/*==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,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
licensors of this Program grant you additional
permission to convey the resulting work. Corresponding Source for a
non-source form of such a combination shall include the source code for
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
#ifndef _plDX9Pipeline_h
#define _plDX9Pipeline_h
#include "plPipeline.h"
#include "plDXSettings.h"
#include "plSurface/plLayerInterface.h"
#include "hsMatrix44.h"
#include "plPipeline/plFogEnvironment.h"
#include "plPipeline/hsG3DDeviceSelector.h"
#include "hsGeometry3.h"
#include "hsTemplates.h"
#include "hsColorRGBA.h"
#include "plPipeline/hsGDeviceRef.h"
#include "hsPoint2.h"
class plAccessSpan;
class plAuxSpan;
class plVertexSpan;
#include "plPipeline/plPlates.h" // Used to define plDXPlateManager
//// Defines and Konstants and Other Nifty Stuff //////////////////////////////
class plDXLightRef;
class plDXVertexBufferRef;
class plDXIndexBufferRef;
class plDXTextureRef;
class plDXCubeTextureRef;
class plDXVertexShader;
class plDXPixelShader;
class plShader;
class plVisMgr;
//#define HS_D3D_USE_SPECULAR
class hsGMaterial;
class plMipmap;
class plLightInfo;
class plCullTree;
class plShadowSlave;
class plShadowCaster;
struct D3DXMATRIX;
#ifdef HS_DEBUGGING
#define HS_CHECK_RELEASE
#endif
#ifndef PLASMA_EXTERNAL_RELEASE
#define PROFILE_POOL_MEM(pool, size, add, id) plDXPipeline::ProfilePoolMem(pool, size, add, id);
#else
#define PROFILE_POOL_MEM(pool, size, add, id)
#endif // PLASMA_EXTERNAL_RELEASE
extern void D3DSURF_MEMNEW(IDirect3DSurface9* surf);
extern void D3DSURF_MEMNEW(IDirect3DTexture9* tex);
extern void D3DSURF_MEMNEW(IDirect3DCubeTexture9* cTex);
extern void D3DSURF_MEMDEL(IDirect3DSurface9* surf);
extern void D3DSURF_MEMDEL(IDirect3DTexture9* tex);
extern void D3DSURF_MEMDEL(IDirect3DCubeTexture9* cTex);
extern void plReleaseObject(IUnknown* x);
#define ReleaseObject(x) if(x){ plReleaseObject(x); x=NULL; }
typedef LPDIRECT3D9 (WINAPI * Direct3DCreateProc)( UINT sdkVersion );
//// Helper Classes ///////////////////////////////////////////////////////////
//// The RenderPrimFunc lets you have one function which does a lot of stuff
// around the actual call to render whatever type of primitives you have, instead
// of duplicating everything because the one line to render is different.
class plRenderPrimFunc
{
public:
virtual bool RenderPrims() const = 0; // return true on error
};
//// DX-specific Plate Manager implementation
class plDXPlateManager : public plPlateManager
{
friend class plDXPipeline;
public:
virtual ~plDXPlateManager();
protected:
const long PLD3D_PLATEFVF;
struct plPlateVertex
{
hsPoint3 fPoint;
uint32_t fColor;
hsPoint3 fUV;
};
IDirect3DDevice9 *fD3DDevice;
IDirect3DVertexBuffer9 *fVertBuffer;
plDXPlateManager( plDXPipeline *pipe, IDirect3DDevice9 *device );
void ICreateGeometry(plDXPipeline* pipe);
void IReleaseGeometry();
virtual void IDrawToDevice( plPipeline *pipe );
};
//// Class Definition /////////////////////////////////////////////////////////
class plDebugTextManager;
struct D3DEnum_DriverInfo;
struct D3DEnum_DeviceInfo;
struct D3DEnum_ModeInfo;
class plGeometrySpan;
class plDrawableSpans;
class plSpan;
class plIcicle;
class hsG3DDeviceModeRecord;
class plDXDeviceRef;
class plParticleSpan;
class plCubicEnvironmap;
class plDXRenderTargetRef;
class plStatusLogDrawer;
class plDXPipeline : public plPipeline
{
protected:
enum {
kCapsNone = 0x00000000,
kCapsCompressTextures = 0x00000001,
kCapsMipmap = 0x00000002,
kCapsHWTransform = 0x00000004,
kCapsHWLighting = 0x00000008,
kCapsZBias = 0x00000010,
kCapsLinearFog = 0x00000020,
kCapsExpFog = 0x00000040,
kCapsExp2Fog = 0x00000080,
kCapsRangeFog = 0x00000100,
kCapsTexBoundToStage = 0x00000200,
kCapsLODWatch = 0x00000400,
kCapsFSAntiAlias = 0x00000800,
kCapsLuminanceTextures = 0x00001000,
kCapsDoesSmallTextures = 0x00002000,
kCapsDoesWFog = 0x00004000,
kCapsPixelFog = 0x00008000,
kCapsHasBadYonStuff = 0x00010000,
kCapsNpotTextures = 0x00020000,
kCapsCubicTextures = 0x00040000,
kCapsCubicMipmap = 0x00080000
};
enum {
kKNone = 0x0,
kKTNT = 0x1
};
plDebugTextManager* fDebugTextMgr;
plDXPlateManager* fPlateMgr;
// The main D3D interfaces
LPDIRECT3DDEVICE9 fD3DDevice; // The D3D rendering device
IDirect3DSurface9* fD3DMainSurface;
IDirect3DSurface9* fD3DDepthSurface;
IDirect3DSurface9* fD3DBackBuff;
IDirect3DSurface9* fSharedDepthSurface[2];
D3DFORMAT fSharedDepthFormat[2];
// Dynamic buffers
uint32_t fVtxRefTime;
uint32_t fNextDynVtx;
uint32_t fDynVtxSize;
IDirect3DVertexBuffer9* fDynVtxBuff;
bool fManagedAlloced;
bool fAllocUnManaged;
// States
plDXGeneralSettings fSettings;
plDXTweakSettings fTweaks;
plDXStencilSettings fStencil;
bool fDeviceLost;
bool fDevWasLost;
hsTArray fCullPolys;
hsTArray fCullHoles;
plDrawableSpans* fCullProxy;
plDXVertexBufferRef* fVtxBuffRefList;
plDXIndexBufferRef* fIdxBuffRefList;
plDXTextureRef* fTextureRefList;
plTextFont* fTextFontRefList;
plDXRenderTargetRef* fRenderTargetRefList;
plDXVertexShader* fVShaderRefList;
plDXPixelShader* fPShaderRefList;
hsGMaterial* fCurrMaterial;
plLayerInterface* fCurrLay;
uint32_t fCurrLayerIdx, fCurrNumLayers, fCurrRenderLayer;
uint32_t fCurrLightingMethod; // Based on plSpan flags
D3DCULL fCurrCullMode;
hsGMatState fMatOverOn;
hsGMatState fMatOverOff;
hsTArray fOverrideMat;
hsGMaterial* fHoldMat;
bool fCurrD3DLiteState;
hsMatrix44 fBumpDuMatrix;
hsMatrix44 fBumpDvMatrix;
hsMatrix44 fBumpDwMatrix;
hsTArray fOverLayerStack;
plLayerInterface* fOverBaseLayer;
plLayerInterface* fOverAllLayer;
hsTArray fPiggyBackStack;
int32_t fMatPiggyBacks;
int32_t fActivePiggyBacks;
UINT fCurrentAdapter;
D3DEnum_DriverInfo* fCurrentDriver;
D3DEnum_DeviceInfo* fCurrentDevice;
D3DEnum_ModeInfo* fCurrentMode;
hsGDeviceRef* fLayerRef[ 8 ];
hsGMatState fLayerState[ 8 ]; // base stage (0) state is held in base class
hsGMatState fOldLayerState[ 8 ];
bool fLayerTransform[ 8 ];
float fLayerLODBias[ 8 ];
uint32_t fLayerUVWSrcs[ 8 ];
uint32_t fLayerXformFlags[ 8 ];
uint32_t fLastEndingStage;
bool fTexturing;
bool fForceMatHandle;
uint32_t fInSceneDepth;
uint32_t fTextUseTime; // inc'd every frame - stat gather only
static uint32_t fTexManaged;
static uint32_t fTexUsed;
static uint32_t fVtxManaged;
static uint32_t fVtxUsed;
uint32_t fEvictTime;
uint32_t fManagedSeen;
uint32_t fManagedCutoff;
double fTime; // World time.
uint32_t fFrame; // inc'd every time the camera moves.
uint32_t fRenderCnt; // inc'd every begin scene.
// View stuff
plDXViewSettings fView;
hsBitVector fDebugFlags;
uint32_t fDebugSpanGraphY;
// Fog
plDXFogSettings fCurrFog;
// Light
plDXLightSettings fLights;
// Shadows
hsTArray fShadows;
hsTArray fRenderTargetPool512;
hsTArray fRenderTargetPool256;
hsTArray fRenderTargetPool128;
hsTArray fRenderTargetPool64;
hsTArray fRenderTargetPool32;
enum { kMaxRenderTargetNext = 10 };
uint32_t fRenderTargetNext[kMaxRenderTargetNext];
plDXTextureRef* fULutTextureRef;
plRenderTarget* fBlurScratchRTs[kMaxRenderTargetNext];
plRenderTarget* fBlurDestRTs[kMaxRenderTargetNext];
IDirect3DVertexBuffer9* fBlurVBuffers[kMaxRenderTargetNext];
uint32_t fBlurVSHandle;
hsTArray fClothingOutfits;
hsTArray fPrevClothingOutfits;
// Debug stuff
plDrawableSpans *fBoundsSpans;
hsGMaterial *fBoundsMat;
hsTArray fBSpansToDelete;
plStatusLogDrawer *fLogDrawer;
bool fVSync;
bool fForceDeviceReset;
void IBeginAllocUnManaged();
void IEndAllocUnManaged();
void ICheckTextureUsage();
void ICheckVtxUsage();
inline void ICheckVBUsage(plDXVertexBufferRef* vRef);
bool IRefreshDynVertices(plGBufferGroup* group, plDXVertexBufferRef* vRef);
bool ICheckAuxBuffers(const plAuxSpan* span);
bool ICheckDynBuffers(plDrawableSpans* drawable, plGBufferGroup* group, const plSpan* span);
void ICheckStaticVertexBuffer(plDXVertexBufferRef* vRef, plGBufferGroup* owner, uint32_t idx);
void ICheckIndexBuffer(plDXIndexBufferRef* iRef);
void IFillStaticVertexBufferRef(plDXVertexBufferRef *ref, plGBufferGroup *group, uint32_t idx);
void IFillVolatileVertexBufferRef(plDXVertexBufferRef* ref, plGBufferGroup* group, uint32_t idx);
void IFillIndexBufferRef(plDXIndexBufferRef* iRef, plGBufferGroup* owner, uint32_t idx);
void ISetupVertexBufferRef(plGBufferGroup* owner, uint32_t idx, plDXVertexBufferRef* vRef);
void ISetupIndexBufferRef(plGBufferGroup* owner, uint32_t idx, plDXIndexBufferRef* iRef);
void ICreateDynamicBuffers();
void IReleaseDynamicBuffers();
void IAddBoundsSpan( plDrawableSpans *ice, const hsBounds3Ext *bounds, uint32_t bndColor = 0xffff0000 );
void IAddNormalsSpan( plDrawableSpans *ice, plIcicle *span, plDXVertexBufferRef *vRef, uint32_t bndColor );
// Rendering
bool IFlipSurface();
long IGetBufferD3DFormat(uint8_t format) const;
uint32_t IGetBufferFormatSize(uint8_t format) const;
void IGetVisibleSpans( plDrawableSpans* drawable, hsTArray& visList, plVisMgr* visMgr );
void IRenderSpans( plDrawableSpans *ice, const hsTArray& 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& 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& 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& 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& visList);
void IAttachShadowsToReceivers(plDrawableSpans* drawable, const hsTArray& 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 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* 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& visList, plVisMgr* visMgr=nil);
virtual bool PrepForRender(plDrawable* drawable, hsTArray& visList, plVisMgr* visMgr=nil);
virtual void Render(plDrawable* d, const hsTArray& 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& visList);
virtual bool SubmitOccluders(const hsTArray& 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.
// Properties
virtual void SetProperty( uint32_t prop, bool on ) { on ? fSettings.fProperties |= prop : fSettings.fProperties &= ~prop; }
virtual bool GetProperty( uint32_t prop ) const { return ( fSettings.fProperties & prop ) ? true : false; }
virtual uint32_t GetMaxLayersAtOnce() const { return fSettings.fMaxLayersAtOnce; }
// Drawable type mask
virtual void SetDrawableTypeMask( uint32_t mask ) { fView.fDrawableTypeMask = mask; }
virtual uint32_t GetDrawableTypeMask() const { return fView.fDrawableTypeMask; }
virtual void SetSubDrawableTypeMask( uint32_t mask ) { fView.fSubDrawableTypeMask = mask; }
virtual uint32_t GetSubDrawableTypeMask() const { return fView.fSubDrawableTypeMask; }
// Create a debug text font object
virtual plTextFont *MakeTextFont( char *face, uint16_t size );
// Create and/or Refresh geometry buffers
virtual void CheckVertexBufferRef(plGBufferGroup* owner, uint32_t idx);
virtual void CheckIndexBufferRef(plGBufferGroup* owner, uint32_t idx);
virtual bool OpenAccess(plAccessSpan& dst, plDrawableSpans* d, const plVertexSpan* span, bool readOnly);
virtual bool CloseAccess(plAccessSpan& acc);
virtual void CheckTextureRef(plLayerInterface* lay);
static void FreeManagedTexture(uint32_t sz) { hsAssert(fTexManaged >= sz, "Freeing mem we don't have"); fTexManaged -= sz; }
static void AllocManagedTexture(uint32_t sz) { fTexManaged += sz; }
static void FreeManagedVertex(uint32_t sz) { hsAssert(fVtxManaged >= sz, "Freeing mem we don't have"); fVtxManaged -= sz; }
static void AllocManagedVertex(uint32_t sz) { fVtxManaged += sz; }
#ifndef PLASMA_EXTERNAL_RELEASE
static void ProfilePoolMem(D3DPOOL poolType, uint32_t size, bool add, const char *id);
#endif // PLASMA_EXTERNAL_RELEASE
// From a D3DFORMAT enumeration, return the bit depth associated with it.
static short GetDXBitDepth( D3DFORMAT format );
// Default fog settings
virtual void SetDefaultFogEnviron( plFogEnvironment *fog ) { fView.fDefaultFog = *fog; fCurrFog.fEnvPtr = nil; }
virtual const plFogEnvironment &GetDefaultFogEnviron() const { return fView.fDefaultFog; }
// View state
virtual hsPoint3 GetViewPositionWorld() const { return GetViewTransform().GetPosition(); }
virtual hsVector3 GetViewAcrossWorld() const { return GetViewTransform().GetAcross(); }
virtual hsVector3 GetViewUpWorld() const { return GetViewTransform().GetUp(); }
virtual hsVector3 GetViewDirWorld() const { return GetViewTransform().GetDirection(); }
virtual void GetViewAxesWorld(hsVector3 axes[3] /* ac,up,at */ ) const;
virtual void GetFOV(float& fovX, float& fovY) const;
virtual void SetFOV(float fovX, float fovY);
virtual void GetSize(float& width, float& height) const;
virtual void SetSize(float width, float height);
virtual void GetDepth(float& hither, float& yon) const;
virtual void SetDepth(float hither, float yon);
virtual float GetZBiasScale() const;
virtual void SetZBiasScale(float scale);
virtual const hsMatrix44& GetWorldToCamera() const;
virtual const hsMatrix44& GetCameraToWorld() const;
virtual void SetWorldToCamera(const hsMatrix44& w2c, const hsMatrix44& c2w);
virtual void SetViewTransform(const plViewTransform& trans);
virtual const plViewTransform& GetViewTransform() const { return fView.fTransform; }
virtual const hsMatrix44& GetWorldToLocal() const;
virtual const hsMatrix44& GetLocalToWorld() const;
virtual void ScreenToWorldPoint( int n, uint32_t stride, int32_t *scrX, int32_t *scrY,
float dist, uint32_t strideOut, hsPoint3 *worldOut );
virtual void RefreshMatrices();
virtual void RefreshScreenMatrices();
virtual void RegisterLight(plLightInfo* light);
virtual void UnRegisterLight(plLightInfo* light);
// Overrides, always push returns whatever is necessary to restore on pop.
virtual hsGMaterial* PushOverrideMaterial(hsGMaterial* mat);
virtual void PopOverrideMaterial(hsGMaterial* restore);
virtual hsGMaterial* GetOverrideMaterial() const;
virtual plLayerInterface* AppendLayerInterface(plLayerInterface* li, bool onAllLayers = false);
virtual plLayerInterface* RemoveLayerInterface(plLayerInterface* li, bool onAllLayers = false);
virtual plLayerInterface* PushPiggyBackLayer(plLayerInterface* li);
virtual plLayerInterface* PopPiggyBackLayer(plLayerInterface* li);
virtual uint32_t GetMaterialOverrideOn(hsGMatState::StateIdx category) const;
virtual uint32_t GetMaterialOverrideOff(hsGMatState::StateIdx category) const;
virtual hsGMatState PushMaterialOverride(const hsGMatState& state, bool on);
virtual hsGMatState PushMaterialOverride(hsGMatState::StateIdx cat, uint32_t which, bool on);
virtual void PopMaterialOverride(const hsGMatState& restore, bool on);
virtual const hsGMatState& GetMaterialOverride(bool on) const;
virtual hsColorOverride PushColorOverride(const hsColorOverride& over);
virtual void PopColorOverride(const hsColorOverride& restore);
virtual const hsColorOverride& GetColorOverride() const;
virtual void SubmitShadowSlave(plShadowSlave* slave);
virtual void SubmitClothingOutfit(plClothingOutfit* co);
virtual bool SetGamma(float eR, float eG, float eB);
virtual bool SetGamma(const uint16_t* const tabR, const uint16_t* const tabG, const uint16_t* const tabB);
virtual bool CaptureScreen( plMipmap *dest, bool flipVertical = false, uint16_t desiredWidth = 0, uint16_t desiredHeight = 0 );
virtual plMipmap* ExtractMipMap(plRenderTarget* targ);
/// Error handling
virtual const char *GetErrorString();
bool ManagedAlloced() const { return fManagedAlloced; }
virtual void GetSupportedColorDepths(hsTArray &ColorDepths);
virtual void GetSupportedDisplayModes(std::vector *res, int ColorDepth = 32 );
virtual int GetMaxAnisotropicSamples();
virtual int GetMaxAntiAlias(int Width, int Height, int ColorDepth);
// CPU-optimized functions
protected:
typedef void(*blend_vert_buffer_ptr)(plSpan*, hsMatrix44*, int, const uint8_t *,
uint8_t , uint32_t, uint8_t *, uint32_t,
uint32_t, uint16_t);
static hsCpuFunctionDispatcher blend_vert_buffer;
};
//// Direct3D Inlines //////////////////////////////////////////////////////
// ??.?? - Some mild optimizations PBG
// MMW - take advantage of the 32 bit float representation on a PC
#define CONVERT_FLOAT_TO_BYTE_COLOR( f, dest ) \
{ \
LONG const floatBitsOne = 0x3f800000; \
LONG const floatBits = *( (LONG const *)( &f ) ); \
if( floatBits <= 0 ) dest = 0; \
else if( floatBits >= floatBitsOne ) dest = 255; \
else \
{ \
LONG const times256 = floatBits + ( 8 << 23 ); \
dest = (DWORD)( *( (float const *)( ×256 ) ) ); \
} \
}
inline DWORD plDXPipeline::inlGetD3DColor( const hsColorRGBA &col ) const
{
DWORD dr, dg, db, da;
CONVERT_FLOAT_TO_BYTE_COLOR( col.r, dr );
CONVERT_FLOAT_TO_BYTE_COLOR( col.g, dg );
CONVERT_FLOAT_TO_BYTE_COLOR( col.b, db );
CONVERT_FLOAT_TO_BYTE_COLOR( col.a, da );
return( ( da << 24 ) | ( dr << 16 ) | ( dg << 8 ) | db );
}
#endif // _plDX9Pipeline_h