/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see .
Additional permissions under GNU GPL version 3 section 7
If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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licensors of this Program grant you additional
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
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*==LICENSE==*/
///////////////////////////////////////////////////////////////////////////////
// //
// plDXDeviceRefs.cpp - Functions for the various DX DeviceRef classes //
// Cyan, Inc. //
// //
//// Version History //////////////////////////////////////////////////////////
// //
// 4.25.2001 mcn - Created. //
// //
///////////////////////////////////////////////////////////////////////////////
#include "HeadSpin.h"
#include "hsWindows.h"
#include
#include
#include "plPipeline/hsWinRef.h"
#include "plDXPipeline.h"
#include "plDXDeviceRef.h"
#include "plDXBufferRefs.h"
#include "plDXLightRef.h"
#include "plDXTextureRef.h"
#include "plDXRenderTargetRef.h"
#include "plPipeline/plGBufferGroup.h"
#include "plDrawable/plGeometrySpan.h"
#include "plDrawable/plDrawableSpans.h"
#include "plGLight/plLightInfo.h"
#include "plPipeline/plRenderTarget.h"
#include "plPipeline/plCubicRenderTarget.h"
#include "plPipeline/plDynamicEnvMap.h"
#include "plProfile.h"
#include "plStatusLog/plStatusLog.h"
plProfile_CreateMemCounter("Vertices", "Memory", MemVertex);
plProfile_CreateMemCounter("Indices", "Memory", MemIndex);
plProfile_CreateMemCounter("Textures", "Memory", MemTexture);
///////////////////////////////////////////////////////////////////////////////
//// Generic plDXDeviceRef Functions /////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
plDXDeviceRef::plDXDeviceRef()
{
fNext = nil;
fBack = nil;
}
plDXDeviceRef::~plDXDeviceRef()
{
if( fNext != nil || fBack != nil )
Unlink();
}
void plDXDeviceRef::Unlink( void )
{
hsAssert( fBack, "plDXDeviceRef not in list" );
if( fNext )
fNext->fBack = fBack;
*fBack = fNext;
fBack = nil;
fNext = nil;
}
void plDXDeviceRef::Link( plDXDeviceRef **back )
{
hsAssert( fNext == nil && fBack == nil, "Trying to link a plDXDeviceRef that's already linked" );
fNext = *back;
if( *back )
(*back)->fBack = &fNext;
fBack = back;
*back = this;
}
///////////////////////////////////////////////////////////////////////////////
//// plDXVertex/IndexBufferRef Funktions /////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
//// Destructors //////////////////////////////////////////////////////////////
plDXVertexBufferRef::~plDXVertexBufferRef()
{
Release();
}
plDXIndexBufferRef::~plDXIndexBufferRef()
{
Release();
}
//// Releases /////////////////////////////////////////////////////////////////
void plDXVertexBufferRef::Release( void )
{
if( fD3DBuffer != nil )
{
ReleaseObject(fD3DBuffer);
if (!Volatile())
{
plProfile_DelMem(MemVertex, fCount * fVertexSize);
PROFILE_POOL_MEM(D3DPOOL_MANAGED, fCount * fVertexSize, false, "VtxBuff");
plDXPipeline::FreeManagedVertex(fCount * fVertexSize);
}
}
delete [] fData;
fData = nil;
SetDirty( true );
}
void plDXIndexBufferRef::Release( void )
{
if( fD3DBuffer != nil )
{
plProfile_DelMem(MemIndex, fCount * sizeof(uint16_t));
PROFILE_POOL_MEM(fPoolType, fCount * sizeof(uint16_t), false, "IndexBuff");
ReleaseObject( fD3DBuffer );
}
SetDirty( true );
}
///////////////////////////////////////////////////////////////////////////////
//// plDXTextureRef Funktions ////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
//// Set //////////////////////////////////////////////////////////////////////
plDXTextureRef& plDXTextureRef::Set( D3DFORMAT ft, uint32_t ml, uint32_t mw, uint32_t mh, uint32_t np,
uint32_t sz, uint32_t manSize, uint32_t* lSz, void* pd, bool ed, bool renderTarget )
{
if( fDataSize > 0 )
plProfile_DelMem(MemTexture, fDataSize + sizeof(plDXTextureRef));
if( ( fFormatType != ft || fMMLvs != ml || fMaxWidth != mw || fMaxHeight != mh ) && fD3DTexture != nil )
ReleaseObject( fD3DTexture );
if( !fD3DTexture )
fUseTime = 0;
fFormatType = ft;
fMMLvs = ml;
fMaxWidth = mw;
fMaxHeight = mh;
fNumPix = np;
fDataSize = manSize;
if( fLevelSizes != nil )
delete [] fLevelSizes;
if( lSz )
fLevelSizes = lSz;
else
{
fLevelSizes = new uint32_t[1];
fLevelSizes[0] = sz;
}
fData = pd;
fFlags = ( ed ? kExternData : 0 ) | ( renderTarget ? kRenderTarget : 0 );
plProfile_NewMem(MemTexture, fDataSize + sizeof(plDXTextureRef));
return *this;
}
//// Constructor & Destructor /////////////////////////////////////////////////
plDXTextureRef::plDXTextureRef( D3DFORMAT ft, uint32_t ml, uint32_t mw, uint32_t mh, uint32_t np,
uint32_t sz, uint32_t manSize, uint32_t* lSz, void* pd, bool ed, bool renderTarget )
: fD3DTexture(nullptr), fLevelSizes(nullptr), fOwner(nullptr)
{
Set( ft, ml, mw, mh, np, sz, manSize, lSz, pd, ed, renderTarget );
}
plDXTextureRef::~plDXTextureRef()
{
Release();
delete [] fLevelSizes;
}
//// Release //////////////////////////////////////////////////////////////////
void plDXTextureRef::Release( void )
{
plProfile_DelMem(MemTexture, fDataSize + sizeof(plDXTextureRef));
plProfile_Extern(ManagedMem);
PROFILE_POOL_MEM(D3DPOOL_MANAGED, fDataSize, false, (fOwner ? fOwner->GetKey() ? fOwner->GetKey()->GetUoid().GetObjectName().c_str() : "(UnknownTexture)" : "(UnknownTexture)"));
plDXPipeline::FreeManagedTexture(fDataSize);
fDataSize = 0;
ReleaseObject( fD3DTexture );
SetDirty( true );
}
///////////////////////////////////////////////////////////////////////////////
//// plDXLightRef Funktions //////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
//// UpdateD3DInfo ////////////////////////////////////////////////////////////
#define SET_D3DCOLORVALUE( v, color ) { v.r = color.r; v.g = color.g; v.b = color.b; v.a = color.a; }
void plDXLightRef::UpdateD3DInfo( IDirect3DDevice9 *dev, plDXLightSettings *settings )
{
plDirectionalLightInfo *dirOwner;
plOmniLightInfo *omniOwner;
plSpotLightInfo *spotOwner;
const float maxRange = 32767.f;
/// Properties that are set for all types
fD3DDevice = dev;
fParentSettings = settings;
memset( &fD3DInfo, 0, sizeof( D3DLIGHT9 ) );
SET_D3DCOLORVALUE( fD3DInfo.Diffuse, fOwner->GetDiffuse() );
SET_D3DCOLORVALUE( fD3DInfo.Ambient, fOwner->GetAmbient() );
SET_D3DCOLORVALUE( fD3DInfo.Specular, fOwner->GetSpecular() );
if( ( omniOwner = plOmniLightInfo::ConvertNoRef( fOwner ) ) != nil )
{
fD3DInfo.Type = D3DLIGHT_POINT;
hsPoint3 position = omniOwner->GetWorldPosition();
fD3DInfo.Position.x = position.fX;
fD3DInfo.Position.y = position.fY;
fD3DInfo.Position.z = position.fZ;
if( omniOwner->GetRadius() == 0 )
fD3DInfo.Range = maxRange;
else
fD3DInfo.Range = omniOwner->GetRadius();
fD3DInfo.Attenuation0 = omniOwner->GetConstantAttenuation();
fD3DInfo.Attenuation1 = omniOwner->GetLinearAttenuation();
fD3DInfo.Attenuation2 = omniOwner->GetQuadraticAttenuation();
// If the light is a spot, but it has a projected texture, then
// the cone attenuation is handled by the texture. We're only using
// the D3D light for distance attenuation and the N*L term. So
// we can just leave the D3D light as the cheaper and more stable
// Omni light. This sort of obviates the change below. - mf
if( !omniOwner->GetProjection()
&& (spotOwner = plSpotLightInfo::ConvertNoRef(fOwner)) )
{
fD3DInfo.Type = D3DLIGHT_SPOT;
hsVector3 direction = spotOwner->GetWorldDirection();
fD3DInfo.Direction.x = direction.fX;
fD3DInfo.Direction.y = direction.fY;
fD3DInfo.Direction.z = direction.fZ;
fD3DInfo.Falloff = spotOwner->GetFalloff();
fD3DInfo.Theta = spotOwner->GetSpotInner() * 2;
// fD3DInfo.Phi = spotOwner->GetProjection() ? M_PI : spotOwner->GetSpotOuter() * 2;
// D3D doesn't seem to like a Phi of PI, even though that's supposed to be the
// largest legal value. Symptom is an erratic, intermitant, unpredictable failure
// of the light to light, with bizarreness like lighting one object but not the object
// next to it, alternating which object it fails on each frame (or less often).
// So, whatever. - mf
fD3DInfo.Phi = spotOwner->GetSpotOuter() * 2;
}
}
else if( ( dirOwner = plDirectionalLightInfo::ConvertNoRef( fOwner ) ) != nil )
{
fD3DInfo.Type = D3DLIGHT_DIRECTIONAL;
hsVector3 direction = dirOwner->GetWorldDirection();
fD3DInfo.Direction.x = direction.fX;
fD3DInfo.Direction.y = direction.fY;
fD3DInfo.Direction.z = direction.fZ;
}
else
{
hsAssert( false, "Unrecognized light type passed to plDXLightRef::UpdateD3DInfo()" );
return;
}
fD3DDevice->SetLight( fD3DIndex, &fD3DInfo );
fScale = 1.f;
}
//// Destructor ///////////////////////////////////////////////////////////////
plDXLightRef::~plDXLightRef()
{
Release();
}
//// Release //////////////////////////////////////////////////////////////////
void plDXLightRef::Release( void )
{
// Ensure that this light is disabled
if( fD3DDevice )
{
fD3DDevice->LightEnable( fD3DIndex, false );
fD3DDevice = nil;
}
if( fParentSettings )
{
fParentSettings->fEnabledFlags.SetBit( fD3DIndex, false );
fParentSettings->ReleaseD3DIndex( fD3DIndex );
fParentSettings = nil;
}
fD3DIndex = 0;
SetDirty( true );
}
///////////////////////////////////////////////////////////////////////////////
//// plDXRenderTargetRef Functions ///////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
//// Constructor //////////////////////////////////////////////////////////////
plDXRenderTargetRef::plDXRenderTargetRef( D3DFORMAT tp, uint32_t ml, plRenderTarget *owner, bool releaseDepthOnDelete )
: plDXTextureRef( tp, ml, owner->GetWidth(), owner->GetHeight(),
owner->GetWidth() * owner->GetHeight(),
owner->GetWidth() * owner->GetHeight() * ( owner->GetPixelSize() >> 3 ),
0,
nil,
nil, true, true )
{
fD3DColorSurface = nil;
fD3DDepthSurface = nil;
fReleaseDepth = releaseDepthOnDelete;
fOwner = owner;
if( owner->GetFlags() & plRenderTarget::kIsTexture )
fFlags |= kOffscreenRT;
if( owner->GetFlags() & plRenderTarget::kIsProjected )
{
if( owner->GetFlags() & plRenderTarget::kIsOrtho )
fFlags |= kOrthoProjection;
else
fFlags |= kPerspProjection;
}
if( plCubicRenderTarget::ConvertNoRef( owner ) != nil )
fFlags |= kCubicMap;
}
//// Set //////////////////////////////////////////////////////////////////////
plDXRenderTargetRef& plDXRenderTargetRef::Set( D3DFORMAT tp, uint32_t ml, plRenderTarget *owner )
{
fOwner = owner;
plDXTextureRef::Set( tp, ml, owner->GetWidth(), owner->GetHeight(),
owner->GetWidth() * owner->GetHeight(),
owner->GetWidth() * owner->GetHeight() * ( owner->GetPixelSize() >> 3 ),
0,
nil,
nil, true, true );
if( owner->GetFlags() & plRenderTarget::kIsTexture )
fFlags |= kOffscreenRT;
if( owner->GetFlags() & plRenderTarget::kIsProjected )
{
if( owner->GetFlags() & plRenderTarget::kIsOrtho )
fFlags |= kOrthoProjection;
else
fFlags |= kPerspProjection;
}
if( plCubicRenderTarget::ConvertNoRef( owner ) != nil )
fFlags |= kCubicMap;
return *this;
}
//// SetTexture ///////////////////////////////////////////////////////////////
void plDXRenderTargetRef::SetTexture( IDirect3DSurface9 *surface, IDirect3DSurface9 *depth )
{
fD3DColorSurface = surface;
fD3DTexture = nil;
fD3DDepthSurface = depth;
}
void plDXRenderTargetRef::SetTexture( IDirect3DTexture9 *surface, IDirect3DSurface9 *depth )
{
fD3DTexture = surface;
fD3DColorSurface = nil;
fD3DDepthSurface = depth;
}
void plDXRenderTargetRef::SetTexture( IDirect3DCubeTexture9 *surface, IDirect3DSurface9 *depth )
{
int i;
IDirect3DSurface9 *surf;
plDXRenderTargetRef *ref;
plCubicRenderTarget *cubic;
D3DCUBEMAP_FACES faces[ 6 ] = { D3DCUBEMAP_FACE_NEGATIVE_X, // Left
D3DCUBEMAP_FACE_POSITIVE_X, // Right
D3DCUBEMAP_FACE_POSITIVE_Z, // Front
D3DCUBEMAP_FACE_NEGATIVE_Z, // Back
D3DCUBEMAP_FACE_POSITIVE_Y, // Top
D3DCUBEMAP_FACE_NEGATIVE_Y }; // Bottom
fD3DTexture = surface;
fD3DDepthSurface = depth;
fD3DColorSurface = nil;
/// Get the faces and assign to each of the child targets
cubic = plCubicRenderTarget::ConvertNoRef( fOwner );
for( i = 0; i < 6; i++ )
{
if( surface->GetCubeMapSurface( faces[ i ], 0, &surf ) != D3D_OK )
{
hsAssert( false, "Unable to get cube map surface" );
continue;
}
ref = (plDXRenderTargetRef *)cubic->GetFace( i )->GetDeviceRef();
ref->SetTexture( surf, depth );
}
}
//// Destructor ///////////////////////////////////////////////////////////////
plDXRenderTargetRef::~plDXRenderTargetRef()
{
Release();
}
//// Release //////////////////////////////////////////////////////////////////
void plDXRenderTargetRef::Release( void )
{
int i;
plCubicRenderTarget *cubic;
plDXRenderTargetRef *ref;
/// Get rid of the children's deviceRefs
if( fFlags & kCubicMap )
{
cubic = plCubicRenderTarget::ConvertNoRef( fOwner );
for( i = 0; i < 6; i++ )
{
ref = (plDXRenderTargetRef *)cubic->GetFace( i )->GetDeviceRef();
ref->Release();
ref->SetDirty( true );
}
// No need to call D3DSURF_MEMDEL on our fD3DTexture. It'll get
// accounted for by our children's surfaces.
}
else
{
// We do internal accounting here. Actual release of fD3DTexture
// happens in plDXTextureRef::Release()
D3DSURF_MEMDEL((IDirect3DTexture9*)fD3DTexture);
}
D3DSURF_MEMDEL(fD3DColorSurface);
ReleaseObject( fD3DColorSurface );
if( fReleaseDepth )
{
// TODO:
// We don't know who all is sharing this depth surface, so we can't
// confidently say this memory is free now. We're reffing and releasing
// it properly as far as DirectX is concerned, but our internal memory
// counter is ignoring it.
//D3DSURF_MEMDEL(fD3DDepthSurface);
ReleaseObject( fD3DDepthSurface );
}
plDXTextureRef::Release();
SetDirty( true );
}