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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#ifndef _plDX9Pipeline_h
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#define _plDX9Pipeline_h
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#include "plPipeline.h"
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#include "plDXSettings.h"
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#include "plSurface/plLayerInterface.h"
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#include "hsMatrix44.h"
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#include "plPipeline/plFogEnvironment.h"
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#include "plPipeline/hsG3DDeviceSelector.h"
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#include "hsGeometry3.h"
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#include "hsTemplates.h"
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#include "hsColorRGBA.h"
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#include "plPipeline/hsGDeviceRef.h"
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#include "hsPoint2.h"
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class plAccessSpan;
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class plAuxSpan;
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class plVertexSpan;
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#include "plPipeline/plPlates.h" // Used to define plDXPlateManager
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//// Defines and Konstants and Other Nifty Stuff //////////////////////////////
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class plDXLightRef;
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class plDXVertexBufferRef;
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class plDXIndexBufferRef;
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class plDXTextureRef;
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class plDXCubeTextureRef;
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class plDXVertexShader;
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class plDXPixelShader;
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class plShader;
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class plVisMgr;
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//#define HS_D3D_USE_SPECULAR
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class hsGMaterial;
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class plMipmap;
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class plLightInfo;
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class plCullTree;
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class plShadowSlave;
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class plShadowCaster;
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struct D3DXMATRIX;
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#ifdef HS_DEBUGGING
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#define HS_CHECK_RELEASE
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#endif
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#ifndef PLASMA_EXTERNAL_RELEASE
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#define PROFILE_POOL_MEM(pool, size, add, id) plDXPipeline::ProfilePoolMem(pool, size, add, id);
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#else
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#define PROFILE_POOL_MEM(pool, size, add, id)
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#endif // PLASMA_EXTERNAL_RELEASE
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extern void D3DSURF_MEMNEW(IDirect3DSurface9* surf);
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extern void D3DSURF_MEMNEW(IDirect3DTexture9* tex);
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extern void D3DSURF_MEMNEW(IDirect3DCubeTexture9* cTex);
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extern void D3DSURF_MEMDEL(IDirect3DSurface9* surf);
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extern void D3DSURF_MEMDEL(IDirect3DTexture9* tex);
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extern void D3DSURF_MEMDEL(IDirect3DCubeTexture9* cTex);
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extern void plReleaseObject(IUnknown* x);
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#define ReleaseObject(x) if(x){ plReleaseObject(x); x=NULL; }
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typedef LPDIRECT3D9 (WINAPI * Direct3DCreateProc)( UINT sdkVersion );
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//// Helper Classes ///////////////////////////////////////////////////////////
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//// The RenderPrimFunc lets you have one function which does a lot of stuff
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// around the actual call to render whatever type of primitives you have, instead
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// of duplicating everything because the one line to render is different.
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class plRenderPrimFunc
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{
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public:
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virtual bool RenderPrims() const = 0; // return true on error
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};
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//// DX-specific Plate Manager implementation
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class plDXPlateManager : public plPlateManager
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{
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friend class plDXPipeline;
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public:
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virtual ~plDXPlateManager();
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protected:
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const long PLD3D_PLATEFVF;
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struct plPlateVertex
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{
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hsPoint3 fPoint;
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uint32_t fColor;
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hsPoint3 fUV;
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};
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IDirect3DDevice9 *fD3DDevice;
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IDirect3DVertexBuffer9 *fVertBuffer;
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plDXPlateManager( plDXPipeline *pipe, IDirect3DDevice9 *device );
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void ICreateGeometry(plDXPipeline* pipe);
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void IReleaseGeometry();
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virtual void IDrawToDevice( plPipeline *pipe );
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};
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//// Class Definition /////////////////////////////////////////////////////////
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class plDebugTextManager;
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struct D3DEnum_DriverInfo;
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struct D3DEnum_DeviceInfo;
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struct D3DEnum_ModeInfo;
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class plGeometrySpan;
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class plDrawableSpans;
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class plSpan;
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class plIcicle;
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class hsG3DDeviceModeRecord;
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class plDXDeviceRef;
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class plParticleSpan;
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class plCubicEnvironmap;
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class plDXRenderTargetRef;
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class plStatusLogDrawer;
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class plDXPipeline : public plPipeline
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{
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protected:
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enum {
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kCapsNone = 0x00000000,
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kCapsCompressTextures = 0x00000001,
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kCapsMipmap = 0x00000002,
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kCapsHWTransform = 0x00000004,
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kCapsHWLighting = 0x00000008,
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kCapsZBias = 0x00000010,
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kCapsLinearFog = 0x00000020,
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kCapsExpFog = 0x00000040,
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kCapsExp2Fog = 0x00000080,
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kCapsRangeFog = 0x00000100,
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kCapsTexBoundToStage = 0x00000200,
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kCapsLODWatch = 0x00000400,
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kCapsFSAntiAlias = 0x00000800,
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kCapsLuminanceTextures = 0x00001000,
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kCapsDoesSmallTextures = 0x00002000,
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kCapsDoesWFog = 0x00004000,
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kCapsPixelFog = 0x00008000,
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kCapsHasBadYonStuff = 0x00010000,
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kCapsNpotTextures = 0x00020000,
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kCapsCubicTextures = 0x00040000,
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kCapsCubicMipmap = 0x00080000
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};
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enum {
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kKNone = 0x0,
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kKTNT = 0x1
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};
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plDebugTextManager* fDebugTextMgr;
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plDXPlateManager* fPlateMgr;
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// The main D3D interfaces
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LPDIRECT3DDEVICE9 fD3DDevice; // The D3D rendering device
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IDirect3DSurface9* fD3DMainSurface;
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IDirect3DSurface9* fD3DDepthSurface;
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IDirect3DSurface9* fD3DBackBuff;
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IDirect3DSurface9* fSharedDepthSurface[2];
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D3DFORMAT fSharedDepthFormat[2];
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// Dynamic buffers
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uint32_t fVtxRefTime;
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uint32_t fNextDynVtx;
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uint32_t fDynVtxSize;
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IDirect3DVertexBuffer9* fDynVtxBuff;
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bool fManagedAlloced;
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bool fAllocUnManaged;
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// States
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plDXGeneralSettings fSettings;
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plDXTweakSettings fTweaks;
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plDXStencilSettings fStencil;
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bool fDeviceLost;
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bool fDevWasLost;
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hsTArray<const plCullPoly*> fCullPolys;
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hsTArray<const plCullPoly*> fCullHoles;
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plDrawableSpans* fCullProxy;
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plDXVertexBufferRef* fVtxBuffRefList;
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plDXIndexBufferRef* fIdxBuffRefList;
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plDXTextureRef* fTextureRefList;
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plTextFont* fTextFontRefList;
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plDXRenderTargetRef* fRenderTargetRefList;
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plDXVertexShader* fVShaderRefList;
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plDXPixelShader* fPShaderRefList;
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hsGMaterial* fCurrMaterial;
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plLayerInterface* fCurrLay;
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uint32_t fCurrLayerIdx, fCurrNumLayers, fCurrRenderLayer;
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uint32_t fCurrLightingMethod; // Based on plSpan flags
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D3DCULL fCurrCullMode;
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hsGMatState fMatOverOn;
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hsGMatState fMatOverOff;
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hsTArray<hsGMaterial*> fOverrideMat;
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hsGMaterial* fHoldMat;
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bool fCurrD3DLiteState;
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hsMatrix44 fBumpDuMatrix;
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hsMatrix44 fBumpDvMatrix;
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hsMatrix44 fBumpDwMatrix;
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hsTArray<plLayerInterface*> fOverLayerStack;
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plLayerInterface* fOverBaseLayer;
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plLayerInterface* fOverAllLayer;
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hsTArray<plLayerInterface*> fPiggyBackStack;
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int32_t fMatPiggyBacks;
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int32_t fActivePiggyBacks;
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UINT fCurrentAdapter;
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D3DEnum_DriverInfo* fCurrentDriver;
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D3DEnum_DeviceInfo* fCurrentDevice;
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D3DEnum_ModeInfo* fCurrentMode;
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hsGDeviceRef* fLayerRef[ 8 ];
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hsGMatState fLayerState[ 8 ]; // base stage (0) state is held in base class
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hsGMatState fOldLayerState[ 8 ];
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bool fLayerTransform[ 8 ];
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float fLayerLODBias[ 8 ];
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uint32_t fLayerUVWSrcs[ 8 ];
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uint32_t fLayerXformFlags[ 8 ];
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uint32_t fLastEndingStage;
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bool fTexturing;
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bool fForceMatHandle;
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uint32_t fInSceneDepth;
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uint32_t fTextUseTime; // inc'd every frame - stat gather only
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static uint32_t fTexManaged;
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static uint32_t fTexUsed;
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static uint32_t fVtxManaged;
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static uint32_t fVtxUsed;
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uint32_t fEvictTime;
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uint32_t fManagedSeen;
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uint32_t fManagedCutoff;
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double fTime; // World time.
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uint32_t fFrame; // inc'd every time the camera moves.
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uint32_t fRenderCnt; // inc'd every begin scene.
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// View stuff
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plDXViewSettings fView;
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hsBitVector fDebugFlags;
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uint32_t fDebugSpanGraphY;
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// Fog
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plDXFogSettings fCurrFog;
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// Light
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plDXLightSettings fLights;
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// Shadows
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hsTArray<plShadowSlave*> fShadows;
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hsTArray<plRenderTarget*> fRenderTargetPool512;
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hsTArray<plRenderTarget*> fRenderTargetPool256;
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hsTArray<plRenderTarget*> fRenderTargetPool128;
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hsTArray<plRenderTarget*> fRenderTargetPool64;
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hsTArray<plRenderTarget*> fRenderTargetPool32;
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enum { kMaxRenderTargetNext = 10 };
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uint32_t fRenderTargetNext[kMaxRenderTargetNext];
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plDXTextureRef* fULutTextureRef;
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plRenderTarget* fBlurScratchRTs[kMaxRenderTargetNext];
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plRenderTarget* fBlurDestRTs[kMaxRenderTargetNext];
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IDirect3DVertexBuffer9* fBlurVBuffers[kMaxRenderTargetNext];
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uint32_t fBlurVSHandle;
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hsTArray<plClothingOutfit*> fClothingOutfits;
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hsTArray<plClothingOutfit*> fPrevClothingOutfits;
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// Debug stuff
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plDrawableSpans *fBoundsSpans;
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hsGMaterial *fBoundsMat;
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hsTArray<uint32_t> fBSpansToDelete;
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plStatusLogDrawer *fLogDrawer;
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bool fVSync;
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bool fForceDeviceReset;
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void IBeginAllocUnManaged();
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void IEndAllocUnManaged();
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void ICheckTextureUsage();
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void ICheckVtxUsage();
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inline void ICheckVBUsage(plDXVertexBufferRef* vRef);
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bool IRefreshDynVertices(plGBufferGroup* group, plDXVertexBufferRef* vRef);
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bool ICheckAuxBuffers(const plAuxSpan* span);
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bool ICheckDynBuffers(plDrawableSpans* drawable, plGBufferGroup* group, const plSpan* span);
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void ICheckStaticVertexBuffer(plDXVertexBufferRef* vRef, plGBufferGroup* owner, uint32_t idx);
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void ICheckIndexBuffer(plDXIndexBufferRef* iRef);
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void IFillStaticVertexBufferRef(plDXVertexBufferRef *ref, plGBufferGroup *group, uint32_t idx);
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void IFillVolatileVertexBufferRef(plDXVertexBufferRef* ref, plGBufferGroup* group, uint32_t idx);
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void IFillIndexBufferRef(plDXIndexBufferRef* iRef, plGBufferGroup* owner, uint32_t idx);
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void ISetupVertexBufferRef(plGBufferGroup* owner, uint32_t idx, plDXVertexBufferRef* vRef);
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void ISetupIndexBufferRef(plGBufferGroup* owner, uint32_t idx, plDXIndexBufferRef* iRef);
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void ICreateDynamicBuffers();
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void IReleaseDynamicBuffers();
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void IAddBoundsSpan( plDrawableSpans *ice, const hsBounds3Ext *bounds, uint32_t bndColor = 0xffff0000 );
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void IAddNormalsSpan( plDrawableSpans *ice, plIcicle *span, plDXVertexBufferRef *vRef, uint32_t bndColor );
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// Rendering
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bool IFlipSurface();
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long IGetBufferD3DFormat(uint8_t format) const;
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uint32_t IGetBufferFormatSize(uint8_t format) const;
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|
void IGetVisibleSpans( plDrawableSpans* drawable, hsTArray<int16_t>& visList, plVisMgr* visMgr );
|
|
|
|
void IRenderSpans( plDrawableSpans *ice, const hsTArray<int16_t>& visList );
|
|
|
|
bool ILoopOverLayers(const plRenderPrimFunc& render, hsGMaterial* material, const plSpan& span);
|
|
|
|
void IRenderBufferSpan( const plIcicle& span,
|
|
|
|
hsGDeviceRef *vb, hsGDeviceRef *ib,
|
|
|
|
hsGMaterial *material,
|
|
|
|
uint32_t vStart, uint32_t vLength, uint32_t iStart, uint32_t iLength );
|
|
|
|
void IRenderAuxSpan(const plSpan& span, const plAuxSpan* aux);
|
|
|
|
void IRenderAuxSpans(const plSpan& span);
|
|
|
|
|
|
|
|
// Fog
|
|
|
|
void IGetVSFogSet(float* const set) const;
|
|
|
|
void ISetFogParameters(const plSpan* span, const plLayerInterface* baseLay);
|
|
|
|
|
|
|
|
// Lighting
|
|
|
|
hsGDeviceRef *IMakeLightRef( plLightInfo *owner );
|
|
|
|
void IScaleD3DLight( plDXLightRef *ref, float scale);
|
|
|
|
void ICalcLighting( const plLayerInterface *currLayer, const plSpan *currSpan );
|
|
|
|
void IDisableSpanLights();
|
|
|
|
void IRestoreSpanLights();
|
|
|
|
void ISelectLights( plSpan *span, int numLights, bool proj );
|
|
|
|
void IEnableLights( plSpan *span );
|
|
|
|
void IMakeLightLists(plVisMgr* visMgr);
|
|
|
|
void ICheckLighting(plDrawableSpans* drawable, hsTArray<int16_t>& visList, plVisMgr* visMgr);
|
|
|
|
inline void inlEnsureLightingOff();
|
|
|
|
inline void inlEnsureLightingOn();
|
|
|
|
void IRenderProjection(const plRenderPrimFunc& render, plLightInfo* li);
|
|
|
|
void IRenderProjections(const plRenderPrimFunc& render);
|
|
|
|
void IRenderProjectionEach(const plRenderPrimFunc& render, hsGMaterial* material, int iPass, const plSpan& span);
|
|
|
|
void IRenderOverWire(const plRenderPrimFunc& render, hsGMaterial* material, const plSpan& span);
|
|
|
|
|
|
|
|
bool ISkipBumpMap(hsGMaterial* newMat, uint32_t& layer, const plSpan* currSpan) const;
|
|
|
|
void ISetBumpMatrices(const plLayerInterface* layer, const plSpan* span);
|
|
|
|
const hsMatrix44& IGetBumpMatrix(uint32_t miscFlags) const;
|
|
|
|
|
|
|
|
// Materials
|
|
|
|
const hsGMatState& ICompositeLayerState(int which, plLayerInterface* layer);
|
|
|
|
int32_t IHandleMaterial(hsGMaterial* newMat, uint32_t which, const plSpan* currSpan);
|
|
|
|
void IHandleFirstTextureStage( plLayerInterface* layer );
|
|
|
|
void IHandleShadeMode();
|
|
|
|
void IHandleZMode();
|
|
|
|
void IHandleMiscMode();
|
|
|
|
void IHandleTextureStage(uint32_t stage, plLayerInterface* layer);
|
|
|
|
void IHandleFirstStageBlend();
|
|
|
|
void IHandleBumpEnv(int stage, uint32_t blendFlags);
|
|
|
|
void IHandleStageBlend(int stage);
|
|
|
|
void IHandleStageClamp(int stage);
|
|
|
|
void IHandleStageTransform(int stage, plLayerInterface* layer);
|
|
|
|
void IHandleTextureMode(plLayerInterface* layer);
|
|
|
|
void IUseTextureRef(int stage, hsGDeviceRef* dRef, plLayerInterface* layer);
|
|
|
|
void IStageStop(uint32_t stage);
|
|
|
|
uint32_t ILayersAtOnce(hsGMaterial* mat, uint32_t which);
|
|
|
|
bool ICanEatLayer(plLayerInterface* lay);
|
|
|
|
void ISetLayer(uint32_t lay);
|
|
|
|
void IBottomLayer();
|
|
|
|
|
|
|
|
// Push special effects
|
|
|
|
plLayerInterface* IPushOverBaseLayer(plLayerInterface* li);
|
|
|
|
plLayerInterface* IPopOverBaseLayer(plLayerInterface* li);
|
|
|
|
plLayerInterface* IPushOverAllLayer(plLayerInterface* li);
|
|
|
|
plLayerInterface* IPopOverAllLayer(plLayerInterface* li);
|
|
|
|
|
|
|
|
int ISetNumActivePiggyBacks();
|
|
|
|
void IPushPiggyBacks(hsGMaterial* mat);
|
|
|
|
void IPopPiggyBacks();
|
|
|
|
void IPushProjPiggyBack(plLayerInterface* li);
|
|
|
|
void IPopProjPiggyBacks();
|
|
|
|
|
|
|
|
void ISetPipeConsts(plShader* shader);
|
|
|
|
HRESULT ISetShaders(plShader* vShader, plShader* pShader);
|
|
|
|
|
|
|
|
// Stenciling
|
|
|
|
virtual bool StencilEnable( bool enable );
|
|
|
|
virtual void StencilSetCompareFunc( uint8_t func, uint32_t refValue );
|
|
|
|
virtual void StencilSetMask( uint32_t mask, uint32_t writeMask );
|
|
|
|
virtual void StencilSetOps( uint8_t passOp, uint8_t failOp, uint8_t passButZFailOp );
|
|
|
|
virtual bool StencilGetCaps( plStencilCaps *caps );
|
|
|
|
|
|
|
|
hsGDeviceRef *MakeTextureRef( plLayerInterface* layer, plMipmap *b );
|
|
|
|
void IReloadTexture( plDXTextureRef *ref );
|
|
|
|
void IFillD3DTexture( plDXTextureRef *ref );
|
|
|
|
void IFillD3DCubeTexture( plDXCubeTextureRef *ref );
|
|
|
|
void IGetD3DTextureFormat( plBitmap *b, D3DFORMAT &formatType, uint32_t& texSize );
|
|
|
|
void IFormatTextureData( uint32_t formatType, uint32_t numPix, hsRGBAColor32* const src, void *dst );
|
|
|
|
void *IGetPixelScratch( uint32_t size );
|
|
|
|
hsGDeviceRef *IMakeCubicTextureRef( plLayerInterface* layer, plCubicEnvironmap *cubic );
|
|
|
|
bool IProcessMipmapLevels( plMipmap *mipmap, uint32_t &numLevels,
|
|
|
|
uint32_t *&levelSizes, uint32_t &totalSize,
|
|
|
|
uint32_t &numPixels, void *&textureData, bool noMip );
|
|
|
|
IDirect3DTexture9 *IMakeD3DTexture( plDXTextureRef *ref, D3DFORMAT formatType );
|
|
|
|
IDirect3DCubeTexture9 *IMakeD3DCubeTexture( plDXTextureRef *ref, D3DFORMAT formatType );
|
|
|
|
|
|
|
|
// Visualization of active occluders
|
|
|
|
void IMakeOcclusionSnap();
|
|
|
|
|
|
|
|
bool IAvatarSort(plDrawableSpans* d, const hsTArray<int16_t>& visList);
|
|
|
|
void IBlendVertsIntoBuffer( plSpan* span,
|
|
|
|
hsMatrix44* matrixPalette, int numMatrices,
|
|
|
|
const uint8_t *src, uint8_t format, uint32_t srcStride,
|
|
|
|
uint8_t *dest, uint32_t destStride, uint32_t count, uint16_t localUVWChans )
|
|
|
|
{ blend_vert_buffer.call(span, matrixPalette, numMatrices, src, format, srcStride, dest, destStride, count, localUVWChans); };
|
|
|
|
bool ISoftwareVertexBlend( plDrawableSpans* drawable, const hsTArray<int16_t>& visList );
|
|
|
|
|
|
|
|
|
|
|
|
void ILinkDevRef( plDXDeviceRef *ref, plDXDeviceRef **refList );
|
|
|
|
void IUnlinkDevRef( plDXDeviceRef *ref );
|
|
|
|
|
|
|
|
// Properties
|
|
|
|
inline DWORD inlGetD3DColor( const hsColorRGBA &c ) const;
|
|
|
|
inline D3DCOLORVALUE inlPlToD3DColor(const hsColorRGBA& c, float a) const;
|
|
|
|
|
|
|
|
// Error handling
|
|
|
|
void IAddErrorMessage( char *errStr );
|
|
|
|
void ISetErrorMessage( char *errStr = nil );
|
|
|
|
void IGetD3DError();
|
|
|
|
void IShowErrorMessage( char *errStr = nil );
|
|
|
|
bool ICreateFail( char *errStr );
|
|
|
|
|
|
|
|
// FPU mode check
|
|
|
|
void IFPUCheck();
|
|
|
|
|
|
|
|
// Device initialization
|
|
|
|
void IInvalidateState();
|
|
|
|
void IInitDeviceState();
|
|
|
|
void IClearMembers();
|
|
|
|
void ISetCaps();
|
|
|
|
void IRestrictCaps( const hsG3DDeviceRecord& devRec );
|
|
|
|
void ISetGraphicsCapability(uint32_t v);
|
|
|
|
|
|
|
|
bool IFindDepthFormat(D3DPRESENT_PARAMETERS& params);
|
|
|
|
bool IFindCompressedFormats();
|
|
|
|
bool IFindLuminanceFormats();
|
|
|
|
bool ITextureFormatAllowed( D3DFORMAT format );
|
|
|
|
|
|
|
|
void ISetCurrentDriver( D3DEnum_DriverInfo *driv );
|
|
|
|
void ISetCurrentDevice( D3DEnum_DeviceInfo *dev );
|
|
|
|
void ISetCurrentMode( D3DEnum_ModeInfo *mode );
|
|
|
|
|
|
|
|
bool ICreateDevice(bool windowed);
|
|
|
|
bool ICreateNormalSurfaces();
|
|
|
|
|
|
|
|
bool ICreateDeviceObjects();
|
|
|
|
void IReleaseDeviceObjects();
|
|
|
|
|
|
|
|
bool ICreateDynDeviceObjects();
|
|
|
|
void IReleaseDynDeviceObjects();
|
|
|
|
void IReleaseShaders();
|
|
|
|
|
|
|
|
bool IResetDevice();
|
|
|
|
|
|
|
|
// View and clipping
|
|
|
|
void ISetViewport();
|
|
|
|
void IUpdateViewVectors() const;
|
|
|
|
void IRefreshCullTree();
|
|
|
|
void ISetAnisotropy(bool on);
|
|
|
|
|
|
|
|
// Transforms
|
|
|
|
D3DXMATRIX& IMatrix44ToD3DMatrix( D3DXMATRIX& dst, const hsMatrix44& src );
|
|
|
|
void ITransformsToD3D();
|
|
|
|
hsMatrix44 IGetCameraToNDC();
|
|
|
|
void IProjectionMatrixToD3D();
|
|
|
|
void IWorldToCameraToD3D();
|
|
|
|
void ILocalToWorldToD3D();
|
|
|
|
void ISavageYonHack();
|
|
|
|
void ISetLocalToWorld( const hsMatrix44& l2w, const hsMatrix44& w2l );
|
|
|
|
void ISetCullMode(bool flip=false);
|
|
|
|
bool inline IIsViewLeftHanded();
|
|
|
|
bool IGetClearViewPort(D3DRECT& r);
|
|
|
|
plViewTransform& IGetViewTransform() { return fView.fTransform; }
|
|
|
|
void IUpdateViewFlags();
|
|
|
|
void ISetupTransforms(plDrawableSpans* drawable, const plSpan& span, hsMatrix44& lastL2W);
|
|
|
|
|
|
|
|
// Plate management
|
|
|
|
friend class plDXPlateManager;
|
|
|
|
|
|
|
|
void IDrawPlate( plPlate *plate );
|
|
|
|
|
|
|
|
void ISetRenderTarget( plRenderTarget *target );
|
|
|
|
|
|
|
|
bool IPrepRenderTargetInfo( plRenderTarget *owner, D3DFORMAT &surfFormat,
|
|
|
|
D3DFORMAT &depthFormat, D3DRESOURCETYPE &resType );
|
|
|
|
bool IFindRenderTargetInfo( plRenderTarget *owner, D3DFORMAT &surfFormat, D3DRESOURCETYPE &resType );
|
|
|
|
|
|
|
|
// From a D3DFORMAT enumeration, return the string literal for it
|
|
|
|
static const char *IGetDXFormatName( D3DFORMAT format );
|
|
|
|
|
|
|
|
/////// Shadow internals
|
|
|
|
// Generation
|
|
|
|
void IClearShadowSlaves();
|
|
|
|
void IPreprocessShadows();
|
|
|
|
bool IPrepShadowCaster(const plShadowCaster* caster);
|
|
|
|
void IRenderShadowCasterSpan(plShadowSlave* slave, plDrawableSpans* drawable, const plIcicle& span);
|
|
|
|
void ISetupShadowCastTextureStages(plShadowSlave* slave);
|
|
|
|
bool IRenderShadowCaster(plShadowSlave* slave);
|
|
|
|
void ISetupShadowLight(plShadowSlave* slave);
|
|
|
|
plDXLightRef* INextShadowLight(plShadowSlave* slave);
|
|
|
|
|
|
|
|
bool IPushShadowCastState(plShadowSlave* slave);
|
|
|
|
bool IPopShadowCastState(plShadowSlave* slave);
|
|
|
|
|
|
|
|
plDXTextureRef* IGetULutTextureRef();
|
|
|
|
bool ICreateBlurVBuffers();
|
|
|
|
void IReleaseBlurVBuffers();
|
|
|
|
void IMakeRenderTargetPools();
|
|
|
|
void IResetRenderTargetPools();
|
|
|
|
plRenderTarget* IFindRenderTarget(uint32_t& w, uint32_t& h, bool ortho);
|
|
|
|
void IReleaseRenderTargetPools();
|
|
|
|
|
|
|
|
// Selection
|
|
|
|
void IAttachSlaveToReceivers(int iSlave, plDrawableSpans* drawable, const hsTArray<int16_t>& visList);
|
|
|
|
void IAttachShadowsToReceivers(plDrawableSpans* drawable, const hsTArray<int16_t>& visList);
|
|
|
|
bool IAcceptsShadow(const plSpan* span, plShadowSlave* slave);
|
|
|
|
bool IReceivesShadows(const plSpan* span, hsGMaterial* mat);
|
|
|
|
void ISetShadowFromGroup(plDrawableSpans* drawable, const plSpan* span, plLightInfo* liInfo);
|
|
|
|
|
|
|
|
// Application
|
|
|
|
void IRenderShadowsOntoSpan(const plRenderPrimFunc& render, const plSpan* span, hsGMaterial* mat);
|
|
|
|
void ISetupShadowRcvTextureStages(hsGMaterial* mat);
|
|
|
|
void ISetShadowLightState(hsGMaterial* mat);
|
|
|
|
void IDisableLightsForShadow();
|
|
|
|
void IEnableShadowLight(plShadowSlave* slave);
|
|
|
|
void ISetupShadowSlaveTextures(plShadowSlave* slave);
|
|
|
|
|
|
|
|
// Postprocess (blurring)
|
|
|
|
bool ISetBlurQuadToRender(plRenderTarget* smap);
|
|
|
|
void IRenderBlurBackToShadowMap(plRenderTarget* smap, plRenderTarget* scratch, plRenderTarget* dst);
|
|
|
|
void IRenderBlurFromShadowMap(plRenderTarget* scratchRT, plRenderTarget* smap, float scale);
|
|
|
|
void IBlurSetRenderTarget(plRenderTarget* rt);
|
|
|
|
int IGetScratchRenderTarget(plRenderTarget* smap);
|
|
|
|
void IBlurShadowMap(plShadowSlave* slave);
|
|
|
|
|
|
|
|
// Avatar Texture Rendering
|
|
|
|
double fAvRTShrinkValidSince;
|
|
|
|
hsTArray<plRenderTarget*> fAvRTPool;
|
|
|
|
uint16_t fAvRTWidth;
|
|
|
|
uint32_t fAvNextFreeRT;
|
|
|
|
void IFillAvRTPool();
|
|
|
|
bool IFillAvRTPool(uint16_t numRTs, uint16_t width); // Returns true if we successfully filled the pool. Otherwise cleans up.
|
|
|
|
void IReleaseAvRTPool();
|
|
|
|
plRenderTarget* IGetNextAvRT();
|
|
|
|
void IFreeAvRT(plRenderTarget* tex);
|
|
|
|
void IPreprocessAvatarTextures();
|
|
|
|
void IDrawClothingQuad(float x, float y, float w, float h, float uOff, float vOff, plMipmap *tex);
|
|
|
|
void IClearClothingOutfits(hsTArray<plClothingOutfit*>* outfits);
|
|
|
|
|
|
|
|
void IPrintDeviceInitError();
|
|
|
|
|
|
|
|
void IResetToDefaults(D3DPRESENT_PARAMETERS *params);
|
|
|
|
|
|
|
|
public:
|
|
|
|
plDXPipeline( hsWinRef hWnd, const hsG3DDeviceModeRecord *devMode );
|
|
|
|
virtual ~plDXPipeline();
|
|
|
|
|
|
|
|
CLASSNAME_REGISTER( plDXPipeline );
|
|
|
|
GETINTERFACE_ANY( plDXPipeline, plPipeline );
|
|
|
|
|
|
|
|
virtual IDirect3DDevice9* GetD3DDevice() const { return fD3DDevice; }
|
|
|
|
|
|
|
|
// Typical 3D device
|
|
|
|
virtual bool PreRender(plDrawable* drawable, hsTArray<int16_t>& visList, plVisMgr* visMgr=nil);
|
|
|
|
virtual bool PrepForRender(plDrawable* drawable, hsTArray<int16_t>& visList, plVisMgr* visMgr=nil);
|
|
|
|
virtual void Render(plDrawable* d, const hsTArray<int16_t>& visList);
|
|
|
|
virtual void Draw(plDrawable* d);
|
|
|
|
|
|
|
|
virtual void PushRenderRequest(plRenderRequest* req);
|
|
|
|
virtual void PopRenderRequest(plRenderRequest* req);
|
|
|
|
|
|
|
|
void ResetDisplayDevice(int Width, int Height, int ColorDepth, bool Windowed, int NumAASamples, int MaxAnisotropicSamples, bool VSync = false );
|
|
|
|
|
|
|
|
virtual void ClearRenderTarget( plDrawable* d );
|
|
|
|
virtual void ClearRenderTarget( const hsColorRGBA* col = nil, const float* depth = nil );
|
|
|
|
virtual void SetClear(const hsColorRGBA* col=nil, const float* depth=nil);
|
|
|
|
virtual hsColorRGBA GetClearColor() const;
|
|
|
|
virtual float GetClearDepth() const;
|
|
|
|
virtual hsGDeviceRef* MakeRenderTargetRef( plRenderTarget *owner );
|
|
|
|
virtual hsGDeviceRef* SharedRenderTargetRef(plRenderTarget* sharer, plRenderTarget *owner);
|
|
|
|
virtual void PushRenderTarget( plRenderTarget *target );
|
|
|
|
virtual plRenderTarget* PopRenderTarget();
|
|
|
|
|
|
|
|
virtual bool BeginRender();
|
|
|
|
virtual bool EndRender();
|
|
|
|
virtual void RenderScreenElements();
|
|
|
|
|
|
|
|
virtual bool BeginDrawable(plDrawable* d);
|
|
|
|
virtual bool EndDrawable(plDrawable* d);
|
|
|
|
|
|
|
|
virtual void BeginVisMgr(plVisMgr* visMgr);
|
|
|
|
virtual void EndVisMgr(plVisMgr* visMgr);
|
|
|
|
|
|
|
|
virtual bool IsFullScreen() const { return fSettings.fFullscreen; }
|
|
|
|
virtual uint32_t Width() const { return fView.fTransform.GetViewPortWidth(); }
|
|
|
|
virtual uint32_t Height() const { return fView.fTransform.GetViewPortHeight(); }
|
|
|
|
virtual uint32_t ColorDepth() const { return fSettings.fColorDepth; }
|
|
|
|
virtual void Resize( uint32_t width, uint32_t height );
|
|
|
|
|
|
|
|
// Culling. Might be used in Update before bothering to do any serious computation.
|
|
|
|
virtual bool TestVisibleWorld(const hsBounds3Ext& wBnd);
|
|
|
|
virtual bool TestVisibleWorld(const plSceneObject* sObj);
|
|
|
|
virtual bool HarvestVisible(plSpaceTree* space, hsTArray<int16_t>& visList);
|
|
|
|
virtual bool SubmitOccluders(const hsTArray<const plCullPoly*>& polyList);
|
|
|
|
|
|
|
|
// Debug flags
|
|
|
|
virtual void SetDebugFlag( uint32_t flag, bool on );
|
|
|
|
virtual bool IsDebugFlagSet( uint32_t flag ) const;
|
|
|
|
|
|
|
|
// These are also only for debugging.
|
|
|
|
virtual void SetMaxCullNodes(uint16_t n) { fView.fCullMaxNodes = n; }
|
|
|
|
virtual uint16_t GetMaxCullNodes() const { return fView.fCullMaxNodes; }
|
|
|
|
|
|
|
|
virtual bool CheckResources();
|
|
|
|
virtual void LoadResources(); // Tells us where it's a good time to load in unmanaged resources.
|
|
|
|
|
|
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// Properties
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virtual void SetProperty( uint32_t prop, bool on ) { on ? fSettings.fProperties |= prop : fSettings.fProperties &= ~prop; }
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virtual bool GetProperty( uint32_t prop ) const { return ( fSettings.fProperties & prop ) ? true : false; }
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virtual uint32_t GetMaxLayersAtOnce() const { return fSettings.fMaxLayersAtOnce; }
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// Drawable type mask
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virtual void SetDrawableTypeMask( uint32_t mask ) { fView.fDrawableTypeMask = mask; }
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virtual uint32_t GetDrawableTypeMask() const { return fView.fDrawableTypeMask; }
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virtual void SetSubDrawableTypeMask( uint32_t mask ) { fView.fSubDrawableTypeMask = mask; }
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virtual uint32_t GetSubDrawableTypeMask() const { return fView.fSubDrawableTypeMask; }
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// Create a debug text font object
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virtual plTextFont *MakeTextFont( char *face, uint16_t size );
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// Create and/or Refresh geometry buffers
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virtual void CheckVertexBufferRef(plGBufferGroup* owner, uint32_t idx);
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virtual void CheckIndexBufferRef(plGBufferGroup* owner, uint32_t idx);
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virtual bool OpenAccess(plAccessSpan& dst, plDrawableSpans* d, const plVertexSpan* span, bool readOnly);
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virtual bool CloseAccess(plAccessSpan& acc);
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virtual void CheckTextureRef(plLayerInterface* lay);
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static void FreeManagedTexture(uint32_t sz) { hsAssert(fTexManaged >= sz, "Freeing mem we don't have"); fTexManaged -= sz; }
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static void AllocManagedTexture(uint32_t sz) { fTexManaged += sz; }
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static void FreeManagedVertex(uint32_t sz) { hsAssert(fVtxManaged >= sz, "Freeing mem we don't have"); fVtxManaged -= sz; }
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static void AllocManagedVertex(uint32_t sz) { fVtxManaged += sz; }
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#ifndef PLASMA_EXTERNAL_RELEASE
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static void ProfilePoolMem(D3DPOOL poolType, uint32_t size, bool add, const char *id);
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#endif // PLASMA_EXTERNAL_RELEASE
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// From a D3DFORMAT enumeration, return the bit depth associated with it.
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static short GetDXBitDepth( D3DFORMAT format );
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// Default fog settings
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virtual void SetDefaultFogEnviron( plFogEnvironment *fog ) { fView.fDefaultFog = *fog; fCurrFog.fEnvPtr = nil; }
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virtual const plFogEnvironment &GetDefaultFogEnviron() const { return fView.fDefaultFog; }
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// View state
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virtual hsPoint3 GetViewPositionWorld() const { return GetViewTransform().GetPosition(); }
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virtual hsVector3 GetViewAcrossWorld() const { return GetViewTransform().GetAcross(); }
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virtual hsVector3 GetViewUpWorld() const { return GetViewTransform().GetUp(); }
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virtual hsVector3 GetViewDirWorld() const { return GetViewTransform().GetDirection(); }
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virtual void GetViewAxesWorld(hsVector3 axes[3] /* ac,up,at */ ) const;
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virtual void GetFOV(float& fovX, float& fovY) const;
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virtual void SetFOV(float fovX, float fovY);
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virtual void GetSize(float& width, float& height) const;
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virtual void SetSize(float width, float height);
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virtual void GetDepth(float& hither, float& yon) const;
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virtual void SetDepth(float hither, float yon);
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virtual float GetZBiasScale() const;
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virtual void SetZBiasScale(float scale);
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virtual const hsMatrix44& GetWorldToCamera() const;
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virtual const hsMatrix44& GetCameraToWorld() const;
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virtual void SetWorldToCamera(const hsMatrix44& w2c, const hsMatrix44& c2w);
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virtual void SetViewTransform(const plViewTransform& trans);
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virtual const plViewTransform& GetViewTransform() const { return fView.fTransform; }
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virtual const hsMatrix44& GetWorldToLocal() const;
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virtual const hsMatrix44& GetLocalToWorld() const;
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virtual void ScreenToWorldPoint( int n, uint32_t stride, int32_t *scrX, int32_t *scrY,
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float dist, uint32_t strideOut, hsPoint3 *worldOut );
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virtual void RefreshMatrices();
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virtual void RefreshScreenMatrices();
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virtual void RegisterLight(plLightInfo* light);
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virtual void UnRegisterLight(plLightInfo* light);
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// Overrides, always push returns whatever is necessary to restore on pop.
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virtual hsGMaterial* PushOverrideMaterial(hsGMaterial* mat);
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virtual void PopOverrideMaterial(hsGMaterial* restore);
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virtual hsGMaterial* GetOverrideMaterial() const;
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virtual plLayerInterface* AppendLayerInterface(plLayerInterface* li, bool onAllLayers = false);
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virtual plLayerInterface* RemoveLayerInterface(plLayerInterface* li, bool onAllLayers = false);
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virtual plLayerInterface* PushPiggyBackLayer(plLayerInterface* li);
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virtual plLayerInterface* PopPiggyBackLayer(plLayerInterface* li);
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virtual uint32_t GetMaterialOverrideOn(hsGMatState::StateIdx category) const;
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virtual uint32_t GetMaterialOverrideOff(hsGMatState::StateIdx category) const;
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virtual hsGMatState PushMaterialOverride(const hsGMatState& state, bool on);
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virtual hsGMatState PushMaterialOverride(hsGMatState::StateIdx cat, uint32_t which, bool on);
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virtual void PopMaterialOverride(const hsGMatState& restore, bool on);
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virtual const hsGMatState& GetMaterialOverride(bool on) const;
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virtual hsColorOverride PushColorOverride(const hsColorOverride& over);
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virtual void PopColorOverride(const hsColorOverride& restore);
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virtual const hsColorOverride& GetColorOverride() const;
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virtual void SubmitShadowSlave(plShadowSlave* slave);
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virtual void SubmitClothingOutfit(plClothingOutfit* co);
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virtual bool SetGamma(float eR, float eG, float eB);
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virtual bool SetGamma(const uint16_t* const tabR, const uint16_t* const tabG, const uint16_t* const tabB);
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virtual bool CaptureScreen( plMipmap *dest, bool flipVertical = false, uint16_t desiredWidth = 0, uint16_t desiredHeight = 0 );
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virtual plMipmap* ExtractMipMap(plRenderTarget* targ);
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/// Error handling
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virtual const char *GetErrorString();
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bool ManagedAlloced() const { return fManagedAlloced; }
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virtual void GetSupportedColorDepths(hsTArray<int> &ColorDepths);
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virtual void GetSupportedDisplayModes(std::vector<plDisplayMode> *res, int ColorDepth = 32 );
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virtual int GetMaxAnisotropicSamples();
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virtual int GetMaxAntiAlias(int Width, int Height, int ColorDepth);
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// CPU-optimized functions
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protected:
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typedef void(*blend_vert_buffer_ptr)(plSpan*, hsMatrix44*, int, const uint8_t *,
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uint8_t , uint32_t, uint8_t *, uint32_t,
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uint32_t, uint16_t);
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static hsCpuFunctionDispatcher<blend_vert_buffer_ptr> blend_vert_buffer;
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};
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//// Direct3D Inlines //////////////////////////////////////////////////////
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// ??.?? - Some mild optimizations PBG
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// MMW - take advantage of the 32 bit float representation on a PC
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#define CONVERT_FLOAT_TO_BYTE_COLOR( f, dest ) \
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{ \
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LONG const floatBitsOne = 0x3f800000; \
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LONG const floatBits = *( (LONG const *)( &f ) ); \
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if( floatBits <= 0 ) dest = 0; \
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else if( floatBits >= floatBitsOne ) dest = 255; \
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else \
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{ \
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LONG const times256 = floatBits + ( 8 << 23 ); \
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dest = (DWORD)( *( (float const *)( ×256 ) ) ); \
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} \
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}
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inline DWORD plDXPipeline::inlGetD3DColor( const hsColorRGBA &col ) const
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|
|
{
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|
DWORD dr, dg, db, da;
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CONVERT_FLOAT_TO_BYTE_COLOR( col.r, dr );
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CONVERT_FLOAT_TO_BYTE_COLOR( col.g, dg );
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CONVERT_FLOAT_TO_BYTE_COLOR( col.b, db );
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|
CONVERT_FLOAT_TO_BYTE_COLOR( col.a, da );
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return( ( da << 24 ) | ( dr << 16 ) | ( dg << 8 ) | db );
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}
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#endif // _plDX9Pipeline_h
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