_SRGBWRITE, D3DRTYPE_TEXTURE);
  1923. SendEvent(E_GRAPHICSFEATURES);
  1924. }
  1925. void Graphics::ResetDevice()
  1926. {
  1927. OnDeviceLost();
  1928. if (SUCCEEDED(impl_->device_->Reset(&impl_->presentParams_)))
  1929. {
  1930. deviceLost_ = false;
  1931. OnDeviceReset();
  1932. }
  1933. }
  1934. void Graphics::OnDeviceLost()
  1935. {
  1936. LOGINFO("Device lost");
  1937. if (impl_->defaultColorSurface_)
  1938. {
  1939. impl_->defaultColorSurface_->Release();
  1940. impl_->defaultColorSurface_ = 0;
  1941. }
  1942. if (impl_->defaultDepthStencilSurface_)
  1943. {
  1944. impl_->defaultDepthStencilSurface_->Release();
  1945. impl_->defaultDepthStencilSurface_ = 0;
  1946. }
  1947. for (unsigned i = 0; i < gpuObjects_.Size(); ++i)
  1948. gpuObjects_[i]->OnDeviceLost();
  1949. }
  1950. void Graphics::OnDeviceReset()
  1951. {
  1952. for (unsigned i = 0; i < gpuObjects_.Size(); ++i)
  1953. gpuObjects_[i]->OnDeviceReset();
  1954. // Get default surfaces
  1955. impl_->device_->GetRenderTarget(0, &impl_->defaultColorSurface_);
  1956. impl_->device_->GetDepthStencilSurface(&impl_->defaultDepthStencilSurface_);
  1957. ResetCachedState();
  1958. }
  1959. void Graphics::ResetCachedState()
  1960. {
  1961. for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
  1962. {
  1963. vertexBuffers_[i] = 0;
  1964. streamOffsets_[i] = 0;
  1965. }
  1966. for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
  1967. {
  1968. textures_[i] = 0;
  1969. impl_->minMagFilters_[i] = D3DTEXF_POINT;
  1970. impl_->mipFilters_[i] = D3DTEXF_NONE;
  1971. impl_->uAddressModes_[i] = D3DTADDRESS_WRAP;
  1972. impl_->vAddressModes_[i] = D3DTADDRESS_WRAP;
  1973. impl_->wAddressModes_[i] = D3DTADDRESS_WRAP;
  1974. impl_->borderColors_[i] = Color(0.0f, 0.0f, 0.0f, 0.0f);
  1975. impl_->sRGBModes_[i] = false;
  1976. }
  1977. for (unsigned i = 0; i < MAX_RENDERTARGETS; ++i)
  1978. {
  1979. renderTargets_[i] = 0;
  1980. impl_->colorSurfaces_[i] = 0;
  1981. }
  1982. depthStencil_ = 0;
  1983. impl_->depthStencilSurface_ = 0;
  1984. viewTexture_ = 0;
  1985. viewport_ = IntRect(0, 0, width_, height_);
  1986. impl_->sRGBWrite_ = false;
  1987. for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
  1988. streamFrequencies_[i] = 1;
  1989. indexBuffer_ = 0;
  1990. vertexDeclaration_ = 0;
  1991. vertexShader_ = 0;
  1992. pixelShader_ = 0;
  1993. blendMode_ = BLEND_REPLACE;
  1994. textureAnisotropy_ = 1;
  1995. colorWrite_ = true;
  1996. cullMode_ = CULL_CCW;
  1997. constantDepthBias_ = 0.0f;
  1998. slopeScaledDepthBias_ = 0.0f;
  1999. depthTestMode_ = CMP_LESSEQUAL;
  2000. depthWrite_ = true;
  2001. fillMode_ = FILL_SOLID;
  2002. scissorTest_ = false;
  2003. scissorRect_ = IntRect::ZERO;
  2004. stencilTest_ = false;
  2005. stencilTestMode_ = CMP_ALWAYS;
  2006. stencilPass_ = OP_KEEP;
  2007. stencilFail_ = OP_KEEP;
  2008. stencilZFail_ = OP_KEEP;
  2009. stencilRef_ = 0;
  2010. stencilCompareMask_ = M_MAX_UNSIGNED;
  2011. stencilWriteMask_ = M_MAX_UNSIGNED;
  2012. impl_->blendEnable_ = FALSE;
  2013. impl_->srcBlend_ = D3DBLEND_ONE;
  2014. impl_->destBlend_ = D3DBLEND_ZERO;
  2015. }
  2016. void Graphics::SetTextureUnitMappings()
  2017. {
  2018. textureUnits_["DiffMap"] = TU_DIFFUSE;
  2019. textureUnits_["DiffCubeMap"] = TU_DIFFUSE;
  2020. textureUnits_["NormalMap"] = TU_NORMAL;
  2021. textureUnits_["SpecMap"] = TU_SPECULAR;
  2022. textureUnits_["EmissiveMap"] = TU_EMISSIVE;
  2023. textureUnits_["EnvMap"] = TU_ENVIRONMENT;
  2024. textureUnits_["EnvCubeMap"] = TU_ENVIRONMENT;
  2025. textureUnits_["LightRampMap"] = TU_LIGHTRAMP;
  2026. textureUnits_["LightSpotMap"] = TU_LIGHTSHAPE;
  2027. textureUnits_["LightCubeMap"] = TU_LIGHTSHAPE;
  2028. textureUnits_["ShadowMap"] = TU_SHADOWMAP;
  2029. textureUnits_["FaceSelectCubeMap"] = TU_FACESELECT;
  2030. textureUnits_["IndirectionCubeMap"] = TU_INDIRECTION;
  2031. }
  2032. void RegisterGraphicsLibrary(Context* context)
  2033. {
  2034. Animation::RegisterObject(context);
  2035. Material::RegisterObject(context);
  2036. Model::RegisterObject(context);
  2037. Shader::RegisterObject(context);
  2038. Technique::RegisterObject(context);
  2039. Texture2D::RegisterObject(context);
  2040. TextureCube::RegisterObject(context);
  2041. Camera::RegisterObject(context);
  2042. Drawable::RegisterObject(context);
  2043. Light::RegisterObject(context);
  2044. StaticModel::RegisterObject(context);
  2045. Skybox::RegisterObject(context);
  2046. AnimatedModel::RegisterObject(context);
  2047. AnimationController::RegisterObject(context);
  2048. BillboardSet::RegisterObject(context);
  2049. ParticleEmitter::RegisterObject(context);
  2050. CustomGeometry::RegisterObject(context);
  2051. DecalSet::RegisterObject(context);
  2052. Terrain::RegisterObject(context);
  2053. TerrainPatch::RegisterObject(context);
  2054. DebugRenderer::RegisterObject(context);
  2055. Octree::RegisterObject(context);
  2056. Zone::RegisterObject(context);
  2057. }
  2058. }