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- //
- // Copyright (c) 2008-2014 the Urho3D project.
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #include "Precompiled.h"
- #include "AnimatedModel.h"
- #include "Animation.h"
- #include "AnimationController.h"
- #include "Camera.h"
- #include "Context.h"
- #include "CustomGeometry.h"
- #include "DebugRenderer.h"
- #include "DecalSet.h"
- #include "File.h"
- #include "Graphics.h"
- #include "GraphicsEvents.h"
- #include "GraphicsImpl.h"
- #include "IndexBuffer.h"
- #include "Log.h"
- #include "Material.h"
- #include "Octree.h"
- #include "ParticleEmitter.h"
- #include "ProcessUtils.h"
- #include "Profiler.h"
- #include "ResourceCache.h"
- #include "Shader.h"
- #include "ShaderPrecache.h"
- #include "ShaderVariation.h"
- #include "Skybox.h"
- #include "StaticModelGroup.h"
- #include "Technique.h"
- #include "Terrain.h"
- #include "TerrainPatch.h"
- #include "Texture2D.h"
- #include "Texture3D.h"
- #include "TextureCube.h"
- #include "Timer.h"
- #include "VertexBuffer.h"
- #include "VertexDeclaration.h"
- #include "Zone.h"
- #include <SDL_syswm.h>
- #include "DebugNew.h"
- #ifdef _MSC_VER
- #pragma warning(disable:4355)
- #endif
- // On Intel / NVIDIA setups prefer the NVIDIA GPU
- extern "C" {
- __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
- }
- // Fix missing define in MinGW headers
- #ifndef D3DPRESENT_LINEAR_CONTENT
- #define D3DPRESENT_LINEAR_CONTENT 0x00000002L
- #endif
- namespace Urho3D
- {
- static const D3DCMPFUNC d3dCmpFunc[] =
- {
- D3DCMP_ALWAYS,
- D3DCMP_EQUAL,
- D3DCMP_NOTEQUAL,
- D3DCMP_LESS,
- D3DCMP_LESSEQUAL,
- D3DCMP_GREATER,
- D3DCMP_GREATEREQUAL
- };
- static const D3DTEXTUREFILTERTYPE d3dMinMagFilter[] =
- {
- D3DTEXF_POINT,
- D3DTEXF_LINEAR,
- D3DTEXF_LINEAR,
- D3DTEXF_ANISOTROPIC
- };
- static const D3DTEXTUREFILTERTYPE d3dMipFilter[] =
- {
- D3DTEXF_POINT,
- D3DTEXF_POINT,
- D3DTEXF_LINEAR,
- D3DTEXF_ANISOTROPIC
- };
- static const D3DTEXTUREADDRESS d3dAddressMode[] =
- {
- D3DTADDRESS_WRAP,
- D3DTADDRESS_MIRROR,
- D3DTADDRESS_CLAMP,
- D3DTADDRESS_BORDER
- };
- static const DWORD d3dBlendEnable[] =
- {
- FALSE,
- TRUE,
- TRUE,
- TRUE,
- TRUE,
- TRUE,
- TRUE,
- TRUE
- };
- static const D3DBLEND d3dSrcBlend[] =
- {
- D3DBLEND_ONE,
- D3DBLEND_ONE,
- D3DBLEND_DESTCOLOR,
- D3DBLEND_SRCALPHA,
- D3DBLEND_SRCALPHA,
- D3DBLEND_ONE,
- D3DBLEND_INVDESTALPHA,
- D3DBLEND_ONE,
- D3DBLEND_SRCALPHA,
- };
- static const D3DBLEND d3dDestBlend[] =
- {
- D3DBLEND_ZERO,
- D3DBLEND_ONE,
- D3DBLEND_ZERO,
- D3DBLEND_INVSRCALPHA,
- D3DBLEND_ONE,
- D3DBLEND_INVSRCALPHA,
- D3DBLEND_DESTALPHA,
- D3DBLEND_ONE,
- D3DBLEND_ONE
- };
- static const D3DBLENDOP d3dBlendOp[] =
- {
- D3DBLENDOP_ADD,
- D3DBLENDOP_ADD,
- D3DBLENDOP_ADD,
- D3DBLENDOP_ADD,
- D3DBLENDOP_ADD,
- D3DBLENDOP_ADD,
- D3DBLENDOP_ADD,
- D3DBLENDOP_REVSUBTRACT,
- D3DBLENDOP_REVSUBTRACT
- };
- static const D3DCULL d3dCullMode[] =
- {
- D3DCULL_NONE,
- D3DCULL_CCW,
- D3DCULL_CW
- };
- static const D3DFILLMODE d3dFillMode[] =
- {
- D3DFILL_SOLID,
- D3DFILL_WIREFRAME,
- D3DFILL_POINT
- };
- static const D3DSTENCILOP d3dStencilOp[] =
- {
- D3DSTENCILOP_KEEP,
- D3DSTENCILOP_ZERO,
- D3DSTENCILOP_REPLACE,
- D3DSTENCILOP_INCR,
- D3DSTENCILOP_DECR
- };
- static unsigned GetD3DColor(const Color& color)
- {
- unsigned r = (unsigned)(Clamp(color.r_ * 255.0f, 0.0f, 255.0f));
- unsigned g = (unsigned)(Clamp(color.g_ * 255.0f, 0.0f, 255.0f));
- unsigned b = (unsigned)(Clamp(color.b_ * 255.0f, 0.0f, 255.0f));
- unsigned a = (unsigned)(Clamp(color.a_ * 255.0f, 0.0f, 255.0f));
- return (((a) & 0xff) << 24) | (((r) & 0xff) << 16) | (((g) & 0xff) << 8) | ((b) & 0xff);
- }
- static HWND GetWindowHandle(SDL_Window* window)
- {
- SDL_SysWMinfo sysInfo;
-
- SDL_VERSION(&sysInfo.version);
- SDL_GetWindowWMInfo(window, &sysInfo);
- return sysInfo.info.win.window;
- }
- static unsigned depthStencilFormat = D3DFMT_D24S8;
- Graphics::Graphics(Context* context) :
- Object(context),
- impl_(new GraphicsImpl()),
- windowIcon_(0),
- externalWindow_(0),
- width_(0),
- height_(0),
- multiSample_(1),
- fullscreen_(false),
- borderless_(false),
- resizable_(false),
- vsync_(false),
- tripleBuffer_(false),
- flushGPU_(false),
- sRGB_(false),
- deviceLost_(false),
- queryIssued_(false),
- lightPrepassSupport_(false),
- deferredSupport_(false),
- hardwareShadowSupport_(false),
- streamOffsetSupport_(false),
- sRGBSupport_(false),
- sRGBWriteSupport_(false),
- hasSM3_(false),
- forceSM2_(false),
- numPrimitives_(0),
- numBatches_(0),
- maxScratchBufferRequest_(0),
- defaultTextureFilterMode_(FILTER_BILINEAR),
- shaderPath_("Shaders/HLSL/"),
- shaderExtension_(".hlsl"),
- orientations_("LandscapeLeft LandscapeRight")
- {
- SetTextureUnitMappings();
-
- // Initialize SDL now. Graphics should be the first SDL-using subsystem to be created
- SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER | SDL_INIT_NOPARACHUTE);
-
- // Register Graphics library object factories
- RegisterGraphicsLibrary(context_);
- }
- Graphics::~Graphics()
- {
- // Release all GPU objects that still exist
- for (Vector<GPUObject*>::Iterator i = gpuObjects_.Begin(); i != gpuObjects_.End(); ++i)
- (*i)->Release();
- gpuObjects_.Clear();
-
- vertexDeclarations_.Clear();
-
- if (impl_->defaultColorSurface_)
- {
- impl_->defaultColorSurface_->Release();
- impl_->defaultColorSurface_ = 0;
- }
- if (impl_->defaultDepthStencilSurface_)
- {
- impl_->defaultDepthStencilSurface_->Release();
- impl_->defaultDepthStencilSurface_ = 0;
- }
- if (impl_->frameQuery_)
- {
- impl_->frameQuery_->Release();
- impl_->frameQuery_ = 0;
- }
- if (impl_->device_)
- {
- impl_->device_->Release();
- impl_->device_ = 0;
- }
- if (impl_->interface_)
- {
- impl_->interface_->Release();
- impl_->interface_ = 0;
- }
- if (impl_->window_)
- {
- SDL_ShowCursor(SDL_TRUE);
- SDL_DestroyWindow(impl_->window_);
- impl_->window_ = 0;
- }
-
- delete impl_;
- impl_ = 0;
-
- // Shut down SDL now. Graphics should be the last SDL-using subsystem to be destroyed
- SDL_Quit();
- }
- void Graphics::SetExternalWindow(void* window)
- {
- if (!impl_->window_)
- externalWindow_ = window;
- else
- LOGERROR("Window already opened, can not set external window");
- }
- void Graphics::SetWindowTitle(const String& windowTitle)
- {
- windowTitle_ = windowTitle;
- if (impl_->window_)
- SDL_SetWindowTitle(impl_->window_, windowTitle_.CString());
- }
- void Graphics::SetWindowIcon(Image* windowIcon)
- {
- windowIcon_ = windowIcon;
- if (impl_->window_)
- CreateWindowIcon();
- }
- void Graphics::SetWindowPosition(const IntVector2& position)
- {
- if (impl_->window_)
- SDL_SetWindowPosition(impl_->window_, position.x_, position.y_);
- }
- void Graphics::SetWindowPosition(int x, int y)
- {
- SetWindowPosition(IntVector2(x, y));
- }
- bool Graphics::SetMode(int width, int height, bool fullscreen, bool borderless, bool resizable, bool vsync, bool tripleBuffer, int multiSample)
- {
- PROFILE(SetScreenMode);
- bool maximize = false;
-
- // Find out the full screen mode display format (match desktop color depth)
- SDL_DisplayMode mode;
- SDL_GetDesktopDisplayMode(0, &mode);
- D3DFORMAT fullscreenFormat = SDL_BITSPERPIXEL(mode.format) == 16 ? D3DFMT_R5G6B5 : D3DFMT_X8R8G8B8;
-
- // If zero dimensions in windowed mode, set windowed mode to maximize and set a predefined default restored window size. If zero in fullscreen, use desktop mode
- if (!width || !height)
- {
- if (fullscreen || borderless)
- {
- width = mode.w;
- height = mode.h;
- }
- else
- {
- maximize = resizable;
- width = 1024;
- height = 768;
- }
- }
-
- // Fullscreen or Borderless can not be resizable
- if (fullscreen || borderless)
- resizable = false;
- // Borderless cannot be fullscreen, they are mutually exclusive
- if (borderless)
- fullscreen = false;
-
- multiSample = Clamp(multiSample, 1, (int)D3DMULTISAMPLE_16_SAMPLES);
-
- // If nothing changes, do not reset the device
- if (width == width_ && height == height_ && fullscreen == fullscreen_ && borderless == borderless_ && resizable == resizable_ &&
- vsync == vsync_ && tripleBuffer == tripleBuffer_ && multiSample == multiSample_)
- return true;
-
- SDL_SetHint(SDL_HINT_ORIENTATIONS, orientations_.CString());
- if (!impl_->window_)
- {
- if (!OpenWindow(width, height, resizable, borderless))
- return false;
- }
-
- if (!impl_->interface_)
- {
- if (!CreateInterface())
- return false;
-
- CheckFeatureSupport();
- }
-
- // Note: GetMultiSample() will not reflect the actual hardware multisample mode, but rather what the caller wanted.
- multiSample_ = multiSample;
-
- // Check fullscreen mode validity. If not valid, revert to windowed
- if (fullscreen)
- {
- PODVector<IntVector2> resolutions = GetResolutions();
- fullscreen = false;
- for (unsigned i = 0; i < resolutions.Size(); ++i)
- {
- if (width == resolutions[i].x_ && height == resolutions[i].y_)
- {
- fullscreen = true;
- break;
- }
- }
- }
-
- // Fall back to non-multisampled if unsupported multisampling mode
- if (multiSample > 1)
- {
- if (FAILED(impl_->interface_->CheckDeviceMultiSampleType(impl_->adapter_, impl_->deviceType_, fullscreenFormat, FALSE,
- (D3DMULTISAMPLE_TYPE)multiSample, NULL)))
- multiSample = 1;
- }
-
- AdjustWindow(width, height, fullscreen, borderless);
- if (maximize)
- {
- Maximize();
- SDL_GetWindowSize(impl_->window_, &width, &height);
- }
-
- if (fullscreen)
- {
- impl_->presentParams_.BackBufferFormat = fullscreenFormat;
- impl_->presentParams_.Windowed = false;
- }
- else
- {
- impl_->presentParams_.BackBufferFormat = D3DFMT_UNKNOWN;
- impl_->presentParams_.Windowed = true;
- }
-
- impl_->presentParams_.BackBufferWidth = width;
- impl_->presentParams_.BackBufferHeight = height;
- impl_->presentParams_.BackBufferCount = tripleBuffer ? 2 : 1;
- impl_->presentParams_.MultiSampleType = multiSample > 1 ? (D3DMULTISAMPLE_TYPE)multiSample : D3DMULTISAMPLE_NONE;
- impl_->presentParams_.MultiSampleQuality = 0;
- impl_->presentParams_.SwapEffect = D3DSWAPEFFECT_DISCARD;
- impl_->presentParams_.hDeviceWindow = GetWindowHandle(impl_->window_);
- impl_->presentParams_.EnableAutoDepthStencil = TRUE;
- impl_->presentParams_.AutoDepthStencilFormat = D3DFMT_D24S8;
- impl_->presentParams_.Flags = D3DPRESENT_LINEAR_CONTENT;
- impl_->presentParams_.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
- if (vsync)
- impl_->presentParams_.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
- else
- impl_->presentParams_.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
-
- width_ = width;
- height_ = height;
- fullscreen_ = fullscreen;
- borderless_ = borderless;
- resizable_ = resizable;
- vsync_ = vsync;
- tripleBuffer_ = tripleBuffer;
-
- if (!impl_->device_)
- {
- unsigned adapter = D3DADAPTER_DEFAULT;
- unsigned deviceType = D3DDEVTYPE_HAL;
-
- // Check for PerfHUD adapter
- for (unsigned i=0; i < impl_->interface_->GetAdapterCount(); ++i)
- {
- D3DADAPTER_IDENTIFIER9 identifier;
- impl_->interface_->GetAdapterIdentifier(i, 0, &identifier);
- if (strstr(identifier.Description, "PerfHUD") != 0)
- {
- adapter = i;
- deviceType = D3DDEVTYPE_REF;
- break;
- }
- }
-
- impl_->interface_->GetAdapterIdentifier(adapter, 0, &impl_->adapterIdentifier_);
- if (!CreateDevice(adapter, deviceType))
- return false;
- }
- else
- ResetDevice();
-
- // Clear the initial window contents to black
- impl_->device_->BeginScene();
- Clear(CLEAR_COLOR);
- impl_->device_->EndScene();
- impl_->device_->Present(0, 0, 0, 0);
-
- #ifdef ENABLE_LOGGING
- String msg;
- msg.AppendWithFormat("Set screen mode %dx%d %s", width_, height_, (fullscreen_ ? "fullscreen" : "windowed"));
- if (borderless_)
- msg.Append(" borderless");
- if (resizable_)
- msg.Append(" resizable");
- if (multiSample > 1)
- msg.AppendWithFormat(" multisample %d", multiSample);
- LOGINFO(msg);
- #endif
- using namespace ScreenMode;
-
- VariantMap& eventData = GetEventDataMap();
- eventData[P_WIDTH] = width_;
- eventData[P_HEIGHT] = height_;
- eventData[P_FULLSCREEN] = fullscreen_;
- eventData[P_RESIZABLE] = resizable_;
- eventData[P_BORDERLESS] = borderless_;
- SendEvent(E_SCREENMODE, eventData);
-
- return true;
- }
- bool Graphics::SetMode(int width, int height)
- {
- return SetMode(width, height, fullscreen_, borderless_, resizable_, vsync_, tripleBuffer_, multiSample_);
- }
- void Graphics::SetSRGB(bool enable)
- {
- sRGB_ = enable && sRGBWriteSupport_;
- }
- void Graphics::SetFlushGPU(bool enable)
- {
- flushGPU_ = enable;
- }
- void Graphics::SetOrientations(const String& orientations)
- {
- orientations_ = orientations.Trimmed();
- SDL_SetHint(SDL_HINT_ORIENTATIONS, orientations_.CString());
- }
- bool Graphics::ToggleFullscreen()
- {
- return SetMode(width_, height_, !fullscreen_, borderless_, resizable_, vsync_, tripleBuffer_, multiSample_);
- }
- void Graphics::Close()
- {
- if (impl_->window_)
- {
- SDL_ShowCursor(SDL_TRUE);
- SDL_DestroyWindow(impl_->window_);
- impl_->window_ = 0;
- }
- }
- bool Graphics::TakeScreenShot(Image& destImage)
- {
- PROFILE(TakeScreenShot);
-
- if (!impl_->device_)
- return false;
-
- D3DSURFACE_DESC surfaceDesc;
- impl_->defaultColorSurface_->GetDesc(&surfaceDesc);
-
- // If possible, get the backbuffer data, because it is a lot faster.
- // However, if we are multisampled, need to use the front buffer
- bool useBackBuffer = true;
- unsigned surfaceWidth = width_;
- unsigned surfaceHeight = height_;
-
- if (impl_->presentParams_.MultiSampleType)
- {
- // If windowed and multisampled, must still capture the whole screen
- if (!fullscreen_)
- {
- IntVector2 desktopSize = GetDesktopResolution();
- surfaceWidth = desktopSize.x_;
- surfaceHeight = desktopSize.y_;
- }
- useBackBuffer = false;
- surfaceDesc.Format = D3DFMT_A8R8G8B8;
- }
-
- IDirect3DSurface9* surface = 0;
- impl_->device_->CreateOffscreenPlainSurface(surfaceWidth, surfaceHeight, surfaceDesc.Format, D3DPOOL_SYSTEMMEM, &surface, 0);
- if (!surface)
- {
- LOGERROR("Could not create surface for taking a screenshot");
- return false;
- }
-
- if (useBackBuffer)
- impl_->device_->GetRenderTargetData(impl_->defaultColorSurface_, surface);
- else
- impl_->device_->GetFrontBufferData(0, surface);
-
- // If capturing the whole screen, determine the window rect
- RECT sourceRect;
- if (surfaceHeight == height_ && surfaceWidth == width_)
- {
- sourceRect.left = 0;
- sourceRect.top = 0;
- sourceRect.right = width_;
- sourceRect.bottom = height_;
- }
- else
- {
- HWND hwnd = GetWindowHandle(impl_->window_);
- GetClientRect(hwnd, &sourceRect);
- ClientToScreen(hwnd, (LPPOINT)&sourceRect);
- }
-
- D3DLOCKED_RECT lockedRect;
- lockedRect.pBits = 0;
- surface->LockRect(&lockedRect, &sourceRect, D3DLOCK_NOSYSLOCK | D3DLOCK_READONLY);
- if (!lockedRect.pBits)
- {
- LOGERROR("Could not lock surface for taking a screenshot");
- surface->Release();
- return false;
- }
-
- destImage.SetSize(width_, height_, 3);
- unsigned char* destData = destImage.GetData();
-
- if (surfaceDesc.Format == D3DFMT_R5G6B5)
- {
- for (int y = 0; y < height_; ++y)
- {
- unsigned short* src = (unsigned short*)((unsigned char*)lockedRect.pBits + y * lockedRect.Pitch);
- unsigned char* dest = destData + y * width_ * 3;
-
- for (int x = 0; x < width_; ++x)
- {
- unsigned short rgb = *src++;
- int b = rgb & 31;
- int g = (rgb >> 5) & 63;
- int r = (rgb >> 11);
-
- dest[0] = (int)(r * 255.0f / 31.0f);
- dest[1] = (int)(g * 255.0f / 63.0f);
- dest[2] = (int)(b * 255.0f / 31.0f);
- dest += 3;
- }
- }
- }
- else
- {
- for (int y = 0; y < height_; ++y)
- {
- unsigned char* src = (unsigned char*)lockedRect.pBits + y * lockedRect.Pitch;
- unsigned char* dest = destData + y * width_ * 3;
-
- for (int x = 0; x < width_; ++x)
- {
- dest[0] = src[2];
- dest[1] = src[1];
- dest[2] = src[0];
- src += 4;
- dest += 3;
- }
- }
- }
-
- surface->UnlockRect();
- surface->Release();
-
- return true;
- }
- bool Graphics::BeginFrame()
- {
- if (!IsInitialized())
- return false;
-
- // If using an external window, check it for size changes, and reset screen mode if necessary
- if (externalWindow_)
- {
- int width, height;
-
- SDL_GetWindowSize(impl_->window_, &width, &height);
- if (width != width_ || height != height_)
- SetMode(width, height);
- }
-
- // Check for lost device before rendering
- HRESULT hr = impl_->device_->TestCooperativeLevel();
- if (hr != D3D_OK)
- {
- PROFILE(DeviceLost);
-
- deviceLost_ = true;
-
- // The device can not be reset yet, sleep and try again eventually
- if (hr == D3DERR_DEVICELOST)
- {
- Time::Sleep(20);
- return false;
- }
- // The device is lost, but ready to be reset. Reset device but do not render on this frame yet
- if (hr == D3DERR_DEVICENOTRESET)
- {
- ResetDevice();
- return false;
- }
- }
-
- // If a query was issued on the previous frame, wait for it to finish before beginning the next
- if (impl_->frameQuery_ && queryIssued_)
- {
- PROFILE(FlushGPU);
-
- while (impl_->frameQuery_->GetData(0, 0, D3DGETDATA_FLUSH) == S_FALSE)
- {
- }
-
- queryIssued_ = false;
- }
-
- impl_->device_->BeginScene();
-
- // Set default rendertarget and depth buffer
- ResetRenderTargets();
-
- // Cleanup textures from previous frame
- for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
- SetTexture(i, 0);
-
- // Cleanup stream frequencies from previous frame
- ResetStreamFrequencies();
-
- numPrimitives_ = 0;
- numBatches_ = 0;
-
- SendEvent(E_BEGINRENDERING);
-
- return true;
- }
- void Graphics::EndFrame()
- {
- if (!IsInitialized())
- return;
-
- PROFILE(Present);
-
- SendEvent(E_ENDRENDERING);
-
- impl_->device_->EndScene();
- impl_->device_->Present(0, 0, 0, 0);
-
- // Optionally flush GPU buffer to avoid control lag or framerate fluctuations due to pre-render
- if (impl_->frameQuery_ && flushGPU_)
- {
- impl_->frameQuery_->Issue(D3DISSUE_END);
- queryIssued_ = true;
- }
-
- // Clean up too large scratch buffers
- CleanupScratchBuffers();
- }
- void Graphics::Clear(unsigned flags, const Color& color, float depth, unsigned stencil)
- {
- DWORD d3dFlags = 0;
- if (flags & CLEAR_COLOR)
- d3dFlags |= D3DCLEAR_TARGET;
- if (flags & CLEAR_DEPTH)
- d3dFlags |= D3DCLEAR_ZBUFFER;
- if (flags & CLEAR_STENCIL)
- d3dFlags |= D3DCLEAR_STENCIL;
-
- impl_->device_->Clear(0, 0, d3dFlags, GetD3DColor(color), depth, stencil);
- }
- bool Graphics::ResolveToTexture(Texture2D* destination, const IntRect& viewport)
- {
- if (!destination || !destination->GetRenderSurface() || destination->GetWidth() != width_ ||
- destination->GetHeight() != height_)
- return false;
-
- PROFILE(ResolveToTexture);
-
- IntRect vpCopy = viewport;
- if (vpCopy.right_ <= vpCopy.left_)
- vpCopy.right_ = vpCopy.left_ + 1;
- if (vpCopy.bottom_ <= vpCopy.top_)
- vpCopy.bottom_ = vpCopy.top_ + 1;
-
- RECT rect;
- rect.left = Clamp(vpCopy.left_, 0, width_);
- rect.top = Clamp(vpCopy.top_, 0, height_);
- rect.right = Clamp(vpCopy.right_, 0, width_);
- rect.bottom = Clamp(vpCopy.bottom_, 0, height_);
-
- return SUCCEEDED(impl_->device_->StretchRect(impl_->defaultColorSurface_, &rect,
- (IDirect3DSurface9*)destination->GetRenderSurface()->GetSurface(), &rect, D3DTEXF_NONE));
- }
- void Graphics::Draw(PrimitiveType type, unsigned vertexStart, unsigned vertexCount)
- {
- if (!vertexCount)
- return;
-
- ResetStreamFrequencies();
-
- unsigned primitiveCount = 0;
-
- switch (type)
- {
- case TRIANGLE_LIST:
- primitiveCount = vertexCount / 3;
- impl_->device_->DrawPrimitive(D3DPT_TRIANGLELIST, vertexStart, primitiveCount);
- break;
-
- case LINE_LIST:
- primitiveCount = vertexCount / 2;
- impl_->device_->DrawPrimitive(D3DPT_LINELIST, vertexStart, primitiveCount);
- break;
- }
-
- numPrimitives_ += primitiveCount;
- ++numBatches_;
- }
- void Graphics::Draw(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned minVertex, unsigned vertexCount)
- {
- if (!indexCount)
- return;
-
- ResetStreamFrequencies();
-
- unsigned primitiveCount = 0;
-
- switch (type)
- {
- case TRIANGLE_LIST:
- primitiveCount = indexCount / 3;
- impl_->device_->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, minVertex, vertexCount, indexStart, primitiveCount);
- break;
-
- case LINE_LIST:
- primitiveCount = indexCount / 2;
- impl_->device_->DrawIndexedPrimitive(D3DPT_LINELIST, 0, minVertex, vertexCount, indexStart, primitiveCount);
- break;
- }
-
- numPrimitives_ += primitiveCount;
- ++numBatches_;
- }
- void Graphics::DrawInstanced(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned minVertex, unsigned vertexCount,
- unsigned instanceCount)
- {
- if (!indexCount || !instanceCount)
- return;
-
- for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
- {
- VertexBuffer* buffer = vertexBuffers_[i];
- if (buffer)
- {
- if (buffer->GetElementMask() & MASK_INSTANCEMATRIX1)
- SetStreamFrequency(i, D3DSTREAMSOURCE_INSTANCEDATA | 1);
- else
- SetStreamFrequency(i, D3DSTREAMSOURCE_INDEXEDDATA | instanceCount);
- }
- }
-
- unsigned primitiveCount = 0;
-
- switch (type)
- {
- case TRIANGLE_LIST:
- primitiveCount = indexCount / 3;
- impl_->device_->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, minVertex, vertexCount, indexStart, primitiveCount);
- break;
-
- case LINE_LIST:
- primitiveCount = indexCount / 2;
- impl_->device_->DrawIndexedPrimitive(D3DPT_LINELIST, 0, minVertex, vertexCount, indexStart, primitiveCount);
- break;
- }
-
- numPrimitives_ += instanceCount * primitiveCount;
- ++numBatches_;
- }
- void Graphics::SetVertexBuffer(VertexBuffer* buffer)
- {
- // Note: this is not multi-instance safe
- static PODVector<VertexBuffer*> vertexBuffers(1);
- static PODVector<unsigned> elementMasks(1);
- vertexBuffers[0] = buffer;
- elementMasks[0] = MASK_DEFAULT;
- SetVertexBuffers(vertexBuffers, elementMasks);
- }
- bool Graphics::SetVertexBuffers(const PODVector<VertexBuffer*>& buffers, const PODVector<unsigned>&
- elementMasks, unsigned instanceOffset)
- {
- if (buffers.Size() > MAX_VERTEX_STREAMS)
- {
- LOGERROR("Too many vertex buffers");
- return false;
- }
- if (buffers.Size() != elementMasks.Size())
- {
- LOGERROR("Amount of element masks and vertex buffers does not match");
- return false;
- }
-
- // Build vertex declaration hash code out of the buffers & masks
- unsigned long long hash = 0;
- for (unsigned i = 0; i < buffers.Size(); ++i)
- {
- if (!buffers[i])
- continue;
-
- hash |= buffers[i]->GetBufferHash(i, elementMasks[i]);
- }
-
- if (hash)
- {
- // If no previous vertex declaration for that hash, create new
- if (!vertexDeclarations_.Contains(hash))
- {
- SharedPtr<VertexDeclaration> newDeclaration(new VertexDeclaration(this, buffers, elementMasks));
- if (!newDeclaration->GetDeclaration())
- {
- LOGERROR("Failed to create vertex declaration");
- return false;
- }
-
- vertexDeclarations_[hash] = newDeclaration;
- }
-
- VertexDeclaration* declaration = vertexDeclarations_[hash];
- if (declaration != vertexDeclaration_)
- {
- impl_->device_->SetVertexDeclaration(declaration->GetDeclaration());
- vertexDeclaration_ = declaration;
- }
- }
-
- for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
- {
- VertexBuffer* buffer = 0;
- unsigned offset = 0;
-
- if (i < buffers.Size())
- {
- buffer = buffers[i];
- if (buffer && buffer->GetElementMask() & MASK_INSTANCEMATRIX1)
- offset = instanceOffset * buffer->GetVertexSize();
- }
-
- if (buffer != vertexBuffers_[i] || offset != streamOffsets_[i])
- {
- if (buffer)
- impl_->device_->SetStreamSource(i, (IDirect3DVertexBuffer9*)buffer->GetGPUObject(), offset, buffer->GetVertexSize());
- else
- impl_->device_->SetStreamSource(i, 0, 0, 0);
-
- vertexBuffers_[i] = buffer;
- streamOffsets_[i] = offset;
- }
- }
-
- return true;
- }
- bool Graphics::SetVertexBuffers(const Vector<SharedPtr<VertexBuffer> >& buffers, const PODVector<unsigned>&
- elementMasks, unsigned instanceOffset)
- {
- if (buffers.Size() > MAX_VERTEX_STREAMS)
- {
- LOGERROR("Too many vertex buffers");
- return false;
- }
- if (buffers.Size() != elementMasks.Size())
- {
- LOGERROR("Amount of element masks and vertex buffers does not match");
- return false;
- }
-
- unsigned long long hash = 0;
- for (unsigned i = 0; i < buffers.Size(); ++i)
- {
- if (!buffers[i])
- continue;
-
- hash |= buffers[i]->GetBufferHash(i, elementMasks[i]);
- }
-
- if (hash)
- {
- if (!vertexDeclarations_.Contains(hash))
- {
- SharedPtr<VertexDeclaration> newDeclaration(new VertexDeclaration(this, buffers, elementMasks));
- if (!newDeclaration->GetDeclaration())
- {
- LOGERROR("Failed to create vertex declaration");
- return false;
- }
-
- vertexDeclarations_[hash] = newDeclaration;
- }
-
- VertexDeclaration* declaration = vertexDeclarations_[hash];
- if (declaration != vertexDeclaration_)
- {
- impl_->device_->SetVertexDeclaration(declaration->GetDeclaration());
- vertexDeclaration_ = declaration;
- }
- }
-
- for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
- {
- VertexBuffer* buffer = 0;
- unsigned offset = 0;
-
- if (i < buffers.Size())
- {
- buffer = buffers[i];
- if (buffer && buffer->GetElementMask() & MASK_INSTANCEMATRIX1)
- offset = instanceOffset * buffer->GetVertexSize();
- }
-
- if (buffer != vertexBuffers_[i] || offset != streamOffsets_[i])
- {
- if (buffer)
- impl_->device_->SetStreamSource(i, (IDirect3DVertexBuffer9*)buffer->GetGPUObject(), offset, buffer->GetVertexSize());
- else
- impl_->device_->SetStreamSource(i, 0, 0, 0);
-
- vertexBuffers_[i] = buffer;
- streamOffsets_[i] = offset;
- }
- }
-
- return true;
- }
- void Graphics::SetIndexBuffer(IndexBuffer* buffer)
- {
- if (buffer != indexBuffer_)
- {
- if (buffer)
- impl_->device_->SetIndices((IDirect3DIndexBuffer9*)buffer->GetGPUObject());
- else
- impl_->device_->SetIndices(0);
-
- indexBuffer_ = buffer;
- }
- }
- void Graphics::SetShaders(ShaderVariation* vs, ShaderVariation* ps)
- {
- if (vs == vertexShader_ && ps == pixelShader_)
- return;
-
- ClearParameterSources();
-
- if (vs != vertexShader_)
- {
- // Clear all previous vertex shader register mappings
- for (HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Begin(); i != shaderParameters_.End(); ++i)
- {
- if (i->second_.type_ == VS)
- i->second_.register_ = M_MAX_UNSIGNED;
- }
-
- // Create the shader now if not yet created. If already attempted, do not retry
- if (vs && !vs->GetGPUObject())
- {
- if (vs->GetCompilerOutput().Empty())
- {
- PROFILE(CompileVertexShader);
- bool success = vs->Create();
- if (!success)
- {
- LOGERROR("Failed to compile vertex shader " + vs->GetFullName() + ":\n" + vs->GetCompilerOutput());
- vs = 0;
- }
- }
- else
- vs = 0;
- }
-
- if (vs && vs->GetShaderType() == VS)
- {
- impl_->device_->SetVertexShader((IDirect3DVertexShader9*)vs->GetGPUObject());
-
- // Update the parameter-to-register mappings
- const HashMap<StringHash, ShaderParameter>& parameters = vs->GetParameters();
- for (HashMap<StringHash, ShaderParameter>::ConstIterator i = parameters.Begin(); i != parameters.End(); ++i)
- shaderParameters_[i->first_].register_ = i->second_.register_;
- }
- else
- {
- impl_->device_->SetVertexShader(0);
- vs = 0;
- }
-
- vertexShader_ = vs;
- }
-
- if (ps != pixelShader_)
- {
- for (HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Begin(); i != shaderParameters_.End(); ++i)
- {
- if (i->second_.type_ == PS)
- i->second_.register_ = M_MAX_UNSIGNED;
- }
-
- if (ps && !ps->GetGPUObject())
- {
- if (ps->GetCompilerOutput().Empty())
- {
- PROFILE(CompilePixelShader);
- bool success = ps->Create();
- if (!success)
- {
- LOGERROR("Failed to compile pixel shader " + ps->GetFullName() + ":\n" + ps->GetCompilerOutput());
- ps = 0;
- }
- }
- else
- ps = 0;
- }
-
- if (ps && ps->GetShaderType() == PS)
- {
- impl_->device_->SetPixelShader((IDirect3DPixelShader9*)ps->GetGPUObject());
-
- const HashMap<StringHash, ShaderParameter>& parameters = ps->GetParameters();
- for (HashMap<StringHash, ShaderParameter>::ConstIterator i = parameters.Begin(); i != parameters.End(); ++i)
- shaderParameters_[i->first_].register_ = i->second_.register_;
- }
- else
- {
- impl_->device_->SetPixelShader(0);
- ps = 0;
- }
-
- pixelShader_ = ps;
- }
-
- // Store shader combination if shader dumping in progress
- if (shaderPrecache_)
- shaderPrecache_->StoreShaders(vertexShader_, pixelShader_);
- }
- void Graphics::SetShaderParameter(StringHash param, const float* data, unsigned count)
- {
- HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Find(param);
- if (i == shaderParameters_.End() || i->second_.register_ >= MAX_CONSTANT_REGISTERS)
- return;
-
- if (i->second_.type_ == VS)
- impl_->device_->SetVertexShaderConstantF(i->second_.register_, data, count / 4);
- else
- impl_->device_->SetPixelShaderConstantF(i->second_.register_, data, count / 4);
- }
- void Graphics::SetShaderParameter(StringHash param, float value)
- {
- HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Find(param);
- if (i == shaderParameters_.End() || i->second_.register_ >= MAX_CONSTANT_REGISTERS)
- return;
-
- float data[4];
-
- data[0] = value;
- data[1] = 0.0f;
- data[2] = 0.0f;
- data[3] = 0.0f;
-
- if (i->second_.type_ == VS)
- impl_->device_->SetVertexShaderConstantF(i->second_.register_, &data[0], 1);
- else
- impl_->device_->SetPixelShaderConstantF(i->second_.register_, &data[0], 1);
- }
- void Graphics::SetShaderParameter(StringHash param, bool value)
- {
- /// \todo Bool constants possibly have no effect on Direct3D9
- HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Find(param);
- if (i == shaderParameters_.End() || i->second_.register_ >= MAX_CONSTANT_REGISTERS)
- return;
- BOOL data = value;
- if (i->second_.type_ == VS)
- impl_->device_->SetVertexShaderConstantB(i->second_.register_, &data, 1);
- else
- impl_->device_->SetPixelShaderConstantB(i->second_.register_, &data, 1);
- }
- void Graphics::SetShaderParameter(StringHash param, const Color& color)
- {
- HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Find(param);
- if (i == shaderParameters_.End() || i->second_.register_ >= MAX_CONSTANT_REGISTERS)
- return;
-
- if (i->second_.type_ == VS)
- impl_->device_->SetVertexShaderConstantF(i->second_.register_, color.Data(), 1);
- else
- impl_->device_->SetPixelShaderConstantF(i->second_.register_, color.Data(), 1);
- }
- void Graphics::SetShaderParameter(StringHash param, const Vector2& vector)
- {
- HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Find(param);
- if (i == shaderParameters_.End() || i->second_.register_ >= MAX_CONSTANT_REGISTERS)
- return;
-
- float data[4];
-
- data[0] = vector.x_;
- data[1] = vector.y_;
- data[2] = 0.0f;
- data[3] = 0.0f;
-
- if (i->second_.type_ == VS)
- impl_->device_->SetVertexShaderConstantF(i->second_.register_, &data[0], 1);
- else
- impl_->device_->SetPixelShaderConstantF(i->second_.register_, &data[0], 1);
- }
- void Graphics::SetShaderParameter(StringHash param, const Matrix3& matrix)
- {
- HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Find(param);
- if (i == shaderParameters_.End() || i->second_.register_ >= MAX_CONSTANT_REGISTERS)
- return;
-
- float data[12];
-
- data[0] = matrix.m00_;
- data[1] = matrix.m01_;
- data[2] = matrix.m02_;
- data[3] = 0.0f;
- data[4] = matrix.m10_;
- data[5] = matrix.m11_;
- data[6] = matrix.m12_;
- data[7] = 0.0f;
- data[8] = matrix.m20_;
- data[9] = matrix.m21_;
- data[10] = matrix.m22_;
- data[11] = 0.0f;
-
- if (i->second_.type_ == VS)
- impl_->device_->SetVertexShaderConstantF(i->second_.register_, &data[0], 3);
- else
- impl_->device_->SetPixelShaderConstantF(i->second_.register_, &data[0], 3);
- }
- void Graphics::SetShaderParameter(StringHash param, const Vector3& vector)
- {
- HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Find(param);
- if (i == shaderParameters_.End() || i->second_.register_ >= MAX_CONSTANT_REGISTERS)
- return;
-
- float data[4];
-
- data[0] = vector.x_;
- data[1] = vector.y_;
- data[2] = vector.z_;
- data[3] = 0.0f;
-
- if (i->second_.type_ == VS)
- impl_->device_->SetVertexShaderConstantF(i->second_.register_, &data[0], 1);
- else
- impl_->device_->SetPixelShaderConstantF(i->second_.register_, &data[0], 1);
- }
- void Graphics::SetShaderParameter(StringHash param, const Matrix4& matrix)
- {
- HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Find(param);
- if (i == shaderParameters_.End() || i->second_.register_ >= MAX_CONSTANT_REGISTERS)
- return;
-
- if (i->second_.type_ == VS)
- impl_->device_->SetVertexShaderConstantF(i->second_.register_, matrix.Data(), 4);
- else
- impl_->device_->SetPixelShaderConstantF(i->second_.register_, matrix.Data(), 4);
- }
- void Graphics::SetShaderParameter(StringHash param, const Vector4& vector)
- {
- HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Find(param);
- if (i == shaderParameters_.End() || i->second_.register_ >= MAX_CONSTANT_REGISTERS)
- return;
-
- if (i->second_.type_ == VS)
- impl_->device_->SetVertexShaderConstantF(i->second_.register_, vector.Data(), 1);
- else
- impl_->device_->SetPixelShaderConstantF(i->second_.register_, vector.Data(), 1);
- }
- void Graphics::SetShaderParameter(StringHash param, const Matrix3x4& matrix)
- {
- HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Find(param);
- if (i == shaderParameters_.End() || i->second_.register_ >= MAX_CONSTANT_REGISTERS)
- return;
-
- if (i->second_.type_ == VS)
- impl_->device_->SetVertexShaderConstantF(i->second_.register_, matrix.Data(), 3);
- else
- impl_->device_->SetPixelShaderConstantF(i->second_.register_, matrix.Data(), 3);
- }
- void Graphics::SetShaderParameter(StringHash param, const Variant& value)
- {
- switch (value.GetType())
- {
- case VAR_BOOL:
- SetShaderParameter(param, value.GetBool());
- break;
- case VAR_FLOAT:
- SetShaderParameter(param, value.GetFloat());
- break;
-
- case VAR_VECTOR2:
- SetShaderParameter(param, value.GetVector2());
- break;
-
- case VAR_VECTOR3:
- SetShaderParameter(param, value.GetVector3());
- break;
-
- case VAR_VECTOR4:
- SetShaderParameter(param, value.GetVector4());
- break;
-
- case VAR_COLOR:
- SetShaderParameter(param, value.GetColor());
- break;
- case VAR_MATRIX3:
- SetShaderParameter(param, value.GetMatrix3());
- break;
-
- case VAR_MATRIX3X4:
- SetShaderParameter(param, value.GetMatrix3x4());
- break;
-
- case VAR_MATRIX4:
- SetShaderParameter(param, value.GetMatrix4());
- break;
-
- default:
- // Unsupported parameter type, do nothing
- break;
- }
- }
- void Graphics::RegisterShaderParameter(StringHash param, const ShaderParameter& definition)
- {
- HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Find(param);
-
- if (i == shaderParameters_.End())
- {
- // Define new parameter
- i = shaderParameters_.Insert(MakePair(param, definition));
- i->second_.register_ = M_MAX_UNSIGNED;
-
- // Rehash the parameters to ensure minimum load factor and fast queries
- shaderParameters_.Rehash(NextPowerOfTwo(shaderParameters_.Size()));
- }
- else
- {
- // Existing parameter: check that there is no conflict
- if (i->second_.type_ != definition.type_)
- LOGWARNING("Shader type mismatch on shader parameter " + String(param));
-
- // The same parameter is possibly defined with different sizes in different shaders. Use the highest size
- if (i->second_.regCount_ < definition.regCount_)
- i->second_.regCount_ = definition.regCount_;
- }
- }
- bool Graphics::NeedParameterUpdate(ShaderParameterGroup group, const void* source)
- {
- if ((unsigned)(size_t)shaderParameterSources_[group] == M_MAX_UNSIGNED || shaderParameterSources_[group] != source)
- {
- shaderParameterSources_[group] = source;
- return true;
- }
- else
- return false;
- }
- bool Graphics::HasShaderParameter(ShaderType type, StringHash param)
- {
- if (type == VS)
- return vertexShader_ && vertexShader_->HasParameter(param);
- else
- return pixelShader_ && pixelShader_->HasParameter(param);
- }
- bool Graphics::HasTextureUnit(TextureUnit unit)
- {
- return pixelShader_ && pixelShader_->HasTextureUnit(unit);
- }
- void Graphics::ClearParameterSource(ShaderParameterGroup group)
- {
- shaderParameterSources_[group] = (const void*)M_MAX_UNSIGNED;
- }
- void Graphics::ClearParameterSources()
- {
- for (unsigned i = 0; i < MAX_SHADER_PARAMETER_GROUPS; ++i)
- shaderParameterSources_[i] = (const void*)M_MAX_UNSIGNED;
- }
- void Graphics::ClearTransformSources()
- {
- shaderParameterSources_[SP_CAMERA] = (const void*)M_MAX_UNSIGNED;
- shaderParameterSources_[SP_OBJECTTRANSFORM] = (const void*)M_MAX_UNSIGNED;
- }
- void Graphics::SetTexture(unsigned index, Texture* texture)
- {
- if (index >= MAX_TEXTURE_UNITS)
- return;
-
- // Check if texture is currently bound as a rendertarget. In that case, use its backup texture, or blank if not defined
- if (texture)
- {
- if (renderTargets_[0] && renderTargets_[0]->GetParentTexture() == texture)
- texture = texture->GetBackupTexture();
- }
-
- if (texture != textures_[index])
- {
- if (texture)
- impl_->device_->SetTexture(index, (IDirect3DBaseTexture9*)texture->GetGPUObject());
- else
- impl_->device_->SetTexture(index, 0);
-
- textures_[index] = texture;
- }
-
- if (texture)
- {
- TextureFilterMode filterMode = texture->GetFilterMode();
- if (filterMode == FILTER_DEFAULT)
- filterMode = defaultTextureFilterMode_;
-
- D3DTEXTUREFILTERTYPE minMag, mip;
- minMag = d3dMinMagFilter[filterMode];
- if (minMag != impl_->minMagFilters_[index])
- {
- impl_->device_->SetSamplerState(index, D3DSAMP_MAGFILTER, minMag);
- impl_->device_->SetSamplerState(index, D3DSAMP_MINFILTER, minMag);
- impl_->minMagFilters_[index] = minMag;
- }
- mip = d3dMipFilter[filterMode];
- if (mip != impl_->mipFilters_[index])
- {
- impl_->device_->SetSamplerState(index, D3DSAMP_MIPFILTER, mip);
- impl_->mipFilters_[index] = mip;
- }
- D3DTEXTUREADDRESS u, v;
- u = d3dAddressMode[texture->GetAddressMode(COORD_U)];
- if (u != impl_->uAddressModes_[index])
- {
- impl_->device_->SetSamplerState(index, D3DSAMP_ADDRESSU, u);
- impl_->uAddressModes_[index] = u;
- }
- v = d3dAddressMode[texture->GetAddressMode(COORD_V)];
- if (v != impl_->vAddressModes_[index])
- {
- impl_->device_->SetSamplerState(index, D3DSAMP_ADDRESSV, v);
- impl_->vAddressModes_[index] = v;
- }
- if (texture->GetType() == TextureCube::GetTypeStatic())
- {
- D3DTEXTUREADDRESS w = d3dAddressMode[texture->GetAddressMode(COORD_W)];
- if (w != impl_->wAddressModes_[index])
- {
- impl_->device_->SetSamplerState(index, D3DSAMP_ADDRESSW, w);
- impl_->wAddressModes_[index] = w;
- }
- }
- if (u == D3DTADDRESS_BORDER || v == D3DTADDRESS_BORDER)
- {
- const Color& borderColor = texture->GetBorderColor();
- if (borderColor != impl_->borderColors_[index])
- {
- impl_->device_->SetSamplerState(index, D3DSAMP_BORDERCOLOR, GetD3DColor(borderColor));
- impl_->borderColors_[index] = borderColor;
- }
- }
- if (sRGBSupport_)
- {
- bool sRGB = texture->GetSRGB();
- if (sRGB != impl_->sRGBModes_[index])
- {
- impl_->device_->SetSamplerState(index, D3DSAMP_SRGBTEXTURE, sRGB ? TRUE : FALSE);
- impl_->sRGBModes_[index] = sRGB;
- }
- }
- }
- }
- void Graphics::SetDefaultTextureFilterMode(TextureFilterMode mode)
- {
- defaultTextureFilterMode_ = mode;
- }
- void Graphics::ResetRenderTargets()
- {
- for (unsigned i = 0; i < MAX_RENDERTARGETS; ++i)
- SetRenderTarget(i, (RenderSurface*)0);
- SetDepthStencil((RenderSurface*)0);
- SetViewport(IntRect(0, 0, width_, height_));
- }
- void Graphics::ResetRenderTarget(unsigned index)
- {
- SetRenderTarget(index, (RenderSurface*)0);
- }
- void Graphics::ResetDepthStencil()
- {
- SetDepthStencil((RenderSurface*)0);
- }
- void Graphics::SetRenderTarget(unsigned index, RenderSurface* renderTarget)
- {
- if (index >= MAX_RENDERTARGETS)
- return;
-
- IDirect3DSurface9* newColorSurface = 0;
-
- if (renderTarget)
- {
- if (renderTarget->GetUsage() != TEXTURE_RENDERTARGET)
- return;
- newColorSurface = (IDirect3DSurface9*)renderTarget->GetSurface();
- }
- else
- {
- if (!index)
- newColorSurface = impl_->defaultColorSurface_;
- }
-
- renderTargets_[index] = renderTarget;
-
- if (newColorSurface != impl_->colorSurfaces_[index])
- {
- impl_->device_->SetRenderTarget(index, newColorSurface);
- impl_->colorSurfaces_[index] = newColorSurface;
- // Setting the first rendertarget causes viewport to be reset
- if (!index)
- {
- IntVector2 rtSize = GetRenderTargetDimensions();
- viewport_ = IntRect(0, 0, rtSize.x_, rtSize.y_);
- }
- }
-
- // If the rendertarget is also bound as a texture, replace with backup texture or null
- if (renderTarget)
- {
- Texture* parentTexture = renderTarget->GetParentTexture();
-
- for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
- {
- if (textures_[i] == parentTexture)
- SetTexture(i, textures_[i]->GetBackupTexture());
- }
- }
-
- // First rendertarget controls sRGB write mode
- if (!index && sRGBWriteSupport_)
- {
- bool sRGBWrite = renderTarget ? renderTarget->GetParentTexture()->GetSRGB() : sRGB_;
- if (sRGBWrite != impl_->sRGBWrite_)
- {
- impl_->device_->SetRenderState(D3DRS_SRGBWRITEENABLE, sRGBWrite ? TRUE : FALSE);
- impl_->sRGBWrite_ = sRGBWrite;
- }
- }
- }
- void Graphics::SetRenderTarget(unsigned index, Texture2D* texture)
- {
- RenderSurface* renderTarget = 0;
- if (texture)
- renderTarget = texture->GetRenderSurface();
-
- SetRenderTarget(index, renderTarget);
- }
- void Graphics::SetDepthStencil(RenderSurface* depthStencil)
- {
- IDirect3DSurface9* newDepthStencilSurface = 0;
- if (depthStencil && depthStencil->GetUsage() == TEXTURE_DEPTHSTENCIL)
- {
- newDepthStencilSurface = (IDirect3DSurface9*)depthStencil->GetSurface();
- depthStencil_ = depthStencil;
- }
- if (!newDepthStencilSurface)
- {
- newDepthStencilSurface = impl_->defaultDepthStencilSurface_;
- depthStencil_ = 0;
- }
- if (newDepthStencilSurface != impl_->depthStencilSurface_)
- {
- impl_->device_->SetDepthStencilSurface(newDepthStencilSurface);
- impl_->depthStencilSurface_ = newDepthStencilSurface;
- }
- }
- void Graphics::SetDepthStencil(Texture2D* texture)
- {
- RenderSurface* depthStencil = 0;
- if (texture)
- depthStencil = texture->GetRenderSurface();
-
- SetDepthStencil(depthStencil);
- }
- void Graphics::SetViewport(const IntRect& rect)
- {
- IntVector2 size = GetRenderTargetDimensions();
-
- IntRect rectCopy = rect;
-
- if (rectCopy.right_ <= rectCopy.left_)
- rectCopy.right_ = rectCopy.left_ + 1;
- if (rectCopy.bottom_ <= rectCopy.top_)
- rectCopy.bottom_ = rectCopy.top_ + 1;
- rectCopy.left_ = Clamp(rectCopy.left_, 0, size.x_);
- rectCopy.top_ = Clamp(rectCopy.top_, 0, size.y_);
- rectCopy.right_ = Clamp(rectCopy.right_, 0, size.x_);
- rectCopy.bottom_ = Clamp(rectCopy.bottom_, 0, size.y_);
-
- D3DVIEWPORT9 vp;
- vp.MinZ = 0.0f;
- vp.MaxZ = 1.0f;
- vp.X = rectCopy.left_;
- vp.Y = rectCopy.top_;
- vp.Width = rectCopy.Width();
- vp.Height = rectCopy.Height();
-
- impl_->device_->SetViewport(&vp);
- viewport_ = rectCopy;
-
- // Disable scissor test, needs to be re-enabled by the user
- SetScissorTest(false);
- }
- void Graphics::SetTextureAnisotropy(unsigned level)
- {
- if (level < 1)
- level = 1;
-
- if (level != textureAnisotropy_)
- {
- for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
- impl_->device_->SetSamplerState(i, D3DSAMP_MAXANISOTROPY, level);
-
- textureAnisotropy_ = level;
- }
- }
- void Graphics::SetBlendMode(BlendMode mode)
- {
- if (mode != blendMode_)
- {
- if (d3dBlendEnable[mode] != impl_->blendEnable_)
- {
- impl_->device_->SetRenderState(D3DRS_ALPHABLENDENABLE, d3dBlendEnable[mode]);
- impl_->blendEnable_ = d3dBlendEnable[mode];
- }
-
- if (impl_->blendEnable_)
- {
- if (d3dSrcBlend[mode] != impl_->srcBlend_)
- {
- impl_->device_->SetRenderState(D3DRS_SRCBLEND, d3dSrcBlend[mode]);
- impl_->srcBlend_ = d3dSrcBlend[mode];
- }
- if (d3dDestBlend[mode] != impl_->destBlend_)
- {
- impl_->device_->SetRenderState(D3DRS_DESTBLEND, d3dDestBlend[mode]);
- impl_->destBlend_ = d3dDestBlend[mode];
- }
- if (d3dBlendOp[mode] != impl_->blendOp_)
- {
- impl_->device_->SetRenderState(D3DRS_BLENDOP, d3dBlendOp[mode]);
- impl_->blendOp_ = d3dBlendOp[mode];
- }
- }
-
- blendMode_ = mode;
- }
- }
- void Graphics::SetColorWrite(bool enable)
- {
- if (enable != colorWrite_)
- {
- impl_->device_->SetRenderState(D3DRS_COLORWRITEENABLE, enable ? D3DCOLORWRITEENABLE_RED |
- D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_ALPHA : 0);
- colorWrite_ = enable;
- }
- }
- void Graphics::SetCullMode(CullMode mode)
- {
- if (mode != cullMode_)
- {
- impl_->device_->SetRenderState(D3DRS_CULLMODE, d3dCullMode[mode]);
- cullMode_ = mode;
- }
- }
- void Graphics::SetDepthBias(float constantBias, float slopeScaledBias)
- {
- if (constantBias != constantDepthBias_)
- {
- impl_->device_->SetRenderState(D3DRS_DEPTHBIAS, *((DWORD*)&constantBias));
- constantDepthBias_ = constantBias;
- }
- if (slopeScaledBias != slopeScaledDepthBias_)
- {
- impl_->device_->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *((DWORD*)&slopeScaledBias));
- slopeScaledDepthBias_ = slopeScaledBias;
- }
- }
- void Graphics::SetDepthTest(CompareMode mode)
- {
- if (mode != depthTestMode_)
- {
- impl_->device_->SetRenderState(D3DRS_ZFUNC, d3dCmpFunc[mode]);
- depthTestMode_ = mode;
- }
- }
- void Graphics::SetDepthWrite(bool enable)
- {
- if (enable != depthWrite_)
- {
- impl_->device_->SetRenderState(D3DRS_ZWRITEENABLE, enable ? TRUE : FALSE);
- depthWrite_ = enable;
- }
- }
- void Graphics::SetFillMode(FillMode mode)
- {
- if (mode != fillMode_)
- {
- impl_->device_->SetRenderState(D3DRS_FILLMODE, d3dFillMode[mode]);
- fillMode_ = mode;
- }
- }
- void Graphics::SetScissorTest(bool enable, const Rect& rect, bool borderInclusive)
- {
- // During some light rendering loops, a full rect is toggled on/off repeatedly.
- // Disable scissor in that case to reduce state changes
- if (rect.min_.x_ <= 0.0f && rect.min_.y_ <= 0.0f && rect.max_.x_ >= 1.0f && rect.max_.y_ >= 1.0f)
- enable = false;
-
- if (enable)
- {
- IntVector2 rtSize(GetRenderTargetDimensions());
- IntVector2 viewSize(viewport_.Size());
- IntVector2 viewPos(viewport_.left_, viewport_.top_);
- IntRect intRect;
- int expand = borderInclusive ? 1 : 0;
-
- intRect.left_ = Clamp((int)((rect.min_.x_ + 1.0f) * 0.5f * viewSize.x_) + viewPos.x_, 0, rtSize.x_ - 1);
- intRect.top_ = Clamp((int)((-rect.max_.y_ + 1.0f) * 0.5f * viewSize.y_) + viewPos.y_, 0, rtSize.y_ - 1);
- intRect.right_ = Clamp((int)((rect.max_.x_ + 1.0f) * 0.5f * viewSize.x_) + viewPos.x_ + expand, 0, rtSize.x_);
- intRect.bottom_ = Clamp((int)((-rect.min_.y_ + 1.0f) * 0.5f * viewSize.y_) + viewPos.y_ + expand, 0, rtSize.y_);
-
- if (intRect.right_ == intRect.left_)
- intRect.right_++;
- if (intRect.bottom_ == intRect.top_)
- intRect.bottom_++;
-
- if (intRect.right_ < intRect.left_ || intRect.bottom_ < intRect.top_)
- enable = false;
-
- if (enable && scissorRect_ != intRect)
- {
- RECT d3dRect;
- d3dRect.left = intRect.left_;
- d3dRect.top = intRect.top_;
- d3dRect.right = intRect.right_;
- d3dRect.bottom = intRect.bottom_;
-
- impl_->device_->SetScissorRect(&d3dRect);
- scissorRect_ = intRect;
- }
- }
- else
- scissorRect_ = IntRect::ZERO;
-
- if (enable != scissorTest_)
- {
- impl_->device_->SetRenderState(D3DRS_SCISSORTESTENABLE, enable ? TRUE : FALSE);
- scissorTest_ = enable;
- }
- }
- void Graphics::SetScissorTest(bool enable, const IntRect& rect)
- {
- IntVector2 rtSize(GetRenderTargetDimensions());
- IntVector2 viewSize(viewport_.Size());
- IntVector2 viewPos(viewport_.left_, viewport_.top_);
-
- if (enable)
- {
- IntRect intRect;
- intRect.left_ = Clamp(rect.left_ + viewPos.x_, 0, rtSize.x_ - 1);
- intRect.top_ = Clamp(rect.top_ + viewPos.y_, 0, rtSize.y_ - 1);
- intRect.right_ = Clamp(rect.right_ + viewPos.x_, 0, rtSize.x_);
- intRect.bottom_ = Clamp(rect.bottom_ + viewPos.y_, 0, rtSize.y_);
-
- if (intRect.right_ == intRect.left_)
- intRect.right_++;
- if (intRect.bottom_ == intRect.top_)
- intRect.bottom_++;
-
- if (intRect.right_ < intRect.left_ || intRect.bottom_ < intRect.top_)
- enable = false;
-
- if (enable && scissorRect_ != intRect)
- {
- RECT d3dRect;
- d3dRect.left = intRect.left_;
- d3dRect.top = intRect.top_;
- d3dRect.right = intRect.right_;
- d3dRect.bottom = intRect.bottom_;
-
- impl_->device_->SetScissorRect(&d3dRect);
- scissorRect_ = intRect;
- }
- }
- else
- scissorRect_ = IntRect::ZERO;
-
- if (enable != scissorTest_)
- {
- impl_->device_->SetRenderState(D3DRS_SCISSORTESTENABLE, enable ? TRUE : FALSE);
- scissorTest_ = enable;
- }
- }
- void Graphics::SetStencilTest(bool enable, CompareMode mode, StencilOp pass, StencilOp fail, StencilOp zFail, unsigned stencilRef, unsigned compareMask, unsigned writeMask)
- {
- if (enable != stencilTest_)
- {
- impl_->device_->SetRenderState(D3DRS_STENCILENABLE, enable ? TRUE : FALSE);
- stencilTest_ = enable;
- }
-
- if (enable)
- {
- if (mode != stencilTestMode_)
- {
- impl_->device_->SetRenderState(D3DRS_STENCILFUNC, d3dCmpFunc[mode]);
- stencilTestMode_ = mode;
- }
- if (pass != stencilPass_)
- {
- impl_->device_->SetRenderState(D3DRS_STENCILPASS, d3dStencilOp[pass]);
- stencilPass_ = pass;
- }
- if (fail != stencilFail_)
- {
- impl_->device_->SetRenderState(D3DRS_STENCILFAIL, d3dStencilOp[fail]);
- stencilFail_ = fail;
- }
- if (zFail != stencilZFail_)
- {
- impl_->device_->SetRenderState(D3DRS_STENCILZFAIL, d3dStencilOp[zFail]);
- stencilZFail_ = zFail;
- }
- if (stencilRef != stencilRef_)
- {
- impl_->device_->SetRenderState(D3DRS_STENCILREF, stencilRef);
- stencilRef_ = stencilRef;
- }
- if (compareMask != stencilCompareMask_)
- {
- impl_->device_->SetRenderState(D3DRS_STENCILMASK, compareMask);
- stencilCompareMask_ = compareMask;
- }
- if (writeMask != stencilWriteMask_)
- {
- impl_->device_->SetRenderState(D3DRS_STENCILWRITEMASK, writeMask);
- stencilWriteMask_ = writeMask;
- }
- }
- }
- void Graphics::SetClipPlane(bool enable, const Plane& clipPlane, const Matrix3x4& view, const Matrix4& projection)
- {
- if (enable != useClipPlane_)
- {
- impl_->device_->SetRenderState(D3DRS_CLIPPLANEENABLE, enable ? 1 : 0);
- useClipPlane_ = enable;
- }
-
- if (enable)
- {
- Matrix4 viewProj = projection * view;
- impl_->device_->SetClipPlane(0, clipPlane.Transformed(viewProj).ToVector4().Data());
- }
- }
- void Graphics::SetStreamFrequency(unsigned index, unsigned frequency)
- {
- if (index < MAX_VERTEX_STREAMS && streamFrequencies_[index] != frequency)
- {
- impl_->device_->SetStreamSourceFreq(index, frequency);
- streamFrequencies_[index] = frequency;
- }
- }
- void Graphics::ResetStreamFrequencies()
- {
- for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
- {
- if (streamFrequencies_[i] != 1)
- {
- impl_->device_->SetStreamSourceFreq(i, 1);
- streamFrequencies_[i] = 1;
- }
- }
- }
- void Graphics::SetForceSM2(bool enable)
- {
- if (!IsInitialized())
- forceSM2_ = enable;
- else
- LOGERROR("Force Shader Model 2 can not be changed after setting the initial screen mode");
- }
- void Graphics::BeginDumpShaders(const String& fileName)
- {
- shaderPrecache_ = new ShaderPrecache(context_, fileName);
- }
- void Graphics::EndDumpShaders()
- {
- shaderPrecache_.Reset();
- }
- void Graphics::PrecacheShaders(Deserializer& source)
- {
- PROFILE(PrecacheShaders);
-
- ShaderPrecache::LoadShaders(this, source);
- }
- bool Graphics::IsInitialized() const
- {
- return impl_->window_ != 0 && impl_->GetDevice() != 0;
- }
- IntVector2 Graphics::GetWindowPosition() const
- {
- IntVector2 ret(IntVector2::ZERO);
-
- if (impl_->window_)
- SDL_GetWindowPosition(impl_->window_, &ret.x_, &ret.y_);
-
- return ret;
- }
- PODVector<IntVector2> Graphics::GetResolutions() const
- {
- PODVector<IntVector2> ret;
- unsigned numModes = SDL_GetNumDisplayModes(0);
-
- for (unsigned i = 0; i < numModes; ++i)
- {
- SDL_DisplayMode mode;
- SDL_GetDisplayMode(0, i, &mode);
- int width = mode.w;
- int height = mode.h;
-
- // Store mode if unique
- bool unique = true;
- for (unsigned j = 0; j < ret.Size(); ++j)
- {
- if (ret[j].x_ == width && ret[j].y_ == height)
- {
- unique = false;
- break;
- }
- }
-
- if (unique)
- ret.Push(IntVector2(width, height));
- }
-
- return ret;
- }
- PODVector<int> Graphics::GetMultiSampleLevels() const
- {
- PODVector<int> ret;
- // No multisampling always supported
- ret.Push(1);
-
- if (!impl_->interface_)
- return ret;
-
- SDL_DisplayMode mode;
- SDL_GetDesktopDisplayMode(0, &mode);
- D3DFORMAT fullscreenFormat = SDL_BITSPERPIXEL(mode.format) == 16 ? D3DFMT_R5G6B5 : D3DFMT_X8R8G8B8;
-
- for (unsigned i = (int)D3DMULTISAMPLE_2_SAMPLES; i < (int)D3DMULTISAMPLE_16_SAMPLES; ++i)
- {
- if (SUCCEEDED(impl_->interface_->CheckDeviceMultiSampleType(impl_->adapter_, impl_->deviceType_, fullscreenFormat, FALSE,
- (D3DMULTISAMPLE_TYPE)i, NULL)))
- ret.Push(i);
- }
-
- return ret;
- }
- IntVector2 Graphics::GetDesktopResolution() const
- {
- SDL_DisplayMode mode;
- SDL_GetDesktopDisplayMode(0, &mode);
- return IntVector2(mode.w, mode.h);
- }
- unsigned Graphics::GetFormat(CompressedFormat format) const
- {
- switch (format)
- {
- case CF_DXT1:
- return D3DFMT_DXT1;
-
- case CF_DXT3:
- return D3DFMT_DXT3;
-
- case CF_DXT5:
- return D3DFMT_DXT5;
- }
-
- return 0;
- }
- ShaderVariation* Graphics::GetShader(ShaderType type, const String& name, const String& defines) const
- {
- return GetShader(type, name.CString(), defines.CString());
- }
- ShaderVariation* Graphics::GetShader(ShaderType type, const char* name, const char* defines) const
- {
- if (lastShaderName_ != name || !lastShader_)
- {
- ResourceCache* cache = GetSubsystem<ResourceCache>();
-
- String fullShaderName = shaderPath_ + name + shaderExtension_;
- // Try to reduce repeated error log prints because of missing shaders
- if (lastShaderName_ == name && !cache->Exists(fullShaderName))
- return 0;
-
- lastShader_ = cache->GetResource<Shader>(fullShaderName);
- lastShaderName_ = name;
- }
-
- return lastShader_ ? lastShader_->GetVariation(type, defines) : (ShaderVariation*)0;
- }
- VertexBuffer* Graphics::GetVertexBuffer(unsigned index) const
- {
- return index < MAX_VERTEX_STREAMS ? vertexBuffers_[index] : 0;
- }
- TextureUnit Graphics::GetTextureUnit(const String& name)
- {
- HashMap<String, TextureUnit>::Iterator i = textureUnits_.Find(name);
- if (i != textureUnits_.End())
- return i->second_;
- else
- return MAX_TEXTURE_UNITS;
- }
- const String& Graphics::GetTextureUnitName(TextureUnit unit)
- {
- for (HashMap<String, TextureUnit>::Iterator i = textureUnits_.Begin(); i != textureUnits_.End(); ++i)
- {
- if (i->second_ == unit)
- return i->first_;
- }
- return String::EMPTY;
- }
- Texture* Graphics::GetTexture(unsigned index) const
- {
- return index < MAX_TEXTURE_UNITS ? textures_[index] : 0;
- }
- RenderSurface* Graphics::GetRenderTarget(unsigned index) const
- {
- return index < MAX_RENDERTARGETS ? renderTargets_[index] : 0;
- }
- unsigned Graphics::GetStreamFrequency(unsigned index) const
- {
- return index < MAX_VERTEX_STREAMS ? streamFrequencies_[index] : 0;
- }
- IntVector2 Graphics::GetRenderTargetDimensions() const
- {
- int width, height;
-
- if (renderTargets_[0])
- {
- width = renderTargets_[0]->GetWidth();
- height = renderTargets_[0]->GetHeight();
- }
- else
- {
- width = width_;
- height = height_;
- }
-
- return IntVector2(width, height);
- }
- void Graphics::WindowResized()
- {
- if (!impl_->device_ || !impl_->window_)
- return;
-
- int newWidth, newHeight;
-
- SDL_GetWindowSize(impl_->window_, &newWidth, &newHeight);
- if (newWidth == width_ && newHeight == height_)
- return;
- width_ = newWidth;
- height_ = newHeight;
-
- impl_->presentParams_.BackBufferWidth = width_;
- impl_->presentParams_.BackBufferHeight = height_;
- ResetDevice();
-
- // Reset rendertargets and viewport for the new screen size
- ResetRenderTargets();
-
- LOGDEBUGF("Window was resized to %dx%d", width_, height_);
-
- using namespace ScreenMode;
-
- VariantMap& eventData = GetEventDataMap();
- eventData[P_WIDTH] = width_;
- eventData[P_HEIGHT] = height_;
- eventData[P_FULLSCREEN] = fullscreen_;
- eventData[P_RESIZABLE] = resizable_;
- eventData[P_BORDERLESS] = borderless_;
- SendEvent(E_SCREENMODE, eventData);
- }
- void Graphics::Maximize()
- {
- if (!impl_->window_)
- return;
- SDL_MaximizeWindow(impl_->window_);
- }
- void Graphics::Minimize()
- {
- if (!impl_->window_)
- return;
- SDL_MinimizeWindow(impl_->window_);
- }
- void Graphics::AddGPUObject(GPUObject* object)
- {
- gpuObjects_.Push(object);
- }
- void Graphics::RemoveGPUObject(GPUObject* object)
- {
- gpuObjects_.Remove(object);
- }
- void* Graphics::ReserveScratchBuffer(unsigned size)
- {
- if (!size)
- return 0;
-
- if (size > maxScratchBufferRequest_)
- maxScratchBufferRequest_ = size;
-
- // First check for a free buffer that is large enough
- for (Vector<ScratchBuffer>::Iterator i = scratchBuffers_.Begin(); i != scratchBuffers_.End(); ++i)
- {
- if (!i->reserved_ && i->size_ >= size)
- {
- i->reserved_ = true;
- return i->data_.Get();
- }
- }
-
- // Then check if a free buffer can be resized
- for (Vector<ScratchBuffer>::Iterator i = scratchBuffers_.Begin(); i != scratchBuffers_.End(); ++i)
- {
- if (!i->reserved_)
- {
- i->data_ = new unsigned char[size];
- i->size_ = size;
- i->reserved_ = true;
-
- LOGDEBUG("Resized scratch buffer to size " + String(size));
-
- return i->data_.Get();
- }
- }
-
- // Finally allocate a new buffer
- ScratchBuffer newBuffer;
- newBuffer.data_ = new unsigned char[size];
- newBuffer.size_ = size;
- newBuffer.reserved_ = true;
- scratchBuffers_.Push(newBuffer);
- return newBuffer.data_.Get();
-
- LOGDEBUG("Allocated scratch buffer with size " + String(size));
- }
- void Graphics::FreeScratchBuffer(void* buffer)
- {
- if (!buffer)
- return;
-
- for (Vector<ScratchBuffer>::Iterator i = scratchBuffers_.Begin(); i != scratchBuffers_.End(); ++i)
- {
- if (i->reserved_ && i->data_.Get() == buffer)
- {
- i->reserved_ = false;
- return;
- }
- }
- LOGWARNING("Reserved scratch buffer " + ToStringHex((unsigned)(size_t)buffer) + " not found");
- }
- void Graphics::CleanupScratchBuffers()
- {
- for (Vector<ScratchBuffer>::Iterator i = scratchBuffers_.Begin(); i != scratchBuffers_.End(); ++i)
- {
- if (!i->reserved_ && i->size_ > maxScratchBufferRequest_ * 2)
- {
- i->data_ = maxScratchBufferRequest_ > 0 ? new unsigned char[maxScratchBufferRequest_] : 0;
- i->size_ = maxScratchBufferRequest_;
-
- LOGDEBUG("Resized scratch buffer to size " + String(maxScratchBufferRequest_));
- }
- }
-
- maxScratchBufferRequest_ = 0;
- }
- unsigned Graphics::GetAlphaFormat()
- {
- return D3DFMT_A8;
- }
- unsigned Graphics::GetLuminanceFormat()
- {
- return D3DFMT_L8;
- }
- unsigned Graphics::GetLuminanceAlphaFormat()
- {
- return D3DFMT_A8L8;
- }
- unsigned Graphics::GetRGBFormat()
- {
- return D3DFMT_X8R8G8B8;
- }
- unsigned Graphics::GetRGBAFormat()
- {
- return D3DFMT_A8R8G8B8;
- }
- unsigned Graphics::GetRGBA16Format()
- {
- return D3DFMT_A16B16G16R16;
- }
- unsigned Graphics::GetRGBAFloat16Format()
- {
- return D3DFMT_A16B16G16R16F;
- }
- unsigned Graphics::GetRGBAFloat32Format()
- {
- return D3DFMT_A32B32G32R32F;
- }
- unsigned Graphics::GetRG16Format()
- {
- return D3DFMT_G16R16;
- }
- unsigned Graphics::GetRGFloat16Format()
- {
- return D3DFMT_G16R16F;
- }
- unsigned Graphics::GetRGFloat32Format()
- {
- return D3DFMT_G32R32F;
- }
- unsigned Graphics::GetFloat16Format()
- {
- return D3DFMT_R16F;
- }
- unsigned Graphics::GetFloat32Format()
- {
- return D3DFMT_R32F;
- }
- unsigned Graphics::GetLinearDepthFormat()
- {
- return D3DFMT_R32F;
- }
- unsigned Graphics::GetDepthStencilFormat()
- {
- return depthStencilFormat;
- }
- unsigned Graphics::GetFormat(const String& formatName)
- {
- String nameLower = formatName.ToLower().Trimmed();
-
- if (nameLower == "a")
- return GetAlphaFormat();
- if (nameLower == "l")
- return GetLuminanceFormat();
- if (nameLower == "la")
- return GetLuminanceAlphaFormat();
- if (nameLower == "rgb")
- return GetRGBFormat();
- if (nameLower == "rgba")
- return GetRGBAFormat();
- if (nameLower == "rgba16")
- return GetRGBA16Format();
- if (nameLower == "rgba16f")
- return GetRGBAFloat16Format();
- if (nameLower == "rgba32f")
- return GetRGBAFloat32Format();
- if (nameLower == "rg16")
- return GetRG16Format();
- if (nameLower == "rg16f")
- return GetRGFloat16Format();
- if (nameLower == "rg32f")
- return GetRGFloat32Format();
- if (nameLower == "r16f")
- return GetFloat16Format();
- if (nameLower == "r32f" || nameLower == "float")
- return GetFloat32Format();
- if (nameLower == "lineardepth" || nameLower == "depth")
- return GetLinearDepthFormat();
- if (nameLower == "d24s8")
- return GetDepthStencilFormat();
-
- return GetRGBFormat();
- }
- bool Graphics::OpenWindow(int width, int height, bool resizable, bool borderless)
- {
- if (!externalWindow_)
- {
- unsigned flags = 0;
- if (resizable)
- flags |= SDL_WINDOW_RESIZABLE;
- if (borderless)
- flags |= SDL_WINDOW_BORDERLESS;
- impl_->window_ = SDL_CreateWindow(windowTitle_.CString(), SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, width, height, flags);
- }
- else
- impl_->window_ = SDL_CreateWindowFrom(externalWindow_, 0);
- if (!impl_->window_)
- {
- LOGERROR("Could not create window");
- return false;
- }
- CreateWindowIcon();
- return true;
- }
- void Graphics::CreateWindowIcon()
- {
- if (windowIcon_)
- {
- SDL_Surface* surface = windowIcon_->GetSDLSurface();
- if (surface)
- {
- SDL_SetWindowIcon(impl_->window_, surface);
- SDL_FreeSurface(surface);
- }
- }
- }
- void Graphics::AdjustWindow(int& newWidth, int& newHeight, bool& newFullscreen, bool& newBorderless)
- {
- if (!externalWindow_)
- {
- if (!newWidth || !newHeight)
- {
- SDL_MaximizeWindow(impl_->window_);
- SDL_GetWindowSize(impl_->window_, &newWidth, &newHeight);
- }
- else
- SDL_SetWindowSize(impl_->window_, newWidth, newHeight);
- SDL_SetWindowFullscreen(impl_->window_, newFullscreen ? SDL_TRUE : SDL_FALSE);
- SDL_SetWindowBordered(impl_->window_, newBorderless ? SDL_FALSE : SDL_TRUE);
- }
- else
- {
- // If external window, must ask its dimensions instead of trying to set them
- SDL_GetWindowSize(impl_->window_, &newWidth, &newHeight);
- newFullscreen = false;
- }
- }
- bool Graphics::CreateInterface()
- {
- impl_->interface_ = Direct3DCreate9(D3D_SDK_VERSION);
- if (!impl_->interface_)
- {
- LOGERROR("Could not create Direct3D9 interface");
- return false;
- }
-
- if (FAILED(impl_->interface_->GetDeviceCaps(impl_->adapter_, impl_->deviceType_, &impl_->deviceCaps_)))
- {
- LOGERROR("Could not get Direct3D capabilities");
- return false;
- }
-
- if (FAILED(impl_->interface_->GetAdapterIdentifier(impl_->adapter_, 0, &impl_->adapterIdentifier_)))
- {
- LOGERROR("Could not get Direct3D adapter identifier");
- return false;
- }
-
- if (impl_->deviceCaps_.PixelShaderVersion < D3DPS_VERSION(2, 0))
- {
- LOGERROR("Shader model 2.0 display adapter is required");
- return false;
- }
-
- return true;
- }
- bool Graphics::CreateDevice(unsigned adapter, unsigned deviceType)
- {
- #ifdef ENABLE_LUAJIT
- DWORD behaviorFlags = D3DCREATE_FPU_PRESERVE;
- #else
- DWORD behaviorFlags = 0;
- #endif
- if (impl_->deviceCaps_.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT)
- {
- behaviorFlags |= D3DCREATE_HARDWARE_VERTEXPROCESSING;
- if (impl_->deviceCaps_.DevCaps & D3DDEVCAPS_PUREDEVICE)
- behaviorFlags |= D3DCREATE_PUREDEVICE;
- }
- else
- behaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
-
- if (FAILED(impl_->interface_->CreateDevice(
- adapter,
- (D3DDEVTYPE)deviceType,
- GetWindowHandle(impl_->window_),
- behaviorFlags,
- &impl_->presentParams_,
- &impl_->device_)))
- {
- LOGERROR("Could not create Direct3D9 device");
- return false;
- }
-
- impl_->adapter_ = adapter;
- impl_->deviceType_ = (D3DDEVTYPE)deviceType;
-
- OnDeviceReset();
-
- LOGINFO("Created Direct3D9 device");
- return true;
- }
- void Graphics::CheckFeatureSupport()
- {
- // Reset features first
- lightPrepassSupport_ = false;
- deferredSupport_ = false;
- hardwareShadowSupport_ = false;
- streamOffsetSupport_ = false;
- hasSM3_ = false;
- depthStencilFormat = D3DFMT_D24S8;
-
- // Check hardware shadow map support: prefer NVIDIA style hardware depth compared shadow maps if available
- shadowMapFormat_ = D3DFMT_D16;
- if (impl_->CheckFormatSupport((D3DFORMAT)shadowMapFormat_, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE))
- {
- hardwareShadowSupport_ = true;
-
- // Check for hires depth support
- hiresShadowMapFormat_ = D3DFMT_D24X8;
- if (!impl_->CheckFormatSupport((D3DFORMAT)hiresShadowMapFormat_, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE))
- hiresShadowMapFormat_ = 0;
- }
- else
- {
- // ATI DF16 format needs manual depth compare in the shader
- shadowMapFormat_ = MAKEFOURCC('D', 'F', '1', '6');
- if (impl_->CheckFormatSupport((D3DFORMAT)shadowMapFormat_, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE))
- {
- // Check for hires depth support
- hiresShadowMapFormat_ = MAKEFOURCC('D', 'F', '2', '4');
- if (!impl_->CheckFormatSupport((D3DFORMAT)hiresShadowMapFormat_, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE))
- hiresShadowMapFormat_ = 0;
- }
- else
- {
- // No shadow map support
- shadowMapFormat_ = 0;
- hiresShadowMapFormat_ = 0;
- }
- }
-
- // Check for Intel 4 Series with an old driver, enable manual shadow map compare in that case
- if (shadowMapFormat_ == D3DFMT_D16)
- {
- if (impl_->adapterIdentifier_.VendorId == 0x8086 && impl_->adapterIdentifier_.DeviceId == 0x2a42 &&
- impl_->adapterIdentifier_.DriverVersion.QuadPart <= 0x0007000f000a05d0ULL)
- hardwareShadowSupport_ = false;
- }
-
- // Check for dummy color rendertarget format used with hardware shadow maps
- dummyColorFormat_ = D3DFMT_A8R8G8B8;
- D3DFORMAT nullFormat = (D3DFORMAT)MAKEFOURCC('N', 'U', 'L', 'L');
- if (impl_->CheckFormatSupport(nullFormat, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE))
- dummyColorFormat_ = nullFormat;
- else if (impl_->CheckFormatSupport(D3DFMT_R16F, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE))
- dummyColorFormat_ = D3DFMT_R16F;
- else if (impl_->CheckFormatSupport(D3DFMT_R5G6B5, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE))
- dummyColorFormat_ = D3DFMT_R5G6B5;
- else if (impl_->CheckFormatSupport(D3DFMT_A4R4G4B4, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE))
- dummyColorFormat_ = D3DFMT_A4R4G4B4;
-
- // Check for Shader Model 3
- if (!forceSM2_)
- {
- if (impl_->deviceCaps_.VertexShaderVersion >= D3DVS_VERSION(3, 0) && impl_->deviceCaps_.PixelShaderVersion >=
- D3DPS_VERSION(3, 0))
- hasSM3_ = true;
- }
-
- // Check for light prepass and deferred rendering support
- if (impl_->deviceCaps_.NumSimultaneousRTs >= 2 && impl_->CheckFormatSupport(D3DFMT_R32F, D3DUSAGE_RENDERTARGET,
- D3DRTYPE_TEXTURE))
- {
- lightPrepassSupport_ = true;
- if (impl_->deviceCaps_.NumSimultaneousRTs >= 4)
- deferredSupport_ = true;
- }
-
- // Check for stream offset (needed for instancing)
- if (impl_->deviceCaps_.DevCaps2 & D3DDEVCAPS2_STREAMOFFSET)
- streamOffsetSupport_ = true;
-
- // Check for sRGB read & write
- /// \todo Should be checked for each texture format separately
- sRGBSupport_ = impl_->CheckFormatSupport(D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_SRGBREAD, D3DRTYPE_TEXTURE);
- sRGBWriteSupport_ = impl_->CheckFormatSupport(D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_SRGBWRITE, D3DRTYPE_TEXTURE);
-
- SendEvent(E_GRAPHICSFEATURES);
- }
- void Graphics::ResetDevice()
- {
- OnDeviceLost();
-
- if (SUCCEEDED(impl_->device_->Reset(&impl_->presentParams_)))
- {
- deviceLost_ = false;
- OnDeviceReset();
- }
- }
- void Graphics::OnDeviceLost()
- {
- LOGINFO("Device lost");
-
- if (impl_->defaultColorSurface_)
- {
- impl_->defaultColorSurface_->Release();
- impl_->defaultColorSurface_ = 0;
- }
- if (impl_->defaultDepthStencilSurface_)
- {
- impl_->defaultDepthStencilSurface_->Release();
- impl_->defaultDepthStencilSurface_ = 0;
- }
- if (impl_->frameQuery_)
- {
- impl_->frameQuery_->Release();
- impl_->frameQuery_ = 0;
- }
-
- for (unsigned i = 0; i < gpuObjects_.Size(); ++i)
- gpuObjects_[i]->OnDeviceLost();
- }
- void Graphics::OnDeviceReset()
- {
- for (unsigned i = 0; i < gpuObjects_.Size(); ++i)
- gpuObjects_[i]->OnDeviceReset();
-
- // Get default surfaces
- impl_->device_->GetRenderTarget(0, &impl_->defaultColorSurface_);
- impl_->device_->GetDepthStencilSurface(&impl_->defaultDepthStencilSurface_);
-
- // Create frame query for flushing the GPU command buffer
- impl_->device_->CreateQuery(D3DQUERYTYPE_EVENT, &impl_->frameQuery_);
-
- ResetCachedState();
- }
- void Graphics::ResetCachedState()
- {
- for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
- {
- vertexBuffers_[i] = 0;
- streamOffsets_[i] = 0;
- }
-
- for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
- {
- textures_[i] = 0;
- impl_->minMagFilters_[i] = D3DTEXF_POINT;
- impl_->mipFilters_[i] = D3DTEXF_NONE;
- impl_->uAddressModes_[i] = D3DTADDRESS_WRAP;
- impl_->vAddressModes_[i] = D3DTADDRESS_WRAP;
- impl_->wAddressModes_[i] = D3DTADDRESS_WRAP;
- impl_->borderColors_[i] = Color(0.0f, 0.0f, 0.0f, 0.0f);
- impl_->sRGBModes_[i] = false;
- }
-
- for (unsigned i = 0; i < MAX_RENDERTARGETS; ++i)
- {
- renderTargets_[i] = 0;
- impl_->colorSurfaces_[i] = 0;
- }
-
- depthStencil_ = 0;
- impl_->depthStencilSurface_ = 0;
- viewport_ = IntRect(0, 0, width_, height_);
- impl_->sRGBWrite_ = false;
-
- for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
- streamFrequencies_[i] = 1;
-
- indexBuffer_ = 0;
- vertexDeclaration_ = 0;
- vertexShader_ = 0;
- pixelShader_ = 0;
- blendMode_ = BLEND_REPLACE;
- textureAnisotropy_ = 1;
- colorWrite_ = true;
- cullMode_ = CULL_CCW;
- constantDepthBias_ = 0.0f;
- slopeScaledDepthBias_ = 0.0f;
- depthTestMode_ = CMP_LESSEQUAL;
- depthWrite_ = true;
- fillMode_ = FILL_SOLID;
- scissorTest_ = false;
- scissorRect_ = IntRect::ZERO;
- stencilTest_ = false;
- stencilTestMode_ = CMP_ALWAYS;
- stencilPass_ = OP_KEEP;
- stencilFail_ = OP_KEEP;
- stencilZFail_ = OP_KEEP;
- stencilRef_ = 0;
- stencilCompareMask_ = M_MAX_UNSIGNED;
- stencilWriteMask_ = M_MAX_UNSIGNED;
- useClipPlane_ = false;
- impl_->blendEnable_ = FALSE;
- impl_->srcBlend_ = D3DBLEND_ONE;
- impl_->destBlend_ = D3DBLEND_ZERO;
- impl_->blendOp_ = D3DBLENDOP_ADD;
-
- queryIssued_ = false;
- }
- void Graphics::SetTextureUnitMappings()
- {
- textureUnits_["DiffMap"] = TU_DIFFUSE;
- textureUnits_["DiffCubeMap"] = TU_DIFFUSE;
- textureUnits_["NormalMap"] = TU_NORMAL;
- textureUnits_["SpecMap"] = TU_SPECULAR;
- textureUnits_["EmissiveMap"] = TU_EMISSIVE;
- textureUnits_["EnvMap"] = TU_ENVIRONMENT;
- textureUnits_["EnvCubeMap"] = TU_ENVIRONMENT;
- textureUnits_["LightRampMap"] = TU_LIGHTRAMP;
- textureUnits_["LightSpotMap"] = TU_LIGHTSHAPE;
- textureUnits_["LightCubeMap"] = TU_LIGHTSHAPE;
- textureUnits_["ShadowMap"] = TU_SHADOWMAP;
- textureUnits_["FaceSelectCubeMap"] = TU_FACESELECT;
- textureUnits_["IndirectionCubeMap"] = TU_INDIRECTION;
- textureUnits_["VolumeMap"] = TU_VOLUMEMAP;
- }
- void RegisterGraphicsLibrary(Context* context)
- {
- Animation::RegisterObject(context);
- Material::RegisterObject(context);
- Model::RegisterObject(context);
- Shader::RegisterObject(context);
- Technique::RegisterObject(context);
- Texture2D::RegisterObject(context);
- Texture3D::RegisterObject(context);
- TextureCube::RegisterObject(context);
- Camera::RegisterObject(context);
- Drawable::RegisterObject(context);
- Light::RegisterObject(context);
- StaticModel::RegisterObject(context);
- StaticModelGroup::RegisterObject(context);
- Skybox::RegisterObject(context);
- AnimatedModel::RegisterObject(context);
- AnimationController::RegisterObject(context);
- BillboardSet::RegisterObject(context);
- ParticleEmitter::RegisterObject(context);
- CustomGeometry::RegisterObject(context);
- DecalSet::RegisterObject(context);
- Terrain::RegisterObject(context);
- TerrainPatch::RegisterObject(context);
- DebugRenderer::RegisterObject(context);
- Octree::RegisterObject(context);
- Zone::RegisterObject(context);
- }
- }
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