You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
842 lines
38 KiB
842 lines
38 KiB
/*==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 <http://www.gnu.org/licenses/>. |
|
|
|
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 "plFogEnvironment.h" |
|
#include "hsG3DDeviceSelector.h" |
|
#include "hsGeometry3.h" |
|
#include "hsTemplates.h" |
|
#include "hsColorRGBA.h" |
|
#include "hsGDeviceRef.h" |
|
#include "hsPoint2.h" |
|
|
|
class plAccessSpan; |
|
class plAuxSpan; |
|
class plVertexSpan; |
|
|
|
#include "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 plBinkPlayer; |
|
|
|
class plDXPipeline : public plPipeline |
|
{ |
|
protected: |
|
enum { |
|
kCapsNone = 0x0, |
|
kCapsCompressTextures = 0x1, |
|
kCapsMipmap = 0x2, |
|
kCapsHWTransform = 0x4, |
|
kCapsHWLighting = 0x8, |
|
kCapsZBias = 0x10, |
|
kCapsLinearFog = 0x20, |
|
kCapsExpFog = 0x40, |
|
kCapsExp2Fog = 0x80, |
|
kCapsRangeFog = 0x100, |
|
kCapsWBuffer = 0x200, |
|
kCapsTexBoundToStage = 0x400, |
|
kCapsDither = 0x800, |
|
kCapsLODWatch = 0x1000, |
|
kCapsFSAntiAlias = 0x2000, |
|
kCapsLuminanceTextures = 0x4000, |
|
kCapsDoesSmallTextures = 0x8000, |
|
kCapsDoesWFog = 0x10000, |
|
kCapsPixelFog = 0x20000, |
|
kCapsHasBadYonStuff = 0x40000, |
|
kCapsNoKindaSmallTexs = 0x80000, |
|
|
|
kCapsCubicTextures = 0x200000, |
|
kCapsCubicMipmap = 0x400000 |
|
}; |
|
enum { |
|
kKNone = 0x0, |
|
kKTNT = 0x1 |
|
}; |
|
|
|
plDebugTextManager* fDebugTextMgr; |
|
plDXPlateManager* fPlateMgr; |
|
|
|
// The main D3D interfaces |
|
LPDIRECT3D9 fD3DObject; // The main D3D object |
|
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<const plCullPoly*> fCullPolys; |
|
hsTArray<const plCullPoly*> 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<hsGMaterial*> fOverrideMat; |
|
hsGMaterial* fHoldMat; |
|
bool fCurrD3DLiteState; |
|
|
|
hsMatrix44 fBumpDuMatrix; |
|
hsMatrix44 fBumpDvMatrix; |
|
hsMatrix44 fBumpDwMatrix; |
|
|
|
hsTArray<plLayerInterface*> fOverLayerStack; |
|
plLayerInterface* fOverBaseLayer; |
|
plLayerInterface* fOverAllLayer; |
|
hsTArray<plLayerInterface*> 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<plShadowSlave*> fShadows; |
|
hsTArray<plRenderTarget*> fRenderTargetPool512; |
|
hsTArray<plRenderTarget*> fRenderTargetPool256; |
|
hsTArray<plRenderTarget*> fRenderTargetPool128; |
|
hsTArray<plRenderTarget*> fRenderTargetPool64; |
|
hsTArray<plRenderTarget*> fRenderTargetPool32; |
|
enum { kMaxRenderTargetNext = 10 }; |
|
uint32_t fRenderTargetNext[kMaxRenderTargetNext]; |
|
plDXTextureRef* fULutTextureRef; |
|
plRenderTarget* fBlurScratchRTs[kMaxRenderTargetNext]; |
|
plRenderTarget* fBlurDestRTs[kMaxRenderTargetNext]; |
|
IDirect3DVertexBuffer9* fBlurVBuffers[kMaxRenderTargetNext]; |
|
uint32_t fBlurVSHandle; |
|
|
|
hsTArray<plClothingOutfit*> fClothingOutfits; |
|
hsTArray<plClothingOutfit*> fPrevClothingOutfits; |
|
|
|
// Debug stuff |
|
plDrawableSpans *fBoundsSpans; |
|
hsGMaterial *fBoundsMat; |
|
hsTArray<uint32_t> 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 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<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 ICreateMaster(); |
|
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; |
|
friend class plBinkPlayer; |
|
|
|
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. |
|
|
|
// 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, 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<int> &ColorDepths); |
|
virtual void GetSupportedDisplayModes(std::vector<plDisplayMode> *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 void blend_vert_buffer_fpu(plSpan*, hsMatrix44*, int, const uint8_t *, uint8_t , uint32_t, uint8_t *, uint32_t, uint32_t, uint16_t); |
|
static void blend_vert_buffer_sse3(plSpan*, hsMatrix44*, int, const uint8_t *, uint8_t , uint32_t, uint8_t *, uint32_t, uint32_t, uint16_t); |
|
static hsFunctionDispatcher<blend_vert_buffer_ptr> 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
|
|
|